The King of Fighters 2002/Kula: Difference between revisions

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'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
1. Crouch BB, Far B, qcb+B/qcf+A<br>
1. Crouch BB, Far B, qcb+B/qcf+A<br>
2. Close C, qcf+A, qcb+B, f+B (Corner)<br>
2. Close C, qcf+A, Far B, qcb+B, ~f+B (Corner)<br>
3. Close C(1), qcf+A, (Far B, qcf+A/qcb+B)/(Close C(1), qcf+A)
3. Close C(1), qcf+A, (Far B, qcf+A/qcb+B)/(Close C(1), qcf+A)


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-cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, far C, close D, crouch D<br>
-cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, far C, close D, crouch D<br>
-CD is cancellable into specials and DMs<br>
-CD is cancellable into specials and DMs<br>
-free cancellable into moves are qcf+P, dp+P, qcb+P and qcb+K<br>
-free cancellable out-of moves are f+A, df+C, dp+P on the first hit, f+B followup of qcb+K on the first hit and f+D followup of qcb+K<br>
-f+A is cancellable into DMs, and cancellable into special moves as well if cancelled into<br>
-qcb+P reflects projectiles<br>
-qcb+P reflects projectiles<br>
-df+C(only the last hit), qcb+P and f+A are counterwires<br>
-df+C(only the last hit), qcb+P and f+A are counterwires<br>
-dp+C is supercancellable on the first hit; f+B and f+D followups of qcb+K are supercancellable<br>
-dp+C is supercancellable on the first hit; f+B and f+D followups of qcb+K are supercancellable<br>
-f+A, qcb+P and df+C on the last hit, are hard knockdowns<br>
-AC BD ABC is an overhead
-AC BD ABC is an overhead



Revision as of 02:44, 4 July 2006

Anywhere:
1. Close C, f+A, qcb+B, f+D, dp+A/C(C if in the corner) - 33%
2. Close C, f+A, hcbx2+AC - 50-60%
3. Crouch BB, B, df+B/dp+C - 20%/30%
4. Crouch BB, B, dp+C(1), qcfx2+P - 55%

Corner:
1. Close C, f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%
2. Close C, f+A, qcf+A, qcb+B, f+B, qcb+D, Crouch C - 45%
3. Far C, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 45%
4. (Opponent near corner) Close C, f+A, qcb+B, f+D, (S)qcfx2+P, dp+C - 45%

Maxmode:
1. Close C(1), f+A, BC, run Close C(1), f+A, hcbx2+AC - 60%
2. Close C(1), f+A, BC, run Close C(1), df+C(2), (C)dp+C(1), (C)qcb+B, f+D, (C)dp+C(1), (C)qcb+P - 50%
3. (Yamazaki near corner) Close C(1), f+A, BC, run Close C(1), df+C(2), (C)dp+C(1), (C)qcb+D, f+B, hcbx2+AC - 70%

Counterhit:
1. CD(counterhit), qcb+D, f+B, dp+C - 40% (Corner)
2. qcb+P(counterwire), run CD, dp+A(whiff, just for building stock) - 25%

Attack Strings:
1. Crouch BB, Far B, qcb+B/qcf+A
2. Close C, qcf+A, Far B, qcb+B, ~f+B (Corner)
3. Close C(1), qcf+A, (Far B, qcf+A/qcb+B)/(Close C(1), qcf+A)

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, far B, crouch B, close C, far C, close D, crouch D
-CD is cancellable into specials and DMs
-free cancellable into moves are qcf+P, dp+P, qcb+P and qcb+K
-free cancellable out-of moves are f+A, df+C, dp+P on the first hit, f+B followup of qcb+K on the first hit and f+D followup of qcb+K
-f+A is cancellable into DMs, and cancellable into special moves as well if cancelled into
-qcb+P reflects projectiles
-df+C(only the last hit), qcb+P and f+A are counterwires
-dp+C is supercancellable on the first hit; f+B and f+D followups of qcb+K are supercancellable
-f+A, qcb+P and df+C on the last hit, are hard knockdowns
-AC BD ABC is an overhead

Strategies:

-Alot of Kula's game revolves around mass poking with her crouch B and far B, which are excellent pokes. Her jump B is also an excellent air to air, so alternating with vertical hop B and crouch B/far B will quickly frustrate the opponent. After a series of crouch Bs and far Bs, cancel to qcb+B or qcf+A to keep up the pressure

-cancel most normals into qcb+B, as it builds stock quickly and is not punishable. It can be punished if you followup with f+B and the opponent guard rolls. qcb+B by itself though, gives Kula a frame advantage on block, which allows you to mixup more crouch B and far B pokes, or to throw instead

-when hopping back from grounded opponent, use jump A for instant overhead. Jumping back with D is also quite useful but it does not always hit crouching opponents when jumping back

-Kula has many options in the corner. One corner trap involves repeating C(1 hit), qcf+A in the corner. If the opponent attempts to attack after the qcf+A, they will get hit by the C. After a qcf+A, crouch B's to far B's can be done instead, or throws if they become afraid to attack

-she has many decent anti-airs. The crouch C is very meaty and seems to even beat out many high priority jumpins such as jump CDs. This is only if crouch C is done early. Stand CD is also a decent anti-air, best done as a psychic anti-air. If it ends up you guessed wrong, you can whiff cancel this to qcb+B/D or qcf+A depending on if they jump or not. Hcbx2+AC is also a good anti-air that does an extreme amount of damage, and if it were to miss, it is very difficult to punish. However, hopping back with hop B seems to be the most effective anti-air