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
Yamamoto – "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."
Gameplay Overview
Kula is a rushdown oriented character with strong anti-zoning skills.
Her Counter Shell is capable of countering almost all projectiles (including those from level 1 and 2 DMs), though precise timing is required to make the most of this skill. Ray Spin's f+B followup will also cut through almost all single hit projectiles.
Though not able to control space as well as previous KOF games, she remains a viable competitor due to her speed, frametraps, excellent hitconfirms, great pokes and corner-carrying combos.
Pros
Cons
A top notch anti-projectile game: If the player's reactions are fast enough they can counter almost all projectiles thrown at them or negate normal projectiles entirely with Diamond Breath. It should be noted that Kula's taunt also blocks projectiles and recovers fairly quickly, though its framedata isn't available yet.
Generous hit confirms, namely st.C (2 hit), st.C->f+A and cr.Bx2 st.B: These allow her plenty of time to decide the best action, be it a simple BnB or a full HD combo.
She is able to convert many specials into combos, especially in the corner: Ray Spin, Diamond Breath and Counter Shell (on counter hit) can act as stand alone combo starters.
Her combos can carry from corner to corner
Intense corner pressure
Builds meter quickly
A relatively weak anti-air game: Her Crow Bites move her forward and have enormous recovery on block or whiff. Her cr.C is -17 on block/whiff, making it full combo punishable (and sometimes punishable on hit) since it can't be cancelled into anything safe.
Accidental inputs, notably Slider Shoot when being crossed up, can result in suicide
C Crow Bites, when hitting a crouching opponent, can partially whiff and leave Kula open to a full combo
Semi-weak crossup options
Poor mixup options outside of fundamentals (no command grab, no overhead)
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
special
6
4
11
0
-2
-
A quick jab capable of anti-airing short hops. Inferior to st.B both in range and frames.
Chainable into itself, cr.A, cr.B and st.B. It has a long cancel window so it can be used as a one-hit confirm into a fast specials like Crow Bites.
Kara Cancel Dirtiness : St.A can be cancelled into itself far more times than ordinarily allowed by pressing A, then quickly mashing A+C. 13 hits are possible of just st.A alone with fast enough mashing (or turbo). This technique can increase guard and stun damage, but because of the scaling of multiple hits, raw damage will decrease dramatically. Video example.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Mid
special
4
6
9
0
-2
-
Kula's most valuable standing poke, st.B has great range, is faster than st.A and just as capable of anti-airing short hops.
It's -2 on block and has pushback, making it safe against just about everything if properly spaced. Liberal use of this move is strongly encouraged.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Mid
command
14
5
32
-16
-18
-
Kula moves forward, throws out her fist and extends its range with an icicle. If it connects she can cancel into the combo of her choice. Valuable if properly spaced, but risky due to the 14 frame startup. This move can be especially useful when the opponent attempts to roll out of the corner.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25+25
Mid
-
10
5
26
-10
-12
-
Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
55+25
Mid
command
4
3,(8),6
23
-8
-10
-
Cancellable, Kula uppercuts then elbows the opponent.
Connects twice, making it an easy hit confirm, though it does less damage than cl.C(1)>f+A.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
55+25
Mid
command
7
2,(10),3
25
-7
-9
-
Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
25
Mid
command
5
5
13
-3
-5
-
Kula leans back on her hands and does a single kick.
Not chainable into any other normals but has long active frames and a long cancel window making it possible to one-hit confirm into fast specials like Crow Bites. st.A would be better in every way if cr.A did not shrink Kula's hurtbox.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
30
Low
command
4
4
9
+2
0
-
Kula hunkers down and throws out a very fast backwards low kick. Chainable into itself, cr.A, st.A and st.B.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70
Mid
-
5
11
25
-15
-17
-
Kula freezes her hair and thrusts it upward at a diagonal angle. Acts as a crouching anti-air.
