The King of Fighters 2002 UM/Kula Diamond

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Kula.jpg

Movelist

Kof02ummovelistkula.png

Normals

Close

  • cl.A/B/C/D are all cancellable
  • cl.A/B are chain-able into themselves and each other
  • cl.C has two hit points both of which are cancellable
  • cl.D has two hit points both of which are cancellable
  • very good set of close normals to keep pressure on opponents

Stand

  • s.A/B/C are special cancellable
  • s.A/B/C are all whiff cancellable
  • s.D has two hits, neither of which are cancellable
  • s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well

Crouch

  • cr.A/B are cancellable
  • cr.B is chains into itself
  • cr.C works as a preemptive anti air with a large upward diagonal hitbox
  • cr.B has great range as a low poke
  • cr.D her sweep is very slow and extremely unsafe on block
  • overall Kula has a weak set of crouching normals compared to her stand/close ones

Jump

  • j.A/C look identical, j.C has slightly more startup. Both have cool (hah) downward angles and function as jump ins
  • j.D has another nice downward angle and good crossup potential
  • j.B has a far reaching horizontal property that makes it a good air to air tool
  • j.CD mostly functions mostly as an air to air option as its hitbox priority leaves crouching and some standing opponents hard to hit

Blowback

  • soft knockdown
  • Kula's CD hits from about 1.5 characters distance away and though it hits mid her leg goes straight up making it a poor pressure tool
  • the vertical hitbox makes it a decent anti air option
  • whiff cancellable

Throw

Ice Coffin - close b/f + C

  • soft knockdown

Behind Slash - close b/f + D

  • soft knockdown
  • with help Kula tosses the opponent all the way to the other corner

Command Moves

One Inch Punch - (f + A)

  • Kula seems to grab the opponent and bite them!
  • hard knockdown
  • can combo into it (loses the knockdown property) and then cancel from it
  • very unsafe on block if done raw

Slider Shoot - (df + B)

  • Kula slides on a bed of self made ice tripping the opponent up
  • soft knockdown
  • can combo into it
  • pretty safe on block if spaced correctly
  • great option if you want a hit confirmed knock down to start your okizeme

Critical Ice - (df + C)

  • Kula creates a far reaching ball of ice spikes
  • hard knockdown
  • can combo into it, but it will not actually connect a combo with it
  • another great pressure tool for Kula
  • you can use it by whiff cancel normals into it to hide its long startup

Special Moves

Diamond Breath - (qcf + A/C)

  • Kula blows a mist of ice at the opponent freezing the opponent
  • A version is comboable and causes a soft knockdown
  • A version causes a brief juggle state where Kula can follow up create a reset opportunity or get further damage
  • A version will destroy normal fireballs, but only well into its active frames. C version too slow to be effective at this
  • C version is not comboable and causes a freeze state allowing time to get a full follow up combo
  • C version's hitbox will whiff if directly next to the opponent in either a standing or crouching state
  • both versions are + on block

Crow Bites - (dp + A/C)

  • Kula's ice sparkle version of the old fighting game standby the dp
  • A version hits once, is comboable and causes soft knockdown
  • A version is Kula's go to reversal option
  • C version hits twice, is comboable and causes soft knockdown
  • C versions 2nd hit will whiff on crouching opponents even if comboed into. Leaving Kula open to heavy punishment
  • the first hit of C version is super cancellable though to use in combo strings
  • C version has a very long diagonal arc that covers most of the screen which makes it an intriguing, but risky anti air

Counter Shell - (qcb + A/C)

  • Kula hits the opponent with a lethal mist of ice
  • causes hard knockdown
  • can combo into it
  • hitbox hits from slightly less than a full character away
  • the mist will also reflect most projectile in its active frames, sending a shard of ice back to the opponent
  • both versions are equally unsafe on block
  • great combo ender to get a knockdown and run a mixup

Lay Spin - (qcb + B/D)

  • Kula spins in the air landing a kick on the opponent
  • both versions are comboable
  • both versions are 0 or -1 on block
  • B version lands one hit that can be followed up
  • D version is two hits that you can follow up in the second hit
  • D version will whiff the first hit on crouching opponents
  • D version causes soft knockdown if you don't follow up

Stand - (f + B)

