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Kof xiii athena
Kof xiii athena













Less damaging tripguard anti-air, but a solid one nonetheless. Reaches further than Crouching Light Kick and causes heavier blockstun which will in turn create tighter blockstrings when canceling. Crouching Heavy Kick ( + ) - Basic cancelable sweep.The bulk of the reach is vertical, so treat this move like a crouching uppercut when anti-airing. Crouching Heavy Punch ( + ) - Kula stabs diagonally upward with solidified hair, though the horizontal hitbox does not extend nearly as far as it appears to.One of the best Crouching Light Kicks in the game. Chains into itself and Standing Light Kick, both of which are cancelable. Crouching Light Kick ( + ) - Fast low kick that confirms well and creates the basis of Kula's high/low mixups along with Jumping Heavy Punch.Crouching Light Punch ( + ) - Silly upward kick with almost no use as Kula has better anti-airs (including Crouching Light Kick) and this attack can't be chain canceled.Close Heavy Kick could be used as a vertical anti-air, or when intentionally creating more gaps in blockstrings, as otherwise Close Heavy Punch is more reliable. Close Heavy Kick (Close ) - Twice-hitting high kick outclassed by Close Heavy Punch's quick speed.This normal has no real use and is slow to recover, so avoid using it. Standing Heavy Kick ( ) - Reaches somewhat far, but isn't very well suited as an anti-air despite its looks.Fills the role as combo starter, punish commencer, and blockstring creator. Players can instead cancel the first hit into One Inch ( + ) for better damage while having the same combo potential. Hits twice, although the second hit deals a small amount of damage. Close Heavy Punch (Close ) - Kula's fastest grounded normal.You can utilize this move's range and ability to cancel into Diamond Dust on whiff in order to bait characters. The range is long, but Standing Light Kick is an overall safer and better move in comparison to this. Kula punches with a long, frozen pike that can be canceled into specials, but the startup is very slow and the attack moves Kula forward before becoming active, furthering the chance of being hit out of the attack. Standing Heavy Punch ( ) - Much less useful than in previous games.The player can walk forward while pressing to pin down the opponent with the threat of canceling into Diamond Breath ( + ) to punish counterpokes, or bait a sweep which can be hyper hopped over and punished with Kula's great Jumping Heavy Punch. Kula's hitbox is angled high enough to anti-air short hops while also being able to connect against crouching opponents. Standing Light Kick ( ) - Fast poke with far range that cancels into specials.Standing Light Punch ( ) - Standard quick jab that isn't too useful compared to Standing Light Kick anti-airs hops better, reaches further, and hits crouchers.















Kof xiii athena