Kula Diamond(KOFXI): Unterschied zwischen den Versionen

Aus Hardedge Wiki
Zur Navigation springen Zur Suche springen
Keine Bearbeitungszusammenfassung
Zeile 3: Zeile 3:
| jcharname = クーラ・ダイアモンド
| jcharname = クーラ・ダイアモンド
| portrait = [[Image:KOFXI kula full.png]]
| portrait = [[Image:KOFXI kula full.png]]
|tier_rank = SSS
|tier_rank = S+
|ratio_rank = 7 Punkte
|ratio_rank = 7 Points
|health = 107
|health = 107
|stun_gauge = 98
|stun_gauge = 98
|crouch_tier = F
|crouch_tier = F
}}
}}
== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI kula S.jpg]]
|[[Datei:KOFXI kula S.jpg]]
Zeile 52: Zeile 52:


==Frame Data==
==Frame Data==
''Anm.: Danke an Rock für die Hit/Guard Data.''
''Note: Special attack hit/guard is outdated. Thanks to Rock for the normal Hit/Guard Data.''
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Stehende Angriffe
|+Standing Attacks
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
|-
|-
| 5A(c) || [[bild:kofxi_kula_5A(c).png]] || 7 || 4 || +2 || +1 ||  
| 5A(c) || [[bild:kofxi_kula_5A(c).png]] || 7 || 4 || +2 || +1 ||  
Zeile 82: Zeile 82:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Geduckte Angriffe
|+Crouching Attacks
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!!Anmerkung
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!!Note
|-
|-
| 2A|| [[bild:kofxi_kula_2A.png]] || 8 || 4 || -2 || -3 ||  
| 2A|| [[bild:kofxi_kula_2A.png]] || 8 || 4 || -2 || -3 ||  
Zeile 93: Zeile 93:
| 2D|| [[bild:kofxi_kula_2D.png]] || 10 || 5 || KD || -9 ||  
| 2D|| [[bild:kofxi_kula_2D.png]] || 10 || 5 || KD || -9 ||  
|-
|-
| 3B|| [[bild:kofxi_kula_3B.png]] ||10 || 13 || KD || -12* || *= nah dran. Safe von weiter weg.
| 3B|| [[bild:kofxi_kula_3B.png]] ||10 || 13 || KD || -12* || *= close. Safe from farther away.
|-
|-
| 3B(cancel)|| [[bild:kofxi_kula_3B(cancel).png]] || 10 ||  13 || KD || -12* ||* = nah dran. Safe von weit weg.
| 3B(cancel)|| [[bild:kofxi_kula_3B(cancel).png]] || 10 ||  13 || KD || -12* ||* = close. Safe from farther away.
|-
|-
| 3C|| [[bild:kofxi_kula_3C_1.png|200px]][[bild:kofxi_kula_3C_2.png|200px]]<br>[[bild:kofxi_kula_3C_3.png|200px]][[bild:kofxi_kula_3C_4.png|200px]] ||19 || 4+6+4+4? || KD || -3 ||
| 3C|| [[bild:kofxi_kula_3C_1.png|200px]][[bild:kofxi_kula_3C_2.png|200px]]<br>[[bild:kofxi_kula_3C_3.png|200px]][[bild:kofxi_kula_3C_4.png|200px]] ||19 || 4+6+4+4? || KD || -3 ||
Zeile 104: Zeile 104:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Sprungangriffe
|+Jump Attacks
! Move !! Hitbox!! Startup!! Active!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Note
|-
|-
| j.A|| [[bild:kofxi_kula_jump_A.png]] || 6/9* || 7 ||*small / normal jump
| j.A|| [[bild:kofxi_kula_jump_A.png]] || 6/9* || 7 ||*small / normal jump
Zeile 121: Zeile 121:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+214K Route
|+214K Route
! Move !! Hitbox!! Startup!! Active!! Vorteil!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Adv!! Note
