Kula Diamond(KOFXI)

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Kula Diamond
クーラ・ダイアモンド
KOFXI kula full.png
Tiers & Ranking
Tier: S+
Ratio Cost: 7 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.0
Crouch height (Tier): F

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 great at setting up combos and she is the only character to have an EX super for 2 stocks that can serve as a substitute LDM.

Neutral

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 (7F startup).
If you feel you must use a regular (or super-)jump, try using j.D.

Offense

Kula's smalljump C is a notoriously strong and early-hitting attack that is her overhead option during blockstrings.
The reason smalljump C can hit so early is because of 5C(c): it is extremely fast (4 frames). It also 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 setups for juggles - use it.


Defense

623C is her best reversal 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. It can also be used as a costly reversal.

Colors

KOFXI kula S.png KOFXI kula X.png KOFXI kula T.png KOFXI kula C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI kula R1S.png KOFXI kula R1X.png KOFXI kula R1T.png KOFXI kula R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI kula L1S.png KOFXI kula L1X.png KOFXI kula L1T.png KOFXI kula L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd J-Type Air C-Air Note
5A(c) 7 4 +2 +1 F+L / F1-14 F
5A(f) 8 3 -2 -3 F+L / F1-14 F
5B(c) 8 3 -1 -2 F+L / F1-14 F
5B(f) 5 6 -1 -2 F+L / F1-14 F Special Cancel.
5C(c) 4 3+6 -5 -6 F+L / F1-14 F* *=both hits.
5C(f) 15 7 -17 -18 F+L / F1-14 F Special Cancel
5D(c) 8 1+4 -2 -3 F+L / F1-14 F* *=both hits.
5D(f) 10 4+2 +4 +3 F+L / F1-14 F* *=both hits.
5E 9 5 KD -16 F+L N F1-8 F,
F9-28 L
GC 5 8 KD -18 ? N F1-8 F,
F9-28 L
6A 19 21 KD -22 F+L N F1-wall N,
F1-16 F*,
F17-end L*
Hard Knockdown. Wall Bounce on CH. Super Cancel. *=Start of wall bounce.
6A(can) 14 15 -15 -16 F+L N N Hard knockdown on air hit.
Saving Shift ? n* / / ? N F1-8 F,
F9-28 L
Active until landing. 9F/10F recovery (hit/whiff).
3C 19 18 KD -4 F+L JA F1-8 F,
F9-28 L
All 3 hits Knockdown on air hit & QS. 3rd hit hard knockdown on ground hit. Wall Bounce on ground CH.
2A 8 4 -1 -2 F+L JA F1-14 F
2B 6 3 +2 +2 F+L JA F1-14 F
2C 6 11 -13 -14 F+L JA F1-14 F
2D 10 5 KD -8 F+L JA JA SC.
small A 6 7 / / F+L JA F1-14 F
j.A 9 7 / / F+L JA F1-14 F
small B 6 4 / / F+L JA F1-14 F
j.B 8 7 / / F+L JA F1-14 F
small C 12 6 / / F+L JA F1-14 F
j.C 14 7 F+L JA F1-14 F
small D 9 4 / / F+L JA F1-14 F
j.D 7 5 / / F+L JA F1-14 F
small E 7 4 / / F+L N F1-8F,
F9-28 L
j.E 12 5 / / F+L N F1-8F,
F9-28 L
214B 15 5 -3 -4 F+L F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups.
214D 22 3+3 KD +10 F+L F1-8 crouched hurtbox. F9 airborne. F1-40 in counterhit-state (until landing). 16F landing recovery, of which F2-15 can be cancelled into followups.
214B>6B 9/18 2+n KD +0*/-6* F+L *=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: -1.
214D>6B 9/18 2+n KD -3/-5* F+L Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. -2 against Vanessa.
214K>6D 8 12 KD -15* F F1-10 F,
F11-end L
F1-10 F,
F11-end L
Low Hit. Launches + allows juggles. Can be QSed. *=point blank
236A 15 7 KD +2 F F1-8 F,
F9-end L
F1-8 F,
F9-end L
Launches. Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
236C 37 10 +31 +17 F JA JA Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
623A 5 12 KD -32 F+L JA F1-10/1-8 F*,
F11-19/10-28 L*
Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state. *= hitbox 1/2+3
623C 3 20 KD -42 F+L F1-8 F,
F9-20 L*
F1-8 F,
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)
214P 9 4+4 KD -8 F+L JA F1-wall N,
F1-16 F*,
F17-end L
F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
j.236B 29 n KD -4* F+L F1-8 F,
F9-28 L
F1-8 F,
F9-end L
45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
j.236D 29 n KD -4* F+L F1-8 F,
F9-28 L
F1-8 F,
F9-end L
Angled forwards. 10F landing recovery in CH-state. Allows juggles after. *=point blank & from lowest possible height
236236A 8 6+8 KD -12 F+L JA F1-8 F,
F9-28 L
F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F).
236236C 22 14 KD -12 F+L JA F1-8 F,
F9-28 L
F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F).
236236E 7 38 KD -29* F+L F1-8 F/JA*,
F9-end L/JA*
F1-8 F/JA*,
F9-end L/JA*
