Difference between revisions of "XV Broken/Kula Diamond"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Kula Profile.png|thumb|Kula Diamond is a strawberry sorbet loving cybernetically modified human, crafted by the syndicate NESTS in order to exterminate K'. The results of such modifications do have their drawbacks, as she looks and behaves like a child, the cryokinesis she has acquired, allows her to instantly turn water molecules in the air into ice.<br/>After the destruction of NESTS, she teamed up with K' and his allies. However, all of that came undone after a fight with K', causing her to run away from the group. All alone, she was snatched up by Krohnen and Ángel, where she was added to their team.]] | <section begin="image"/>[[File:KOFXV Kula Profile.png|thumb|Kula Diamond is a strawberry sorbet loving cybernetically modified human, crafted by the syndicate NESTS in order to exterminate K'. The results of such modifications do have their drawbacks, as she looks and behaves like a child, the cryokinesis she has acquired, allows her to instantly turn water molecules in the air into ice.<br/>After the destruction of NESTS, she teamed up with K' and his allies. However, all of that came undone after a fight with K', causing her to run away from the group. All alone, she was snatched up by Krohnen and Ángel, where she was added to their team.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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'''Special Moves''' | '''Special Moves''' | ||
Crow Bite - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] * | Crow Bite - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Diamond Breath - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] * | Diamond Breath - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Counter Shell - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] * | Counter Shell - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
Ray Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] * | Ray Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | ||
:Ray Spin (Stand) | :'''┗''' Ray Spin (Stand), [[image:fd.gif]] + [[image:b.gif]] | ||
:Ray Spin (Sit) | :'''┗''' Ray Spin (Sit), [[image:fd.gif]] + [[image:d.gif]] | ||
Falling Snowman - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]] / [[image:c.gif]] * | Falling Snowman - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | ||
'''Super Special Moves''' | '''Super Special Moves''' | ||
Diamond Edge - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] ! | Diamond Edge - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) | ||
Frozen Arena - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] ! | Frozen Arena - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | ||
'''Climax Desperation Move''' | '''Climax Desperation Move''' | ||
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Anywhere<br/> | Anywhere<br/> | ||
| | | | ||
2B > 2B > 5B > | 2B > 2B > 5B > 214BD, (delay) 6D, 623C = 255 DMG<br/> | ||
c.C(1) > 6A > 236AC, 214D, 623C = 283 DMG | c.C(1) > 6A > 236AC, 214D, 623C = 283 DMG | ||
|- | |- | ||
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| intro = {{SUBPAGENAME}} is a well-rounded character who wants to use her projectiles and pokes to keep her opponents out, while also using her powerful normals to keep opponents locked down. Her ability to swap playstyles depending on her match-up is her best quality. Her main downside is her ability to convert meter into damage. Because of this she is most commonly played on point. | | intro = {{SUBPAGENAME}} is a well-rounded character who wants to use her projectiles and pokes to keep her opponents out, while also using her powerful normals to keep opponents locked down. Her ability to swap playstyles depending on her match-up is her best quality. Her main downside is her ability to convert meter into damage. Because of this she is most commonly played on point. | ||
| pros= | | pros= | ||
* | * '''Point Princess''': Kula is an excellent point character thanks to several factors. Her incredible meter gain, good neutral buttons, strong reversal and overall excellent Okizeme and pressure tools make her effective regardless of the matchup. The versatility inherent in her kit makes her great for contesting against any other point archetype, whether that be a speedy rushdown, annoying zoner, or close-range grappler. This makes it very easy to slot her into a point position and reap all the possible benefits while deploying more specialized characters on the mid and anchor positions, without worrying about team stability. | ||
* '''Strong Neutral''': Kula's B normals reach ridiculously far for their speed, and her air normals allow her to contest airspace very well. She also has numerous anti-zoning tools like Crow Bite and especially Counter Shell. Ray Spin lets her high-profile numerous low pokes too. | |||
* Kula can | * '''Meter Economy''': Despite building tons of meter, Kula barely uses any of it for her combos, which have good reward and Okizeme without meter. As a result she can spend small amounts of meter in other places to enhance her gameplan while still stocking up for her mid and anchor. | ||
