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.
j.X > 2B > 2A
-
Stop at 2A after a jump in for consistency.
2B > 2A > 2A > 5B
85
Extended light normal chain. Only works point blank.
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, particularly Quick Max combos, due to scaling.
cl.D > 6A
127
Most damaging combo starter. Never works from a jump-in, so reserve 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, 214D ~ (delay) 6B, 214C, 623C
262
440
55%
Corner
Same as your heavy confirm.
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.
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.
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.
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.
By using an extra half bar, your midscreen Shatter Strike combos are far more consistent. From now on, you will just do your combo starting with 214BD.
If we need to use two 214BDs in a combo, arranging the 214C inbetween them will result in slightly more damage due to scaling. This is generally more difficult however, as the 6B needs to be high enough for the whole combo to work, but too early and the 6B won't hit properly. You can use the older 1 bar variant where 214C is used near the end for an easier combo.
1000/1250 Quick Max combo. Kula won't use 2 bar Quick Max often since her far normals are special cancellable anyway. Curiously this is the only Quick Max combo that gains damage by using the 6A.
1500 QM combo. Trickier than it looks, you'll have to delay the 623A enough so the super can connect, but delay too long and you'll run out of Max guage.
1000/1250 QM combo. Although the damage is lower than the midscreen variant, the meter gain and stun is much better, which could make this combo more valuable.
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. If you're in the corner, swap the supers.
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.
1000 QM combo. You can input 623C as 62146C and the Climax as 236CD. This does comparable damage to Kula's regular 3 bar combos, though the meter gain is worse.
1250/1500 QM combo. This swaps sides; if you don't want the side swap you can do 623A > 236236P instead. Kula doesn't have stronger combos with 1500 Max guage because her 214K specials cause too much scaling.
(QM) j.C or j.D > cl.C (1) > 236AC > 6A, BC > 623C > 236236P > 214236CD
687
235
3.5
10%
Anywhere
1250/1500 QM combo. One inch QM combo from anywhere. cl.C (1) into 236AC can be finicky in the heat of a match, though ending the combo early with 623AC doesnt end up unsafe. If you get both hits on cl.C you will be too far to 6A in time and should convert to a combo using 214K specials to cover yourself and get corner carry instead.
By inputting the 6D as early as possible, Kula has enough time to juggle a 6A and do a Quick Max mid juggle. Landing 623C > 236236K is possible for 5 more damage, but requires stricter timing and isn't recommended. Delaying the Climax may be necessary depending on the height you connect the 236236P.
1250/1500 QM combo. Easy, simple damage off of hop j.C pressure midscreen. Keeps inputs to a minimum to reduce scaling. Can substitute cl.D instead of cl.C after QM for 8 extra damage but timing may be finicky for people not comfortable with the run up timing.
Not very meter efficient. Note that cancelling a juggled 236236BD to Climax in the corner is finnicky. You'll need a slight delay on the Climax. The lower to the ground you hit the 623C, the easier it is.
Alternate version of the above combo, without having to get both hits on 236236K, omits 6A from the normal heavy starter to reduce scaling on the 236236P.
This combo is long enough for cl.C > 6A to reduce the damage, cl.D > 6A starter increases damage to 853.
far C/D > 623C > 236236BD > 2141236CD
818
253
5
0%
Anywhere
Single hit confirm, shortens the combo to reduce scaling penalties on climax. Can be substituted with cl.C or cl.D for the same or slightly more damage respectively as a combo off of deep j.C/D hits during hop pressure. Damage increases to 848 including the jump heavy.