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The King of Fighters XV/Kula Diamond/Combos
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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 canceled before it finishes. |
~ | 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. |
X/Y | Do either X move or Y move in a combo (Both final damage/stun values will be shown). |
X * N | Repeat 'X' input 'N' amount of times. |
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 > 2B > f.B | 85 | 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 |
---|---|---|
j.X > cl.C(1) > 6A | 148 | Standard jump-in starter. 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. |
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 cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 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. |
Heavy Starter > 214B ~ 6D, 214A/623C | 286 | 325 | 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 (243). |
Heavy Starter > 214D ~ dl.6B, 623C | 309 | 405 | 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. |
f.B/f.C > 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. f.C can be a hit-confirm. |
236C, f.C > 214D ~ dl.6D, 214A/623C | 293 | 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 |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214BD > dl.6D, 214A/623C | 231/318 | 160/245 | 50% | 30% | Anywhere | EX kicks off of a light confirm, nice way to get 22C oki off lows. Nice damage increase from her BNB from Heavy Starters, and allows her to get 22C oki unlike the 236AC combo. |
Light Starter > 214BD ~ dl.6B, 623C | 263 | 190 | 50% | 30% | Corner | EX kick squeezes a bit more damage in the corner from dl.6B instead. |
Heavy Starter > 236AC, 214D, 623C | 336 | 325 | 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. |
Heavy Starter > 236AC, 214D > dl.6B, 623C | 365 | 405 | 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 ~ dl.6B, 623C | 316 | 240 | 50% | 40% | Corner |
1 Bar
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 ~ dl.6B, 214BD ~ dl.6D, 623C | 318 | 190 | 1 | 30% | Corner | |
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. |
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 > 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 ~ dl.6B, 623C | 270 | 260 | 1 | 85% | 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 ~ 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 > 236236B/D | 434 | 285 | 1.5 | 40% | Anywhere | Sets up the perfect height to get both hits of 236236B/D without any delay necessary. |
Heavy Starter > 236AC, 214D ~ dl.6B, dl.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 |
---|---|---|---|---|---|---|
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. |