Difference between revisions of "SNK Heroines: Tag Team Frenzy/Kula Diamond"
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Line 20: | Line 20: | ||
|version=5L | |version=5L | ||
|damage=30 | |damage=30 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-1 | ||
|blockAdv= | |blockAdv=0 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit=0 | |spirit=0 | ||
|description=A quick elbow jab. | |description=A quick elbow jab. It's 0 on block and 4f startup, making it good against characters with slow jabs. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH | ||
|header=no | |header=no | ||
|version=5LL | |version=5LL | ||
|damage= | |damage=27 | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-2 | ||
|blockAdv= | |blockAdv=-4 | ||
|HTC= | |HTC=19 | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit=0 | ||
|description= | |description=Frame traps into c.L and f.L, but must be delayed. | ||
}} | }} | ||
{{AttackData-SNKH | {{AttackData-SNKH | ||
|header=no | |header=no | ||
|version=5LLL | |version=5LLL | ||
|damage= | |damage=28 | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-7 | ||
|blockAdv=- | |blockAdv=-9 | ||
|HTC= | |HTC=19 | ||
|BTC= | |BTC=17 | ||
|spirit= | |spirit=0 | ||
|description= | |description=After this string, you can do delay 5S and 6S to frame trap the opponent. | ||
}} | }} | ||
}} | }} | ||
Line 93: | Line 93: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hitAdv= | |hitAdv=-1 | ||
|blockAdv= | |blockAdv=-3 | ||
|HTC= | |HTC=13 | ||
|BTC= | |BTC=11 | ||
|spirit= | |spirit=0 | ||
|description= | |description=Decent ranged poke. Hits about 2-3 character lengths away. | ||
}} | }} | ||
}} | }} |
Revision as of 00:15, 21 October 2020
Gameplay Overview
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 |
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c.H
c.H |
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f.L
f.L |
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f.H
f.H |
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j.L
j.L |
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j.H
j.H |
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66H
66H |
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Universal Mechanics
Forward Throw
Forward Throw 6L+G |
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Back Throw
Back Throw |
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Air Throw
Air Throw j.5L+G |
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Assist
Assist 5I |
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Special Moves
5S
Diamond Breath 5S |
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2S
Crow Bite 2S |
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4S
Psycho Reflector 4S |
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j.S
Ray Spin 6S |
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Dream Finish
5D
Diamond Edge 5D |
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2D
Frozen Arena 2D |
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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.
dash = This means to dash to close distance.
Mid screen, 1000 health
1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)
2: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 2D (516 damage)
3: j.H, L,L,H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, 2S(both hits) xx 5D (521 damage)
Mid screen, 500 health
1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)
2: j.H, L,L,H, 66H, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (541 damage)
3: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S(both hits), 4S, 2S(both hits) xx 5D (550 damage)
Opponent in corner, 1000 health
1: j.H, L,L,H, cl.H(one hit), jc, IAD.L, 66H, cl.H(2nd hit), jc, IAD.H, 66H, 6S~2S xx 5D (459 damage)
2: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 5D (477 damage)
3: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)
Opponent in corner, 500 health
1: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S, 4S, 2S(both hits) xx 5D (511 damage)
2: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)
3: j.H, L,cl.H(two hits), jc, IAD.H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc, IAD.L, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (542 damage)
Corner-to-Corner, 1000 health
1: L,L,H, IAD.L, 6S~2S, cl.H(one hit), jc.H, 66H, 5D (414 damage)
2: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, 2S xx 5D (427)
Corner-to-Corner, 500 health
1: L,L,H, IAD.L, 6S~2S, cl.H, jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (476 damage)
2: L,L,H, 66H, dash, IAD.L, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (511 damage)
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