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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
Kula is a well-rounded character with a plethora of pokes, anti-airs, pressure moves, and damaging specials that make her appealing to use at any spot on one's team. She also handles zoning characters extremely well due to specials such as Diamond Breath and Counter Shell. In terms of offense, st.B, cr.B, st.C, and CD are all great pokes and potential combo starters. j.C and j.CD give her terrific aerials, pressure tools and a deadly cross up tool in the former. Ray Spin allows her to pressure foes, dodge projectiles, and even make blockstrings safe. Crow Bite gives her a mostly solid reversal as well as a damaging combo tool. She builds meter very well and is a nightmare to deal with once she corners an opponent.
Her only notable weaknesses are lack of a grounded overhead, forcing players to rely more on fundamentals to successfully mix up opponents and weak blockstrings that can be interrupted by fast or invincible moves. Against smart players, she will not be able to ‘autopilot’ into her blockstrings.
Other than that, she is a very solid character that new players and veterans alike will enjoy due to her ease of use and the utility she provides for teams.
Normals
Standing
- st. A: A quick ice stab. Can stop hops and be used as a poke but inferior to st. B for either purpose due to st.A’s inferior range, damage and startup. -3 on block. Special Cancel-able and chain-able into her other light normals.
- st. B: Kula does a kick with great horizontal range. With 5 frame startup, it makes a great poke and hop stopper. Now hits almost all crouching characters without having to be comboed into. Even on block. Cancel-able on hit. st. B now moves Kula forward, increasing her to chance to stay grounded for the first hit of C Crow Bites (dp+C), making her Super Cancels from the special more consistent. Can cancel into B Ray Spin for a nice blockstring, though opponents can stuff the special with invincible moves or 1-frame command throws. Also does enough hitstun to start MAX MODE combos.
- st. C: Kula does a slow ice stab. 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 deals a lot of damage. That confirm can be punished by many invincible 2-bar supers though. Even on block.
- st. D: Kula performs an ice-shrouded high kick. Can be utilized as an anti-air though very slow. Has poor horizontal range. Completely misses crouching characters. -4 on block. Not special cancel-able, but super cancel-able.
Close
- cl. A: Kula does a close-ranged ice stab. One of her fastest hop stoppers at 4-frames. Chain-able into her other light normals. Even on block. Special cancel-able.
- cl. B: Kula does a quick spin kick. Has wide hitbox and can stuff hops. -2 on block. Special cancel-able but not chain-able.
- cl. C: Cancel-able, 2-hit confirm with great 4-frame startup. Kula’s go-to punish normal. First hit forces crouchers to stand. -10 on block. Both hits are cancel-able. First hit should always be canceled into f+A (One Inch) as it does more damage that simply doing cl.C’s 2 hits.
- cl. D: Kula does a 2-hit axe kick. Like cl.C, both hits are cancel-able. cl.D is stronger than cl.C but much slower at 8 frames. Good for punishing very slow moves and during MAX MODE combos. Can also anti-air foes right above Kula. -8 on block.
Crouching
- cr. A: Kula sits down and kicks upward. Has decent range and lowers her hurtbox, so it can be used as an anti-air. -4 on block. Special Cancel-able but not chain-able.
- cr. B: Kula bends down and delivers a very fast, long reaching kick. One of her best normals. Chains into itself most of her light normals, is even on block, hits low, and is special cancel-able. Good to confirm into st.B. 4-frame startup.
- cr. C: Kula freezes her hair and thrusts it upward. Makes a good anti-air but too slow to stop hops. Very punishable if whiffed. -1 on block. Not special-cancelable
- cr. D: Quick sweep with great range. Can be used as a long distance poke. Hits low and knocks down on hit. -5 on block. Special-cancelable.
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. Susceptible to low profile anti-airs.
- 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: Kula crafts a ball of ice and thrusts it forward. Has huge range. Causes a wall splat on standing opponents, which can be canceled into D Ray Spin for followups.
- j. CD: A flying spin kick with slow startup but great range. Makes a good air-to-air or air-to-ground for pressure. Kula can be stuffed before the move comes out due to the slow startup.
Throws
Ice Coffin - (b/f+C) close
- Kula traps the opponent in ice before blasting them forward
- Can be broken
- Soft knockdown
Ice Sledge - (b/f+D) close
- Kula bashes the opponent with ice while flipping over them
- Can be broken
- Hard knockdown
Command Moves
One Inch - (f+A)
- Kula does a one inch punch that crumples the foe on hit
- Only super-cancelable on its own
- If canceled into, loses crumple property but becomes special cancel-able
Slider Shoot - (f+B)
- Kula slides on the ground via ice
- Hits low
- Can be comboed into from her light or heavy normals
- Can slide under a lot of high projectiles
- Can be MAX MODE canceled on hit to create a safe jump
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)-f+A-qcb+B~f+D, dp+C-hcbhcb+AC = (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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