|-
|-
| 214B|| [[bild:kofxi_kula_214B_1.png]][[bild:kofxi_kula_214B_2.png]] || 15 || 5 || -3 || F1-6 unverwundbar.
| 214B|| [[bild:kofxi_kula_214B_1.png]][[bild:kofxi_kula_214B_2.png]] || 15 || 5 || -3 || F1-6 invul.
|-
|-
| 214D || [[bild:kofxi_kula_214D_1.png]][[bild:kofxi_kula_214D_2.png]] || 22 || 2+3 || +10 || Keine unverwundbarkeit.
| 214D || [[bild:kofxi_kula_214D_1.png]][[bild:kofxi_kula_214D_2.png]] || 22 || 2+3 || +10 || No invul.
|-
|-
| 214B/D>6B|| [[bild:kofxi_kula_214K6B_1.png]][[bild:kofxi_kula_214K6B_2.png]] ||9 || 2+? || -1/-3* || *= nah dran (Ecke), 2 Hits / 1 Hit treffen.
| 214B/D>6B|| [[bild:kofxi_kula_214K6B_1.png]][[bild:kofxi_kula_214K6B_2.png]] ||9 || 2+? || -1/-3* || *= close (corner), 2 Hits / 1 Hit.
|-
|-
| 214B/D>6D|| [[bild:kofxi_kula_214K6D.png]] || 8 || 12 || -14* || *= nah dran (Ecke)
| 214B/D>6D|| [[bild:kofxi_kula_214K6D.png]] || 8 || 12 || -14* || *= close (corner)
|-
|-
|}
|}
Zeile 135: Zeile 135:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Specials & Supers
|+Specials & Supers
! Move !! Hitbox!! Startup!! Active!! Vorteil!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Adv!! Note
|-
|-
| 236A|| [[bild:kofxi_kula_236A_1.png|200px]][[bild:kofxi_kula_236A_2.png|200px]] || 15 || 7 || +3* || *= nah dran. F11-30 Projektil-Block.  
| 236A|| [[bild:kofxi_kula_236A_1.png|200px]][[bild:kofxi_kula_236A_2.png|200px]] || 15 || 7 || +3* || *= close. negates projectiles F11-30 .  
|-
|-
| 236C|| [[bild:kofxi_kula_236C_1.png|200px]][[bild:kofxi_kula_236C_2.png|200px]] || 37 || 10 || +17/+28* || *= on block / on hit. Beides nah dran. F34-53 Projektil-Block.
| 236C|| [[bild:kofxi_kula_236C_1.png|200px]][[bild:kofxi_kula_236C_2.png|200px]] || 37 || 10 || +17/+28* || *= on block/hit. Both close. Negates projectiles F34-53.
|-
|-
| 623A|| [[bild:kofxi_kula_623A_1.png|150px]][[bild:kofxi_kula_623A_2.png|150px]][[bild:kofxi_kula_623A_3.png|100px]][[bild:kofxi_kula_623A_4.png|100px]] || 5 || 5+1+3+3 || -31~34? || Kleine Hitbox im Startup. Alle 14F der Landing Recovery = Counter Hit State.
| 623A|| [[bild:kofxi_kula_623A_1.png|150px]][[bild:kofxi_kula_623A_2.png|150px]][[bild:kofxi_kula_623A_3.png|100px]][[bild:kofxi_kula_623A_4.png|100px]] || 5 || 5+1+3+3 || -31~34? || Small hurtbox during Startup. All 14F of Landing Recovery = Counter Hit State.
|-
|-
| 623C|| [[bild:kofxi_kula_623C_1.png|150px]][[bild:kofxi_kula_623C_2.png|150px]][[bild:kofxi_kula_623C_3.png|150px]] || 3 || 4+2+14 || minus || Nur auf den Beinen verwundbar ab F1. Alle 14F der Landing Recovery = Counter Hit State.
| 623C|| [[bild:kofxi_kula_623C_1.png|150px]][[bild:kofxi_kula_623C_2.png|150px]][[bild:kofxi_kula_623C_3.png|150px]] || 3 || 4+2+14 || minus || Above legs invul from F1. All 14F of Landing Recovery = Counter Hit State.
|-
|-
