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The King of Fighters XV/Kula Diamond/Combos
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Combos
General Notes
- Any combo ending in a 214A sets up for a meaty 22C, easy to do using button hold.
Rush Auto Combo
Meterless: A jab, ice punch, and a kick that ends in 623C. 161 damage.
1 Bar: Ends in 236236B/D. 240 damage.
2 Bars: Ends in 236236BD. 367 damage.
3 Bars: Ends in 2141236CD. 446 damage.
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 3D | 153 | 160 | 0 | 15% | Anywhere | Combo into slide. Very easy, but not optimal in any way. |
2B > 2B > 5B > 623C | 176 | 200 | 0 | 30% | Anywhere | Basic light string. Kula can't combo into much off lights without meter. |
2B > 2A > 214A | 98 | 140 | 0 | 5% | Anywhere | Much worse but is a hard knockdown and a 22C setup, which is something. Still better to use the above combo. |
c.C(1)/c.D > 6A > 214B > 6D, 214A/623C | 273 | 340 | 0 | 45% | Anywhere | BNB combo. Both hits of c.D into 6A won't connect after a jump in. 214A ender gives 22C oki for less damage (228). |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C | 299 | 380 | 0 | 50% | Corner | Requires a delay to get both hits of the 6B followup, but isn't very tough. 214A ender gives the hard knockdown but 22C oki is impossible in the corner and you still get a great knockdown from 623C, always take the damage. |
5B/5C > 623C | 172 | 170 | 0 | 30% | Anywhere | Kula's 5B and 5C are long reaching, and 623C's fast forward movement means these are pretty consistent. Not optimal but nice for whiff punishes. |
236C, 214B > 6D, 214A/623C | 246 | 220 | 0 | 45% | Anywhere | 236C is very plus on hit and leaves them standing, allowing you this combo. Nice if you confirm a hit using 236C in pressure. |
CD > 236C, 623C | 236 | 240 | 0 | 40% | Corner | CD > 236C is a potentially useful blockstring, and can lead to extra damage if it hits. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 214BD > (delay) 6D, 214A/623C | 231 | 160 | 50% | 30% | Anywhere | EX kicks off of a light confirm, nice way to get 22C oki off lows. |
c.C(1)/c.D > 6A > 236AC, 214D, 623C | 328 | 300 | 50% | 48% | Anywhere | 236AC crumple combo. Hard to get a 214A without sacrificing a ton of damage, plus this combo is almost zero meter making it very worth it. |
c.C(1)/c.D > 6A > 214BD > (delay) 6D > 214A/623C | 309 | 260 | 50% | 40% | Anywhere | 214BD > 6D connects if delayed in juggles unlike the meterless versions allowing you to get a 214A after. Nice damage increase from her BNB, and allows her to get 22C oki unlike the 236AC combo. |
c.C(1)/c.D > 6A > 236AC, 214D > (delay) 6B > 623C | 360 | 380 | 50% | 50% | Corner | 236AC extension to her corner combo. Zero on meter so if you have it use it, and good damage on top of it. |
CD > 236C, 214BD ~ (delay)6B, 623C | 316 | 240 | 50% | 40% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 214BD ~ (delay)6D, 623AC | 293 | 90 | 1 | 10% | Anywhere | Generally not worth it due to the lackluster meter gain, but can steal a round. |
c.C(1)/c.D > 6A > 214B ~ 6D, 623A > 236236A/C | 379 | 320 | 1 | 45% | Anywhere | BNB combo with a super added, shortcut the dp super as 6236C, 236A/C. |
c.C(1)/c.D > 6A > 236AC, 214BD, 623C/214A | 369 | 220 | 1 | 30% | Anywhere | Does less damage than above combo, but allows for more flexible ender options. |
2B > 2B > 5B > 214BD ~ (delay)6B, 214BD ~ (delay)6D, 623C | 318 | 190 | 1 | 30% | Corner | |
c.C(1)/c.D > 6A > 214D ~ (delay)6B, (delay)623C > 236236B/D | 397 | 320 | 1 | 45% | Corner | Super extension to her corner combo. The timing on getting both hits of the super can be specific. Oft for 623A > 236236A/C instead to sacrifice only 6 dmg for more consistency. |
c.C(1)/c.D > 6A > 236AC > 214D ~ (delay)6B, 623AC | 395 | 280 | 1 | 30% | Corner | |
CD > 236C, 214BD ~ (delay)6B, 214BD ~ (delay)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 ~ (delay)6B, 623C | 270 | 260 | 1 | 85% | Corner | |
2B > 2B > 5B > 214BD ~ (delay)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. |
c.C(1)/c.D > 6A > 236AC, 214D, 623C > 236236B/D | 433 | 260 | 1.5 | 40% | Anywhere | Sets up the perfect height to get both hits of 236236B/D without any delay necessary. |
