The King of Fighters 2002/Kula: Difference between revisions

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== Movelist ==
= Movelist =


'''Command Normals:'''<br>
== Throws ==
1. One Inch - f+A<br>
- hard knockdown<br>
- counterwire<br>
- cancellable to DMs, cancellable to special moves if cancelled into<br>
- free cancellable out of


2. Slider Shoot - df+B<br>
1. Ice Coffin - b/f+C
- Kula slides forward low to the ground<br>
* Kula grabs the opponent and freezes them in a block of ice before knocking them back
- has fairly good recovery as long as she doesn't hit deep with it<br>
* this is a mash grab - that means, mashing the buttons rapidly will increase the damage, and the opponent mashing on their side will decrease the damage
- hits low<br>
- free cancellable out of


3. Critical Ice - df+C<br>
2. Behind Slash - b/f+D
- an icicle extends from her hand, ranging about 3/4 screen in length<br>
* Kula grabs the opponent and slashes them, throwing them behind her
- hard knockdown on the last hit<br>
- counterwire if only the last hit connects on counterhit<br>
- free cancellable out of on all hits


'''Special Moves:'''<br>
1. Diamond Breath - qcf+P<br>
- blows ice in front of her, qcf+C travels further than qcf+A, and does not knockdown, but takes longer to come out<br>
- qcf+C stuns the opponent for a long time if it hits, giving you enough time to run or jump in for a combo<br>
- free cancellable into


2. Crow Bites - dp+P<br>
== Command Normals ==
- Kula will do a fast rising dragon punch-style attack, dp+C will make her fly all the way across the screen, having major recovery time although dp+A isn't that much better<br>
- the first hit of dp+C does not knockdown, the second hit of dp+C can whiff against most crouching opponents, even if the first hit comboed <br>
- dp+P supercancellable on the first hit to ground DMs, dp+C supercancellable on second hit into air SDM<br>
- free cancellable into<br>
- free cancellable out of on the first hit


3. Counter Shell - qcb+P<br>
1. One Inch - f+A (17,21,22 by itself), (12,21,22 cancelled into)
- Kula swipes quickly, doesn't have much range but is very fast<br>
* Kula performs a slow strike that stays out on screen for a long time
- works as a decent anti-air<br>
* cancellable if cancelled into, and comes out faster when cancelled into
- hard knockdown<br>
* hard knockdown and has a counterwire property if not cancelled into, otherwise opponent stays grounded
- counterwire<br>
* cancellable to DMs, cancellable to special moves if cancelled into
- can reflect normal (and DM?) projectiles, the projectile she reflects absorbs projectiles<br>
- free cancellable into


4. Ray Spin - qcb+K<br>
- twirls in the air, qcb+D travels further and higher than qcb+B<br>
- qcb+B has no recovery time<br>
- qcb+D will knock the opponent into the air if the first hit connects<br>
- free cancellable into<br>
- can be followed up by f+B or f+D


4a. Stand - f+B (after Ray Spin)<br>
2. Slider Shoot - df+B
- kicks forward, sending out an icicle projectile that absorbs normal projectiles<br>
* Kula slides forward low to the ground, going a little less than half screen distance
- supercancellable on the first hit<br>
* hits low
- free cancellable out of on the first hit
* has fairly good recovery as long as she doesn't hit deep with it
* useful for going under some fireballs that hover above ground, such as Athena and Robert's


4b. Sit - f+D (after Ray Spin)<br>
- looks the same as her Slider Shoot df+B, except this one is more punishable if blocked<br>
- hits low<br>
- supercancellable<br>
- free cancellable out of


'''DMs:'''<br>
3. Critical Ice - df+C
1. Diamond Edge - qcfx2+P<br>
* hits low an icicle extends from Kula's hand, reaching about 3/4 screen in length
- sends three icicles forward, coming up from the ground<br>
* hits low
- fairly good anti-air only against opponents jumping from very far away, it will whiff against jumps that are close to Kula. It can also be rolled easily on block and punished<br>
* hard knockdown on the last hit
- generally not useful outside of combos
* counterwire if only the last hit connects on counterhit


