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| [[File:Kula.jpg|right|frame]] | | <section begin="image"/>[[File:02UM Kula Profile.png|right|thumb|x370px]]<section end="image"/>[[File:02UM Kula 0.gif|right|x300px]] |
| | |
| | ==Movelist== |
| | |
| | '''Throws''' |
| | |
| | Ice Coffin - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] |
| | |
| | Behind Slash - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] |
| | |
| | '''Command Moves''' |
| | |
| | One Inch - [[image:fd.gif]] + [[image:a.gif]] |
| | |
| | Slider Shoot - [[image:df.gif]] + [[image:b.gif]] |
| | |
| | Critical Ice - [[image:df.gif]] + [[image:c.gif]] |
| | |
| | '''Special Moves''' |
| | |
| | Diamond Breath - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
| | |
| | Crow Bites - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] |
| | |
| | Counter Shell - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] |
| | |
| | Lay Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] |
| | |
| | ::Stand - [[image:fd.gif]] + [[image:b.gif]] |
| | |
| | ::Sit - [[image:fd.gif]] + [[image:d.gif]] |
| | |
| | '''Desperation Moves''' |
| | |
| | Diamond Edge - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] |
| | |
| | La Cachola - in air, [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] |
| | |
| | '''Super Desperation Move''' |
| | |
| | Freeze Execution - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]][[image:c.gif]] |
| | |
| | '''Hidden Super Desperation Move''' |
| | |
| | Freeze Compression - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]][[image:d.gif]] |
| | |
| | {| border="1" align="center" style="font-size:90%" |
| | |+ |
| | |
| | == Quick Starter Combo Reference == |
| | '''[[The_King_of_Fighters_2002_UM/Controls|Notation]]''' |
| | |- |
| | | '''0 Bar''' |
| | | |
| | Low<br/> |
| | |
| | |
| | Anywhere<br/> |
| | |
| | |
| | Corner <br/> |
| | |
| | Very Close, Corner<br/> |
| | <br> |
| | | |
| | cr.Bx1~2, cr.B/st.B, df+B / dp+C = 17/26%<br/> |
| | ''• Note: Use df+B instead of dp+C if the opponent is crouching'' |
| | |
| | (jump-in), cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C = 25/28%<br/> |
| | ''• Note: For this one and the next, you can use cl.C(2) instead of cl.C(1), f+A for an easier but less damaging combo.'' |
| | |
| | (jump-in), cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C = 28/33%<br/> |
| | |
| | cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C = 39%<br/> |
| | ''• Note: Remove the second qcb+B against Yamazaki.'' |
| | |- |
| | | '''2 Bar''' |
| | | |
| | Low<br/> |
| | |
| | Anywhere<br/> |
| | <br> |
| | | |
| | cr.Bx1~2, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 48%<br/> |
| | |
| | (jump-in), cr.B, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 43%<br/> |
| | ''• Note: You can do dp+C as f,qcf+C then very quickly do qcf+P to get the super cancel.'' |
| | |- |
| | |} |
| | |
| | == Gameplay Overview == |
| | {{StrengthsAndWeaknesses |
| | | description = }} |
| | |
| ==Normals== | | ==Normals== |
| '''Close''' | | '''Close''' |
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| '''Stand''' | | '''Stand''' |
| *s.A/B/C are special cancellable
| |
| *s.A/B/C are all whiff cancellable | | *s.A/B/C are all whiff cancellable |
| | *s.A is chain-able into itself and s.B. |
| *s.D has two hits, neither of which are cancellable | | *s.D has two hits, neither of which are cancellable |
| *s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well | | *s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well |
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| '''Crouch''' | | '''Crouch''' |
| *cr.A/B are cancellable | | *cr.A/B/D are whiff cancellable |
| *cr.B is chains into itself | | *cr.B chains into itself and cr.A |
| *cr.C works as a preemptive anti air with a large upward diagonal hitbox | | *cr.C works as a preemptive anti air with a large upward diagonal hitbox |
| *cr.B has great range as a low poke | | *cr.B has great range as a low poke |
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| *whiff cancellable | | *whiff cancellable |
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| ==Throw== | | ==Throws== |
| '''Ice Coffin''' - close b/f + C | | '''Ice Coffin''' - close b/f + C |
| *soft knockdown | | *soft knockdown |
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| *can combo into it | | *can combo into it |
| *hitbox hits from slightly less than a full character away | | *hitbox hits from slightly less than a full character away |