F1-7 invul. F8-48 low hurtbox & counterhit-state. F49-52 head only counterhit-state. F53-66 standing recovery. Costs 2 Super Stocks. *1= 1st+2nd/3rd pillars. *2=Point Blank in the corner, usually is advantageous.
214214E 13 n KD -36 JA JA JA Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 guard-only recovery.
Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kula 5A(c).png 7 4 +2 +1
5A(f) Kofxi kula 5A(f).png 8 3 -2 -3
5B(c) Kofxi kula 5B(c).png 8 3 -1 -2
5B(f) Kofxi kula 5B(f).png 5 6 -1 -2 SC
5C(c) Kofxi kula 5C(c) 1.pngKofxi kula 5C(c) 2.png 4 3+6 -5 -6
5C(f) Kofxi kula 5C(f).png 15 7 -17 -18 SC
5D(c) Kofxi kula 5D(c) 1.pngKofxi kula 5D(c) 3.png 8 1+4 -2 -3
5D(f) Kofxi kula 5D(f) 1.pngKofxi kula 5D(f) 2.png 10 4+2 +4 +3
5E Kofxi kula 5E.png 9 5 KD -12
GC Kofxi kula GC.png 5 8 KD -18
6A Kofxi kula 6A.png 19 21 KD -22 Wall Bounce on CH
6A (cancel) Kofxi kula 6A(cancel).png 14 15 -15 -16
Saving Shift Kofxi kula saving.png ? n* / / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi kula 2A.png 8 4 -1 -2
2B Kofxi kula 2B.png 6 3 +2 +1
2C Kofxi kula 2C.png 6 11 -13 -14
2D Kofxi kula 2D.png 10 5 KD -8
3B Kofxi kula 3B.png 10 13 KD -11* *= close. Safe from farther away.
3C Kofxi kula 3C 1.pngKofxi kula 3C 2.png
Kofxi kula 3C 3.pngKofxi kula 3C 4.png
19 4+6+4+4 KD -4
Jump Attacks
Move Hitbox Startup Active Note
smalljump A Kofxi kula jump A.png 6 7 Same hitbox as j.A
j.A Kofxi kula jump A.png 9 7 Same hitbox as smalljump A
smalljump B Kofxi kula jump B.png 6 4 Same hitbox as j.B
j.B Kofxi kula jump B.png 8 7 Same hitbox as smalljump B
smalljump C Kofxi kula jump C.png 12 6 Same hitbox as j.C
j.C Kofxi kula jump C.png 14 7 Same hitbox as smalljump C
smalljump D Kofxi kula jump D.png 9 4 Same hitbox as j.D
j.D Kofxi kula jump D.png 7 5 Same hitbox as smalljump D
smalljump E Kofxi kula jump E.png 7 4 Same hitbox as j.E
j.E Kofxi kula jump E.png 12 5 Same hitbox as smalljump E
214K Route
Move Hitbox Startup Active Hit Guard Note
214B Kofxi kula 214B 1.pngKofxi kula 214B 2.png 15 5 -3 -4 F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups.
214D Kofxi kula 214D 1.pngKofxi kula 214D 2.png 22 3+3 KD +10 No invul. 16F landing recovery, of which F2-15 can be cancelled into followups.
214B>6B Kofxi kula 214K6B 1.pngKofxi kula 214K6B 2.png 9/18 2+n KD +0*/-6* *=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: -1.
214D>6B Kofxi kula 214K6B 1.pngKofxi kula 214K6B 2.png 9/18 2+n KD -3/-5* Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. -2 against Vanessa.
214K>6D Kofxi kula 214K6D.png 8 12 KD -15* Low Hit. Launches + allows juggles. Can be QSed. *=point blank
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
236A Kofxi kula 236A 1.pngKofxi kula 236A 2.png 15 7 KD +2 Negates projectiles F11-30 .
236C Kofxi kula 236C 1.pngKofxi kula 236C 2.png 37 10 +31 +17 Negates projectiles F34-53.
623A Kofxi kula 623A 1.pngKofxi kula 623A 2.pngKofxi kula 623A 3.pngKofxi kula 623A 4.png 5 5+1+3+3 KD -32 Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state.
623C Kofxi kula 623C 1.pngKofxi kula 623C 2.pngKofxi kula 623C 3.png 3 4+2+14 KD -42 Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state.
214P Kofxi kula 214P 1.pngKofxi kula 214P 2.png
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.
j.236B Kofxi kula jump 236B.png 29 n KD -4* 45°-angle down. 10F landing recovery in counterhit-state +10F regular landing recovery. *=point blank & from lowest possible height.
j.236D Kofxi kula jump 236D.png 29 n KD -4* angled forwards. 10F landing recovery in counterhit-state +10F regular landing recovery. *=point blank & from lowest possible height
236236A Kofxi kula 236236A 1.pngKofxi kula 236236A 2.png
Kofxi kula 236236A gif.gif
8 6+8 KD -12 F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F).
236236C Kofxi kula 236236C 1.pngKofxi kula 236236C 2.png
Kofxi kula 236236C gif.gif
22 6+8 KD -12 F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F).
236236E Kofxi kula 236236E 1.pngKofxi kula 236236E 3.pngKofxi kula 236236E 4.png
Kofxi kula 236236E gif.gif
7 4+7
3+9
3+12
KD -29* 3 ice pillars. The attack pattern in relation to the screenshots is abcbcb. F1-7 invul. F8-48 low hurtbox & counterhit-state. F49-52 head only counterhit-state. F53-66 standing recovery. *=close in corner, but is usually advantageous.
214214E Kofxi kula 214214E.pngKofxi kula 214214E 2.png 13 n KD -36 Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 guard-only recovery.

