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The King of Fighters 2002 UM/Kula Diamond

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Movelist

Throws

Ice Coffin - close, / +

Behind Slash - close, / +

Command Moves

One Inch - +

Slider Shoot - +

Critical Ice - +

Special Moves

Diamond Breath - + /

Crow Bites - + /

Counter Shell - + /

Lay Spin - + /

Stand - +
Sit - +

Desperation Moves

Diamond Edge - + /

La Cachola - in air, + /

Super Desperation Move

Freeze Execution - +

Hidden Super Desperation Move

Freeze Compression - +

Quick Starter Combo Reference

Notation

0 Bar

Low


Anywhere


Corner

Very Close, Corner

cr.Bx1~2, cr.B/st.B, df+B / dp+C = 17/26%
• Note: Use df+B instead of dp+C if the opponent is crouching

(jump-in), cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C = 25/28%
• Note: For this one and the next, you can use cl.C(2) instead of cl.C(1), f+A for an easier but less damaging combo.

(jump-in), cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C = 28/33%

cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C = 39%
• Note: Remove the second qcb+B against Yamazaki.

2 Bar

Low

Anywhere

cr.Bx1~2, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 48%

(jump-in), cr.B, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 43%
• Note: You can do dp+C as f,qcf+C then very quickly do qcf+P to get the super cancel.

Gameplay Overview

 

Normals

Close

  • cl.A/B/C/D are all cancellable
  • cl.A/B are chain-able into themselves and each other
  • cl.C has two hit points both of which are cancellable
  • cl.D has two hit points both of which are cancellable
  • very good set of close normals to keep pressure on opponents

Stand

  • s.A/B/C are all whiff cancellable
  • s.A is chain-able into itself and s.B.
  • s.D has two hits, neither of which are cancellable
  • s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well

Crouch

  • cr.A/B/D are whiff cancellable
  • cr.B chains into itself and cr.A
  • cr.C works as a preemptive anti air with a large upward diagonal hitbox
  • cr.B has great range as a low poke
  • cr.D her sweep is very slow and extremely unsafe on block
  • overall Kula has a weak set of crouching normals compared to her stand/close ones

Jump

  • j.A/C look identical, j.C has slightly more startup. Both have cool (hah) downward angles and function as jump ins
  • j.D has another nice downward angle and good crossup potential
  • j.B has a far reaching horizontal property that makes it a good air to air tool
  • j.CD mostly functions mostly as an air to air option as its hitbox priority leaves crouching and some standing opponents hard to hit

Blowback

  • soft knockdown
  • Kula's CD hits from about 1.5 characters distance away and though it hits mid her leg goes straight up making it a poor pressure tool
  • the vertical hitbox makes it a decent anti air option
  • whiff cancellable

Throws

Ice Coffin - close b/f + C

  • soft knockdown

Behind Slash - close b/f + D

  • soft knockdown
  • with help Kula tosses the opponent all the way to the other corner

Command Moves

One Inch Punch - (f + A)

  • Kula seems to grab the opponent and bite them!
  • hard knockdown
  • can combo into it (loses the knockdown property) and then cancel from it
  • very unsafe on block if done raw

Slider Shoot - (df + B)

  • Kula slides on a bed of self made ice tripping the opponent up
  • soft knockdown
  • can combo into it
  • pretty safe on block if spaced correctly
  • great option if you want a hit confirmed knock down to start your okizeme

Critical Ice - (df + C)

  • Kula creates a far reaching ball of ice spikes
  • hard knockdown
  • can combo into it, but it will not actually connect a combo with it
  • another great pressure tool for Kula
  • you can use it by whiff cancel normals into it to hide its long startup

Special Moves

Diamond Breath - (qcf + A/C)

  • Kula blows a mist of ice at the opponent freezing the opponent
  • A version is comboable and causes a soft knockdown
  • A version causes a brief juggle state where Kula can follow up create a reset opportunity or get further damage
  • A version will destroy normal fireballs, but only well into its active frames. C version too slow to be effective at this
  • C version is not comboable and causes a freeze state allowing time to get a full follow up combo
  • C version's hitbox will whiff if directly next to the opponent in either a standing or crouching state
  • both versions are + on block

Crow Bites - (dp + A/C)

  • Kula's ice sparkle version of the old fighting game standby the dp
  • A version hits once, is comboable and causes soft knockdown
  • A version is Kula's go to reversal option
  • C version hits twice, is comboable and causes soft knockdown
  • C versions 2nd hit will whiff on crouching opponents even if comboed into. Leaving Kula open to heavy punishment
  • the first hit of C version is super cancellable though to use in combo strings
  • C version has a very long diagonal arc that covers most of the screen which makes it an intriguing, but risky anti air

Counter Shell - (qcb + A/C)

  • Kula hits the opponent with a lethal mist of ice
  • causes hard knockdown
  • can combo into it
  • hitbox hits from slightly less than a full character away
  • the mist will also reflect most projectile in its active frames, sending a rapid shard of ice back to the opponent
  • both versions are equally unsafe on block
  • great combo ender to get a hard knockdown and run a mixup

