Kula Diamond(KOFXI): Unterschied zwischen den Versionen

 
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Zeile 11: Zeile 11:
== Quick Guide ==
== Quick Guide ==
:Kula is a top tier character with brutal pressure, good defense, high combo damage and flexibility and great shift synergy.
: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.
: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'''<br>
'''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.
: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.
: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).
: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'''<br>
'''Offense'''<br>
:Kula's smalljump C is a notoriously strong and fast attack that is her overhead option during blockstrings.
:Kula's smalljump C is a notoriously strong and early-hitting 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.
: 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.
: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.
: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 midscreen: 5C(2)>214B>6D, delay 623C.
:Basic combo from j.C corner: 5C(2)>236A, link 214B,delay 6B, 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.
:214B>6D launches very high and is one of the best shift combo starter setups for juggles - use it.




'''Defense'''<br>
'''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).
: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.
: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.
: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 ==
== Colors ==
{{KOF XI Colors
{{KOF XI Colors
|square=[[Datei:KOFXI kula S.jpg]]
|square=[[Datei:KOFXI kula S.png]]
|cross=[[Datei:KOFXI kula X.jpg]]
|cross=[[Datei:KOFXI kula X.png]]
|triangle=[[Datei:KOFXI kula T.jpg]]
|triangle=[[Datei:KOFXI kula T.png]]
|circle=[[Datei:KOFXI kula C.jpg]]
|circle=[[Datei:KOFXI kula C.png]]
|R1+square=[[Datei:KOFXI kula R1S.jpg]]
|R1+square=[[Datei:KOFXI kula R1S.png]]
|R1+cross=[[Datei:KOFXI kula R1X.jpg]]
|R1+cross=[[Datei:KOFXI kula R1X.png]]
|R1+triangle=[[Datei:KOFXI kula R1T.jpg]]
|R1+triangle=[[Datei:KOFXI kula R1T.png]]
|R1+circle=[[Datei:KOFXI kula R1C.jpg]]
|R1+circle=[[Datei:KOFXI kula R1C.png]]
|L1+square=[[Datei:KOFXI kula L1S.png]]
|L1+square=[[Datei:KOFXI kula L1S.png]]
|L1+cross=[[Datei:KOFXI kula L1X.png]]
|L1+cross=[[Datei:KOFXI kula L1X.png]]
|L1+triangle=[[Datei:KOFXI kula L1T.png]]
|L1+triangle=[[Datei:KOFXI kula L1T.png]]
|L1+circle=[[Datei:KOFXI kula L1C.jpg]]
|L1+circle=[[Datei:KOFXI kula L1C.png]]
}}
}}


