Kula has a number of useful jump attacks that work for air to ground purposes. high low game is not as strong as other characters.reversal options are risky even if they hit (dp + C) or require good hit confirmation (qcb + B).strong anti-airs for different situations, such as crouch C, qcb + C and dp + C.good damage from combos that take no meter.builds meter easily using pokes and qcb + B.She has a number of relatively bad matchups, mainly against grapplers. Her combos won't exceed 4 stocks, except in some extreme situations which are uncommon and very hard to pull off anyways. She builds meter very well and has damaging combos that require no meter, making her an ideal character to put first on a team. Kula is a fairly strong character that in most cases, can take control of a match very well with her great pokes like far B. After the qcf + A, the HSDM must be immediately executed or it will whiff. Inputting qcf + A after dp + C would give you a supercancel, so instead you can input the shortcut dp + C, A. This is one of Kula's most damaging combos. DM qcf qcf + P (Far from the corner.).It's not practical but technically possible, though I didn't want to list it as a possible starter since it will make things messy. Kula's cl.D (1) has extra hitstun, allowing Kula to Max Cancel it and follow with a hyperhop C into practically any combo listed.
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