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The King of Fighters XIII/Kula Diamond: Difference between revisions
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=Normals= | =Normals= | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
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}} | }} | ||
=== | ===Jump Normals=== | ||
==== ==== | ==== ==== | ||
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}} | }} | ||
= | =Throws= | ||
====Ice Coffin==== | ====Ice Coffin==== | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_dp+a,kula_dp+c,kula_dp+ac | |moveId=kula_dp+a,kula_dp+c,kula_dp+ac | ||
|input=dp+A/C/AC | |||
|input2=623A/C/AC | |||
|description=A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility. | |description=A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility. | ||
|description2=C version reaches a greater height while traveling fullscreen.<br> | |description2=C version reaches a greater height while traveling fullscreen.<br> | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_qcf+a,kula_qcf+c,kula_qcf+ac | |moveId=kula_qcf+a,kula_qcf+c,kula_qcf+ac | ||
|input=qcf+A/C/AC | |||
|input2=236A/C/AC | |||
|description=Can be comboed into from heavy attacks, A version is neutral on block, making it a '''''relatively''''' safe move to end blockstrings with since it has pushback.<br> | |description=Can be comboed into from heavy attacks, A version is neutral on block, making it a '''''relatively''''' safe move to end blockstrings with since it has pushback.<br> | ||
It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials. | It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials. | ||
|description2=C version has slightly longer range, +3 on block, but cannot be comboed into.<br> | |description2=C version has slightly longer range, +3 on block, but cannot be comboed into.<br> | ||
Instead it creates a stagger state in the opponent that allows for followup combos. | Instead it creates a stagger state in the opponent that allows for followup combos. | ||
|description3=EX version can be comboed into | |description3=EX version can be comboed into, causes a crumple state that allows single hit followups, most notably C Diamond Breath as it creates a juggle that can be further comboed off of.<br> | ||
The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort. | The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_qcb+a,kula_qcb+ac | |moveId=kula_qcb+a,kula_qcb+ac | ||
|input=qcb+A/C/AC | |||
|input2=214A/C/AC | |||
|description=Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own.<br> | |description=Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own.<br> | ||
Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found. | Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found. | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_qcb+b,kula_qcb+d,kula_qcb+bd | |moveId=kula_qcb+b,kula_qcb+d,kula_qcb+bd | ||
|input=qcb+B/D/BD | |||
|input2=214B/D/BD | |||
|description=Can only be comboed into from heavy attacks.<br> Closer to the ground than the D version, this move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo. | |description=Can only be comboed into from heavy attacks.<br> Closer to the ground than the D version, this move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo. | ||
|description2= Launch her higher than the B version.<br> | |description2= Launch her higher than the B version.<br> | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_qcb+b_f+b,kula_qcb+bd_f+b | |moveId=kula_qcb+b_f+b,kula_qcb+bd_f+b | ||
|input=qcb+B/D/BD>f+B | |||
|input2=214B/D/BD>6B | |||
|description=Launches a crystal of ice at the opponent.<br> | |description=Launches a crystal of ice at the opponent.<br> | ||
It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time.<br> | It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time.<br> | ||
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{{FrameDataCargo-KOFXIII | {{FrameDataCargo-KOFXIII | ||
|moveId=kula_qcb+b_f+d,kula_qcb+bd_f+d | |moveId=kula_qcb+b_f+d,kula_qcb+bd_f+d | ||
|input=qcb+B/D/BD>f+D | |||
|input2=214B/D/BD>6D | |||
|description=This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits. | |description=This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits. | ||
