SNK Heroines: Tag Team Frenzy/Kula Diamond

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SNKH Kula Profile.png

Contents

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

Diamond Edge: 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. 350 damage. SP cost: 4 bars.


2D

Frozen Arena: 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. 350 damage. SP cost: 4 bars.

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


External Links