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.