| 214P || [[bild:kofxi_kula_214P_1.png]][[bild:kofxi_kula_214P_2.png]] || 9 || 4+4 || -7 || F6-19 Projektil-Block.
| 214P || [[bild:kofxi_kula_214P_1.png]][[bild:kofxi_kula_214P_2.png]] || 9 || 4+4 || -7 || Negates projectiles F6-19. Slide knockdown.
|-
|-
| j.236B || [[bild:kofxi_kula_jump_236B.png|200px]] || 29 ||  || ? || 45°-Winkel nach unten
| j.236B || [[bild:kofxi_kula_jump_236B.png|200px]] || 29 ||  || ? || 45°-angle down
|-
|-
| j.236D || [[bild:kofxi_kula_jump_236D.png|200px]] || 29 ||  || ? || nach vorne
| j.236D || [[bild:kofxi_kula_jump_236D.png|200px]] || 29 ||  || ? || angled forwards
|-
|-
| 236236A || [[bild:kofxi_kula_236236A_1.png|150px]][[bild:kofxi_kula_236236A_2.png|150px]][[bild:kofxi_kula_236236A_3.png|150px]] || 8 || 1+5+8 || -11* || *=nah dran. Keine Unverwundbarkeit. Freeze auf F1. 19F Projektil-Block ab der 1. Active Frame.
| 236236A || [[bild:kofxi_kula_236236A_1.png|150px]][[bild:kofxi_kula_236236A_2.png|150px]][[bild:kofxi_kula_236236A_3.png|150px]] || 8 || 1+5+8 || -11* || *=close. No invul. Negates projectiles from 1st active frame, for 19F.
|-
|-
| 236236C || [[bild:kofxi_kula_236236C_1.png|150px]][[bild:kofxi_kula_236236C_2.png|150px]] || 22 || 6+8 || +4* || *=nah dran. Freeze auf F1. ca. 11F unverwundbar nach Freeze (nicht bis in die Active Time). 19F Projektil-Block ab der 1. Active Frame.
| 236236C || [[bild:kofxi_kula_236236C_1.png|150px]][[bild:kofxi_kula_236236C_2.png|150px]] || 22 || 6+8 || +4* || *=close. ~11F invul after (not until active time). Negates projectiles from 1st active frame, for 19F.
|-
|-
| 236236E || [[bild:kofxi_kula_236236E_1.png|100px]][[bild:kofxi_kula_236236E_2.png|100px]][[bild:kofxi_kula_236236E_3.png|100px]][[bild:kofxi_kula_236236E_4.png|100px]]<br>[[bild:kofxi_kula_236236E_5.png|100px]][[bild:kofxi_kula_236236E_6.png|100px]][[bild:kofxi_kula_236236E_7.png|100px]]<br>[[bild:kofxi_kula_236236E_8.png|100px]][[bild:kofxi_kula_236236E_9.png|100px]] || 7 || 1+2+1+7<br>1+2+9<br>3+12 || -27~30?*/-4 || *=nah dran in der Ecke / midscreen. Freeze auf F2. 1F unverwundbar nach vor, ca. 5F nach Freeze (bis zur 1. Frame der Active Time).
| 236236E || [[bild:kofxi_kula_236236E_1.png|100px]][[bild:kofxi_kula_236236E_2.png|100px]][[bild:kofxi_kula_236236E_3.png|100px]][[bild:kofxi_kula_236236E_4.png|100px]]<br>[[bild:kofxi_kula_236236E_5.png|100px]][[bild:kofxi_kula_236236E_6.png|100px]][[bild:kofxi_kula_236236E_7.png|100px]]<br>[[bild:kofxi_kula_236236E_8.png|100px]][[bild:kofxi_kula_236236E_9.png|100px]] || 7 || 1+2+1+7<br>1+2+9<br>3+12 || -27~30?*/-4 || *=close in corner / midscreen. ~ 5F invul after freeze (until 1st active frame).
|-
|-
| 214214E || [[bild:kofxi_kula_214214E.png|300px]] || 13 || ? || N/A || KOMPLETT invul, sogar in der Recovery. Juggle Anywhere. Freeze auf F1.  
| 214214E || [[bild:kofxi_kula_214214E.png|300px]] || 13 || ? || N/A || Completely invul from start to finish, even in recovery. Juggle Anywhere.  
|}
|}


