Dream Cancel Forum

King of Fighters XIII => Character Discussion => Kula Diamond => Topic started by: nilcam on December 06, 2011, 06:46:14 AM

Title: Kula Diamond (Console)
Post by: nilcam on December 06, 2011, 06:46:14 AM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/kula.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Ice Coffin - ;bk / ;fd+ ;c / ;d

Command Normals
One Inch Punch - ;fd + ;a

Slider Shoot - ;df + ;b

Special Moves
Crow Bites - ;dp + ;a / ;c *

Diamond Breath - ;qcf + ;a / ;c *

Counter Shell - ;qcb + ;a / ;c

Ray Spin - ;qcb + ;b / ;d
  ∟ ;fd + ;b (Standing) or ;fd + ;d (sitting)

Desperation Moves
Diamond Edge - ;qcf ;qcf + ;a / ;c

Freeze Execution - ;hcb x2 + ;a / ;c

Neomax
Neo Freeze Execution - ;hcb x2 + ;b ;d

Kula's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_(XIII)).

Console changes:

*s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
-Recovery on df.B improved
-EX Ray Spin no longer invincible
*EX Ray Spin Sit recovery improved
-EX Diamond Edge is faster
*Freeze execution adjusted. Faster and follow-up hitbox improved.
-EX Counter shell has a stronger hitbox

Producer Yamamoto says: Both supers expending 2 meters have become more powerful. Both make Kula invincible and are good for interrupting opponents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage on counter hit on her EX counter shell.
Title: Re: Kula Diamond (Console)
Post by: nilcam on December 06, 2011, 06:46:25 AM
Reserved
Title: Re: Kula Diamond (Console)
Post by: nilcam on December 06, 2011, 06:46:31 AM
Reserved
Title: Re: Kula Diamond (Console)
Post by: currentlemon on December 12, 2011, 07:07:27 PM
No replies yet, ok I'll start.  What were Kula's best and worst match-ups in the arcade version and how did they change compared to the console version?
Title: Re: Kula Diamond (Console)
Post by: shinefist on December 17, 2011, 11:57:18 AM
With kula, i found that rapid fire A technique. Who wants to know it..... lol

Press A first as you cannot do it off the first A. During the first A, press A+C+D, A+C+D then repeat, you can get an easy 10 hits which is great after sC, f+A, (B+C) A, A+C+D *9.

Its very easy to achieve so it should be staple in combos from now on and adds great damage if you just do it followed by crouch B, sB, f,d,df+C or qcb+B+D, qcb+B, f+B, f,d,df+C (corner).

I have not experimented on this move as to see how much guage it fills.

Enjoy kula fans.
Title: Re: Kula Diamond (Console)
Post by: MysticShadow1453 on January 18, 2012, 04:24:58 AM
is the rapid a that vital to her combos that you'd make it her hd combo?
Title: Re: Kula Diamond (Console)
Post by: t3h mAsTarOth...! on January 24, 2012, 03:36:12 AM
I played Kula Leader in XI... Sooo now she feels like crap to me... lol... Lay spin is unsafe instead of being + frames on block... hop C sucks compared to XI hop C which was an instant + safe overhead... Also I miss her XI d/f+C that was like so awesome at zoning...

LOL... I just felt like ranting... I used Kula in the arcade version... I know she's pretty good in the console version still... Just miss her being amazing like she was in XI...
Title: Re: Kula Diamond (Console)
Post by: Diavle on February 02, 2012, 03:35:14 PM
Avoided her in the previous years because she was overpowered and very annoying for that, gave a shot now and wow, she's fantastic. Within a day or two of play she became one of my killers.

Just by design she seems to be a great counter to various characters (lol Maxima lol) and play styles. Sports simple yet damaging and meter light combos. After playing her I can see why they buffed her standing B, the rest of her standing normals are pretty lackluster as pokes (far standing C has some crazy range though).

And SNK did a really good job drawing her too, very nice animations and strong poses/actions.
Title: Re: Kula Diamond (Console)
Post by: Reiki.Kito on February 09, 2012, 11:16:47 PM
So, dunno if it's listed, but her HD combo is kinda weak, but her drive cancel combos are really good.

For just 1 drive, you can do upwards of 400.

Corner
j.D, st.D(1), f+A, qcf+A, qcb+B, f+B, dp+A, [DC], qcb+D(1), f+B, dp+C = 416 dmg

Out of the corner, you still can get close to 400 midscreen using the dp+A loop and finishing off with dp+C.

What do you think?
Title: Re: Kula Diamond (Console)
Post by: Shin Oni on February 17, 2012, 03:25:19 AM
So, dunno if it's listed, but her HD combo is kinda weak, but her drive cancel combos are really good.

For just 1 drive, you can do upwards of 400.

Corner
j.D, st.D(1), f+A, qcf+A, qcb+B, f+B, dp+A, [DC], qcb+D(1), f+B, dp+C = 416 dmg

Out of the corner, you still can get close to 400 midscreen using the dp+A loop and finishing off with dp+C.

What do you think?

You can squeeze a bit more out of it (436 dmg) if you get the replace DP+A with DP+C and get the timing down between DP+C, [DC], qcb+D. The opponent has to be pretty low to the ground in order to get 2 hits out of qcb+D.
Title: Re: Kula Diamond (Console)
Post by: Reiki.Kito on February 17, 2012, 05:01:34 AM
Okay, I'll try to get that down. Thanks for the advice!
Title: Re: Kula Diamond (Console)
Post by: Aenthin on February 17, 2012, 02:47:15 PM
Did you guys know about Counter Shell being able to counter Orochinagi, of all things? Start at around 1:30.

KOF XIII - The reflect Goddess and Princess (http://www.youtube.com/watch?v=OW0Sd0FmHyI#ws)
Title: Re: Kula Diamond (Console)
Post by: No Limitz on February 20, 2012, 11:56:02 PM
Blagh I wish there was more discussion going on here. =( Kula's one of my faves in this game.