|description2=This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. | |description2=This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. | ||
}} | }} | ||
=Super Special Moves= | |||
====Diamond Edge==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=kula_qcfqcf+a,kula_qcfqcf+ac | |||
|input=qcfqcf+A/AC | |||
|input2=236236A/AC | |||
|description=Kula slams her icy fists into the ground and creates a pillar of ice in front of her at a diagonal angle.<br> | |||
An alright anti-air if anticipated early as it has a 16 frame startup, -24 on block, but has significant pushback. | |||
|description2=Four times the fun with four times the pillars.<br> | |||
Faster, covers more ground and deals more damage, but will lose much of it when executed in the corner as the pillars will go harmlessly off screen.<br> | |||
-37 on block and has less pushback than the regular, so beware. | |||
}} | |||
====Freeze Execution ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=kula_hcbhcb+a | |||
|description=Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard.<br> | |||
-62 on block/whiff, but Kula is invincible during the animation itself.<br> | |||
Useful in reaction to projectiles and can anti-air if the opponent is low enough. | |||
}} | |||
=Neo Max Super Special Moves= | |||
====Neo Freeze Execution ==== | |||
{{FrameDataCargo-KOFXIII | |||
|moveId=kula_hcbhcb+bd | |||
|description=Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent.<br> | |||
Faster than Freeze Execution, Kula is invincible during the animation making this an option vs projectiles among other things. | |||
}} | |||
=Old Moves List Description= | |||
===Normal=== | |||
'''st. A:''' 25 damage, cancellable/chain-able, hits mid.<br> | '''st. A:''' 25 damage, cancellable/chain-able, hits mid.<br> | ||
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'''st. D:''' 25x2 damage, hits mid.<br> | '''st. D:''' 25x2 damage, hits mid.<br> | ||
Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe. | Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe. | ||
'''cl. C:''' 55 + 25 damage, cancellable, hits mid.<br> | '''cl. C:''' 55 + 25 damage, cancellable, hits mid.<br> | ||
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'''cl. D:''' 55 + 25 damage, cancellable, hits mid.<br> | '''cl. D:''' 55 + 25 damage, cancellable, hits mid.<br> | ||
Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air. | Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air. | ||
'''cr. A:''' 25 damage, cancellable, hits mid.<br> | '''cr. A:''' 25 damage, cancellable, hits mid.<br> | ||
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'''cr. D:''' 80 damage, cancellable, hits low.<br> | '''cr. D:''' 80 damage, cancellable, hits low.<br> | ||
Kula sweeps the opponent, leading to a knockdown on hit. 8 frame startup. Can be used for more distanced blockstrings since it's cancellable. | Kula sweeps the opponent, leading to a knockdown on hit. 8 frame startup. Can be used for more distanced blockstrings since it's cancellable. | ||
'''j. A:''' 45 (40) damage, hits overhead.<br> | '''j. A:''' 45 (40) damage, hits overhead.<br> | ||
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'''j. D:''' 70 (68) damage, hits overhead.<br> | '''j. D:''' 70 (68) damage, hits overhead.<br> | ||
Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps. Can crossup. 6 frame startup. | Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps. Can crossup. 6 frame startup. | ||
===Blowback Attack=== | |||
'''st. CD:''' 75 damage, whiff/cancellable, hits mid.<br> | '''st. CD:''' 75 damage, whiff/cancellable, hits mid.<br> | ||
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'''GCCD:''' 10 damage, hits mid.<br> | '''GCCD:''' 10 damage, hits mid.<br> | ||
Kula knocks the opponent away with a large sphere of ice. -15 on block. | Kula knocks the opponent away with a large sphere of ice. -15 on block. | ||
===Throw=== | |||
'''b/f + C/D = Ice Coffin''' | '''b/f + C/D = Ice Coffin''' | ||
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Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage. | Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage. | ||
===Command Moves=== | |||
'''f + A = One Inch Punch''' | '''f + A = One Inch Punch''' | ||
