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| <br> | | <br> |
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| cr.Bx1~2, st.B, dp+C'''/'''df+B = 26%'''/'''17%<br/> | | cr.Bx1~2, cr.B/st.B, df+B / dp+C = 17/26%<br/> |
| ''• Note: Use df+B instead of dp+C if the opponent is crouching'' | | ''• Note: Use df+B instead of dp+C if the opponent is crouching'' |
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| (jump-in), cl.C(1), f+A, qcb+B > f+D, dp+C'''/'''qcb+C = 25%'''/'''28%<br/> | | (jump-in), cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C = 25/28%<br/> |
| ''• Note: For this one and the next, you can use cl.C(2) instead of cl.C(1), f+A for an easier but less damaging combo.'' | | ''• Note: For this one and the next, you can use cl.C(2) instead of cl.C(1), f+A for an easier but less damaging combo.'' |
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| (jump-in), cl.C(1), f+A, qcf+A, delay qcb+B > f+B, dp+C'''/'''qcb+C = 33%'''/'''28%<br/> | | (jump-in), cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C = 28/33%<br/> |
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| cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C = 39%<br/> | | cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C = 39%<br/> |
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| <br> | | <br> |
| | | | | |
| cr.Bx1~2, st.B, dp+C(1), (SC) qcfx2+P = 48%<br/> | | cr.Bx1~2, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 48%<br/> |
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| (jump-in), cr.B, st.B, dp+C(1), (SC) qcfx2+P = 43%<br/> | | (jump-in), cr.B, cr.B/st.B, dp+C(1), (SC) qcfx2+P = 43%<br/> |
| ''• Note: You can do dp+C as f,qcf+C then very quickly do qcf+P to get the super cancel.'' | | ''• Note: You can do dp+C as f,qcf+C then very quickly do qcf+P to get the super cancel.'' |
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| ==Combos== | | ==Combos== |
| | You can always add a jump-in. In which case you should remove a cr.B if there's more than one. |
| | You can always replace cl.C(1), f+A by cl.C(2) to make it a bit easier but less damaging. |
| | cl.C(2), f+A whiffs on crouching Bao, stick to cl.C(1), f+A against him. |
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| '''0 Stock'''
| | ====0 Stock==== |
| *j.X, cr.B×1~2, Far B, dp+C
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| * cr. Bx2, Far B, df+B
| | ''Anywhere'' |
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| *j.X, cl.C(1), qcf+A, hh.D
| | <tabber> |
| | Combo= |
| | ★ '''cr.B×1~2, cr.B/st.B, df+B / dp+C''' |
| | : Easy and reliable meterless bnb. Great hitconfirm enhanced by cr.B/st.B's speed and reach. You can add a cr.B if you use dp+C. Despite lower range, carry and damage, it's best to default to df+B for consistency if the opponent is crouching. More on that in specifics. |
| | |-| |
| | Specifics= |
| | dp+C would be a no-brainer if it wasn't held back by two things. One of which being the strong tendency of the 2nd hit to whiff on crouchers, hence not knocking down and leaving her punishable. Chin and Choi are the only ones against whom this will happen even if they're standing. |
| | :'''The crouchers dp+C will fully connect on are:''' |
| | ::<pre>Daimon, Reg Robert, Ex Robert Seth, Ramon, Maxima, Whip, Chang, Lin, Yamazaki, Billy, Reg Takuma, Xiangfei, Hinako, King, Igniz, Rugal</pre> |
| | </tabber> |
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|
| *cl.C(2), f+A, qcb+B > f+D, dp+C
| | ★ '''cl.C(1), f+A, qcb+B > f+D, qcb+C / dp+C''' |
| : Doesn't work on crouching Bao | | : Main jump-in confirm and punish route, great carry. You need to delay dp+C to get both hits. If point-blank, preferably without a jump-in, you can use cl.C(2), f+A. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred. |
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| * j.C/D, cl.C (1), f+A, qcb+B > f+D, qcb+P
| | ''Corner'' |
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| *(corner) j.C/D, cl.C(1), f+A, qcf+A, delay qcb+B > f+B, dp+C/qcb+P
| | ★ '''cl.C(1), f+A, qcf+A, qcb+B, dp+C''' |
| (If you don't delay qcb+B, you have to omit f+B)
| | : Corner variant of the jump-in confirm with slightly better damage. |
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| *(corner) cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C | | * cl.C(1), f+A, qcf+A, delay qcb+B > f+B, qcb+C / dp+C |
| (You can add the second qcb+B's f+B follow-up if you delay it. Remove the second qcb+B against Yamazaki. Doesn't work on crouching Bao)
| | : Better optimized version of the previous route. No need to delay qcb+B against Yamazaki. End with qcb+C for less carry and damage but hard knockdown and more safety, preferred. |
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| '''1 Stock''' | | ★ '''cl.C(2), f+A, qcf+A, qcb+B > f+B, qcb+B, dp+C''' |
| *j.X, cl.C(1), qcfx2+P