Special Attributes & Bugs

  • 236A/C is unblockable when done on incoming. This is tourney banned.
  • Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
  • Has no collision on back Ukemi (can run through)
  • 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 here
  • Kula's arms have a hurtbox during her jump startup, for 2F (small jump) & 3F (normal jump).

Kofxi kula arms.gif

Combos

  • 2B>2B>(5B>)623C
  • j.C>5C(2)>214B-6D, 623C
  • 5C(2)>6A>214B-6D, 623C
  • Corner Combo in 5C(2)>236A, link 214B delay 6B, 623C
    • Quick Shift: works on the first 623C hit only, and only if 6B was delayed.

Special Setups & Motions

Note: the below motions are only required if you can't delay the 6D-followup for whatever reason, or on back hit.

  • Close 214B-6D, 623C: input the 623C as "41236C".
  • Close 214B-6D, 236236E: input the 236263E as "214214E".
  • 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

  • 214D can cross up against these characters that are smaller when they wake up: Ryo, Ralf, Mary, Whip, Hayate. Sample Combo by u-rasia.
  • After Stun: 236C(meaty) link 236C, smalljump D 5C(2)>6A delay 236A, link 236236E: crazy combo by u-rasia

Matchups

Vs Duck

According to Zerio & Nori the Kula vs. Duck matchup is roughly a 7.5 to 2.5 in favor of Kula. A quote on this delivered through Rock: "Kula just waits and uses 2B & 2D while buffering 623C, which she uses on reaction, if Duck jumps. Due to the 2B & 2D, Duck cannot approach from the ground, which makes the matchup very hard."
Based on Kyuntakuya & tests done just for us by Sawakoro & Rock there is evidence however that the matchup might very well be somewhat even. Particularly Duck's 2A is very useful to pressure Kula.

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.
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. Source: u-rasia.

Vs Gato

Japanese player Shingo considers this matchup in favor of Gato: approaching him is difficult with Kula, even though she excels at corner pressure. On the other hand, if Gato & Kula are not Leaders in this matchup, Kula can also play this defensively and abuse her strong anti-airs.

Use 214B during super freeze to beat Gato's 236236A.
214B goes over Gato's 2D
For okizeme, you can use 2D, then cancel either into 236A or, on reaction, into 214B if Gato uses 236236A. Example from Shingo vs Gian
Since Gato is tall while crouched, he is susceptible to instant overheads such as smalljump back j.D.

Vs K

K' can punish 214B on block with 236236B, so either don't use it too much or, if you really have to, use followup 6B or 6D > QS to make it safe. This on the other hand creates a mindgame where K' can roll forward after 214B to punish the 6B followup.
If you want to punish Heat Drive without fear of a saving shift, use dash up 214D> delay 214B > 214B>6B... combo, see u-rasia
If K' uses the blockstring 2B>2A>2D>236P(whiff)>214K, you can always punish the 236P with 214B regardless of what followup they try.

Vs Mary

It is possible to cross up mary with hyperhop j.A after Kula's midscreen BnB combo, see Shingo vs Sawakoro

Vs Ralf

Punish Unblock (the uppercut) on block with 623C. This makes it way harder for Ralf to throw the move out randomly.

Universal strategy vs Kula

Corner Pressure

  • Vs 2B,2B, cancel 236A/214B: rolling forward as late as possible allows a punish if Kula did 236A.
  • Vs 2B,2B, 236C: jumping out enables a punish, if the air attack is done relatively early & high.
  • Vs 214D: roll out, dash, punish.

Thanks to Kyuntakuya for these tips.

Kula's 623C

623C (her SRK) only has 3F startup and is therefore hard to safe jump, except if you manage to jump very early and possess a jump-in that hits very low (since the invulnerability does not extend to her feet). Since this isn't always an option, the following okizeme can be used:

  • (Corner only) superjump as okizeme (623C will whiff right under)
  • Meaty low Hit
  • Use an attack as okizeme that both beats 623C AND 214B, eg a late 2C with K'
  • A very early smalljump that makes it hard to see whether the attack is a safe jump or a fake safejump that lands a bit early (not a very solid strategy)

Kula's 214B

Since Kula's 214B (Ray Spin, the roundhouse kick jump) has invulnerability until just before the active time, she can use it as a reversal. This is a strong reversal option since it is relatively safe for her (punishes happen to her while airborne) and it can lead to a full combo if she actually hits with it. The threat of this move forces the opponent to guess between her 623C and 214B on wakeup, or her simply doing neither.
The best way to counter reversal 214B is by using a delayed okizeme attack with a hitbox that can hit ray spin, which then hits on counter-hit and enables a combo (if you immediately cancel any normal attack on air counterhit, you can combo after). Example from Tori, with Oswald: delay 5D(counter hit)>3A>214A...

When to Saving Shift

It is advisable to use saving shift right after Kula's 214B hit, because the next hit (the 6D followup) usually launches. The decision is matchup specific however, since not all team compositions lead to big damage from the launcher.
If Kula uses the 214B>6D string in the corner instead of using the 236A route, you can shift right before the 6D and punish the slide. Example from Shingo vs Gian
Be aware that when you saving shift against Kula's 5C(c), if she uses her 236236E (the EX super) after, it will hit the incoming character out of the air.

Videos

Kula Guide from U-Rasia, part 1
Kula Guide from U-Rasia, part 2

Navigation