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Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit. Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit). Note that One Inch is not cancellable into from cl.D if performed off a jump-in. | Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit. Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit). Note that One Inch is not cancellable into from cl.D if performed off a jump-in. | ||
'''df + B = Slider Shoot''' | '''df + B = Slider Shoot''' | ||
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Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. 8 frame startup and -13 on block if performed at close range, but only -2 at max range. | Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. 8 frame startup and -13 on block if performed at close range, but only -2 at max range. | ||
'''dp + A/C = Crow Bites''' | |||
===Special Moves=== | |||
''' dp + A/C = Crow Bites''' | |||
'''(EX) = dp + AC''' | '''(EX) = dp + AC''' | ||
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'''qcf + A/C = Diamond Breath''' | ''' qcf + A/C = Diamond Breath''' | ||
'''(EX) = qcf + AC''' | '''(EX) = qcf + AC''' | ||
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'''EX Ray Spin''': A medium height Ray Spin with a faster 12 frame startup and more damage. Capable of being linked from light attacks. This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. +1 on block, making it safe against grabs. | '''EX Ray Spin''': A medium height Ray Spin with a faster 12 frame startup and more damage. Capable of being linked from light attacks. This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. +1 on block, making it safe against grabs. | ||
==== | ===Super Special Moves=== | ||
'''qcf x2 + A/C = Diamond Edge''' | '''qcf x2 + A/C = Diamond Edge''' | ||
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Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard. 11 frame startup and -62 on block/whiff, but Kula is invincible during the animation itself. Useful in reaction to projectiles and can anti-air if the opponent is low enough. | Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard. 11 frame startup and -62 on block/whiff, but Kula is invincible during the animation itself. Useful in reaction to projectiles and can anti-air if the opponent is low enough. | ||
===Neo Max Super Special Moves=== | |||
'''hcb x2 + BD = Neo Freeze Execution''' | |||
* | * Hit Detection: Mid | ||
* Damage: 100+70x2+15x2 | |||
Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent. 6 frame startup and -48 on block, but like Freeze Execution she is invincible during the animation, making this an option vs projectiles among other things. | |||
=Move Metadata= | =Move Metadata= | ||
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|} | |} | ||
=Videos= | =Videos, Links & References= | ||
'''Kula Master Class''' | '''Kula Master Class''' | ||
{{#ev:youtube|wHWwKUcyzRk}} | {{#ev:youtube|wHWwKUcyzRk}} | ||
'''Kula Combo Tutorial by DontDropThatCombo''' | |||
{{#ev:youtube|ZdePVQxz75U}} | |||
'''Kula safe jump by GuttsCL''' | |||
{{#ev:youtube|bbmCJJshZlY}} | |||
Line 1,120: | Line 828: | ||
{{#ev:youtube|J8vyec5L3Uk}} | {{#ev:youtube|J8vyec5L3Uk}} | ||
'''Kula 100% DMG combo by REALKYO''' | |||
{{#ev:youtube|rBeVXaarJrI}} | |||
=Contributors= | =Contributors= |
Latest revision as of 17:38, 30 March 2025
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Movelist
Throws
Command Moves
Special Moves
Desperation Moves
Neomax
(*) = EX version possible
0 Stock, No Drive Gauge |
Low |
cr.B×2, st.B, dp+C = 192 dmg |
1 Stock, No Drive Gauge |
Low |
cr.B×2, st.B, qcb+BD, dp+C = 271 dmg |
1 Stock, 1 Drive Gauge |
Anywhere |
st.C, f+A, qcb+B~f+D, dp+A (SC) qcfx2+P = 367 dmg |
Console Changes
- s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
- Recovery on df.B improved
- EX Ray Spin no longer invincible
- EX Ray Spin Sit recovery improved
- EX Diamond Edge is faster
- Freeze execution adjusted. Faster and follow-up hitbox improved.
- EX Counter shell has a stronger hitbox
Yamamoto – "Both supers expending 2 meters have become more powerful. Both make Kula invincible and are good for interrupting opponents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage on counter hit on her EX counter shell."