Zeile 54: Zeile 54:
|+Short List
|+Short List
|-
|-
! Move !! S!! A!! Hit!! Grd!! Note
! 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||
|-
|-
| 5A(c) || 7 || 4|| +2|| +1||
| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||
|-
|-
| 5A(f)|| 8 || 3|| -2|| -3||
| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||Special Cancel.
|-
|-
| 5B(c)|| 8 || 3|| -1|| -2||
| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
|-
| 5B(f)|| 5 || 6|| -1|| -2||
| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>|| F+L|| /|| F1-14 F||Special Cancel
|-
|-
| 5C(c)|| 4 || 3+6|| -5|| -6||
| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
|-
| 5C(f)|| 15 || 7|| -17|| -18||Special Cancel
| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| F+L|| /|| F1-14 F*||*=both hits.
|-
|-
| 5D(c)|| 8 || 1+4|| -2|| -3||
| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>|| F+L|| N|| F1-8 F,<br>F9-28 L||
|-
|-
| 5D(f)|| 10 || 4+2|| +4|| +3||
| GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>|| ?|| N|| F1-8 F,<br>F9-28 L||
|-
|-
| 5E|| 9 || 5|| KD|| -16||
| 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|| 19|| 21|| KD|| -22||Wall Bounce on CH
| 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.
|-
|-
| 6A(can)|| 14|| 15|| -15|| -16||
| Saving Shift|| ? || n*|| /|| /|| ?|| N|| F1-8 F,<br>F9-28 L||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
| 3C|| 19 || 18|| KD|| -4||
| 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|| -1|| -2||
| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| JA|| F1-14 F||
|-
|-
| 2B|| 6 || 3|| +2|| +1||
| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+2</span>|| F+L|| JA|| F1-14 F||
|-
|-
| 2C|| 6 || 11|| -13|| -14||
| 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|| -8||
| 2D|| 10 || 5 || KD|| <span style="color: red;">-8</span>|| F+L|| JA|| JA||SC.
|-
|-
| small A|| 6|| 7|| /|| /||
| small A|| 6|| 7|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| j.A|| 9|| 7|| /|| /||
| j.A|| 9|| 7|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| small B || 6|| 4|| /|| /||
| small B || 6|| 4|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| j.B || 8|| 7|| /|| /||
| j.B || 8|| 7|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| small C|| 12|| 6|| /|| /||
| small C|| 12|| 6|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| j.C || 14|| 7|| || ||
| j.C || 14|| 7|| || || F+L|| JA|| F1-14 F||
|-
|-
| small D || 9|| 4|| /|| /||
| small D || 9|| 4|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| j.D || 7|| 5|| /|| /||
| j.D || 7|| 5|| /|| /|| F+L|| JA|| F1-14 F||
|-
|-
| small E || 7|| 4|| /|| /||
| small E || 7|| 4|| /|| /|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
|-
| j.E || 12|| 5|| /|| /||
| j.E || 12|| 5|| /|| /|| F+L|| N|| F1-8F,<br>F9-28 L||
|-
|-
| 214B|| 15|| 5|| -3|| -4||F1-6 invul.
| 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|| +10||
| 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.
|-
|-
| 214K>6B|| 9|| 2+?|| KD|| +0*||*=point blank.
| 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>.
|-
|-
| 214K>6D|| 8|| 12|| KD|| -15*||*=point blank.
| 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.
|-
|-
| 236A|| 15|| 7|| KD|| +2||
| 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
|-
|-
| 236C|| 37|| 10|| +31|| +17||
| 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.
|-
|-
| 623A|| 5|| 12|| KD|| -32||Crouching hurtbox F1-10. Airborne F11. CH-state in recovery.
| 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.
|-
|-
| 623C|| 3|| 20|| KD|| -42||Upper Feet Invul F1-8. Airborne F9. CH-state in recovery.
| 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
|-
|-
| 214P|| 9|| 4+4|| KD|| -8||Reflects projectiles. Wall Bounce on CH.
| 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)
|-
|-
| j.236B|| 29|| ?|| KD|| ?||45° Angle down.
| 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.
|-
|-
| j.236D|| 29|| ?|| KD|| ?||Angled forwards.
| 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
|-
|-
| 236236A|| 8|| 14|| KD|| -12||F1 invul.  
| 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
|-
|-
| 236236C|| 22|| 14|| KD|| -12||F1-11 invul.  
| 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).
|-
|-
| 236236E|| 7|| 38|| KD|| -29*||F1-7 invul. *=Point Blank in the corner, usually is advantageous.
| 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).
|-
|-
| 214214E|| 13|| ?|| KD|| -36||Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 recovery.
| 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.
|-
|-
|}
|}
Zeile 161: Zeile 167:
|-
|-
| 5E|| [[bild:kofxi_kula_5E.png]] || 9 || 5 || KD || -12 ||
| 5E|| [[bild:kofxi_kula_5E.png]] || 9 || 5 || KD || -12 ||
|-
| GC|| [[bild:kofxi_kula_GC.png]] || 5 || 8 || KD ||<span style="color: red;">-18</span> ||
|-
|-
| 6A|| [[bild:kofxi_kula_6A.png]] || 19 || 21 || KD || -22 || Wall Bounce on CH
| 6A|| [[bild:kofxi_kula_6A.png]] || 19 || 21 || KD || -22 || Wall Bounce on CH
|-
|-
| 6A (cancel)|| [[bild:kofxi_kula_6A(cancel).png]] || 14 || 15 || -15 || -16 ||
| 6A (cancel)|| [[bild:kofxi_kula_6A(cancel).png]] || 14 || 15 || -15 || -16 ||
|-
| Saving Shift|| [[bild:kofxi_kula_saving.png]] || ? || n* || / || / ||Active until landing. 9F/10F recovery (hit/whiff).
|-
|-
|}
|}
Zeile 216: Zeile 226:
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
|-
|-
| 214B|| [[bild:kofxi_kula_214B_1.png]][[bild:kofxi_kula_214B_2.png]] || 15 || 5 || -3 || -4 ||F1-6 invul.
| 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 || 3+3 || KD|| +10 ||No invul. 16F landing recovery, of which F2-15 can be cancelled into followups.
|-
|-
| 214D || [[bild:kofxi_kula_214D_1.png]][[bild:kofxi_kula_214D_2.png]] || 22 || 3+3 || KD|| +10 ||No invul.
| 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>.
|-
|-
| 214K>6B|| [[bild:kofxi_kula_214K6B_1.png]][[bild:kofxi_kula_214K6B_2.png]] ||9 || 2+? || KD || +0* ||*=point blank(corner)
| 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 || -15* || *=point blank
| 214K>6D|| [[bild:kofxi_kula_214K6D.png]] || 8 || 12 || KD || -15* ||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
|-
|-
|}
|}
Zeile 230: Zeile 242:
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
|-
|-
| 236A|| [[bild:kofxi_kula_236A_1.png|200px]][[bild:kofxi_kula_236A_2.png|200px]] || 15 || 7 || +2 ||Negates projectiles F11-30 .  
| 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 || +31 || +17||Negates projectiles F34-53.
| 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|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.
| 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|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 = 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 || KD || -8 || Reflects projectiles F6-19. Wall bounce on counter hit.
| 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|200px]] || 29 || || ? || 45°-angle down
| 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|200px]] || 29 || || ? || angled forwards
| 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|150px]][[bild:kofxi_kula_236236A_2.png|150px]][[bild:kofxi_kula_236236A_3.png|150px]] || 8 || 1+5+8 || -12 ||No invul. Negates projectiles from 1st active frame, for 19F.
| 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|150px]][[bild:kofxi_kula_236236C_2.png|150px]] || 22 || 6+8 || -12 || F1-11 invul. Negates projectiles from 1st active frame, for 19F.
| 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|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 || KD || -29* || F1-7 invul. *=close in corner, but is usually advantageous.
| 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|300px]] || 13 || ? || N/A ||Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 recovery.
| 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 ==
== Special Attributes & Bugs ==
*236P is unblockable when done meaty, bug, tourney banned.
*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 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)
*Has no collision on back Ukemi (can run through)
*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'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]]
Zeile 272: Zeile 285:


