SNK Heroines: Tag Team Frenzy/Kula Diamond

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SNKH Kula Profile.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.

Normal Moves

c.L
c.L
SNKH Kula cL.png
SNKH Kula cLL.png
SNKH Kula cLLL.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
5L 30 6 - - -1 0 13 11 0

A quick elbow jab. It's 0 on block and 4f startup, making it good against characters with slow jabs.

5LL 27 - - - -2 -4 19 17 0

Frame traps into c.L and f.L, but must be delayed.

5LLL 28 - - - -7 -9 19 17 0

After this string, you can do delay 5S and 6S to frame trap the opponent, or do 4S immediately to create distance from them.

c.H
c.H
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 7 - - SKD 17 (With jump cancel) SKD 17 -

Ground bounces on 2nd hit. Can be jump canceled on 2nd hit on the ground. If you hit them with c.H(1) on an airborne opponent, you can immediately jump cancel and save the second hit for later.

f.L
f.L
SNKH Kula fL.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 - - - -1 -3 13 11 0

Decent ranged poke. Hits about 2-3 character lengths away.

f.H
f.H
SNKH Kula fH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
70 11 - - -2 -4 19 17 0

Far reaching kick and a godlike anti-air. This move covers low and high airdashes well, and at certain heights can even grant a combo (f.H 2S c.H...)

j.L
j.L
SNKH Kula jL.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
30 7 - - - - - - -

Ridiculously far-reaching aerial. Really good air to air move.

j.H
j.H
SNKH Kula jH.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 6 - - - - - - -

Kula kicks downward. Ground bounce on airborne opponent.

66H
66H
SNKH Kula 66H.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
80 19 - - - -8 SKD 17 0

Pretty standard dash attack. The hitbox is on her hand, not the snowman, so make sure you get close to land the hit.

Universal Mechanics

Back Throw
Back Throw
SNKH Kula BT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
- - - - - Unblockable - - -

Throws behind. Causes hard knockdown.

Air Throw
Air Throw
j.5L+G
SNKH Kula AT.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
100 - - - - Unblockable SKD - -

Throws the opponent very far away. If you're low on meter and need to tag out, this will give you enough space to do so. You can also combo into items that OTG (Mine, Time Bomb, Hurricane, Shermie's SP, etc.)

Assist
Assist
5I
SNKH Kula SP.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
50 - - - - - - - -

Requires SP Item. Fast moving full-screen projectile that freezes.

Special Moves

5S
Diamond Breath
5S
SNKH Kula 5S.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 90 - - - - - 25 24 1
  • 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.
EX 100 - - - - - 45 43 0
  • 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.
2S
Crow Bite
2S
SNKH Kula 2S.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 120 (if both hit) - - - SKD - - - 1
  • 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.
EX 150 - - - SKD - - - -
  • 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.
4S
Psycho Reflector
4S
SNKH Kula 4S.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 50 / 100 reflected projectile - - - SKD - SKD - 1
  • 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.
EX 75 / 100 reflected projectile - - - HKD 2 HKD 19 0
  • This has the same properties of the normal Counter Shell.
  • It’s faster, though, and hits a bit harder.
j.S
Ray Spin
6S/6SS
SNKH Kula 6s.png
SNKH Kula 6sEX.png
Version Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
Normal 60 15 - - -4 -6 SKD - 1

A two-part move. Kula does a spin that leads into two follow-ups. The first one is a fast-moving projectile that goes across the screen, and the second makes Kula do a low slide across the ground. The slide also leads into a combo off of c.H.

EX 106 9 - - SKD 1 SKD 17 0
  • 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.

Dream Finish

5D
Diamond Edge
5D
SNKH Kula 5D1.png
SNKH Kula 5D2.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 - - - HKD - - - 4
  • Kula slams her hands against the ground, creating an ice spike that reaches up in a narrow, diagonally upward angle.
  • As the look of the move would suggest, it’s solid for dealing with people jumping in at you.
  • Even though this move does have some crazy solid invulnerability frames, be careful about using this move at random, since either blocking or a well-timed tag is all that’s needed to make this punishable.
2D
Frozen Arena
2D
SNKH Kula 2D1.png
SNKH Kula 2D2.png
Damage Startup Active Recovery Hit Adv Block Adv Hit Tag Cancel Block Tag Cancel Spirit Gauge Cost
350 - - - HKD - - - 4
  • Kula slides along the ground, leaving frozen treats in her wake.
  • Despite the way this move looks, it only hits twice.
  • If you’re close to the opponent when it happens, Kula will actually slide past them.
  • It’s pretty quick, so it can be a decent way to punish, or move out of a bad spot, if you have some sort of item to cover your trail so your opponent can’t follow up easily.

Combos

IAD = Instant Air Dash cl. = Close (i.e, doing a Light or Heavy normal right next to the opponent)

far. = Far (i.e, doing a Light or Heavy farther away from the opponent)

xx = Means you cancel into the next move immediately (i.e, 2S xx 5D)

~ = Means you press the next command immediately after (i.e, cl.H~2D)

jc. = Jump Cancel

dj. = Double Jump

walk() = This means you walk in the direction in the ()'s create the distance needed for the next move. So walk(4) means walk back, walk(6) means to walk forward.

dash = This means to dash to close distance.

Mid screen, 1000 health

1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)

2: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 2D (516 damage)

3: j.H, L,L,H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, 2S(both hits) xx 5D (521 damage)


Mid screen, 500 health

1: j.H, L,cl.H(both hits), jc, IAD.L, 66H, far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)

2: j.H, L,L,H, 66H, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (541 damage)

3: j.H, L,L,H, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S(both hits), 4S, 2S(both hits) xx 5D (550 damage)


Opponent in corner, 1000 health

1: j.H, L,L,H, cl.H(one hit), jc, IAD.L, 66H, cl.H(2nd hit), jc, IAD.H, 66H, 6S~2S xx 5D (459 damage)

2: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S xx 5D (477 damage)

3: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 5D (478 damage)


Opponent in corner, 500 health

1: j.H, L,L,H, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), jc, IAD.L, 66H, walk(4), far.H~6S~2S, 4S, 2S(both hits) xx 5D (511 damage)

2: j.H, L,cl.H(both hits), jc, IAD.L, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc.H, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (533 damage)

3: j.H, L,cl.H(two hits), jc, IAD.H, 66H, walk(4), far.H~6S~2S, cl.H(one hit), jc, IAD.L, 66H, 6S~2S, 4S, 2S(both hits) xx 5D (542 damage)


Corner-to-Corner, 1000 health

1: L,L,H, IAD.L, 6S~2S, cl.H(one hit), jc.H, 66H, 5D (414 damage)

2: L,L,H, IAD.L, 66H, dash, IAD.H, 66H, 2S xx 5D (427)


Corner-to-Corner, 500 health

1: L,L,H, IAD.L, 6S~2S, cl.H, jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (476 damage)

2: L,L,H, 66H, dash, IAD.L, 66H, 6S~2S, cl.H(one hit), jc.H, 66H, cl.H(2nd hit), 6S~2S, 4S, 2S(both hits) xx 5D (511 damage)

Videos

SNK Heroines - Kula combos by Mikadok

Costumes

SNKH Kula 1.png
SNKH Kula 2.png
SNKH Kula 3.png


External Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina