Kula Diamond(KOFXI): Unterschied zwischen den Versionen

 
(28 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 17: Zeile 17:
: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 (7F 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>
Zeile 53: Zeile 54:
|+Short List
|+Short List
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! Move !! S!! A!! Hit!! Grd!! Note
! Move !! S!! A!! Hit!! Grd!! J-Type!! Air!! C-Air!! Note
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| 5A(c) || 7 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||
| 5A(c) || 7 || 4|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| F+L|| /|| F1-14 F||
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| 5A(f)|| 8 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
| 5A(f)|| 8 || 3|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| F+L|| /|| F1-14 F||
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| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>||
| 5B(c)|| 8 || 3|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||
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| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>||
| 5B(f)|| 5 || 6|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| /|| F1-14 F||Special Cancel.
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| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>||
| 5C(c)|| 4 || 3+6|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span>|| F+L|| /|| F1-14 F*||*=both hits.
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| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>||Special Cancel
| 5C(f)|| 15 || 7|| <span style="color: red;">-17</span>|| <span style="color: red;">-18</span>|| F+L|| /|| F1-14 F||Special Cancel
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| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>||
| 5D(c)|| 8 || 1+4|| <span style="color: red;">-2</span>|| <span style="color: red;">-3</span>|| F+L|| /|| F1-14 F*||*=both hits.
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| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>||
| 5D(f)|| 10 || 4+2|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| F+L|| /|| F1-14 F*||*=both hits.
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| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>||
| 5E|| 9 || 5|| KD|| <span style="color: red;">-16</span>|| F+L|| N|| F1-8 F,<br>F9-28 L||
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| GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>||
| GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>|| ?|| N|| F1-8 F,<br>F9-28 L||
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| 6A|| 19|| 21|| KD|| <span style="color: red;">-22</span>||Wall Bounce on CH
| 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.
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| 6A(can)|| 14|| 15|| <span style="color: red;">-15</span>|| <span style="color: red;">-16</span>||
| 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.
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| Saving Shift|| ? || n*|| /|| /||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| ? || n*|| /|| /|| ?|| N|| F1-8 F,<br>F9-28 L||Active until landing. 9F/10F recovery (hit/whiff).
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| 3C|| 19 || 18|| KD|| <span style="color: red;">-4</span>||Wall Bounce on CH
| 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.
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| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>||
| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| F+L|| JA|| F1-14 F||
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| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+2</span>||
| 2B|| 6 || 3|| <span style="color: blue;">+2</span>||<span style="color: blue;">+2</span>|| F+L|| JA|| F1-14 F||
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| 2C|| 6 || 11|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>||
| 2C|| 6 || 11|| <span style="color: red;">-13</span>|| <span style="color: red;">-14</span>|| F+L|| JA|| F1-14 F||
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| 2D|| 10 || 5 || KD|| <span style="color: red;">-8</span>||
| 2D|| 10 || 5 || KD|| <span style="color: red;">-8</span>|| F+L|| JA|| JA||SC.
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| small A|| 6|| 7|| /|| /||
| small A|| 6|| 7|| /|| /|| F+L|| JA|| F1-14 F||
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| j.A|| 9|| 7|| /|| /||
| j.A|| 9|| 7|| /|| /|| F+L|| JA|| F1-14 F||
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| small B || 6|| 4|| /|| /||
| small B || 6|| 4|| /|| /|| F+L|| JA|| F1-14 F||
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| j.B || 8|| 7|| /|| /||
| j.B || 8|| 7|| /|| /|| F+L|| JA|| F1-14 F||
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| small C|| 12|| 6|| /|| /||
| small C|| 12|| 6|| /|| /|| F+L|| JA|| F1-14 F||
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| j.C || 14|| 7|| || ||
| j.C || 14|| 7|| || || F+L|| JA|| F1-14 F||
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| small D || 9|| 4|| /|| /||
| small D || 9|| 4|| /|| /|| F+L|| JA|| F1-14 F||
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| j.D || 7|| 5|| /|| /||
| j.D || 7|| 5|| /|| /|| F+L|| JA|| F1-14 F||
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| small E || 7|| 4|| /|| /||
| small E || 7|| 4|| /|| /|| F+L|| N|| F1-8F,<br>F9-28 L||
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| j.E || 12|| 5|| /|| /||
| j.E || 12|| 5|| /|| /|| F+L|| N|| F1-8F,<br>F9-28 L||
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| 214B|| 15|| 5|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>||F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups.
| 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.
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| 214D|| 22|| 3+3|| KD|| <span style="color: blue;">+10</span>||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.
| 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.
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| 214B>6B|| 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>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>.
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| 214D>6B|| 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.
| 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.
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| 214K>6D|| 8|| 12|| KD|| <span style="color: red;">-15</span>*||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
| 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
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| 236A|| 15|| 7|| KD|| <span style="color: blue;">+2</span>||Launches. Unblockable as a meaty, tourney-banned on incoming & okizeme.
| 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.
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| 236C|| 37|| 10|| <span style="color: blue;">+31</span>|| <span style="color: blue;">+17</span>||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.
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| 623A|| 5|| 12|| KD|| <span style="color: red;">-32</span>||Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state.
| 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
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| 623C|| 3|| 20|| KD|| <span style="color: red;">-42</span>||Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state.
| 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)
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| 214P|| 9|| 4+4|| KD|| <span style="color: red;">-8</span>|| F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit.
| 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.
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| j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*||45° Angle down. 10F landing recovery in counterhit-state +10F regular landing recovery. Allows juggles after. *=point blank & from lowest possible height
| 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
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| j.236D|| 29|| n|| KD|| <span style="color: red;">-4</span>*||Angled forwards. 10F landing recovery in counterhit-state +10F regular landing recovery. Allows juggles after. *=point blank & from lowest possible height
| 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
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| 236236A|| 8|| 6+8|| KD|| <span style="color: red;">-12</span>||F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F).
| 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).
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| 236236C|| 22|| 14|| KD|| <span style="color: red;">-12</span>||F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F).
| 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).
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| 236236E|| 7|| 38|| KD|| <span style="color: red;">-29</span>*||F1-7 invul. F8-48 low hurtbox & counterhit-state. F49-52 head only counterhit-state. F53-66 standing recovery. *=Point Blank in the corner, usually is advantageous.
| 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.
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| 214214E|| 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.
| 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.
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Zeile 265: Zeile 266:


== Special Attributes & Bugs ==
== Special Attributes & Bugs ==
*236A/C is unblockable when done meaty. This is tourney banned (236A/C should not be used as okizeme or on incoming).
*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)
Zeile 284: 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 289: 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 295: 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===
===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.
*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 ==
Zeile 306: Zeile 309:


=== 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.]


Zeile 318: Zeile 322:
: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.
: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 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 ===
=== Vs Mary ===
Zeile 341: 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===
19.067

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