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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 214BD ~ dl.6D, 623AC || 293 || 90 || 1 || 10% || Anywhere || Generally not worth it due to the lackluster meter gain, but can steal a round.
| '''Light Starter''' > 214BD ~ (delay) 6D, 214D, 623AC || 296 || 155 || 1 || 15% || Anywhere || Generally not worth it due to the lackluster meter gain, but can steal a round.
|-
|-
| '''Light Starter''' > 214BD ~ dl.6B, 214BD ~ dl.6D, 623C || 318 || 190 || 1 || 30% || Corner ||
| '''Heavy Starter''' > 236AC, 214BD ~ (delay) 6D, 214D, 623AC || 371 || 255 || 1 || 40% || Anywhere ||
|-
|-
| '''Heavy Starter''' > 214B ~ 6D, 623A > 236236A/C || 384 || 265 || 1 || 45% || Anywhere || BNB combo with a super added, shortcut the dp super as 6236C, 236A/C.  
| '''Light Starter''' > 214BD ~ (delay) 6B, 214BD ~ (delay) 6D, 214B ~ 6B, 214C, 623C || 338 || 375 || 1 || 45% || Corner || Scaling math causes 214B to do more damage than 214D in this combo, though the combo still works fine with 214D if you're too lazy to change up your combo structure.
|-
|-
| '''Heavy Starter''' > 236AC, 214BD ~ dl.6D, 214A/623C || 375 || 245 || 1 || 30% || Anywhere || Does less damage than above combo, but allows for more flexible ender options.
| '''Heavy Starter''' > 236AC, 214BD ~ (delay) 6D, 214D ~ (delay) 6B, 214C, 623C || 414 || 515 || 1 || 55% || Corner ||  
|-
| '''Heavy Starter''' > 214D ~ dl.6B, dl.623C > 236236B/D || 399 || 365 || 1 || 45% || Corner || Super extension to her corner combo. delay 6B followup as much as possible, and do 623C as early as possible. Opt for 623A > 236236A/C instead to sacrifice negligible dmg for more consistency.
|-
| '''Heavy Starter''' > 236AC > 214D ~ dl.6B, 623AC || 397 || 305 || 1 || 30% || Corner ||
|-
| CD > 236C, 214BD ~ dl.6B, 214BD ~ dl.6D, 623C || 366 || 240 || 1 || 40% || Corner ||
|-
|-
| 236CD, 214D, 623C || 229 || 180 || 1 || 80% || Anywhere || Shatter Strike combo. Possible to do if the Shatter Strike hits airborne, but can be awkward. When in doubt, opt for a running 623C instead. If Kula is point blank with the opponent, 214D may not work properly. Just use a 623C in those cases as well.
| 236CD, 214D, 623C || 229 || 180 || 1 || 80% || Anywhere || Shatter Strike combo. Possible to do if the Shatter Strike hits airborne, but can be awkward. When in doubt, opt for a running 623C instead. If Kula is point blank with the opponent, 214D may not work properly. Just use a 623C in those cases as well.
|-
|-
| 236CD, 214D ~ dl.6B, 623C || 270 || 260 || 1 || 85% || Corner ||  
| 236CD, 214D ~ (delay) 6B, 214C, 623C || 305 || 340 || 1 || 90% || Corner || Your corner combos with 214D work consistently from a Shatter in the corner.
|-
|-
| '''Light Starter''' > 214BD ~ dl.6D, 623C > 236236B/D || 353 || 130 || 1.5 || 25% || Anywhere || Try to get the opponent to land on the 6D as late as possible for the most consistency with the Super Cancel. 623A > 236236A/C works too.
| '''Light Starter''' > 214BD ~ (delay) 6D, 214D, 623C > 236236P || 336 || 215 || 1.5 || 30% || Anywhere || Not the most efficient combo but is an easy way to decide to dump meter. Connecting the full damage of 236236K is possible, which would result in 347, but the timing is much more precise on the 6D delay and results in a side switch which you may not always want, so the P super is recommended.
|-
|-
| '''Light Starter''' > 214BD ~ dl.6B, dl.623C > 236236B/D || 353 || 150 || 1.5 || 25% || Corner || Super extension to her corner combo. delay 6B followup as much as possible, and do 623C as early as possible. Opt for 623A > 236236A/C instead to sacrifice negligible dmg for more consistency.
| '''Heavy Starter''' > 236AC, 214D, 623C > 236236K || 406 || 215 || 1.5 || 35% || Anywhere || Sets up the perfect height to get both hits of 236236K without any delay necessary.
|-
|-
| '''Heavy Starter''' > 236AC, 214D, 623C > 236236B/D || 434 || 285 || 1.5 || 40% || Anywhere || Sets up the perfect height to get both hits of 236236B/D without any delay necessary.
| '''Light Starter''' > 214BD ~ (delay) 6B, 214D ~  (delay) 6B, 214C, 623A > 236236P || 381 || 355 || 1.5 || 45% || Corner ||  
|-
|-
| '''Heavy Starter''' > 236AC, 214D ~ dl.6B, dl.623C > 236236B/D || 450 || 340 || 1.5 || 45% || Corner ||
| '''Heavy Starter''' > 236AC, 214BD ~ (delay) 6B, 214BD ~ (delay) 6D, 214B ~ 6B, 214C, 623C || 445 || 375 || 1.5 || 45% || Corner ||
|-
|-
| 236CD, 214BD ~ (delay)6D, 623C || 290 || 100 || 1.5 || 70% || Anywhere ||
|}
|}