2B > 2B > 5B > 214BD ~ (delay)6B, (delay)623C > 236236B/D | 353 | 150 | 1.5 | 25% | Corner | |
c.C(1)/c.D > 6A > 236AC, 214D ~ (delay)6B, (delay)623C > 236236B/D | 450 | 340 | 1.5 | 45% | Corner | |
236CD, 214BD ~ (delay)6D, 623C | 290 | 100 | 1.5 | 70% | Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 623C > 236236BD | 416 | 150 | 2 | 25% | Non-Corner | 236236BD is inconsistent in the corner, so use 236236AC when in the corner instead. |
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236BD | 498 | 340 | 2 | 48% | Anywhere | Level 2 super followup. Nice and simple damage increase. Optimal in the corner as well. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236A/C | 454 | 260 | 2 | 35% | Anywhere | Two EX combo into super. Not worth over the better damage level 2 combo. |
2B > 2B > 5B > BD, c.D > 6A > 236AC, 214D, 623C > 236236B/D | 395 | 350 | 2 | 10% | Anywhere | 1000 Max Gauge combo. c.C can be used instead of c.D for more consistency. |
2B > 2B > 5B > BD, c.D > 236AC, 214BD ~ (delay)6D, 623C > 236236B/D | 402 | 230 | 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 | |
2B > 2B > 5B > 214BD ~ (delay)6D, 623C > 236236BD | 450 | 150 | 2.5 | 25% | Anywhere | Optimal in the corner. |
c.C(1)/c.D > 6A > 236AC, 214D, 623C > 236236B/D | 538 | 260 | 2.5 | 40% | Anywhere | |
c.C(1)/c.D > 6A > 236AC, 214D ~ (delay)6B, 623C > 236236B/D | 540 | 340 | 2.5 | 45% | Corner | 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 |
---|---|---|---|---|---|---|
2B > 2B > 5B > 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. |
c.C(1)/c.D > 6A > 214B > 6D, 623A > 236236A/C > 236236BD | 624 | 340 | 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. |
(2B > 2B > 5B/cl.D > 6A) > BC, cl.D(1) > 6A > 236AC, 214D, 623C > 2141236CD | 533/590 | 310/340 | 3 | 10% | Anywhere | 1000 Max Guage combo. 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. |
(2B > 2B > 5B/cl.D > 6A) > BC, cl.D(1) > 6A > 623C > 236236B/D > 2141236CD | 576/652 | 230/260 | 3 | 10% | Anywhere | 1250 Max Guage combo. 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. |
(2B > 2B > 5B/cl.D > 6A) > BC, cl.D(1) > 6A > 214B ~ 6D, 623A > 236236A/C > 2141236CD | 589/652 | 290/320 | 3 | 10% | Anywhere | 1500 Max Guage combo. |
cl.C(1)/cl.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236BD | 564 | 260 | 3 | 35% | Anywhere | 2 EX combo. |
cl.C(1)/cl.D > 6A > 236AC, 214D, 623C > 236236B/D > 236236AC | 647 | 260 | 3.5 | 40% | Non-Corner | Small gain over her 3 bar combo. |
cl.C(1)/cl.D > 6A > 236AC, 214D, 623A > 236236A/C > 236236BD | 653 | 240 | 3.5 | 40% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 623C > 236236B/D > 2141236CD | 625 | 150 | 4 | 25% | Anywhere | Worse than her Quick Max confirm. |
cl.D > 6A > 214B ~ 6D, 623A > 236236A/C > 2141236CD | 687 | 240 | 4 | 45% | Anywhere | 4 bar BNB into climax. |
cl.D > 6A > 236AC, 214BD ~ (delay)6D, 623A > 236236A/C > 236236BD | 671 | 160 | 4 | 30% | Anywhere | 2 EX combo ending in climax. Not as great as the above combo. |
(2B > 2B > 5B/cl.D > 6A) > BC, cl.D(1) > 6A > 623C > 236236BD > 2141236CD | 666/749 | 230/260 | 4 | 10% | Anywhere | 1250 Max Gauge combo. |
(2B > 2B > 5B/cl.D > 6A) > BC, cl.D(1) > 6A > 214B ~ 6D, 623C > 236236BD > 2141236CD | 669/739 | 310/340 | 4 | 10% | Anywhere | 1500 Max Gauage combo. Oddly does less damage than the 1250 Gauge combo from heavies. |
cl.D > 6A > 214D, 623C > 236236B/D > 2141236CD | 685 | 260 | 4 | 40% | Corner | Corner combo into level 1 > climax. |
cl.D > 6A > 236AC, 214D, 623C > 236236B/D > 2141236CD | 725 | 260 | 4.5 | 45% | Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 623C > 236236BD > 2141236CD | 745 | 150 | 5 | 0 | Anywhere | |
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236BD > 2141236CD | 806 | 340 | 5 | 0 | Anywhere | Level 2 into climax. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236A/C > 2141236CD | 730 | 260 | 5 | 10% | Anywhere | 2 EX combo into climax. Doesn't totally drain your meter, but doesn't leave you with much. |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236BD > 2141236CD | 770 | 380 | 5 | 0 | Corner | Corner BNB into level 2 > climax. Simple but not the best damage for the cost. |