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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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. | ||
* | * '''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''''': 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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{{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. Can be cancelled. | 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 | ||
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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=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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|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. | ||
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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 '''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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|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. Great for counter zoning in conjunction with 236A/C. Used to be useful for building meter, but that has been nerfed from previous games. | * 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 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 '''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 but has Kula send out her own projectile on projectile hit. On air hit this will cause a juggle for extended combos. | 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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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 errant jumps or pokes. | 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. | ||
}} | }} | ||
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 |
---|