Difference between revisions of "The King of Fighters XIV/Kula Diamond"

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=Special Moves=
=Special Moves=


'''Notation Key'''
'''name of special move''' - (place motion here example qcf + A/C)
(*) = EX OK


(!) = MAX OK
* (description here)


* (description here)
* (description here)
'''EX:''' (description here)
'''name of special move''' - (place motion here)
* (description here)
* (description here)
* (description here)
'''EX:''' (description here)
'''name of move''' - (motion here)
* (description here)
* (description here)
* (description here)
'''EX:''' (description here)
::'''name of follow up move''' - (motion here)
::* (description here)
     
:::'''name of follow up move''' - (motion here)
:::* (description here)
* EX: (description here)
'''name of move here''' - (motion here)
* (description here)
* (description here)
* (description here)
'''EX:''' (description here)
'''name of move''' - (motion here)
* (description here)
* (description here)
* (description here)
'''EX:''' (description here)


=Super Special Moves=
=Super Special Moves=

Revision as of 15:17, 14 September 2016

Charaimg kula.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ice Coffin - close Bk.gif / Fd.gif + C.gif

Ice Sledge - close Bk.gif / Fd.gif + D.gif

Command Normals

One Inch - Fd.gif + A.gif

Ice Sledge - Df.gif + B.gif

Special Moves

Diamond Breath - Qcf.gif + A.gif / C.gif *

Crow Bite - Dp.gif + A.gif / C.gif *

Ray Spin - Qcb.gif + B.gif / D.gif *

Ray Spin (Stand) - after Ray Spin, Fd.gif + B.gif
Ray Spin (Sit) - after Ray Spin, Fd.gif + D.gif

Counter Shell - Qcb.gif + A.gif / C.gif *

Super Special Moves

Diamond Edge - Qcf.gif Qcf.gif + A.gif / C.gif !

Frozen Arena - Qcf.gif Qcf.gif + B.gif / D.gif !


Climax Desperation Move

Glacier Ridge - Hcb.gif Hcb.gif + A.gif C.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A:
  • st. B: Long horizontal poke. 5-frame start-up and slower than in previous titles. Now whiffs many crouching opponents and can also be low profiled by many low attacks; it will only hit crouching opponents that are already in hit-stun, so only use it in strings after confirming with two cr. B's. Its higher hitbox makes it better for catching hops now, so it is like a long-reaching stand A. If cancelled into B Lay Spin, opponent can stuff the special with 4-frame lights even at range. It moves Kula forward in combos more than her cr. B, increasing chance Kula stays grounded for the first hit of C Crow Bites (dp+C), allowing Kula to super cancel the special.
  • st. C: Excellent horizontal poke and confirm tool. Reaches even further than st. B and allows an easy 2-hit confirm into B Lay Spin (qcb+B) and thus a lot of damage. The confirm can be punished cleanly by many invincible 2-bar supers though.
  • st. D:

Close

  • cl. A:
  • cl. B:
  • cl. C: 4-frame startup. Two hit confirm.
  • cl. D: 5-frame startup. Two hit confirm. First hit does 15 more damage than close C, but has worse range.

Crouching

  • cr. A:
  • cr. B: 4-Frame startup. This is the go-to confirm button. Finish with a st. B on hit and
  • cr. C: Average anti-air normal that reaches slightly forward. Now safe on hit and block but whiff punishable. Loses to good jump ins.
  • cr. D:

Jumping

  • j. A: Excellent fast hop-in and air to ground. Cannot be low-profiled. Can be used as instant overhead as a dangerous gamble, but would be punished. Can also start combos if the later active frames hit.
  • j. B:
  • j. C: Similar to Jump A, but slower. Moderately fast hop-in. Safer after using for instant overhead though easier to react to. Can be used as crossover attack.
  • j. D: Long horizontal range. Cannot be used as crossover attack.

Blowback

  • st. CD:
  • j. CD:

Throws

name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)

Special Moves

name of special move - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina