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.
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.
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) |
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.
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) |
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.
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.
In-depth analysis of the finisher (R) — "Diamond Edge"
- Quick long-ranged finisher ※ 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.
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.
"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.
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) |
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