'''SDMs:'''<br>
1. Freeze Execution - hcbx2+AC<br>
- Diana flies horizontally across the screen. If she hits, the opponent is launched into the air
- regardless of whether she hits or whiffs, Kula does full screen attack that cannot be evaded. It is great for chipping the opponent to death
- cannot be punished on block, but it is possible to hit her out of it before it starts, although incredibly risky
- does great damage if it hits, can be comboed fairly easily as well
- this move does more damage if Kula is in the corner and she is facing away from the corner when the move connects


2. La * Cachora - qcfx2+BD(air)<br>
== Special Moves ==
- slowly drops on top of the opponent, doing pitiful damage if it connects<br>
- removes on power stock from the opponent, does nothing if they have no stock<br>
- this SDM is useless...hard to connect with, cannot be comboed into and doesn't do much even if it does happen to hit


'''HSDM:'''<br>
1. Diamond Breath - qcf+P
1. Freeze Completion - AC BD ABC<br>
* Kula blows ice in front of her, which acts as a projectile
- does an attack similar to her One Inch, although comes out a bit slower<br>
* qcf+A comes out fast and knocks down, putting the opponent into a jugglable state
- if it connects, she will hurt the opponent for about 55% damage<br>
* qcf+C comes out much slower than qcf+A and doesn't knock down, but stuns the opponent long enough
- overhead<br>
* free cancellable into
- can be easily rolled behind on reaction, and punished


'''Notes:'''<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>


2. Crow Bites - dp+P
* Kula performs a rising uppercut that comes out quick
* dp+A comes out slower than dp+C and does not travel far vertically, but has some startup invinciblity. It's not possible to juggle if cancelling out of the dp+A. dp+A knocks down on hit
* dp+C comes out extremely fast but will make her fly all the way across the screen, having major recovery time
* the first hit of dp+C doesn't knockdown but the second hit does. Second hit can whiff even if the first hit connected
* dp+A and dp+C on the first hit are supercancellable on the first hit to ground DMs, dp+C is supercancellable on the second hit to air SDM
* dp+C is punishable on hit if it connects against a standing opponent, if they recovery roll the knockdown
* free cancellable into
* free cancellable out of on the first hit


== Combos ==


'''Anywhere:'''<br>
3. Counter Shell - qcb+P
* Kula does a quick icy swipe with her hand, which reflects normal and DM projectiles, creating a projectile of her own
* the projectile she fires back can be juggled after and also absorbs other projectiles without dissipating
* works as a decent anti-air as long as the opponent isn't directly above her
* has very good recovery time if blocked and pushes her back on block
* hard knockdown and counterwire
* free cancellable into
* it is possible to free cancel out of this move sometimes but it isn't clear when it can work. Either way, it's useless
 
 
4. Ray Spin - qcb+K
* Kula does a twirling kick in the air that has very good recovery on block
* qcb+B does one hit, doesn't knockdown and travels vertically and horizontally shorter than qcb+D
* qcb+D will do two hits on block, where the first knocks the opponent into the air but the second doesn't
* free cancellable into
* can be followed up with her f+B or f+D, listed below
 
 
4a. Stand - f+B (after qcb+K)
* kicks forward, sending out an ice projectile that absorbs other projectiles
* not punishable on block but can be rolled right before it comes out and punished badly
* supercancellable on the first hit
* free cancellable out of on the first hit into any special move but qcb+K
 
 
4b. Sit - f+D (after qcb+K)
* looks the same as her df+B, except is more punishable if blocked
* knocks the opponent into the air, where they can be further juggled
* hits low
* supercancellable
* free cancellable out of into any special move but qcb+K
 
