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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.

 ★ 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.

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+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(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(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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