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

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[[Image:Kula_XIII.PNG]] [[Image:spacer.gif]] [[File:Sprite_Kula_XIII.gif]]
[[Image:Kula_XIII.jpg]] [[Image:spacer.gif]] [[File:Sprite_Kula_XIII.gif]]


[[Image:Kulaxiiimoves.png]]
[[Image:Kulaxiiimoves.png]]
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===Standing===
===Standing===


'''st. A:''' 25 damage, cancellable/chain-able, hits high.
'''st. A:''' 25 damage, cancellable/chain-able, hits mid.


'''st. B:''' 30 damage, cancellable, hits high.
'''st. B:''' 30 damage, cancellable, hits mid.


'''st. C:''' 80 damage, cancellable, hits high.
'''st. C:''' 80 damage, cancellable, hits mid.


'''st. D:''' 25x2 damage, hits high.
'''st. D:''' 25x2 damage, hits mid.


'''cl. C:''' 55 + 25 damage, cancellable, hits high.
'''cl. C:''' 55 + 25 damage, cancellable, hits mid.


'''cl. D:''' 55 + 25 damage, cancellable, hits high.
'''cl. D:''' 55 + 25 damage, cancellable, hits mid.


===Crouching===
===Crouching===


'''cr. A:''' 25 damage, cancellable, hits high.
'''cr. A:''' 25 damage, cancellable, hits mid.


'''cr. B:''' 30 damage, cancellable/chain-able, hits low.
'''cr. B:''' 30 damage, cancellable/chain-able, hits low.


'''cr. C:''' 70 damage, hits high.
'''cr. C:''' 70 damage, hits mid.


'''cr. D:''' 80 damage, cancellable, hits low.
'''cr. D:''' 80 damage, cancellable, hits low.
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===Jumping===
===Jumping===


'''j. A:''' 45 (40) damage, hits mid.
'''j. A:''' 45 (40) damage, hits overhead.


'''j. B:''' 45 (40) damage, hits mid.
'''j. B:''' 45 (40) damage, hits overhead.


'''j. C:''' 72 (70) damage, hits mid.
'''j. C:''' 72 (70) damage, hits overhead.


'''j. D:''' 70 (68) damage, hits mid.
'''j. D:''' 70 (68) damage, hits overhead.


===Blowback Attack===
===Blowback Attack===


'''CD:''' 75 damage, whiff/cancellable, hits high.
'''CD:''' 75 damage, whiff/cancellable, hits mid.


'''j. CD:''' 90 (80) damage, hits high.
'''j. CD:''' 90 (80) damage, hits mid.


'''GCCD:''' 10 damage, hits high.
'''GCCD:''' 10 damage, hits mid.





Revision as of 14:44, 21 December 2011

File:Sprite Kula XIII.gif


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A: 25 damage, cancellable/chain-able, hits mid.

st. B: 30 damage, cancellable, hits mid.

st. C: 80 damage, cancellable, hits mid.

st. D: 25x2 damage, hits mid.

cl. C: 55 + 25 damage, cancellable, hits mid.

cl. D: 55 + 25 damage, cancellable, hits mid.

Crouching

cr. A: 25 damage, cancellable, hits mid.

cr. B: 30 damage, cancellable/chain-able, hits low.

cr. C: 70 damage, hits mid.

cr. D: 80 damage, cancellable, hits low.

Jumping

j. A: 45 (40) damage, hits overhead.

j. B: 45 (40) damage, hits overhead.

j. C: 72 (70) damage, hits overhead.

j. D: 70 (68) damage, hits overhead.

Blowback Attack

CD: 75 damage, whiff/cancellable, hits mid.

j. CD: 90 (80) damage, hits mid.

GCCD: 10 damage, hits mid.


Throw

b/f + C/D = Ice Coffin

- Can be broken

- Hit Detection: Close

- Damage: 13x7+40


Command Moves

f + A = One Inch Punch

- Cancel-able

- Hit Detection: High

- Damage: 70(50)


df + B = Slider Shoot

- Hit Detection: Low

- Damage: 80


Special Moves

dp + A/C = Crow Bites

(EX) = dp + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 70(40)/70(60)+60/100+60(40)+40


qcf + A/C = Diamond Breath

(EX) = qcf + AC

- Super Cancel-able

- Hit Detection: High

- Damage: 60/70/120


qcb + A/C = Counter Shell

(EX) = qcb + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 45/80 80/50x3


qcb + B/D = Ray Spin

(EX) = qcb + BD

- Hit Detection: High

- Damage: 30/30x2/60x2


(After Ray Spin)∟ f + B (Standing)

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 20+30/45+80


(After Ray Spin)∟ f + D (Sitting)

- Drive/Super Cancel-able

- Hit Detection: Low

- Damage: 30/90


Desperation Moves

qcf x2 + A/C = Diamond Edge

(EX) = qcf x2 + AC

- Max Cancel-able

- Hit Detection: High

- Damage: 210/80x4


hcb x2 + A/C = Freeze Execution

- Hit Detection: High

- Damage: 100+15x12


Neomax

hcb x2 + BD = Neo Freeze Execution

- Hit Detection: High

- Damage: 100+70x2+15x2

Combos

No Stock, No Drive Gauge -

st.C, qcb+B~f+D, dp+C (DMG=231)

cr.B×3, dp+C (DMG=192)

st.C, f+A, qcf+A, qcb+B~f+B, dp+C (DMG=299/348)


1 Stock, No Drive Gauge -

cr.B×3, qcb+BD, dp+C (DMG=271)

cr.B×3, qcb+BD, qcb+B~f+B, dp+C (DMG=308)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+C (DMG=299/348)

st.C, f+A, qcf+A, qcb+B~f+B, dp+AC (DMG=299/348)

st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)


1 Stock, 1+ Drive Gauge -

j.D, st.C, qcb+B~f+D, dp+A, (SC) qcfx2+P (DMG=392)

qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C


2 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C (DMG=454/492)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+AC (DMG=299/348)


2 Stock, 1+ Drive Gauge -

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+C, (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B]x2, dp+C


3 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+AC (DMG=454/492)


Hyper Drive Combos

Links & References

Technical Reference

http://www.youtube.com/watch?v=9sBJCsCsBIY


Discussion Threads

Discuss at Dream Cancel

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