===Special Setups & Motions ===
===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, 623C: input the 623C as "41236C".


Zeile 277: Zeile 291:


*5C(2)>214B-6D, 236263E: input the 236236E as "214236E".
*5C(2)>214B-6D, 236263E: input the 236236E as "214236E".


===Team Combos===
===Team Combos===
Zeile 283: Zeile 296:
*214B-6D, QS Oswald,\/,5A whiff 3A>214A>236B>236E (ACE): Midscreen ace-setup.
*214B-6D, QS Oswald,\/,5A whiff 3A>214A>236B>236E (ACE): Midscreen ace-setup.


*Corner combo in 214B-6D, QS Oswald, backdash, 236B-236A-236B-236E (ACE)
*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 ==
== Matchups ==
=== Vs Duck ===
=== 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."<br>
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.
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) ===
=== 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.]
: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 ===
=== 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.
:Use 214B during super freeze to beat Gato's 236236A.
:214B goes over Gato's 2D
: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]
: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==
==Universal strategy vs Kula==
Zeile 304: Zeile 335:
*Vs 2B,2B, 236C: jumping out enables a punish, if the air attack is done relatively early & high.
*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>
*Vs 214D: roll out, dash, punish.<br>
Thanks to'''Kyuntakuya''' for these tips.
Thanks to '''Kyuntakuya''' for these tips.


===Kula's 623C===
===Kula's 623C===
Zeile 315: Zeile 346:
===Kula's 214B===
===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>
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 '''
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...
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===
===When to Saving Shift===
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