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The King of Fighters XIV/Kula Diamond: Difference between revisions
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=Command Moves= | =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= | =Special Moves= |
Revision as of 15:16, 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
- st. A:
- st. B: 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 cr. B'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 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 Lay Spin (qcb+B) and thus a lot of damage. The confirm can be punished cleanly by many invincible 2-bar supers though.
- st. D:
Close
- cl. A:
- cl. B:
- cl. C: 4-frame startup. Two hit confirm.
- cl. D: 5-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 confirm button. Finish with a st. B on hit and
- 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:
- j. 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.
- j. D: Long horizontal range. Cannot be used as crossover attack.
Blowback
- st. CD:
- 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
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)