(Created page with 'right| {{Template:The King of Fighters 2002: Unlimited Match}}') |
No edit summary |
||
Line 1: | Line 1: | ||
[[Image:Kula 1.png|right|]] | [[Image:Kula 1.png|right|]] | ||
<h2><span class="mw-headline" id="Normals">Normals</span></h2> | |||
<p><b>Close</b> | |||
</p> | |||
<ul> | |||
<li>cl.A/B/C/D are all cancellable | |||
</li> | |||
<li>cl.A/B are chain-able into themselves and each other | |||
</li> | |||
<li>cl.C has two hit points both of which are cancellable | |||
</li> | |||
<li>cl.D has two hit points both of which are cancellable | |||
</li> | |||
<li>very good set of close normals to keep pressure on opponents | |||
</li> | |||
</ul> | |||
<p><b>Stand</b> | |||
</p> | |||
<ul> | |||
<li>s.A/B/C are special cancellable | |||
</li> | |||
<li>s.A/B/C are all whiff cancellable | |||
</li> | |||
<li>s.D has two hits, neither of which are cancellable | |||
</li> | |||
<li>s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well | |||
</li> | |||
</ul> | |||
<p><b>Crouch</b> | |||
</p> | |||
<ul> | |||
<li>cr.A/B are cancellable | |||
</li> | |||
<li>cr.B is chains into itself | |||
</li> | |||
<li>cr.C works as a preemptive anti air with a large upward diagonal hitbox | |||
</li> | |||
<li>cr.B has great range as a low poke | |||
</li> | |||
<li>cr.D her sweep is very slow and extremely unsafe on block | |||
</li> | |||
<li>overall Kula has a weak set of crouching normals compared to her stand/close ones | |||
</li> | |||
</ul> | |||
<p><b>Jump</b> | |||
</p> | |||
<ul> | |||
<li>j.A/C look identical, j.C has slightly more startup. Both have cool (hah) downward angles and function as jump ins | |||
</li> | |||
<li>j.D has another nice downward angle and good crossup potential | |||
</li> | |||
<li>j.B has a far reaching horizontal property that makes it a good air to air tool | |||
</li> | |||
<li>j.CD mostly functions mostly as an air to air option as its hitbox priority leaves crouching and some standing opponents hard to hit | |||
</li> | |||
</ul> | |||
<p><b>Blowback</b> | |||
</p> | |||
<ul> | |||
<li>soft knockdown | |||
</li> | |||
<li>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 | |||
</li> | |||
<li>the vertical hitbox makes it a decent anti air option | |||
</li> | |||
<li>whiff cancellable | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Throw">Throw</span></h2> | |||
<p><b>Ice Coffin</b> - close b/f + C | |||
</p> | |||
<ul> | |||
<li>soft knockdown | |||
</li> | |||
</ul> | |||
<p><b>Behind Slash</b> - close b/f + D | |||
</p> | |||
<ul> | |||
<li>soft knockdown | |||
</li> | |||
<li>with help Kula tosses the opponent all the way to the other corner | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Command_Moves">Command Moves</span></h2> | |||
<p><b>One Inch Punch</b> - (f + A) | |||
</p> | |||
<ul> | |||
<li>Kula seems to grab the opponent and bite them! | |||
</li> | |||
<li>hard knockdown | |||
</li> | |||
<li>can combo into it (loses the knockdown property) and then cancel from it | |||
</li> | |||
<li>very unsafe on block if done raw | |||
</li> | |||
</ul> | |||
<p><b>Slider Shoot</b> - (df + B) | |||
</p> | |||
<ul> | |||
<li>Kula slides on a bed of self made ice tripping the opponent up | |||
</li> | |||
<li>soft knockdown | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>pretty safe on block if spaced correctly | |||
</li> | |||
<li>great option if you want a hit confirmed knock down to start your okizeme | |||
</li> | |||
</ul> | |||
<p><b>Critical Ice</b> - (df + C) | |||
</p> | |||
<ul> | |||
<li>Kula creates a far reaching ball of ice spikes | |||
</li> | |||
<li>hard knockdown | |||
</li> | |||
<li>can combo into it, but it will not actually connect a combo with it | |||
</li> | |||
<li>another great pressure tool for Kula | |||
</li> | |||
<li>you can use it by whiff cancel normals into it to hide its long startup | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Special_Moves">Special Moves</span></h2> | |||
<p><b>Diamond Breath</b> - (qcf + A/C) | |||
</p> | |||
<ul> | |||
<li>Kula blows a mist of ice at the opponent freezing the opponent | |||
</li> | |||
<li>A version is comboable and causes a soft knockdown | |||
</li> | |||
<li>A version causes a brief juggle state where Kula can follow up create a reset opportunity or get further damage | |||
</li> | |||
<li>A version will destroy normal fireballs, but only well into its active frames. C version too slow to be effective at this | |||
</li> | |||
<li>C version is not comboable and causes a freeze state allowing time to get a full follow up combo | |||
</li> | |||
<li>C version's hitbox will whiff if directly next to the opponent in either a standing or crouching state | |||
</li> | |||
<li>both versions are + on block | |||
