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XV Broken/Kula Diamond: Difference between revisions
m →Far B |
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|description= | |description= | ||
* Can hit crouchers. | * Can hit crouchers. | ||
Kula jabs her hand out with some freezing ice on it. Great range, stops hops well, and does not whiff on crouching unlike many other far 5A normals. It can also cancel, so it's nice to use as a fast counterpoke. | Kula jabs her hand out with some freezing ice on it. Great range, stops hops well, and does not whiff on crouching unlike many other far 5A normals. It can also cancel, so it's nice to use as a fast counterpoke. Overshadowed, however, by f.B. | ||
}} | }} | ||
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|description= | |description= | ||
* Chainable from light normals | * Chainable from light normals | ||
* Can hit crouchers | |||
A far-reaching kick. Better than f.A in almost every way, doing 5 more damage, starting up 1f faster, and recovering 1f faster. A good poke that can whiff punish well and hits crouchers. | A far-reaching kick. Better than f.A in almost every way, doing 5 more damage, starting up 1f faster, and recovering 1f faster. A good poke that can whiff punish well and hits crouchers. | ||
}} | }} | ||
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|moveId=kula_stc | |moveId=kula_stc | ||
|description= | |description= | ||
* Cancellable | * Special Cancellable | ||
Kula steps forward and hits with a big ball of ice. | Kula steps forward and hits with a big ball of ice. Slow startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more specials. Unfortunately Kula's primary special cancel 214B whiffs at max f.C range, limiting this normal's usefulness. A cancellable far heavy normal in any character's kit is very helpful, but the speed and inconsistency of this normal makes it risky to use. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
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|moveId=kula_std | |moveId=kula_std | ||
|description= | |description= | ||
Kula leans back and kicks forward. Less range than her other normals, but makes for a good pre-emptive anti-air thanks to the lean back and high hitbox. Too slow to use on reaction. | |||
Kula leans back and kicks forward. Less range than her other normals, but makes for a | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== |
Revision as of 03:31, 11 March 2022
The King of Fighters XV | |
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2B > 5B > 623C = 176 DMG |
0.5 Meter |
Anywhere |
2B > 2B > 5B > 214D, (delay) 6D, 623C = 255 DMG |
1 Meter |
Anywhere |
2B > 2B > 5B > 623C > 236236B/D = 296 DMG |
2 Meters |
Anywhere |
2B > 2B > 5B > Quick Max, c.C(1) > 6A > 236AC, 214D, 623C > 236236A/C = 352 DMG |
Gameplay Overview
Kula Diamond is a well-rounded character who wants to use her projectiles and pokes to keep her opponents out, while also using her powerful normals to keep opponents locked down. Her ability to swap playstyles depending on her match-up is her best quality. Her main downside is her ability to convert meter into damage. Because of this she is most commonly played on point. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
stand A
st.A
st.A
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Far B
stand B
st.B
st.B
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Far C
stand C
st.C
st.C
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Far D
stand D
st.D
st.D
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Close Standing Normals
Close A
close A
cl.A
cl.A
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Close B
close B
cl.B
cl.B
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Close C
close C
cl.C
cl.C
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Close D
close D
cl.D
cl.D
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Crouch Normals
Crouch A
crouch A
cr.A
cr.A
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Crouch B
crouch B
cr.B
cr.B
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Crouch C
crouch C
cr.C
cr.C
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Crouch D
crouch D
cr.D
cr.D
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Jump Normals
Jump A
jump A
j.A
j.A
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Jump B
jump B
j.B
j.B
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
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Blowback
Blowback
Blowback
CD
CD
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ShatterStrike
ShatterStrike
qcf+CD
qcf+CD
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jump CD
jump CD
j.CD
j.CD
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Throws
Ice Coffin
Ice Coffin
4/6C
4/6C
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Ice Sledge
Ice Sledge
4/6D
4/6D
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Command Moves
One Inch
One Inch
6A
6A
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Slider Shoot
Slider Shoot
3D
3D
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Special Moves
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC
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Diamond Breath
Diamond Breath
236A/C/AC
236A/C/AC
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Counter Shell
Counter Shell
214A/C/AC
214A/C/AC
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Ray Spin
Ray Spin
214B/D/BD
214B/D/BD
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Ray Spin (Stand)
Ray Spin (Stand)
6B after any Ray Spin
6B after any Ray Spin
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Ray Spin (Sit)
Ray Spin (Sit)
6D after any Ray Spin
6D after any Ray Spin
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Falling Snowman
Falling Snowman
22A/C/AC
22A/C/AC
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Super Special Moves
Diamond Edge
Diamond Edge
236236A/C/AC
236236A/C/AC
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Frozen Arena
Frozen Arena
236236B/D/BD
236236B/D/BD
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Climax Super Special Moves
Glacier Ridge
Glacier Ridge
2141236CD
2141236CD
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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