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[[Image:Kula 1.png|right|]] | [[Image:Kula 1.png|right|]] | ||
=Move list= | |||
'''At a glance:''' | |||
{| class="wikitable" | |||
|- | |||
! colspan="2" | Normal Throws | |||
|- | |||
| Sakahagi | |||
| (throw) '''f./b. + C''' | |||
|- | |||
| Saka Sakahagi | |||
| (throw) '''f./b. + D''' | |||
|- | |||
! colspan="2" | Command Moves | |||
|- | |||
| Ge Shiki Yumebiki | |||
| '''f. + A, A''' | |||
|- | |||
| Ge Shiki Goufu In "Shinigami" | |||
| '''f. + B''' | |||
|- | |||
| Ge Shiki Yuri Ori | |||
| (air) '''b. + B''' | |||
|- | |||
! colspan="2" | Special Moves | |||
|- | |||
| 100-Shiki Oniyaki | |||
| '''dp + P''' | |||
|- | |||
| 108-Shiki Yami Barai | |||
| '''qcf + P''' | |||
|- | |||
| 127-Shiki Aoi Hana | |||
| (up to 3 times) '''qcb + P''' | |||
|- | |||
| 212-Shiki Koto Tsuki In | |||
| '''hcb + K''' | |||
|- | |||
| Scum Gale | |||
| (throw) '''hcb, f. + P''' | |||
|- | |||
! colspan="2" | Desperation Moves | |||
|- | |||
| Kin 1211-Shiki Yaotome | |||
| '''qcf hcb + P''' | |||
|- | |||
| ┗ Ura 316-Shiki Saika | |||
| (at the end of Yaotome) '''qcf x4 + PP''' | |||
|- | |||
| Ura 311-Shiki Oritsume Kushi | |||
| '''qcf x2 + K''' | |||
|- | |||
! colspan="2" | Max Desperation Moves | |||
|- | |||
| Kin 1211-Shiki Yaotome | |||
| '''qcf hcb + PP''' | |||
|- | |||
! colspan="2" | Max 2 | |||
|- | |||
| Ura 1219-Shiki Honoo Hotogi | |||
| '''qcb hcf + PP''' | |||
|- | |||
| '''Image Songs''' | |||
| '''Personal Songs''' | |||
|- | |||
| "Here we go!!" | |||
| "Here we go!!" | |||
|- | |||
| "Futari no Kioku" | |||
| "Futari no Kioku" | |||
|- | |||
| "Rizora" | |||
| "Watashi wa Idol♥" (Shared with Haruka) | |||
|- | |||
| "DIAMOND" | |||
| "Moon of Crazy Flame" | |||
|- | |||
| "Monochrome" | |||
| "The Sun & The Moon" (Duet with Kyo) | |||
|- | |||
| "Allegory of the Wind" | |||
| "Never Lose My Way" | |||
| | |||
|- | |||
|} | |||
==Normals== | |||
<p><b>Close</b> | <p><b>Close</b> | ||
</p> | </p> | ||
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<h2><span class="mw-headline" id="Notes">Notes</span></h2> | <h2><span class="mw-headline" id="Notes">Notes</span></h2> | ||
<h4><span class="mw-headline" id="Changes_from_OG2k2">Changes from OG2k2</span></h4> | <h4><span class="mw-headline" id="Changes_from_OG2k2">Changes from OG2k2</span></h4> | ||
=Combos= | |||
<ul> | <ul> | ||
<li>j.X, cr.B×1~2, Far B, dp+C | <li>j.X, cr.B×1~2, Far B, dp+C | ||
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</li> | </li> | ||
</ul> | </ul> | ||
{{Template:The King of Fighters 2002: Unlimited Match}} | {{Template:The King of Fighters 2002: Unlimited Match}} |
Revision as of 23:57, 14 December 2015
Move list
At a glance:
Normal Throws | ||
---|---|---|
Sakahagi | (throw) f./b. + C | |
Saka Sakahagi | (throw) f./b. + D | |
Command Moves | ||
Ge Shiki Yumebiki | f. + A, A | |
Ge Shiki Goufu In "Shinigami" | f. + B | |
Ge Shiki Yuri Ori | (air) b. + B | |
Special Moves | ||
100-Shiki Oniyaki | dp + P | |
108-Shiki Yami Barai | qcf + P | |
127-Shiki Aoi Hana | (up to 3 times) qcb + P | |
212-Shiki Koto Tsuki In | hcb + K | |
Scum Gale | (throw) hcb, f. + P | |
Desperation Moves | ||
Kin 1211-Shiki Yaotome | qcf hcb + P | |
┗ Ura 316-Shiki Saika | (at the end of Yaotome) qcf x4 + PP | |
Ura 311-Shiki Oritsume Kushi | qcf x2 + K | |
Max Desperation Moves | ||
Kin 1211-Shiki Yaotome | qcf hcb + PP | |
Max 2 | ||
Ura 1219-Shiki Honoo Hotogi | qcb hcf + PP | |
Image Songs | Personal Songs | |
"Here we go!!" | "Here we go!!" | |
"Futari no Kioku" | "Futari no Kioku" | |
"Rizora" | "Watashi wa Idol♥" (Shared with Haruka) | |
"DIAMOND" | "Moon of Crazy Flame" | |
"Monochrome" | "The Sun & The Moon" (Duet with Kyo) | |
"Allegory of the Wind" | "Never Lose My Way" |
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