Kula Diamond(KOFXI): Unterschied zwischen den Versionen

K
 
(9 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 56: Zeile 56:
! Move !! S!! A!!  Hit!! Blk!! Dmg!! Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
! Move !! S!! A!!  Hit!! Blk!! Dmg!! Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
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| 5A(c) || 7 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 4|| 6|| 6|| 8|| F+L|| /|| F1-14 F||
| 5A(c) || 7 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F||
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| 5A(f)|| 8 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| 5|| 8|| 8|| 8|| F+L|| /|| F1-14 F||
| 5A(f)|| 8 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| 5|| 8|| 8|| 8|| F+L|| JA|| F1-14 F||
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| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 5|| 8|| 6|| 8|| F+L|| /|| F1-14 F||
| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 5|| 8|| 6|| 8|| F+L|| JA|| F1-14 F||
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| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 6|| 8|| 8|| 8|| F+L|| /|| F1-14 F||Special Cancel.
| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 6|| 8|| 8|| 8|| F+L|| JA|| F1-14 F||Special Cancel.
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| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>|| 16|| 12|| 12|| 14|| F+L|| /|| F1-14 F*||*=both hits.
| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>|| 16|| 12|| 12|| 14|| F+L|| JA|| F1-14 F*||*=both hits.
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| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>|| 11|| 15|| 12|| 14|| F+L|| /|| F1-14 F||Special Cancel
| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>|| 11|| 15|| 12|| 14|| F+L|| JA|| F1-14 F||Special Cancel
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| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| 16|| 12|| 12|| 14|| F+L|| /|| F1-14 F*||*=both hits.
| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| 16|| 12|| 12|| 14|| F+L|| JA|| F1-14 F*||*=both hits.
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| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 18|| 32|| 24|| 28|| F+L|| /|| F1-14 F*||*=both hits.
| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 18|| 32|| 24|| 28|| F+L|| JA|| F1-14 F*||*=both hits.
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| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>|| 16|| 12|| 14|| 16|| F+L|| N|| F1-8 F,<br>F9-28 L||
| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>|| 16|| 12|| 14|| 16|| F+L|| N|| F1-8 F,<br>F9-28 L||
Zeile 84: Zeile 84:
| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F||
| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F||
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| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+2</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F||
| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+1</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F||
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| 2C|| 6 || 11|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>|| 11|| 15|| 12|| 14|| F+L|| JA|| F1-14 F||
| 2C|| 6 || 11|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>|| 11|| 15|| 12|| 14|| F+L|| JA|| F1-14 F||
Zeile 134: Zeile 134:
|623C|| 3|| 4+2+14|| KD|| <span style="color: red;">-42</span>|| 8+8+5|| 4+4+4|| 4+4+4|| 10/8+8+8|| F+L|| F1-8 F,<br>F9-20 L*|| F1-8 F,<br>F9-end L*||Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state. *=first hit (2nd&3rd have JA only)
|623C|| 3|| 4+2+14|| KD|| <span style="color: red;">-42</span>|| 8+8+5|| 4+4+4|| 4+4+4|| 10/8+8+8|| F+L|| F1-8 F,<br>F9-20 L*|| F1-8 F,<br>F9-end L*||Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state. *=first hit (2nd&3rd have JA only)
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|214A|| 9|| 4+4|| KD(+46)|| <span style="color: blue;">+3</span>*|| 14|| 13|| 12|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=point blank (eg. against Oswald's 623A). *2=Start of wall bounce.
