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XV Broken/Kula Diamond

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Revision as of 16:02, 4 March 2022 by Callie Rose (talk | contribs)
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Special Moves

Crow Bite (623A/C/AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv
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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.


Diamond Breath (236A/C/AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv
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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.


Counter Shell (214A/C/AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv
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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.


Ray Spin (214B/D/BD)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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.

Ray Spin (Stand) (> 6B)
Damage Stun Startup Active Recovery Hit Adv Block Adv
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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.

Ray Spin (Sit) (> 6D)
Damage Stun Startup Active Recovery Hit Adv Block Adv
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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.


Falling Snowman (22A/C/AC)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -

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.