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

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(Overhaul of Kula's Command list)
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[[File:kulaxi.jpg|right|frame]]
[[File:kulaxi.jpg|right|frame]]


== Throws ==
=Introduction=


'''Ice Coffin''' - Near opponent, press b or f + C or D
Kula Diamond is one of the strongest characters in KofXI and has strong synergy with many characters. Freeze Execution,Leader Desperation Move, has juggle-anywhere properties. Her strong pokes remain as previous kof iterations but now can at any point lead to her LDM if used at the correct time. Kula's low high mixup is a real problem for most players as her combo from low attacks into Crow bite lead to a hard knockdown.


== Command Normals ==


'''One Inch''' - f + A (counter wire, knockdown unless comboed)
=Move List=
==At a glance==
{| class="wikitable"
|-
! colspan="2" | Normal throw
|-
| Ice Coffin
| (near) '''f/b + C or D'''
|-
! colspan="2" | Command moves
|-
| One Inch
| '''f + A'''
|-
| Slider Shoot
| '''df + B'''
|-
| Critical Ice
| '''df + C'''
|-
! colspan="2" | Special moves
|-
| Diamond Breath
| '''qcb + P'''
|-
| Counter Shell
| '''qcb + P'''
|-
| Crow Bites
| '''DP+P'''
|-
| Ray Spin
| '''qcb+K'''
|-
| ┗Tsuika Kougeki(Stand)
|  (During Ray Spin) '''f + B'''
|-
| ┗Tsuika Kougeki(Sit)
|  (During Ray Spin) '''f + D'''
|-
| Diamond Shoot
| (air) '''qcf+K'''
|-
! colspan="2" | Desperation Moves
|-
| Diamond Edge
| (DC) '''(qcf)x2 + P'''
|-
| MAX Diamond Edge
| (DC) '''(qcf)x2 + E'''
|-
! colspan="2" | Leader Desperation Moves
|-
| Freeze Execution
| '''(qcb)x2 + E'''
|}


'''Slider Shoot''' - Press df + B (hits low, knockdown)
==Normal moves==


'''Critical Ice''' - Press df + C (3 hits, knockdown, counter wire on last hit; counts as a physical attack rather than a projectile)
*cl. A - Excellent to juggle into LDM.
*cl. B - Slow spinning can chain into self.
*cl. C - Fast and good to confirm into Ray Spin, go-to follow up from jumping attacks.
*cl. D - Can combo into Ray Spin but not as easy to hit confirm as cl. C


== Special Moves ==


'''Diamond Breath''' - qcf + A or C (A version is a knockdown; C version has longer start-up, yet prolongs hit stun, allowing for combo set-ups)
*st. A - Good to use against Hyper Hops
*st. B - Fast poke and combos into Crow Bites.
*st. C - Slow attack that can lead into Ray Spin.
*st. D - Two-hit does not have much use.
*st. E - Fast and has very good range and can be special cancable.


'''Counter Shell''' - qcb + A or C (reflector, knockdown, also works on some DMs; counter wire)
*cr. A - this move has never been any good.
*cr. B - Best low attack that should be used to start her low combos.
*cr. C - Decent against high/normal jumps
*cr. D - Sweep can lead to LDM but might be too hard to hit-confirm efficiently.


'''Crow Bites''' - dp + A or C (A version is 1 hit; C version is 3 hits and can be SCed)
*j. A - Downwards far ice attack that can be used as an instant overhead.
*j. B - Excellent air-to-air attack than can lead into LDM
*j. C - One of the best jump attacks in the game, combo starter, and can be used as a instant overhead.
*j. D - has more range than her j.C but not as fast nor does it have as much as hit stun.
*J. E - Very fast air attack will usually beat out most air attacks and knocks down, but cannot be used to combo into LDM.


'''Ray Spin''' - qcb + B or D (B version is 1 hit; D version now has added start-up time, does 2 knockdown hits)
==Command moves==


'''> Tsuika Kougeki (Stand)''' - During Ray Spin, press f + B (sends out a projectile; 1 hit if Ray Spin B connects from the front, 2 hits if connecting by itself at close range or if comboing from Ray Spin B from behind)
* '''One Inch'''
:* '''f + A'''
:* 'Knockdown'; Combo from (cl. C/D) and can be used to tag in. It Counter Wires and knocks down if not in combo.


