The King of Fighters XIII/Kula Diamond
|0 Stock, No Drive Gauge||st.C, f+A, qcb+B~f+D, dp+C = 255 dmg
cr.B×2, st.B, dp+C = 192 dmg
(corner) st.C, f+A, qcf+A, qcb+B~f+B, dp+C = 299 dmg
|1 Stock, No Drive Gauge||cr.B×2, st.B, qcb+BD, dp+C = 271 dmg
(corner) cr.B×2, st.B, qcb+BD, qcb+B~f+B, dp+C = 308 dmg
|1 Stock, 1 Drive Gauge||st.C, f+A, qcb+B~f+D, dp+A (SC) qcfx2+P = 367 dmg|
- s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
- Recovery on df.B improved
- EX Ray Spin no longer invincible
- EX Ray Spin Sit recovery improved
- EX Diamond Edge is faster
- Freeze execution adjusted. Faster and follow-up hitbox improved.
- EX Counter shell has a stronger hitbox
Producer Yamamoto: '"Both supers expending 2 meters have become more powerful. Both make Kula invincible and are good for interrupting opponents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage on counter hit on her EX counter shell."'
Kula is a rushdown oriented character with strong anti-zoning skills. Her Counter Shell is capable of countering almost all projectiles (including those from level 1 and 2 DMs), though precise timing is required to make the most of this skill. Ray Spin's f+B followup will also cut through almost all single hit projectiles. Though not able to control space as well as previous KOF games, she remains a viable competitor due to her speed, frametraps, excellent hitconfirms, great pokes and corner-carrying combos.
- A top notch anti-projectile game. If the player's reactions are fast enough they can counter almost all projectiles thrown at them or negate normal projectiles entirely with Diamond Breath. It should be noted that Kula's taunt also blocks projectiles and recovers fairly quickly, though its framedata isn't available yet.
- Generous hit confirms, namely st.C (2 hit), st.C->f+A and cr.Bx2 st.B. These allow her plenty of time to decide the best action, be it a simple BnB or a full HD combo.
- She is able to convert many specials into combos, especially in the corner. Ray Spin, Diamond Breath and Counter Shell (on counter hit) can act as stand alone combo starters.
- Her combos can carry from corner to corner.
- Intense corner pressure.
- Builds meter quickly.
- A relatively weak anti-air game. Her Crow Bites move her forward and have enormous recovery on block or whiff. Her cr.C is -17 on block/whiff, making it full combo punishable (and sometimes punishable on hit) since it can't be cancelled into anything safe.
- Accidental inputs, notably Slider Shoot when being crossed up, can result in suicide.
- C Crow Bites, when hitting a crouching opponent, can partially whiff and leave Kula open to a full combo.
- Semi-weak crossup options.
- Poor mixup options outside of fundamentals (no command grab, no overhead).
- For complete framedata see the Move Metadata chart near the bottom of the page.
st. A: 25 damage, cancellable/chain-able, hits mid.
A quick jab capable of anti-airing short hops. Inferior to st.B both in range and frames. Chainable into itself, cr.A, cr.B and st.B. It has a long cancel window so it can be used as a one-hit confirm into a fast specials like Crow Bites.
- Kara Cancel Dirtiness: st.A can be cancelled into itself far more times than ordinarily allowed by pressing A, then quickly mashing A+C. 13 hits are possible of just st.A alone with fast enough mashing (or turbo). This technique can increase guard and stun damage, but because of the scaling of multiple hits, raw damage will decrease dramatically. Video example.
st. B: 30 damage, cancellable, hits mid.
Kula's most valuable standing poke, st.B has great range, is faster than st.A and just as capable of anti-airing short hops. It's -2 on block and has pushback, making it safe against just about everything if properly spaced. Liberal use of this move is strongly encouraged.
st. C: 80 damage, cancellable, hits mid.
Kula moves forward, throws out her fist and extends its range with an icicle. If it connects she can cancel into the combo of her choice. Valuable if properly spaced, but risky due to the 14 frame startup. This move can be especially useful when the opponent attempts to roll out of the corner.
st. D: 25x2 damage, hits mid.
Kula turns around and throws out a backwards heel. Capable of anti-airing though not especially efficient at it. A 10 frame startup and -12 frame disadvantage on block make it a very risky choice since it can't be cancelled into anything safe.
cl. C: 55 + 25 damage, cancellable, hits mid.