Does anyone here ever use 6A for frame traps of some sort?
Title: Re: Kula Diamond (Console)
Post by: Reiki.Kito on February 21, 2012, 12:03:20 AM
What do you mean?

How do you use Kula's f+A as a frame trap? Do you mean in a combo or just straight-up f+A?
Title: Re: Kula Diamond (Console)
Post by: DJMirror949 on February 21, 2012, 12:46:34 AM
(Corner only) Standing C (1 Hit) to F+A to EX QCF+AC to QCF+C to QCB+D to QCB+B to F+B to DP+A

does 430 with 1 meter no drive
Title: Re: Kula Diamond (Console)
Post by: No Limitz on February 21, 2012, 01:45:42 AM
Hmm that was poorly worded...
A better question is; are there any ways to use standalone one-inch?

And hey Mirror, didn't I just play you online? lol
Title: Re: Kula Diamond (Console)
Post by: Shin Oni on February 21, 2012, 03:35:15 AM
You could possibly use it as a frame trap. i'm not really sure after what though. It'd be risky.
Title: Re: Kula Diamond (Console)
Post by: Reiki.Kito on February 27, 2012, 08:07:30 PM
Kula Diamond's frame data is up on the wiki.

http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_%28XIII%29)
Title: Re: Kula Diamond (Console)
Post by: GenesisDC on March 16, 2012, 01:35:45 AM
Are people having a hard time with this character or something? I just don't see too many people using Kula anymore and I haven't seen or found anything new with her in the console version. It's kinda saddening, since I'm actually a loyal Kula player.
Title: Re: Kula Diamond (Console)
Post by: DJMirror949 on March 16, 2012, 08:24:50 AM
to No Limitz maybe I don't remember. I just mess around online alot.

for Kula if she has full HD with almost no hp and you wanna be a scumbag do this:

raw Ice Slide -> Does it hit?

Yes) cool let it rock
No) then HD Cancel then backdash or jump or whatever you can then HD combo or Max Cancel etc


I call it the Scumbag style


I used it alot back then in Arcade Version since it's very....stupid. =D
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 17, 2012, 09:13:38 PM
Hmm that was poorly worded...
A better question is; are there any ways to use standalone one-inch?

I'm not sure if this qualifies as "stand alone," but after EX Diamond Breath in the corner, you can naked One Inch, activate HD, One Inch again, then light Crow Bites into hard Lay Spin, light Lay Spin with Forward+B followup and continue the loop from there.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 18, 2012, 06:44:37 PM
Are people having a hard time with this character or something? I just don't see too many people using Kula anymore and I haven't seen or found anything new with her in the console version. It's kinda saddening, since I'm actually a loyal Kula player.

Kula has some anti-air weaknesses.  Her DP is awful and if it hits a crouched player she can be punished by a full combo.  Her down C is -17 on block/whiff so it's also full combo punishable.  That leaves stand A and stand B as her quickest/safest anti-airs, which aren't going to cut it vs air CDs and the like.  I feel Counter Shell isn't as powerful as 2002 either, it seems to have a smaller hitbox and fewer active frames.  Not as good vs air as I remember, but that might just be my perception.  Her ability to control space is also drastically reduced from 2002.

That said, lots of characters have poor anti-air options and can still do just fine.  She has great hitconfirms, corner to corner combos, a decent damage to meter spent ratio and the absolute best anti-projectile skills in the game.  I think King is going to become more popular so having some skill with Kula might come in handy.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 19, 2012, 02:56:17 AM
Added more information to Kula's wiki, including general summaries of her role, strengths and weaknesses and a handful of HD combos.  There's still a lot more info to add and I'd appreciate input from other Kula players, especially if they have some 100% HDs they're willing to share.  The more concise we can make the her wiki the better.
Title: Re: Kula Diamond (Console)
Post by: No Limitz on March 20, 2012, 07:22:50 PM
+1 for weak anti airs, c.C looks like it has an amazing hit box but the speed and not to mention the lack of disjointed hit boxes means it's going to trade a lot. I'm not even sure about the active frames on it; I've tried throwing it out preemptively and had jump ins go right through. =_=
The non EX Crow Bites seem like they have barely any IFs and end up trading all the time. Pretty sure Kula has no IFs by the time she leaves the ground. I always trade with j.CDs and end up flying across the screen lol.
I just stick with hop B for my anti-air.

Also you could still hit a crouching opponent with C Crow Bite if you space it far enough so that the first hit is the air hit instead of the ground hit. (c.B x 3, s.B xx C DP from point blank works but c.B x 2, s.B doesn't)
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 20, 2012, 11:50:36 PM
Was wondering if someone could test something for me.   I've been trying to do dp+C DCed into Ex Diamond Breath, but I can't get it to come out unless I'm in HD mode.  Can anyone verify if this is a forced limitation?
Title: Re: Kula Diamond (Console)
Post by: Saitsuofleaves on March 21, 2012, 12:07:07 AM
Have you done a perfect DP motion and then try Diamond Breath?  Have you tried TKing the Diamond Breath?
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 21, 2012, 12:21:41 AM
I think so.  She'll sometimes do regular diamond breath but I can't get EX to come out outside of HD mode.  Were you able to do it?
Title: Re: Kula Diamond (Console)
Post by: desmond_kof on March 21, 2012, 03:15:38 AM
Jenny, check this out, you can do it even fast with st.CD instead of just st.C...might have to change that on the wiki ;)

Kula's amazing 5A (http://www.youtube.com/watch?v=CdODXIHoNi8#)
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 22, 2012, 06:00:14 PM
Still looking for confirmation about dp+C into EX Diamond Breath.  The Shoryuken and Dreamcancel wikis don't list it as drive-cancellable (though it is in HD mode), but my friend swears up and down he can do it outside of HD.  Unfortunately he couldn't reproduce it online, so... I still have no proof or ability to execute it myself.
Title: Re: Kula Diamond (Console)
Post by: Sharnt on March 22, 2012, 08:04:29 PM
It's working but it requires a timing.
You must do 6523+C 6+ AC but the 6523 + C must be done really fast and at the instant you have been pressing the 6 you input the C and then 6 + AC (there is a timing for the 6 motion) and same thing once you have push 6 you must press AC.

