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

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** 2-hit low confirm, moderate corner carry
** 2-hit low confirm, moderate corner carry


* cr.B cr.B st.B-Ice Sledge
* cr.B cr.B st.B-Slider Shoot
** 2-hit low confirm, better knockdown than C Crow Bites
** 2-hit low confirm, better knockdown than C Crow Bites



Revision as of 14:57, 16 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

Slider Shoot - 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: 5-frame startup. Long horizontal poke. 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.

High hitbox makes it good for checking hops now, so it is like a further reaching st. A. If cancelled into B Ray 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 Ray Spin (qcb+B) and thus a lot of damage. That confirm can be punished by many invincible 2-bar supers though.
  • st. D:

Close

  • cl. A:
  • cl. B:
  • cl. C: 4-frame startup. Two hit confirm.
  • cl. D: 7-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 button for 2-hit confirms. Confirms into st. B.
  • 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: Good air to air.
  • j. C: Stronger than Jump A, but slower. Cannot be low-profiled. Moderately fast hop-in. Safer as instant overhead but easier to react to. Can be used as crossover attack.
  • j. D: Long horizontal range, fairly quick. Cannot be used as crossover attack.

Blowback

  • st. CD: long reach, large hitbox. If it hits a standing opponent, can cancel to B Ray Spin and connect with Stand follow-up.
  • 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

name of move - (motion here)

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

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)

Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

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

Combos

  • (any special information about the character combos if needed)

Notation


Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites = (place damage amount here)
    • 4-frame point blank punish
  • cl.D(1)-One Inch-B Ray Spin~Sit, C Crow Bites = (place damage amount here)
    • 7-frame point blank punish
  • cr.B cr.B st.B-C Crow Bites
    • 2-hit low confirm, moderate corner carry
  • cr.B cr.B st.B-Slider Shoot
    • 2-hit low confirm, better knockdown than C Crow Bites
  • (place combo here) = (place damage amount here)
    • (place combo description here)

1 meter

  • cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge = (???) damage
    • 4-frame punish; great damage
    • Caution: If used as confirm, note that One Inch and B Ray Spin are minus enough to be punished with 2-bar supers from many characters
  • cl.D(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge = (???) damage
    • 7-frame punish
    • Does 15 more damage than the same combo with cl.C
    • Caution: If used as confirm, note that One Inch and B Ray Spin are minus enough to be punished with 2-bar supers from many characters
  • cr.B cr.B st.B, C Crow Bites(1)-Frozen Arena = (???) damage
    • 4-frame two-hit low confirm. Kula is close to the opponent after this hard knockdown. She can then time a safe hop C afterwards, and even use an ambiguous crossover hop C if the opponent is not in the corner.
    • If opponent is too far after st.B hits, Kula will be airborne for C Crow Bites and be unable to super cancel.
    • If opponent is too far after the second cr.B hits, st.B (and probably C Crow Bites) will whiff too.
  • cr.B cr.B-BC, cl.C(1)-One Inch-EX Diamond Breath, run up EX Ray Spin, C Crow Bites = (???) damage
    • 4-frame two-hit low confirm to Quick Max(1000/2 meter)
  • cr.B cr.B-BC, cl.C(1)-One Inch-B Ray Spin, run up EX Ray Spin, EX Crow Bites = (???) damage
    • 4-frame two-hit low confirm to Quick Max(1000/2 meter)
  • (place combo here) = (place damage amount here)
    • (place combo description here)

2 meters

  • cl.C(1)-One Inch-BC, cl.D(1)-One Inch-Ex Diamond Breath, EX Frozen Arena = (place damage amount here)
    • 4-frame punish
    • Good damage and knockdown. Can safe hop afterwards, and even crossover hop C if opponent isn't in the corner
  • cl.D(1)-One Inch-BC, cl.D(1)-One Inch-Ex Diamond Breath, EX Frozen Arena = (place damage amount here)
    • 7-frame punish, does 15 more damage than with cl.C
    • Good damage and knockdown
    • Can safe hop afterwards
    • Can ambiguous crossover hop C afterwards if opponent isn't in the corner
  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites-Glacier Ridge = (place damage amount here)
    • 4-frame punish
    • A shortcut to execute C Crow Bites to Glacier Ridge is Hcb.gif Fd.gif C.gif Hcb.gif A.gif C.gif
    • karn's longer shortcut: Hcb.gif Ub.gif Up.gif Uf.gif Fd.gif Df.gif C.gif Qcb.gif A.gif C.gif
    • Grind those corners!

4 meters

  • cl.C(1)-One Inch-B Ray Spin~Sit, C Crow Bites(1)-Diamond Edge-Glacier Ridge = (place damage amount here)
    • 4-frame punish
    • Wait a few moments after impact from Diamond Edge before CM Cancel to Glacier Ridge (or else it will whiff)
  • (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

Contributors

TTT karn (Toronto, Ontario, Canada)

External Links

Discussion Threads

Discuss at [add character section link here Dream Cancel]


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