2k2 UM - Kula

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Iie-Kyo
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2k2 UM - Kula

Post by Iie-Kyo » Fri Mar 06, 2009 22:14

Poor lawli has been beaten with the nerf stick.

Normals
* far B isn't spammable into itself. There's lag after each far B. In other words, no BBBBBBBB spamming.
* Close C seems to have a a frame or two more of activation. I guess this is to keep Kula users from being able to spam it up close.

Other
* Recovery roll animation is much slower. If an opponent knocks her down and she recovery rolls, she's put at a bigger disadvantage than she did in 2k2.

Specials
* QCB + P has recovery lag.
* DP + C now has a huge counter hit window. This move gets affected by the same universal change other uppercuts have.
* QCF + A and QCF + C have longer recovery lag.
* QCB + K does not have startup invincibility and recovers a little bit slower.

DMs
* QCF x 2 + K is now a DM. It's faster, but it still sucks.

I dunno, it's like K' and Kula switched places. K' is fucking awesome this year. Kula kinda feels like a bottom feeder.

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Re: 2k2 UM - Kula

Post by Toxic Avanger » Sat Mar 07, 2009 00:09

Iie-Kyo wrote:I dunno, it's like K' and Kula switched places. K' is fucking awesome this year. Kula kinda feels like a bottom feeder.


Her A Crow bites now gets a huge invincibility window, like in '01.

Her old school super cancel cr B x 2, far B -> C crow bites -> Super cancel is much; much easier to do, and it's harder to mess up with the move sequence, due to the improved controls (so no getting that Qcf x 2 by accident instead of the bites).

Her long corner combos are there, but I haven't checked if the tempo is the same. Max mode combos are also there.

Of course, Freeze execution without activating max mode is good. It still does 50% damage if properly placed (that might meant that it's damage is increased, since it could do about a little more 50% before, and now character have much more life).

I haven't check, but It seems that la cachorra (kachora was it? :P) now is properly recognized as a throw, and doesn't activate the guard. It's kinda funny to "tsubamegashi-ed" it from close. It still drains one power bar from the enemy.

She is not bad... she is just, not that insanely scrubby to use anymore (let's call this, the Vanessa syndrome)

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Re: 2k2 UM - Kula

Post by Gunsmith » Fri Oct 29, 2010 21:59

QCB K Fwd D - the fwd D is cancellable into DM/SDM but only DM will connect; one hit. Might be useful *shrug*

I've been doing c B x3 --> DP x qcf x2 .C

is there any reason I should use standing B?

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Re: 2k2 UM - Kula

Post by Gunsmith » Fri Oct 29, 2010 22:21

Corner: .C (2hit) qcf .A qcf x2 .B .D

air qcf x2 .K seems to work like a throw

BC mode: qcb .B ; qcfx2 .B

doesn't seem to grab mid air though, as it won't hit from qcb .D (in BC mode)

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