The King of Fighters XIII/Kula Diamond

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File:Kula XIII.PNG Spacer.gif File:Sprite Kula XIII.gif

Kulaxiiimoves.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A -

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B -

- Cancel-able

- Hit Detection: High

- Damage: 30


st. C -

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D -

- Hit Detection: High

- Damage: 25x2


cl. C -

- Cancel-able

- Hit Detection: High

- Damage: 55+25


cl. D -

- Cancel-able

- Hit Detection: High

- Damage: 55+25

Crouching

cr. A -

- Cancel-able

- Hit Detection: High

- Damage: 25


cr. B -

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C -

- Hit Detection: High

- Damage: 70


cr. D -

- Cancel-able

- Hit Detection: Low

- Damage: 80


Jumping

j. A -

- Hit Detection: Mid

- Damage: 45(40)


j. B -

- Hit Detection: Mid

- Damage: 45(40)


j. C -

- Hit Detection: Mid

- Damage: 72(70)


j. D -

- Hit Detection: Mid

- Damage: 70(68)


Blowback Attack

CD -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


j. CD -

- Hit Detection: High

- Damage: 90(80)


GCCD - Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10


Throw

b/f + C/D = Ice Coffin

- Can be broken

- Hit Detection: Close

- Damage: 13x7+40


Command Moves

f + A = One Inch Punch

- Cancel-able

- Hit Detection: High

- Damage: 70(50)


df + B = Slider Shoot

- Hit Detection: Low

- Damage: 80


Special Moves

dp + A/C = Crow Bites

(EX) = dp + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 70(40)/70(60)+60/100+60(40)+40


qcf + A/C = Diamond Breath

(EX) = qcf + AC

- Super Cancel-able

- Hit Detection: High

- Damage: 60/70/120


qcb + A/C = Counter Shell

(EX) = qcb + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 45/80 80/50x3


qcb + B/D = Ray Spin

(EX) = qcb + BD

- Hit Detection: High

- Damage: 30/30x2/60x2


(After Ray Spin)∟ f + B (Standing)

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 20+30/45+80


(After Ray Spin)∟ f + D (Sitting)

- Drive/Super Cancel-able

- Hit Detection: Low

- Damage: 30/90


Desperation Moves

qcf x2 + A/C = Diamond Edge

(EX) = qcf x2 + AC

- Max Cancel-able

- Hit Detection: High

- Damage: 210/80x4


hcb x2 + A/C = Freeze Execution

- Hit Detection: High

- Damage: 100+15x12


Neomax

hcb x2 + BD = Neo Freeze Execution

- Hit Detection: High

- Damage: 100+70x2+15x2

Combos

No Stock, No Drive Gauge -

st.C, qcb+B~f+D, dp+C (DMG=231)

cr.B×3, dp+C (DMG=192)

st.C, f+A, qcf+A, qcb+B~f+B, dp+C (DMG=299/348)


1 Stock, No Drive Gauge -

cr.B×3, qcb+BD, dp+C (DMG=271)

cr.B×3, qcb+BD, qcb+B~f+B, dp+C (DMG=308)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+C (DMG=299/348)

st.C, f+A, qcf+A, qcb+B~f+B, dp+AC (DMG=299/348)

st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)


1 Stock, 1+ Drive Gauge -

j.D, st.C, qcb+B~f+D, dp+A, (SC) qcfx2+P (DMG=392)

qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C


2 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C (DMG=454/492)

st.C, f+A, qcf+AC, qcb+B~f+B, dp+AC (DMG=299/348)


2 Stock, 1+ Drive Gauge -

j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+C, (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B]x2, dp+C


3 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+AC (DMG=454/492)


Hyper Drive Combos

Links & References

Technical Reference

http://www.youtube.com/watch?v=9sBJCsCsBIY


Discussion Threads

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