== Matchups ==
== Matchups ==
=== Gegen Duck ===
=== Vs Duck ===
Laut Serio und Nori ist das Kula vs. Duck Matchup ca. 7,5 zu 2,5 für Kula, Zitat, durch Rock übermittelt: "Kula wartet und benutzt einfach 2B und 2D, buffert 623C und benutzt diesen auf Reaktion, falls Duck springt. Durch den 2B und 2D kann Duck sich auch auf dem Boden nicht auf Kula zubewegen, was das Matchup sehr schwer macht."<br>
According to Serio & 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."<br>
Laut Kyuntakuya und nach [https://www.youtube.com/watch?v=kRmghAACEic eigens für uns durchgeführten Versuchen von Sawakoro und Rock] gibt es jedoch auch Indizien dafür, dass das Matchup 5:5 sein könnte. Besonders Duck's 2A eignet sich gut, um Kula unter Druck zu setzen.
Based on Kyuntakuya & [https://www.youtube.com/watch?v=kRmghAACEic 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.


==Strategie gegen Kula==
 
==Universal strategy vs Kula==
===Corner Pressure===
===Corner Pressure===
*Gegen 2B,2B, cancel 236A/214B: Rolle raus gegen 236A (so spät es geht!) und 214B ermöglicht einen Punish.
*Vs 2B,2B, cancel 236A/214B: rolling forward as late as possible allows a punish if Kula did 236A.
*Gegen 2B,2B, 236C: herausspringen ermöglicht einen Punish, wenn man relativ weit oben einen Angriff in der Luft eingibt (gerade noch so, damit man weiter comboen kann).
*Vs 2B,2B, 236C: jumping out enables a punish, if the air attack is done relatively early & high.
*Gegen 214D: Rolle raus, dash, punish.<br>
*Vs 214D: roll out, dash, punish.<br>
Danke an '''Kyuntakuya''' für die Tipps.
Thanks to'''Kyuntakuya''' for these tips.


===Kulas 623C===
===Kula's 623C===
623C (ihr SRK) hat nur 3F Startup und ist somit schwer bis gar nicht zu safe jumpen, ist allerdings auf den Beinen verwundbar. Es bieten sich folgende Okizeme-Optionen:<br>
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:<br>
*In der Ecke einen Superjump-Angriff als Okizeme, damit der 623C unter einem durch fliegt
*(Corner only) superjump as okizeme (623C will whiff right under)
*Meaty low Hit
*Meaty low Hit
*Einen Angriff benutzen, der sowohl 623C als auch 214B schlägt, z.B. ein später 2C von K'
*Use an attack as okizeme that both beats 623C AND 214B, eg a late 2C with K'
*Einen besonders frühen Smalljump, bei dem man schwer erkennt, ob der Charakter whifft und landet oder noch trifft (keine besonders solide Strategie)
*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)


===Kulas 214B===
===Kula's 214B===
Da Kulas 214B (Ray Spin, der Drehkick) Unverwundbarkeit bis kurz vor die Active Time hat, kann sie diesen als Reversal machen. Dies stellt eine starke Option dar, da sie relativ safe ist und den Gegner dazu zwingt, sich auf ihr Reversal Mixup einzulassen (wakeup SRK, wakeup 214B, wakeup gar nichts).<br>
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.<br>
Am besten kontert man den reversal 214B mit einem '''verzögerten Angriff mit mittlerer oder hoher Hitbox''', der dann auf Counterhit trifft und eine Combo ermöglicht, [https://youtu.be/bp5uwi_aFVs?t=237 Beispiel Tori], mit Oswald: delay 5D(counter hit)>3A>214A...
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). [https://youtu.be/bp5uwi_aFVs?t=237 Example from Tori], with Oswald: delay 5D(counter hit)>3A>214A...


== Videos ==
== Videos ==
[https://www.youtube.com/watch?v=5IzBaFYKbtE Kula Guide von U-Rasia, part 1]<br>
[https://www.youtube.com/watch?v=5IzBaFYKbtE Kula Guide from U-Rasia, part 1]<br>
[https://www.youtube.com/watch?v=YUh9vxh8MPE Kula Guide von U-Rasia, part 2]
[https://www.youtube.com/watch?v=YUh9vxh8MPE Kula Guide from U-Rasia, part 2]
{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 21. Mai 2020, 19:19 Uhr

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: 107
Stun Modifier: 98
Crouch height (Tier): F

Colors

KOFXI kula S.jpg KOFXI kula X.jpg KOFXI kula T.jpg KOFXI kula C.jpg KOFXI kula R1S.jpg KOFXI kula R1X.jpg KOFXI kula R1T.jpg KOFXI kula R1C.jpg KOFXI kula L1S.png KOFXI kula L1X.png KOFXI kula L1T.png KOFXI kula L1C.jpg
X R1 +⃞ R1 + X R1 + △ R1 + ⃝ L1 +⃞ L1 + X L1 + △ L1 + ⃝
A B C D E+A E+B E+C E+D Start+A Start+B Start+C Start+D

Frame Data

Note: Special attack hit/guard is outdated. Thanks to Rock for the normal Hit/Guard Data.