I think it's hard because of the lenght of the buffer. which lets you do it but it's strict enough to don't let you if you don't want it. Bcause any loose timing will break this trick.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 23, 2012, 03:38:21 PM
Thank you, Sharnt.  I'll try your advice and see if I can get it to come out.  I'm glad to know it's not a forced limitation (seemed that way since it was so easy to do inside of HD).

Also good info about cr.Bx3 st.B dp+C not whiffing No Limitz, I'll try to verify it later and add it to the wiki.
Title: Re: Kula Diamond (Console)
Post by: Sharnt on March 23, 2012, 06:40:12 PM
In fact the dp.C will whiff depanding on the distance between you and your opponent, you can do d.B,d.B,s.B,dp.C starting stick to your opponent and it may either whiff or hit. But it's because of your timing. If you delay as much as possible you'll end far enough and it won't whiff (Because the delay will let time to Kula to be pushed far enough by the B hits).
Title: Re: Kula Diamond (Console)
Post by: desmond_kof on March 24, 2012, 04:32:47 PM
I added the Kula Master Class video to her page:

http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_%28XIII%29#Videos (http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_%28XIII%29#Videos)
Title: Crows Nest xx Ray Spin Help
Post by: Vitrolic Edge on March 29, 2012, 03:10:45 PM
I am having real trouble with cancelling dp+C into qcb+k, I can't seem to do it fast enough. I have done it, but it was a rare moment. Any tips from cancelling from Kula's dp? I also hear that I can use hcb+f > hcb+A/C or B/D to buffer Freeze Execution so tips like that will help. I just seem to struggle doing DP's occasionally, I swear it's like this mental block. I can perform DP's at will then not at all, but what I think I do is that I actually 'over think' about performing a DP I always end up stuffing it and doing a crouching C.

I can cancel into Diamond Breath qcf+p and Diamond Edge (qcf+p)x2, though I still face some difficulty with them. I really need to learn to execute cancelling into Ray Spin because that is how to extend the basic BnB and HD combos.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 29, 2012, 03:51:12 PM
Try doing it all as one gliding motion.  Imagine it almost like a DM command.  It can sort of be rolled in the same qcf hcb motion, except it'd be dp hcb+K.  Not sure if I'm explaining this well, but that's what works for me.
Title: Re: Kula Diamond (Console)
Post by: Vitrolic Edge on April 02, 2012, 01:18:36 PM
Oh yeah that definitely helped. The thing I've been doing for a DP is after pushing forward I try to go to neutral then down then downforward but in doing so I sometimes hit downback which then screws up the DP input and when I hit the button on downforward a DP won't execute and a crouching attack will happen.

I felt like a complete noob because I've been doing DP's all wrong, right? Easiest way is to hit forward then glide the stick to down then back up to downforward. Sorry if this was common knowledge and considering all the research I did to get back into fighters and KoFXIII I felt really dumb.

So in terms of combos: in most cases I should be cancelling into a qcb+B with a follow up (depending where I am, B for corners, D for midscreen carry) or a qcb+BD then link another Ray Spin? With a possibility of catching them with a Freeze Execution too? What would I use qcb+D for?
Title: Re: Kula Diamond (Console)
Post by: JennyCage on April 02, 2012, 11:18:10 PM
Dp+A (DC) qcb+D is the most common use of qcb+D inside of combos.  It can also be used off dp+C as long as the opponent is really low to the ground (like in this combo for example: KOF XIII [K' Team 100% DMG Combo] (http://www.youtube.com/watch?v=rBeVXaarJrI#ws)).  Another use is after qcf+AC, qcf+C in the corner.

Kula's wiki (http://dreamcancel.com/wiki/index.php?title=Kula_Diamond_%28XIII%29) has a lot of her most practical combos listed.  They should give you an idea of qcb+D's role.

Title: Re: Kula Diamond (Console)
Post by: No Limitz on April 06, 2012, 09:32:27 AM
Hey jenny, if you're still trying to do C Crow Bites DC into EX Diamond Breath, try 632146+C xx 2369AC.
Much more consistent than doing perfect DP motions and going back to neutral for 236.
Title: Re: Kula Diamond (Console)
Post by: Kokujindayo on April 11, 2012, 10:00:00 PM
Hello everyone, I just picked up Kula the other day and I'm kind of having trouble with vs Vice. What's the best way to approach this matchup?

Thank you
Title: Re: Kula Diamond (Console)
Post by: JennyCage on April 15, 2012, 03:53:35 PM
My advice would probably be... stay on the ground as much as possible.  Any lost air to air (even something as small as her st.A'ing a hop) can allow Vice to EX Deicide into a combo or HD.  If you do leave the ground, use only j.B vs air to air.  Once you have her in the corner, try pressuring her with short hops and fundemental mixups as her anti-air options are really weak, but again be careful of that st.A->EX Deicide.  If your opponent doesn't do that, just go nuts on her in the corner.

If she's one of those Vice's that end blockstrings with Splash, poke her out of it before it hits.  I know it's easier said than done, but it's very doable.  If she ends a blockstring with Mayhem, she's unsafe and punishable.  Be careful of common grab setups (empty hop into command grab, tick command grab, run up and grab, etc.).  Use st.B/cr.B a lot when you feel like this is going to happen.  St.B and st.CD when used at range can cut down on some of her approach options, but she can always Deicide, so be careful.

Overall you want to force her into the corner and see how much you can get away with.  This will be player dependant.  Good luck!
Title: Re: Kula Diamond (Console)
Post by: Dark Chaotix on May 16, 2012, 02:34:25 AM
Still looking for confirmation about dp+C into EX Diamond Breath.  The Shoryuken and Dreamcancel wikis don't list it as drive-cancellable (though it is in HD mode), but my friend swears up and down he can do it outside of HD.  Unfortunately he couldn't reproduce it online, so... I still have no proof or ability to execute it myself.