Revision as of 08:28, 23 May 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A > 5B 65 Standard low light confirm.
j.X > f.B - Cancellable f.B allows for good damage from incredibly spaced jump-ins.

Heavy Starters

Combo Damage Notes
cl.C(1) > 6A 82 Standard heavy starter, works from a jump-in. cl.C with no 6A can be slightly more optimal in longer combos due to scaling.
cl.D > 6A 127 Most damaging combo starter. Never works from a jump-in, so reverse for punishes.
cl.A, cl.C (1) > 6A 103 Light confirm, must be point blank.
f.C/2C/f.D 70/80 Single hit confirms.
236C, f.C 156 You can link a far C after a 236C hit. Remember that a lot of Kula's specials, notably her 214K specials, whiff on max distance far C.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

  • Any combo ending in a 214A sets up for a meaty 22C, easy to do using button hold.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 161 0 Rush combo ending in a special move
cl.A > A > A > C 240 1 Rush combo ending in a super
cl.A > A > A > D 367 2 Rush combo ending in a Max super
cl.A > A > A > A 446 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter Cost Location Notes
2B > 2B > 5B > 3D 153 0 Anywhere Combo into slide. Very easy, but not optimal in any way.
j.D > cl.C > 214D, 623C 273 0 Anywhere Basic heavy hitter combo from close up or a jump in.
2B > 2B > 5B > 623C > 236236C / 236236AC 296/416 1/2 Anywhere Basic way to spend 1 or 2 bar from a light.
j.D > cl.C > 214D, 623C > 236236C / 236236AC 386/498 1/2 Anywhere Basic way to spend 1 or 2 bar from a heavy.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 623C 156 175 25% Anywhere Basic light string. Kula can't combo into much off lights without meter.
2B > 2A > 214A 83 125 5% Anywhere Much worse but is a hard knockdown and a 22C setup, which is something. Still better to use the above combo.
Heavy Starter > 214B ~ 6D, 623C 228 255 45% Anywhere BNB combo. 214A ender gives hard knockdown for less damage (183).
Heavy Starter > 214D ~ (delay) 6B, 214C, 623C 284 415 55% Corner Requires a delay to get both hits of the 6B followup. Meter build and stun are very good here.
CD > 236C, 623C 236 240 40% Corner CD > 236C is a potentially useful blockstring, and can lead to extra damage if it hits.

EX

Combo Damage Stun Meter Gain Location Notes
Light Starter > 214BD ~ (delay) 6D, 214D, 623C 264 255 40% Anywhere EX kicks off of a light confirm, very efficient.
Heavy Starter > 236AC, 214D, 623C 301 255 40% Anywhere 236AC crumple combo. Very similar to your light confirm combo, doing just a few more points of damage.
Light Starter > 214BD ~ (delay) 6D, 214D ~ (delay) 6B, 214C, 623C 307 415 50% Corner Lots of delays, but worth it for the near meter neutral combo.
Heavy Starter > 236AC, 214D > (delay) 6B, 214C, 623C 359 415 55% Corner
CD > 236C, 214BD ~ (delay) 6D, 214D ~ (delay) 6B, 214C, 623C 372 480 60% Corner 214BD combos even work after CD > 236C.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214BD ~ (delay) 6D, 214D, 623AC 296 155 1 15% Anywhere Generally not worth it due to the lackluster meter gain, but can steal a round.
Heavy Starter > 236AC, 214BD ~ (delay) 6D, 214D, 623AC 371 255 1 40% Anywhere
Light Starter > 214BD ~ (delay) 6B, 214BD ~ (delay) 6D, 214B ~ 6B, 214C, 623C 338 375 1 45% Corner Scaling math causes 214B to do more damage than 214D in this combo, though the combo still works fine with 214D if you're too lazy to change up your combo structure.
Heavy Starter > 236AC, 214BD ~ (delay) 6D, 214D ~ (delay) 6B, 214C, 623C 414 515 1 55% Corner
236CD, 214D, 623C 229 180 1 80% Anywhere Shatter Strike combo. Possible to do if the Shatter Strike hits airborne, but can be awkward. When in doubt, opt for a running 623C instead. If Kula is point blank with the opponent, 214D may not work properly. Just use a 623C in those cases as well.
236CD, 214D ~ (delay) 6B, 214C, 623C 305 340 1 90% Corner Your corner combos with 214D work consistently from a Shatter in the corner.
Light Starter > 214BD ~ (delay) 6D, 214D, 623C > 236236P 336 215 1.5 30% Anywhere Not the most efficient combo but is an easy way to decide to dump meter. Connecting the full damage of 236236K is possible, which would result in 347, but the timing is much more precise on the 6D delay and results in a side switch which you may not always want, so the P super is recommended.
Heavy Starter > 236AC, 214D, 623C > 236236K 406 215 1.5 35% Anywhere Sets up the perfect height to get both hits of 236236K without any delay necessary.
Light Starter > 214BD ~ (delay) 6B, 214D ~ (delay) 6B, 214C, 623A > 236236P 381 355 1.5 45% Corner
Heavy Starter > 236AC, 214BD ~ (delay) 6B, 214BD ~ (delay) 6D, 214B ~ 6B, 214C, 623C 445 375 1.5 45% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 623C > 236236BD 416 150 2 25% Non-Corner 236236BD is inconsistent in the corner, so use 236236AC when in the corner instead.
Heavy Starter > 214B ~ 6D, 623C > 236236BD 498 285 2 48% Anywhere Level 2 super followup. Nice and simple damage increase. Optimal in the corner as well.
Light/Heavy Starter > MAX, c.D > 6A > 236AC, 214D, 623C > 236236B/D 395/430 310/340 2 10% Anywhere 1st/2nd Character. cl.C can be used instead of cl.D for more consistency.
Light/Heavy Starter > BD, c.D > 236AC, 214BD ~ (delay)6D, 623C > 236236B/D 402/462 230/260 2 10% Anywhere 1500 Gauge combo.
CD > 236C, 214BD ~ (delay)6B, 214BD ~ (delay)6D, 623C > 236236B/D 446 200 2 30% Corner
236CD, 214D, 623C > 236236B/D 357 140 2 75% Anywhere
236CD, 214D ~ (delay)6B, 623C > 236236B/D 383 220 2 80% Corner
Light Starter > 214BD ~ dl.6D, 623C > 236236BD 450 150 2.5 25% Anywhere Optimal in the corner.
