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The King of Fighters XIII/Kula Diamond/Data: Difference between revisions
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(26 intermediate revisions by 2 users not shown) | |||
Line 20: | Line 20: | ||
| input = st.A | | input = st.A | ||
| input2 = 5A | | input2 = 5A | ||
| images = Kula | | images = XIII Kula st.A ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 25 | | damage = 25 | ||
Line 39: | Line 39: | ||
| input = st.B | | input = st.B | ||
| input2 = 5B | | input2 = 5B | ||
| images = Kula | | images = XIII Kula st.B ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 30 | | damage = 30 | ||
Line 58: | Line 58: | ||
| input = st.C | | input = st.C | ||
| input2 = 5C | | input2 = 5C | ||
| images = | | images = XIII Kula st.C ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 80 | | damage = 80 | ||
Line 77: | Line 77: | ||
| input = st.D | | input = st.D | ||
| input2 = 5D | | input2 = 5D | ||
| images = | | images = XIII Kula st.D ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 25+25 | | damage = 25+25 | ||
Line 97: | Line 97: | ||
| input = cl.C | | input = cl.C | ||
| input2 = | | input2 = | ||
| images = Kula | | images = XIII Kula cl.C ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 55+25 | | damage = 55+25 | ||
Line 116: | Line 116: | ||
| input = cl.D | | input = cl.D | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_cl.D_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 55+25 | | damage = 55+25 | ||
Line 136: | Line 136: | ||
| input = cr.A | | input = cr.A | ||
| input2 = 2A | | input2 = 2A | ||
| images = | | images = XIII Kula cr.A ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 25 | | damage = 25 | ||
Line 155: | Line 155: | ||
| input = cr.B | | input = cr.B | ||
| input2 = 2B | | input2 = 2B | ||
| images = | | images = XIII Kula cr.B ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 30 | | damage = 30 | ||
Line 174: | Line 174: | ||
| input = cr.C | | input = cr.C | ||
| input2 = 2C | | input2 = 2C | ||
| images = | | images = XIII Kula cr.C ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70 | | damage = 70 | ||
Line 193: | Line 193: | ||
| input = cr.D | | input = cr.D | ||
| input2 = 2D | | input2 = 2D | ||
| images = | | images = XIII Kula cr.D ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 80 | | damage = 80 | ||
Line 214: | Line 214: | ||
| input = j.A | | input = j.A | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_j.A_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 45(40) | | damage = 45(40) | ||
Line 236: | Line 236: | ||
| input = hop B | | input = hop B | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_j.B_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 40 | | damage = 40 | ||
Line 255: | Line 255: | ||
| input = j.B | | input = j.B | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_j.B_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 45 | | damage = 45 | ||
Line 274: | Line 274: | ||
| input = j.C | | input = j.C | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_j.C_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 72(70) | | damage = 72(70) | ||
Line 293: | Line 293: | ||
| input = j.D | | input = j.D | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_j.D_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70(68) | | damage = 70(68) | ||
Line 314: | Line 314: | ||
| input = st.CD | | input = st.CD | ||
| input2 = CD | | input2 = CD | ||
| images = | | images = XIII_Kula_j.CD_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 75 | | damage = 75 | ||
Line 333: | Line 333: | ||
| input = j.CD | | input = j.CD | ||
| input2 = | | input2 = | ||
| images = | | images = XIII_Kula_st.CD_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 90 (80) | | damage = 90 (80) | ||
Line 353: | Line 353: | ||
| input = Close, b/f+C/D | | input = Close, b/f+C/D | ||
| input2 = Close, 4/6C/D | | input2 = Close, 4/6C/D | ||
| images = | | images = XIII_Kula_Throw.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 13x7+40 | | damage = 13x7+40 | ||
Line 376: | Line 376: | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | | input2 = 6A | ||
| images = | | images = XIII_Kula_f+A_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70 | | damage = 70 | ||
