[KOF Arena] Goenitz? Orochi? No! It's "Kula Diamond's" prime!

Dominating skillset performance, "Kula Diamond"

 

'Kula', who's a new fighter in season 3, has decent stats with 3,620 ATK and 2,975 DEF. What's really scary about her isn't in her stats; it's her skills. Her close-range blast attack, 'Diamond Breath (W)' remains for a long time like Terry's Power Geyser, so you can force the opponent into a paralysis state easily. Her grapple skill, 'Ice Coffin (E)', has a very quick activation and a wide range, so it is similar to Heidern's Lead Belcher. With these skills, Kula can connect a death combo, and she is considered one of the S-tier fighters alongside Goenitz and Orochi.

 

▲ The dominating DNA of the original KOF versions continues in KOF Arena.


In-depth analysis of the "basic attacks" — The key to combos!

Slider Shoot → Counter Shell(2 hits) → One Inch → Crow Bite (Airborne)

※ Counterable with basic attack after guarding 1st strike (Difficulty: Easy)

 

Kula has a typical set of basic attacks with a paralysis effect on the 1st-3rd strikes and an airborne effect on the 4th strike. However, the motion of the 1st strike is long, so when you're attacking an opponent who's guarding, you should use a skill after the 1st strike to pressure your opponent safely. Like Kyo and Iori's Oniyaki, you can cancel the motion of Kula's 4th strike, 'Crow Bite'. After canceling the motion with a skill, you can continue a standing combo.

 

▲ Kula's basic attacks: Similar to K', but it is easier to connect combos with Kula.

▲ Her basic attacks are simple, so you must beware of counterattacks.
▲ You can continue a standing combo by canceling the motion of the 4th strike, Crow Bite.


In-depth analysis of the Q skill — "Ray Spin → Ray Spin Stand"

- Skill that links 1st strike (Ray Spin) and 2nd Strike (Ray Spin Stand)
- Standing effect on Ray Spin
- Ray Spin Standing is a ranged blast attack
- When you use it twice quickly, only Ray Spin Stand is used
- Cannot use emergency dodge on both 1st and 2nd strikes

 

When you use this skill, along with the 1st strike, a gauge appears like a charging skill. If you use the skill again before the gauge runs out, the 2nd strike continues. The 1st strike, Ray Spin, jumps forward while spinning in the air and forces the opponent into a standing state. This is the key to Kula's combo connections. What makes it more difficult to face is that the opponent can't avoid it with emergency dodge. Also, if you use Q twice quickly, Ray Spin is canceled, and you go straight to Ray Spin Stand, so when you're connecting combos, you have to use the 2nd strike slowly.

 

▲ Ray Spin has great horizontal movement, and it ignores most of the skills of other fighters.
▲ The standing effect of Ray Spin is key to connecting combos.

▲ If you use Q twice quickly, a slow blast attack, Ray Spin Stand is launched.


In-depth analysis of the W skill — "Diamond Breath"

- Long duration, very long paralysis effect

※ Counterable with skill/basic attack from close range after guarding 1st strike (Difficulty: Very hard)
Emergency dodge possible while being hit by breath

 

After using Diamond Breath, the ice floats in the air for a while, so prevents the opponents' approach and provides a gap to counter. As it is very difficult to counter, you can use it without hesitation, and it's great to use against an opponent who rolls often.

 

▲ The impact seems plain, but the performance is one of the best among mid-range blast attacks.
▲ Like the flame in Terry's Power Geyser, the ice particles remain to hit the opponent for a long time, so you can easily gain the initiative.
▲ If you use it against a guarding opponent, you can oppress them using the afterimage and rolling to their other side.
▲ Diamond Breath can also keep an opponent airborne for longer.
▲ It is counterable with basic attacks, but the risk of failing is very critical, so it's difficult to attempt.
▲ Attempting to counter with a quick-activating skill is slightly easier than countering with basic attacks.


In-depth analysis of the E skill — "Ice Coffin"

- Wide-range fast grapple attack(Airborne)

 

Ice Coffin activates very quickly, so the opponent isn't able to deal with it. As the post-delay of Kula ends first, she has the initiative in following attacks as well. It's a skill that can counter an approaching opponent very easily.

 

▲ You can continue attacking as Kula's post-delay ends first after using Ice Coffin.


In-depth analysis of the finisher (R) — "Diamond Edge"

- Quick long-ranged finisher
- Airborne effect
- Double finisher possible with 3.5 PGs or more
- Connecting skill afterward is possible

※ Escape + dodge possible during the multiple hits

 

The range is quite long, but it doesn't hit when used from max range, so you need to be careful. It is easy to connect skills after the finisher, and as the animation time is short, you can use a double finisher as well.

 

▲ As the animation is short, it's alright to finish your combo with the finisher
▲ If you use it from max range, it doesn't reach the opponent, so use it with care
▲ Example of combo that can't use emergency dodge:
Diamond Edge (R) → Ray Spin (Q1, Q2) → Ice Coffin (E) → Diamond Breath (W)

 

In-depth analysis of the ultimate (F) — "Glacier Ridge"

- 10.2-second animation
- Double blast attack combo possible :
MAX Mode + Ray Spin Stand (QQ) + Glacier Ridge (R) + Ray Spin Stand (QQ)

 

Glacier Ridge sends the opponent flying to about mid range after it hits. You can follow the opponent with Ray Spin (Q) and connect combos, so even if you're not able to K.O. the opponent with the ultimate, you have the initiative. You can also use a double-blast attack combo using MAX mode.

 

▲ You can easily induce a time over win with the long animation.
▲ Ultimate combo example: MAX Mode (Z) → Ray Spin Stand (QQ) → Ultimate (F) → Ray Spin (Q1).

 

"Basic combo" based on skills unavoidable with emergency dodge

Ray Spin (Q1) → Ray Spin Stand (Q2) → Ice Coffin (E) → Diamond Breath (W)

 

Thanks to Ray Spin, which can't be avoided by emergency dodge, you can safely connect three skills. It is key to keep the opponent airborne after Ice Coffin with Diamond Breath, so the order of Ray Spin can vary. If you have about 2-3 PGs, you can also connect the finisher.

 

▲ This is a basic combo that can surely deal damage.


Kula's unavoidable "Death Combo"

Slider Shoot (A1) → Counter Shell (A2) → One Inch(A3) → Crow Bite (A4, Cancel Motion)

→ Diamond Breath (W) → Slider Shoot (A1) → Counter Shell (A2) → One Inch(A3)

→ Crow Bite (A4) → Ray Spin (Q1) → Slider Shoot (A1) → Counter Shell (A2) → One Inch(A3)

→ Crow Bite (A4) → Ice Coffin (E) → Diamond Breath (W) → MAX MODE(Z) → Diamond Edge (R)

 

▲ If the opponent doesn't have escape and emergency dodge, it's practically K.O.

Sort by:

Comments :0

Insert Image

Add Quotation

Add Translate Suggestion

Language select

Report

CAPTCHA