Difference between revisions of "SNK Heroines: Tag Team Frenzy/Kula Diamond"
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5S - '''Diamond Breath''': | 5S - '''Diamond Breath''': Kula breathes a breath of cold air directly in front of her. It’s got pretty decent horizontal range. Knocks an enemy back if it hits. 90 damage. SP cost: 1 bar. | ||
Without Spirit: | Without Spirit: | ||
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EX Item: | EX Item: | ||
* | * This has slightly more horizontal range than the standard Diamond Breath attack, is faster, and if it hits, it puts the opponent in a crumple stun. 100 damage. | ||
6S - '''Ray Spin''': Kula jumps and spins forward with a pirouette, kicking the opponent. SP cost: 1 bar; follow ups are ¼ th a bar afterward. | |||
Without Spirit: | Without Spirit: | ||
* ( | * (info here) | ||
EX Item: | EX Item: | ||
* ( | * EX Ray Spin: This version does two spinning kicks and takes Kula slightly higher into the air with them. For each version, Kula counts as being airborne, allowing her to go over some attacks. Regardless of which you do, there are two follow ups: | ||
: '''Ray Spin''' - Stand (S after Ray Spin): Kula kicks her leg, sending a tub of ice cream (?!) encased in a snowflake at the opponent. Counting the initial Ray Spin kick, 129 damage. EX version, 154 damage. | |||
: '''Ray Spin''' - Sit (2S after Ray Spin): Instead of sending out a projectile, Kula slides along the ground. If this connects, it pops the opponent up into the air. This can be followed up with a cl.H or a Crow Bite. This move can also be hit multiple times. 101 damage if both hits connect. 135 damage if the EX version fully connects, though it’s worth noting that the EX version can’t hit more than once. | |||
4S - '''Counter Shell''': Kula does a wiping motion with her hand, with ice trailing the motion. While this can hit the opponent, its main use is in reflecting projectiles. Kula wipes away the projectile, then immediately kicks one of her own back at the enemy. In normal KOF games, the projectile Kula kicked back would be impossible to reflect back at her, and in many cases, could just beat other projectiles -- even supers. Here, the projectile she kicks back has normal properties, meaning it can be reflected back at Kula after she reflects something back. Be careful with this one. 50 damage if the physical attack connects, 100 damage if the reflected projectile hits. SP cost: 1 bar. | |||
Without Spirit: | Without Spirit: | ||
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EX Item: | EX Item: | ||
* | * This has the same properties of the normal Counter Shell. It’s faster, though, and hits a bit harder. 75 damage if the physical attack connects, 100 damage if the reflected projectile hits. | ||
2S - '''Crow Bite ''': Kula’s classic anti-air special move. This move’s two hits, and can be hit multiple times, if the opponent is high enough in the air for it. 120 damage if both hits connect. SP cost: 1 bar. | |||
Without Spirit: | Without Spirit: | ||
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EX Item: | EX Item: | ||
* This version of Crow Bite is three hits instead of two. As Kula goes up higher, and recovers slower than she would with the normal Crow Bite, following this one up with anything else would be very unlikely. It DOES grant some very brief startup invul, though. 150 damage if all three hits connect. | |||
=Dream Finish= | =Dream Finish= |
Revision as of 23:05, 12 October 2018
File:Characters kula thumb.png
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.
Normals
Close
cl. L:
- 30 dmg
- 1 hit
cl. H:
- 70 dmg
- 2 hit
- Ground bounces on 2nd hit
- Can be jump canceled on 2nd hit
Far
Far L:
- 30 dmg
- 1 hit
Far H:
- 70 dmg
- 1 hit
Dash
Dash H:
- 80 dmg
- 1 hit
- Wallbounce on hit
Jump
j. L:
- 30 dmg
- 1 hit
j. H:
- 50 dmg
- 1 hit
- Ground bounce on airborne opponent
Throws
Forward throw:
- 100 dmg
- Causes hard knockdown
- Can OTG after
Back throw:
- 100 dmg
- Throws opponent behind
Air throw:
- Throws opponent behind
SP
Assist:
- Fast moving full-screen projectile that freezes. 50dmg
Special Moves
5S - Diamond Breath: Kula breathes a breath of cold air directly in front of her. It’s got pretty decent horizontal range. Knocks an enemy back if it hits. 90 damage. SP cost: 1 bar.
