Difference between revisions of "The King of Fighters 2002 UM/Kula Diamond"

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(Special Moves)
(Special Moves)
Line 71: Line 71:
 
*C version is not comboable and causes a freeze state allowing time to get a full follow up combo
 
*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
 
*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
+
'''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
 +
*C version has a very long diagonal arc that covers most of the screen which makes it an intriguing, but risky anti air
  
  

Revision as of 21:39, 5 December 2014

Kula.jpg

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 special cancellable
  • s.A/B/C are all whiff cancellable
  • 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 are cancellable
  • cr.B is chains into itself
  • 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

Throw

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
  • 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


Lay Spin - qcb + B/D

┗ Stand - f + B

┗ Sit - f + D

Desperation Moves

Diamond Edge - qcf x 2 + A/C

La Cachola - qcf x 2 + B/D


Super Desperation Moves

Freeze Execution - hcb x 2 + AC

HDSM

Freeze Compression = qcf x 2 + BD

Notes

Changes from OG2k2

Combos

  • j.X, cr.B×1~2, Far B, dp+C
  • j.X, cl.C (1), qcf+A, hh.D
  • cl.D (2), qcb+B~f+D, dp+C
  • j.X, st.C (1), qcfx2+P
  • j.X (cross-up), st.C (1), f+A, qcfx2+P
  • (corner) cl.C/D (2), f+A, qcf+A, qcfx2+P
  • j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcb+B~f+D, (DC) qcb+P
  • j.X, cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
  • j.X, st.C (2), (BC run) cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
  • j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcf+A, qcb+B~f+B, qcb+B~f+B, dp+C, (DC) qcb+P
  • j.X, st.C (1), f+A, (BC) st.C (1), f+A, dp+C, (DC) qcb+B, (SC) qcfx2+K
  • j.X, st.C (2), f+A, hcbx2+AC
  • j.X, st.C (1), f+A, (BC) st.C (2), f+A, hcbx2+AC
  • j.X, cr.B×1~2, (BC) Far B, dp+C, (SC) hcbx2+AC
  • j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (SC) hcbx2+AC
  • j.X, st.C (1), qcfx2+BD
  • j.X (cross-up), st.C (1), f+A, qcfx2+BD
  • (corner) j.X, st.C (1), qcf+A, qcfx2+BD
  • j.X, st.C (2), (BC) st.C (1), f+A, qcfx2+BD
  • (corner) j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (DC) qcf+A, qcfx2+BD
  • cl.C/D (2), f+A, qcb+B~f+D~dp+C/hcbx2+AC
  • cl.C (1), f+A, qcfx2+P / df+C (2), qcfx2+BD
  • Far C, qcb+B~f+D~dp+C / hcbx2+AC
  • cl.C (2), (BC) cl.C (2), hcbx2+AC
  • f+A/df+C(3)/qcb+P, dp+C/qcb+P/qcfx2+P
  • (corner) cl.C/D (2), f+A, qcf+A, [qcb+B~f+B]×2, dp+C/qcb+P
  • st.C (1), f+A, (BC run) cl.C(1), df+C(2), [dp+C (1),(SC) qcfx2+P/hcbx2+AC] qcfx2+BD
  • (corner) cr.B×1~2, (BC), Far B, dp+C (1), (DC) qcf+A, qcfx2+BD

Frame Specifics

Frame Data

Close Normals

cl.A - 4 (5)

cl.B - 4 (5)

cl.C - 5+2 (6+2)

cl.D - 7+3 (9+3)


Far Normals

st.A - 5 (6)

st.B - 5 (6)

st.C - 7 (9)

st.D - 11+5 (14+5)

CD - 13 (15)


Crouch Normals

cr.A - 4 (5)

cr.B - 5 (6)

cr.C - 10 (12)

cr.D - 13 (15)


Jump Normals

j.A - 6 (7)

j.B - 6 (7)

j.C - 9 (11)

j.D - 10 (12)

j.CD - 12 (12)


Short Hop Normals

sh.A - 6 (7)

sh.B - 6 (7)

sh.C - 10 (12)

sh.D - 10 (12)


Neutral Jump Normals

nj.A - 7 (9)

nj.B - 7 (9)

nj.C - 10 (13)

nj.D - 11 (14)


Super Jump Normals

sj.CD - 10 (12)


Command Normals

One Inch - 9 (11)

[close] - 5 (6)


Slider Shoot - 5 (6)

Critical Ice - 7+3+1 (9+3+1)


Throws

Ice Coffin - 3*1~4

Behind Slash - 10


Special Attacks

Diamond Breath (weak) - 5 (7)

Diamond Breath [strong] - 9 (13)


Counter Shell [weak] - 8 (10)

Counter Shell [strong] - 11 (14)

[Counter Ice Bullet] - 7 (9)


Crow Bites [weak] - 11 (14)

Crow Bites [strong] - 11+5 (14+5)


Lay Spin [weak] - 5 (6)

Lay Spin [strong] - 5+2 (6+2)


"Stand"

[Kick]…7(9)

[Ice Bullet] - 3 (5)


"Sit" - 3 (4)


DM

La Cachola - 10


Diamond Edge [1] - 9 (7)

[2~3] - 9+4 (7+4)

[4] - 9 (7)

[Total] - 31 (29)


SDM

Freeze Execution

[Breakdown] - 7*6~10(9+7*5~9)

[Total] - 42~70(44~72)


HSDM

Freeze Compression - 52 (52)

Frame Advantage

Close Normals

cl. A - 6F (-2F)

cl. B - 7F (-5F)

cl. C - 4F (-9F)→[2] Guard

cl. D - 7F (-6F)→[2] Guard


Far Normals

st. A - 6F (-7F)

st. B - 4F (-5F)

st. C - 14F (-21F)

st. D - 9F (-1F)→[2] Guard

CD - 12F (-23F)


Crouch Normals

cr. A - 7F (-5F)

cr. B - 5F (-2F)

cr. C - 5F (-17F)

cr. D - 8F (-15F)


Command Normals

One Inch (f+A) - 18F (-25F)

One Inch (f+A) Canceled - 13F(-26F)


Slider Shoot (df+B) - 10F (-12F~-3F)


Critical Ice (df+C) [1] - 18F

[total] - 29F (-14F)


Special Attacks

Diamond Breath (weak) - 19F (+4F)→Guard

Diamond Breath (strong) - 36F (+10F)→Guard


Crow Bites (weak) [1] - 6F (-33F)

[2] - 18F (-21F)


Crow Bites (strong) [1] - 3F

[2] - 13F


Counter Shell - 8F (-11F)


Lay Spin (weak) - 14F (-6F~-2F)

Lay Spin (strong) [1] - 15F

[2] - 31F (-2F)


"Stand" - (-5F~-2F)

"Sit" - (-17F~-6F)


DMs

Diamond Edge - 12F


SDMs

Freeze Execution [1] - 15F

[Distance] - (-21F)

[Close, Corner Start-up] - (-19F)


HSDM

Freeze Compression - 16F (-13F)

Kula KOF 2002 Mook

02kula-mook-data.jpg


Videos

Kula Master Class

Discussion Threads

Discuss at Dream Cancel or Orochinagi


The King of Fighters 2002 UM
General

ControlsFAQHealth and MeterMovementOffense and DefenseSystem

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki