Kula Diamond is a strawberry sorbet loving cybernetically modified human, crafted by the syndicate NESTS in order to exterminate K´. The results of such modifications do have their drawbacks, as she looks and behaves like a child, the cryokinesis she has acquired, allows her to instantly turn water molecules in the air into ice.
|data=
{{AttackData-KOFXV
After the destruction of NESTS, she teamed up with K´ and his allies. However, all of that came undone after a fight with K´, causing her to run away from the group. All alone, she was snatched up by Krohnen and Ángel, where she was added to their team.
|damage=
|stun=
==Movelist==
|startup=
|active=
(*) = EX OK
|recovery=
|hitAdv=
(!) = MAX OK
|blockAdv=
|hitbox=
'''Throws'''
|invul=
|description= Kula's uppercut. Moves her very far forward, and has a nice hitbox on top of it. A version is faster and doesn't move as far forward, making it good for anti-air. C version is a reversal, moves very far forward so it's a bit awkward to anti-air with, and is also your main combo ender. EX version is higher damage and invincibility.
Ice Coffin - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
}}
Ice Sledge - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
Kula jabs her hand out with some freezing ice on it. Great range, stops hops well, and actually does not lose to crouching unlike many other far 5A normals. It can also cancel, so it's nice to use as a fast counterpoke.
}}
====Far B====
{{FrameDataCargo-KOFXV
|moveId=kula_stb
|description=
* Chainable from light normals
A far-reaching kick. Similar to far 5A in most ways, as it's also a good poke that can whiff punish well and doesn't whiff on crouchers.
}}
====Far C====
{{FrameDataCargo-KOFXV
|moveId=kula_stc
|description=
* Cancellable into any specials
Kula steps forward and hits with a big ball of ice. A bit slow on startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more things than those can. More committal but higher reward neutral poke and pressure tool.
}}
====Far D====
{{FrameDataCargo-KOFXV
|moveId=kula_std
|description=
* Cannot be cancelled at all outside of quick max and supers.
Kula leans back and kicks forward. Less range than her other normals, but makes for a great anti-air thanks to the lean back and high hitbox.
}}
===Close Standing Normals===
====Close A====
{{FrameDataCargo-KOFXV
|moveId=kula_cla
|description=
* Starts her Rush combo series
A quick jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's nice to press in a scramble. Worse at anti-hop since the hitbox is quite low, so try to space out to get far 5A.
}}
====Close B====
{{FrameDataCargo-KOFXV
|moveId=kula_clb
|description=
* 0 on hit
Kula does a backward spin kick. Doesn't seem to have much use, but can set up some gimmicky -2 into DP things.
}}
====Close C====
{{FrameDataCargo-KOFXV
|moveId=kula_clc
|description=
* Both hits cancellable
Kula does a fast uppercut followed by a shoulder to the chest. Fast 2 hit heavy for hitconfirming, and the first hit reaches high enough and fast enough to be a close anti-air in the right situations.
}}
====Close D====
{{FrameDataCargo-KOFXV
|moveId=kula_cld
|description=
* Both hits cancellable
A kick up followed by an axe kick down covered in ice. Kula's highest damage close normal, but the very short range and tendency to fall out makes it only really good when you can get both hits.
}}
}}
===Crouch Normals===
====Crouch A====
{{FrameDataCargo-KOFXV
|moveId=kula_cra
|description=
Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. Otherwise 2B is superior.
}}
====Crouch B====
{{FrameDataCargo-KOFXV
|moveId=kula_crb
|description=
* Can be whiff cancelled
A low kick, classic KOF move. Hits faster than her 2A, and from farther away. Great for long confirms, especially when chained into her long range 5B. Notably it's Kula's only whiff cancel.
}}
====Crouch C====
{{FrameDataCargo-KOFXV
|moveId=kula_crc
|description=
Kula freezes her hair and stabs it upwards. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. Cannot be cancelled however, so it doesn't do well in combos and punishes like some other 2Cs
}}
====Crouch D====
{{FrameDataCargo-KOFXV
|moveId=kula_crd
|description=
A great sweep. Cancelled into moves like 236C or 214BD it allows Kula to pressure from very far, and get in range for a 2B string combo.
}}
{{MoveData
===Jump Normals===
|image=
====Jump A====
|caption=
{{FrameDataCargo-KOFXV
|name=Diamond Breath (236A/C/AC)
|moveId=kula_ha,kula_ja
|data=
|name=jump A
{{AttackData-KOFXV
|input=j.A
|damage=
|description2= Kula puts her hand directly below her and freezes it. Can be an ambiguous crossup, but doesn't reach very far behind her. Still, this is your only crossup, so it has that much going for it.
|stun=
}}
|startup=
====Jump B====
|active=
{{FrameDataCargo-KOFXV
|recovery=
|moveId=kula_hb,kula_jb
|hitAdv=
|name=jump B
|blockAdv=
|input=j.B
|hitbox=
|description2= A quick kick. Fast air-to-air, good to hop in place with these and create a wall. Not a great jump in as the hitbox is very high.
|invul=
}}
|description= An icy breath. Good for zoning and pressure, as it has great range and is relatively safe especially when spaced out. Essentially a fireball. A version is fairly standard, causes a knockdown on hit and can be used in combos. C version is much slower, very plus, and leaves them standing with enough plus frames to get a combo off depending on the range. EX version has the same range and speed as A, but causes a crumple on hit.
====Jump C====
}}
{{FrameDataCargo-KOFXV
|moveId=kula_hc,kula_jc
|name=jump C
|input=j.C
|description2= Kula freezes both hands and spikes her opponent. Beefy jump-in, hits very low making it great to punish whiffed sweep attempts but is a terrible air-to-air.
}}
====Jump D====
{{FrameDataCargo-KOFXV
|moveId=kula_hd,kula_jd
|name=jump D
|input=j.D
|description2= Kula swings her leg downward. More horizontal range than j.C but less vertical, nice to use if you aren't too sure you can land the j.C. Can be an air-to-air but is probably not the best option.
}}
}}
===Blowback===
====Blowback====
{{FrameDataCargo-KOFXV
|moveId=kula_cd
|description=
* Cancellable, causes wall splat
Kula swings a huge ball of ice. Very fast CD, has similar range to her 5C but no forward movement and is not that bad on whiff. Throw this out as a fairly safe poke and pressure tool.
}}
{{MoveData
====ShatterStrike====
|image=
{{FrameDataCargo-KOFXV
|caption=
|moveId=kula_qcf+cd
|name=Counter Shell (214A/C/AC)
|description=
|data=
*Causes crumple
{{AttackData-KOFXV
Kula's shatter strike. Costs one bar but refunds 50% if hit. Much worse on whiff and block than CD, but can still be used in similar ways.
|damage=
|stun=
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|hitbox=
|invul=
|description= Reflector. Kula swipes her hand down, and on collision with a projectile, deletes it and replaces it with her own icy fireball. A version sees more use in combos as an alternative ender for a hard knockdown and 22C setup, C version is not a hard knockdown, EX gives a juggle on hit but is very hard to combo into in juggles.
}}
}}
}}
====jump CD====
{{FrameDataCargo-KOFXV
|moveId=kula_hcd,kula_jcd
|name=jump CD
|input=j.CD
|description2= A spinning air kick. Hitbox doesn't actually start until the ice effect appears on her second leg, so the startup is quite slow. Hits all around her however, good at controlling air space and late hit jump mixups.
}}
==Throws==
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Ray Spin (214B/D/BD)
|name=Ice Coffin (close, ←/→ + C)
|data=
|data=
{{AttackData-KOFXV
{{AttackData-KOFXV
|damage=
|damage= 100
|stun=
|stun=
|startup=
|startup=
|active=
|active=
|recovery=
|recovery=
Line 75:
Line 248:
|hitbox=
|hitbox=
|invul=
|invul=
|description= Spinning kicks. Main combo tool, as it gives good juggles and has 2 followups that allow some versatile combos. B version is part of her main BNB as it leaves them standing but it only hits once, D version hits twice and gives a good launch which makes it a bit better in the corner, and EX is a bit more of a utility as it's safer on block and the followups get some different abilities. EX is also fast enough to combo from lights.
|description= Kula freezes the opponent in ice before blowing them up. Hard knockdown, they get thrown just a bit too far for a 22C meaty setup but you can still safely summon it if you want it to zone with or run forward for a meaty jump in or 2B.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Ray Spin (Stand) (> 6B)
|name=Ice Sledge (close, ←/→ + C)
|data=
|data=
{{AttackData-KOFXV
{{AttackData-KOFXV
|damage=
|damage= 100
|stun=
|stun=
|startup=
|startup=
Line 93:
Line 268:
|hitbox=
|hitbox=
|invul=
|invul=
|description= Kula kicks up a leg and shoots out an icy projectile similar to the one seen with a successful 214A reflect. Sees most use in corner combos, and while it can technically be used as a more traditional fireball to zone with, having to whiff an entire 214B before shooting makes it niche. Mostly, this is used in corner combos where the kick and fireball can both connect and allow for higher damage juggles. EX version is very fast, and leaves Kula plus on block.
|description= Kula leapfrogs over the opponent, tossing them far behind her. Thrown too far for any real oki, so unless you want the sideswap C throw is a bit better.