Treat it like K' dp into EX qcf+AC. Do hcbf+C, qcf~uf+AC. It works for me.
Title: Re: Kula Diamond (Console)
Post by: 9inchsamurai on June 05, 2012, 07:51:39 PM
I'm having a really hard time against Kula using Athena. Kula essentially negates Athena's neutral game, and her pokes seem to out range everything I have with Athena as well. I basically can't figure out how to beat her pressure OR how to get in on her with Athena.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on July 02, 2012, 11:52:49 PM
Treat it like K' dp into EX qcf+AC. Do hcbf+C, qcf~uf+AC. It works for me.

Thanks.  I recently transitioned to stick from pad and it's doable now.

Quote from: 9inchsamurai
I'm having a really hard time against Kula using Athena. Kula essentially negates Athena's neutral game, and her pokes seem to out range everything I have with Athena as well. I basically can't figure out how to beat her pressure OR how to get in on her with Athena.

I think this is a tough matchup for many Athenas.  Not only can Kula negate her projectile game, she can also pressure extremely well because of her low air C and Athena's weak anti-airs.

I'm not a really good Athena player but I understand a few of her concepts, so try these things:

Light Phoenix Arrow is neutral on block (I think).  You can immediately perform a stand C into another blockstring afterward and it will most likely beat whatever your opponent tries, EXCEPT for instant grabs or fast command grabs, and low poke trades.  You could also do a low string.  Basically it's just a frametrap - if your opponent doesn't retaliate with a grab or trade with a low poke, you should at least be able to put them into another blockstring and keep your pressure up.

Conversely, one of Kula's more common blockstrings is actually not a blockstring at all.  When she does stand C (x2)/f+A, qcb+B~f+B, there's a gap after the Ray Spin hits you and before the projectile comes out.  She's instant grabbable at that point.  If you can pull that off you'll take away one of her blockstrings because she'll be afraid to use it.

Kula will want to take away your projectile game but you can punish her for that.  Counter Shells are baitable at a certain distance.  If you're confident she'll try to reflect, super jump into her as soon as your projectile is out and punish her for trying.  I'm not sure how easy this is on Athena because of her slow floaty jump, but at least try to see what distances her Counter Shell can be baited/punished.  It'll make her afraid to use it and allow you to use your tools again.

Athena's ex Teleport should be a viable choice for corner escapes.

Athena has a comboable command grab and they're really powerful in this game.  If you're not well versed in all the different grab setups in KOF, now's the time to study because the potential for damage and mindfuckery is high.

Examples:

Run up command grabs.  When you double tap forward you'll run a short distance without having to hold down forward.  This is the window you input the command grab.  These can be incorporated into tick throws, which can be done a few different ways, like doing a jump in attack, double tapping forward, then command grabbing, or off low attacks like a single low B, double tap forward, command grab.  You could also do this by just walking up and grabbing.  I like running first because it helps me not miscalculate the grab invulnerability time after blockstun, and it looks more "active and threatening" than simply walking forward (meaning your opponent might be less likely to throw out a poke to stop it).

You can also set up command grabs off properly spaced teleports.  She has two distances with hers so with enough practice you should be able to see your openings to position yourself for a grab.

It's not an easy fight and like I said I'm not a very good Athena player, but hopefully some of these tips can help you.
Title: Re: Kula Diamond (Console)
Post by: 9inchsamurai on July 03, 2012, 10:19:02 PM
Conversely, one of Kula's more common blockstrings is actually not a blockstring at all.  When she does stand C (x2)/f+A, qcb+B~f+B, there's a gap after the Ray Spin hits you and before the projectile comes out.  She's instant grabbable at that point.  If you can pull that off you'll take away one of her blockstrings because she'll be afraid to use it.

I managed to figure this out after some time in training which helps a lot with fighting Kula in general.

Kula will want to take away your projectile game but you can punish her for that.  Counter Shells are baitable at a certain distance.  If you're confident she'll try to reflect, super jump into her as soon as your projectile is out and punish her for trying.  I'm not sure how easy this is on Athena because of her slow floaty jump, but at least try to see what distances her Counter Shell can be baited/punished.  It'll make her afraid to use it and allow you to use your tools again.

This is gonna be pretty hard to manage I think, since like you said Athena has a slow jump. If I can get this down then it would be a good way to bait uppercuts form Kula though, since Athena's jump is so specific. I can also imagine getting hit by Kula's reflector on purpose a few times just to make them not expect something like this.

You can also set up command grabs off properly spaced teleports.  She has two distances with hers so with enough practice you should be able to see your openings to position yourself for a grab.

I think this is primarily what I want to try, since Kula doesn't seem to have the greatest answers to command grabs.
Title: Re: Kula Diamond (Console)
Post by: DJMirror949 on July 11, 2012, 08:12:43 AM
Does anyone know any frame trap with Kula? I'm trying to relearn her and I realized that I need to apply frametrap in my game to stop players pressing buttons like Ralf & Iori, thanks everyone
Title: Re: Kula Diamond (Console)
Post by: Sanctuary on July 13, 2012, 01:46:41 PM
For some reason I catch people most of the time with sB> (A) diamond breath. The C version is too slow.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on July 20, 2012, 08:40:05 PM
Does anyone know any frame trap with Kula? I'm trying to relearn her and I realized that I need to apply frametrap in my game to stop players pressing buttons like Ralf & Iori, thanks everyone

