http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Kula

This video was pretty helpful for her trials. As mentioned in the description for the upload, the idea behind trial 4 is to use HCB, f+C --> HCB+A/C as a shortcut for the Crow Bites --> Freeze Execution cancel.
Some notes regarding Counter Shell:
-all versions cause counter wire (not just EX)
-causes ground slide, which can't be recovered from with safe fall (recovery possible with hit by counter wire or reflected projectile)
-reflects special, EX special, DM, and SDM projectiles alike; works on multi-hit projectile DMs like Ash's Thermidor and Saiki's Tokoyami no Fune, but not Elisabeth's SDM Noble Blanche
-shard from EX version hits 3 times, as opposed to the usual 1
KoF XIII // Kula/Iori/Mature | 3S // Dudley (SA I) | TvC // Saki/Tekkaman Blade | BB // Tsubaki, Noel, Valkenhayn | MvC3 // Dante/X-23/Amaterasu
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0 • Off Topic Disagree Agree Likehttp://www.twitch.tv/the7k - Turn on, Tune in, Drop combos.
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0 • Off Topic Disagree Agree Like1) Kula's far standing C is cancellable. This wouldn't be a big deal except that normal reaches like a third of the way across the screen. st. C x qcb+D, dp+C works anywhere on screen and is 242 damage. It's a little hard to hit confirm, but qcb+D is pretty safe on block if I'm not mistaken. If they're in the corner, st. C x qcf+A, qcb+D, dp+C is 290 and qcf+A is totally safe on block, though it doesn't combo at the very edge of st. C's range. You can also do qcfqcf+PP for 407 (midscreen only), or hcbhcb+P for 379 instead of the DP on the end, or just go to the neomax for 497. Maybe not the most efficient use of meter, though. That brings me to the second thing:
2) How does one use meter with Kula? I'm thinking of putting her on my regular team, and she'd probably end up second (with Ash on point and claw Iori as anchor). Using EX special moves in my BnBs adds a little damage, but I feel like I'm not really using resources effectively with her.
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0 • Off Topic Disagree Agree LikeHowever, if comboing into SDM Diamond Edge (j.C --> close s.C --> f+A --> qcf,qcf+AC), canceling into One Inch after the first hit of close s.C is the way to go in order to do more damage; they'll be pushed too far away for all 4 hits of the ice to connect otherwise (439 damage for an early cancel vs. 378 damage for both hits of the close s.C).
Since I brought up j.C earlier, a random note is that it does an extra 2 points of damage following a regular jump than it would following a hop (72 vs. 70).
@Hace: Better damage for the corner combo you mentioned if letting both hits of close s.C connect also applies (261 damage for an early cancel vs. 273 for both hits). You could also go with Diamond Breath C after the EX version instead of Diamond Breath A for that combo for even better damage (273 damage for the A version vs. 281 for the C version, both still assuming both hits of the close s.C connect).
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0 • Off Topic Disagree Agree LikeJust to add on to this (as many may not know) J.A and J.C both change their hitbox due to the type of jump you do. At least if the hitbox doesn't change, the ice shard is bigger/smaller. so basically:
Short hop A = tiny small ice shard (smallest of them all)
J.A = normal ice shard size
short hop C = j.A's ice shard size
J.C = biggest ice shard size
nothing to big or anything but nice to know.
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0 • Off Topic Disagree Agree LikeThanks for the info, I always figured that damage scaling would make the second hit not really worth it, and also since sometimes the second hit whiffs for me, if I it at a weird jump-in angle. Usually in the heat of a match, I probably won't catch that tiny distance that lets you score both hits. But yeah, good stuff.
Also when you're midscreen, do you pretty much just want to combo into her dp.C off of cr.B/st.B?
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0 • Off Topic Disagree Agree LikeExample: cr.B --> cr.B --> cr.B --> s.B --> df+B (174 damage) vs. cr.B --> cr.B --> cr.B --> s.B --> dp+C (203 damage)
Though not cr.B/st.B-related, for something that'll hurt in the corner, this will do 406 damage without meter or Drive (to put this in perspective, a raw Neo Max from her does 420 damage).
qcf+C --> j.C --> close s.C (both hits) --> f+A --> qcf+A --> qcb+D (or qcb+B --> f+B; don't add the follow-up if going with the D version) --> dp+C
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0 • Off Topic Disagree Agree LikeI'm actually more consistent with her dp than I am with her slide for some reason, so I'll probably just stick with that haha
Also I noticed that you can actually hit twice with qcb.D after you drive cancel it from dp.A at a certain distance. Is there a reliable setup for this? The most common way I found to get it was just:
cr.B cr.B cr.B xx dp.A (DC) qcb.D (on Iori)
I know you don't net that much more damage from it, but it's still interesting.
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0 • Off Topic Disagree Agree LikeTwitter: NissanZaxima18
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0 • Off Topic Disagree Agree Likenow this is provided you have decided to respect her pokes and defense instead of getting hit by 523490762 j.Bs/j.Ds/j.CDs/st.Bs/cr.Bs/st.As/cr.Cs/cr.Ds trying to outpoke her :p
[SIZE=13px]-Commentator for KOF finals @ Winter Brawl 6[/SIZE]
[SIZE=13px]@SBladeFGC[/SIZE]
[SIZE=13px]~know the meaning of the "C" in FGC.~[/SIZE]
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0 • Off Topic Disagree Agree LikeIt's arguable how useful this is given that Kula's moves already have incredibly horizontal range, but I thought I'd just point it out.
Another note on c. D - ordinarily it's unsafe on block, but due to those same cancel properties, you can cancel it on block to qcf+A to give neutral frames and make it safe to all but guard rolls and CD counters, and some characters can't even CD counter c. D if it's used from the very tip of the range (Kula and Maxima can't counter at max range, but Iori can - it's character specific).
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0 • Off Topic Disagree Agree LikeFound this pretty interesting.
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0 • Off Topic Disagree Agree LikeYeah, it's been around for a pretty long while. People should really check DreamCancel more...
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