Notable normal: cl.H - This is Kula’s usual two hit axe kick. In SNK Heroines, the 2nd hit actually groundbounces. You can hit this twice, but the second time, only the first hit will connect. This is an interesting normal as well since the first hit can be jump cancelled if you hit an opponent in the air (whether they’re being juggled or not), but not if it hits a grounded opponent.
Normal Moves
c.L
c.L
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
5L
30
6
-
-
-1
0
13
11
0
A quick elbow jab. It's 0 on block and 4f startup, making it good against characters with slow jabs.
5LL
27
-
-
-
-2
-4
19
17
0
Frame traps into c.L and f.L, but must be delayed.
5LLL
28
-
-
-
-7
-9
19
17
0
After this string, you can do delay 5S and 6S to frame trap the opponent, or do 4S immediately to create distance from them.
Ground bounces on 2nd hit. Can be jump canceled on 2nd hit on the ground. If you hit them with c.H(1) on an airborne opponent, you can immediately jump cancel and save the second hit for later.
f.L
f.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
-
-
-
-1
-3
13
11
0
Decent ranged poke. Hits about 2-3 character lengths away.
f.H
f.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
70
11
-
-
-2
-4
19
17
0
Far reaching kick and a godlike anti-air. This move covers low and high airdashes well, and at certain heights can even grant a combo (f.H 2S c.H...)
j.L
j.L
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
30
7
-
-
-
-
-
-
-
Ridiculously far-reaching aerial. Really good air to air move.
j.H
j.H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
6
-
-
-
-
-
-
-
Kula kicks downward. Ground bounce on airborne opponent.
66H
66H
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
80
19
-
-
-
-8
SKD
17
0
Pretty standard dash attack. The hitbox is on her hand, not the snowman, so make sure you get close to land the hit.
Universal Mechanics
Back Throw
Back Throw
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
-
-
-
-
-
Unblockable
-
-
-
Throws behind. Causes hard knockdown.
Air Throw
Air Throw j.5L+G
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
100
-
-
-
-
Unblockable
SKD
-
-
Throws the opponent very far away. If you're low on meter and need to tag out, this will give you enough space to do so. You can also combo into items that OTG (Mine, Time Bomb, Hurricane, Shermie's SP, etc.)
Assist
Assist 5I
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
50
-
-
-
-
-
-
-
-
Requires SP Item. Fast moving full-screen projectile that freezes.
Kula does a wiping motion with her hand, with ice trailing the motion.
While this can hit the opponent, its main use is in reflecting projectiles. Kula wipes away the projectile, then immediately kicks one of her own back at the enemy.
In normal KOF games, the projectile Kula kicked back would be impossible to reflect back at her, and in many cases, could just beat other projectiles -- even supers.
Here, the projectile she kicks back has normal properties, meaning it can be reflected back at Kula after she reflects something back.
Be careful with this one.
EX
75 / 100 reflected projectile
-
-
-
HKD
2
HKD
19
0
This has the same properties of the normal Counter Shell.
It’s faster, though, and hits a bit harder.
j.S
Ray Spin 6S/6SS
Version
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
Normal
60
15
-
-
-4
-6
SKD
-
1
A two-part move. Kula does a spin that leads into two follow-ups. The first one is a fast-moving projectile that goes across the screen, and the second makes Kula do a low slide across the ground. The slide also leads into a combo off of c.H.
EX
106
9
-
-
SKD
1
SKD
17
0
EX Ray Spin: This version does two spinning kicks and takes Kula slightly higher into the air with them. For each version, Kula counts as being airborne, allowing her to go over some attacks. Regardless of which you do, there are two follow ups:
Ray Spin - Stand (S after Ray Spin): Kula kicks her leg, sending a tub of ice cream (?!) encased in a snowflake at the opponent. Counting the initial Ray Spin kick, 129 damage. EX version, 154 damage.
Ray Spin - Sit (2S after Ray Spin): Instead of sending out a projectile, Kula slides along the ground. If this connects, it pops the opponent up into the air. This can be followed up with a cl.H or a Crow Bite. This move can also be hit multiple times. 101 damage if both hits connect. 135 damage if the EX version fully connects, though it’s worth noting that the EX version can’t hit more than once.
Dream Finish
5D
Diamond Edge 5D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
Kula slams her hands against the ground, creating an ice spike that reaches up in a narrow, diagonally upward angle.
As the look of the move would suggest, it’s solid for dealing with people jumping in at you.
Even though this move does have some crazy solid invulnerability frames, be careful about using this move at random, since either blocking or a well-timed tag is all that’s needed to make this punishable.
2D
Frozen Arena 2D
Damage
Startup
Active
Recovery
Hit Adv
Block Adv
Hit Tag Cancel
Block Tag Cancel
Spirit Gauge Cost
350
-
-
-
HKD
-
-
-
4
Kula slides along the ground, leaving frozen treats in her wake.
Despite the way this move looks, it only hits twice.
If you’re close to the opponent when it happens, Kula will actually slide past them.
It’s pretty quick, so it can be a decent way to punish, or move out of a bad spot, if you have some sort of item to cover your trail so your opponent can’t follow up easily.
Combos
IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)
far. = Far (i.e, doing a Light or Heavy farther away from the opponent)
xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)
~ = Means you press the next command immediately after (i.e, cl.H~2D)
jc. = Jump Cancel
dj. = Double Jump
walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.