If you Diamond Breath C while the opponent is waking up, you get up to 11 frames of advantage to do whatever you want (within those 11 frames).  St.B/cr.B in the corner after Diamond Breath will catch a lot of people as well.  Something you might want to try is using her cr.D (the farthest edge of it) into C Diamond Breath.  It's punishable with a jump but if the opponent hesitates and jumps too late or tries to punish during the startup, they often get hit which is really awesome.  I stagger my low pokes into sweeps and do that.  If they get wise and start jumping it I switch to Diamond Breath A.
Title: Re: Kula Diamond (Console)
Post by: mrshmearo on July 24, 2012, 05:03:04 PM
I can not land this combo for the life of me and I'm not sure which part I am timing wrong  :(

j.C, st.C, f+A, qcb+B~f+D, dp+C (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B, dp+C. It's the corner carry combo midscreen. Any advice?
Title: Re: Kula Diamond (Console)
Post by: baikdizz on July 24, 2012, 06:39:41 PM
you just have to input the DP+C the later possible frame before the drive cancel
Title: Re: Kula Diamond (Console)
Post by: mrshmearo on July 24, 2012, 10:36:13 PM
Ah, Alright I'll try that. Thanks
Title: Re: Kula Diamond (Console)
Post by: Fadedsun on July 30, 2012, 07:12:39 PM
Not a whole lot of Kula love it seems. I started using her and she's really fun to use. I'm contemplating replacing Joe with her as my point character since I'm having a tough time with Joe's stun combo.
Title: Re: Kula Diamond (Console)
Post by: baikdizz on October 13, 2012, 10:31:32 AM
I have a question for all icegirl lover I saw a lot videos of her, I main her but when I have a full HD bar with 2 stock, if I can I use her HD combos for 720+ damage but why people always use her 2 stock 2 drive drivecancel combos for 535 damage for the same ressources? I can understand
Title: Re: Kula Diamond (Console)
Post by: JennyCage on October 13, 2012, 09:51:31 PM
The only reason I could see someone doing it is if they fucked up their hitconfirm and went into a regular bnb that they want to convert into a kill.
Title: Re: Kula Diamond (Console)
Post by: baikdizz on October 14, 2012, 09:55:05 AM
Ok it's strange because the bnb 
cl.C, f+A, qcb+B~f+D, dp+C (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B, dp+C,(DC) qcb+BD~f+D, qcb+D, qcb+B~f+B, dp+C 2bar 2drive for 550
 it's easy and corner carries but the HD combo for the same it's easy and corner carries too
 cl.C, f+A (HDA) cl.C, f+A, qcb+B~f+D, dp+A (DC) qcb+D, dp+C (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, (MC) neomax 720+
it's very easy it's not like you play a tricky character like Leona i play her too or Ash the only person I saw save his drive for HD with kula it's madkof and. She builds bar like a monster truck perhaps people don't want to take risk it's only my advice but it's a shame in a lot of video if people use the HD when they have the ressources over the bnb they should have the kill.
Title: Re: Kula Diamond (Console)
Post by: SPLIPH on October 14, 2012, 10:41:07 PM
its just bad meter management or lack of execution. not everyone can HD at any given moment on all their chars for all meter costs. this person probly knows the combo, but doesnt feel confident landing it. spending the 2 bar 2 drive will do more damage than screwing up the HD combo.

as for me i just consider it practice, hope for the best, and let it rip at any possible moment if the amount of life calls for it.
Title: Re: Kula Diamond (Console)
Post by: karn on December 28, 2012, 10:25:39 PM
For some reason I catch people most of the time with sB> (A) diamond breath. The C version is too slow.

Really useful since you can get a whole combo. I've been working on a lot of other attack options too.

If you cancel from Kula's st.B to (A) Diamond Breath, the st.B causes enough hitstun to allow (A) Diamond Breath to stuff your opponent's jump/hop. On block it doesn't work though (st.B causes shorter blockstun than hitstun) so your opponent could hold up-forward do a full jump-in combo over whiffed (A) Diamond Breath. If you have opponent near wall and you stuff a jump with (A) Diamond Breath, your opponent actually launches up high enough to follow up with a decent combo: (D) Ray Spin, (B) Ray Spin-Stand, (C) Crow Bites. If they were on the ground when they got hit, I think you can just do (B) Ray Spin

If you confirm to st.B or use it standalone, here are some followup options even on block.
1. Wait (antiair if they jump, punish if they use an unsafe invincible special)
2. st.B again (stuffs jumps, repressures/frametraps if they stay put)
3. Walk up cr.B st.B (reconfirms/repressures)
4. Risk a walk up throw.
5. Cancel to (B) Ray Spin (antiairs jumps, and mixup game on block except when opponent blows meter on a good punish)
6. Cancel to (D) Ray Spin (antiairs jumps for more damage, can be followed up with (C) Crow Bites if close enough but experienced opponents will punish big if they read it)
7. Cancel to (EX) Diamond Breath (stuffs jumps before opponent is able to leave ground)
8. Cancel to (EX) Ray Spin (with Stand followup about 30% guard crush and -1 on block, with no followup +1 so can bait even 1f command grabs against inexperienced opponents)

An opponent's invincible special will blow up pretty much anything you cancel into, so baiting is a great low-risk high-payout option once you can recognize your opponent feels pressured.
Title: Re: Kula Diamond (Console)
Post by: AirLancer on December 31, 2012, 11:36:02 AM
Every time I do slider shoot by accident, I wish SNK would've made the input for it df+D instead of B.  :(
Title: Re: Kula Diamond (Console)
Post by: karn on January 01, 2013, 11:05:35 AM
Every time I do slider shoot by accident, I wish SNK would've made the input for it df+D instead of B.  :(
I get punished with full combos for that too when people roll through me :( It always seems to be a crap shoot whether or not the opponent will be able to block it or get their roll punished by it. You can make a habit of option selecting a block with your first cr.B by holding down-back as you hit B, but switch immediately after to neutral crouch B to prevent the possibility of accidental Slider Shoot when opponent crosses you up. Thankfully your opponent can't roll through you quickly enough to reverse your inputs (so you won't Slider Shoot). If you're quick enough and aren't mashing cr.B too much, you can react to the roll with a throw or full combo (starting with cl.C-f.A). Otherwise, catch them with st.B or cr.B-st.B. Keep in mind that your opponent may roll far enough past you that you can't connect two light normals after they roll, so you might only have time for st.B as their roll ends. For guaranteed combos, cancel it into df.B, qcbBD followed up with dpC, or dpC.

Note about dpC. It may not knock a croucher down. However, you can always attempt to drive cancel it to B Ray Spin (qcbB). What's great is that if it would knock down, the drive cancel isn't possible so you save the meter, but if it doesn't knock down, you'll get the drive cancel to qcbB so you can set up the knockdown anyway by doing followup f.D slide then dpC.
Title: Re: Kula Diamond (Console)
Post by: t3h mAsTarOth...! on January 01, 2013, 12:37:30 PM
Karn if you have anything you want to add to the wiki then let me know... i can post it for you...
Title: Re: Kula Diamond (Console)
Post by: AirLancer on January 01, 2013, 01:55:45 PM
Also happens to me a lot when trying to anti-air c.B and they cross over.
Title: Re: Kula Diamond (Console)
Post by: karn on January 02, 2013, 01:21:23 AM
Karn if you have anything you want to add to the wiki then let me know... i can post it for you...

Thanks! I'll just review combos now and show a few combos that aren't listed on the wiki.
[Tip] j.C does 2 more damage than h.C and j.D.
[Tip] The full length of each stage is equal to two visible screens next to each other.

This is the one everyone already knows, basically pasting from the wiki:
[1 Stock 1 Drive Full-screen]
h.C, cl.C-f.A, qcb.B~f.D, dp.C (DC) qcb.BD~f.D, qcb.D, qcb.B~f.B, dp.C
(453 damage)

Here are the most important ones I thought of. You guys may have seen some already:

[1 Stock 1 Drive 60% screen]
h.C, cl.C-f.A-qcf.AC, dp.C (DC) qcb.D, qcb.B~f.B, dp.C
(473 damage)
^Note^ After qcfAC, walk or run up and do the next dpC point blank. It's perfectly fine to just hold forward instead of mess up a run since you'll make it in time...the only real time i think running up matters is if there are only a few seconds left and you need to deal damage quicker.

[1 Stock 1 Drive 40% screen]
h.C, cl.C-f.A-qcb.B~f.D, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(493 damage)
^Note^ 40% from the wall is opponent's position at start of round.
^Note^ The dp.C to qcf.AC drive cancel has to be done when opponent is at lowest possible height...there's probably only leeway of two to three pixels of height.
^Note^ the One Inch(f.A) juggle after qcf.AC seems to be a 2- or 3-frame link, so double-tapping should help.

[1 Stock 1 Drive 25% Screen]
h.C, cl.C-f.A-qcf.AC, qcf.C, qcb.D, qcb.B, dp.C[DC]qcb.D, qcb.B~f.B, dp.C
(527 damage)
^Note^ This one's 2 damage higher than the corner combo on the wiki and doesn't need any delayed specials.

[1 Stock 1 Drive at Corner]
h.C, cl.C-f.A-qcf.AC, qcf.C, f.A, dp.C[DC]qcb.D, qcb.B~f.B, dp.C
(549 damage)
^Note^ Kula needs to be really close to the wall to link f.A after qcf.C.
^Note^ After any character executes a proper safe jump, they are pushed back slightly from the opponent; this would ruin Kula's strongest corner combos, but...
^Note^ There is time to walk forward a bit when following qcf.AC up with qcf.C. At the end of the qcf.C input, hold forward longer than usual and delay the C button press to let Kula walk forward a little before she executes qcf.C.
^Note^ If you can tell you landed qcf.C from too far away, just use the 25% screen combo followup (qcb.D) instead of f.A.

[2 Stock 1 Drive 25% Screen]
h.C, cl.C-f.A-qcf.AC, qcf.C, qcb.D, qcb.B, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(597 damage)
^Note^ No delayed specials, though qcf.AC, f.A is a 2- or 3-frame link; double-tap if needed.

[2 Stock 1 Drive at Corner]
h.C, cl.C-f.A-qcf.AC, qcf.C, f.A, dp.C[DC]qcf.AC, f.A, qcb.B~f.B, dp.C
(632 damage)
^Note^ Combines difficult parts of the combos above, but very strong.
^Note^ qcf.C, f.A is a 2- or 3-frame link, so double-tapping will help.
^Review^ Kula needs to be really close to the wall to link f.A after qcf.C
^Review^ dp.C[DC]qcf.AC must be done when opponent's at low height.
^Review^ qcf.AC, f.A is a 2- or 3-frame link, so double-tapping will help.

The drive cancel into EX Diamond Breath makes it possible to 100% someone without having to start with qcf.C:

[5-stock HD at Corner]
cl.C-f.A-qcf.AC, qcf.C, f.A <HDA> f.A, dp.C[HDC]qcf.AC, f.A, qcb.B, 2x(dp.C[HDC]qcb.B), dp.C[HDC]qcb.D, qcfqcf.A[MC]hcbhcb.BD
(1008 damage, 1027 starting with h.C)
^Note^: Difficult; Every juggled dp.C has to be HDC'd on low height opponent, especially into qcf.AC and qcb.D.
^Note^ If you are too far after qcf.C to link f.A, HD combo cannot be completed; probably best to use the qcb.D followup instead.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on January 02, 2013, 08:10:02 PM
Great combos, karn!  I added them to the wiki and included a link to your post with them.  I also added you to the list of contributors.  I love that 100% combo, going to try practicing it tonight.  Keep 'em coming!
Title: Re: Kula Diamond (Console)
Post by: karn on January 03, 2013, 06:12:45 AM
Great combos, karn!  I added them to the wiki and included a link to your post with them.  I also added you to the list of contributors.  I love that 100% combo, going to try practicing it tonight.  Keep 'em coming!

You're welcome! Also thanks for including my name on the list! I still drop the harder combos a lot even on my good side (P1 side). I hope I can land all these combos facing left someday. Keep 'em coming, eh?

I always use these two if I'm pressured enough to use Crow Bites or get reads on my opponent's offense. Great reward for the risk since KOF XIII allows option select drive cancels.

