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==Gameplay Overview==
==Gameplay Overview==


Possessing the most potent anti-projectile skills in the game, Kula excels at dealing with zoners.  Her Counter Shell is capable of reflecting all projectiles, even level 1 and 2 DMs/Supers, though precise timing is required to make the most of this risky skill.  Though not able to control space as well as previous KOF games, her speed, excellent hitconfirms and corner-carrying combos make her a strong competitor.
Possessing the most potent anti-projectile skills in the game, Kula excels at dealing with zoners.  Her Counter Shell is capable of reflecting almost all projectiles, even level 1 and 2 DMs/Supers (without requiring EX!), though precise timing is required to make the most of this risky skill.  Ray Spin's forward+B followup projectile will also cut through almost all single hit projectiles (including DMs) in the game. Though not able to control space as well as previous KOF games, her speed, excellent hitconfirms and corner-carrying combos make her a strong competitor.


===Gameplay Notes===
===Gameplay Notes===


===Pros===
===Pros===


===Cons===
===Cons===


==Normals==


==Normals==
===Standing===
===Standing===



Revision as of 19:39, 18 March 2012

File:Sprite Kula XIII.gif

Quick Combos
0 Stock, No Drive Gauge st.C, f+A, qcb+B~f+D, dp+C = 255 dmg

cr.B×2, st.B, dp+C = 192 dmg

(corner) st.C, f+A, qcf+A, qcb+B~f+B, dp+C = 299 dmg

1 Stock, No Drive Gauge cr.B×2, st.B, qcb+BD, dp+C = 271 dmg

(corner) cr.B×2, st.B, qcb+BD, qcb+B~f+B, dp+C = 308 dmg

1 Stock, 1 Drive Gauge 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

Producer 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

Possessing the most potent anti-projectile skills in the game, Kula excels at dealing with zoners. Her Counter Shell is capable of reflecting almost all projectiles, even level 1 and 2 DMs/Supers (without requiring EX!), though precise timing is required to make the most of this risky skill. Ray Spin's forward+B followup projectile will also cut through almost all single hit projectiles (including DMs) in the game. Though not able to control space as well as previous KOF games, her speed, excellent hitconfirms and corner-carrying combos make her a strong competitor.

Gameplay Notes

Pros

Cons

Normals

Standing

st. A: 25 damage, cancellable/chain-able, hits mid.

st. B: 30 damage, cancellable, hits mid.

st. C: 80 damage, cancellable, hits mid.

st. D: 25x2 damage, hits mid.

cl. C: 55 + 25 damage, cancellable, hits mid.

cl. D: 55 + 25 damage, cancellable, hits mid.

Crouching

cr. A: 25 damage, cancellable, hits mid.

cr. B: 30 damage, cancellable/chain-able, hits low.

cr. C: 70 damage, hits mid.

cr. D: 80 damage, cancellable, hits low.

Jumping

j. A: 45 (40) damage, hits overhead.

j. B: 45 (40) damage, hits overhead.

j. C: 72 (70) damage, hits overhead.

j. D: 70 (68) damage, hits overhead.

Blowback Attack

CD: 75 damage, whiff/cancellable, hits mid.

j. CD: 90 (80) damage, hits mid.

GCCD: 10 damage, hits mid.


Throw

b/f + C/D = Ice Coffin

- Can be broken

- Hit Detection: Close

- Damage: 13x7+40


Command Moves

f + A = One Inch Punch

- Cancel-able

- Hit Detection: High

- Damage: 70(50)


df + B = Slider Shoot

- Hit Detection: Low

- Damage: 80


Special Moves

dp + A/C = Crow Bites

(EX) = dp + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 70(40)/70(60)+60/100+60(40)+40


qcf + A/C = Diamond Breath

(EX) = qcf + AC

- Super Cancel-able

- Hit Detection: High

- Damage: 60/70/120


qcb + A/C = Counter Shell

(EX) = qcb + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 45/80 80/50x3


qcb + B/D = Ray Spin

(EX) = qcb + BD

- Hit Detection: High

- Damage: 30/30x2/60x2


(After Ray Spin)∟ f + B (Standing)