It is possible in some situations to punish this move on hit (for example when used point blank on a grounded opponent or on a cornered opponent on the lower end of their air descent, similar to Shen's cr.C), so be cautious when using this.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Low
command
8
7
25
SKD
-13
-
Kula sweeps the opponent, leading to a knockdown on hit. Can be used for more distanced blockstrings since it's cancellable.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
45(40)
High
-
7
12
-
-
-
-
Kula jumps and aims downward with a small ice crystal in her hands.
A miniature version of j.C with shorter blockstun. Useful against grounded opponents, but not for air to air.
jump B
j.B
j.B
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
jump B
jump B
45
High
-
7
15
-
-
-
-
hop B
hop B
40
High
-
5
12
-
-
-
-
Kula leaps up and does a long horizontal kick. Her best air to air with a 7 frame startup. Will whiff against crouching opponents.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
72(70)
High
-
13
8
-
-
-
-
Nearly the same as j.A except the crystal is much bigger, hits deeper/lower and with more blockstun. An excellent air to ground move, but a poor choice for air to air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
70(68)
High
-
6
4
-
-
-
-
Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
75
Mid
-
18
5
14
SKD
+4
-
Kula extends her hand and forms a large sphere of ice.
Capable of anti-airing and useful as a whiff cancel cover for other specials.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
90 (80)
Mid
-
16
4
-
-
-
-
Kula jumps and flips her leg in a half crescent arc. Decent at both air to air and air to ground.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
13x7+40
-
-
-
-
-
HKD
-
-
Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage.
An way to easy safejump midscreen is to : Throw, Counter Shell(qcb+A) and hyper hop D.
Command Moves
One Inch Punch
One Inch Punch
f+A
6A
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
Raw
Raw
70
Mid
-
22
9
17
Crumple
-3
-
Canceled into
Canceled into
50
Mid
special
15
9
17
-5
-7
-
Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit.
Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit).
Note that One Inch is not cancellable into from cl.D if performed off a jump-in.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
80
Mid
-
10
12
20
SKD
-13~+2
-
Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. -13 on block if performed at close range, but only -2 at max range.
Special Moves
Crow Bites
Crow Bites
dp+A/C/AC
623A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
dp+A
623A
70(40)
Mid
drive/super
6
2,(2),9
36
SKD
-31
Full: 1 to 7 (7 Frames) / Upper Body: 8 to 11 (4 Frames)
A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility.
dp+C
623C
70(60)+60
Mid
drive/super
4
2,(4),15
55
SKD
-48
Full: 1 to 3 (3 Frames) / Upper Body: 4 to 7 (4 Frames)
C version reaches a greater height while traveling fullscreen.
Note that the C version can partially whiff against crouching opponents, leaving Kula open to a full punish. Can be drive and super cancelled on the first hit
More information about dp+C whiffing crouchers, courtesy of No Limitz: "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)"
Option select vs crouchers courtesy of karn: "Whenever using a dp.C against a crouching opponent, Kula players should always attempt to drive cancel it, since the drive cancel will only be possible for a dp.C that doesn't knock down (therefore you should want to use the drive cancel to EX Diamond Breath or Ray Spin to ensure that they're knocked down!) If you feel it isn't worth the drive, it's better to light confirm to something else like Slider Shoot (df.B), EX Ray Spin or EX Diamond Edge (qcfqcfAC) to score that knockdown."
dp+AC
623AC
100+60(40)+40
Mid
drive/super
3
2,(2),10
62
SKD
-48
Full: 1 to 8 (8 Frames)
Nearly identical to C Crow Bites but faster with higher damage, guaranteed knockdown even against crouchers, and can set up a 3 frame safe jump if the second hit is drive cancelled into Ray Spin D.
Diamond Breath
Diamond Breath
qcf+A/C/AC
236A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcf+A
236A
60
Mid
super
19
8
21
SKD
0
-
Can be comboed into from heavy attacks, A version is neutral on block, making it a relatively safe move to end blockstrings with since it has pushback.
