Gameplay Overview
Notable normal: cl.H - This is Kula’s usual two hit axe kick. In SNK Heroines, the 2nd hit actually groundbounces. You can hit this twice, but the second time, only the first hit will connect. This is an interesting normal as well since the first hit can be jump cancelled if you hit an opponent in the air (whether they’re being juggled or not), but not if it hits a grounded opponent.
Normal Moves
c.L
c.L
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
5L
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
|
5LL
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5LLL
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
c.H
c.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
70
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Ground bounces on 2nd hit. Can be jump canceled on 2nd hit.
|
|
f.L
f.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
f.H
f.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
70
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
0
|
|
j.L
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
30
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
j.H
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ground bounce on airborne opponent.
|
|
66H
66H
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
80
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Forward Throw
Forward Throw 6L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
100
|
-
|
-
|
-
|
-
|
Unblockable
|
-
|
-
|
-
|
Causes hard knockdown and can OTG after.
|
|
Back Throw
Back Throw
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
-
|
-
|
-
|
-
|
-
|
Unblockable
|
-
|
-
|
-
|
Throws behind. Causes soft knockdown.
|
|
Air Throw
Air Throw j.5L+G
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
100
|
-
|
-
|
-
|
-
|
Unblockable
|
SKD
|
-
|
-
|
Throws behind. Causes soft knockdown.
|
|
Assist
Assist 5I
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Requires SP Item. Fast moving full-screen projectile that freezes.
|
|
Special Moves
5S
Diamond Breath 5S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
90
|
-
|
-
|
-
|
-
|
-
|
25
|
24
|
1
|
- Kula breathes a breath of cold air directly in front of her.
- It’s got pretty decent horizontal range.
- Knocks an enemy back if it hits.
|
EX
|
100
|
-
|
-
|
-
|
-
|
-
|
45
|
43
|
0
|
- This has slightly more horizontal range than the standard Diamond Breath attack, is faster, and if it hits, it puts the opponent in a crumple stun.
|
|
2S
Crow Bite 2S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
120 (if both hit)
|
-
|
-
|
-
|
SKD
|
-
|
-
|
-
|
1
|
- Kula’s classic anti-air special move.
- This move’s two hits, and can be hit multiple times, if the opponent is high enough in the air for it.
|
EX
|
150
|
-
|
-
|
-
|
SKD
|
-
|
-
|
-
|
-
|
- This version of Crow Bite is three hits instead of two.
- As Kula goes up higher, and recovers slower than she would with the normal Crow Bite, following this one up with anything else would be very unlikely.
- It DOES grant some very brief startup invul, though.
|
|
4S
Psycho Reflector 4S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
50 / 100 reflected projectile
|
-
|
-
|
-
|
SKD
|
-
|
SKD
|
-
|
1
|
- Kula does a wiping motion with her hand, with ice trailing the motion.
- While this can hit the opponent, its main use is in reflecting projectiles. Kula wipes away the projectile, then immediately kicks one of her own back at the enemy.
- In normal KOF games, the projectile Kula kicked back would be impossible to reflect back at her, and in many cases, could just beat other projectiles -- even supers.
- Here, the projectile she kicks back has normal properties, meaning it can be reflected back at Kula after she reflects something back.
- Be careful with this one.
|
EX
|
75 / 100 reflected projectile
|
-
|
-
|
-
|
HKD
|
2
|
HKD
|
19
|
0
|
- This has the same properties of the normal Counter Shell.
- It’s faster, though, and hits a bit harder.
|
|
j.S
Ray Spin 6S
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
Normal
|
60
|
-
|
-
|
-
|
-
|
-
|
SKD
|
-
|
1
|
|
EX
|
106
|
9
|
-
|
-
|
SKD
|
1
|
SKD
|
17
|
0
|
- EX Ray Spin: This version does two spinning kicks and takes Kula slightly higher into the air with them. For each version, Kula counts as being airborne, allowing her to go over some attacks. Regardless of which you do, there are two follow ups:
- Ray Spin - Stand (S after Ray Spin): Kula kicks her leg, sending a tub of ice cream (?!) encased in a snowflake at the opponent. Counting the initial Ray Spin kick, 129 damage. EX version, 154 damage.
- Ray Spin - Sit (2S after Ray Spin): Instead of sending out a projectile, Kula slides along the ground. If this connects, it pops the opponent up into the air. This can be followed up with a cl.H or a Crow Bite. This move can also be hit multiple times. 101 damage if both hits connect. 135 damage if the EX version fully connects, though it’s worth noting that the EX version can’t hit more than once.
|
|
Dream Finish
Dream Finish
5D
Diamond Edge 5D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
350
|
-
|
-
|
-
|
HKD
|
-
|
-
|
-
|
4
|
- Kula slams her hands against the ground, creating an ice spike that reaches up in a narrow, diagonally upward angle.
- As the look of the move would suggest, it’s solid for dealing with people jumping in at you.
- Even though this move does have some crazy solid invulnerability frames, be careful about using this move at random, since either blocking or a well-timed tag is all that’s needed to make this punishable.
|
|
2D
Frozen Arena 2D
|
Damage
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hit Tag Cancel
|
Block Tag Cancel
|
Spirit Gauge Cost
|
350
|
-
|
-
|
-
|
HKD
|
-
|
-
|
-
|
4
|
- Kula slides along the ground, leaving frozen treats in her wake.
- Despite the way this move looks, it only hits twice.
- If you’re close to the opponent when it happens, Kula will actually slide past them.
- It’s pretty quick, so it can be a decent way to punish, or move out of a bad spot, if you have some sort of item to cover your trail so your opponent can’t follow up easily.
|
|
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.
dash = This means to dash to close distance.
Mid screen, 1000 health
1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)
2: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 2D (516 damage)
3: j.H, L,L,H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, 2S(both hits) xx 5D (521 damage)
Mid screen, 500 health
1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)
2: j.H, L,L,H, 66H, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (541 damage)
3: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S(both hits), 4S, 2S(both hits) xx 5D (550 damage)
Opponent in corner, 1000 health
1: j.H, L,L,H, cl.H(one hit), jc, IAD.L, 66H, cl.H(2nd hit), jc, IAD.H, 66H, 6S~2S xx 5D (459 damage)
2: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 5D (477 damage)
3: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S, 4S, 2S(both hits) xx 5D (511 damage)
2: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)
3: j.H, L,cl.H(two hits), jc, IAD.H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc, IAD.L, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (542 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 6S~2S, cl.H(one hit), jc.H, 66H, 5D (414 damage)
2: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, 2S xx 5D (427)
Corner-to-Corner, 500 health
1: L,L,H, IAD.L, 6S~2S, cl.H, jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (476 damage)
2: L,L,H, 66H, dash, IAD.L, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (511 damage)
Videos
SNK Heroines - Kula combos by
Mikadok
Costumes
External Links