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 -16 -17 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 Reflektiert Projektile
6A Kofxi kula 6A.png 19 20 KD -22 Wall Bounce auf CH
6A (cancel) Kofxi kula 6A(cancel).png 14 15 -13 -14
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi kula 2A.png 8 4 -2 -3
2B Kofxi kula 2B.png 6 3 +1 +0
2C Kofxi kula 2C.png 6 11 -14 -15
2D Kofxi kula 2D.png 10 5 KD -9
3B Kofxi kula 3B.png 10 13 KD -12* *= close. Safe from farther away.
3B(cancel) Kofxi kula 3B(cancel).png 10 13 KD -12* * = 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 -3
3C(cancel) Kofxi kula 3C(cancel) 1.pngKofxi kula 3C(cancel) 2.png
Kofxi kula 3C(cancel) 3.pngKofxi kula 3C(cancel) 4.png
? 4+6+4+4? KD -3
Jump Attacks
Move Hitbox Startup Active Note
j.A Kofxi kula jump A.png 6/9* 7 *small / normal jump
j.B Kofxi kula jump B.png 6/8* 4/7* *small / normal jump
j.C Kofxi kula jump C.png 12/14* 6/7* *small / normal jump
j.D Kofxi kula jump D.png 9/8* 4/5* *small / normal jump
j.E Kofxi kula jump E.png 7/12* 4/5* *small / normal jump
214K Route
Move Hitbox Startup Active Adv Note
214B Kofxi kula 214B 1.pngKofxi kula 214B 2.png 15 5 -3 F1-6 invul.
214D Kofxi kula 214D 1.pngKofxi kula 214D 2.png 22 2+3 +10 No invul.
214B/D>6B Kofxi kula 214K6B 1.pngKofxi kula 214K6B 2.png 9 2+? -1/-3* *= close (corner), 2 Hits / 1 Hit.
214B/D>6D Kofxi kula 214K6D.png 8 12 -14* *= close (corner)
Specials & Supers
Move Hitbox Startup Active Adv Note
236A Kofxi kula 236A 1.pngKofxi kula 236A 2.png 15 7 +3* *= close. negates projectiles F11-30 .
236C Kofxi kula 236C 1.pngKofxi kula 236C 2.png 37 10 +17/+28* *= on block/hit. Both close. 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 -31~34? Small hurtbox during Startup. All 14F of Landing Recovery = Counter Hit State.
623C Kofxi kula 623C 1.pngKofxi kula 623C 2.pngKofxi kula 623C 3.png 3 4+2+14 minus Above legs invul from F1. All 14F of Landing Recovery = Counter Hit State.
214P Kofxi kula 214P 1.pngKofxi kula 214P 2.png 9 4+4 -7 Negates projectiles F6-19. Slide knockdown.
j.236B Kofxi kula jump 236B.png 29 ? 45°-angle down
j.236D Kofxi kula jump 236D.png 29 ? angled forwards
236236A Kofxi kula 236236A 1.pngKofxi kula 236236A 2.pngKofxi kula 236236A 3.png 8 1+5+8 -11* *=close. No invul. Negates projectiles from 1st active frame, for 19F.
236236C Kofxi kula 236236C 1.pngKofxi kula 236236C 2.png 22 6+8 +4* *=close. ~11F invul after (not until active time). Negates projectiles from 1st active frame, for 19F.
236236E Kofxi kula 236236E 1.pngKofxi kula 236236E 2.pngKofxi kula 236236E 3.pngKofxi kula 236236E 4.png
Kofxi kula 236236E 5.pngKofxi kula 236236E 6.pngKofxi kula 236236E 7.png
Kofxi kula 236236E 8.pngKofxi kula 236236E 9.png
7 1+2+1+7
1+2+9
3+12
-27~30?*/-4 *=close in corner / midscreen. ~ 5F invul after freeze (until 1st active frame).
214214E Kofxi kula 214214E.png 13 ? N/A Completely invul from start to finish, even in recovery. Juggle Anywhere.

Matchups

Vs Duck

According to Serio & 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.


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 toKyuntakuya 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...

Videos

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

Navigation