[1 Stock 1 Drive Full-screen]
(invincible, can antiair)

dp+A (DC) qcb+BD, qcb+D, dp+C
(308 damage)

[1 Stock 1 Drive 90% screen]
(invincible, can antiair)

dp+A (DC) qcb+BD, qcb+D, qcb+B~f+B, dp+C
(345 damage)
^Notes^Opponent must be either on the ground or only slightly above the ground in the air for the EX Ray Spin to connect off of dp+A; you'll probably tend to get the height you want against crossup attempts and when you buffer the dp+A against predictable hops.

This one's strong at the wall:

[1 Stock 1 Drive 25% screen]
(low)

cr.Bx2, st.B, dp+C (DC) qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+C
(428 damage)
^Note^cr.B cr.B is a great confirm.

Hmm..

[4 Stock HD 60% Screen]
h.C, cl.C-f+A (HDA) cl.C-dp+C (HDC) qcf+AC, dp+C (HDC) qcb+D, qcb+B, dp+C (HDC) qcb+D, qcb+B, dp+C (HDC) qcb+D, qcfx2+P (MC) hcbx2+BD
(891 damage)
^Note^Pretty easy since there are no delayed links unless the player has difficulty with cancelling dp+C to qcf+AC without accidental super cancel.

Lastly, I thought of this one today:

[5 Stock HD 25% Screen]
h.C, cl.C-f.A-qcf.AC, f.A <HDA> f.A, dp.C[HDC]qcf.AC, f.A, qcb.B, 2x(dp.C[HDC]qcb.B), dp.C[HDC]qcb.D, qcfqcf.A[MC]hcbhcb.BD
(1008 damage]
^Note^ There's barely enough time after qcf+AC to run all the way up and do f+A if you need to stretch the carry out extra far, but the beginning is way easier than the corner version and the range is noticeably better.

Phew.
Title: Re: Kula Diamond (Console)
Post by: t3h mAsTarOth...! on January 03, 2013, 01:53:47 PM
Good stuff Joe... Kula wiki looks great... If anything, you can just add character match-ups specially against her bad match-ups...
Title: Re: Kula Diamond (Console)
Post by: karn on January 04, 2013, 05:56:41 PM
Good stuff Joe... Kula wiki looks great... If anything, you can just add character match-ups specially against her bad match-ups...

I don't feel I have enough matchup experience to really know this (and I'm not sure if I'm even playing her as she is meant to be played), but I think Kula is good against characters who can't stop her Ray Spin pressure without trying an invincible unsafe move. I think everyone can punish her with meter though.

Thankfully Kula doesn't really need Ray Spin for pressure thanks to great normals and she has Crow Bites (shoryu).

Against projectiles, Kula is safest using Diamond Breath(A) or her Personal Action(Snowman!) since Counter Shell (reflecting a projectile) can be baited and countered/punished with a full jump in combo. She can also of course neutral jump like everyone else. Counter Shell is useful for ending combos to get the long hard knockdown, and it's  good against slow-recovery fireballs including multi-hit (EX and DM) ones since her ice projectile seems to override every other moving-particle projectile.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 17, 2013, 05:33:08 PM
Hey guys.

I've been on a quest to find more frametraps with Kula.  So far I have these:

Generic cr.B, cl.C
cr.B, st.B, f+A
cr.B, cr.A, f+A
cr.B, st.A, f+A
st.B after Diamond Breath in the corner
st.A, st.B, EX Diamond Breath... or any number of variations off B/A

Does anyone know other good frametraps?  I've been struggling to open people up on this character mainly due to a lack of crossups.
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 20, 2013, 12:56:19 AM
OK, so it turns out Kula's crossup off D DOES hit standing opponents.  I don't know how I didn't know that before, but... oops?  Anyway, here are some crossup setups off block/hitstun:

Medium depth j.C on block -> regular hop D
Medium depth cr.B -> regular hop D
Deep j.D/A, cr.B -> regular hop D
Deep j.D, cr.B x2 (fast for less pushback) -> regular jump D
Title: Re: Kula Diamond (Console)
Post by: DJMirror949 on March 20, 2013, 12:57:26 AM
Down D to Diamond Breath?
Down B to Down D to Diamond Breath?

I haven't touch this character in ages
Title: Re: Kula Diamond (Console)
Post by: JennyCage on March 20, 2013, 01:14:05 AM
Down D to Diamond Breath?
Down B to Down D to Diamond Breath?

I haven't touch this character in ages

Thanks, I forgot to include those.  I haven't been able to find much else in the meantime.
Title: Re: Kula Diamond (Console)
Post by: yoshiiscool on March 24, 2013, 09:46:04 PM
EX ray spin is pretty good for frametrapping, +1 on block, without follow ups, so in the corner you can catch people with cl.c and midscreen st.b.  I've also had success with meaty heavy diamond breath after resets in the corner, but I don't think that really counts for something you're looking for. (instead of finishing combos with DP after qcb b > f+b, reset with cl.c low to the ground canceled into c diamond breath so they land into it)
Title: Re: Kula Diamond (Console)
Post by: karn on March 25, 2013, 04:57:44 AM
EX ray spin is pretty good for frametrapping, +1 on block, without follow ups, so in the corner you can catch people with cl.c and midscreen st.b.  I've also had success with meaty heavy diamond breath after resets in the corner, but I don't think that really counts for something you're looking for. (instead of finishing combos with DP after qcb b > f+b, reset with cl.c low to the ground canceled into c diamond breath so they land into it)

Players here are able to react to Kula's Diamond Breath startup with invincible specials and DMs so I've phased that out of my gameplay. It's great pressure if used sparingly though. EX Ray Spin is also good for guard crushing when using the Stand followup, but the first hit of the close-range two hit followup can be guard rolled on reaction for full punish, so I suggest paying attention to opponent's meter.
Title: Re: Kula Diamond (Console)
Post by: karn on March 25, 2013, 05:00:44 AM
OK, so it turns out Kula's crossup off D DOES hit standing opponents.  I don't know how I didn't know that before, but... oops?  Anyway, here are some crossup setups off block/hitstun:

Medium depth j.C on block -> regular hop D
Medium depth cr.B -> regular hop D
Deep j.D/A, cr.B -> regular hop D
Deep j.D, cr.B x2 (fast for less pushback) -> regular jump D

[point blank, opponents standing after blocking cr.B st.A]
cr.B st.A (variable chain combo speed), j.D.

