The King of Fighters XIII/Kula: Difference between revisions

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**Fills the basic role as a combo extender from Heavy attacks.
**Fills the basic role as a combo extender from Heavy attacks.
*'''Slider Shoot ([[File:downright.gif]] + [[File:snkb.gif]])''' - Kula rides a frozen [http://en.wikipedia.org/wiki/Slip_'n_Slide Slip n' Slide] that hits low while moving her forward with a smaller hitbox. The slide's startup allows it to combo from Light attacks to score a consistent midscreen knockdown, as ( [[File:dp.gif]] + [[File:snkc.gif]] ) can fail to cause a knockdown against crouching characters.  
*'''Slider Shoot ([[File:downright.gif]] + [[File:snkb.gif]])''' - Kula rides a frozen [http://en.wikipedia.org/wiki/Slip_'n_Slide Slip n' Slide] that hits low while moving her forward with a smaller hitbox. The slide's startup allows it to combo from Light attacks to score a consistent midscreen knockdown, as ( [[File:dp.gif]] + [[File:snkc.gif]] ) can fail to cause a knockdown against crouching characters.  
**Unsafe if blocked.
**Unsafe if blocked. A deep slide can be punished by a Heavy normal while a distanced slide may only be punishable by near-instant attacks.


====Throw====
====Throw====

Revision as of 20:06, 31 October 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Kula Diamond

KOFXIII-Kula Face.png

In a nutshell

sweet icy love


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
kof.sp
55+25
cancel
Standing Heavy Kick
kof.sk
25×2
Close Heavy Kick
kof.sk
55+25
cancel
Crouching Light Punch
d + kof.lp
25
cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
One Inch
f + kof.lp
70
crumple
One Inch (canceled-into)
f + kof.lp
50
specialcancel
Slider Shoot
df + kof.lk
80
low

Throw

Name
Command
Damage
Special Properties (glossary)
Ice Coffin
f or b + kof.sp or kof.sk (while close)
13×7+40
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Crow Bites
dp + p
kof.lp : 70
kof.sp : 70+60
ex : 100+60+40
softknockdown startupinv drivecancel
Diamond Breath
qcf + p
kof.lp : 60
kof.sp : 70
ex : 120
supercancel
Counter Shell
qcb + p
kof.lp : 45+80
kof.sp : 45+80
ex : 80+50×3
projectilereflect softknockdown drivecancel
Ray Spin
qcb + k
kof.lk : 30
kof.sk : 30×2
ex : 60×2
startupinv
Stand
Ray Spin, then f + kof.lk
20+30
softknockdown drivecancel
Sit
Ray Spin, then f + kof.sk
30
low softknockdown drivecancel

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Diamond Edge
qcf qcf + p
p : 210
ex : 80×4
softknockdown maxcancel
Freeze Execution
hcb hcb + kof.lp + kof.sp
ex : 100+15×12
softknockdown Costs 2 stocks
Neo Freeze Execution
hcb hcb + kof.lk + kof.sk
100+70×2+15×2
softknockdown

Strategy

Normal Moves

  • Standing Light Punch (Snka.gif) -
  • Standing Light Kick (Snkb.gif) -
  • Standing Heavy Punch (Snkc.gif) -
  • Close Heavy Punch (Close Snkc.gif) -
  • Standing Heavy Kick (Snkd.gif) -
  • Close Heavy Kick (Close Snkd.gif) -
  • Crouching Light Punch (Down.gif + Snka.gif) -
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • One Inch (F.gif + Snka.gif) - When done alone, the startup time is longer than when canceled into. Crumples the opponent on hit which can easily be visually confirmed. A very delayed frametrap option that pays off quite well if it hits.
  • One Inch (canceled-into) (F.gif + Snka.gif) - When canceled into, Kula's One Inch punch combos from Heavy attacks and can be canceled into specials. While her Close Heavy normals hit twice, their second hits deals less damage so comboing into (F.gif + Snka.gif) nets higher damage.
    • Fills the basic role as a combo extender from Heavy attacks.
  • Slider Shoot (Downright.gif + Snkb.gif) - Kula rides a frozen Slip n' Slide that hits low while moving her forward with a smaller hitbox. The slide's startup allows it to combo from Light attacks to score a consistent midscreen knockdown, as ( Dp.gif + Snkc.gif ) can fail to cause a knockdown against crouching characters.
    • Unsafe if blocked. A deep slide can be punished by a Heavy normal while a distanced slide may only be punishable by near-instant attacks.

