Kula Diamond
クーラ・ダイアモンド
KOFXI kula full.png
Tiers & Ranking
Tier: S+
Ratio Cost: 7 Points
Properties
Damage Modifier: 1.05
Stun Modifier: 1.0
Crouch height (Tier): F

Quick Guide

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.

Neutral

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.
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).

Offense

Kula's smalljump C is a notoriously strong and fast 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.
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 setup for juggles - use it.


Defense

623C is her best rerversal 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.


Colors

KOFXI kula S.jpg KOFXI kula X.jpg KOFXI kula T.jpg KOFXI kula C.jpg
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI kula R1S.jpg KOFXI kula R1X.jpg KOFXI kula R1T.jpg KOFXI kula R1C.jpg
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI kula L1S.png KOFXI kula L1X.png KOFXI kula L1T.png KOFXI kula L1C.jpg
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
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.

Standing Attacks
Move Hitbox Startup Active Hit Guard Note
5A(c) Kofxi kula 5A(c).png 7 4 +2 +1
5A(f) Kofxi kula 5A(f).png 8 3 -2 -3
5B(c) Kofxi kula 5B(c).png 8 3 -1 -2
5B(f) Kofxi kula 5B(f).png 5 6 -1 -2 SC
5C(c) Kofxi kula 5C(c) 1.pngKofxi kula 5C(c) 2.png 4 3+6 -5 -6
5C(f) Kofxi kula 5C(f).png 15 7 -16 -17 SC
5D(c) Kofxi kula 5D(c) 1.pngKofxi kula 5D(c) 3.png 8 1+4 -2 -3
5D(f) Kofxi kula 5D(f) 1.pngKofxi kula 5D(f) 2.png 10 4+2 +4 +3
5E Kofxi kula 5E.png 9 5 KD -12 Reflektiert Projektile
6A Kofxi kula 6A.png 19 20 KD -22 Wall Bounce auf CH
6A (cancel) Kofxi kula 6A(cancel).png 14 15 -13 -14
Crouching Attacks
Move Hitbox Startup Active Hit Guard Note
2A Kofxi kula 2A.png 8 4 -2 -3
2B Kofxi kula 2B.png 6 3 +1 +0
2C Kofxi kula 2C.png 6 11 -14 -15
2D Kofxi kula 2D.png 10 5 KD -9
3B Kofxi kula 3B.png 10 13 KD -12* *= close. Safe from farther away.
3B(cancel) Kofxi kula 3B(cancel).png 10 13 KD -12* * = close. Safe from farther away.
3C Kofxi kula 3C 1.pngKofxi kula 3C 2.png
Kofxi kula 3C 3.pngKofxi kula 3C 4.png
19 4+6+4+4? KD -3
3C(cancel) Kofxi kula 3C(cancel) 1.pngKofxi kula 3C(cancel) 2.png
Kofxi kula 3C(cancel) 3.pngKofxi kula 3C(cancel) 4.png
? 4+6+4+4? KD -3
Jump Attacks
Move Hitbox Startup Active Note
j.A Kofxi kula jump A.png 6/9* 7 *small / normal jump
j.B Kofxi kula jump B.png 6/8* 4/7* *small / normal jump
j.C Kofxi kula jump C.png 12/14* 6/7* *small / normal jump
j.D Kofxi kula jump D.png 9/8* 4/5* *small / normal jump
j.E Kofxi kula jump E.png 7/12* 4/5* *small / normal jump
214K Route
Move Hitbox Startup Active Adv Note
214B Kofxi kula 214B 1.pngKofxi kula 214B 2.png 15 5 -3 F1-6 invul.
214D Kofxi kula 214D 1.pngKofxi kula 214D 2.png 22 2+3 +10 No invul.
214B/D>6B Kofxi kula 214K6B 1.pngKofxi kula 214K6B 2.png 9 2+? -1/-3* *= close (corner), 2 Hits / 1 Hit.
214B/D>6D Kofxi kula 214K6D.png 8 12 -14* *= close (corner)
Specials & Supers
Move Hitbox Startup Active Adv Note
236A Kofxi kula 236A 1.pngKofxi kula 236A 2.png 15 7 +3* *= close. negates projectiles F11-30 .
236C Kofxi kula 236C 1.pngKofxi kula 236C 2.png 37 10 +17/+28* *= on block/hit. Both close. Negates projectiles F34-53.
623A Kofxi kula 623A 1.pngKofxi kula 623A 2.pngKofxi kula 623A 3.pngKofxi kula 623A 4.png 5 5+1+3+3 -31~34? Small hurtbox during Startup. All 14F of Landing Recovery = Counter Hit State.
623C Kofxi kula 623C 1.pngKofxi kula 623C 2.pngKofxi kula 623C 3.png 3 4+2+14 minus Above legs invul from F1. All 14F of Landing Recovery = Counter Hit State.
214P Kofxi kula 214P 1.pngKofxi kula 214P 2.png 9 4+4 -7 Negates projectiles F6-19. Slide knockdown.
j.236B Kofxi kula jump 236B.png 29 ? 45°-angle down
j.236D Kofxi kula jump 236D.png 29 ? angled forwards
236236A Kofxi kula 236236A 1.pngKofxi kula 236236A 2.pngKofxi kula 236236A 3.png 8 1+5+8 -11* *=close. No invul. Negates projectiles from 1st active frame, for 19F.
236236C Kofxi kula 236236C 1.pngKofxi kula 236236C 2.png 22 6+8 +4* *=close. ~11F invul after (not until active time). Negates projectiles from 1st active frame, for 19F.
236236E Kofxi kula 236236E 1.pngKofxi kula 236236E 2.pngKofxi kula 236236E 3.pngKofxi kula 236236E 4.png
Kofxi kula 236236E 5.pngKofxi kula 236236E 6.pngKofxi kula 236236E 7.png
Kofxi kula 236236E 8.pngKofxi kula 236236E 9.png
7 1+2+1+7
1+2+9
3+12
-27~30?*/-4 *=close in corner / midscreen. ~ 5F invul after freeze (until 1st active frame).
214214E Kofxi kula 214214E.png 13 ? N/A Completely invul from start to finish, even in recovery. Juggle Anywhere.

Special Attributes & Bugs

  • 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's arms have a hurtbox during her jump startup, for 2F (small jump) & 3F (normal jump).

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

  • 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".


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.

Vs Kula (mirror)

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. Source: u-rasia.

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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