Kula Diamond(KOFXI): Unterschied zwischen den Versionen

 
(137 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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 = 1.05
|stun_gauge = 98
|stun_gauge = 1.0
|crouch_tier = F
|crouch_tier = F
}}
}}
== Farben ==
== Quick Guide ==
{| cellpadding="0" style="text-align: center;"
:Kula is a top tier character with brutal pressure, good defense, high combo damage and flexibility and great shift synergy.
|[[Datei:KOFXI kula S.jpg]]
: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.
|[[Datei:KOFXI kula X.jpg]]
 
|[[Datei:KOFXI kula T.jpg]]
'''Neutral'''<br>
|[[Datei:KOFXI kula C.jpg]]
: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.
|[[Datei:KOFXI kula R1S.jpg]]
:3C can be used as a good long-range poke.
|[[Datei:KOFXI kula R1X.jpg]]
: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).
|[[Datei:KOFXI kula R1T.jpg]]
:If you feel you must use a regular (or super-)jump, try using j.D.
|[[Datei:KOFXI kula R1C.jpg]]
 
|[[Datei:KOFXI kula L1S.png]]
'''Offense'''<br>
|[[Datei:KOFXI kula L1X.png]]
:Kula's smalljump C is a notoriously strong and early-hitting attack that is her overhead option during blockstrings.
|[[Datei:KOFXI kula L1T.png]]
: 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.
|[[Datei:KOFXI kula L1C.jpg]]
: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'''<br>
: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 ==
{{KOF XI Colors
|square=[[Datei:KOFXI kula S.png]]
|cross=[[Datei:KOFXI kula X.png]]
|triangle=[[Datei:KOFXI kula T.png]]
|circle=[[Datei:KOFXI kula C.png]]
|R1+square=[[Datei:KOFXI kula R1S.png]]
|R1+cross=[[Datei:KOFXI kula R1X.png]]
|R1+triangle=[[Datei:KOFXI kula R1T.png]]
|R1+circle=[[Datei:KOFXI kula R1C.png]]
|L1+square=[[Datei:KOFXI kula L1S.png]]
|L1+cross=[[Datei:KOFXI kula L1X.png]]
|L1+triangle=[[Datei:KOFXI kula L1T.png]]
|L1+circle=[[Datei:KOFXI kula L1C.png]]
}}
 
==Frame Data==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!! Hit!! Grd!! J-Type!! Air!! C-Air!! Note
|-
| 5A(c) || 7 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| F+L|| /|| F1-14 F||
|-
| 5A(f)|| 8 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| F+L|| /|| F1-14 F||
|-
| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||
|-
| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||Special Cancel.
|-
| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>|| F+L|| /|| F1-14 F||Special Cancel
|-
| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>|| F+L|| N|| F1-8 F,<br>F9-28 L||
|-
| GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>|| ?|| N|| F1-8 F,<br>F9-28 L||
|-
| 6A|| 19|| 21|| KD|| <span style="color: red;">-22</span>|| F+L|| N|| F1-wall N,<br>F1-16 F*,<br>F17-end L*||Hard Knockdown. Wall Bounce on CH. Super Cancel. *=Start of wall bounce.
|-
| 6A(can)|| 14|| 15|| <span style="color: red;">-15</span>|| <span style="color: red;">-16</span>|| F+L|| N|| N||Hard knockdown on air hit.
|-
| Saving Shift|| ? || n*|| /|| /|| ?|| N|| F1-8 F,<br>F9-28 L||Active until landing. 9F/10F recovery (hit/whiff).
|-
| 3C|| 19 || 18|| KD|| <span style="color: red;">-4</span>|| F+L|| JA|| F1-8 F,<br>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|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| JA|| F1-14 F||
|-
| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+2</span>|| F+L|| JA|| F1-14 F||
|-
| 2C|| 6 || 11|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>|| F+L|| JA|| F1-14 F||
|-
| 2D|| 10 || 5 || KD|| <span style="color: red;">-8</span>|| 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,<br>F9-28 L||
|-
| j.E || 12|| 5|| /|| /|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
| 214B|| 15|| 5|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 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|| <span style="color: blue;">+10</span>|| 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|| <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>*|| F+L|| || ||*=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: <span style="color: red;">-1</span>.
|-
| 214D>6B|| 9/18|| 2+n|| KD|| <span style="color: red;">-3</span>/<span style="color: red;">-5</span>*|| F+L|| || ||Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. <span style="color: red;">-2</span> against Vanessa.