 
== DMs ==
 
1. Diamond Edge - qcfx2+P
* sends three icicles forward, coming up from the ground
* fairly good anti-air only against opponents jumping from very far away, it will whiff against jumps that are close to Kula. It can also be rolled easily on block and punished
* not useful outside of combos as she has more reliable anti-airs
 
 
== SDMs ==
 
1. Freeze Execution - hcbx2+AC
* Kula sends out Diana, who flies horizontally across the screen. If she hits, the opponent is launched into the air
* regardless of whether she hits or whiffs, Kula does full screen attack that cannot be evaded, doing multiple hits
* Kula is invincible during the move and can only be hit at the very end of it, though the recovery is very small
* does great damage if it hits, can be comboed fairly easily as well
* this move does more damage if Kula is in the corner and she is facing away from the corner when the move connects
 
 
2. La * Cachora - qcfx2+BD(air)
* slowly drops on top of the opponent, doing pitiful damage if it connects
* removes one stock from the opponent if it connects
* a useless DM, hard to connect with, cannot be comboed into and doesn't do much even if it does happen to hit
 
 
== HSDMs ==
 
1. Freeze Completion - AC BD ABC
* does an attack similar to her f+A, although comes out a bit slower
* if it connects, she will hurt the opponent for about 55% damage
* overhead
* can be easily rolled behind on reaction, and punished
 
 
== Notes ==
 
* 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
 
 
= Combos =
 
== Anywhere ==
1. Close C(2), f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%<br>
1. Close C(2), f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%<br>
2. Crouch BB, Far B, df+B/dp+C - 20%/30%<br>
2. Crouch BB, Far B, df+B/dp+C - 20%/30%<br>
3. Crouch BB, Far B, dp+C(1), qcfx2+P - 55%
3. Crouch BB, Far B, dp+C(1), qcfx2+P - 55%


'''Corner:'''<br>
 
== Corner ==
 
1. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%<br>
1. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%<br>
2. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+D, Crouch C - 45%<br>
2. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+D, Crouch C - 45%<br>
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'''Counterhit:'''<br>
'''Counterhit:'''<br>
1. CD(counterhit), qcb+D, f+B, dp+C - 40% (Corner)<br>
1. qcb+P(counterwire), run CD, dp+A(whiff, just for building stock) - 25%
2. qcb+P(counterwire), run CD, dp+A(whiff, just for building stock) - 25%
 
'''Attack Strings:'''<br>
1. Crouch BB, Far B, qcb+B/qcf+A<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)
 
 
== 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<br>
 
- 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<br>
 
- 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<br>


- 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<br>


- 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






[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 13:58, 12 July 2010

Movelist

Throws

1. Ice Coffin - b/f+C

  • Kula grabs the opponent and freezes them in a block of ice before knocking them back
  • this is a mash grab - that means, mashing the buttons rapidly will increase the damage, and the opponent mashing on their side will decrease the damage

2. Behind Slash - b/f+D

  • Kula grabs the opponent and slashes them, throwing them behind her


Command Normals

1. One Inch - f+A (17,21,22 by itself), (12,21,22 cancelled into)

  • Kula performs a slow strike that stays out on screen for a long time
  • cancellable if cancelled into, and comes out faster when cancelled into
  • hard knockdown and has a counterwire property if not cancelled into, otherwise opponent stays grounded
  • cancellable to DMs, cancellable to special moves if cancelled into


2. Slider Shoot - df+B

  • Kula slides forward low to the ground, going a little less than half screen distance
  • hits low
  • has fairly good recovery as long as she doesn't hit deep with it
  • useful for going under some fireballs that hover above ground, such as Athena and Robert's


3. Critical Ice - df+C

  • hits low an icicle extends from Kula's hand, reaching about 3/4 screen in length
  • hits low
  • hard knockdown on the last hit
  • counterwire if only the last hit connects on counterhit


Special Moves

1. Diamond Breath - qcf+P

  • Kula blows ice in front of her, which acts as a projectile
  • qcf+A comes out fast and knocks down, putting the opponent into a jugglable state
  • qcf+C comes out much slower than qcf+A and doesn't knock down, but stuns the opponent long enough
  • free cancellable into


2. Crow Bites - dp+P

  • Kula performs a rising uppercut that comes out quick
  • dp+A comes out slower than dp+C and does not travel far vertically, but has some startup invinciblity. It's not possible to juggle if cancelling out of the dp+A. dp+A knocks down on hit
  • dp+C comes out extremely fast but will make her fly all the way across the screen, having major recovery time
  • the first hit of dp+C doesn't knockdown but the second hit does. Second hit can whiff even if the first hit connected
  • dp+A and dp+C on the first hit are supercancellable on the first hit to ground DMs, dp+C is supercancellable on the second hit to air SDM
  • dp+C is punishable on hit if it connects against a standing opponent, if they recovery roll the knockdown
  • free cancellable into
  • free cancellable out of on the first hit


3. Counter Shell - qcb+P

  • Kula does a quick icy swipe with her hand, which reflects normal and DM projectiles, creating a projectile of her own
  • the projectile she fires back can be juggled after and also absorbs other projectiles without dissipating
  • works as a decent anti-air as long as the opponent isn't directly above her
  • has very good recovery time if blocked and pushes her back on block
  • hard knockdown and counterwire
  • free cancellable into
  • it is possible to free cancel out of this move sometimes but it isn't clear when it can work. Either way, it's useless


4. Ray Spin - qcb+K

  • Kula does a twirling kick in the air that has very good recovery on block
  • qcb+B does one hit, doesn't knockdown and travels vertically and horizontally shorter than qcb+D
  • qcb+D will do two hits on block, where the first knocks the opponent into the air but the second doesn't
  • free cancellable into
  • can be followed up with her f+B or f+D, listed below


4a. Stand - f+B (after qcb+K)

  • kicks forward, sending out an ice projectile that absorbs other projectiles
  • not punishable on block but can be rolled right before it comes out and punished badly
  • supercancellable on the first hit
  • free cancellable out of on the first hit into any special move but qcb+K


4b. Sit - f+D (after qcb+K)

  • looks the same as her df+B, except is more punishable if blocked
  • knocks the opponent into the air, where they can be further juggled
  • hits low
  • supercancellable
  • free cancellable out of into any special move but qcb+K


DMs

1. Diamond Edge - qcfx2+P

  • sends three icicles forward, coming up from the ground
  • fairly good anti-air only against opponents jumping from very far away, it will whiff against jumps that are close to Kula. It can also be rolled easily on block and punished
  • not useful outside of combos as she has more reliable anti-airs


SDMs

1. Freeze Execution - hcbx2+AC

  • Kula sends out Diana, who flies horizontally across the screen. If she hits, the opponent is launched into the air
  • regardless of whether she hits or whiffs, Kula does full screen attack that cannot be evaded, doing multiple hits
  • Kula is invincible during the move and can only be hit at the very end of it, though the recovery is very small
  • does great damage if it hits, can be comboed fairly easily as well
  • this move does more damage if Kula is in the corner and she is facing away from the corner when the move connects


2. La * Cachora - qcfx2+BD(air)

  • slowly drops on top of the opponent, doing pitiful damage if it connects
  • removes one stock from the opponent if it connects
  • a useless DM, hard to connect with, cannot be comboed into and doesn't do much even if it does happen to hit


HSDMs

1. Freeze Completion - AC BD ABC

  • does an attack similar to her f+A, although comes out a bit slower
  • if it connects, she will hurt the opponent for about 55% damage
  • overhead
  • can be easily rolled behind on reaction, and punished


Notes

  • 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


Combos

Anywhere

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


Corner

1. Close C(2), f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%
2. Close C(2), 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(2), 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. (Corner) Close C(1), f+A, BC, run Close C(1), f+A, dp+C(1), (C)qcf+A, AC BD ABC - 85%
4. (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. qcb+P(counterwire), run CD, dp+A(whiff, just for building stock) - 25%