Gameplay Overview
Kula is a rushdown oriented character with strong anti-zoning skills. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
stand A
st.A
5A |
---|
stand B
st.B
5B |
---|
stand C
st.C
5C |
---|
stand D
st.D
5D |
---|
Close Standing Normals
close C
cl.C
cl.C |
---|
close D
cl.D
cl.D |
---|
Crouching Normals
crouch A
cr.A
2A |
---|
crouch B
cr.B
2B |
---|
crouch C
cr.C
2C |
---|
crouch D
cr.D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Blowback Attack
stand CD
st.CD
CD |
---|
jump CD
j.CD
j.CD |
---|
Throws
Ice Coffin
Ice Coffin
Close, b/f+C/D
Close, 4/6C/D |
---|
Command Moves
One Inch Punch
One Inch Punch
f+A
6A |
---|
Slider Shoot
Slider Shoot
df+A
3A |
---|
Special Moves
Crow Bites
Crow Bites
dp+A/C/AC
623A/C/AC |
---|
Diamond Breath
Diamond Breath
qcf+A/C/AC
236A/C/AC |
---|
Counter Shell
Counter Shell
qcb+A/C/AC
214A/C/AC |
---|
Ray Spin
Ray Spin
qcb+B/D/BD
214B/D/BD |
---|
Ray Spin (Stand)
Ray Spin (Stand)
qcb+B/D/BD>f+B
214B/D/BD>6B |
---|
Ray Spin (Sit)
Ray Spin (Sit)
qcb+B/D/BD>f+D
214B/D/BD>6D |
---|
Super Special Moves
Diamond Edge
Diamond Edge
qcfqcf+A/AC
236236A/AC |
---|
Freeze Execution
Freeze Execution
hcbx2+A/C
6321463214A/C |
---|
Neo Max Super Special Moves
Neo Freeze Execution
Neo Freeze Execution
hcbx2+BD
6321463214BD |
---|
Old Moves List Description
Normal
st. A: 25 damage, cancellable/chain-able, hits mid.
A quick jab capable of anti-airing short hops. Inferior to st.B both in range and frames. Chainable into itself, cr.A, cr.B and st.B. It has a long cancel window so it can be used as a one-hit confirm into a fast specials like Crow Bites.
- Kara Cancel Dirtiness: st.A can be cancelled into itself far more times than ordinarily allowed by pressing A, then quickly mashing A+C. 13 hits are possible of just st.A alone with fast enough mashing (or turbo). This technique can increase guard and stun damage, but because of the scaling of multiple hits, raw damage will decrease dramatically. Video example.
st. B: 30 damage, cancellable, hits mid.
Kula's most valuable standing poke, st.B has great range, is faster than st.A and just as capable of anti-airing short hops. It's -2 on block and has pushback, making it safe against just about everything if properly spaced. Liberal use of this move is strongly encouraged.
st. C: 80 damage, cancellable, hits mid.
Kula moves forward, throws out her fist and extends its range with an icicle. If it connects she can cancel into the combo of her choice. Valuable if properly spaced, but risky due to the 14 frame startup. This move can be especially useful when the opponent attempts to roll out of the corner.
st. D: 25x2 damage, hits mid.
Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe.
cl. C: 55 + 25 damage, cancellable, hits mid.
Kula uppercuts then elbows the opponent. Connects twice, making it an easy hit confirm, though it does less damage than cl.C(1)->f+A. 4 frame startup.
cl. D: 55 + 25 damage, cancellable, hits mid.
Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air.
cr. A: 25 damage, cancellable, hits mid.
Kula leans back on her hands and does a single kick. 5 frame startup and -5 on block. Not chainable into any other normals, but has long active frames and a long cancel window making it possible to one-hit confirm into fast specials like Crow Bites. st.A would be better in every way if cr.A did not shrink Kula's hurtbox.
cr. B: 30 damage, cancellable/chain-able, hits low.
Kula hunkers down and throws out a very fast backwards low kick. 4 frame startup and neutral on block. Chainable into itself, cr.A, st.A and st.B.
cr. C: 70 damage, hits mid.
Kula freezes her hair and thrusts it upward at a diagonal angle. Acts as a crouching anti-air. Non-cancellable, 5 frame startup and -17 on block.
- It is possible in some situations to punish this move on hit (for example when used point blank on a grounded opponent or on a cornered opponent on the lower end of their air descent, similar to Shen's cr.C), so be cautious when using this.
cr. D: 80 damage, cancellable, hits low.
Kula sweeps the opponent, leading to a knockdown on hit. 8 frame startup. Can be used for more distanced blockstrings since it's cancellable.
j. A: 45 (40) damage, hits overhead.
Kula jumps and aims downward with a small ice crystal in her hands. 7 frame startup. A miniature version of j.C with shorter blockstun. Useful against grounded opponents, but not for air to air.
j. B: 45 (40) damage, hits overhead.