|-
| 214K>6D|| 8|| 12|| KD|| <span style="color: red;">-15</span>*|| F|| F1-10 F,<br>F11-end L|| F1-10 F,<br>F11-end L||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
|-
| 236A|| 15|| 7|| KD|| <span style="color: blue;">+2</span>|| F|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Launches. Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
|-
| 236C|| 37|| 10|| <span style="color: blue;">+31</span>|| <span style="color: blue;">+17</span>|| F|| JA|| JA||Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
|-
| 623A|| 5|| 12|| KD|| <span style="color: red;">-32</span>|| F+L|| JA|| F1-10/1-8 F*,<br>F11-19/10-28 L*||Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state. *= hitbox 1/2+3
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8414;
| 623C|| 3|| 20|| KD|| <span style="color: red;">-42</span>|| 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)
|colspan="1" style="background:#000000;color:#FFFFFF;"|X
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#9651;
| 214P|| 9|| 4+4|| KD|| <span style="color: red;">-8</span>|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8413;
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 +&#8414;
| j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#9651;
| j.236D|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||Angled forwards. 10F landing recovery in CH-state. Allows juggles after. *=point blank & from lowest possible height
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#8413;
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 +&#8414;
| 236236A|| 8|| 6+8|| KD|| <span style="color: red;">-12</span>|| F+L|| JA|| F1-8 F,<br>F9-28 L||F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F).
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#9651;
| 236236C|| 22|| 14|| KD|| <span style="color: red;">-12</span>|| F+L|| JA|| F1-8 F,<br>F9-28 L||F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F).
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#8413;
|-
| 236236E|| 7|| 38|| KD|| <span style="color: red;">-29</span>*|| F+L|| F1-8 F/JA*,<br>F9-end L/JA*|| F1-8 F/JA*,<br>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|| <span style="color: red;">-36</span>|| JA|| JA|| JA||Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 guard-only recovery.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+A
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+D
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D
|}
|}
==Frame 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!! Vorteil!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
|-
|-
| 5A(c) || [[bild:kofxi_kula_5A(c).png]] || 7 || 4? || +1 ||  
| 5A(c) || [[bild:kofxi_kula_5A(c).png]] || 7 || 4 || +2 || +1 ||  
|-
|-
| 5A(f)|| [[bild:kofxi_kula_5A(f).png]] || 8 || 3? || -3 ||  
| 5A(f)|| [[bild:kofxi_kula_5A(f).png]] || 8 || 3 || -2 || -3 ||  
|-
|-
| 5B(c)|| [[bild:kofxi_kula_5B(c).png]] || 8 || 3? || -2 ||  
| 5B(c)|| [[bild:kofxi_kula_5B(c).png]] || 8 || 3 || -1 || -2 ||  
|-
|-
| 5B(f)|| [[bild:kofxi_kula_5B(f).png]] || 5 || 7? || -2 ||  
| 5B(f)|| [[bild:kofxi_kula_5B(f).png]] || 5 || 6 || -1 || -2 || SC
|-
|-
| 5C(c)|| [[bild:kofxi_kula_5C(c)_1.png]][[bild:kofxi_kula_5C(c)_2.png]] || 4 || 2+7? || -5 ||  
| 5C(c)|| [[bild:kofxi_kula_5C(c)_1.png]][[bild:kofxi_kula_5C(c)_2.png]] || 4 || 3+6 || -5 || -6 ||  
|-
|-
| 5C(f)|| [[bild:kofxi_kula_5C(f).png]] || 15 || 7? || -17||  
| 5C(f)|| [[bild:kofxi_kula_5C(f).png]] || 15 || 7 || -17 || -18 || SC
|-
|-
| 5D(c)|| [[bild:kofxi_kula_5D(c)_1.png|150px]][[bild:kofxi_kula_5D(c)_2.png|150px]][[bild:kofxi_kula_5D(c)_3.png|150px]] || 8 || 2+5? || -3 ||  
| 5D(c)|| [[bild:kofxi_kula_5D(c)_1.png|200px]][[bild:kofxi_kula_5D(c)_3.png|200px]] || 8 || 1+4 || -2 || -3 ||  
|-
|-
| 5D(f)|| [[bild:kofxi_kula_5D(f)_1.png|200px]][[bild:kofxi_kula_5D(f)_2.png|200px]] || 10 || 4+2? || +3 ||  
| 5D(f)|| [[bild:kofxi_kula_5D(f)_1.png|200px]][[bild:kofxi_kula_5D(f)_2.png|200px]] || 10 || 4+2 || +4 || +3 ||  
|-
|-
| 5E|| [[bild:kofxi_kula_5E.png]] || 9 || 5? || -15 ||  
| 5E|| [[bild:kofxi_kula_5E.png]] || 9 || 5 || KD || -12 ||
|-
|-
| 6A|| [[bild:kofxi_kula_6A.png]] || 19 || 20? || -21 ||  
| GC|| [[bild:kofxi_kula_GC.png]] || 5 || 8 || KD ||<span style="color: red;">-18</span> ||
|-
|-
| 6A (cancel)|| [[bild:kofxi_kula_6A(cancel).png]] || ? || 15? || -14* || Schwer mit 14F-Angriffen zu bestrafen (Eijis 236A/C geht).
| 6A|| [[bild:kofxi_kula_6A.png]] || 19 || 21 || KD || -22 || Wall Bounce on CH
|-
|-
| 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? || -3* || *= nah dran
| 6A (cancel)|| [[bild:kofxi_kula_6A(cancel).png]] || 14 || 15 || -15 || -16 ||
|-
|-
| 3C(cancel)|| [[bild:kofxi_kula_3C(cancel)_1.png|200px]][[bild:kofxi_kula_3C(cancel)_2.png|200px]]<br>[[bild:kofxi_kula_3C(cancel)_3.png|200px]][[bild:kofxi_kula_3C(cancel)_4.png|200px]] || ? || 4+6+4+4? || -3* || *= nah dran
| Saving Shift|| [[bild:kofxi_kula_saving.png]] || ? || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}


{| 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!! Vorteil!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!!Note
|-
|-
| 2A|| [[bild:kofxi_kula_2A.png]] || 8 || 4? || -2 ||  
| 2A|| [[bild:kofxi_kula_2A.png]] || 8 || 4 || -1 || -2 ||  
|-
|-
| 2B|| [[bild:kofxi_kula_2B.png]] || 6 || 4? || +1 ||  
| 2B|| [[bild:kofxi_kula_2B.png]] || 6 || 3 || +2 || +1 ||
|-
|-
| 2C|| [[bild:kofxi_kula_2C.png]] || 6 || 10? || -13 ||  
| 2C|| [[bild:kofxi_kula_2C.png]] || 6 || 11 || -13 || -14 ||  
|-
|-
| 2D|| [[bild:kofxi_kula_2D.png]] || 10 || 5? || -7 ||  
| 2D|| [[bild:kofxi_kula_2D.png]] || 10 || 5 || KD || -8 ||  
|-
|-
| 3B|| [[bild:kofxi_kula_3B.png]] ||10 || 13? || -11/+0 || Frame Data = nah dran / weit weg
| 3B|| [[bild:kofxi_kula_3B.png]] ||10 || 13 || KD || -11* || *= close. Safe from farther away.
|-
|-
| 3B(cancel)|| [[bild:kofxi_kula_3B(cancel).png]] || ? || 13? || -11/+0 || Frame Data = nah dran / weit weg
| 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 || -4 ||
|-
|-
|}
|}


{| 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!! Vorteil!! Anmerkung
! Move !! Hitbox!! Startup!! Active!! Note
|-
| smalljump A|| [[bild:kofxi_kula_jump_A.png]] || 6 || 7 ||Same hitbox as j.A
|-
| j.A|| [[bild:kofxi_kula_jump_A.png]] || 9 || 7 ||Same hitbox as smalljump A
|-
| smalljump B|| [[bild:kofxi_kula_jump_B.png]] || 6 || 4 ||Same hitbox as j.B
|-
|-
| j.A|| [[bild:kofxi_kula_jump_A.png]] || ? || ? || ? ||  
| j.B|| [[bild:kofxi_kula_jump_B.png]] || 8 || 7 ||Same hitbox as smalljump B
|-
|-
| j.B|| [[bild:kofxi_kula_jump_B.png]] || ? || ? || ? ||  
| smalljump C|| [[bild:kofxi_kula_jump_C.png]] || 12 || 6 ||Same hitbox as j.C
|-
|-
| j.C|| [[bild:kofxi_kula_jump_C.png]] || ? || ? || ? ||  
| j.C|| [[bild:kofxi_kula_jump_C.png]] || 14 || 7 ||Same hitbox as smalljump C
|-
|-
| j.D|| [[bild:kofxi_kula_jump_D.png]] || ? || ? || ? ||  
| smalljump D|| [[bild:kofxi_kula_jump_D.png]] || 9 || 4 ||Same hitbox as j.D
|-
|-
| j.E|| [[bild:kofxi_kula_jump_E.png]] || ? || ? || ? ||  
| j.D|| [[bild:kofxi_kula_jump_D.png]] || 7 || 5 ||Same hitbox as smalljump D
|-
| smalljump E|| [[bild:kofxi_kula_jump_E.png]] || 7 || 4 ||Same hitbox as j.E
|-
| j.E|| [[bild:kofxi_kula_jump_E.png]] || 12 || 5 ||Same hitbox as smalljump E
|-
|-
|}
|}
Zeile 120: Zeile 224:
{| 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!! Hit!! Guard!! 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 || -4 ||F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups.