* | * '''Corner-Carry of the Gods''': Kula's corner carry is very good, arguably the best in the game, and she does not sacrifice Okizeme or pressure for getting it. | ||
| cons= | | cons= | ||
* Low damage | * '''''Low Damage''''': Kula's greatest weakness is her low damage. While her reward from combos is good, they top out in terms of damage very fast, even with meter extensions. Similarly, her reliance on her B normals for poking means it is difficult for her to get any sizeable reward from neutral exchanges. Overall, Kula can find it difficult to get any kind of meaningful damage out of her kit without heavy investment and risk, relegating her to a low-damage (but effective) style of play. | ||
* '''Slow''': Kula's run speed is very slow, and her jump arcs also similarly very slow. This makes it very easy for opponents to stuff air approaches and necessitates she fight on the ground. | |||
* | |||
}} | }} | ||
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* Chainable from light normals | * Chainable from light normals | ||
* Can hit crouchers | * Can hit crouchers | ||
A far-reaching kick. Better than f.A in almost every way, doing 5 more damage, starting up 1f faster, and recovering 1f faster. A good poke that can whiff punish well and hits crouchers. | A far-reaching kick. Better than f.A in almost every way, doing 5 more damage, starting up 1f faster, and recovering 1f faster. A good poke that can whiff punish well and hits crouchers as well as hops. Incredible button. | ||
}} | }} | ||
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|description= | |description= | ||
* Special Cancellable | * Special Cancellable | ||
Kula steps forward and hits with a big ball of ice. Slow startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more specials. | Kula steps forward and hits with a big ball of ice. Slow startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more specials. Unfortunately none of Kula's special moves have enough range to consistently combo from f.C at all ranges, which can leave Kula very wide open if she whiffs a special. Normally a far cancellable heavy is a strong tool to have, but the inconsistency and speed makes this risky to use. You can cancel into 3D and that works consistently, but the reward is minimal and is unsafe if spaced incorrectly. | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kula_std | |moveId=kula_std | ||
|description= | |description= | ||
Kula leans back and kicks forward. Less range than her other normals, but makes for a good pre-emptive anti-air thanks to the lean back and high hitbox. Too slow to use on reaction. | Kula leans back and kicks forward. Less range than her other normals, but makes for a good pre-emptive anti-air thanks to the lean back and high hitbox. Too slow to use on reaction. Cancellable into specials, though 214B and 236A will whiff at max range. 214D generally connects though. | ||
}} | }} | ||
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|description= | |description= | ||
* Starts her Rush combo series | * Starts her Rush combo series | ||
A quick ice covered jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's ok in a scramble. Ok at stopping hops at close range if they're delayed. | A quick ice covered jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's ok in a scramble. Ok at stopping hops at close range if they're delayed. Plus on block. | ||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|moveId=kula_cra | |moveId=kula_cra | ||
|description= | |description= | ||
Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. | Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. Can chain into itself and other light normals. Plus on block. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kula_crb | |moveId=kula_crb | ||
|captions= There's always gotta be one. | |||
|description= | |description= | ||
* Can be whiff cancelled | * Can be whiff cancelled | ||
A low kick, classic KOF move. 4f start-up, chainable, and great range. Great for long confirms. Most notably is Kula's short hurtbox when using this move; you can duck under many jump-ins, especially early ones, and punish with a light confirm as they land. It is also Kula's only whiff cancel. | A low kick, classic KOF move. 4f start-up, chainable, and great range. Great for long confirms. Most notably is Kula's short hurtbox when using this move; you can duck under many jump-ins, especially early ones, and punish with a light confirm as they land. It is also Kula's only whiff cancel. | ||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kula_crc | |moveId=kula_crc | ||
|description= | |description= | ||
Kula freezes her hair and stabs it upwards. Active for a long time. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. | Kula freezes her hair and stabs it upwards. Active for a long time. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. Be careful of its slow speed and lack of a hitbox directly above or behind Kula. Can be cancelled. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kula_crd | |moveId=kula_crd | ||
