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The King of Fighters XIV/Kula Diamond: Difference between revisions
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=Gameplay Overview= | =Gameplay Overview= | ||
Kula is a well-rounded character with a plethora of pokes, anti-airs, pressure moves, and damaging specials that make her appealing to use at any spot on one's team. She also handles zoning characters extremely well due to specials such as Diamond Breath and Counter Shell. In terms of offense, st.B, cr.B, st.C, and CD are all great pokes and potential combo starters. j.C and j.CD give her terrific aerials, pressure tools and a deadly cross up tool in the former. Ray Spin allows her to pressure foes, dodge projectiles, and even make blockstrings safe. Crow Bite gives her a mostly solid reversal as well as a damaging combo tool. She builds meter very well and is a nightmare to deal with once she corners an opponent. | |||
Her only notable weaknesses are lack of a grounded overhead, forcing players to rely more on fundamentals to successfully mix up opponents and weak blockstrings that can be interrupted by fast or invincible moves. Against smart players, she will not be able to ‘autopilot’ into her blockstrings. | |||
Other than that, she is a very solid character that new players and veterans alike will enjoy due to her ease of use and the utility she provides for teams. | |||
=Normals= | =Normals= |
Revision as of 20:40, 30 December 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
Kula is a well-rounded character with a plethora of pokes, anti-airs, pressure moves, and damaging specials that make her appealing to use at any spot on one's team. She also handles zoning characters extremely well due to specials such as Diamond Breath and Counter Shell. In terms of offense, st.B, cr.B, st.C, and CD are all great pokes and potential combo starters. j.C and j.CD give her terrific aerials, pressure tools and a deadly cross up tool in the former. Ray Spin allows her to pressure foes, dodge projectiles, and even make blockstrings safe. Crow Bite gives her a mostly solid reversal as well as a damaging combo tool. She builds meter very well and is a nightmare to deal with once she corners an opponent.
Her only notable weaknesses are lack of a grounded overhead, forcing players to rely more on fundamentals to successfully mix up opponents and weak blockstrings that can be interrupted by fast or invincible moves. Against smart players, she will not be able to ‘autopilot’ into her blockstrings.
Other than that, she is a very solid character that new players and veterans alike will enjoy due to her ease of use and the utility she provides for teams.
Normals
Standing
- st. A:
- st. B: 5-frame startup. Long horizontal poke. 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 cr. B's.
High hitbox makes it good for checking hops now, so it is like a further reaching st. A. If cancelled into B Ray Spin, opponent can stuff the special with 4-frame lights even at range. It moves Kula forward in combos more than her cr. B, increasing chance Kula stays grounded for the first hit of C Crow Bites (dp+C), allowing Kula to super cancel the special.
- st. C: Excellent horizontal poke and confirm tool. Reaches even further than st. B and allows an easy 2-hit confirm into B Ray Spin (qcb+B) and thus a lot of damage. That confirm can be punished by many invincible 2-bar supers though.
- st. D:
Close
- cl. A:
- cl. B:
- cl. C: 4-frame startup. Two hit confirm.
- cl. D: 7-frame startup. Two hit confirm. First hit does 15 more damage than close C, but has worse range.
Crouching
- cr. A:
- cr. B: 4-frame startup. This is the go-to button for 2-hit confirms. Confirms into st. B.
- cr. C: Average anti-air normal that reaches slightly forward. Now safe on hit and block but whiff punishable. Loses to good jump ins.
- cr. D:
Jumping
- j. 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.
- j. B: Good air to air.
- j. C: Stronger than Jump A, but slower. Cannot be low-profiled. Moderately fast hop-in. Safer as instant overhead but easier to react to. Can be used as crossover attack.
- j. D: Long horizontal range, fairly quick. Cannot be used as crossover attack.
Blowback
- st. CD: long reach, large hitbox. If it hits a standing opponent, can cancel to B Ray Spin and connect with Stand follow-up.
- j. CD:
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
Special Moves
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cl.C(1)-f+A-qcb+B~f+D, dp+C = 279 damage
- 4-frame point blank punish
- cl.D(1)-f+A-qcb+B~f+D, dp+C = 294 damage
- 7-frame point blank punish
- cr.B cr.B st.B-dp+C = 192 damage
- 2-hit low confirm
- cr.B cr.B st.B-df+B = 153 damage
- 2-hit low confirm, better knockdown than dp+C and easier to execute
- Can quick max df+B to set up safe jump
1 meter
- cl.C(1)-f+A-qcb+B~f+D, dp+C(1)-qcfqcf+P = 384 damage
- 4-frame punish; great damage
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- cl.D(1)-f+A-qcb+B~f+D, dp+C(1)-qcfqcf+P = 399 damage
- 7-frame point blank punish
- Even better damage
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- far C-qcb+B~f+D, dp+C(1)-qcfqcf+P = 391 damage
- Slow but long-range punish; far C reaches further than st.B
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- cr.B cr.B st.B, dp+C(1)-qcfqcf+K = 299 damage
- Two-hit low confirm. Kula is close to the opponent after this hard knockdown. She can then time a safe hop C afterwards, and even use an ambiguous crossover hop C if the opponent is not in the corner.
- If opponent is too far after st.B hits, Kula will be airborne for dp+C and be unable to super cancel.
- If opponent is too far after the second cr.B hits, st.B (and probably dp+C) will whiff too. Kula will likely eat a full combo afterwards.
- Can finish with qcfqcf+P instead for 5 more damage, but recovers too late to get a safe jump (though she can still get a meaty on a cornered opponent)
Note: Kula's QM combos are weak.
2 meters
- cl.C(1)-f+A-BC, cl.D(1)-f+A-qcf+AC, qcfqcf+BD = (place damage amount here)
- 4-frame punish
- Good damage and knockdown. Can safe hop afterwards, and even crossover hop C if opponent isn't in the corner
- cl.D(1)-f+A-BC, cl.D(1)-f+A-qcf+AC, qcfqcf+BD = (place damage amount here)
- 7-frame punish, does 15 more damage than with cl.C
- Good damage and knockdown
- Can safe hop afterwards
- Can ambiguous crossover hop C afterwards if opponent isn't in the corner
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- cl.C(1)-f+A-qcb+B~f+D, dp+C-hcbhcb+AC = (place damage amount here)
4 meters
- cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge-Glacier Ridge = (place damage amount here)
- 4-frame punish
- Wait a few moments after impact from Diamond Edge before CM Cancel to Glacier Ridge (or else it will whiff)
- (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
Contributors
TTT karn (Toronto, Ontario, Canada)
External Links
Discussion Threads
Discuss at [add character section link here Dream Cancel]