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The King of Fighters XIV/Kula Diamond: Difference between revisions

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'''Standing'''
'''Standing'''


Far A
Far 5A


Far B
Far 5B:


Far C
A long horizontal poke. 5-frame start-up and slower than in previous titles.
Now whiffs many crouching opponents and can also be low profiled by many low attacks; it will only hit crouching opponents that are already in hit-stun, so only use it in strings after confirming with two 2B's.
Its higher hitbox makes it better for catching hops now, so it is like a long-reaching stand A.
If cancelled into B Lay Spin, opponent can stuff the special with 4-frame lights even at range.
It moves Kula forward in combos more than her 2B, increasing chance Kula stays grounded for the first hit of C Crow Bites (623C). This allows for Super Cancels.


Far D
Far 5C
Excellent horizontal poke and confirm tool. Reaches even further than far 5B and allows an easy 2-hit confirm into B Lay Spin (214B) and thus a lot of damage. The confirm can be punished cleanly by many invincible 2-bar supers though.
 
Far 5D


'''Close'''
'''Close'''


Close A
Close 5A


Close B
Close 5B


Close C
Close 5C


Close D
4-frame startup.
 
Close 5D
 
5-frame startup.


'''Crouching'''
'''Crouching'''


Crouching A
2A
 
2B
 
4-Frame startup. This is the go-to confirm button. Finish with a 5B on hit and


Crouching B
2C:


Crouching C
Average anti-air normal that reaches slightly forward. Now safe on hit and block but whiff punishable. Loses to good jump ins.


Crouching D
2D


'''Jumping'''
'''Jumping'''


Jump A
Jump A
Excellent fast hop-in and air to ground. Cannot be low-profiled.
Can be used as instant overhead as a dangerous gamble, but would be punished.
can also start combos if the later active frames hit.


Jump B
Jump B


Jump C
Jump C
Similar to Jump A, but slower.
Moderately fast hop-in.
Safer after using for instant overhead though easier to react to.
Can be used as crossover attack.


Jump D
Jump D
Long horizontal range.
Cannot be used as crossover attack.


'''Blowback'''
'''Blowback'''

Revision as of 13:37, 14 September 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ice Coffin - close / +

Ice Sledge - close / +

Command Normals

One Inch - +

Ice Sledge - +

Special Moves

Diamond Breath - + / *

Crow Bite - + / *

Ray Spin - + / *

Ray Spin (Stand) - after Ray Spin, +
Ray Spin (Sit) - after Ray Spin, +

Counter Shell - + / *

Super Special Moves

Diamond Edge - + /  !

Frozen Arena - + /  !


Climax Desperation Move

Glacier Ridge - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

Far 5A

Far 5B:

A long horizontal poke. 5-frame start-up and slower than in previous titles. Now whiffs many crouching opponents and can also be low profiled by many low attacks; it will only hit crouching opponents that are already in hit-stun, so only use it in strings after confirming with two 2B's. Its higher hitbox makes it better for catching hops now, so it is like a long-reaching stand A. If cancelled into B Lay Spin, opponent can stuff the special with 4-frame lights even at range. It moves Kula forward in combos more than her 2B, increasing chance Kula stays grounded for the first hit of C Crow Bites (623C). This allows for Super Cancels.

Far 5C Excellent horizontal poke and confirm tool. Reaches even further than far 5B and allows an easy 2-hit confirm into B Lay Spin (214B) and thus a lot of damage. The confirm can be punished cleanly by many invincible 2-bar supers though.

Far 5D

Close

Close 5A

Close 5B

Close 5C

4-frame startup.

Close 5D

5-frame startup.

Crouching

2A

2B

4-Frame startup. This is the go-to confirm button. Finish with a 5B on hit and

2C:

Average anti-air normal that reaches slightly forward. Now safe on hit and block but whiff punishable. Loses to good jump ins.

2D

Jumping

Jump A Excellent fast hop-in and air to ground. Cannot be low-profiled. Can be used as instant overhead as a dangerous gamble, but would be punished. can also start combos if the later active frames hit.

Jump B

Jump C Similar to Jump A, but slower. Moderately fast hop-in. Safer after using for instant overhead though easier to react to. Can be used as crossover attack.

Jump D Long horizontal range. Cannot be used as crossover attack.

Blowback

Stand CD

Jumping CD

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina