The King of Fighters 2002/Kula

From SuperCombo Wiki

Anywhere:
1. C/D, f+A, qcb+B, f+D, dp+A/C(C if in the corner) - 33%
2. C/D, 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. C/D, f+A, qcf+A, qcb+B, f+B, qcb+B, f+B, dp+C - 50%
2. C/D, 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. C, f+A, qcb+D, f+B, hcbx2+AC - 50% (only against large characters, near corner)

Max Mode Activation:
1. C(1), f+A, BC, C(1), f+A, hcbx2+AC - 60%

Counterhit:
1. CD(counter hit), qcb+D, f+B, dp+C - 40% (Corner)

Attack Strings:
1. Far C/Crouch D/CD, qcf+A/df+C
2. Far C/Crouch D/B/Crouch B/CD, qcb+B, f+B 3. C, qcf+A, qcb+B, f+B (Corner) 4. C(1), qcf+A, (B, qcf+A)/(C(1), qcf+A)/(C, qcb+B) (Corner)

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
-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
-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 as an anti-air, it is very difficult to punish.