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XV Broken/Kula Diamond: Difference between revisions
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| cons= | | cons= | ||
* Over-reliance on her B normals leads to overall low damage in neutral exchanges | * Over-reliance on her B normals leads to overall low damage in neutral exchanges | ||
* Floaty jump compared to others, which makes her approach attempts more reactable | * Floaty jump compared to others, which makes her approach attempts more reactable | ||
* Slower than average run speed | |||
* Minimal mix-up options or frame traps without committing to 236C | * Minimal mix-up options or frame traps without committing to 236C | ||
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|description= | |description= | ||
* Special Cancellable | * Special Cancellable | ||
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 none of Kula's special moves have enough range to consistently combo from f.C at all ranges, which can leave Kula very wide open if she whiffs a special. Normally a far cancellable heavy is a strong tool to have, but the inconsistency and speed makes this risky to use. | 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 none of Kula's special moves have enough range to consistently combo from f.C at all ranges, which can leave Kula very wide open if she whiffs a special. Normally a far cancellable heavy is a strong tool to have, but the inconsistency and speed makes this risky to use. You can cancel into 3D and that works consistently, but the reward is minimal and is unsafe if spaced incorrectly. | ||
}} | }} | ||
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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 good pre-emptive anti-air thanks to the lean back and high hitbox. Too slow to use on reaction. Cancellable into specials, though 214B and 236A will whiff at max range. 214D generally connects though. | ||
}} | }} | ||
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|description= | |description= | ||
* Starts her Rush combo series | * Starts her Rush combo series | ||
A quick ice covered jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's ok in a scramble. Ok at stopping hops at close range if they're delayed. | A quick ice covered jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's ok in a scramble. Ok at stopping hops at close range if they're delayed. Plus on block. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|moveId=kula_cra | |moveId=kula_cra | ||
|description= | |description= | ||
Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. | Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. Can chain into itself and other light normals. Plus on block. | ||
}} | }} | ||
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|moveId=kula_crc | |moveId=kula_crc | ||
|description= | |description= | ||
Kula freezes her hair and stabs it upwards. Active for a long time. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. | Kula freezes her hair and stabs it upwards. Active for a long time. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. Can be cancelled. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2= Kula puts her hand directly below her and freezes the air. Kula's most reliable cross-up tool. On block, 2B > 2A > full jump forward > j.A leads to a cross-up on standing opponents | |description2= Kula puts her hand directly below her and freezes the air. Kula's most reliable cross-up tool. On block, 2B > 2A > full jump forward > j.A leads to a cross-up on standing opponents, and doing a hyper hop instead crosses-up a crouching opponent. It can also hit crouching opponents on the way up during a short hop, leading to an instant overhead. | ||
}} | }} | ||
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|input=3D | |input=3D | ||
|description= | |description= | ||
Kula's slide. Nice as a fireball deterrent, goes pretty far and has good low profile. Remains the same when cancelled into, making for an easy combo ender. Its active frames are long, making it easy to punish high jump-ins by having them fall into the slide. | Kula's slide. Nice as a fireball deterrent, goes pretty far and has good low profile. Remains the same when cancelled into, making for an easy combo ender. Its active frames are long, making it easy to punish high jump-ins by having them fall into the slide. Can be spaced to be made safe on block, even plus. | ||
}} | }} | ||
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The '''A version''' is one hit and stays relatively close to Kula. It also has full invincibility. It's the slowest out of all her DPs so it's prone to even not perfect safe jumps. This is an easy super cancel, and since it's only one hit you get the full damage when cancelled. When used as a combo ender, Kula has enough time to force a throw/low mix-up on quick rise, even midscreen. | The '''A version''' is one hit and stays relatively close to Kula. It also has full invincibility. It's the slowest out of all her DPs so it's prone to even not perfect safe jumps. This is an easy super cancel, and since it's only one hit you get the full damage when cancelled. When used as a combo ender, Kula has enough time to force a throw/low mix-up on quick rise, even midscreen. | ||