'''> Tsuika Kougeki (Sit)''' - During Ray Spin, Press f + D (launches, comboes from Ray Spin B)
* '''Slider Shoot'''
:* '''df + B'''
:* 'Knockdown,Low'; Combo from most normal moves and can be used as a far low attack sometimes can be used to Option Select Rolls.


'''Diamond Shoot''' - In air, qcf + B or D (knockdown; B version travels downward at an angle, D version travels straight across the screen)
* '''Critical Ice'''
:* '''df + C'''
:* 'Knockdown, Counter Wire'; Can be used as a long range poke and in case it counters you can lead to Hyper Jump D + LDM. It is not a projectile and the hurt-box extends so it can be beat by some pokes.


== Super Desperation Moves ==
==Special Moves==


'''Diamond Edge''' - qcfx2 + A or C (DC)
* '''Diamond Breath'''
:* '''qcf + A or C'''
:* 'Launcher, Freeze'; A version launches the enemy forward allowing follow ups when close to the corner. C Has a longer startup yet freezes the opponent allowing jumpin attacks, it can be used after a character has been killed as they come in to force opponent to block and maintain preassure.


'''MAX Diamond Edge''' - qcfx2 + E (Requires 2 stocks) (DC)
* '''Counter Shell'''
:* '''qcf + A or C'''
:* 'Reflects, Knockdown'; The reflected projectile travels quick and is usually safe to use at full screen away. It can reflect some DMs and it Counter Wires on Counter hit. Can also be used to Tag in during combos, some characters can follow up with hit-anywhere moves.


== Leader Desperation Move ==
* '''Crow Bites'''
:* '''dp + A or C'''
:* 'Knockdown, Antiair, SC'; C version causes Hard Knockdown, its startup is very quick and auto corrects. A version has longer startup and not as much as range but has less recovery if missed.


Freeze Execution - qcbx2 + E (won't go into effect if the charge doesn't connect; charge capable of negating DMs and LDMs)
* '''Ray Spin'''
:* '''qcb + B or D'''
:* B version is 1 hit; D version now has added start-up time, does 2 knockdown hits


== Combos ==
* '''Tsuika Kougeki (Stand)'''
:* '''During Ray Spin, press f + B'''
:* 'Sends out a projectile'; 1 hit if Ray Spin B connects from the front, 2 hits if connecting by itself at close range or if comboing from Ray Spin B from behind)


*Jumping deep C, standing close C (2 hits), Ray Spin (B), Tsuika Kougeki (Sit), juggle with standing close C (1 hit), Freeze Execution
* '''Tsuika Kougeki (Sit)'''
:* '''During Ray Spin, press f + D'''
:* 'Launches upwards, Low hit'; comboes from Ray Spin B


*Diamond Breath C (optional) --> short j. C --> close s. C --> Ray Spin B --> Sit --> Crow Bites A/C [or] Counter Shell A/C [or] E [or] Diamond Edge/MAX Diamond Edge
* '''Diamond Shoot'''
:* '''in air, qcf + B or D'''
:* 'Knockdown, Projectile'; B version travels downward at an angle, D version travels straight across the screen.


*Diamond Breath C (optional) --> close s. C --> One Inch --> Ray Spin B --> Sit --> Crow Bites A/C [or] Counter Shell A/C [or] E [or] Diamond Edge/MAX Diamond Edge
==Super Desperation Moves==


*c. B --> c. B --> s. B --> Slider Shoot
* '''Diamond Edge'''
:* '''qcfx2 + A or C (DC)'''
:* 'Knockdown'; Can be used after Ray Spin launcher or super canceled from Crow Bites and can be canceled into LDM.


*c. B --> c. B --> s. B --> Crow Bites C --> SC into Diamond Edge/MAX Diamond Edge (optional)
* '''MAX Diamond Edge'''
:* '''qcfx2 + E (DC)'''
:* 'Knockdown'; One of the only characters that can use 2 stock supers even when she is not Leader.


=== Corner ===
==Leader Desperation Moves==


*Diamond Breath C --> close s. C --> One Inch --> Diamond Breath A --> Ray Spin B --> Stand --> Crow Bites A/C [or] Counter Shell A/C [or] E 
* '''Freeze Execution'''
:* '''qcbx2 + E'''
:* 'juggle-anywhere'; Her only juggle-anywhere move, can be used anytime the opponent is in juggle state except after BO attacks.


*Jump C, standing close C (2 hits), Ray Spin (B), Tsuika Kougeki (Stand):
=='''Kula's Objective'''==


**Standing close A, Freeze Execution
If Kula is Leader; The main objective is landing LDM from any attack either air-to-air, anti-airs, or combos.
If Kula is not Leader; Best played on point as she builds meter quick and has excellent options without the need of meter. Her jump in attacks are some of the best in the game and her crouching b can go into Crow Bites which causes hard knockdown starting the mix up over again.


**Standing Close A, Diamond Edge, DC Freeze Execution
Kula provides many opportunities to TAG in other characters either from Ray Spin (Sit) or from One Inch.


**Standing close A, MAX Diamond Edge, DC Freeze Execution
=='''Weakness'''==


**Crow Bites (C)
Her damage can suffer when low on stocks/meter needing to land more hits than other characters.


***SC Diamond Edge, DC Freeze Execution
=Combos=


***SC MAX Diamond Edge, DC Freeze Execution
=Colors=


== PS2 Arranged Mode Differences ==
The range on Crow Bites is decreased. Suffers from longer start-up and the opponent can now quick recover from it.
She loses her anti-air Freeze Execution juggle combos
She cannot combo a Freeze Execution off of a crouching D
== Videos ==
[http://www.youtube.com/watch?v=F7yQvR3wgD4 Kula Solo Combo]


{{Navbox XI}}
{{Navbox XI}}

Revision as of 20:15, 25 April 2020

Kulaxi.jpg

Introduction

Kula Diamond is one of the strongest characters in KofXI and has strong synergy with many characters. Freeze Execution,Leader Desperation Move, has juggle-anywhere properties. Her strong pokes remain as previous kof iterations but now can at any point lead to her LDM if used at the correct time. Kula's low high mixup is a real problem for most players as her combo from low attacks into Crow bite lead to a hard knockdown.


Move List

At a glance

Normal throw
Ice Coffin (near) f/b + C or D
Command moves
One Inch f + A
Slider Shoot df + B
Critical Ice df + C
Special moves
Diamond Breath qcb + P
Counter Shell qcb + P
Crow Bites DP+P
Ray Spin qcb+K
┗Tsuika Kougeki(Stand) (During Ray Spin) f + B
┗Tsuika Kougeki(Sit) (During Ray Spin) f + D
Diamond Shoot (air) qcf+K
Desperation Moves
Diamond Edge (DC) (qcf)x2 + P
MAX Diamond Edge (DC) (qcf)x2 + E
Leader Desperation Moves
Freeze Execution (qcb)x2 + E

Normal moves

  • cl. A - Excellent to juggle into LDM.
  • cl. B - Slow spinning can chain into self.
  • cl. C - Fast and good to confirm into Ray Spin, go-to follow up from jumping attacks.
  • cl. D - Can combo into Ray Spin but not as easy to hit confirm as cl. C


  • st. A - Good to use against Hyper Hops
  • st. B - Fast poke and combos into Crow Bites.
  • st. C - Slow attack that can lead into Ray Spin.
  • st. D - Two-hit does not have much use.
  • st. E - Fast and has very good range and can be special cancable.
  • cr. A - this move has never been any good.
  • cr. B - Best low attack that should be used to start her low combos.
  • cr. C - Decent against high/normal jumps
  • cr. D - Sweep can lead to LDM but might be too hard to hit-confirm efficiently.
  • j. A - Downwards far ice attack that can be used as an instant overhead.
  • j. B - Excellent air-to-air attack than can lead into LDM
  • j. C - One of the best jump attacks in the game, combo starter, and can be used as a instant overhead.
  • j. D - has more range than her j.C but not as fast nor does it have as much as hit stun.
  • J. E - Very fast air attack will usually beat out most air attacks and knocks down, but cannot be used to combo into LDM.