|description= | |description= | ||
A great sweep. Cancelled into moves like 236C or 214BD it allows Kula to pressure from very far, and get in range for a 2B string combo. Combine with short hops to have a varied rushdown. | A great sweep. Cancelled into moves like 236C or 214BD it allows Kula to pressure from very far, and get in range for a 2B string combo. Combine with short hops to have a varied rushdown. Unlike many other 2Ds, Kula's cannot be whiff cancelled. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2= Kula puts her hand directly below her and freezes | |description2= Kula puts her hand directly below her and freezes the air. Kula's most reliable cross-up tool. On block, 2B > 2A > full jump forward > j.A leads to a cross-up on standing opponents, and doing a hyper hop instead crosses-up a crouching opponent. It can also hit crouching opponents on the way up during a short hop, leading to an instant overhead. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2= Kula freezes both hands and spikes her opponent. Beefy jump-in, hits | |description2= Kula freezes both hands and spikes her opponent. Beefy jump-in, that hits lower to the ground than jA out of shorthop, making is a viable alternative vs animations with a lower hurtbox. Can be mixed her 6F jD to vary your timings, it’s also able to hit crouching opponents on the way up during a hop. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kula_cd | |moveId=kula_cd | ||
|captions="Plus on whiff" | |||
|description= | |description= | ||
Kula swings a huge ball of ice. Slightly below average speed for a CD, but has a large hitbox and quick recovery. Throw this out as a safe poke and pressure tool. | Kula swings a huge ball of ice. Slightly below average speed for a CD, but has a large hitbox and quick recovery. Throw this out as a safe poke and pressure tool. | ||
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|input=j.CD | |input=j.CD | ||
|description2= A spinning air kick. Hitbox doesn't actually start until the ice effect appears on her second leg, so the startup is quite slow. Hits all around her however, good at controlling air space and late hit jump mixups. | |description2= A spinning air kick. Hitbox doesn't actually start until the ice effect appears on her second leg, so the startup is quite slow. Hits all around her however, good at controlling air space and late hit jump mixups. | ||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kula_rush1,kula_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
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|input=4/6C | |input=4/6C | ||
|description= | |description= | ||
Kula freezes the opponent in ice before blowing them up. Hard knockdown; they get thrown just too far for a 22C meaty setup, but you can still safely summon it if you want it to zone with or run forward for a meaty jump in or 2B. In the corner, whiff f.A > short hop > j.C is a safe jump | Kula freezes the opponent in ice before blowing them up. Hard knockdown; they get thrown just too far for a 22C meaty setup, but you can still safely summon it if you want it to zone with or run forward for a meaty jump in or 2B. In the corner, whiff f.A > short hop > j.C is a safe jump. | ||
}} | }} | ||
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|input=6A | |input=6A | ||
|description= | |description= | ||
A slow punch. On normal hit, it crumples | A slow punch. On normal hit, it crumples a ground opponent and juggles an airborne opponent, allowing for combos after. If cancelled into, it becomes much faster and cancellable which makes it useful for combos from heavies and frame traps from lights. Absolutely no use in neutral. When using in cancels, be careful not to accidentally input a 623A when cancelling into 236A on block. Inputting as 2369A can alleviate the issue. | ||
Although the raw version is not cancellable, it can be Quick Max Cancelled, which allows for mid juggle Quick Max combos in the corner. | |||
}} | }} | ||
===Slider Shoot=== | ===Slider Shoot=== | ||
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|input=3D | |input=3D | ||
|description= | |description= | ||
Kula's slide. Nice as a fireball deterrent, goes pretty far and has good low profile. Remains the same when cancelled into, making for an easy combo ender. Its active frames are long, making it easy to punish high jump-ins by having them fall into the slide. | Kula's slide. Nice as a fireball deterrent, goes pretty far and has good low profile. Remains the same when cancelled into, making for an easy combo ender. Its active frames are long, making it easy to punish high jump-ins by having them fall into the slide. Can be spaced to be made safe on block, even plus. | ||
}} | }} | ||
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|description3= | |description3= | ||
* Reversal and combo ender. | * Reversal and combo ender. | ||
* | * All versions have full body invulnerability frames, however only A and EX cover their entire startup | ||
