Kula Diamond (XI)
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yes, it does connect. You would need to time the Stand C (1hit) later than usual.~!T.T!~ wrote:on a side note, dunno if this has been mentioned, but i dont think kula's juggle-slide, stand c (1 hit), LDM hits in the corner.....or at least i've never done/seen it before. stand a, LDM works anywhere though
Stand A hits anywhere as it doesnt push the player back as much...having said that, Stand C makes the opponent travel a higher (thus further) projectile route, and since the opponent is in the corner, all you would notice is him "bounce" higher and not further.
Just think of Kyo's A, wait, A combo in the corner. Hopefully you would get what i mean.
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I don't notice much people using this kula cheese pressure <_<...
Her Far C and Crouch D are one of my favourite Kula Normals. Both have good range and priority. What to do when opponent is trapped in corner? Position yourself such that you're about Far C distance, or Crouch D distance, whichever fits, do it, cancel into A diamond breath. It doesn't matter if he blocks, it just ticks him. A Diamond breath seem to have such a fast startup and cooldown, your opponent can't punish you at all. Most of the time, Crouch D and Far C gets blocked, the opponent will mostly try to punish you if they do not know of this. A Diamond breath gets the all the time. Far C and Crouch D has a hell of long cancelable frames, and can cancel even if it whiffs. Use it to bait and all. Rinse and repeat, with variations. Try C diamond breath when the opponent get used to it. They block, they stay in guard stun, jump in pressure.
I managed to get 2 characters down just by this corner pressure before the guy smart-en up <_<.
Her Far C and Crouch D are one of my favourite Kula Normals. Both have good range and priority. What to do when opponent is trapped in corner? Position yourself such that you're about Far C distance, or Crouch D distance, whichever fits, do it, cancel into A diamond breath. It doesn't matter if he blocks, it just ticks him. A Diamond breath seem to have such a fast startup and cooldown, your opponent can't punish you at all. Most of the time, Crouch D and Far C gets blocked, the opponent will mostly try to punish you if they do not know of this. A Diamond breath gets the all the time. Far C and Crouch D has a hell of long cancelable frames, and can cancel even if it whiffs. Use it to bait and all. Rinse and repeat, with variations. Try C diamond breath when the opponent get used to it. They block, they stay in guard stun, jump in pressure.
I managed to get 2 characters down just by this corner pressure before the guy smart-en up <_<.
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Hey Ratix0, havnt seen you round for a while. Anyways, far C is punishable by a roll cancel. Opponent ends up behind you and you're in a world of pain. So can be used once or twice to annoy, but after that, the opp knows your game and will roll cancel out of it.Ratix0 wrote:I don't notice much people using this kula cheese pressure <_<...
Her Far C and Crouch D are one of my favourite Kula Normals. Both have good range and priority. What to do when opponent is trapped in corner? Position yourself such that you're about Far C distance, or Crouch D distance, whichever fits, do it, cancel into A diamond breath. It doesn't matter if he blocks, it just ticks him. A Diamond breath seem to have such a fast startup and cooldown, your opponent can't punish you at all. Most of the time, Crouch D and Far C gets blocked, the opponent will mostly try to punish you if they do not know of this. A Diamond breath gets the all the time. Far C and Crouch D has a hell of long cancelable frames, and can cancel even if it whiffs. Use it to bait and all. Rinse and repeat, with variations. Try C diamond breath when the opponent get used to it. They block, they stay in guard stun, jump in pressure.
I managed to get 2 characters down just by this corner pressure before the guy smart-en up <_<.
Actually, it IS a DC. When you juggle after the DM, you are still in attack stun. Even though it is a juggle and not an interruption, you are still interrupting your attack recovery frames, so you still get the DC message and it still costs the skill stock.AE: LDM can be juggled *after* Diamond Edge Max. Not a dream cancel.
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In the newer Henvoke videos, I'm seeing the Kula ending her B&B with P instead of the usual C (she isn't leader so no LDM). Does anyone see why? I observe that it does a respectable amount of damage, but is it more than the C? I'm also wondering if it's being done so Kula's left in a better position to oki; especially in the corner.
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yah, i think this was mentioned before.. anyway, it was something we always wanted to do (in previous versions) after a CD or Down D. I remember combo movies making use of the "counter hit" effect to land otherwise-not-possible combos.ShadowSonic wrote:New Henvoke vids show Kula doing down D -> LDM.
o_O
I believe Jump E, LDM for her, K' and their counterparts should work as well.
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Yes they can't chain into juggle DM/LDMS but they can totaly juggle into Free Juggles moves without any sort of counter hit... that's the particularity of these moves...
After, it's just a question of recovery/speed... but technicaly, after a E counter hit, you can juggle with a normal and juggle after with a free juggle move.
After, it's just a question of recovery/speed... but technicaly, after a E counter hit, you can juggle with a normal and juggle after with a free juggle move.