| | *the mist will also reflect most projectile in its active frames, sending a rapid shard of ice back to the opponent |
| *both versions are equally unsafe on block | | *both versions are equally unsafe on block |
| *great combo ender to get a knockdown and run a mixup | | *great combo ender to get a hard knockdown and run a mixup |
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| |
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| '''Lay Spin''' - (qcb + B/D) | | '''Lay Spin''' - (qcb + B/D) |
| *Kula spins in the air landing a kick on the opponent | | *Kula spins in the air landing a kick on the opponent |
| *both versions are comboable | | *both versions are comboable |
| *both versions are 0 or -1 on block | | *both versions are at best -2 on block |
| *B version lands one hit that can be followed up | | *B version lands one hit that can be followed up |
| *D version is two hits that you can follow up in the second hit | | *D version is two hits that you can follow up in the second hit |
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| ==Desperation Moves== | | ==Desperation Moves== |
| Diamond Edge - qcf x 2 + A/C | | '''Diamond Edge''' - (qcf x 2 + A/C) |
| | *Kula summons large shards of ice from the ground hurling them in a wave to the opponent |
| | *can combo into it |
| | *causes soft knockdown |
| | *the ice wave can negate other projectiles, but it's slow to use as a punish in that regard |
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| La Cachola - qcf x 2 + B/D | | '''La Cachola''' - (qcf x 2 + B/D, in air) |
| | *Kula grabs the opponent and summons help from Candy, Foxy and Diana and they surround the opponent cheering: 'La Cachola!' |
| | *counts as unblockable command grab |
| | *causes hard knockdown |
| | *done raw does very minimal damage |
| | *drains one meter from the opponent |
| | *you can easily tiger knee the move if you are next to the opponent and want to spend the bar for a knockdown |
| | *has a slow short diagonal window so has to be done pretty much on top of the opponent |
| | *has minimal invulnerability so Kula can be hit out of the throw |
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| |
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| ==Super Desperation Moves== | | ==Super Desperation Move== |
| Freeze Execution - hcb x 2 + AC | | '''Freeze Execution''' -(hcb x 2 + AC) |
| | *Kula calls Diana who dashes forth with a rapier knocking the opponent up into a powerful freeze |
| | *can be comboed into |
| | *causes soft knockdown |
| | *will go through other projectile if done fast enough, still a costly punish though |
| | *great way to end some of Kula's combos |
|
| |
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| ==HDSM== | | ==Hidden Super Desperation Move== |
| Freeze Compression = qcf x 2 + BD | | '''Freeze Compression''' - (qcf x 2 + BD) |
| | | *Kula does her One Inch bite then calls Diana cut for a sword slash, then freezes the opponent setting them up to be pummeled by Candy |
| ==Notes==
| | *can be comboed into easily |
| | | *causes soft knockdown |
| | | *decent expensive way to end a combo or finish someone off |
| ====Changes from OG2k2====
| |
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| ==Combos== | | ==Combos== |
| *j.X, cr.B×1~2, Far B, dp+C
| | You can always add a jump-in. In which case you should remove a cr.B if there's more than one.<br> |
| | You can always replace cl.C(1), f+A by cl.C(2) to make it a bit easier but less damaging.<br> |
| | cl.C(2), f+A whiffs on crouching Bao, stick to cl.C(1), f+A against him.<br> |
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| *j.X, cl.C (1), qcf+A, hh.D
| | ===0 Stock=== |
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| |
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| *cl.D (2), qcb+B~f+D, dp+C
| | ''Anywhere'' |
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| *j.X, st.C (1), qcfx2+P
| | <tabber> |
| | Combo= |
| | ★ '''cr.B×1~2, cr.B/st.B, df+B / dp+C''' |
| | : Easy and reliable meterless bnb. Great hitconfirm enhanced by cr.B/st.B's speed and reach. You can add a cr.B if you use dp+C. Despite lower range, carry and damage, it's best to default to df+B for consistency if the opponent is crouching. More on that in specifics. |
| | |-| |
| | Specifics= |
| | dp+C would be a no-brainer if it wasn't held back by two things. One of which being the strong tendency of the 2nd hit to whiff on crouchers, hence not knocking down and leaving her punishable. Chin and Choi are the only ones against whom this will happen even if they're standing. |
| | :'''The crouchers dp+C will fully connect on are:''' |