Without Spirit:
- 5 dm
EX Item:
- This has slightly more horizontal range than the standard Diamond Breath attack, is faster, and if it hits, it puts the opponent in a crumple stun. 100 damage.
6S - Ray Spin: Kula jumps and spins forward with a pirouette, kicking the opponent. SP cost: 1 bar; follow ups are ¼ th a bar afterward.
Without Spirit:
- (info here)
EX Item:
- EX Ray Spin: This version does two spinning kicks and takes Kula slightly higher into the air with them. For each version, Kula counts as being airborne, allowing her to go over some attacks. Regardless of which you do, there are two follow ups:
- Ray Spin - Stand (S after Ray Spin): Kula kicks her leg, sending a tub of ice cream (?!) encased in a snowflake at the opponent. Counting the initial Ray Spin kick, 129 damage. EX version, 154 damage.
- Ray Spin - Sit (2S after Ray Spin): Instead of sending out a projectile, Kula slides along the ground. If this connects, it pops the opponent up into the air. This can be followed up with a cl.H or a Crow Bite. This move can also be hit multiple times. 101 damage if both hits connect. 135 damage if the EX version fully connects, though it’s worth noting that the EX version can’t hit more than once.
4S - Counter Shell: Kula does a wiping motion with her hand, with ice trailing the motion. While this can hit the opponent, its main use is in reflecting projectiles. Kula wipes away the projectile, then immediately kicks one of her own back at the enemy. In normal KOF games, the projectile Kula kicked back would be impossible to reflect back at her, and in many cases, could just beat other projectiles -- even supers. Here, the projectile she kicks back has normal properties, meaning it can be reflected back at Kula after she reflects something back. Be careful with this one. 50 damage if the physical attack connects, 100 damage if the reflected projectile hits. SP cost: 1 bar.
Without Spirit:
- (add info)
EX Item:
- This has the same properties of the normal Counter Shell. It’s faster, though, and hits a bit harder. 75 damage if the physical attack connects, 100 damage if the reflected projectile hits.
2S - Crow Bite : Kula’s classic anti-air special move. This move’s two hits, and can be hit multiple times, if the opponent is high enough in the air for it. 120 damage if both hits connect. SP cost: 1 bar.
Without Spirit:
- (add info)
EX Item:
- This version of Crow Bite is three hits instead of two. As Kula goes up higher, and recovers slower than she would with the normal Crow Bite, following this one up with anything else would be very unlikely. It DOES grant some very brief startup invul, though. 150 damage if all three hits connect.
Dream Finish
5D
- 300 dmg/ 1 hit(#frame count)
- Can charge this attack by holding the button
- Charging does not increase dmg
- Causes hard knockdown
2D
- 350 dmg
- 1 hit
- Cost: 4 bars
- Can be done in air
- Can hit twice, separate hits will not combo
- Causes hard knockdown
Combos
L = Light attack
H = Heavy attack
d = dash
j = jump
jd = jump air dash
c = close
D = Dream Finish
S = special
4 = direction away from opponent
6 = direction towards the opponent
5 = no direction/neutral
T = throw
center
L > L > H > dH > cH > jH > dH > D
L > L > H > R1
L > L > H > jdL > dH > jdH > dH > S > dH > cH > dH > D
near corner
L > L > L > 4S > fH > 5S > dH > cH > jH > jT
corner
L > L > L > 4S > 6 > cH > jdH > dH > jdL > dH > S > dH > H