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The King of Fighters XIV/Kula Diamond
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)-f+A-qcb+B~f+D, dp+C = 279 damage
- 4-frame point blank punish
- cl.D(1)-f+A-qcb+B~f+D, dp+C = 294 damage
- 7-frame point blank punish
- cr.B cr.B st.B-dp+C = 192 damage
- 2-hit low confirm
- cr.B cr.B st.B-df+B = 153 damage
- 2-hit low confirm, better knockdown than dp+C and easier to execute
- Can quick max df+B to set up safe jump
1 meter
- cl.C(1)-f+A-qcb+B~f+D, dp+C(1)-qcfqcf+P = 384 damage
- 4-frame punish; great damage
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- cl.D(1)-f+A-qcb+B~f+D, dp+C(1)-qcfqcf+P = 399 damage
- 7-frame point blank punish
- Even better damage
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- far C-qcb+B~f+D, dp+C(1)-qcfqcf+P = 391 damage
- Slow but long-range punish; far C reaches further than st.B
- Caution: If used as confirm, note that f+A and qcb+B are minus enough to be punished with 2-bar supers from many characters
- cr.B cr.B st.B, dp+C(1)-qcfqcf+K = 299 damage
- 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 dp+C and be unable to super cancel.
- If opponent is too far after the second cr.B hits, st.B (and probably dp+C) will whiff too. Kula will likely eat a full combo afterwards.
- Can finish with qcfqcf+P instead for 5 more damage, but recovers too late to get a safe jump (though she can still get a meaty on a cornered opponent)
Note: Kula's QM combos are weak.
2 meters
- cl.C(1)-f+A-BC, cl.D(1)-f+A-qcf+AC, qcfqcf+BD = (place damage amount here)
- 4-frame punish
- Good damage and knockdown. Can safe hop afterwards, and even crossover hop C if opponent isn't in the corner
- cl.D(1)-f+A-BC, cl.D(1)-f+A-qcf+AC, qcfqcf+BD = (place damage amount here)
- 7-frame punish, does 15 more damage than with cl.C
- Good damage and knockdown
- Can safe hop afterwards
- Can ambiguous crossover hop C afterwards if opponent isn't in the corner
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites-Glacier Ridge = (place damage amount 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
- Wait a few moments after impact from Diamond Edge before CM Cancel to Glacier Ridge (or else it will whiff)
- (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
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