| | ::<pre>Daimon, Reg Robert, Ex Robert, Seth, Ramon, Maxima, Whip, Chang, Lin, Yamazaki, Billy, Reg Takuma, Xiangfei, Hinako, King, Igniz, Rugal</pre> |
| | </tabber> |
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| |
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| *j.X (cross-up), st.C (1), f+A, qcfx2+P
| | <tabber> |
| | Combo= |
| | ★ '''cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C''' |
| | : Main jump-in confirm and punish route, great carry. You need to delay dp+C to get both hits. Near point-blank you can use cl.C(2) but it's inconsistent, more in specifics. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred. |
| | |-| |
| | Specifics= |
| | : If you use both cl.C hits, qcb+B will whiff on crouching Jhun while f+D won't combo on standing(Kyo, Kyo-1, Kyo-2, Kusanagi, Nameless, Shingo, Jhun, Shermie) and become inconsistent on standing Bao. |
| | : On other characters, you can use it if you're point-blank, no jump-in. Do keep in mind that if you haven't reached the corner by f+D, qcb+C then becomes harder to land and it's more important to delay dp+C. If you'd rather qcb+C's hard knockdown over dp+C's damage and carry, stick to cl.C(1). |
| | </tabber> |
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| |
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| *(corner) cl.C/D (2), f+A, qcf+A, qcfx2+P
| | ''Corner'' |
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| *j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcb+B~f+D, (DC) qcb+P
| | ★ '''cl.C(1), f+A, qcf+A, qcb+B, dp+C''' |
| | : Corner variant of the jump-in confirm with slightly better damage. You can use cl.C(2) point-blank but it gets harder and inconsistent to add a jump-in. |
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| *j.X, cr.B×1~2, Far B, dp+C, (SC) qcfx2+P | | * cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C |
| | : Better optimized version of the previous route. No need to delay qcb+B against Yamazaki. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred. |
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| *j.X, st.C (2), (BC run) cr.B×1~2, Far B, dp+C, (SC) qcfx2+P | | * cl.C(1), f+A, qcf+A, delay qcb+D, cr.C |
| | : Corner reset with lower damage but decent frame advantage. You don't have to delay qcb+D if you use cl.C(2) but it gets harder and inconsistent to add a jump-in. |
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| *j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcf+A, qcb+B~f+B, qcb+B~f+B, dp+C, (DC) qcb+P
| | ★ '''cl.C(2), f+A, qcf+A, qcb+B > f+B, [qcb+C or (qcb+B, dp+C)]''' |
| | : Optimal corner conversion for a point-blank punish. Use qcb+C for hard knockdown and better oki compared to dp's better damage. Stick to cl.C(1) on Yamazaki. Doesn't work on crouching Bao. |
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| *j.X, st.C (1), f+A, (BC) st.C (1), f+A, dp+C, (DC) qcb+B, (SC) qcfx2+K | | * cl.C(2), f+A, qcf+A, qcb+B > f+B, delay qcb+B > f+B, qcb+C / dp+C |
| | : A bit more optimized version of the previous corner route. The timing to delay qcb+B is fairly peculiar so the previous version is preferred. Delay dp+C to properly connect. Use qcb+C for hard knockdown and better oki compared to dp's better damage. Stick to cl.C(1) on Yamazaki. Doesn't work on crouching Bao. |
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| *j.X, st.C (2), f+A, hcbx2+AC
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| *j.X, st.C (1), f+A, (BC) st.C (2), f+A, hcbx2+AC
| | ===1 Stock=== |
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| *j.X, cr.B×1~2, (BC) Far B, dp+C, (SC) hcbx2+AC
| | ''Anywhere'' |
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| *j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (SC) hcbx2+AC | | * cl.C(1), f+A, qcfx2+P |
| | : Basic 1 bar route. Easy but lackluster damage and practicality. |
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| *j.X, st.C (1), qcfx2+BD
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| *j.X (cross-up), st.C (1), f+A, qcfx2+BD
| | ===2 Stocks=== |
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| *(corner) j.X, st.C (1), qcf+A, qcfx2+BD
| | ''Anywhere'' |
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| *j.X, st.C (2), (BC) st.C (1), f+A, qcfx2+BD
| | ★ '''cr.B×1~3, cr.B/st.B, dp+C(1) (SC) qcfx2+P''' |
| | : The best combo to spend meter on. cr.B's hitconfirm ability and range makes this very practical and canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| *(corner) j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (DC) qcf+A, qcfx2+BD | | * cl.C(1), f+A, dp+C(1) (SC) qcfx2+P |