It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials.
qcf+C
236C
70
Mid
super
33
10
16
+30
+3
-
C version has slightly longer range, +3 on block, but cannot be comboed into.
Instead it creates a stagger state in the opponent that allows for followup combos.
qcf+AC
236AC
120
Mid
super
16
12
10
Crumple
+7
-
EX version can be comboed into, causes a crumple state that allows single hit followups, most notably C Diamond Breath as it creates a juggle that can be further comboed off of.
The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort.
Counter Shell
Counter Shell
qcb+A/C/AC
214A/C/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+A/C
214A/C
45/80
Mid
drive/super
5
7
22
HKD
-11
-
Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own.
Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found.
If it connects with the opponent it will cause a hard knockdown, making it a very useful (though less damaging) option for finishing corner combos. If it connects as a counter-hit to a melee attack it will counter-wire the opponent and allow for followup combos.
qcb+AC
214AC
80/50x3
Mid
drive/super
3
5
20
HKD
-7
-
Functionally identical with the exception of a faster 3 frame startup, -7 block disadvantage and increased damage of both the swipe and projectile.
Ray Spin
Ray Spin
qcb+B/D/BD
214B/D/BD
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+B
214B
30
Mid
-
15
5
20
-4
-7
-
Can only be comboed into from heavy attacks. Closer to the ground than the D version, this move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo.
qcb+D
214D
30+30
Mid
-
17
3,(13),3
18
SKD
-3
-
Launch her higher than the B version.
Be aware that if performed too close the D version will travel harmlessly above a crouching player. -3 on block (or -1 if hitting a crouching player). Punishable by instant and fast command grabs if performed too close.
Must make contact for "Standing"/"Sitting" to be usable.
qcb+BD
214BD
60+60
Mid
-
12
3,(13),3
14
SKD
+1
-
A medium height Ray Spin with a faster startup and more damage. Capable of being linked from light attacks.
Ray Spin (Stand)
Ray Spin (Stand)
qcb+B/D/BD>f+B
214B/D/BD>6B
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+B/D > f+B
214B/D > 6B
20+30
Mid
drive/super
10
2
31
SKD
-1
-
Launches a crystal of ice at the opponent.
It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time.
Useful if you can read your opponent and for controlling space by denying further projectiles, but risky as it requires Kula to move even closer to opponent.
qcb+BD > f+B
214BD > 6B
45+80
Mid
drive/super
9
2
31
SKD
-1
-
A bit faster and dealing more damage than the non-EX version.
Ray Spin (Sit)
Ray Spin (Sit)
qcb+B/D/BD>f+D
214B/D/BD>6D
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcb+B/D > f+D
214B/D > 6D
30
Low
drive/super
7
10
22
SKD
-14
-
This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits.
qcb+BD > f+D
214BD > 6D
90
Low
drive/super
6
8
18
SKD
-8
-
This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status.
Super Special Moves
Diamond Edge
Diamond Edge
qcfqcf+A/AC
236236A/AC
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
qcfx2+A/C
236236A/C
210
Mid
max
16
12
41
SKD
-24
-
Kula slams her icy fists into the ground and creates a pillar of ice in front of her at a diagonal angle.
An alright anti-air if anticipated early as it has a 16 frame startup, -24 on block, but has significant pushback.
qcfx2+AC
236236AC
80x4
Mid
max
7
45
37
SKD
-58
Full: 1 to 10 (10 Frames)
Four times the fun with four times the pillars.
Faster, covers more ground and deals more damage, but will lose much of it when executed in the corner as the pillars will go harmlessly off screen.
-37 on block and has less pushback than the regular, so beware.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
100+15x12
Mid
-
11
Full Screen Projectile
80
SKD
-62
Full: 1 to 41 (41 Frames)
Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard.
-62 on block/whiff, but Kula is invincible during the animation itself.