Kula's uppercut. Anti air and reversal tool. Also her main combo ender for damage routes. | Kula's uppercut. Anti air and reversal tool. Also her main combo ender for damage routes. | ||
---- | ---- | ||
The '''A version''' is one hit and stays relatively close to Kula. It also has full invincibility. It's the slowest out of all her DPs so it's prone to even not perfect safe jumps | The '''A version''' is one hit and stays relatively close to Kula. It also has full invincibility. It's the slowest out of all her DPs so it's prone to even not perfect safe jumps. This is an easy super cancel, and since it's only one hit you get the full damage when cancelled. When used as a combo ender, Kula has enough time to force a throw/low mix-up on quick rise, even midscreen. | ||
---- | ---- | ||
The '''C version''' is 2 hits and travels very far forward. Has | The '''C version''' is 2 hits and travels very far forward. Has some startup invincibility but will trade if mashed into a meaty. Main combo ender for damage and also useful for anti-airs. Grants little oki midscreen. Hard knockdown if only the first strike hits. | ||
---- | ---- | ||
The '''EX version''' is fast and has full invincibility. A great reversal, and is mainly used on defense and anti air. | The '''EX version''' is fast and has full invincibility. A great reversal, and is mainly used on defense and anti air. | ||
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Kula breathes an icy breath. Great for zoning and putting on pressure midscreen as it reaches quite far and is very safe on block. The breath does not disappear when Kula is hit, potentially hitting your opopnents away even if they are able to get in. Functions like a melee attack but counts as a projectile, meaning it can be reflected. | Kula breathes an icy breath. Great for zoning and putting on pressure midscreen as it reaches quite far and is very safe on block. The breath does not disappear when Kula is hit, potentially hitting your opopnents away even if they are able to get in. Functions like a melee attack but counts as a projectile, meaning it can be reflected. | ||
---- | ---- | ||
The '''A version''' is a fast midrange breath, good for general zoning and blockstrings. Poke around with it in neutral to keep your opponent out. It has a lot of active frames so opponents can easily fall or run into it. Acts as a frame trap when cancelled from normals. If it hits counterhit, Kula can juggle after, but this doesn't apply often, even in the corner. | The '''A version''' is a fast midrange breath, good for general zoning and blockstrings. Poke around with it in neutral to keep your opponent out. It has a lot of active frames so opponents can easily fall or run into it. Acts as a frame trap when cancelled immediately from light normals and delayed from heavy normals. If it hits counterhit, Kula can juggle after, but this doesn't apply often, even in the corner. | ||
---- | ---- | ||
The '''C version''' is a more committal tool made more for pressure than zoning. Slow startup but huge range and is very plus on block. On hit, you can convert depending on range, generally you can at least get a 2D or 3D but closer allows for combos into f.C > 214D. On block, you can mix-up a sweep or a hop. Immediate 236A is also a useful trap, often causing the breath to trade in your favor if they press buttons. | The '''C version''' is a more committal tool made more for pressure than zoning. Slow startup but huge range and is very plus on block. On hit, you can convert depending on range, generally you can at least get a 2D or 3D but closer allows for combos into f.C > 214D. On block, you can mix-up a sweep or a hop. Immediate 236A is also a useful trap, often causing the breath to trade in your favor if they press buttons. | ||
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|input=214A/C/AC | |input=214A/C/AC | ||
|description3= | |description3= | ||
* Projectile reflector and hard knockdown tool | * Data in [] represent values for the reflected projectile. | ||
An icy hand swipe | * Projectile reflector and hard knockdown tool. | ||
An icy hand swipe. Great for counter zoning in conjunction with 236A/C. Like Yamazaki's Double Return reflector, it is able to no sell almost any projectile including Climaxes and Terry's Power Geyser. Used to be useful for building meter, but that has been nerfed from previous games. | |||
---- | ---- | ||
The '''A version''' is the fastest | The '''A version''' is the fastest and will only nullify a projectile. A combo ended in this results in a hard knockdown and a meaty 22C setup at the cost of some damage. If juggled into, two hops will set up a safe jump. | ||
---- | ---- | ||
The '''C version''' is a bit slower | The '''C version''' is a bit slower but has Kula send out her own projectile on projectile hit. This projectile has the priorities of a normal projectile. On air hit this will cause a juggle for extended combos. | ||
---- | ---- | ||