Kula leaps up and does a long horizontal kick. Her best air to air with a 7 frame startup. Will whiff against crouching opponents.
j. C: 72 (70) damage, hits overhead.
Nearly the same as j.A except the crystal is much bigger, hits deeper/lower and with more blockstun. An excellent air to ground move, but a poor choice for air to air. 13 frame startup.
j. D: 70 (68) damage, hits overhead.
Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps. Can crossup. 6 frame startup.
Blowback Attack
st. CD: 75 damage, whiff/cancellable, hits mid.
Kula extends her hand and forms a large sphere of ice. Capable of anti-airing and useful as a whiff cancel cover for other specials. 18 frame startup and +4 on block.
j. CD: 90 (80) damage, hits mid.
Kula jumps and flips her leg in a half crescent arc. Decent at both air to air and air to ground. 16 frame startup.
GCCD: 10 damage, hits mid.
Kula knocks the opponent away with a large sphere of ice. -15 on block.
Throw
b/f + C/D = Ice Coffin
- Can be broken
- Hit Detection: Close
- Damage: 13x7+40
- Hard knockdown
Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage.
Command Moves
f + A = One Inch Punch
- Cancel-able
- Hit Detection: Mid
- Damage: 70(50)
Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit. Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit). Note that One Inch is not cancellable into from cl.D if performed off a jump-in.
df + B = Slider Shoot
- Hit Detection: Low
- Damage: 80
Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. 8 frame startup and -13 on block if performed at close range, but only -2 at max range.
Special Moves
dp + A/C = Crow Bites
(EX) = dp + AC
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 70(40)/70(60)+60/100+60(40)+40
Kula launches herself skyward with her fist trailing ice. A classic anti-air DP, but one of the weaker ones in the game. The A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility. The C version has a 4 frame startup without invincibility and reaches a greater height while traveling fullscreen. Note that the C version can partially whiff against crouching opponents, leaving Kula open to a full punish. Can be drive and super cancelled on the first hit. The A version is -31 on block, C is -48. Use with extreme caution.
- More information about dp+C whiffing crouchers, courtesy of No Limitz: "You could still hit a crouching opponent with C Crow Bite if you space it far enough so that the first hit is the air hit instead of the ground hit. (c.B x 3, s.B xx C DP from point blank works but c.B x 2, s.B doesn't)"
- Option select vs crouchers courtesy of karn: "Whenever using a dp.C against a crouching opponent, Kula players should always attempt to drive cancel it, since the drive cancel will only be possible for a dp.C that doesn't knock down (therefore you should want to use the drive cancel to EX Diamond Breath or Ray Spin to ensure that they're knocked down!) If you feel it isn't worth the drive, it's better to light confirm to something else like Slider Shoot (df.B), EX Ray Spin or EX Diamond Edge (qcfqcfAC) to score that knockdown."
EX Crow Bites: Nearly identical to C Crow Bites, but with short 3 frame startup, startup invincibility, higher damage, guaranteed knockdown even against crouchers, and can set up a 3 frame safe jump if the second hit is drive cancelled into Ray Spin D. -48 on block.
qcf + A/C = Diamond Breath
(EX) = qcf + AC
- Super Cancel-able
- Hit Detection: Mid
- Damage: 60/70/120
Kula blows an icy mist in front of her. The A version can be comboed into from heavy attacks, has a 19 frame startup and is neutral on block, making it a relatively safe move to end blockstrings with since it has pushback. It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials. The C version has slightly longer range, a 33 frame startup and is +3 on block, but cannot be comboed into. Instead it creates a stagger state in the opponent that allows for followup combos.
- The frame advantage for both versions can be increased significantly if performed while the opponent is waking up, as only the tail-end of the animation will connect while the blockstun remains the same.
EX Diamond Breath: 16 frame startup and can be comboed into. Causes a crumple state that allows single hit followups, most notably C Diamond Breath as it creates a juggle that can be further comboed off of. +7 on block. The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort.
qcb + A/C = Counter Shell
(EX) = qcb + AC
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 45/80 80/50x3
Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own. Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found.