Useful in reaction to projectiles and can anti-air if the opponent is low enough.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
100+70x2+15x2
Mid
-
6
Full Screen Projectile
66
SKD
-48
Full: 1 to 42 (42 Frames)
Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent.
Faster than Freeze Execution, Kula is invincible during the animation making this an option vs projectiles among other things.
Old Moves List Description
Normal
st. A: 25 damage, cancellable/chain-able, hits mid.
A quick jab capable of anti-airing short hops. Inferior to st.B both in range and frames. Chainable into itself, cr.A, cr.B and st.B. It has a long cancel window so it can be used as a one-hit confirm into a fast specials like Crow Bites.
Kara Cancel Dirtiness: st.A can be cancelled into itself far more times than ordinarily allowed by pressing A, then quickly mashing A+C. 13 hits are possible of just st.A alone with fast enough mashing (or turbo). This technique can increase guard and stun damage, but because of the scaling of multiple hits, raw damage will decrease dramatically. Video example.
st. B: 30 damage, cancellable, hits mid.
Kula's most valuable standing poke, st.B has great range, is faster than st.A and just as capable of anti-airing short hops. It's -2 on block and has pushback, making it safe against just about everything if properly spaced. Liberal use of this move is strongly encouraged.
st. C: 80 damage, cancellable, hits mid.
Kula moves forward, throws out her fist and extends its range with an icicle. If it connects she can cancel into the combo of her choice. Valuable if properly spaced, but risky due to the 14 frame startup. This move can be especially useful when the opponent attempts to roll out of the corner.
st. D: 25x2 damage, hits mid.
Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe.
cl. C: 55 + 25 damage, cancellable, hits mid.
Kula uppercuts then elbows the opponent. Connects twice, making it an easy hit confirm, though it does less damage than cl.C(1)->f+A. 4 frame startup.
cl. D: 55 + 25 damage, cancellable, hits mid.
Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air.
cr. A: 25 damage, cancellable, hits mid.
Kula leans back on her hands and does a single kick. 5 frame startup and -5 on block. Not chainable into any other normals, but has long active frames and a long cancel window making it possible to one-hit confirm into fast specials like Crow Bites. st.A would be better in every way if cr.A did not shrink Kula's hurtbox.
cr. B: 30 damage, cancellable/chain-able, hits low.
Kula hunkers down and throws out a very fast backwards low kick. 4 frame startup and neutral on block. Chainable into itself, cr.A, st.A and st.B.
cr. C: 70 damage, hits mid.
Kula freezes her hair and thrusts it upward at a diagonal angle. Acts as a crouching anti-air. Non-cancellable, 5 frame startup and -17 on block.
It is possible in some situations to punish this move on hit (for example when used point blank on a grounded opponent or on a cornered opponent on the lower end of their air descent, similar to Shen's cr.C), so be cautious when using this.
cr. D: 80 damage, cancellable, hits low.
Kula sweeps the opponent, leading to a knockdown on hit. 8 frame startup. Can be used for more distanced blockstrings since it's cancellable.
j. A: 45 (40) damage, hits overhead.
Kula jumps and aims downward with a small ice crystal in her hands. 7 frame startup. A miniature version of j.C with shorter blockstun. Useful against grounded opponents, but not for air to air.
j. B: 45 (40) damage, hits overhead.
Kula leaps up and does a long horizontal kick. Her best air to air with a 7 frame startup. Will whiff against crouching opponents.
j. C: 72 (70) damage, hits overhead.
Nearly the same as j.A except the crystal is much bigger, hits deeper/lower and with more blockstun. An excellent air to ground move, but a poor choice for air to air. 13 frame startup.
j. D: 70 (68) damage, hits overhead.
Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps. Can crossup. 6 frame startup.
Blowback Attack
st. CD: 75 damage, whiff/cancellable, hits mid.
Kula extends her hand and forms a large sphere of ice. Capable of anti-airing and useful as a whiff cancel cover for other specials. 18 frame startup and +4 on block.
j. CD: 90 (80) damage, hits mid.