Kula uppercuts then elbows the opponent. Connects twice, making it an easy hit confirm, though it does less damage than cl.C(1)->f+A. 4 frame startup.
cl. D: 55 + 25 damage, cancellable, hits mid.
Kula throws her leg above her head then swings it back down. Hits twice like cl.C but has a 7 frame startup. Can anti-air.
cr. A: 25 damage, cancellable, hits mid.
Kula leans back on her hands and does a single kick. 5 frame startup and -5 on block. Not chainable into any other normals, but has long active frames and a long cancel window making it possible to one-hit confirm into fast specials like Crow Bites. st.A would be better in every way if cr.A did not shrink Kula's hurtbox.
cr. B: 30 damage, cancellable/chain-able, hits low.
Kula hunkers down and throws out a very fast backwards low kick. 4 frame startup and neutral on block. Chainable into itself, cr.A, st.A and st.B.
cr. C: 70 damage, hits mid.
Kula freezes her hair and thrusts it upward at a diagonal angle. Acts as a crouching anti-air. Non-cancellable, 5 frame startup and -17 on block.
- It is possible in some situations to punish this move on hit (for example when used point blank on a grounded opponent or on a cornered opponent on the lower end of their air descent, similar to Shen's cr.C), so be cautious when using this.
cr. D: 80 damage, cancellable, hits low.
Kula sweeps the opponent, leading to a knockdown on hit. 8 frame startup. Can be used for more distanced blockstrings since it's cancellable.
j. A: 45 (40) damage, hits overhead.
Kula jumps and aims downward with a small ice crystal in her hands. 7 frame startup. A miniature version of j.C with shorter blockstun. Useful against grounded opponents, but not for air to air.
j. B: 45 (40) damage, hits overhead.
Kula leaps up and does a long horizontal kick. Her best air to air with a 7 frame startup. Will whiff against crouching opponents.
j. C: 72 (70) damage, hits overhead.
Nearly the same as j.A except the crystal is much bigger, hits deeper/lower and with more blockstun. An excellent air to ground move, but a poor choice for air to air. 13 frame startup.
j. D: 70 (68) damage, hits overhead.
Kula jumps up and does a heavy swing of her leg at a downward angle. Slightly more horizontal than j.C. Useful vs grounded opponents or for preemptively beating enemy jumps. Can crossup. 6 frame startup.
st. CD: 75 damage, whiff/cancellable, hits mid.
Kula extends her hand and forms a large sphere of ice. Capable of anti-airing and useful as a whiff cancel cover for other specials. 18 frame startup and +4 on block.
j. CD: 90 (80) damage, hits mid.
Kula jumps and flips her leg in a half crescent arc. Decent at both air to air and air to ground. 16 frame startup.
GCCD: 10 damage, hits mid.
Kula knocks the opponent away with a large sphere of ice. -15 on block.
b/f + C/D = Ice Coffin
- Can be broken
- Hit Detection: Close
- Damage: 13x7+40
- Hard knockdown
Kula encases the opponent in a giant crystal of ice, then shatters it. Causes a hard knockdown that allows Kula a few options, like ambiguous rolls or meaty Diamond Breaths that can give up to +11 frames of advantage.
f + A = One Inch Punch
- Hit Detection: Mid
- Damage: 70(50)
Kula extends both fists forward. If it connects it will crumple the opponent, leaving them open to a followup hit. Can be comboed into from cl.C and cl.D, creating a more damaging hit confirm than cl.C/D(2 hit). Note that One Inch is not cancellable into from cl.D if performed off a jump-in.
df + B = Slider Shoot
- Hit Detection: Low
- Damage: 80
Kula slides low to the ground on a frozen trail of ice. Hits low and can be linked from light attacks. Can slide under many, but not all projectiles. 8 frame startup and -13 on block if performed at close range, but only -2 at max range.
dp + A/C = Crow Bites
(EX) = dp + AC
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 70(40)/70(60)+60/100+60(40)+40
Kula launches herself skyward with her fist trailing ice. A classic anti-air DP, but one of the weaker ones in the game. The A version has a 6 frame startup, poor vertical coverage and moves her forward considerably, but has startup invincibility. The C version has a 4 frame startup without invincibility and reaches a greater height while traveling fullscreen. Note that the C version can partially whiff against crouching opponents, leaving Kula open to a full punish. Can be drive and super cancelled on the first hit. The A version is -31 on block, C is -48. Use with extreme caution.
- More information about dp+C whiffing crouchers, courtesy of No Limitz: "You could still hit a crouching opponent with C Crow Bite if you space it far enough so that the first hit is the air hit instead of the ground hit. (c.B x 3, s.B xx C DP from point blank works but c.B x 2, s.B doesn't)"
- Option select vs crouchers courtesy of karn: "Whenever using a dp.C against a crouching opponent, Kula players should always attempt to drive cancel it, since the drive cancel will only be possible for a dp.C that doesn't knock down (therefore you should want to use the drive cancel to EX Diamond Breath or Ray Spin to ensure that they're knocked down!) If you feel it isn't worth the drive, it's better to light confirm to something else like Slider Shoot (df.B), EX Ray Spin or EX Diamond Edge (qcfqcfAC) to score that knockdown."
EX Crow Bites: Nearly identical to C Crow Bites, but with short 3 frame startup, startup invincibility, higher damage, guaranteed knockdown even against crouchers, and can set up a 3 frame safe jump if the second hit is drive cancelled into Ray Spin D. -48 on block.
qcf + A/C = Diamond Breath
(EX) = qcf + AC
- Super Cancel-able
- Hit Detection: Mid
- Damage: 60/70/120
Kula blows an icy mist in front of her. The A version can be comboed into from heavy attacks, has a 19 frame startup and is neutral on block, making it a relatively safe move to end blockstrings with since it has pushback. It can't be linked from light attacks but can be used in light attack blockstrings, however it's not considered a "true" blockstring as there's a gap before Diamond Breath comes out that can be punished by fast specials. The C version has slightly longer range, a 33 frame startup and is +3 on block, but cannot be comboed into. Instead it creates a stagger state in the opponent that allows for followup combos.
- The frame advantage for both versions can be increased significantly if performed while the opponent is waking up, as only the tail-end of the animation will connect while the blockstun remains the same.
EX Diamond Breath: 16 frame startup and can be comboed into. Causes a crumple state that allows single hit followups, most notably C Diamond Breath as it creates a juggle that can be further comboed off of. +7 on block. The enormous frame advantage allows Kula to continue a seamless blockstring or frame trap without much effort.
qcb + A/C = Counter Shell
(EX) = qcb + AC
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 45/80 80/50x3
Kula swipes her hand in front of her with a trail of ice. If it connects with a projectile it will retaliate through it with one of her own. Counters most level 1 and 2 projectile DMs, regardless if they're multi-hitting or not (examples: Takuma's level 2 Haohshikouken, King's Double Strike, and Saiki's Tokoyami no Fune). Exceptions include Joe's level 2 Screw Upper and possibly others that will be listed as they're found.
If it connects with the opponent it will cause a hard knockdown, making it a very useful (though less damaging) option for finishing corner combos. If it connects as a counter-hit to a melee attack it will counter-wire the opponent and allow for followup combos. 5 frame startup, -11 on block.
EX Counter Shell: Functionally identical with the exception of a faster 3 frame startup, -7 block disadvantage and increased damage of both the swipe and projectile.
qcb + B/D = Ray Spin
(EX) = qcb + BD
- Hit Detection: Mid
- Damage: 30/30x2/60x2
Kula leaves the ground in a ballerina twirl, swinging her leg around her. Can only be comboed into from heavy attacks. The B version stays closer to the ground while the D version will launch her higher. Be aware that if performed too close the D version will travel harmlessly above a crouching player. The B version has a 15 frame startup and is -7 on block, while the D version has a 17 frame startup and is -3 on block (or -1 if hitting a crouching player). Punishable by instant and fast command grabs if performed too close. This move can be useful to fish with stand-alone or in light attack pseudo-blockstrings as it can be hit confirmed into the Sitting followup for a combo.
(After Ray Spin)∟ f + B (Standing)
- Drive/Super Cancel-able
- Hit Detection: Mid
- Damage: 20+30/45+80
This followup launches a crystal of ice at the opponent. It's capable of piercing through most known projectiles, including level 1 and 2 DMs, though this is impossible to do on reaction due to Ray Spin's startup and animation time. Useful if you can read your opponent and for controlling space by denying further projectiles, but risky as it requires Kula to move even closer to opponent. 10 frame startup and -1 on block.
Effectively has 5 frame startup after blocked Ray Spin B, 1 frame startup after stand-blocked Ray Spin D, and strings cleanly after crouch-blocked Ray Spin D. This makes it an effective counter/frametrap against poor punish attempts.
- Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable.
(After Ray Spin)∟ f + D (Sitting)
- Drive/Super Cancel-able
- Hit Detection: Low
- Damage: 30/90
This Slider Shoot followup makes Kula slide on the ground, attacking the opponent low and launching them for juggle if it hits. -8 on block.
- Ray Spin B can always be followed up with "Standing"/"Sitting", but Ray Spin D must make contact for "Standing"/"Sitting" to be usable. Cannot hit airborne opponents.
EX Ray Spin: A medium height Ray Spin with a faster 12 frame startup and more damage. Capable of being linked from light attacks. This version's Sitting (Slider Shoot followup) can connect regardless of the opponent's airborne status. +1 on block, making it safe against grabs.
qcf x2 + A/C = Diamond Edge
(EX) = qcf x2 + AC
- Max Cancel-able
- Hit Detection: Mid
- Damage: 210/80x4
Kula slams her icy fists into the ground and creates a pillar of ice in front of her at a diagonal angle. An alright anti-air if anticipated early as it has a 16 frame startup. -24 on block, but has significant pushback.
EX Diamond Edge: Four times the fun with four times the pillars. This version has a faster 7 frame startup, covers more ground and deals more damage, but will lose much of it when executed in the corner as the pillars will go harmlessly off screen. -37 on block and has less pushback than the regular, so beware.
hcb x2 + A/C = Freeze Execution
- Hit Detection: Mid
- Damage: 100+15x12
Foxy or Diana help Kula cheat by flying across the screen at ground level to intercept the opponent. If they connect, they knock the opponent into the air where Kula unleashes a short but violent blizzard. 11 frame startup and -62 on block/whiff, but Kula is invincible during the animation itself. Useful in reaction to projectiles and can anti-air if the opponent is low enough.
hcb x2 + BD = Neo Freeze Execution
- Hit Detection: Mid
- Damage: 100+70x2+15x2
Foxy and Diana help Kula cheat even more by tagteaming the opponent if they connect. Each takes a turn piercing the victim while referencing Mohammed Ali's "Float like a butterfly, sting like a bee." Afterward, Kula unleashes a more powerful blizzard on the still airborne opponent. 6 frame startup and -48 on block, but like Freeze Execution she is invincible during the animation, making this an option vs projectiles among other things.
- Most combos (except those starting with lows) are listed with a jump-in. Expect less damage if initiated from the ground.
- All instances of cr.Bx2 st.B can be done as cr.Bx3 (or cr.Bx3 st.B if deep enough). The former may be easier for some players as it allows the directional input to go neutral for the next command.
- Corner only combos can only be finished in the corner, however many will carry the opponent a decent distance before they end. Experiment to gauge how far your combos will carry.
- Reset options - consider finishing qcb+B~f+B corner combos with a st.B instead of Crow Bites or Counter Shell. This will reset the opponent for the mixup of your choice.
QCF = Quarter Circle Forward
QCB = Quarter Circle Backward
HCB = Half Circle Backward
DP = Forward Down Down-Forward
DC = Drive Cancel
HDA = HD Activate
SC = Super Cancel
MC = Max Cancel
P = A or C
0 Stock, 0 Drive
j.C, cl.C, f+A, qcf+A, qcb+B~f+B, dp+C (352 damage, corner only)
j.C, cl.C, f+A, qcb+B~f+D, dp+C (310 damage)
cr.B×2, st.B, dp+C (192 damage)
cr.Bx2, st.B, df+B (153 damage, last hit low)
0 Stock, 1 Drive
j.C, cl.C, f+A, qcf+A, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+C (428 damage, corner only)
j.C, cl.C, f+A, qcb+B~f+D, dp+A (DC) qcb+D, dp+C (372 damage)
1 Stock, 0 Drive
j.C, cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+C (473 damage, corner only)
j.C, cl.C, f+A, qcf+A, qcfx2+P (386 damage, corner only)
cr.B×2, st.B, qcb+BD, qcb+B~f+B, dp+C (308 damage, corner only)
cr.B×2, st.B, qcb+BD, dp+C (271/278 damage)
1 Stock, 1 Drive
j.C, cl.C, f.A, qcf+AC, qcf+C, f.A, dp+C (DC) qcb+D, qcb+B~f+B, dp+C (549 damage, corner only) 
j.C, cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DC) qcb+D, qcb+B~f+B, dp+C (527 damage, corner only)
j.C, cl.C, f.A, qcb+B~f.D, dp+C (DC) qcf+AC, f.A, qcb+B~f.B, dp+C (493 damage, corner only, 40% screen carry) 
j.C, cl.C, f+A, qcf+A, qcb+B~f+B, dp+C (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B, dp+C (480 damage, corner only)
j.C, cl.C, f+A, qcf+AC, dp+C (DC) qcb+D, qcb+B~f+B, dp+C (473 damage, 60% screen carry) 
j.C, cl.C, f+A, qcb+BD, qcb+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+C (458 damage, corner only)
j.C, cl.C, f+A, qcb+B~f+D, dp+C (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B, dp+C (455 damage, carries from corner to corner)
j.C, cl.C, f+A, qcb+B~f+D, dp+C (SC) qcfx2+P (415 damage)
j.C, cl.C, f+A, dp+C (SC) qcfx2+P (394 damage)
cr.Bx2, st.B, qcb+BD, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+C (376 damage, corner only)
cr.Bx2, st.B, dp+C (DC) qcb+BD, qcb+B~f+B, dp+C (352 damage, corner only)
cr.Bx2, st.B, dp+C (SC) qcfx2+P (312 damage)
1 stock, 2 drive
Stun combo, corner only:
qcf+C, j.C, cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+C (DC) qcb+D, qcb+D~f+B, dp+C (DC) qcb+D, qcb+D~f+B, dp+C
This combo is ridiculously hard to time. In order to get two qcb+D's to connect after one another, the dp+C (DC) qcb+D has to be absolutely precise in its height/timing. The opponent can't be too low or too high. Practice at the risk of your sanity.
2 Stock, 0 Drive
j.C, cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcfx2+P (504 damage, corner only)
j.C, cl.C, f+A, qcf+A, qcbx2+AC (464 damage)
j.C, cl.C, f+A, qcf+AC, qcfx2+P (437 damage)
2 Stock, 1 Drive
j.C, cl.C, f.A, qcf+AC, qcf+C, f.A, dp+C (DC) qcf+AC, f.A, qcb+B~f+B, dp+C (632 damage, corner only) 
j.C, cl.C, f.A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DC) qcf+AC, f.A, qcb+B~f+B, dp+C (597 damage, 25% screen carry) 
j.C, cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+C (DC) qcb+BD~f+D qcb+D, qcb+B~f+B, dp+C (559 damage, corner only)
cr.Bx2, st.B, dp+C (SC) qcfx2+AC (400 damage)
3 Stock, 0 Drive
j.C, cl.C, f+A, qcf+AC, qcfx2+AC or qcbx2+AC (525/515 damage)
Hyper Drive Combos
- Most HDs can be activated off cr.Bx2 st.B (or cr.B, st.B, etc.) at the expense of damage.
- Many HDs can be made to use more or less meter.
545 damage, carries from corner to corner:
j.C, cl.C, f+A (HDA) cl.C, f+A, qcb+B~f+D, dp+A (DC) qcb+D, dp+C (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+C
Relatively easy to perform with practice and carries from corner to corner. Forms the basis for some of the following HDs. For those rare situations where she has full drive but no meter and absolutely must kill the opponent. In other words, you won't be using this very often.
821 damage, carries from corner to corner:
j.C, cl.C, f+A (HDA) cl.C, f+A, qcb+B~f+D, dp+A (DC) qcb+D, dp+C (DC) qcb+B, dp+C (DC) qcb+B, dp+C (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
Similar to the combo above, but with stricter timings. DPs must be done when the opponent is close to the ground, especially the last dp+C (DC) qcb+D.
837 damage, corner only:
j.C, cl.C, f+A, qcf+AC, f+A (HDA) f+A, dp+C (DC) qcb+D, qcb+B, dp+C (DC) qcb+D, qcb+B, dp+C (DC) qcb+D, qcb+B~f+B, hcbx2+BD
When DPing after f+A, wait until the opponent is almost about to hit the ground, otherwise the combo won't connect properly. After that there's little timing required.
963 damage, corner only:
j.C, cl.C, f+A, qcf+AC, qcf+C, f+A (HDA) f+A, dp+C (DC) qcb+B, dp+C (DC) qcb+B, dp+C (DC) qcb+D, qcb+B~f+B, dp+C (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
Strict timings on the DPs. They must be performed when the opponent is very low to the ground, especially the dp+C (DC) qcb+D's.