Line 397: | Line 397: | ||
| input = f+A | | input = f+A | ||
| input2 = 6A | | input2 = 6A | ||
| images = | | images = XIII_Kula_f+A_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 50 | | damage = 50 | ||
Line 416: | Line 416: | ||
| input = df+A | | input = df+A | ||
| input2 = 3A | | input2 = 3A | ||
| images = | | images = XIII_Kula_df+B_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 80 | | damage = 80 | ||
Line 441: | Line 441: | ||
| input = dp+a | | input = dp+a | ||
| input2 = 623A | | input2 = 623A | ||
| images = | | images = XIII_Kula_dp+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70(40) | | damage = 70(40) | ||
Line 462: | Line 462: | ||
| input = dp+C | | input = dp+C | ||
| input2 = 623C | | input2 = 623C | ||
| images = | | images = XIII_Kula_dp+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70(60)+60 | | damage = 70(60)+60 | ||
Line 483: | Line 483: | ||
| input = dp+AC | | input = dp+AC | ||
| input2 = 623AC | | input2 = 623AC | ||
| images = | | images = XIII_Kula_dp+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 100+60(40)+40 | | damage = 100+60(40)+40 | ||
Line 506: | Line 506: | ||
| input = qcf+A | | input = qcf+A | ||
| input2 = 236A | | input2 = 236A | ||
| images = | | images = XIII_Kula_qcf+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 60 | | damage = 60 | ||
Line 527: | Line 527: | ||
| input = qcf+A | | input = qcf+A | ||
| input2 = 236C | | input2 = 236C | ||
| images = | | images = XIII_Kula_qcf+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 70 | | damage = 70 | ||
Line 548: | Line 548: | ||
| input = qcf+AC | | input = qcf+AC | ||
| input2 = 236AC | | input2 = 236AC | ||
| images = | | images = XIII_Kula_qcf+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 120 | | damage = 120 | ||
Line 571: | Line 571: | ||
| input = qcb+A/C | | input = qcb+A/C | ||
| input2 = 214A/C | | input2 = 214A/C | ||
| images = | | images = XIII_Kula_qcb+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 45/80 | | damage = 45/80 | ||
Line 586: | Line 586: | ||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+ac | {{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+ac | ||
| name = Counter Shell | | name = Counter Shell | ||
| header = no | |||
| version = qcb+AC | | version = qcb+AC | ||
| version2 = 214AC | | version2 = 214AC | ||
Line 591: | Line 592: | ||
| input = qcb+AC | | input = qcb+AC | ||
| input2 = 214AC | | input2 = 214AC | ||
| images = | | images = XIII_Kula_qcb+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 80/50x3 | | damage = 80/50x3 | ||
Line 605: | Line 606: | ||
}} | }} | ||
====qcb+ | ====qcb+K==== | ||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+b | {{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+b | ||
Line 614: | Line 615: | ||
| input = qcb+B | | input = qcb+B | ||
| input2 = 214B | | input2 = 214B | ||
| images = | | images = XIII_Kula_qcb+K_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 30 | | damage = 30 | ||
Line 627: | Line 628: | ||
| display = 150px | | display = 150px | ||
}} | }} | ||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+d | {{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+d | ||
| name = Ray Spin | | name = Ray Spin | ||
| header = no | |||
| version = qcb+D | | version = qcb+D | ||
| version2 = 214D | | version2 = 214D | ||
| orderId = | | orderId = 2 | ||
| input = qcb+D | | input = qcb+D | ||
| input2 = 214D | | input2 = 214D | ||
| images = | | images = XIII_Kula_qcb+K_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 30+30 | | damage = 30+30 | ||
Line 692: | Line 649: | ||
| display = 150px | | display = 150px | ||
}} | }} | ||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+bd | {{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+bd | ||
| name = Ray Spin | | name = Ray Spin | ||
| header = no | |||
| version = qcb+BD | | version = qcb+BD | ||
| version2 = 214BD | | version2 = 214BD | ||
| orderId = | | orderId = 3 | ||
| input = qcb+BD | | input = qcb+BD | ||
| input2 = 214BD | | input2 = 214BD | ||
| images = | | images = XIII_Kula_qcb+K_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 60+60 | | damage = 60+60 | ||
Line 754: | Line 667: | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = +1 | | blockadv = +1 | ||
| invul = | |||
| display = 150px | |||
}} | |||