Throw

  • Ice Coffin (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Crow Bites (Dp.gif + Punch.gif) - The frozen sibling of K's molten 'DP'. First off, the Snka.gif version isn't invulnerable though it can be used to anti-air if activated early. Her strong version has slight startup invulnerability and carries her further horizontally on the ground before flying upward. However, first hit can sometimes fail to connect against crouching players which results in the attack being unsafe on hit, so Kula players generally use Slider Shoot ( Downright.gif + Snkb.gif ) to end simple grounded combos.
    • Drive Cancelable on the first hit, usually into a Ray Spin ( Qcb.gif + Kick.gif ) in the corner or a DM from midscreen.
    • Ex.png Crow Bites (Dp.gif + Snka.gif + Snkc.gif) - A quicker and more invulnerable Snkc.gif strength DP that connects more consistently against crouchers. A strong reversal, but highly unsafe on block.
  • Diamond Breath (Qcf.gif + Punch.gif) - Kula brings her hand up to her mouth and breathes a frigid dust. This is generally safe and powerful tool to end blockstrings and lock the opponent down, and it can be confirmed on hit into additional damage. Attacking Kula out of the startup can be difficult, especially from the max range of her ice breath. However, breath blockstrings are punishable by Guard Cancel Rolling the canceled normal so one must avoid being too predictable with this move.
    • Qcf.gif + Snka.gif starts faster and can be comboed into from Heavy normals or canceled into from a Light Kick to form a more tight blockstring, while leaving a large enough gap for the opponent to try to press a button. This version sends the opponent airborne on hit which is easily confirmable into a Ray Spin followup. On block, both players are left at neutral.
    • Qcf.gif + Snkc.gif has a much slower startup and wont combo from Kula's normals. It will stagger the opponent on hit which allows the Kula player to hyper hop in for a combo, and when blocked this leaves Kula with a large frame advantage. While advantageous on block or hit, the longer startup creates a gap that allows the opponent to more easily escape or punish Kula during the startup.
    • Ex.png Diamond Breath (Qcf.gif + Snka.gif + Snkc.gif) - Combos from Heavy attacks and causes a crumple on hit. If blocked, the player is at a greater advantage than with the Snkc.gif breath.
  • Counter Shell (Qcb.gif + Punch.gif) - A tool of multiple functions.
    • Counters projectiles and shoots back an ice chunk identical to her Stand ( F.gif + Snkb.gif ) Ray Spin followup.
    • Kula's hand has an active hitbox that causes a hard knockdown. This can be used instead of Dp.gif + Snkc.gif to end a juggle combo to achieve a better advantage while losing some damage in comparison.
    • Recovers fast enough to be used from fullscreen to quickly build meter on occasions.
    • Ex.png Counter Shell (Qcb.gif + Snka.gif + Snkc.gif) - The physical slash does more damage while a reflected projectile does increased damage on hit.
  • Ray Spin (Qcb.gif + Punch.gif) - Kula's infamous spinning kick, the stuff combo nightmares are made of. When to use a followup or not depends on the situation, though all three possibilities are potentially punishable.
    • Qcb.gif + Snkb.gif travels low to the ground and will connect against crouching hitboxes, making it better for starting grounded combos. It combos from directly from Heavy normals and her One Inch punch, though this can also be comboed into from many juggle situations. This is an alternative blockstring ending tool to using Diamond Breath, but Ray Spin leaves Kula at a frame disadvantage which can always be punished by instant grabs, even if canceled into a followup.
    • Qcb.gif + Snkd.gif travels high into the air with a taller arc. This can be used to approach the opponent as an air-to-ground attack, though Kula is vulnerable to air-to-airs from this setup. Another weakness is that the opponent can crouch under the first hit, so using this up close is not suggested outside of combos.
    • Ex.png Ray Spin (Dp.gif + Snka.gif + Snkc.gif) - Combos from Light attacks and is neutral on block. Easy to confirm into to start a corner combo, and isn't punishable by command grabs if blocked. The spinning arc behaves slightly differently which affects when it should be used in juggles.
    • Stand (Ray Spin, then F.gif + Snkb.gif) - Projectile followup that wont combo against a grounded player though it leaves Kula neutral on block. There's a gap between a Ray Spin and her Stand followup which can be punished with command grabs or invulnerable moves, though otherwise it creates a solid frametrap.
      • Combos against airborne opponents and allows the player to continue hitting the opponent afterward.
    • Sit (Ray Spin, then F.gif + Snkd.gif) - Kula follows up with a slide that launches the opponent on hit. This makes the slide the better combo choice against grounded players. Just as with Slider Shoot, this hits low and is unsafe on block.

Desperation Moves

  • Diamond Edge (Qcf.gif Qcf.gif + Punch.gif) - Frigid Power Geyser. The pillar of ice can anti-air, though the DM startup is lengthy and ( Dp.gif + Snka.gif + Snkc.gif ) would be more reliable. Most combos into this DM use a Super Cancel eke out a little more damage at the end.
    • Ex.png Diamond Edge (Qcf.gif Qcf.gif +Snka.gif + Snkc.gif) - The improved Diamond Edge will combo from Light attacks, dealing heavier damage. Unfortunately, not all of the ice spears will connect against a cornered opponent so this DM only works from midscreen.
  • Freeze Execution (Hcb.gifHcb.gif + Snka.gif + Snkc.gif - Diana flies out of Kula and travels horizontally across the screen. On hit, she launches the opponent and Kula will spew out a screen-filling ice storm. Unlike EX Freeze Execution, this DM can fully connect from anywhere on the screen although the startup isn't as fast.
  • Neo Freeze Execution (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif - Similar hit detection as Freeze Execution, only Kula really makes it rain. Overall, this an improved Freeze Execution that can anti-air or punish from fullscreen.

Tips and Tricks

Combos

0 Bar 0% Drive

  • cr.B cr.B cr.B xx dp+C - 192
  • cl.C qcb+B f+D dp+C - 231

Basic Strategy

Advanced Strategy

  • Keep pressing Snkb.gif.
    • Seriously.

Frame Data