Kula jumps and flips her leg in a half crescent arc. Decent at both air to air and air to ground. 16 frame startup.
GCCD: 10 damage, hits mid.
Kula knocks the opponent away with a large sphere of ice. -15 on block.
Throw
b/f + C/D = Ice Coffin
- Can be broken
- Hit Detection: Close
- Damage: 13x7+40
- Hard knockdown
Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage.
Command Moves
f + A = One Inch Punch
Cancel-able
Hit Detection: Mid
Damage: 70(50)
Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit. Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit). Note that One Inch is not cancellable into from cl.D if performed off a jump-in.
df + B = Slider Shoot
Hit Detection: Low
Damage: 80
Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. 8 frame startup and -13 on block if performed at close range, but only -2 at max range.
Special Moves
dp + A/C = Crow Bites
(EX) = dp + AC
Drive/Super Cancel-able
Hit Detection: Mid
Damage: 70(40)/70(60)+60/100+60(40)+40
Kula launches herself skyward with her fist trailing ice. A classic anti-air DP, but one of the weaker ones in the game. The A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility. The C version has a 4 frame startup without invincibility and reaches a greater height while traveling fullscreen. Note that the C version can partially whiff against crouching opponents, leaving Kula open to a full punish. Can be drive and super cancelled on the first hit. The A version is -31 on block, C is -48. Use with extreme caution.
More information about dp+C whiffing crouchers, courtesy of No Limitz: "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)"
Option select vs crouchers courtesy of karn: "Whenever using a dp.C against a crouching opponent, Kula players should always attempt to drive cancel it, since the drive cancel will only be possible for a dp.C that doesn't knock down (therefore you should want to use the drive cancel to EX Diamond Breath or Ray Spin to ensure that they're knocked down!) If you feel it isn't worth the drive, it's better to light confirm to something else like Slider Shoot (df.B), EX Ray Spin or EX Diamond Edge (qcfqcfAC) to score that knockdown."
EX Crow Bites: Nearly identical to C Crow Bites, but with short 3 frame startup, startup invincibility, higher damage, guaranteed knockdown even against crouchers, and can set up a 3 frame safe jump if the second hit is drive cancelled into Ray Spin D. -48 on block.
qcf + A/C = Diamond Breath
(EX) = qcf + AC
Super Cancel-able
Hit Detection: Mid
Damage: 60/70/120
Kula blows an icy mist in front of her. The A version can be comboed into from heavy attacks, has a 19 frame startup and is neutral on block, making it a relatively safe move to end blockstrings with since it has pushback. It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials. The C version has slightly longer range, a 33 frame startup and is +3 on block, but cannot be comboed into. Instead it creates a stagger state in the opponent that allows for followup combos.
The frame advantage for both versions can be increased significantly if performed while the opponent is waking up, as only the tail-end of the animation will connect while the blockstun remains the same.
EX Diamond Breath: 16 frame startup and can be comboed into. Causes a crumple state that allows single hit followups, most notably C Diamond Breath as it creates a juggle that can be further comboed off of. +7 on block. The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort.
qcb + A/C = Counter Shell
(EX) = qcb + AC
Drive/Super Cancel-able
Hit Detection: Mid
Damage: 45/80 80/50x3
Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own. Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found.
If it connects with the opponent it will cause a hard knockdown, making it a very useful (though less damaging) option for finishing corner combos. If it connects as a counter-hit to a melee attack it will counter-wire the opponent and allow for followup combos. 5 frame startup, -11 on block.
EX Counter Shell: Functionally identical with the exception of a faster 3 frame startup, -7 block disadvantage and increased damage of both the swipe and projectile.
qcb + B/D = Ray Spin
(EX) = qcb + BD
Hit Detection: Mid
Damage: 30/30x2/60x2
Kula leaves the ground in a ballerina twirl, swinging her leg around her. Can only be comboed into from heavy attacks. The B version stays closer to the ground while the D version will launch her higher. Be aware that if performed too close the D version will travel harmlessly above a crouching player. The B version has a 15 frame startup and is -7 on block, while the D version has a 17 frame startup and is -3 on block (or -1 if hitting a crouching player). Punishable by instant and fast command grabs if performed too close. This move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo.
(After Ray Spin)∟ f + B (Standing)
Drive/Super Cancel-able
Hit Detection: Mid
Damage: 20+30/45+80
This followup launches a crystal of ice at the opponent. It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time. Useful if you can read your opponent and for controlling space by denying further projectiles, but risky as it requires Kula to move even closer to opponent. 10 frame startup and -1 on block.
Effectively has 5 frame startup after blocked Ray Spin B, 1 frame startup after stand-blocked Ray Spin D, and strings cleanly after crouch-blocked Ray Spin D. This makes it an effective counter/frametrap against poor punish attempts.
Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable.
(After Ray Spin)∟ f + D (Sitting)
Drive/Super Cancel-able
Hit Detection: Low
Damage: 30/90
This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits. -8 on block.
Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable. Cannot hit airborne opponents.
EX Ray Spin: A medium height Ray Spin with a faster 12 frame startup and more damage. Capable of being linked from light attacks. This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. +1 on block, making it safe against grabs.
Super Special Moves
qcf x2 + A/C = Diamond Edge
(EX) = qcf x2 + AC
Max Cancel-able
Hit Detection: Mid
Damage: 210/80x4
Kula slams her icy fists into the ground and creates a pillar of ice in front of her at a diagonal angle. An alright anti-air if anticipated early as it has a 16 frame startup. -24 on block, but has significant pushback.
EX Diamond Edge: Four times the fun with four times the pillars. This version has a faster 7 frame startup, covers more ground and deals more damage, but will lose much of it when executed in the corner as the pillars will go harmlessly off screen. -37 on block and has less pushback than the regular, so beware.
hcb x2 + A/C = Freeze Execution
Hit Detection: Mid
Damage: 100+15x12
Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard. 11 frame startup and -62 on block/whiff, but Kula is invincible during the animation itself. Useful in reaction to projectiles and can anti-air if the opponent is low enough.
Neo Max Super Special Moves
hcb x2 + BD = Neo Freeze Execution
Hit Detection: Mid
Damage: 100+70x2+15x2
Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent. 6 frame startup and -48 on block, but like Freeze Execution she is invincible during the animation, making this an option vs projectiles among other things.
Move Metadata
Move
Damage
Stun
Startup
On Guard
Remarks
cl.A(1)
25
5
6
-2
cl.A(2)
20
2
-
0
cl.A(3)
20
1
-
+2
cr.A
25
5
5
-5
st.A
25
5
6
-2
j.A
45
3
7
-
hop A
40
3
7
-
cl.B
30
3
4
-2
cr.B
30
3
4
0
st.B
30
3
4
-2
j.B
45
3
7
-
hop.B
40
3
5
-
cl.C(1)
55
8
4
-
cl.C(2)
25
4
-
-10
cr.C
70
7
5
-17
st.C
70
7
14
-18
j.C
72
7
13
-
hop.C
70
7
13
-
cl.D(1)
55
8
7
-
cl.D(2)
25
4
-
-9
cr.D
80
7
8
-13
st.D
80
7
10
-12
j.D
70
7
6
-
hop.D
68
7
6
-
st.CD
75
10
18
+4
j.CD
90
8
16
-
hop.CD
80
8
16
-
One Inch(chained) = f+A
50
4
15
-7
One Inch = f+A
70
10
22
-3
Slider Shoot = df+B
80
7
8
-13
If the slide hits on the 21st frame(max range) the slide is -2 on block
Ice Coffin = b/f+C/D
101
0
1
-
Hardknock down
GC CD
4
0
13
-15
Start up on light attacks:13F, on heavy and jump ins attacks: 17F