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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 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. |