903 damage, corner only:
j.C, cl.C, f+A, qcf+AC, f+A (HDA) f+A, dp+A (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
This combo can be tough as there are multiple reasons it can fail. The first would be Kula moving too far in on her HD activation of f+A. If she's too deep the dp+A (DC) qcb+D will miss or not hit properly. It will also miss if the opponent is too low or too high when the DP hits. Once succeeding in the first part, you will need to keep the loop going by using qcb+B's followup at a specific height (slightly higher than dead center). Once rhythm is established, the rest should be fairly easy.
871 damage, corner only:
j.C, cl.C, f+A (HDA) cl.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
A much easier and safer option than the combo above, this one requires very little timing to keep going.
814 damage, corner only, half-stage carry:
j.C, cl.C, f+A (HDA) cl.C, f+A, qcb+BD, qcb+B~f+B, dp+A (DC) qcb+D, qcb+B~f+B, dp+A (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
Another safer option that requires little timing and has the added benefit of a longer carry.
1027 damage, corner only:
j.C, cl.C, f.A, qcf+AC, qcf+C, f.A (HDA) f.A, dp+C (DC) qcf+AC, f.A, qcb+B, (dp+C (DC) qcb+B) x2, dp+C (DC) qcb+D, qcfx2+A (MC) hcbx2+BD 
1005 damage, corner only:
qcf+C, qcf+C, j.C, cl.C, f+A (HDA) cl.C, f+A, dp+C (DC) qcf+AC, dp+C (DC) qcf+AC, f+A, dp+C (DC) qcb+B, dp+C (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
In order to get two C Diamond Breaths, they must be performed meaty. An easy way to set this up is to throw the opponent in the corner, then immediately backdash and do two C Diamond Breaths. When performing dp+C into qcf+AC, hold forward and press AC after the DP for an easy shortcut. When DPing into qcb+B/D, wait for the opponent to be very low to the ground.
906 damage, corner only, half-stage carry:
j.C, cl.C, f+A (HDA) cl.C, f+A, dp+C (DC) qcf+AC, dash if necessary, dp+C (DC) qcf+AC, dash if necessary, qcb+B~f+B, dp+A (DC) qcb+D, qcfx2+P (MC) hcbx2+BD
This one can be a little tricky without input shortcuts. When doing dp+C (DC) qcf+AC, try holding forward and pressing A+C after the DP instead of doing qcf. This should allow you to easily drive cancel the DP into EX Diamond Breath. The other tricky part is successfully timing the dp+A (DC) qcb+D to hit properly. Remember to use the qcb+B followup on the opponent when they're slightly higher than dead center and you should be able to succeed.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap. If n is 0 or -n, the particular frame trap is, initially, a block string.
1.) cr. B > cl. C - 4 frame gap between cr. B and cl. C.
2.) qcf+A > st. B - 4 frame gap between qcf+A and st. B.
3.) qcf+A > cr. B - 4 frame gap between qcf+A and cr. B.
4.) qcf+A > cl. C - 4 frame gap between qcf+A and cl. C.
5.) qcf+C > st. A - 3 frame gap between qcf+C and st. A.
6.) qcf+C > cr. A - 2 frame gap between qcf+C and cr. A.
7.) qcf+C > st. B - 1 frame gap between qcf+C and st. B.
8.) qcf+C > cr. B - 1 frame gap between qcf+C and cr. B.
9.) qcf+C > cl. C - 1 frame gap between qcf+C and cl. C.
10.) qcf+C > cr. C - 1 frame gap between qcf+C and cr. C.
11.) qcf+C > cl. D - 4 frame gap between qcf+C and cl. D.
12.) qcf+AC > st. A - -1 frame gap between qcf+AC and st. A.
13.) qcf+AC > cr. A - -2 frame gap between qcf+AC and cr. A.
14.) qcf+AC > st. B - -3 frame gap between qcf+AC and st. B.
15.) qcf+AC > cr. B - -3 frame gap between qcf+AC and cr. B.
16.) qcf+AC > cl. C - -3 frame gap between qcf+AC and cl. C.
17.) qcf+AC > cr. C - -2 frame gap between qcf+AC and cr. C.
18.) qcf+AC > far D - 3 frame gap between qcf+AC and far D.
19.) qcf+AC > cl. D - 0 frame gap between qcf+AC and cl. D.
20.) qcf+AC > cr. D - 1 frame gap between qcf+AC and cr. D.
