Kula 02

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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
- free cancellable out of

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
- 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
- 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
- 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

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

1. Freeze Execution - hcbx2+AC
- 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)
- 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

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

-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


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%

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%

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%

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)


- 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