| | : Optimal corner conversion for a point-blank punish. You can get the second qcb+B's f+B follow-up if you delay it. Stick to cl.C(1) on Yamazaki. Doesn't work on crouching Bao. |
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| *j.X (cross-up), cl.C(1), f+A, qcfx2+P
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| '''2 Stock'''
| | ====1 Stock==== |
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| *j.X, cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
| | ''Anywhere'' |
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| *j.X, st.C (2), (BC run) st.C (1), f+A, dp+C, (C) qcb+B > f+D, (C) qcb+P | | * cl.C(1), f+A, qcfx2+P |
| | : Basic 1 bar route. Easy but lackluster damage and practicality. |
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| *j.X, st.C (2), (BC run) cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
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| *j.X, st.C (2), (BC run) st.C (1), f+A, dp+C, (C) qcf+A, qcb+B > f+B, qcb+B > f+B, dp+C, (C) qcb+P
| | ====2 Stocks==== |
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| *j.X, st.C (1), f+A, (BC) st.C (1), f+A, dp+C, (C) qcb+B, (SC) qcfx2+K
| | ''Anywhere'' |
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| '''3 Stock''' | | ★ '''cr.B×1~2, cr.B/st.B, dp+C(1) (SC) qcfx2+P''' |
| | : The best combo to spend meter on. cr.B's hitconfirm ability and rancge makes this very practical and canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| (combos ending with qcfx2+BD must be done with your health at 30% percent) | | * cl.C(1), f+A, dp+C(1) (SC) qcfx2+P |
| | : Punish or jump-in confirm version of the previous combo. Canceling dp+C early means you don't have to worry about whiffing the 2nd hit. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| *j.X, st.C (2), f+A, hcbx2+AC | | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) qcfx2+P |
| | : Requires a max run but does less damage than the previous so useless. You can do the super cancel as ''f,qcf+C(1) (SC) qcf+P''. |
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| *j.X, st.C (1), f+A, (BC) st.C (2), f+A, hcbx2+AC | | * cl.C(1), f+A, BC run, [cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B], (C) dp+C(1) (SC) qcfx2+P |
| | : Optimized version of the max route but still the same damage as the SC option so hardly worth going for. |
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| *j.X, cr.B×1~2, (BC) Far B, dp+C, (SC) hcbx2+AC
| | ''Corner'' |
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| *j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (SC) hcbx2+AC | | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C) qcf+A, qcb+B > f+B, delay qcb+B > f+B, dp+C(1), (C) qcb+C |
| | : Need to be at a specific distance away from the corner. Too little damage and specific to be worth anything. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
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| *cl.C/D (2), f+A, hcbx2+AC
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| *j.X, st.C (1), qcfx2+BD
| | ====3 Stocks==== |
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| *j.X (cross-up), st.C (1), f+A, qcfx2+BD
| | ''Anywhere'' |
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| *(corner) j.X, st.C (1), qcf+A, qcfx2+BD | | * cl.C(1), f+A, hcbx2+AC |
| | : Simple but somewhat expensive meter dump. If point-blank, preferably without a jump-in, you can use cl.C(2), f+A. |
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| *(corner) j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (C) qcf+A, qcfx2+BD | | * cl.C(1), f+A, BC run, cl.C(1), f+A, hcbx2+AC |
| | : A bit better max alternative. If you run in close enough you can use cl.C(2), f+A. |
| | . |
| | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1) (SC) hcbx2+AC |
| | : Better optimized version of the previous. Do the super cancel as ''hcb,f+C (SC) hcb+AC''. |
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| *cl.C (1), f+A, qcfx2+P / df+C (2), qcfx2+BD | | * cl.C(1), f+A, BC, [cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B], dp+C(1) (SC) hcbx2+AC |
| | : Optimal anywhere 3 bar conversion. |
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| *Far C, qcb+B > f+D, dp+C / hcbx2+AC | | * cl.C(1), f+A, qcfx2+BD |
| | : Simple but expensive and fairly unreliable. qcfx2+BD won't combo on Robert, Shermie and these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] minus Jhun if he's standing. |
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| *cl.C (2), (BC) cl.C (2), hcbx2+AC | | * cl.C(1), f+A, BC run, cl.C(1), f+A, qcfx2+BD |
| | : Slightly better alternative to the previous. qcfx2+BD won't combo on Robert, Shermie and these [[The_King_of_Fighters_2002_UM/Miscellaneous#Inconsistent_Characters|inconsistent characters]] minus Jhun if he's standing. |
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| *f+A/df+C(3)/qcb+P, dp+C/qcb+P/qcfx2+P
| | ''Corner'' |