Lay Spin - (qcb + B/D)

  • Kula spins in the air landing a kick on the opponent
  • both versions are comboable
  • both versions are at best -2 on block
  • B version lands one hit that can be followed up
  • D version is two hits that you can follow up in the second hit
  • D version will whiff the first hit on crouching opponents
  • D version causes soft knockdown if you don't follow up

Stand - (f + B)

  • Kula follows up her spinning kick with an icy projectile
  • following B version the projectile won't combo
  • during B version you can follow up the kick with projectile on whiff or block
  • if the projectile hits from B version it causes soft knockdown
  • from D version you can cancel into the projectile from the 2nd hit, but not on whiff.
  • if you land a full combo into D version the follow up projectile whiffs, but if you land just the 2nd hit of D version the follow up hits and causes a soft knockdown.
  • both versions' projectile follow ups are super cancellable

Sit - (f + D)

  • Kula follows up her spinning kick by going into a slide
  • following B version the slide will combo and cause soft knockdown
  • following B version it can be whiff cancelled into
  • slide is very unsafe on block
  • D version will whiff the slide during a full combo, but if you land just the 2nd hit of D version the slide hits and puts the opponent in a juggle state
  • in a full combo with D version the slide serves a great purpose of keep pressure on by closing distance
  • both versions of the slide are super cancellable

Desperation Moves

Diamond Edge - (qcf x 2 + A/C)

  • Kula summons large shards of ice from the ground hurling them in a wave to the opponent
  • can combo into it
  • causes soft knockdown
  • the ice wave can negate other projectiles, but it's slow to use as a punish in that regard

La Cachola - (qcf x 2 + B/D, in air)

  • Kula grabs the opponent and summons help from Candy, Foxy and Diana and they surround the opponent cheering: 'La Cachola!'
  • counts as unblockable command grab
  • causes hard knockdown
  • done raw does very minimal damage
  • drains one meter from the opponent
  • you can easily tiger knee the move if you are next to the opponent and want to spend the bar for a knockdown
  • has a slow short diagonal window so has to be done pretty much on top of the opponent
  • has minimal invulnerability so Kula can be hit out of the throw

Super Desperation Move

Freeze Execution -(hcb x 2 + AC)

  • Kula calls Diana who dashes forth with a rapier knocking the opponent up into a powerful freeze
  • can be comboed into
  • causes soft knockdown
  • will go through other projectile if done fast enough, still a costly punish though
  • great way to end some of Kula's combos

Hidden Super Desperation Move

Freeze Compression - (qcf x 2 + BD)

  • Kula does her One Inch bite then calls Diana cut for a sword slash, then freezes the opponent setting them up to be pummeled by Candy
  • can be comboed into easily
  • causes soft knockdown
  • decent expensive way to end a combo or finish someone off


Combos

You can always add a jump-in. In which case you should remove a cr.B if there's more than one.
You can always replace cl.C(1), f+A by cl.C(2) to make it a bit easier but less damaging.
cl.C(2), f+A whiffs on crouching Bao, stick to cl.C(1), f+A against him.

0 Stock

Anywhere

 ★ cr.B×1~2, cr.B/st.B, df+B / dp+C

Easy and reliable meterless bnb. Great hitconfirm enhanced by cr.B/st.B's speed and reach. You can add a cr.B if you use dp+C. Despite lower range, carry and damage, it's best to default to df+B for consistency if the opponent is crouching. More on that in specifics.

dp+C would be a no-brainer if it wasn't held back by two things. One of which being the strong tendency of the 2nd hit to whiff on crouchers, hence not knocking down and leaving her punishable. Chin and Choi are the only ones against whom this will happen even if they're standing.

The crouchers dp+C will fully connect on are:
Daimon, Reg Robert, Ex Robert, Seth, Ramon, Maxima, Whip, Chang, Lin, Yamazaki, Billy, Reg Takuma, Xiangfei, Hinako, King, Igniz, Rugal

 ★ cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C

Main jump-in confirm and punish route, great carry. You need to delay dp+C to get both hits. Near point-blank you can use cl.C(2) but it's inconsistent, more in specifics. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred.

If you use both cl.C hits, qcb+B will whiff on crouching Jhun while f+D won't combo on standing(Kyo, Kyo-1, Kyo-2, Kusanagi, Nameless, Shingo, Jhun, Shermie) and become inconsistent on standing Bao.
On other characters, you can use it if you're point-blank, no jump-in. Do keep in mind that if you haven't reached the corner by f+D, qcb+C then becomes harder to land and it's more important to delay dp+C. If you'd rather qcb+C's hard knockdown over dp+C's damage and carry, stick to cl.C(1).

Corner

 ★ cl.C(1), f+A, qcf+A, qcb+B, dp+C

Corner variant of the jump-in confirm with slightly better damage. You can use cl.C(2) point-blank but it gets harder and inconsistent to add a jump-in.
  • cl.C(1), f+A, qcf+A, delay qcb+D, cr.C
Corner reset with lower damage but decent frame advantage. You don't have to delay qcb+D if you use cl.C(2) but it gets harder and inconsistent to add a jump-in.
  • cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C
Better optimized version of the previous route. No need to delay qcb+B against Yamazaki. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred.

