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XV Broken/Kula Diamond: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
===Crow Bite=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_dp+a,kula_dp+c,kula_dp+ac | |||
|input=623A/C/AC | |||
|description3= | |||
* Reversal and combo ender | |||
Kula's uppercut. Mostly an anti-air tool, as only the EX version possesses full body invincibilty. Also her main combo ender for damage routes. | |||
---- | |||
The '''A version''' is one hit and stays relatively close to Kula, making it ideal for anti-air uses. | |||
---- | |||
The '''C version''' is 2 hits and travels very far forward, main combo ender and also useful for far anti-airs. | |||
---- | |||
The '''EX version''' is a real reversal, and is mainly used on defense but can also be an anti-air thanks to the invincibility. | |||
}} | }} | ||
===Diamond Breath=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_qcf+a,kula_qcf+c,kula_qcf+ac | |||
|input=236A/C/AC | |||
|description3= | |||
* Zoning and pressure tool | |||
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 '''A version''' is a fast midrange breath, good for general zoning and can be used in combos although it isn't the best. Poke around with it in neutral to keep your opponent out. | |||
---- | |||
The '''C version''' is a more committal tool made more for pressure than zoning, slow startup but huge range and is 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 214B. | |||
---- | |||
The '''EX version''' is the same speed and range as the A version, but crumples on hit to allow combos after. Unlike the others, this is specifically for combos as it is not as safe on block and the A version zones better for no meter cost. | |||
}} | }} | ||
===Counter Shell=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_qcb+a,kula_qcb+c,kula_qcb+ac | |||
|input=214A/C/AC | |||
|description3= | |||
* Projectile reflector and hard knockdown tool | |||
An icy hand swipe. If it connects with a projectile, Kula quickly kicks and sends out an icy ball that travels very quickly back to the opponent. Great for counter zoning in conjunction with 236A/C | |||
---- | |||
The '''A version''' is the fastest, but will actually be more used in combos. A combo ended in this results in a hard knockdown and a meaty 22C setup at the cost of some damage. | |||
---- | |||
The '''C version''' is a bit slower and doesn't knock down, but is a bit more reliable at counter zoning. | |||
---- | |||
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. | |||
}} | }} | ||
===Ray Spin=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_qcb+b,kula_qcb+d,kula_qcb+bd | |||
|input=214B/D/BD | |||
|description3= | |||
* Combo move, and has some applications in blockstrings | |||
Kula's spinning kicks. Has a variety of uses, with the Stand and Sit followups also giving it more variety. Many ways to get good damage, be safe or even plus on block, and mix an opponent up. Generally bad to use in neutral however. | |||
---- | |||
The '''B version''' kicks once, and leaves the opponent grounded. Meterless combo move, as it leads to the highest damage without needing to juggle the opponent. Least safe on block. | |||
---- | |||
The '''D version''' is a launcher and hits twice. Mainly used in places where the B version won't connect properly, like after a crumple, and in some corner combos. Safe on block as well. | |||
---- | |||
The '''EX version''' is the fastest, and can combo from light hits. It also changes the properties of the followups to be generally more powerful. Safest on block, and being 0 you can usually try for pressure afterwards. | |||
}} | }} | ||
===Ray Spin (Stand)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_qcb+b~6b,kula_qcb+d~6b,kula_qcb+bd~6b | |||
|input=6B after any Ray Spin | |||
|description3= | |||
* Safe or plus ender, and corner combo extender | |||
Kula kicks a leg up and shoots out an ice ball similar to when she reflects a projectile with Counter Shell. Mainly seen as a safe blockstring ender, but it does allow followup juggles in the corner. | |||
---- | |||
The '''Meterless version''' sees use as the above, as with a delay you can hit both the kick and ice ball before juggling in the corner. Can be used as a zoning tool after a 214B but whiffing the Ray Spin leaves you open. | |||
---- | |||
The '''EX version''' is plus on block, making it great for use in pressure as you can run a mixup between a few different options. Does no more damage than the meterless versions, meaning there's not much use for it in corner combos. | |||
}} | }} | ||
===Ray Spin (Sit)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_qcb+b~6d,kula_qcb+d~6d,kula_qcb+bd~6d | |||
|input=6D after any Ray Spin | |||
|description3= | |||
* Juggle extender | |||
Kula slides with a slide similar to 3D, but it launches instead of knocking down. Great for juggling into her two enders, but unsafe on block so be sure to confirm it. | |||
---- | |||
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. | |||
}} | }} | ||
===Falling Snowman=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_dd+a,kula_dd+c,kula_dd+ac | |||
|input=22A/C/AC | |||
|description3= | |||
* Oki and zoning tool | |||
Kula summons a snowman at the top of the screen, which hangs for a bit before falling. Useful in meaty setups and zoning, but Kula has to whiff a long animation before summoning it. | |||
---- | |||
The '''A version''' summons about 1/4th of the screen away, and is good to use when the opponent is very far as it can cover you from them approaching as you use 236A/C to zone. | |||
---- | |||
The '''C version''' summons about 3/4th of the screen away, and is used when the opponent is knocked down after a 214A to set up meaties. Can also be used for zoning if an opponent is stubborn about approaching, but the lengthy animation and the fact it really doesn't cover you means 22A is superior at this. | |||
---- | |||
The '''EX version''' summons 2 snowmen, one right above the opponent and one slightly behind. Great for zoning as it can easily force an opponent to move, and can be used for oki setups as well without the need for a 214A. The first snowman also causes a juggle, but the second snowman causes a knockdown that you can't convert from | |||
}} | |||
}} | }} | ||
Revision as of 14:18, 6 March 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 zoning and pressure character who wants to use her projectiles and powerful normals to keep opponents locked down. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A
|
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Far B
stand B
st.B
st.B
|
---|
Far C
stand C
st.C
st.C
|
---|
Far D
stand D
st.D
st.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A
|
---|
Crouch B
crouch B
cr.B
cr.B
|
---|
Crouch C
crouch C
cr.C
cr.C
|
---|
Crouch D
crouch D
cr.D
cr.D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
ShatterStrike
qcf+CD
qcf+CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Ice Coffin (close, ←/→ + C) |
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Ice Sledge (close, ←/→ + C) |
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Command Moves
One Inch (6A) |
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Slider Shoot (3D) |
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Special Moves
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC
|
---|
Diamond Breath
Diamond Breath
236A/C/AC
236A/C/AC
|
---|
Counter Shell
Counter Shell
214A/C/AC
214A/C/AC
|
---|
Ray Spin
Ray Spin
214B/D/BD
214B/D/BD
|
---|
Ray Spin (Stand)
Ray Spin (Stand)
6B after any Ray Spin
6B after any Ray Spin
|
---|
Ray Spin (Sit)
Ray Spin (Sit)
6D after any Ray Spin
6D after any Ray Spin
|
---|
Falling Snowman
Falling Snowman
22A/C/AC
22A/C/AC
|
---|
}}
Super Special Moves
Diamond Edge (236236A/C/AC) |
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Frozen Arena (236236B/D/BD) |
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Climax Super Special Moves
Glacier Ridge |
---|