Difference between revisions of "The King of Fighters XV/Kula Diamond/Combos"

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===Rush Auto Combo===
===Rush Auto Combo===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || 161 ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|  cl.A > A > A > B || 161 || 0 || Rush combo ending in a special move
|-
|-
|  cl.A > A > A > C || 240 ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 240 || 1 || Rush combo ending in a super
|-
|-
|  cl.A > A > A > D || 367 ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 367 || 2 || Rush combo ending in a Max super
|-
|-
|  cl.A > A > A > A || 446 ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 446 || 3 || Rush combo ending in a Climax super
|}
|}



Revision as of 00:51, 29 April 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 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.

External Links

Kula Combos by Meno

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