Command moves

  • One Inch
  • f + A
  • 'Knockdown'; Combo from (cl. C/D) and can be used to tag in. It Counter Wires and knocks down if not in combo.
  • Slider Shoot
  • df + B
  • 'Knockdown,Low'; Combo from most normal moves and can be used as a far low attack sometimes can be used to Option Select Rolls.
  • Critical Ice
  • df + C
  • 'Knockdown, Counter Wire'; Can be used as a long range poke and in case it counters you can lead to Hyper Jump D + LDM. It is not a projectile and the hurt-box extends so it can be beat by some pokes.

Special Moves

  • Diamond Breath
  • qcf + A or C
  • 'Launcher, Freeze'; A version launches the enemy forward allowing follow ups when close to the corner. C Has a longer startup yet freezes the opponent allowing jumpin attacks, it can be used after a character has been killed as they come in to force opponent to block and maintain preassure.
  • Counter Shell
  • qcf + A or C
  • 'Reflects, Knockdown'; The reflected projectile travels quick and is usually safe to use at full screen away. It can reflect some DMs and it Counter Wires on Counter hit. Can also be used to Tag in during combos, some characters can follow up with hit-anywhere moves.
  • Crow Bites
  • dp + A or C
  • 'Knockdown, Antiair, SC'; C version causes Hard Knockdown, its startup is very quick and auto corrects. A version has longer startup and not as much as range but has less recovery if missed.
  • Ray Spin
  • qcb + B or D
  • B version is 1 hit; D version now has added start-up time, does 2 knockdown hits
  • Tsuika Kougeki (Stand)
  • During Ray Spin, press f + B
  • 'Sends out a projectile'; 1 hit if Ray Spin B connects from the front, 2 hits if connecting by itself at close range or if comboing from Ray Spin B from behind)
  • Tsuika Kougeki (Sit)
  • During Ray Spin, press f + D
  • 'Launches upwards, Low hit'; comboes from Ray Spin B
  • Diamond Shoot
  • in air, qcf + B or D
  • 'Knockdown, Projectile'; B version travels downward at an angle, D version travels straight across the screen.

Super Desperation Moves

  • Diamond Edge
  • qcfx2 + A or C (DC)
  • 'Knockdown'; Can be used after Ray Spin launcher or super canceled from Crow Bites and can be canceled into LDM.
  • MAX Diamond Edge
  • qcfx2 + E (DC)
  • 'Knockdown'; One of the only characters that can use 2 stock supers even when she is not Leader.

Leader Desperation Moves

  • Freeze Execution
  • qcbx2 + E
  • 'juggle-anywhere'; Her only juggle-anywhere move, can be used anytime the opponent is in juggle state except after BO attacks.

Kula's Objective

If Kula is Leader; The main objective is landing LDM from any attack either air-to-air, anti-airs, or combos. If Kula is not Leader; Best played on point as she builds meter quick and has excellent options without the need of meter. Her jump in attacks are some of the best in the game and her crouching b can go into Crow Bites which causes hard knockdown starting the mix up over again.

Kula provides many opportunities to TAG in other characters either from Ray Spin (Sit) or from One Inch.

Weakness

Her damage can suffer when low on stocks/meter needing to land more hits than other characters.

Combos

Colors

The King of Fighters XI
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Adelheid BernsteinAsh CrimsonAthena AsamiyaB.JenetBenimaru NikaidoBlue MaryClark StillDuck KingDuo LonEX Kyo KusanagiEiji KisaragiElisabeth BranctorcheGai TendoGatoGeese HowardHotaru FutubaIori YagamiJazuK'Kasumi TodohKim KaphwanKingKula DiamondKyo KusanagiMagakiMai ShiranuiMalinMaximaMomokoMr. BigOswaldRalf JonesRamonRobert GarciaRyo SakazakiShen WooShingo YabukiShionSho HayateSie KensouSilverTerry BogardThe GriffonTung Fu RueVanessaWhipYuri Sakazaki