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== Movelist == | |||
'''Command Normals:'''<br> | |||
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> | |||
- Kula slides forward low to the ground<br> | |||
- has fairly good recovery as long as she doesn't hit deep with it<br> | |||
- hits low | |||
3. Critical Ice - df+C<br> | |||
- an icicle extends from her hand, ranging about 3/4 screen in length<br> | |||
- 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> | |||
- 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> | |||
- Kula swipes quickly, doesn't have much range but is very fast<br> | |||
- works as a decent anti-air<br> | |||
- hard knockdown<br> | |||
- counterwire<br> | |||
- 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> | |||
- kicks forward, sending out an icicle projectile that absorbs normal projectiles<br> | |||
- supercancellable on the first hit<br> | |||
- free cancellable out of on the first hit | |||
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> | |||
1. Diamond Edge - qcfx2+P<br> | |||
- sends three icicles forward, coming up from the ground<br> | |||
- 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> | |||
- generally not useful outside of combos | |||
'''SDMs:'''<br> | |||
1. Freeze Execution - hcbx2+AC<br> | |||
- this is a full screen attack that cannot be evaded. It is great for chipping the opponent to death<br> | |||
- 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 | |||
2. La * Cachora - qcfx2+BD(air)<br> | |||
- 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. Freeze Completion - AC BD ABC<br> | |||
- does an attack similar to her One Inch, although comes out a bit slower<br> | |||
- if it connects, she will hurt the opponent for about 55% damage<br> | |||
- overhead<br> | |||
- 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> | |||
== Combos == | |||
'''Anywhere:'''<br> | '''Anywhere:'''<br> | ||
1. Close C, f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%<br> | 1. Close C, f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%<br> | ||
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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) | ||
== Combos == | |||
-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> | -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> |
Revision as of 07:10, 10 July 2006
Movelist
Command Normals:
1. One Inch - f+A
- hard knockdown
- counterwire
- cancellable to DMs, cancellable to special moves if cancelled into
- free cancellable out of
2. Slider Shoot - df+B
- Kula slides forward low to the ground
- has fairly good recovery as long as she doesn't hit deep with it
- hits low
3. Critical Ice - df+C
- an icicle extends from her hand, ranging about 3/4 screen in length
- hard knockdown on the last hit
- counterwire if only the last hit connects on counterhit
- free cancellable out of on all hits
Special Moves:
1. Diamond Breath - qcf+P
- blows ice in front of her, qcf+C travels further than qcf+A, and does not knockdown, but takes longer to come out
- qcf+C stuns the opponent for a long time if it hits, giving you enough time to run or jump in for a combo
- free cancellable into
2. Crow Bites - dp+P
- dp+P supercancellable on the first hit to ground DMs, dp+C supercancellable on second hit into air SDM
- free cancellable into
- free cancellable out of on the first hit
3. Counter Shell - qcb+P
- Kula swipes quickly, doesn't have much range but is very fast
- works as a decent anti-air
- hard knockdown
- counterwire
- can reflect normal (and DM?) projectiles, the projectile she reflects absorbs projectiles
- free cancellable into
4. Ray Spin - qcb+K
- twirls in the air, qcb+D travels further and higher than qcb+B
- qcb+B has no recovery time
- qcb+D will knock the opponent into the air if the first hit connects
- free cancellable into
- can be followed up by f+B or f+D
4a. Stand - f+B (after Ray Spin)
- kicks forward, sending out an icicle projectile that absorbs normal projectiles
- supercancellable on the first hit
- free cancellable out of on the first hit
4b. Sit - f+D (after Ray Spin)
- looks the same as her Slider Shoot df+B, except this one is more punishable if blocked
- hits low
- supercancellable
- free cancellable out of
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
- generally not useful outside of combos
SDMs:
1. Freeze Execution - hcbx2+AC
- this is a 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
2. La * Cachora - qcfx2+BD(air)
- slowly drops on top of the opponent, doing pitiful damage if it connects
- removes on power stock from the opponent, does nothing if they have no stock
- 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:
1. Freeze Completion - AC BD ABC
- does an attack similar to her One Inch, 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, f+A, qcb+B, f+D, dp+A/dp+C(dp+C if in the corner) - 33%
2. Close C, f+A, hcbx2+AC - 50-60%
3. Crouch BB, Far B, df+B/dp+C - 20%/30%
4. Crouch BB, Far 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)
Combos
-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