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| *st.C (1), f+A, (BC run) cl.C(1), df+C(2), [dp+C (1),(SC) qcfx2+P/hcbx2+AC] qcfx2+BD | | * cl.C(1), f+A, qcf+A, qcfx2+BD |
| | : Lackluster damage but easy and reliable corner conversion. |
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| *(corner) cr.B×1~2, (BC), Far B, dp+C (1), (C) qcf+A, qcfx2+BD | | * cl.C(1), f+A, BC run, cl.C(1), f+A, dp+C(1), (C)qcf+A, qcfx2+BD |
| | : Slightly better alternative to the previous route. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
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| ===Combo Animations=== | | * cl.C(1), f+A, BC run, [cl.C(1), df+C(2) or cr.Bx2, cr.B/st.B], (C)dp+C(1), (C)qcf+A, qcfx2+BD |
| | : Optimal corner 3 bar conversion. You can do dp+C(1), (C) qcf+A as ''f,qcf+C(1), A'' that needs to be done fast or ''hcb,f+C(1), qcf+A'' that is more lenient. |
| | |
| | ====Combo Animations==== |
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| [[File:Kulacombotest.gif]] | | [[File:Kulacombotest.gif]] |
| * cr.B, cr. B, df+B | | * cr.B, cr.B, df+B |
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| --- | | --- |
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| [[File:Kulacombo2.gif]] | | [[File:Kulacombo2.gif]] |
| * j.D, cl. C (2), qcf+A, qcb+D, cr. C | | * j.D, cl.C(2), qcf+A, qcb+D, cr. C |
| | |
| ==Frame Specifics==
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| ===Frame Data===
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| '''Close Normals'''
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| cl.A - 4 (5)
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| cl.B - 4 (5)
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| cl.C - 5+2 (6+2)
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| cl.D - 7+3 (9+3)
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| '''Far Normals'''
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| st.A - 5 (6)
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| st.B - 5 (6)
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| st.C - 7 (9)
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| st.D - 11+5 (14+5)
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| CD - 13 (15)
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| '''Crouch Normals'''
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| cr.A - 4 (5)
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| cr.B - 5 (6)
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| cr.C - 10 (12)
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| cr.D - 13 (15)
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| '''Jump Normals'''
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| j.A - 6 (7)
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| j.B - 6 (7)
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| j.C - 9 (11)
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| j.D - 10 (12)
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| j.CD - 12 (12)
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| '''Short Hop Normals'''
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| sh.A - 6 (7)
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| sh.B - 6 (7)
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| sh.C - 10 (12)
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| sh.D - 10 (12)
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| '''Neutral Jump Normals'''
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| nj.A - 7 (9)
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| nj.B - 7 (9)
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| nj.C - 10 (13)
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| nj.D - 11 (14)
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| '''Super Jump Normals'''
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| sj.CD - 10 (12)
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| '''Command Normals'''
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| One Inch - 9 (11)
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| [close] - 5 (6)
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| Slider Shoot - 5 (6)
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| Critical Ice - 7+3+1 (9+3+1)
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| '''Throws'''
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| Ice Coffin - 3*1~4
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| Behind Slash - 10
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| '''Special Attacks'''
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| Diamond Breath (weak) - 5 (7)
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| Diamond Breath [strong] - 9 (13)
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| Counter Shell [weak] - 8 (10)
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| Counter Shell [strong] - 11 (14)
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| [Counter Ice Bullet] - 7 (9)
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| Crow Bites [weak] - 11 (14)