The '''EX version''' sends an EX ice ball back, which knocks down on hit. | The '''EX version''' sends an EX ice ball back, which knocks down on hit. Like the C version, the swipe also causes a juggle state, but is hard to combo into due to its very limited range. Can't be juggled into. | ||
}} | }} | ||
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|description3= | |description3= | ||
* Combo move, and has some applications in blockstrings | * Combo move, and has some applications in blockstrings | ||
* Can evade low moves | |||
Kula's spinning kicks. Has a variety of uses, with the Stand and Sit followups also giving it more variety. Many ways to get good damage, be safe or even plus on block, and mix an opponent up. | Kula's spinning kicks. Has a variety of uses, with the Stand and Sit followups also giving it more variety. Many ways to get good damage, be safe or even plus on block, and mix an opponent up. | ||
---- | ---- | ||
The '''B version''' kicks once, and leaves the opponent grounded. Meterless combo move, as it leads to the highest damage without needing to juggle the opponent. Least safe on block. Goes over lows, making it very useful in neutral to catch | The '''B version''' kicks once, and leaves the opponent grounded. Meterless combo move, as it leads to the highest damage without needing to juggle the opponent. Least safe on block. Goes over lows, making it very useful in neutral to catch errant jumps or pokes. | ||
---- | ---- | ||
The '''D version''' is a launcher and hits twice. Mainly used in places where the B version won't connect properly, like after a crumple, at max range f.C, and in some corner combos. Safe on block, but | The '''D version''' is a launcher and hits twice. Mainly used in places where the B version won't connect properly, like after a crumple, at max range f.C, and in some corner combos. Safe on block, but completely whiffs on crouchers (except for Maxima, Antonov, and KoD), so risky to use against a knowledgeable opponent. This also cannot be whiff cancelled into its follow ups. | ||
---- | ---- | ||
The '''EX version''' is the fastest, and can combo from light hits. It also changes the properties of the followups to be generally more powerful. Safest on block, and being 0 you can usually try for pressure afterwards, especially against characters without or with poor 4f moves. | The '''EX version''' is the fastest, and can combo from light hits. It also changes the properties of the followups to be generally more powerful. Safest on block, and being 0 you can usually try for pressure afterwards, especially against characters without or with poor 4f moves. However, if your opponent Guard Cancel Rolls the first hit backwards, you can get punished. | ||
}} | }} | ||
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|description3= | |description3= | ||
* Safe or plus ender, and corner combo extender | * Safe or plus ender, and corner combo extender | ||
Kula kicks a leg up and shoots out an ice ball similar to when she reflects a projectile with Counter Shell. Mainly seen as a safe blockstring ender, but it does allow followup juggles in the corner. Note that when used in blockstrings, there is a gap between the Ray Spin and the follow-up, allowing reversals to go through. This gap does act as a natural frame trap, however. | Kula kicks a leg up and shoots out an ice ball similar to when she reflects a projectile with Counter Shell. Mainly seen as a usually safe blockstring ender, but it does allow followup juggles in the corner. Note that when used in blockstrings, there is a gap between the Ray Spin and the follow-up, allowing reversals to go through. This gap does act as a natural frame trap, however. | ||
---- | ---- | ||
The '''Meterless version''' sees use as the above, as with a delay you can hit both the kick and ice ball before juggling in the corner. Can be used as a zoning tool after a 214B but whiffing the Ray Spin leaves you open. | The '''Meterless version''' sees use as the above, as with a delay you can hit both the kick and ice ball before juggling in the corner. Can be used as a zoning tool after a 214B but whiffing the Ray Spin leaves you open. | ||
---- | ---- | ||
The '''EX version''' is plus on block, making it great for use in pressure as you can run a mixup between a few different options. Does no more damage than the meterless versions, meaning there's not much use for it in corner combos. | The '''EX version''' is plus on block, making it great for use in pressure as you can run a mixup between a few different options. There's still a gap however, so better players will reversal through it. Does no more damage than the meterless versions, meaning there's not much use for it in corner combos. | ||
}} | }} | ||
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The '''Meterless version''' is used to combo into 623C or 214A in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a 214D. | The '''Meterless version''' is used to combo into 623C or 214A in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a 214D. | ||
---- | ---- | ||