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 20+30/45+80


(After Ray Spin)∟ f + D (Sitting)

- Drive/Super Cancel-able

- Hit Detection: Low

- Damage: 30/90


Desperation Moves

qcf x2 + A/C = Diamond Edge

(EX) = qcf x2 + AC

- Max Cancel-able

- Hit Detection: High

- Damage: 210/80x4


hcb x2 + A/C = Freeze Execution

- Hit Detection: High

- Damage: 100+15x12


Neomax

hcb x2 + BD = Neo Freeze Execution

- Hit Detection: High

- Damage: 100+70x2+15x2

Combos

No Stock, No Drive Gauge -

st.C, qcb+B~f+D, dp+C (DMG=231)

cr.B×3, dp+C (DMG=192)

st.C, f+A, qcf+A, qcb+B~f+B, dp+C (DMG=299/348)


1 Stock, No Drive Gauge -

cr.B×3, qcb+BD, dp+C (DMG=271)

cr.B×3, qcb+BD, qcb+B~f+B, dp+C (DMG=308)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+C (DMG=299/348)

st.C, f+A, qcf+A, qcb+B~f+B, dp+AC (DMG=299/348)

st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)


1 Stock, 1+ Drive Gauge -

j.D, st.C, qcb+B~f+D, dp+A, (SC) qcfx2+P (DMG=392)

qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C

j.C, s.C, f+A, qcf+A, qcb+B, f+B *delay* dp+C, (DC) qcb+BD, f+B, dp+C (DMG=466)

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C


2 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C (DMG=454/492)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+AC (DMG=299/348)


2 Stock, 1+ Drive Gauge -

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+C, (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B]x2, dp+C


3 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+AC (DMG=454/492)


Hyper Drive Combos

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered


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) 50 4 15 -7
One Inch 70 10 22 -3
Slider Shoot 80 7 8 -13 If the slide hits on the 21st frame(max range) the slide is -2 on block
Ice Coffin 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 60 6 19 0 +7 on block if done meaty
C Diamond Breath 70 8 33 +3 +11 on block if done meaty
EX Diamond Breath 120 0 16 +7
A Crow Bites 70 4 6 -31
C Crow Bites (1) 70 6 4 -
C Crow Bites (2) 60 4 - -48
EX Crow Bites (1) 100 0 3 -
EX Crow Bites (2) 60 0 - -
EX Crow Bites (3) 40 0 - -48
B Ray Spin 30 4 15 -7
D Ray Spin (1) 30 4 17 -
D Ray Spin (2) 30 6 15 -3 -1 if blocked while crouching
→Stand (1) 20 4 10 -
→Stand (2) 30 4 - -1
→Sit 30 4 7 -14
EX Ray Spin (1) 60 0 12 -
EX Ray Spin (2) 60 0 - +1
→EX Stand (1) 45 0 7 -
→EX Stand (2) 80 0 - -1
→EX Sit 50 0 6 -8
Counter Shell (Slap) 45 10 5 -11
Counter Shell (Projectile) 80 12 - -
EX Counter Shell (Slap) 80 0 3 -7
EX Counter Shell (Projectile) (1) 50 0 - -
EX Counter Shell (Projectile) (2,3) 50 0 - -
Diamond Edge 210 0 45(16) -24 29 super freeze frames
EX Diamond Edge (1) 80 0 36(7) - 29 super freeze frames
EX Diamond Edge (2-4) 80 0 - -37
Freeze Execution (1) 100 0 40(11) - 29 super freeze frames
Freeze Execution (2-13) 15 0 - -62
Neo Freeze Execution (1) 100 0 35(6) -48 29 super freeze frames
Neo Freeze Execution (2,3) 70 0 - -
Neo Freeze Execution (4-15) 15 0 - -


Links & References

Technical Reference

http://www.youtube.com/watch?v=9sBJCsCsBIY


Discussion Threads

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