|-
|-
| 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 || 3+3 || KD|| +10 ||No invul. 16F landing recovery, of which F2-15 can be cancelled into followups.
|-
|-
| 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>6B|| [[bild:kofxi_kula_214K6B_1.png]][[bild:kofxi_kula_214K6B_2.png]] ||9/18 || 2+n || KD || <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>* ||*=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: <span style="color: red;">-1</span>.
|-
|-
| 214B/D>6D|| [[bild:kofxi_kula_214K6D.png]] || 8 || 12 || -14* || *= nah dran (Ecke)
| 214D>6B|| [[bild:kofxi_kula_214K6B_1.png]][[bild:kofxi_kula_214K6B_2.png]] ||9/18 || 2+n || KD || <span style="color: red;">-3</span>/<span style="color: red;">-5</span>* ||Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. <span style="color: red;">-2</span> against Vanessa.
|-
| 214K>6D|| [[bild:kofxi_kula_214K6D.png]] || 8 || 12 || KD || -15* ||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
|-
|-
|}
|}
Zeile 134: Zeile 240:
{| 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!! Hit!! Guard!! 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 || KD || +2 ||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 || +31 || +17||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|150px]][[bild:kofxi_kula_623A_4.png|150px]] || 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|125px]][[bild:kofxi_kula_623A_2.png|125px]][[bild:kofxi_kula_623A_3.png|100px]][[bild:kofxi_kula_623A_4.png|100px]] || 5 || 5+1+3+3 || KD || -32 || Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state.
|-
|-
| 623C|| [[bild:kofxi_kula_623C_1.png|200px]][[bild:kofxi_kula_623C_2.png|200px]][[bild:kofxi_kula_623C_3.png|200px]] || 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 || KD || -42 || Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in 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]]<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.
|-
|-
| j.236B || [[bild:kofxi_kula_jump_236B.png]] || 29 || || ? || 45^°-Winkel nach unten
| 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.
|-
|-
| j.236D || [[bild:kofxi_kula_jump_236D.png]] || 29 || || ? || nach vorne
| j.236D || [[bild:kofxi_kula_jump_236D.png|200px]] || 29 || n || KD || -4* || angled forwards. 10F landing recovery in counterhit-state +10F regular landing recovery. *=point blank & from lowest possible height
|-
|-
| 236236A || [[bild:kofxi_kula_236236A_1.png]][[bild:kofxi_kula_236236A_2.png]][[bild:kofxi_kula_236236A_3.png]] || 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]]<br>[[bild:kofxi_kula_236236A_gif.gif]] || 8 || 6+8 || KD || -12 ||F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F).
|-
|-
| 236236C || [[bild:kofxi_kula_236236C_1.png]][[bild:kofxi_kula_236236C_2.png]] || 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]]<br>[[bild: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 || [[bild:kofxi_kula_236236E_1.png]][[bild:kofxi_kula_236236E_2.png]][[bild:kofxi_kula_236236E_3.png]][[bild:kofxi_kula_236236E_3.png]]<br>[[bild:kofxi_kula_236236E_5.png]][[bild:kofxi_kula_236236E_6.png]][[bild:kofxi_kula_236236E_7.png]]<br>[[bild:kofxi_kula_236236E_8.png]][[bild:kofxi_kula_236236E_9.png]] || 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|150px]][[bild:kofxi_kula_236236E_3.png|150px]][[bild:kofxi_kula_236236E_4.png|150px]]<br>[[bild:kofxi_kula_236236E_gif.gif]] || 7 || 4+7<br>3+9<br>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 || [[bild:kofxi_kula_214214E.png]] || 13 || ? || N/A || KOMPLETT invul, sogar in der Recovery. Freeze auf F1.  
| 214214E || [[bild:kofxi_kula_214214E.png|200px]][[bild:kofxi_kula_214214E_2.png|200px]] || 13 || n || KD || <span style="color: red;">-36</span> ||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 [https://twitter.com/SenseiEnrique98/status/1420096911420309509 here]
*Kula's arms have a hurtbox during her jump startup, for 2F (small jump) & 3F (normal jump).
[[bild: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. [https://twitter.com/u_rasia/status/1592638955807440897 Sample Combo] by 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]
== 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."<br>
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.
=== 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. [https://youtu.be/OLhcCWV60js?t=421 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. [https://youtu.be/GHhfRV70too?t=2770 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 [https://youtu.be/u2E7_tlPH2Q?t=1372 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 [https://youtu.be/aQmGQfahxHE?t=1415 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.<br>
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:<br>
*(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.<br>
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...
===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. [https://youtu.be/GHhfRV70too?t=2966 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 ==
== 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]
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