The '''EX version''' contains all the same properties, but is able to connect with airborne opponents making it very useful in juggles. | The '''EX version''' contains all the same properties, but is able to connect with airborne opponents and launches very high, making it very useful in juggles. | ||
}} | }} | ||
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|description3= | |description3= | ||
* Oki and zoning tool | * Oki and zoning tool | ||
Kula summons a snowman at the top of the screen, which hangs for a bit before falling. Useful in meaty setups and zoning, but Kula has to whiff a long animation before | Kula summons a snowman at the top of the screen, which hangs for a bit before falling. Useful in meaty setups and zoning, but Kula has to whiff a long animation (56f) before she can act again. The snowman takes about 25f to be summoned, and if Kula is interrupted after that point, the snowman will still be active. The snowman will be active after 58f since when she starts up the move. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Kula_22P(2)_ima.png|x300px|center]]</div> | |||
---- | ---- | ||
The '''A version''' summons about 1/4th of the screen away, and is good to use when the opponent is very far as it can cover you from them approaching as you use 236A/C to zone. | The '''A version''' summons about 1/4th of the screen away, and is good to use when the opponent is very far as it can cover you from them approaching as you use 236A/C to zone. | ||
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|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2= | |description2= | ||
Kula shoots a giant spire of ice from the ground. No invincibility makes it hard to use defensively. A great juggle ender, but does do slightly less damage than her other super in grounded connects. Ideal after landing a reversal or anti air 623A. | |||
Max version does 3 hits, more damage, is faster, and has invincibility. Note that the 3rd hit tends to miss in the corner. | |||
}} | }} | ||
===Frozen Arena=== | ===Frozen Arena=== | ||
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|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2= | |description2= | ||
Kula slides forward and shoots out ice spikes behind her. Also has some invincibilty, so | Kula slides forward and shoots out ice spikes behind her. Switches sides unless in the corner. Also has some invincibilty, but not a lot so don't use as a reversal. No projectile invincibility so can't be used to go through projectiles. Does more damage than Diamond Edge, but has an issue with falling out of the hits during juggles unless timed well. | ||
Max version has 3 hits and more damage. Max version also has issues with getting every hit, even on grounded connects: you have to be somewhat close for the first hit to connect. | |||
}} | }} | ||
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|input=2141236CD | |input=2141236CD | ||
|description= | |description= | ||
*Counts as a projectile. | |||
*Covers about 80% of the screen. | |||
Kula sticks out her tongue and sends out a wave of ice spikes. On connect, she freezes the opponent in a giant block of ice before shattering it. Standard climax, big damage ender that you can use if you have the resources. Can be used to beat a projectile, but this only goes about 80% of the screen so be careful. Can be reflected, oddly. | |||
}} | }} | ||
Revision as of 20:52, 3 December 2022
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
2B > 2B > 5B > 623C = 176 DMG |
0.5 Meter |
Anywhere |
2B > 2B > 5B > 214BD, (delay) 6D, 623C = 255 DMG |
1 Meter |
Anywhere |
2B > 2B > 5B > 623C > 236236B/D = 296 DMG |
2 Meters |
Anywhere |
2B > 2B > 5B > Quick Max, c.C(1) > 6A > 236AC, 214D, 623C > 236236A/C = 352 DMG |
Gameplay Overview
Kula Diamond is a well-rounded character who wants to use her projectiles and pokes to keep her opponents out, while also using her powerful normals to keep opponents locked down. Her ability to swap playstyles depending on her match-up is her best quality. Her main downside is her ability to convert meter into damage. Because of this she is most commonly played on point. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
qcf+CD
qcf+CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Ice Coffin
Ice Coffin
4/6C
4/6C |
---|
Ice Sledge
Ice Sledge
4/6D
4/6D |
---|
Command Moves
One Inch
One Inch
6A
6A |
---|
Slider Shoot
Slider Shoot
3D
3D |
---|
Special Moves
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC |
---|
Diamond Breath
Diamond Breath
236A/C/AC
236A/C/AC |
---|
Counter Shell
Counter Shell
214A/C/AC
214A/C/AC |
---|
Ray Spin
Ray Spin
214B/D/BD
214B/D/BD |
---|
Ray Spin (Stand)
Ray Spin (Stand)
6B after any Ray Spin
6B after any Ray Spin |
---|
Ray Spin (Sit)
Ray Spin (Sit)
6D after any Ray Spin
6D after any Ray Spin |
---|
Falling Snowman
Falling Snowman
22A/C/AC
22A/C/AC |
---|
Super Special Moves
Diamond Edge
Diamond Edge
236236A/C/AC
236236A/C/AC |
---|
Frozen Arena
Frozen Arena
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Glacier Ridge
Glacier Ridge
2141236CD
2141236CD |
---|