  • Kula follows up her spinning kick with an icy projectile
  • following B version the projectile won't combo
  • during B version you can follow up the kick with projectile on whiff or block
  • if the projectile hits from B version it causes soft knockdown
  • from D version you can cancel into the projectile from the 2nd hit, but not on whiff.
  • if you land a full combo into D version the follow up projectile whiffs, but if you land just the 2nd hit of D version the follow up hits and causes a soft knockdown.
  • both versions' projectile follow ups are super cancellable

Sit - (f + D)

  • Kula follows up her spinning kick by going into a slide
  • following B version the slide will combo and cause soft knockdown
  • following B version it can be whiff cancelled into
  • slide is very unsafe on block
  • D version will whiff the slide during a full combo, but if you land just the 2nd hit of D version the slide hits and puts the opponent in a juggle state
  • in a full combo with D version the slide serves a great purpose of keep pressure on by closing distance
  • both versions of the slide are super cancellable

Desperation Moves

Diamond Edge - (qcf x 2 + A/C)

  • Kula summons large shards of ice from the ground hurling them in a wave to the opponent
  • can combo into it
  • causes soft knockdown
  • the ice wave can negate other projectiles, but it's slow to use as a punish in that regard

La Cachola - (qcf x 2 + B/D, in air)

  • Kula grabs the opponent and summons help from Candy, Foxy and Diana and they surround the opponent cheering: 'La Cachola!'
  • counts as unblockable command grab
  • can be comboed
  • causes hard knockdown
  • done raw does very minimal damage
  • you can easily tiger knee the move if you are next to the opponent and want to spend the bar for a knockdown
  • has a slow short diagonal window so has to be done pretty much on top of the opponent
  • has minimal invulnerability so Kula can be hit out of the throw

Super Desperation Moves

Freeze Execution -(hcb x 2 + AC)

  • Kula calls Diana who dashes forth with a rapier knocking the opponent up into a powerful freeze
  • can be comboed into
  • causes soft knockdown
  • will go through other projectile if done fast enough, still a costly punish though
  • great way to end some of Kula's combos

HDSM

Freeze Compression = (qcf x 2 + BD)

  • Kula does her One Inch bite then calls Diana cut for a sword slash, then freezes the opponent setting them up to be pummeled by Candy
  • can be comboed into easily
  • causes soft knockdown
  • decent expensive way to end a combo or finish someone off

Notes

Changes from OG2k2

Combos

  • j.X, cr.B×1~2, Far B, dp+C
  • j.X, cl.C (1), qcf+A, hh.D
  • cl.D (2), qcb+B~f+D, dp+C
  • j.X, st.C (1), qcfx2+P
  • j.X (cross-up), st.C (1), f+A, qcfx2+P
  • (corner) cl.C/D (2), f+A, qcf+A, qcfx2+P
  • j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcb+B~f+D, (DC) qcb+P
  • j.X, cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
  • j.X, st.C (2), (BC run) cr.B×1~2, Far B, dp+C, (SC) qcfx2+P
  • j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcf+A, qcb+B~f+B, qcb+B~f+B, dp+C, (DC) qcb+P
  • j.X, st.C (1), f+A, (BC) st.C (1), f+A, dp+C, (DC) qcb+B, (SC) qcfx2+K
  • j.X, st.C (2), f+A, hcbx2+AC
  • j.X, st.C (1), f+A, (BC) st.C (2), f+A, hcbx2+AC
  • j.X, cr.B×1~2, (BC) Far B, dp+C, (SC) hcbx2+AC
  • j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (SC) hcbx2+AC
  • j.X, st.C (1), qcfx2+BD
  • j.X (cross-up), st.C (1), f+A, qcfx2+BD
  • (corner) j.X, st.C (1), qcf+A, qcfx2+BD
  • j.X, st.C (2), (BC) st.C (1), f+A, qcfx2+BD
  • (corner) j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (DC) qcf+A, qcfx2+BD
  • cl.C/D (2), f+A, qcb+B~f+D~dp+C/hcbx2+AC
  • cl.C (1), f+A, qcfx2+P / df+C (2), qcfx2+BD
  • Far C, qcb+B~f+D~dp+C / hcbx2+AC
  • cl.C (2), (BC) cl.C (2), hcbx2+AC
  • f+A/df+C(3)/qcb+P, dp+C/qcb+P/qcfx2+P
  • (corner) cl.C/D (2), f+A, qcf+A, [qcb+B~f+B]×2, dp+C/qcb+P
  • st.C (1), f+A, (BC run) cl.C(1), df+C(2), [dp+C (1),(SC) qcfx2+P/hcbx2+AC] qcfx2+BD
  • (corner) cr.B×1~2, (BC), Far B, dp+C (1), (DC) qcf+A, qcfx2+BD

Combo Animations

Kulacombotest.gif

  • cr.B, cr. B, df+B

---

Kulacombo2.gif

  • j.D, cl. C (2), qcf+A, qcb+D, cr. C

Frame Specifics

Frame Data

Close Normals

cl.A - 4 (5)

cl.B - 4 (5)

cl.C - 5+2 (6+2)

cl.D - 7+3 (9+3)


Far Normals

st.A - 5 (6)

st.B - 5 (6)

st.C - 7 (9)

st.D - 11+5 (14+5)

CD - 13 (15)


Crouch Normals

cr.A - 4 (5)

cr.B - 5 (6)

cr.C - 10 (12)

cr.D - 13 (15)


Jump Normals

j.A - 6 (7)

j.B - 6 (7)

j.C - 9 (11)

j.D - 10 (12)

j.CD - 12 (12)


Short Hop Normals

sh.A - 6 (7)

sh.B - 6 (7)

sh.C - 10 (12)

sh.D - 10 (12)


Neutral Jump Normals

nj.A - 7 (9)

nj.B - 7 (9)

nj.C - 10 (13)

nj.D - 11 (14)


Super Jump Normals

sj.CD - 10 (12)


Command Normals

One Inch - 9 (11)

[close] - 5 (6)


Slider Shoot - 5 (6)

Critical Ice - 7+3+1 (9+3+1)


Throws

Ice Coffin - 3*1~4

Behind Slash - 10


Special Attacks

Diamond Breath (weak) - 5 (7)

Diamond Breath [strong] - 9 (13)


Counter Shell [weak] - 8 (10)

Counter Shell [strong] - 11 (14)

[Counter Ice Bullet] - 7 (9)


Crow Bites [weak] - 11 (14)

Crow Bites [strong] - 11+5 (14+5)


Lay Spin [weak] - 5 (6)

Lay Spin [strong] - 5+2 (6+2)


"Stand"

[Kick]…7(9)

[Ice Bullet] - 3 (5)


"Sit" - 3 (4)


DM

La Cachola - 10


Diamond Edge [1] - 9 (7)

[2~3] - 9+4 (7+4)

[4] - 9 (7)

[Total] - 31 (29)


SDM

Freeze Execution

[Breakdown] - 7*6~10(9+7*5~9)

[Total] - 42~70(44~72)


HSDM

Freeze Compression - 52 (52)

Frame Advantage

Close Normals

cl. A - 6F (-2F)

cl. B - 7F (-5F)

cl. C - 4F (-9F)→[2] Guard

cl. D - 7F (-6F)→[2] Guard


Far Normals

st. A - 6F (-7F)

st. B - 4F (-5F)

st. C - 14F (-21F)

st. D - 9F (-1F)→[2] Guard

CD - 12F (-23F)


Crouch Normals

cr. A - 7F (-5F)

cr. B - 5F (-2F)

cr. C - 5F (-17F)

cr. D - 8F (-15F)


Command Normals

One Inch (f+A) - 18F (-25F)

One Inch (f+A) Canceled - 13F(-26F)


Slider Shoot (df+B) - 10F (-12F~-3F)


Critical Ice (df+C) [1] - 18F

[total] - 29F (-14F)


Special Attacks

Diamond Breath (weak) - 19F (+4F)→Guard

Diamond Breath (strong) - 36F (+10F)→Guard


Crow Bites (weak) [1] - 6F (-33F)

[2] - 18F (-21F)


Crow Bites (strong) [1] - 3F

[2] - 13F


Counter Shell - 8F (-11F)


Lay Spin (weak) - 14F (-6F~-2F)

Lay Spin (strong) [1] - 15F

[2] - 31F (-2F)


"Stand" - (-5F~-2F)

"Sit" - (-17F~-6F)


DMs

Diamond Edge - 12F


SDMs

Freeze Execution [1] - 15F

[Distance] - (-21F)

[Close, Corner Start-up] - (-19F)


HSDM

Freeze Compression - 16F (-13F)

Kula KOF 2002 Mook

02kula-mook-data.jpg


Videos

Kula Master Class

Discussion Threads

Discuss at Dream Cancel or Orochinagi

References

More combo animations here: http://tieba.baidu.com/p/3592940025

The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki