Kula Diamond(KOFXI): Unterschied zwischen den Versionen

 
(26 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 54: Zeile 54:
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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 266: 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 285: 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 290: 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 296: 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 320: 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 343: 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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