If it connects with the opponent it will cause a hard knockdown, making it a very useful (though less damaging) option for finishing corner combos. If it connects as a counter-hit to a melee attack it will counter-wire the opponent and allow for followup combos. 5 frame startup, -11 on block.
EX Counter Shell: Functionally identical with the exception of a faster 3 frame startup, -7 block disadvantage and increased damage of both the swipe and projectile.
qcb + B/D = Ray Spin
(EX) = qcb + BD
- Hit Detection: Mid
- Damage: 30/30x2/60x2
Kula leaves the ground in a ballerina twirl, swinging her leg around her. Can only be comboed into from heavy attacks. The B version stays closer to the ground while the D version will launch her higher. Be aware that if performed too close the D version will travel harmlessly above a crouching player. The B version has a 15 frame startup and is -7 on block, while the D version has a 17 frame startup and is -3 on block (or -1 if hitting a crouching player). Punishable by instant and fast command grabs if performed too close. This move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo.
(After Ray Spin)∟ f + B (Standing)
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 20+30/45+80
This followup launches a crystal of ice at the opponent. It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time. Useful if you can read your opponent and for controlling space by denying further projectiles, but risky as it requires Kula to move even closer to opponent. 10 frame startup and -1 on block.
Effectively has 5 frame startup after blocked Ray Spin B, 1 frame startup after stand-blocked Ray Spin D, and strings cleanly after crouch-blocked Ray Spin D. This makes it an effective counter/frametrap against poor punish attempts.
- Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable.
(After Ray Spin)∟ f + D (Sitting)
- Drive/Super Cancel-able
- Hit Detection: Low
- Damage: 30/90
This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits. -8 on block.
- Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable. Cannot hit airborne opponents.
EX Ray Spin: A medium height Ray Spin with a faster 12 frame startup and more damage. Capable of being linked from light attacks. This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. +1 on block, making it safe against grabs.
Super Special Moves
qcf x2 + A/C = Diamond Edge
(EX) = qcf x2 + AC
- Max Cancel-able
- Hit Detection: Mid
- Damage: 210/80x4
Kula slams her icy fists into the ground and creates a pillar of ice in front of her at a diagonal angle. An alright anti-air if anticipated early as it has a 16 frame startup. -24 on block, but has significant pushback.
EX Diamond Edge: Four times the fun with four times the pillars. This version has a faster 7 frame startup, covers more ground and deals more damage, but will lose much of it when executed in the corner as the pillars will go harmlessly off screen. -37 on block and has less pushback than the regular, so beware.
hcb x2 + A/C = Freeze Execution
- Hit Detection: Mid
- Damage: 100+15x12
Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard. 11 frame startup and -62 on block/whiff, but Kula is invincible during the animation itself. Useful in reaction to projectiles and can anti-air if the opponent is low enough.
Neo Max Super Special Moves
hcb x2 + BD = Neo Freeze Execution
- Hit Detection: Mid
- Damage: 100+70x2+15x2
Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent. 6 frame startup and -48 on block, but like Freeze Execution she is invincible during the animation, making this an option vs projectiles among other things.