|214A|| 9|| 4+4|| KD(+46)|| <span style="color: red;">-8</span>|| 14|| 13|| 12|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
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|214C|| 9|| 4+4|| KD(+46)|| <span style="color: red;">-8</span>|| 16|| 13|| 13|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||Strictly better than 214A. F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
|214C|| 9|| 4+4|| KD(+46)|| <span style="color: red;">-8</span>|| 16|| 13|| 13|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||Strictly better than 214A. F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
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|214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-X</span>|| 12|| 0|| 0|| 0/10+8+10*|| x|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile that only spawns when an enemy projectile is reflected with 214P. *= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8.
|214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-8</span>*|| 12|| 0|| 0|| 0/10+8+10*|| x|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile that only spawns when an enemy projectile is reflected with 214P. 38F total duration. *=point blank (eg. against Oswald's 623A). *2= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8.
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|j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||"Diamond Shoot". 45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
|j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||"Diamond Shoot". 45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
Zeile 259: Zeile 259:
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| '''Counter Shell'''|| 214P || [[bild:kofxi_kula_214P_1.png]][[bild:kofxi_kula_214P_2.png]]<br>[[bild:kofxi_kula_214P_gif.gif]] || 9 || 4+4 || KD || -8 || F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. 214C is strictly better as 214A as it deals more damage.
| '''Counter Shell'''|| 214P || [[bild:kofxi_kula_214P_1.png]][[bild:kofxi_kula_214P_2.png]]<br>[[bild:kofxi_kula_214P_gif.gif]] || 9 || 4+4 || KD || -8 || F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. 214C is strictly better as 214A as it deals more damage.
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| '''Counter Shell(proj.)'''|| 214P || [[bild:kofxi_kula_214P_projectile.png]]<br>[[bild:kofxi_kula_214P_projectile_gif.gif]]|| 11 || n || KD || +3* || Projectile that only spawns when an enemy projectile is reflected with 214P. 38F total duration. *=point blank (eg. against Oswald's 623A). *2= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8.
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| '''Diamond Shoot (weak)'''|| j.236B || [[bild:kofxi_kula_jump_236B.png|200px]] || 29 || n || KD || -4* || 45°-angle down. 10F landing recovery in counterhit-state +10F regular landing recovery. *=point blank & from lowest possible height.
| '''Diamond Shoot (weak)'''|| j.236B || [[bild:kofxi_kula_jump_236B.png|200px]] || 29 || n || KD || -4* || 45°-angle down. 10F landing recovery in counterhit-state +10F regular landing recovery. *=point blank & from lowest possible height.
Zeile 279: Zeile 281:
*Kula has no recovery when landing from a DOWN! and can act immediately.
*Kula has no recovery when landing from a DOWN! and can act immediately.
* Kula 214P > QS Kensou > LDM will cause a bug that interrupts the hard knockdown and resets the opponent into standing position, see [https://twitter.com/SenseiEnrique98/status/1420096911420309509 here]
* Kula 214P > QS Kensou > LDM will cause a bug that interrupts the hard knockdown and resets the opponent into standing position, see [https://twitter.com/SenseiEnrique98/status/1420096911420309509 here]
*214C has 2 points more damage and 1 point more guard damage than 214A, but otherwise both versions are identical, making 214C strictly better.
*Kula's arms have a hurtbox during her jump startup, for 2F (small jump) & 3F (normal jump).
*Kula's arms have a hurtbox during her jump startup, for 2F (small jump) & 3F (normal jump).
[[bild:kofxi_kula_arms.gif]]
[[bild:kofxi_kula_arms.gif]]