| | : Punish or jump-in confirm version of the previous combo. Canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| *cl.C/D (2), f+A, qcb+B~f+D~dp+C/hcbx2+AC | | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) qcfx2+P |
| | : Requires a max run but does less damage than the previous so useless. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| *cl.C (1), f+A, qcfx2+P / df+C (2), qcfx2+BD | | * cl.C(1), f+A, BC run, '''[''' cl.C(1), df+C(2) '''or''' cr.Bx2, cr.B/st.B ''']''', (C) dp+C(1) (SC) qcfx2+P |
| | : Optimized version of the max route but still the same damage as the SC option so hardly worth going for. |
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| *Far C, qcb+B~f+D~dp+C / hcbx2+AC
| | ''Corner'' |
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| *cl.C (2), (BC) cl.C (2), hcbx2+AC | | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C) qcf+A, qcb+B > f+B, delay qcb+B > f+B, dp+C(1), (C) qcb+C |
| | : Need to be at a specific distance away from the corner. Too little damage and specific to be worth anything. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
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| *f+A/df+C(3)/qcb+P, dp+C/qcb+P/qcfx2+P
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| *(corner) cl.C/D (2), f+A, qcf+A, [qcb+B~f+B]×2, dp+C/qcb+P
| | ===3 Stocks=== |
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| *st.C (1), f+A, (BC run) cl.C(1), df+C(2), [dp+C (1),(SC) qcfx2+P/hcbx2+AC] qcfx2+BD
| | ''Anywhere'' |
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| *(corner) cr.B×1~2, (BC), Far B, dp+C (1), (DC) qcf+A, qcfx2+BD | | * cl.C(1), f+A, hcbx2+AC |
| | : Simple but somewhat expensive meter dump. If point-blank, preferably without a jump-in, you can use cl.C(2), f+A. |
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| ==Frame Specifics==
| | * cl.C(1), f+A, BC run, cl.C(1), f+A, hcbx2+AC |
| | : A bit better max alternative. If you run in close enough you can use cl.C(2), f+A. |
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| ===Frame Data===
| | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) hcbx2+AC |
| | : Better optimized version of the previous. Do the super cancel as ''hcb,f+C (SC) hcb+AC''. |
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| '''Close Normals''' | | * cl.C(1), f+A, BC, '''[''' cl.C(1), df+C(2) '''or''' cr.Bx2, cr.B/st.B ''']''', dp+C(1) (SC) hcbx2+AC |
| | : Optimal anywhere 3 bar conversion. |
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| cl.A - 4 (5) | | * cl.C(1), f+A, qcfx2+BD |
| | : Simple but expensive and fairly unreliable. qcfx2+BD won't combo on Robert, Shermie and these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] minus Jhun if he's standing. |
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| cl.B - 4 (5) | | * cl.C(1), f+A, BC run, cl.C(1), f+A, qcfx2+BD |
| | : Slightly better alternative to the previous. qcfx2+BD won't combo on Robert, Shermie and these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] minus Jhun if he's standing. |
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| cl.C - 5+2 (6+2)
| | ''Corner'' |
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| cl.D - 7+3 (9+3) | | * cl.C(1), f+A, qcf+A, qcfx2+BD |
| | : Lackluster damage but easy and reliable corner conversion. |
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| | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C)qcf+A, qcfx2+BD |
| | : Slightly better alternative to the previous route. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
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| '''Far Normals''' | | * cl.C(1), f+A, BC run, '''[''' cl.C(1), df+C(2) '''or''' cr.Bx2, cr.B/st.B ''']''', (C) dp+C(1), (C)qcf+A, qcfx2+BD |
| | : Optimal corner 3 bar conversion. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
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| st.A - 5 (6)
| | * cr.Bx1~3, far BC, (C) dp+C(1), (C) qcf+A, qcfx2+BD |
| | : Low starter for the converson. |
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| st.B - 5 (6)
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| st.C - 7 (9)
| | ===Combo Animations=== |
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| st.D - 11+5 (14+5)
| | [[File:Kulacombotest.gif]] |
| | * cr.B, cr.B, df+B |
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| CD - 13 (15)
| | [[File:Kulacombo2.gif]] |
| | * j.D, cl.C(2), qcf+A, qcb+D, cr. C |
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|
| | ==Changes from OG2k2== |
| | Copy and pasted from Orochinagi forums (minus what was incorrect) |
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| '''Crouch Normals'''
| | http://orochinagi.com/forums/viewtopic.php?f=31&t=2530 |
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| cr.A - 4 (5)
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| cr.B - 5 (6)
| | "Normals |
| | * far B isn't chainable anymore. In other words, no BBBBBBBB spamming. |
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| cr.C - 10 (12)
| | Specials |
| | | * DP + C now has a huge counter hit window. Universal change across all dp's. |
| cr.D - 13 (15)
| | * QCB + K does not have startup invincibility. |
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| '''Jump Normals'''
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| j.A - 6 (7)
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| j.B - 6 (7)
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| j.C - 9 (11)
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| j.D - 10 (12)
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| j.CD - 12 (12)
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| '''Short Hop Normals'''
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| sh.A - 6 (7)
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| sh.B - 6 (7)
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| sh.C - 10 (12)
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| sh.D - 10 (12)
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| '''Neutral Jump Normals'''
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| nj.A - 7 (9)
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| nj.B - 7 (9)
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| nj.C - 10 (13)
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| nj.D - 11 (14)
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| '''Super Jump Normals'''
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| sj.CD - 10 (12)
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| '''Command Normals'''
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| One Inch - 9 (11)
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| [close] - 5 (6)
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| Slider Shoot - 5 (6)
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| Critical Ice - 7+3+1 (9+3+1)
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| '''Throws'''
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| Ice Coffin - 3*1~4
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| Behind Slash - 10
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| '''Special Attacks'''
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| Diamond Breath (weak) - 5 (7)
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| Diamond Breath [strong] - 9 (13)
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| Counter Shell [weak] - 8 (10)
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| Counter Shell [strong] - 11 (14)
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| [Counter Ice Bullet] - 7 (9)
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| Crow Bites [weak] - 11 (14)
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| Crow Bites [strong] - 11+5 (14+5)
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| Lay Spin [weak] - 5 (6)
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| Lay Spin [strong] - 5+2 (6+2)
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| "Stand"
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| [Kick]…7(9)
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| [Ice Bullet] - 3 (5)
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| "Sit" - 3 (4)
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| '''DM'''
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| La Cachola - 10
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| Diamond Edge [1] - 9 (7)
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| [2~3] - 9+4 (7+4)
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| [4] - 9 (7)
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| [Total] - 31 (29)
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| '''SDM'''
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| Freeze Execution
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| [Breakdown] - 7*6~10(9+7*5~9)
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| [Total] - 42~70(44~72)
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| '''HSDM'''
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| Freeze Compression - 52 (52)
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| ===Frame Advantage===
