-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Kula Diamond: Difference between revisions
Line 317: | Line 317: | ||
==4 meters== | ==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 | |||
** Easy and damaging combo | |||
* (place combo here) = (place damage amount here) | * (place combo here) = (place damage amount here) |
Revision as of 13:10, 16 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: 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)-One Inch-B Ray Spin~Sit, C Crow Bites = (place damage amount here)
4-frame point blank punish
- cl.D(1)-One Inch-B Ray Spin~Sit, C Crow Bites = (place damage amount here)
7-frame point blank punish
- cr.B cr.B st.B-C Crow Bites
4-frame close range punish, safe 2-hit low confirm, moderate corner carry
- cr.B cr.B st.B-Ice Sledge
4-frame close range punish, safe 2-hit low confirm, better knockdown than C Crow Bites
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge = (???) damage
- 4-frame punish; great damage
- Caution: If used as confirm, note that One Inch and B Ray Spin are minus enough to be punished with 2-bar supers from many characters
- cl.D(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge = (???) damage
- 7-frame punish
- Does 15 more damage than the same combo with cl.C
- Caution: If used as confirm, note that One Inch and B Ray Spin are minus enough to be punished with 2-bar supers from many characters
- cr.B cr.B st.B, C Crow Bites(1)-Frozen Arena = (???) damage
- 4-frame 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 C Crow Bites and be unable to super cancel.
- If opponent is too far after the second cr.B hits, st.B (and probably C Crow Bites) will whiff too.
- cr.B cr.B-BC, cl.C(1)-One Inch-EX Diamond Breath, run up EX Ray Spin, C Crow Bites = (???) damage
- 4-frame two-hit low confirm to Quick Max(1000/2 meter)
- cr.B cr.B-BC, cl.C(1)-One Inch-B Ray Spin, run up EX Ray Spin, EX Crow Bites = (???) damage
- 4-frame two-hit low confirm to Quick Max(1000/2 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
- cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge-Glacier Ridge = (place damage amount here)
- 4-frame punish
- Easy and damaging combo
- (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]