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The King of Fighters XIV/Kula Diamond: Difference between revisions
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'''Standing''' | '''Standing''' | ||
Far | Far 5A | ||
Far | 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 | 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 | Close 5A | ||
Close | Close 5B | ||
Close | Close 5C | ||
Close | 4-frame startup. | ||
Close 5D | |||
5-frame startup. | |||
'''Crouching''' | '''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''' | '''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
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (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)