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A(1) | 25 | 5 | 6 | -2 | |
cl.A(2) | 20 | 2 | - | 0 | |
cl.A(3) | 20 | 1 | - | +2 | |
cr.A | 25 | 5 | 5 | -5 | |
st.A | 25 | 5 | 6 | -2 | |
j.A | 45 | 3 | 7 | - | |
hop A | 40 | 3 | 7 | - | |
cl.B | 30 | 3 | 4 | -2 | |
cr.B | 30 | 3 | 4 | 0 | |
st.B | 30 | 3 | 4 | -2 | |
j.B | 45 | 3 | 7 | - | |
hop.B | 40 | 3 | 5 | - | |
cl.C(1) | 55 | 8 | 4 | - | |
cl.C(2) | 25 | 4 | - | -10 | |
cr.C | 70 | 7 | 5 | -17 | |
st.C | 70 | 7 | 14 | -18 | |
j.C | 72 | 7 | 13 | - | |
hop.C | 70 | 7 | 13 | - | |
cl.D(1) | 55 | 8 | 7 | - | |
cl.D(2) | 25 | 4 | - | -9 | |
cr.D | 80 | 7 | 8 | -13 | |
st.D | 80 | 7 | 10 | -12 | |
j.D | 70 | 7 | 6 | - | |
hop.D | 68 | 7 | 6 | - | |
st.CD | 75 | 10 | 18 | +4 | |
j.CD | 90 | 8 | 16 | - | |
hop.CD | 80 | 8 | 16 | - | |
One Inch(chained) = f+A | 50 | 4 | 15 | -7 | |
One Inch = f+A | 70 | 10 | 22 | -3 | |
Slider Shoot = df+B | 80 | 7 | 8 | -13 | If the slide hits on the 21st frame(max range) the slide is -2 on block |
Ice Coffin = b/f+C/D | 101 | 0 | 1 | - | Hardknock down |
GC CD | 4 | 0 | 13 | -15 | Start up on light attacks:13F, on heavy and jump ins attacks: 17F |
A Diamond Breath = qcf+A | 60 | 6 | 19 | 0 | +7 on block if done meaty |
C Diamond Breath = qcf+C | 70 | 8 | 33 | +3 | +11 on block if done meaty |
EX Diamond Breath = qcf+AC | 120 | 0 | 16 | +7 | |
A Crow Bites = dp+A | 70 | 4 | 6 | -31 | |
C Crow Bites (1) = dp+C | 70 | 6 | 4 | - | |
C Crow Bites (2) | 60 | 4 | - | -48 | |
EX Crow Bites (1) = dp+AC | 100 | 0 | 3 | - | |
EX Crow Bites (2) | 60 | 0 | - | - | |
EX Crow Bites (3) | 40 | 0 | - | -48 | |
B Ray Spin = qcb+B | 30 | 4 | 15 | -7 | |
D Ray Spin (1) = qcb+D | 30 | 4 | 17 | - | |
D Ray Spin (2) | 30 | 6 | 15 | -3 | -1 if blocked while crouching |
→Stand (1) = f+B | 20 | 4 | 10 | - | |
→Stand (2) | 30 | 4 | - | -1 | |
→Sit = f+D | 30 | 4 | 7 | -14 | |
EX Ray Spin (1) = qcb+BD | 60 | 0 | 12 | - | |
EX Ray Spin (2) | 60 | 0 | - | +1 | |
→EX Stand (1) = f+B | 45 | 0 | 7 | - | |
→EX Stand (2) | 80 | 0 | - | -1 | |
→EX Sit = f+D | 50 | 0 | 6 | -8 | |
Counter Shell (Slap) = qcb+A/C | 45 | 10 | 5 | -11 | |
Counter Shell (Projectile) | 80 | 12 | - | - | |
EX Counter Shell (Slap) = qcb+AC | 80 | 0 | 3 | -7 | |
EX Counter Shell (Projectile) (1) | 50 | 0 | - | - | |
EX Counter Shell (Projectile) (2,3) | 50 | 0 | - | - | |
Diamond Edge = qcfx2+A/C | 210 | 0 | 45(16) | -24 | 29 super freeze frames |
EX Diamond Edge (1) = qcfx2+AC | 80 | 0 | 36(7) | - | 29 super freeze frames |
EX Diamond Edge (2-4) | 80 | 0 | - | -37 | |
Freeze Execution (1) = hcbx2+A/C | 100 | 0 | 40(11) | - | 29 super freeze frames |
Freeze Execution (2-13) | 15 | 0 | - | -62 | |
Neo Freeze Execution (1) = hcbx2+BD | 100 | 0 | 35(6) | -48 | 29 super freeze frames |
Neo Freeze Execution (2,3) | 70 | 0 | - | - | |
Neo Freeze Execution (4-15) | 15 | 0 | - | - |
Videos, Links & References
Kula Master Class
Kula Combo Tutorial by DontDropThatCombo
Kula safe jump by GuttsCL
Kula Hit Boxes
Kula 100% DMG combo by REALKYO
Contributors
Discussion Threads
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