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.