(Work In Progress)
Kula doesn't pose much of a threat at long range, but she does have some options. Counter Shell is safest at this range and Diamond Breath can be used to cover the space in front of her (or negate normal projectiles without the risk of mistiming Counter Shell). She can throw a projectile with Ray Spin B's Standing followup, but is forced to move forward and put herself at risk of air attacks. Ray Spin D travels half-screen and can get her closer to where she needs to be, but it loses to many air attacks and cannot use its Sitting/Standing followups if it doesn't connect with the opponent. Her Desperation Moves (and DPs) work nicely at this distance as Diamond Edge's slow startup is less of a problem since you will have more time to react to the opponent moving in and Freeze Execution is excellent at punishing projectiles. Her overall goal at this distance should be to the gap, unless she is on the defensive in which case liberal use of st.B, neutral j.B, st.CD and Diamond Breath can be used to prevent the opponent from getting in easily.
Kula's mid range game is very similar to her long range. All the same options are available, but with greater disadvantages as the safety of her moves is lessened by the opponent's ability to punish more easily with a jump-in. Diamond Breath will miss at this range and leave Kula open. Counter Shell can be punished more easily. Ray Spin B will miss but can still be followed up on. Ray Spin D is a little more practical at this distance and has a better chance of beating air to airs (due to the hitbox remaining higher before hitting the opponent), but it cannot be followed up with Sitting without EX when hitting an airborne opponent. Again, as with long range, Kula must make it a priority to close the gap as best she can (usually through j.B, Slider Shoot or gradual ground advancement), or defend herself from enemy approaches with careful use of her pokes and anti-airs.
This is where Kula wants to be. Her quick pokes, great hitconfirms and the devastatingly low hitbox of j.C give her great power in opening most opponents up despite her lack of crossups and standing overhead mixups. Fundamentals (like tick throws, empty hops into throws, empty hops into lows, and general high/low mixup) are what she uses to get the job done. She can pester the opponent with st.B which can be confirmed into EX Ray Spin, or use Diamond Breath to give relative safety to her blockstrings or keep the opponent pinned in the corner.
Kula's surplus of corner-carrying combos make sure this will eventually happen. Once the opponent is cornered she can keep them there with relative ease. St.B's range, speed and safety make it easy to pester with, while neutral j.B is excellent at stopping opponents from jumping out. Diamond Breath and Ray Spin act as stand-alone combo starters here. Diamond Breath C while the opponent is waking up can give a large frame advantage for Kula to exploit. St.CD can be a good option when properly spaced as it anti-airs and can be whiff cancelled for more pressure. As mentioned above, use fundamentals to break the opponent's mental game, then capitalize with your most practical combos.
Not the best place for Kula to be as her anti-air options are very dangerous to use in this situation. St.B is her best hop defense and should be used as much as possible to push the opponent away. EX Ray Spin->Standing, if it connects against a blocking opponent, is safe and creates a lot of pushback, giving some more room for Kula to breathe. The B version can accomplish the same thing at the risk of being instant thrown before the projectile comes out. Slider Shoot can slide under an aerial attacker and allow her to escape. Be very patient and do your best to counter poke the opponent until you have sufficient room to go on the offensive.
Best Team Position?
Highly subjective. Kula builds meter quickly so some people use her as a battery on point, relying mainly on basic but decently damaging combos. Some prefer her middle as she can efficiently use drive cancels while still saving/building meter for the anchor. As an anchor herself she can do respectable damage with HDs and has great hitconfirms to initiate them. Because of her versatility in placement she can be used to counter specific matchups (like zoners) or moved around to avoid bad matchups. To put it simply, place her wherever you're most comfortable.
Iori Yagami (Claw)
Potentially a very tough match for Kula due to Iori's superior speed, rushdown, mixups and normals. He will do his best to get in your face and pressure with C and jump C/D, empty hops into command grabs, tick command grabs, command crossups, cl.Bs (which hit low) and other dirty tricks like naked overheads into DMs/HD. Iori has little recovery on Akegarasu (qcb+B/D) and Shogetsu (qcb+A/C), meaning he can often DP or cl.C immediately after a blockstring to frametrap you, or he can use cl.C to reset in the corner, so be careful of these options. He will also have a free command crossup opportunity after every DM as they end with hard knockdowns. Iori's primary weaknesses are zoners and those that can keep him out of close range. Since Kula can't zone well, keeping Iori out of her immediate space becomes a priority. Use st.CD, st.B, neutral j.B, d.C, Diamond Breath and careful DPs to keep Iori at bay. Once you've broken his momentum you can attempt to counter rush him, but be aware he can DP and his cl.C and d.C are anti-airs. The best way to win this matchup is to get control of the fight before he does. His defensive options are decent but not spectacular so try to work his back into the corner and pressure intelligently from there.
Iori Yagami (Flame)
EX Iori is potentially a more dangerous matchup for Kula than Claw. He has all the same normals as Claw (except for a slower overhead), but an even better reversal DP (especially EX), fireballs, and rekkas that anti-air and cause a hard knockdown on finish. It can be very difficult to pressure him. His rekkas, cl.C, d.C, and DP will all punish you for being in the air, so sticking to the ground more often is a safer strategy. Like Claw he has a comboable command grab, an overhead, a command crossup and a low hitting cl.B, so his mixup potential is very high. Because his BnB combos end with hard knockdowns he'll have a free setup for his command crossup. You can attempt to roll this on wakeup, but Iori's run speed is fast enough to punish with a st.C if he runs immediately after landing, so be careful about relying on this to escape. An alternative option is to perform a reverse-input DP . You will want to keep him off you at all costs because once he gets in he can be very difficult to stop. Keep him out the same way you would Claw Iori - st.B, neutral j.B, st.CD, d.C, Diamond Breath and smart DPs. When you back him into a corner, do your best to pressure him on the ground with your crouching and standing normals and Diamond Breath. Since his fireball travels on the ground, you can use light Ray Spins with the Standing followup to evade it and retaliate.
Kyo Kusanagi (XIII) (mirror match)
Kyo Kusanagi (NESTS)
|One Inch(chained) = f+A||50||4||15||-7|
|One Inch = f+A||70||10||22||-3|
|Slider Shoot = df+B||80||7||8||-13||If the slide hits on the 21st frame(max range) the slide is -2 on block|
|Ice Coffin = b/f+C/D||101||0||1||-||Hardknock down|
|GC CD||4||0||13||-15||Start up on light attacks:13F, on heavy and jump ins attacks: 17F|
|A Diamond Breath = qcf+A||60||6||19||0||+7 on block if done meaty|
|C Diamond Breath = qcf+C||70||8||33||+3||+11 on block if done meaty|
|EX Diamond Breath = qcf+AC||120||0||16||+7|
|A Crow Bites = dp+A||70||4||6||-31|
|C Crow Bites (1) = dp+C||70||6||4||-|
|C Crow Bites (2)||60||4||-||-48|
|EX Crow Bites (1) = dp+AC||100||0||3||-|
|EX Crow Bites (2)||60||0||-||-|
|EX Crow Bites (3)||40||0||-||-48|
|B Ray Spin = qcb+B||30||4||15||-7|
|D Ray Spin (1) = qcb+D||30||4||17||-|
|D Ray Spin (2)||30||6||15||-3||-1 if blocked while crouching|
|→Stand (1) = f+B||20||4||10||-|
|→Sit = f+D||30||4||7||-14|
|EX Ray Spin (1) = qcb+BD||60||0||12||-|
|EX Ray Spin (2)||60||0||-||+1|
|→EX Stand (1) = f+B||45||0||7||-|
|→EX Stand (2)||80||0||-||-1|
|→EX Sit = f+D||50||0||6||-8|
|Counter Shell (Slap) = qcb+A/C||45||10||5||-11|
|Counter Shell (Projectile)||80||12||-||-|
|EX Counter Shell (Slap) = qcb+AC||80||0||3||-7|
|EX Counter Shell (Projectile) (1)||50||0||-||-|
|EX Counter Shell (Projectile) (2,3)||50||0||-||-|
|Diamond Edge = qcfx2+A/C||210||0||45(16)||-24||29 super freeze frames|
|EX Diamond Edge (1) = qcfx2+AC||80||0||36(7)||-||29 super freeze frames|
|EX Diamond Edge (2-4)||80||0||-||-37|
|Freeze Execution (1) = hcbx2+A/C||100||0||40(11)||-||29 super freeze frames|
|Freeze Execution (2-13)||15||0||-||-62|
|Neo Freeze Execution (1) = hcbx2+BD||100||0||35(6)||-48||29 super freeze frames|
|Neo Freeze Execution (2,3)||70||0||-||-|
|Neo Freeze Execution (4-15)||15||0||-||-|
Kula Master Class
Kula Hit Boxes
Links & References
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