The King of Fighters XV/Kula Diamond/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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, 623A > 236236A/C 347 130 1.5 25% Anywhere
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 432
c.C(1)/c.D > 6A > 214B > 6D, 623C > 2141236CD 565 340 3 45% Anywhere BNB combo ending in climax. DP into climax is done as 63214C, 236CD. This can also be done with 214A for an easier cancel but only 557 damage. 236236A/C > 236236BD doesn't work midscreen, and reversing the two does far less damage.
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236BD 564 260 3 35% Anywhere 2 EX combo ending in 236236BD. Very nice damage.
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236A/C > 236236BD 594 380 3 48% Corner Her corner combo with a level 1 to level 2 cancel. Easy to do and very high damage, the 2 supers do more damage than a raw climax here.
(2B > 2B > 5B/c.D) > Quick Max, c.C > 236AC, 214BD, 623C > 236236BD 525 340 3 5% Anywhere Quick Max combo into level 2. Not enough time in Quick Max to get 2 supers out, and that would be corner only anyway. Light starter does 451.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236A/C > 2141236CD 679 340 4 45% Anywhere 4 bar BNB into climax. Round closer, not the biggest damage ever but very high.
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 2141236CD 629 260 4 35% Anywhere 2 EX combo ending in climax. Not as great as the above combo.
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236A/C > 2141236CD 660 380 4 48% Corner Corner combo into level 1 > climax.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes 595
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236BD > 2141236CD 806 340 5 0 Anywhere Level 2 into climax. If the 4 bar won't kill, go for this.
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.

External Links

Kula Combos by Meno

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