Kula Diamond(KOFXI)
Kula Diamond クーラ・ダイアモンド | |
Tiers & Ranking | |
Tier: | S+ |
Ratio Cost: | 7 Points |
Properties | |
Damage Modifier: | 107 |
Stun Modifier: | 98 |
Crouch height (Tier): | F |
Colors
R1 + | R1 + | R1 + | R1 + | L1 + | L1 + | L1 + | L1 + | ||||
A | B | C | D | E+A | E+B | E+C | E+D | Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: Special attack hit/guard is outdated. Thanks to Rock for the normal Hit/Guard Data.
Move | Hitbox | Startup | Active | Adv | Note |
---|---|---|---|---|---|
214B | 15 | 5 | -3 | F1-6 invul. | |
214D | 22 | 2+3 | +10 | No invul. | |
214B/D>6B | 9 | 2+? | -1/-3* | *= close (corner), 2 Hits / 1 Hit. | |
214B/D>6D | 8 | 12 | -14* | *= close (corner) |
Matchups
Vs Duck
According to Serio & Nori the Kula vs. Duck matchup is roughly a 7.5 to 2.5 in favor of Kula. A quote on this delivered through Rock: "Kula just waits and uses 2B & 2D while buffering 623C, which she uses on reaction, if Duck jumps. Due to the 2B & 2D, Duck cannot approach from the ground, which makes the matchup very hard."
Based on Kyuntakuya & tests done just for us by Sawakoro & Rock there is evidence however that the matchup might very well be somewhat even. Particularly Duck's 2A is very useful to pressure Kula.
Universal strategy vs Kula
Corner Pressure
- Vs 2B,2B, cancel 236A/214B: rolling forward as late as possible allows a punish if Kula did 236A.
- Vs 2B,2B, 236C: jumping out enables a punish, if the air attack is done relatively early & high.
- Vs 214D: roll out, dash, punish.
Thanks toKyuntakuya for these tips.
Kula's 623C
623C (her SRK) only has 3F startup and is therefore hard to safe jump, except if you manage to jump very early and possess a jump-in that hits very low (since the invulnerability does not extend to her feet). Since this isn't always an option, the following okizeme can be used:
- (Corner only) superjump as okizeme (623C will whiff right under)
- Meaty low Hit
- Use an attack as okizeme that both beats 623C AND 214B, eg a late 2C with K'
- A very early smalljump that makes it hard to see whether the attack is a safe jump or a fake safejump that lands a bit early (not a very solid strategy)
Kula's 214B
Since Kula's 214B (Ray Spin, the roundhouse kick jump) has invulnerability until just before the active time, she can use it as a reversal. This is a strong reversal option since it is relatively safe for her (punishes happen to her while airborne) and it can lead to a full combo if she actually hits with it. The threat of this move forces the opponent to guess between her 623C and 214B on wakeup, or her simply doing neither.
The best way to counter reversal 214B is by using a
delayed okizeme attack with a hitbox that can hit ray spin, which then hits on counter-hit and enables a combo (if you immediately cancel any normal attack on air counterhit, you can combo after). Example from Tori, with Oswald: delay 5D(counter hit)>3A>214A...
Videos
Kula Guide from U-Rasia, part 1
Kula Guide from U-Rasia, part 2
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