If you chain as fast as possible, j.D will whiff
If you delay the chain a bit, j.D will cross over
If you delay the chain a lot, j.D hits in front.

[point blank, opponents standing after cr.B cr.B is blocked]
cr.B cr.B (variable chain combo speed), j.D.

If you chain as fast as possible, j.D will cross over (you have to press D pretty high in the air)
If you delay the chain a bit, j.D will cross over and "uncrossup" land on original side.

[point blank, opponents crouching after cr.B cr.B cr.B is blocked]
cr.B cr.B cr.B hh.D

If you chain as fast as possible, hh.D will whiff
If you delay the chain a bit, hh.D will cross over
If you delay the chain a lot, hh.D hits in front.
Title: Re: Kula Diamond (Console)
Post by: karn on March 25, 2013, 05:07:45 AM
Her instant hop A is okay for mixup sometimes. You can combo off it when it's meaty, but the timing for that is pretty hard; it's probably best to use a hard knockdown setup for it. It isn't as fast as the instant overheads of Billy, Ralf, and Leona, but I think she can make contact on a crouching opponent for a jumpin combo faster than everyone else for her meaty setup. Even if it isn't meaty, a shallow hop A close to ground doesn't seem to put Kula at too much risk; it feels like she's only slightly minus afterwards.

Also, players tend to open themselves up once you hack at their guard gauge for a while.
Title: Re: Kula Diamond (Console)
Post by: The K1 Effect on April 02, 2013, 12:08:07 AM
Brand new KoF players here, and Im very interested in Kula. Could someone post some high level Kula videos that I could learn from? I would appreciate it
Title: Re: Kula Diamond (Console)
Post by: karn on April 12, 2013, 09:38:32 PM
Brand new KoF players here, and Im very interested in Kula. Could someone post some high level Kula videos that I could learn from? I would appreciate it

Hi The K1 Effect! There is already a video thread here:
http://dreamcancel.com/forum/index.php?topic=2495.0 (http://dreamcancel.com/forum/index.php?topic=2495.0)
Title: Re: Kula Diamond (Console)
Post by: mechanica on June 19, 2013, 12:24:47 AM
Not sure if this is common knowledge but I don't see it very frequently:

Safe jump setup:
end any corner combo with qcb+P instead of a dp, whiff another qcb+P (hold button buffer), then normal hop (hop C preferred for hitstun).

Another option is after qcb+P, just backdash, then hop forward C.

It's a standard 4f safe jump and really easy to do! I think it's well worth the small damage sacrifice for not ending with DP.
Title: Re: Kula Diamond (Console)
Post by: AirLancer on June 20, 2013, 03:39:25 AM
That's the most common safejump setup for Kula.
Title: Re: Kula Diamond (Console)
Post by: AirLancer on August 01, 2013, 02:00:25 AM
Sigh, working with Kula...

She'd be instantly better if Diamond Breath and Reflect's input commands were switched. (Diamond breath qcb+P and reflect qcf+P)

Anyway, not sure if this is really practical for the meter spent, but it works anywhere on screen.

2 Meters, 50% Drive. 525 Damage
j.C cl.C f+A xx qcf+AC dp+A qcb+BD~f+D qcb+D qcb+D~f+B (or qcb+B~f+B) dp+C
Title: Re: Kula Diamond (Console)
Post by: Mr.Minionman on September 13, 2013, 06:47:07 PM
Any good Kula players/matches I can look for? Have a friend trying to get into the game, and I'm wanting to find some concept matches for him
Title: Re: Kula Diamond (Console)
Post by: Coliflowerz on October 07, 2013, 10:54:07 PM
Sorry if it's late, but I believe RealKim has a very good Kula.

Has anyone found any really good set-ups for Kula's j. D? I don't use that jump-in much and I'm trying to find ways to optimize myself.
Title: Re: Kula Diamond (Console)
Post by: marchefelix on October 31, 2013, 06:58:00 AM
A couple of Kula combos:

KOF XIII Kula (http://www.youtube.com/watch?v=a_fr0Ykx1ZE#ws)

First combo I feel is too wasteful. Second combo is a little better. A question, though: in that second combo, I see Kula do j.D to st.C but j.D doesn't seem to count as part of the combo. The st.C resets the combo count. Why is that?
Title: Re: Kula Diamond (Console)
Post by: Dark Chaotix on October 31, 2013, 09:57:42 AM
It's not a reset, the jD was done too early and sC comes out slow. You have to do jD late
Title: Re: Kula Diamond (Console)
Post by: Coliflowerz on November 02, 2013, 06:02:49 AM
The second combo, I see pretty often, it's decent midscreen dmg. I use it a lot myself. The first one... Kula probably shouldn't be using that much meter, really. It only does a bit more dmg.
Title: Re: Kula Diamond (Console)
Post by: AirLancer on July 03, 2014, 03:52:21 PM
Just some hitboxes of note.

Kula's full j.CD has a pretty strong hitbox. It's start up, angle, and hitbox placement all seem to reinforce what I had already thought: it was intended as more of a defensive tool.
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/KulajCD_zps03029d7c.png)

Meanwhile, the hitbox on hop C goddamn sucks. I always thought it was suspicious when I'd literally land on people's cr.Bs and they'd beat out Kula clean and cause her to air reset. The only reason this normal is good is because it hits so deep.
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/KulajC_zps7fc23ee8.png)

Both hop and jump j.D are pretty strong. I used it both as an A2A challenge and a longer range jump-in, and the hitbox reflects both of these.
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/KulajD_zpsdef37c88.png)

Damn, the hitbox on EX Reflect tho'...
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/KulaqcbAC_zpse48b6036.png)

Other notes of interest:

Unlike A and C breath, EX breath's hitbox actually moves forward during its active frames. s.D has a better hitbox than you'd expect, but it still sucks. cl.C doesn't hit anywhere near as high as it looks, neither does cl.D.