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Kula Diamond (Console)

Started by nilcam, December 06, 2011, 06:46:14 AM

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mechanica

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.
http://www.youtube.com/pantailamon
(check out the safejump playlist!)

AirLancer

That's the most common safejump setup for Kula.

AirLancer

#77
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

Mr.Minionman

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

Coliflowerz

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.
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

marchefelix

A couple of Kula combos:

KOF XIII Kula

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?

Dark Chaotix

It's not a reset, the jD was done too early and sC comes out slow. You have to do jD late

Coliflowerz

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.
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

AirLancer

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.


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.


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.


Damn, the hitbox on EX Reflect tho'...


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.