Heavy Starter > 236AC, 214D, 623C > 236236BD 531 285 2.5 40% Anywhere
Heavy Starter > 236AC, 214D ~ dl.6B, 623C > 236236BD 549 360 2.5 45% Corner Use cl.C instead of cl.C(1) > 6A. Notice how the 6B follow-up does not add significant damage as meter output increases. The stun and meter gain can be notable however.
CD > 236C, 214BD ~ (delay)6D, 623C > 236236BD 490 200 2.5 35% Corner
236CD, 214BD ~ (delay)6D, 623C > 236236B 400 60 2.5 65% Anywhere
236CD, 214BD ~ (delay)6B, 623C > 236236B 403 60 2.5 65% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 623C > 236236B/D > 236236AC 543 150 3 25% Non-Corner This is a very precise combo. 236236AC must be inputted slightly late at what seems to be the end of the cancel window for 236236B/D in order for all the hits to connect. It also must be inputted as 214214AC since Kula switches sides. Overall Kula is better off using Max mode confirms here for consistency.
Heavy Starter > 214B > 6D, 623A > 236236A/C > 236236BD 611 265 3 40% Anywhere Timing looks difficult but cancelling into 236236BD as soon as possible sets up the perfect timing for all the hits of 236236BD to connect. Causes a side switch midscreen. Optimal in the corner as well.
Light/Heavy Starter > MAX, cl.D(1) > 6A > 236AC, 214D, 623C > 2141236CD 533/596 310/365 3 10% Anywhere 1st Character. cl.C can be used after the Quick Max for consistency. You can input 623C > 2141236CD as 632146C > 236CD for a shortcut. Otherwise perform 623C as early as possible and hold C to give yourself more time to input the Climax.
Light/Heavy Starter > MAX, cl.D(1) > 6A > 623C > 236236B/D > 2141236CD 576/639 230/285 3 10% Anywhere 2nd Character. Delay the cancel into Climax slightly to ensure both hits of 236236B/D connect. You also must input the Climax in reverse. 236236A/C works fine too if the cancel is awkward for you.
Light/Heavy Starter > MAX, cl.D(1) > 6A > 214B ~ 6D, 623A > 236236A/C > 2141236CD 589/652 290/320 3 10% Anywhere 3rd Character.
Heavy Starter > 236AC, 214D, 623C > 236236B/D > 236236AC 632 285 3.5 40% Non-Corner Small gain over her 3 bar combo.
Heavy Starter > 236AC, 214D, 623A > 236236A/C > 236236BD 638 265 3.5 40% Corner cl.C instead of cl.C(1) > 6A does a fair bit more damage.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 623C > 236236B/D > 2141236CD 625 150 4 25% Anywhere Worse than her Quick Max confirm.
Heavy Starter > 214B ~ 6D, 623A > 236236A/C > 2141236CD 676 265 4 45% Anywhere 4 bar BNB into climax.
Light/Heavy Starter > MAX, cl.D(1) > 6A > 623C > 236236BD > 2141236CD 666/729 230/285 4 10% Anywhere 1250 Max Gauge combo.
Light/Heavy Starter > MAX, cl.D(1) > 6A > 214B ~ 6D, 623C > 236236BD > 2141236CD 669/732 310/365 4 10% Anywhere 1500 Max Gauage combo. Oddly does less damage than the 1250 Gauge combo from heavies. Doesn't work near corner.
Heavy Starter > 214D, 623C > 236236B/D > 2141236CD 674 285 4 40% Corner Corner combo into level 1 > climax.
Heavy Starter > 236AC, 214D, 623C > 236236B/D > 2141236CD 710 285 4.5 45% Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 623C > 236236BD > 2141236CD 745 150 5 0 Anywhere
Heavy Starter > 214B ~ 6D, 623C > 236236BD > 2141236CD 788 285 5 0 Anywhere Level 2 into climax. Delay Climax super slightly in the corner.

External Links

Kula Combos by Meno

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