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| Crow Bites [strong] - 11+5 (14+5)
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| Lay Spin [weak] - 5 (6)
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| Lay Spin [strong] - 5+2 (6+2)
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| "Stand"
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| [Kick]…7(9)
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| [Ice Bullet] - 3 (5)
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| "Sit" - 3 (4)
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| '''DM'''
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| La Cachola - 10
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| Diamond Edge [1] - 9 (7)
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| [2~3] - 9+4 (7+4)
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| [4] - 9 (7)
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| [Total] - 31 (29)
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| '''SDM'''
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| Freeze Execution
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| [Breakdown] - 7*6~10(9+7*5~9)
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| [Total] - 42~70(44~72)
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| '''HSDM'''
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| Freeze Compression - 52 (52)
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| ===Frame Advantage===
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| '''Close Normals'''
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| cl. A - 6F (-2F)
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| cl. B - 7F (-5F)
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| cl. C - 4F (-9F)→[2] Guard
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| cl. D - 7F (-6F)→[2] Guard
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| '''Far Normals'''
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| st. A - 6F (-7F)
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| st. B - 4F (-5F)
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| st. C - 14F (-21F)
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| st. D - 9F (-1F)→[2] Guard
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| CD - 12F (-23F)
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| '''Crouch Normals'''
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| cr. A - 7F (-5F)
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| cr. B - 5F (-2F)
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| cr. C - 5F (-17F)
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| cr. D - 8F (-15F)
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| '''Command Normals'''
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| One Inch (f+A) - 18F (-25F)
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| One Inch (f+A) Canceled - 13F(-26F)
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| Slider Shoot (df+B) - 10F (-12F~-3F)
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| Critical Ice (df+C) [1] - 18F
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| [total] - 29F (-14F)
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| '''Special Attacks'''
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| Diamond Breath (weak) - 19F (+4F)→Guard
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| Diamond Breath (strong) - 36F (+10F)→Guard
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| Crow Bites (weak) [1] - 6F (-33F)
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| [2] - 18F (-21F)
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| Crow Bites (strong) [1] - 3F
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| [2] - 13F
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| Counter Shell - 8F (-11F)
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| Lay Spin (weak) - 14F (-6F~-2F)
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| Lay Spin (strong) [1] - 15F
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| [2] - 31F (-2F)
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| "Stand" - (-5F~-2F)
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| "Sit" - (-17F~-6F)
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| '''DMs'''
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| Diamond Edge - 12F
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| '''SDMs'''
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| Freeze Execution [1] - 15F
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| [Distance] - (-21F)
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| [Close, Corner Start-up] - (-19F)
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| '''HSDM'''
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| Freeze Compression - 16F (-13F)
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| ==Videos== | | ==Videos== |