}}
}}
}}
}}
=Command Moves=
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption=
|name=Ray Spin (Sit) (> 6D)
|name=One Inch (6A)
|data=
|data=
{{AttackData-KOFXV
{{AttackData-KOFXV
|damage=
|damage= 70
|stun=
|stun= 70
|startup=
|startup= 22
|active=
|active=
|recovery=
|recovery=
|hitAdv=
|hitAdv= Crumple
|blockAdv=
|blockAdv= =6
|hitbox=
|hitbox=
|invul=
|invul=
|description= Kula slides forward with a move similar to her 3D. Launches on a grounded connect, which is important for her BNB combos, but will not connect on an airborne opponent making 6B a better followup in those situations. Very unsafe on block as well. EX version is able to connect with airborne opponents, and gives a good juggle when it does.
|description= A slow punch. On normal hit, it crumples the opponent and allows a combo after. If cancelled into, it becomes much faster and cancellable making it nice for combos.
}}
}}
}}
}}
Line 119:
Line 297:
|image=
|image=
|caption=
|caption=
|name=Falling Snowman (22A/C/AC)
|name=Slider Shoot (3D)
|data=
|data=
{{AttackData-KOFXV
{{AttackData-KOFXV
|damage=
|damage= 80
|stun=
|stun= 70
|startup=
|startup= 11
|active=
|active=
|recovery=
|recovery=
|hitAdv=
|hitAdv= Knockdown
|blockAdv=
|blockAdv= -11~-2
|hitbox=
|hitbox=
|invul=
|invul=
|description= Kula summons a snowman in the sky, which hangs out for a bit before falling to the ground. Zoning and oki tool, nice to have it out to just keep the opponent moving around. After most 214A combo enders, you space perfectly for a 22C that hits meaty and allows you to run more pressure or combo if it hits. A version summons close to Kula, C version summons far, and EX will summon 2 snowmen: one directly above the opponent wherever they are, and one slightly behind them.
|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.
Kula Diamond is a strawberry sorbet loving cybernetically modified human, crafted by the syndicate NESTS in order to exterminate K´. The results of such modifications do have their drawbacks, as she looks and behaves like a child, the cryokinesis she has acquired, allows her to instantly turn water molecules in the air into ice.
After the destruction of NESTS, she teamed up with K´ and his allies. However, all of that came undone after a fight with K´, causing her to run away from the group. All alone, she was snatched up by Krohnen and Ángel, where she was added to their team.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula jabs her hand out with some freezing ice on it. Great range, stops hops well, and actually does not lose to crouching unlike many other far 5A normals. It can also cancel, so it's nice to use as a fast counterpoke.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula steps forward and hits with a big ball of ice. A bit slow on startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more things than those can. More committal but higher reward neutral poke and pressure tool.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A quick jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's nice to press in a scramble. Worse at anti-hop since the hitbox is quite low, so try to space out to get far 5A.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula does a fast uppercut followed by a shoulder to the chest. Fast 2 hit heavy for hitconfirming, and the first hit reaches high enough and fast enough to be a close anti-air in the right situations.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A kick up followed by an axe kick down covered in ice. Kula's highest damage close normal, but the very short range and tendency to fall out makes it only really good when you can get both hits.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A low kick, classic KOF move. Hits faster than her 2A, and from farther away. Great for long confirms, especially when chained into her long range 5B. Notably it's Kula's only whiff cancel.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula freezes her hair and stabs it upwards. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. Cannot be cancelled however, so it doesn't do well in combos and punishes like some other 2Cs
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula puts her hand directly below her and freezes it. Can be an ambiguous crossup, but doesn't reach very far behind her. Still, this is your only crossup, so it has that much going for it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula freezes both hands and spikes her opponent. Beefy jump-in, hits very low making it great to punish whiffed sweep attempts but is a terrible air-to-air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula swings her leg downward. More horizontal range than j.C but less vertical, nice to use if you aren't too sure you can land the j.C. Can be an air-to-air but is probably not the best option.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Kula swings a huge ball of ice. Very fast CD, has similar range to her 5C but no forward movement and is not that bad on whiff. Throw this out as a fairly safe poke and pressure tool.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A spinning air kick. Hitbox doesn't actually start until the ice effect appears on her second leg, so the startup is quite slow. Hits all around her however, good at controlling air space and late hit jump mixups.
Throws
Ice Coffin (close, ←/→ + C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
100
-
-
-
-
-
-
Kula freezes the opponent in ice before blowing them up. Hard knockdown, they get thrown just a bit too far for a 22C meaty setup but you can still safely summon it if you want it to zone with or run forward for a meaty jump in or 2B.
Ice Sledge (close, ←/→ + C)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
100
-
-
-
-
-
-
Kula leapfrogs over the opponent, tossing them far behind her. Thrown too far for any real oki, so unless you want the sideswap C throw is a bit better.
Command Moves
One Inch (6A)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
70
70
22
-
-
Crumple
=6
A slow punch. On normal hit, it crumples the opponent and allows a combo after. If cancelled into, it becomes much faster and cancellable making it nice for combos.
Slider Shoot (3D)
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
80
70
11
-
-
Knockdown
-11~-2
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.