 ★ cl.C(2), f+A, qcf+A, qcb+B > f+B, [qcb+C or (qcb+B, dp+C)]

Optimal corner conversion for a point-blank punish. Use qcb+C for hard knockdown and better oki compared to dp's better damage. Stick to cl.C(1) on Yamazaki. Doesn't work on crouching Bao.
  • cl.C(2), f+A, qcf+A, qcb+B > f+B, delay qcb+B > f+B, qcb+C / dp+C
A bit more optimized version of the previous corner route. The timing to delay qcb+B is fairly peculiar so the previous version is preferred. Delay dp+C to properly connect. Use qcb+C for hard knockdown and better oki compared to dp's better damage. Stick to cl.C(1) on Yamazaki. Doesn't work on crouching Bao.


1 Stock

Anywhere

  • cl.C(1), f+A, qcfx2+P
Basic 1 bar route. Easy but lackluster damage and practicality.


2 Stocks

Anywhere

 ★ cr.B×1~3, cr.B/st.B, dp+C(1) (SC) qcfx2+P

The best combo to spend meter on. cr.B's hitconfirm ability and range makes this very practical and canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as f,qcf+C(1) (SC) qcf+P.
  • cl.C(1), f+A, dp+C(1) (SC) qcfx2+P
Punish or jump-in confirm version of the previous combo. Canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as f,qcf+C(1) (SC) qcf+P.
  • cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) qcfx2+P
Requires a max run but does less damage than the previous so useless. You can do the super cancel as f,qcf+C(1) (SC) qcf+P.
  • cl.C(1), f+A, BC run, [ cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B ], (C) dp+C(1) (SC) qcfx2+P
Optimized version of the max route but still the same damage as the SC option so hardly worth going for.

Corner

  • cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C) qcf+A, qcb+B > f+B, delay qcb+B > f+B, dp+C(1), (C) qcb+C
Need to be at a specific distance away from the corner. Too little damage and specific to be worth anything. You can do dp+C(1), (C) qcf+A as f,qcf+C(1), A that needs to be done fast or hcb,f+C(1), qcf+A that is more lenient.


3 Stocks

Anywhere

  • cl.C(1), f+A, hcbx2+AC
Simple but somewhat expensive meter dump. If point-blank, preferably without a jump-in, you can use cl.C(2), f+A.
  • cl.C(1), f+A, BC run, cl.C(1), f+A, hcbx2+AC
A bit better max alternative. If you run in close enough you can use cl.C(2), f+A.
  • cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) hcbx2+AC
Better optimized version of the previous. Do the super cancel as hcb,f+C (SC) hcb+AC.
  • cl.C(1), f+A, BC, [ cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B ], dp+C(1) (SC) hcbx2+AC
Optimal anywhere 3 bar conversion.
  • cl.C(1), f+A, qcfx2+BD
Simple but expensive and fairly unreliable. qcfx2+BD won't combo on Robert, Shermie and these inconsistent characters minus Jhun if he's standing.
  • cl.C(1), f+A, BC run, cl.C(1), f+A, qcfx2+BD
Slightly better alternative to the previous. qcfx2+BD won't combo on Robert, Shermie and these inconsistent characters minus Jhun if he's standing.

Corner

  • cl.C(1), f+A, qcf+A, qcfx2+BD
Lackluster damage but easy and reliable corner conversion.
  • cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C)qcf+A, qcfx2+BD
Slightly better alternative to the previous route. You can do dp+C(1), (C) qcf+A as f,qcf+C(1), A that needs to be done fast or hcb,f+C(1), qcf+A that is more lenient.
  • cl.C(1), f+A, BC run, [ cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B ], (C) dp+C(1), (C)qcf+A, qcfx2+BD
Optimal corner 3 bar conversion. You can do dp+C(1), (C) qcf+A as f,qcf+C(1), A that needs to be done fast or hcb,f+C(1), qcf+A that is more lenient.
  • cr.Bx1~3, far BC, (C) dp+C(1), (C) qcf+A, qcfx2+BD
Low starter for the converson.


Combo Animations

  • cr.B, cr.B, df+B

  • j.D, cl.C(2), qcf+A, qcb+D, cr. C

Changes from OG2k2

Copy and pasted from Orochinagi forums (minus what was incorrect)

http://orochinagi.com/forums/viewtopic.php?f=31&t=2530


"Normals

  • far B isn't chainable anymore. In other words, no BBBBBBBB spamming.

Specials

  • DP + C now has a huge counter hit window. Universal change across all dp's.
  • QCB + K does not have startup invincibility.

DMs

  • QCF x 2 + K is now a DM. It's faster, but it still sucks."

Videos

Xiaohai.小孩 (Kula Best Rounds)
쿨라 플레이 모음(Kula Best Rounds) -SANWA M`(엠대쉬)

External Links

Check Kula Diamond's frame data

Discuss at 02UM Discord server or Dream Cancel or Orochinagi

More combo animations here: http://tieba.baidu.com/p/3592940025

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