== Combos ==
== Combos ==
*2B>2B>(5B>)623C
*2B>2B>(5B>), then...
*623C: bread n butter against standing opponents.
**623C super cancel 236236A/E: variation for more damage, also hits against crouching opponents.
**623C > QS: quick shift to somebody else to finish the job. also useful against standing opponents.


*j.C>5C(2)>214B-6D, 623C
*2B>2B>(5B>)3B: bread n butter against crouching opponents without meter, but only causes soft knockdown. You could also intentionally drop the combo here and go for a pressure reset by cancelling into 236A or 214B.


*5C(2)>6A>214B-6D, 623C
*(j.C/D>)5C(2)>214B-6D, then...
**623C: one of the most used combos, causes hard knockdown and works everywhere.
**236236E: high damage. Best used midscreen only (doesn't hit fully in the corner). Since Kula can be below her opponent after 214B-6D, the 236236E input can get reversed - to avoid this, delay the 6D after 214B a bit.
**QS: one of the best quick shift setups in the game, easy to land and causes a high launch.
**5A or 5C(1), link 214214E: an easy LDM setup, works everywhere.


*Corner Combo in 5C(2)>236A, link 214B delay 6B, 623C
*(j.C/D>)5C(1-2)>6A>214B-6D, 623C: the 6A only connects if you are very close after 5C, so either use j.C/D>5C(1) or start with 5C(2). While you can get 5C(2)>6A from a jump in, it needs precise timing and is therefore only used in QS or punish combos.
**Quick Shift: works on the first 623C hit only, and only if 6B was delayed.
 
*Corner Combo in 5C(2)>236A, link 214B delay 6B, then:
**623C (>QS): this is the corner bnb. The QS works on the first 623C hit only, and becomes much easier if 6B was delayed (because that way you can pre-buffer 623C, giving you more time for the QS input)
**236236A: more damage, but causes soft knockdown - best use this to kill only.
**2D>214214E: LDM setup. Do not delay the 6B if you go for this one.


===Special Setups & Motions ===
===Special Setups & Motions ===
Zeile 299: Zeile 313:


*5C(2)>214B-6D, 236263E: input the 236236E as "214236E".
*5C(2)>214B-6D, 236263E: input the 236236E as "214236E".
===Team Combos===
'''Kula & Oswald'''
*214B-6D, QS Oswald,\/,5A whiff 3A>214A>236B>236E (ACE): Midscreen ace-setup.
*Corner combo in 214B-6D, QS Oswald, backdash, 3A>236B-236A-236B-236E (ACE)


===Other Combos===
===Other Combos===
Zeile 310: Zeile 318:


*After Stun: 236C(meaty) link 236C, smalljump D 5C(2)>6A delay 236A, link 236236E: crazy combo by [https://youtu.be/mnzXYU-4jpQ?t=912 u-rasia]
*After Stun: 236C(meaty) link 236C, smalljump D 5C(2)>6A delay 236A, link 236236E: crazy combo by [https://youtu.be/mnzXYU-4jpQ?t=912 u-rasia]
==Team Combos==
===Kula & Gato===
*Corner combo in 214B-6D QS Gato whiff j.B, land, whiff 5B, 214B-B x 5, 6B, link 236236D(> DC 623Ex3): setup for the highly damaging Senga Loop.
*midscreen combo in 214B-5D QS Gato whiff j.B, dash, jump D, land, delay 236236B(>DC 623Ex3): midscreen setup to combo into Gato's LDM. Costs 2 shift stocks & 3 super gauges, but deals 80% damage.
===Kula & Oswald===
*Midscreen 214B-6D, QS Oswald,\/,5A whiff 3A>214A>236B>236E (ACE): easy & reliable midscreen ace-setup.
*Corner combo in 214B-6D, QS Oswald, backdash, 3A>236B-236A-236B-236E (ACE)
*Corner combo in 236A link 214B delay 6B, 623C(1) QS Oswald j.D, land, [4],646E: a setup for Oswald's LDM. Make sure to hold [4] already as you tag in oswald to have the charge ready when he lands.


== Matchups ==
== Matchups ==
Zeile 318: Zeile 339:
=== Vs Kula (mirror) ===
=== Vs Kula (mirror) ===
:214B and 5C(c) on block can be punished with 623C. This means you should always cancel your 5C, and be very careful when to use 214B- you might have to use a 214B followup and shift to be safe against 623C, especially since it can be supercancelled into 236236E for brutal damage.
:214B and 5C(c) on block can be punished with 623C. This means you should always cancel your 5C, and be very careful when to use 214B- you might have to use a 214B followup and shift to be safe against 623C, especially since it can be supercancelled into 236236E for brutal damage.
:Use j.C>236236E against a blocked 623C for an option select. If the opponent's Kula attempts to saving shift, the incoming character will get hit by 236236E. [https://youtu.be/OLhcCWV60js?t=421 Source: u-rasia.]
:Use j.C>236236E against a blocked 623C for an option select. If the opponent's Kula attempts to saving shift, the incoming character will get hit by 236236E. [https://youtu.be/OLhcCWV60js?t=421 Source: u-rasia (note: broken timestamp!).]


=== Vs Gato ===
=== Vs Gato ===
20.285

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