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| '''Close Normals'''
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| | |
| cl. A - 6F (-2F)
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| cl. B - 7F (-5F)
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| cl. C - 4F (-9F)→[2] Guard
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| cl. D - 7F (-6F)→[2] Guard
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| '''Far Normals'''
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| | |
| st. A - 6F (-7F)
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| st. B - 4F (-5F)
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| st. C - 14F (-21F)
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| st. D - 9F (-1F)→[2] Guard
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| CD - 12F (-23F)
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| '''Crouch Normals'''
| |
| | |
| cr. A - 7F (-5F)
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| cr. B - 5F (-2F)
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| cr. C - 5F (-17F)
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| cr. D - 8F (-15F)
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| '''Command Normals'''
| |
| | |
| One Inch (f+A) - 18F (-25F)
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| One Inch (f+A) Canceled - 13F(-26F)
| |
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| Slider Shoot (df+B) - 10F (-12F~-3F)
| |
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| | |
| Critical Ice (df+C) [1] - 18F
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| | |
| [total] - 29F (-14F)
| |
| | |
| | |
| '''Special Attacks'''
| |
| | |
| Diamond Breath (weak) - 19F (+4F)→Guard
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| | |
| Diamond Breath (strong) - 36F (+10F)→Guard
| |
| | |
| | |
| Crow Bites (weak) [1] - 6F (-33F)
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| [2] - 18F (-21F)
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| Crow Bites (strong) [1] - 3F
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| [2] - 13F
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| Counter Shell - 8F (-11F)
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| | |
| Lay Spin (weak) - 14F (-6F~-2F)
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| | |
| Lay Spin (strong) [1] - 15F
| |
| | |
| [2] - 31F (-2F)
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| | |
| "Stand" - (-5F~-2F)
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| | |
| "Sit" - (-17F~-6F)
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| '''DMs'''
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| Diamond Edge - 12F
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| '''SDMs'''
| |
| | |
| Freeze Execution [1] - 15F
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| [Distance] - (-21F)
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| | |
| [Close, Corner Start-up] - (-19F)
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| | |
| | |
| '''HSDM'''
| |
| | |
| Freeze Compression - 16F (-13F)
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| | |
| ===Kula KOF 2002 Mook===
| |
| | |
| | |
| [[Image:02kula-mook-data.jpg]]
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|
| |
|
| | DMs |
| | * QCF x 2 + K is now a DM. It's faster, but it still sucks." |
|
| |
|
| ==Videos== | | ==Videos== |
|
| |
|
| Kula Master Class | | {{#ev:youtube|e-OgvjTZxG4|||'''Xiaohai.小孩 (Kula Best Rounds)'''|frame}} |
| | {{#ev:youtube|9z-oYN9O-e8|||'''쿨라 플레이 모음(Kula Best Rounds) -SANWA M`(엠대쉬)'''|frame}} |
| | {{#ev:youtube|gX32nF0-8qA}} |
|
| |
|
| {{#ev:youtube|gX32nF0-8qA}} | | ==External Links== |
| | Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=1146144570 {{SUBPAGENAME}}'s frame data] |
|
| |
|
| ==Discussion Threads==
| | Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] or [http://dreamcancel.com/forum/index.php?topic=318.0 Dream Cancel] or [http://orochinagi.com/forums/viewtopic.php?f=31&t=2530 Orochinagi] |
| Discuss at [http://dreamcancel.com/forum/index.php?topic=318.0 Dream Cancel] or [http://orochinagi.com/forums/viewtopic.php?f=31&t=2530 Orochinagi] | |
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|
| | More combo animations here: http://tieba.baidu.com/p/3592940025 |
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| {{Navbox 2002UM}} | | {{Navbox 2002UM}} |
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| [[Category:The King of Fighters 2k2UM]] | | [[Category:The King of Fighters 2k2UM]] |
| | [[Category:Kula Diamond]] |