Movelist
Throws
1. Ice Coffin - b/f+C
- Kula grabs the opponent and freezes them in a block of ice before knocking them back
- this is a mash grab - that means, mashing the buttons rapidly will increase the damage, and the opponent mashing on their side will decrease the damage
2. Behind Slash - b/f+D
- Kula grabs the opponent and slashes them, throwing them behind her
Command Normals
1. One Inch - f+A (17,21,22 by itself), (12,21,22 cancelled into)
- Kula performs a slow strike that stays out on screen for a long time
- cancellable if cancelled into, and comes out faster when cancelled into
- hard knockdown and has a counterwire property if not cancelled into, otherwise opponent stays grounded
- cancellable to DMs, cancellable to special moves if cancelled into
2. Slider Shoot - df+B
- Kula slides forward low to the ground, going a little less than half screen distance
- hits low
- has fairly good recovery as long as she doesn't hit deep with it
- useful for going under some fireballs that hover above ground, such as Athena and Robert's
3. Critical Ice - df+C
- hits low an icicle extends from Kula's hand, reaching about 3/4 screen in length
- hits low
- hard knockdown on the last hit
- counterwire if only the last hit connects on counterhit
Special Moves
1. Diamond Breath - qcf+P
- Kula blows ice in front of her, which acts as a projectile
- qcf+A comes out fast and knocks down, putting the opponent into a jugglable state
- qcf+C comes out much slower than qcf+A and doesn't knock down, but stuns the opponent long enough
- free cancellable into
2. Crow Bites - dp+P
- Kula performs a rising uppercut that comes out quick
- dp+A comes out slower than dp+C and does not travel far vertically, but has some startup invinciblity. It's not possible to juggle if cancelling out of the dp+A. dp+A knocks down on hit
- dp+C comes out extremely fast but will make her fly all the way across the screen, having major recovery time
- the first hit of dp+C doesn't knockdown but the second hit does. Second hit can whiff even if the first hit connected
- dp+A and dp+C on the first hit are supercancellable on the first hit to ground DMs, dp+C is supercancellable on the second hit to air SDM
- dp+C is punishable on hit if it connects against a standing opponent, if they recovery roll the knockdown
- free cancellable into
- free cancellable out of on the first hit
3. Counter Shell - qcb+P
- Kula does a quick icy swipe with her hand, which reflects normal and DM projectiles, creating a projectile of her own
- the projectile she fires back can be juggled after and also absorbs other projectiles without dissipating
- works as a decent anti-air as long as the opponent isn't directly above her
- has very good recovery time if blocked and pushes her back on block
- hard knockdown and counterwire
- free cancellable into
- it is possible to free cancel out of this move sometimes but it isn't clear when it can work. Either way, it's useless
4. Ray Spin - qcb+K
- Kula does a twirling kick in the air that has very good recovery on block
- qcb+B does one hit, doesn't knockdown and travels vertically and horizontally shorter than qcb+D
- qcb+D will do two hits on block, where the first knocks the opponent into the air but the second doesn't
- free cancellable into
- can be followed up with her f+B or f+D, listed below
4a. Stand - f+B (after qcb+K)
- kicks forward, sending out an ice projectile that absorbs other projectiles
- not punishable on block but can be rolled right before it comes out and punished badly
- supercancellable on the first hit
- free cancellable out of on the first hit into any special move but qcb+K
4b. Sit - f+D (after qcb+K)
- looks the same as her df+B, except is more punishable if blocked
- knocks the opponent into the air, where they can be further juggled
- hits low
- supercancellable
- free cancellable out of into any special move but qcb+K
DMs
1. Diamond Edge - qcfx2+P
- sends three icicles forward, coming up from the ground
- fairly good anti-air only against opponents jumping from very far away, it will whiff against jumps that are close to Kula. It can also be rolled easily on block and punished
- not useful outside of combos as she has more reliable anti-airs
SDMs
1. Freeze Execution - hcbx2+AC
- Kula sends out Diana, who flies horizontally across the screen. If she hits, the opponent is launched into the air
- regardless of whether she hits or whiffs, Kula does full screen attack that cannot be evaded, doing multiple hits
- Kula is invincible during the move and can only be hit at the very end of it, though the recovery is very small
- does great damage if it hits, can be comboed fairly easily as well
- this move does more damage if Kula is in the corner and she is facing away from the corner when the move connects
2. La * Cachora - qcfx2+BD(air)
- slowly drops on top of the opponent, doing pitiful damage if it connects
- removes one stock from the opponent if it connects
- a useless DM, hard to connect with, cannot be comboed into and doesn't do much even if it does happen to hit
HSDMs
1. Freeze Completion - AC BD ABC
- does an attack similar to her f+A, although comes out a bit slower
- if it connects, she will hurt the opponent for about 55% damage
- overhead
- can be easily rolled behind on reaction, and punished
Notes
- cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, far C, close D, crouch D
- CD is cancellable into specials and DMs
Combos
Anywhere
1. Close C(2), f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%
2. Crouch BB, Far B, df+B/dp+C - 20%/30%
3. Crouch BB, Far B, dp+C(1), qcfx2+P - 55%
Corner
1. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%
2. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+D, Crouch C - 45%
3. Far C, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 45%
4. (Opponent near corner) Close C, f+A, qcb+B, f+D, (S)qcfx2+P, dp+C - 45%
Maxmode:
1. Close C(1), f+A, BC, run Close C(2), f+A, hcbx2+AC - 60%
2. Close C(1), f+A, BC, run Close C(1), df+C(2), (C)dp+C(1), (C)qcb+B, f+D, (C)dp+C(1), (C)qcb+P - 50%
3. (Corner) Close C(1), f+A, BC, run Close C(1), f+A, dp+C(1), (C)qcf+A, AC BD ABC - 85%
4. (Yamazaki near corner) Close C(1), f+A, BC, run Close C(1), df+C(2), (C)dp+C(1), (C)qcb+D, f+B, hcbx2+AC - 70%
Counterhit:
1. qcb+P(counterwire), run CD, dp+A(whiff, just for building stock) - 25%