---- | ---- | ||
The '''C version''' is 2 hits and travels very far forward. Has | The '''C version''' is 2 hits and travels very far forward. Has upper body invincibility only. Main combo ender for damage and also useful for anti-airs. Grants little oki midscreen. | ||
---- | ---- | ||
The '''EX version''' is fast and has full invincibility. A great reversal, and is mainly used on defense and anti air. | The '''EX version''' is fast and has full invincibility. A great reversal, and is mainly used on defense and anti air. | ||
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Kula breathes an icy breath. Great for zoning and putting on pressure midscreen as it reaches quite far and is very safe on block. The breath does not disappear when Kula is hit, potentially hitting your opopnents away even if they are able to get in. Functions like a melee attack but counts as a projectile, meaning it can be reflected. | Kula breathes an icy breath. Great for zoning and putting on pressure midscreen as it reaches quite far and is very safe on block. The breath does not disappear when Kula is hit, potentially hitting your opopnents away even if they are able to get in. Functions like a melee attack but counts as a projectile, meaning it can be reflected. | ||
---- | ---- | ||
The '''A version''' is a fast midrange breath, good for general zoning and blockstrings. Poke around with it in neutral to keep your opponent out. It has a lot of active frames so opponents can easily fall or run into it. Acts as a frame trap when cancelled from normals. If it hits counterhit, Kula can juggle after, but this doesn't apply often, even in the corner. | The '''A version''' is a fast midrange breath, good for general zoning and blockstrings. Poke around with it in neutral to keep your opponent out. It has a lot of active frames so opponents can easily fall or run into it. Acts as a frame trap when cancelled immediately from light normals and delayed from heavy normals. If it hits counterhit, Kula can juggle after, but this doesn't apply often, even in the corner. | ||
---- | ---- | ||
The '''C version''' is a more committal tool made more for pressure than zoning. Slow startup but huge range and is very plus on block. On hit, you can convert depending on range, generally you can at least get a 2D or 3D but closer allows for combos into f.C > 214D. On block, you can mix-up a sweep or a hop. Immediate 236A is also a useful trap, often causing the breath to trade in your favor if they press buttons. | The '''C version''' is a more committal tool made more for pressure than zoning. Slow startup but huge range and is very plus on block. On hit, you can convert depending on range, generally you can at least get a 2D or 3D but closer allows for combos into f.C > 214D. On block, you can mix-up a sweep or a hop. Immediate 236A is also a useful trap, often causing the breath to trade in your favor if they press buttons. | ||
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|description3= | |description3= | ||
* Projectile reflector and hard knockdown tool | * Projectile reflector and hard knockdown tool | ||
An icy hand swipe | An icy hand swipe. Great for counter zoning in conjunction with 236A/C. Used to be useful for building meter, but that has been nerfed from previous games. | ||
---- | ---- | ||
The '''A version''' is the fastest | The '''A version''' is the fastest and will only nullify a projectile. A combo ended in this results in a hard knockdown and a meaty 22C setup at the cost of some damage. If juggled into, two hops will set up a safe jump. | ||
---- | ---- | ||
The '''C version''' is a bit slower | The '''C version''' is a bit slower but has Kula send out her own projectile on projectile hit. On air hit this will cause a juggle for extended combos. | ||
---- | ---- | ||
The '''EX version''' sends an EX ice ball back, which knocks down on hit. It also causes a juggle state, but is hard to combo into. | The '''EX version''' sends an EX ice ball back, which knocks down on hit. It also causes a juggle state, but is hard to combo into. Can't be juggled into. | ||
}} | }} | ||
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The '''Meterless version''' is used to combo into 623C or 214A in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a 214D. | The '''Meterless version''' is used to combo into 623C or 214A in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a 214D. | ||
---- | ---- | ||
The '''EX version''' contains all the same properties, but is able to connect with airborne opponents making it very useful in juggles. | The '''EX version''' contains all the same properties, but is able to connect with airborne opponents and launches very high, making it very useful in juggles. | ||
}} | }} | ||
Revision as of 19:36, 20 May 2022
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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