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== Quick Guide ==
:Kula is a top tier character with brutal pressure, good defense, high combo damage and flexibility and great shift synergy.
:She can be played in any position, but is most often played as a point or second character because she is the only character to have an EX super for 2 stocks that can serve as a substitute LDM.
'''Neutral'''<br>
:Kula uses her very fast walk speed & backdashes to move around in neutral, threatening opponents that want to attack with her very fast 623C (3F startup), which also knocks down.
:3C can be used as a good long-range poke.
:Kula usually approaches by walking into smalljump range, where she can then close in on the opponent with 214B (which has invulnerability during some of its startup) or her extremely fast j.E (6F startup).
'''Offense'''<br>
:Kula's smalljump C is a notoriously strong and fast attack that is her overhead option during blockstrings.
:5C(c) is extremely fast (4 frames) and has 2 hits, which makes it a great option for combos & punishes. It can also be hit confirmed easily.
:pairing J.C pressure with her 2B>2B>5B>623C combo starts a very strong and hard to block mixup game.
:236P gives massive frame advantage and should be used against cornered opponents in block strings, eg. after 2B>2B.
:Basic combo from j.C midscreen: 5C(2)>214B>6D, delay 623C.
:Basic combo from j.C corner: 5C(2)>236A, link 214B,delay 6B, 623C.
:214B>6D launches very high and is one of the best shift combo starter setup for juggles - use it.
'''Defense'''<br>
:623C is her best rerversal option: 3F startup, causes hard knockdown but only has invulnerability above the feet (does not work against lows).
:214B can be used on wakeup due to its invulnerability during startup. If the 214B hits, it can combo into 6D, then any juggle or shift out, which makes it a strong reversal option.
:Kula' EX super (costs 2 stocks) is highly damaging, particularly when used as an anti-air or from a back-hit during combos.
== Colors ==
== Colors ==
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