</li> | |||
</ul> | |||
<p><b>Crow Bites</b> - (dp + A/C) | |||
</p> | |||
<ul> | |||
<li>Kula's ice sparkle version of the old fighting game standby the dp | |||
</li> | |||
<li>A version hits once, is comboable and causes soft knockdown | |||
</li> | |||
<li>A version is Kula's go to reversal option | |||
</li> | |||
<li>C version hits twice, is comboable and causes soft knockdown | |||
</li> | |||
<li>C versions 2nd hit will whiff on crouching opponents even if comboed into. Leaving Kula open to heavy punishment | |||
</li> | |||
<li>the first hit of C version is super cancellable though to use in combo strings | |||
</li> | |||
<li>C version has a very long diagonal arc that covers most of the screen which makes it an intriguing, but risky anti air | |||
</li> | |||
</ul> | |||
<p><b>Counter Shell</b> - (qcb + A/C) | |||
</p> | |||
<ul> | |||
<li>Kula hits the opponent with a lethal mist of ice | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>hitbox hits from slightly less than a full character away | |||
</li> | |||
<li>the mist will also reflect most projectile in its active frames, sending a shard of ice back to the opponent | |||
</li> | |||
<li>both versions are equally unsafe on block | |||
</li> | |||
<li>great combo ender to get a knockdown and run a mixup | |||
</li> | |||
</ul> | |||
<p><b>Lay Spin</b> - (qcb + B/D) | |||
</p> | |||
<ul> | |||
<li>Kula spins in the air landing a kick on the opponent | |||
</li> | |||
<li>both versions are comboable | |||
</li> | |||
<li>both versions are 0 or -1 on block | |||
</li> | |||
<li>B version lands one hit that can be followed up | |||
</li> | |||
<li>D version is two hits that you can follow up in the second hit | |||
</li> | |||
<li>D version will whiff the first hit on crouching opponents | |||
</li> | |||
<li>D version causes soft knockdown if you don't follow up | |||
</li> | |||
</ul> | |||
<p>┗ <b>Stand</b> - (f + B) | |||
</p> | |||
<ul> | |||
<li>Kula follows up her spinning kick with an icy projectile | |||
</li> | |||
<li>following B version the projectile won't combo | |||
</li> | |||
<li>during B version you can follow up the kick with projectile on whiff or block | |||
</li> | |||
<li>if the projectile hits from B version it causes soft knockdown | |||
</li> | |||
<li>from D version you can cancel into the projectile from the 2nd hit, but not on whiff. | |||
</li> | |||
<li>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. | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>both versions' projectile follow ups are super cancellable | |||
</li> | |||
</ul> | |||
<p>┗ <b>Sit</b> - (f + D) | |||
</p> | |||
<ul> | |||
<li>Kula follows up her spinning kick by going into a slide | |||
</li> | |||
<li>following B version the slide will combo and cause soft knockdown | |||
</li> | |||
<li>following B version it can be whiff cancelled into | |||
</li> | |||
<li>slide is very unsafe on block | |||
</li> | |||
<li>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 | |||
</li> | |||
<li>in a full combo with D version the slide serves a great purpose of keep pressure on by closing distance | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>both versions of the slide are super cancellable | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Desperation_Moves">Desperation Moves</span></h2> | |||
<p><b>Diamond Edge</b> - (qcf x 2 + A/C) | |||
</p> | |||
<ul> | |||
<li>Kula summons large shards of ice from the ground hurling them in a wave to the opponent | |||
</li> | |||
<li>can combo into it | |||
</li> | |||
<li>causes soft knockdown | |||
</li> | |||
<li>the ice wave can negate other projectiles, but it's slow to use as a punish in that regard | |||
</li> | |||
</ul> | |||
<p><b>La Cachola</b> - (qcf x 2 + B/D, in air) | |||
</p> | |||
<ul> | |||
<li>Kula grabs the opponent and summons help from Candy, Foxy and Diana and they surround the opponent cheering: 'La Cachola!' | |||
</li> | |||
<li>counts as unblockable command grab | |||
</li> | |||
<li>causes hard knockdown | |||
</li> | |||
<li>done raw does very minimal damage | |||
</li> | |||
<li>drains one meter from the opponent | |||
</li> | |||
<li>you can easily tiger knee the move if you are next to the opponent and want to spend the bar for a knockdown | |||
</li> | |||
<li>has a slow short diagonal window so has to be done pretty much on top of the opponent | |||
</li> | |||
<li>has minimal invulnerability so Kula can be hit out of the throw | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Super_Desperation_Moves">Super Desperation Moves</span></h2> | |||
<p><b>Freeze Execution</b> -(hcb x 2 + AC) | |||
</p> | |||
<ul> | |||
<li>Kula calls Diana who dashes forth with a rapier knocking the opponent up into a powerful freeze | |||
</li> | |||
<li>can be comboed into | |||
</li> | |||
<li>causes soft knockdown | |||
</li> | |||
<li>will go through other projectile if done fast enough, still a costly punish though | |||
</li> | |||
<li>great way to end some of Kula's combos | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="HDSM">HDSM</span></h2> | |||
<p><b>Freeze Compression</b> = (qcf x 2 + BD) | |||
</p> | |||
<ul> | |||
<li>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 | |||
</li> | |||
<li>can be comboed into easily | |||
</li> | |||
<li>causes soft knockdown | |||
</li> | |||
<li>decent expensive way to end a combo or finish someone off | |||
</li> | |||
</ul> | |||
<h2><span class="mw-headline" id="Notes">Notes</span></h2> | |||
<h4><span class="mw-headline" id="Changes_from_OG2k2">Changes from OG2k2</span></h4> | |||
<h2><span class="mw-headline" id="Combos">Combos</span></h2> | |||
<ul> | |||
<li>j.X, cr.B×1~2, Far B, dp+C | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, cl.C (1), qcf+A, hh.D | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.D (2), qcb+B~f+D, dp+C | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (1), qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X (cross-up), st.C (1), f+A, qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>(corner) cl.C/D (2), f+A, qcf+A, qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (2), (BC run) st.C (1), f+A, dp+A, (DC) qcb+B~f+D, (DC) qcb+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, cr.B×1~2, Far B, dp+C, (SC) qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (2), (BC run) cr.B×1~2, Far B, dp+C, (SC) qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>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 | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (1), f+A, (BC) st.C (1), f+A, dp+C, (DC) qcb+B, (SC) qcfx2+K | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (2), f+A, hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (1), f+A, (BC) st.C (2), f+A, hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, cr.B×1~2, (BC) Far B, dp+C, (SC) hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (SC) hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (1), qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X (cross-up), st.C (1), f+A, qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>(corner) j.X, st.C (1), qcf+A, qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>j.X, st.C (2), (BC) st.C (1), f+A, qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>(corner) j.X, st.C (2), (BC) st.C (1), f+A, dp+C, (DC) qcf+A, qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.C/D (2), f+A, qcb+B~f+D~dp+C/hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.C (1), f+A, qcfx2+P / df+C (2), qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>Far C, qcb+B~f+D~dp+C / hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>cl.C (2), (BC) cl.C (2), hcbx2+AC | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>f+A/df+C(3)/qcb+P, dp+C/qcb+P/qcfx2+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>(corner) cl.C/D (2), f+A, qcf+A, [qcb+B~f+B]×2, dp+C/qcb+P | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>st.C (1), f+A, (BC run) cl.C(1), df+C(2), [dp+C (1),(SC) qcfx2+P/hcbx2+AC] qcfx2+BD | |||
</li> | |||
</ul> | |||
<ul> | |||
<li>(corner) cr.B×1~2, (BC), Far B, dp+C (1), (DC) qcf+A, qcfx2+BD | |||
</li> | |||
</ul> | |||
<h3><span class="mw-headline" id="Combo_Animations">Combo Animations</span></h3> | |||
<p><a href="/wiki/index.php?title=File:Kulacombotest.gif" class="image"><img alt="Kulacombotest.gif" src="/wiki/images/0/0c/Kulacombotest.gif" width="304" height="228"/></a> | |||
</p> | |||
<ul> | |||
<li> cr.B, cr. B, df+B | |||
</li> | |||
</ul> | |||
<p>--- | |||
</p><p><a href="/wiki/index.php?title=File:Kulacombo2.gif" class="image"><img alt="Kulacombo2.gif" src="/wiki/images/0/03/Kulacombo2.gif" width="304" height="228"/></a> | |||
</p> | |||
<ul> | |||
<li> j.D, cl. C (2), qcf+A, qcb+D, cr. C | |||
</li> | |||
</ul> | |||
{{Template:The King of Fighters 2002: Unlimited Match}} | {{Template:The King of Fighters 2002: Unlimited Match}} |
Revision as of 23:48, 12 December 2015
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
- causes hard knockdown
- done raw does very minimal damage
- drains one meter from the opponent
- 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
<a href="/wiki/index.php?title=File:Kulacombotest.gif" class="image"><img alt="Kulacombotest.gif" src="/wiki/images/0/0c/Kulacombotest.gif" width="304" height="228"/></a>
- cr.B, cr. B, df+B
---
<a href="/wiki/index.php?title=File:Kulacombo2.gif" class="image"><img alt="Kulacombo2.gif" src="/wiki/images/0/03/Kulacombo2.gif" width="304" height="228"/></a>
- j.D, cl. C (2), qcf+A, qcb+D, cr. C