====qcb+K>f+B==== | |||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+b_f+b | |||
| name = Ray Spin (Stand) | |||
| version = qcb+B/D > f+B | |||
| version2 = 214B/D > 6B | |||
| orderId = 1 | |||
| input = qcb+B/D > f+B | |||
| input2 = 214B/D > 6B | |||
| images = XIII_Kula_qcb+K_f+B_ima.png | |||
| hitboxes = | |||
| damage = 20+30 | |||
| guard = Mid | |||
| cancel = drive/super | |||
| startup = 10 | |||
| active = 2 | |||
| recovery = 31 | |||
| hitadv = SKD | |||
| blockadv = -1 | |||
| invul = | | invul = | ||
| display = 150px | | display = 150px | ||
Line 760: | Line 696: | ||
| name = Ray Spin (Stand) | | name = Ray Spin (Stand) | ||
| header = no | | header = no | ||
| version = qcb+BD > | | version = qcb+BD > f+B | ||
| version2 = 214BD > 6B | | version2 = 214BD > 6B | ||
| orderId = 2 | | orderId = 2 | ||
| input = qcb+BD > | | input = qcb+BD > f+B | ||
| input2 = 214BD > 6B | | input2 = 214BD > 6B | ||
| images = | | images = XIII_Kula_qcb+K_f+B_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 45+80 | | damage = 45+80 | ||
Line 775: | Line 711: | ||
| hitadv = SKD | | hitadv = SKD | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | |||
| display = 150px | |||
}} | |||
====qcb+B/D/BD>f+D==== | |||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcb+b_f+d | |||
| name = Ray Spin (Sit) | |||
| version = qcb+B/D > f+D | |||
| version2 = 214B/D > 6D | |||
| orderId = 1 | |||
| input = qcb+B/D > f+D | |||
| input2 = 214B/D > 6D | |||
| images = XIII_Kula_qcb+K_f+D_ima.png | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Low | |||
| cancel = drive/super | |||
| startup = 7 | |||
| active = 10 | |||
| recovery = 22 | |||
| hitadv = SKD | |||
| blockadv = -14 | |||
| invul = | | invul = | ||
| display = 150px | | display = 150px | ||
Line 781: | Line 740: | ||
| name = Ray Spin (Sit) | | name = Ray Spin (Sit) | ||
| header = no | | header = no | ||
| version = qcb+BD > | | version = qcb+BD > f+D | ||
| version2 = 214BD > 6D | | version2 = 214BD > 6D | ||
| orderId = | | orderId = 2 | ||
| input = qcb+BD > | | input = qcb+BD > f+D | ||
| input2 = 214BD > 6D | | input2 = 214BD > 6D | ||
| images = | | images = XIII_Kula_qcb+K_f+D_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 90 | | damage = 90 | ||
Line 811: | Line 770: | ||
| input = qcfx2+A/C | | input = qcfx2+A/C | ||
| input2 = 236236A/C | | input2 = 236236A/C | ||
| images = | | images = XIII_Kula_qcfx2+A_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 210 | | damage = 210 | ||
Line 824: | Line 783: | ||
| display = 150px | | display = 150px | ||
}} | }} | ||
{{MoveData-KOFXIII | character = Kula Diamond | moveId = | {{MoveData-KOFXIII | character = Kula Diamond | moveId = kula_qcfqcf+ac | ||
| name = Diamond Edge | | name = Diamond Edge | ||
| header = no | |||
| version = qcfx2+AC | | version = qcfx2+AC | ||
| version2 = 236236AC | | version2 = 236236AC | ||
Line 831: | Line 791: | ||
| input = qcfx2+AC | | input = qcfx2+AC | ||
| input2 = 236236AC | | input2 = 236236AC | ||
| images = | | images = XIII_Kula_qcfx2+A_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 80x4 | | damage = 80x4 | ||
Line 851: | Line 811: | ||
| input = hcbx2+A/C | | input = hcbx2+A/C | ||
| input2 = 6321463214A/C | | input2 = 6321463214A/C | ||
| images = | | images = XIII_Kula_hcbx2+P_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 100+15x12 | | damage = 100+15x12 | ||
Line 871: | Line 831: | ||
| input = hcbx2+BD | | input = hcbx2+BD | ||
| input2 = 6321463214BD | | input2 = 6321463214BD | ||
| images = | | images = XIII_Kula_hcbx2+BD_ima.png | ||
| hitboxes = | | hitboxes = | ||
| damage = 100+70x2+15x2 | | damage = 100+70x2+15x2 |
Revision as of 12:12, 26 March 2025
Idle
Stand
Crouch
Hop
Jump
Walk
Run
Backdash
Wake-up
Recovery Roll
Normals
Far Standing Normals
st.A
Kula Diamond kula_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
5A stand A | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
25 | Mid | special | 6 | 4 | 11 | 0 | -2 | - |
st.B
Kula Diamond kula_stb | ||||||||
---|---|---|---|---|---|---|---|---|
st.B
5B stand B | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
30 | Mid | special | 4 | 6 | 9 | 0 | -2 | - |
st.C
Kula Diamond kula_stc | ||||||||
---|---|---|---|---|---|---|---|---|
st.C
5C stand C | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
80 | Mid | command | 14 | 5 | 32 | -16 | -18 | - |
st.D
Kula Diamond kula_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
5D stand D | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
25+25 | Mid | - | 10 | 5 | 26 | -10 | -12 | - |
Close Standing Normals
cl.C
Kula Diamond kula_clc | ||||||||
---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||
![]() | ||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
55+25 | Mid | command | 4 | 3,(8),6 | 23 | -8 | -10 | - |
cl.D
Kula Diamond kula_cld | ||||||||
---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
55+25 | Mid | command | 7 | 2,(10),3 | 25 | -7 | -9 | - |
Crouch Normals
cr.A
Kula Diamond kula_cra | ||||||||
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cr.A
2A crouch A | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
25 | Mid | command | 5 | 5 | 13 | -3 | -5 | - |
cr.B
Kula Diamond kula_crb | ||||||||
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cr.B
2B crouch B | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
30 | Low | command | 4 | 4 | 9 | +2 | 0 | - |
cr.C
Kula Diamond kula_crc | ||||||||
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cr.C
2C crouch C | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
70 | Mid | - | 5 | 11 | 25 | -15 | -17 | - |
cr.D
Kula Diamond kula_crD | ||||||||
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cr.D
2D crouch D | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
80 | Low | command | 8 | 7 | 25 | SKD | -13 | - |
Jump Normals
j.A
Kula Diamond kula_ja | ||||||||
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j.A
j.A jump A | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
45(40) | High | - | 7 | 12 | - | - | - | - |
j.B
Kula Diamond kula_hb | ||||||||
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hop B
hop B hop B | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
40 | High | - | 5 | 12 | - | - | - | - |
Kula Diamond kula_jb | ||||||||
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j.B
j.B jump B | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
45 | High | - | 7 | 15 | - | - | - | - |
j.C
Kula Diamond kula_jc | ||||||||
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j.C
j.C jump C | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
72(70) | High | - | 13 | 8 | - | - | - | - |
j.D
Kula Diamond kula_jd | ||||||||
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j.D
j.D jump D | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
70(68) | High | - | 6 | 4 | - | - | - | - |
Blowback Normals
st.CD
Kula Diamond kula_stcd | ||||||||
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st.CD
CD stand CD | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
75 | Mid | - | 18 | 5 | 14 | SKD | +4 | - |
j.CD
Kula Diamond kula_jcd | ||||||||
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j.CD
j.CD jump CD | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
90 (80) | Mid | - | 16 | 4 | - | - | - | - |
Throws
C/D throw
kula_throw | ||||||||
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Close, b/f+C/D
Close, 4/6C/D Ice Coffin | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
13x7+40 | - | - | - | - | - | HKD | - | - |
Command Normals
f+A
Kula Diamond kula_rawf+a | ||||||||
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f+A
6A One Inch Punch | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
70 | Mid | - | 22 | 9 | 17 | Crumple | -3 | - |
Kula Diamond kula_cancelf+a | ||||||||
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f+A
6A One Inch Punch | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
50 | Mid | special | 15 | 9 | 17 | -5 | -7 | - |
df+B
Kula Diamond kula_df+B | ||||||||
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df+A
3A Slider Shoot | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
80 | Mid | - | 10 | 12 | 20 | SKD | -13~+2 | - |
Special Moves
dp+P
Kula Diamond kula_dp+a | ||||||||
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dp+a
623A Crow Bites | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
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) |
Kula Diamond kula_dp+c | ||||||||
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dp+C
623C Crow Bites | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
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) |
Kula Diamond kula_dp+ac | ||||||||
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dp+AC
623AC Crow Bites | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
100+60(40)+40 | Mid | drive/super | 3 | 2,(2),10 | 62 | SKD | -48 | Full: 1 to 8 (8 Frames) |
qcf+P
Kula Diamond kula_qcf+a | ||||||||
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qcf+A
236A Diamond Breath | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
60 | Mid | super | 19 | 8 | 21 | SKD | 0 | - |
Kula Diamond kula_qcf+c | ||||||||
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qcf+A
236C Diamond Breath | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
70 | Mid | super | 33 | 10 | 16 | +30 | +3 | - |
Kula Diamond kula_qcf+ac | ||||||||
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qcf+AC
236AC Diamond Breath | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
120 | Mid | super | 16 | 12 | 10 | Crumple | +7 | - |
qcb+P
Kula Diamond kula_qcb+a | ||||||||
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qcb+A/C
214A/C Counter Shell | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
45/80 | Mid | drive/super | 5 | 7 | 22 | HKD | -11 | - |
Kula Diamond kula_qcb+ac | ||||||||
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qcb+AC
214AC Counter Shell | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
80/50x3 | Mid | drive/super | 3 | 5 | 20 | HKD | -7 | - |
qcb+K
Kula Diamond kula_qcb+b | ||||||||
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qcb+B
214B Ray Spin | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
30 | Mid | - | 15 | 5 | 20 | -4 | -7 | - |
Kula Diamond kula_qcb+d | ||||||||
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qcb+D
214D Ray Spin | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
30+30 | Mid | - | 17 | 3,(13),3 | 18 | SKD | -3 | - |
Kula Diamond kula_qcb+bd | ||||||||
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qcb+BD
214BD Ray Spin | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
60+60 | Mid | - | 12 | 3,(13),3 | 14 | SKD | +1 | - |
qcb+K>f+B
Kula Diamond kula_qcb+b_f+b | ||||||||
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qcb+B/D > f+B
214B/D > 6B Ray Spin (Stand) | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
20+30 | Mid | drive/super | 10 | 2 | 31 | SKD | -1 | - |
Kula Diamond kula_qcb+bd_f+b | ||||||||
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qcb+BD > f+B
214BD > 6B Ray Spin (Stand) | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
45+80 | Mid | drive/super | 9 | 2 | 31 | SKD | -1 | - |
qcb+B/D/BD>f+D
Kula Diamond kula_qcb+b_f+d | ||||||||
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qcb+B/D > f+D
214B/D > 6D Ray Spin (Sit) | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
30 | Low | drive/super | 7 | 10 | 22 | SKD | -14 | - |
Kula Diamond kula_qcb+bd_f+d | ||||||||
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qcb+BD > f+D
214BD > 6D Ray Spin (Sit) | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
90 | Low | drive/super | 6 | 8 | 18 | SKD | -8 | - |
Super Special Moves
qcfqcf+P
Kula Diamond kula_qcfqcf+a | ||||||||
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qcfx2+A/C
236236A/C Diamond Edge | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
210 | Mid | max | 16 | 12 | 41 | SKD | -24 | - |
Kula Diamond kula_qcfqcf+ac | ||||||||
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qcfx2+AC
236236AC Diamond Edge | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
80x4 | Mid | max | 7 | 45 | 37 | SKD | -58 | Full: 1 to 10 (10 Frames) |
hcbhcb+P
Kula Diamond kula_hcbhcb+a | ||||||||
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hcbx2+A/C
6321463214A/C Freeze Execution | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
100+15x12 | Mid | - | 11 | Full Screen Projectile | 80 | SKD | -62 | Full: 1 to 41 (41 Frames) |
Neo Max Super Special Moves
Kula Diamond kula_hcbhcb+bd | ||||||||
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hcbx2+BD
6321463214BD Neo Freeze Execution | ||||||||
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | 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 his. 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 when matching the frame range. |
100+70x2+15x2 | Mid | - | 6 | Full Screen Projectile | 66 | SKD | -48 | Full: 1 to 42 (42 Frames) |