
Kula slides on a bed of self made ice tripping the opponent up.can combo into it (loses the knockdown property) and then cancel from it.Kula seems to grab the opponent and bite them!.with help Kula tosses the opponent all the way to the other corner.the vertical hitbox makes it a decent anti air option.Kula's CD hits from about 1.5 characters distance away and though it hits mid her leg goes straight up making it a poor pressure tool.j.CD mostly functions mostly as an air to air option as its hitbox priority leaves crouching and some standing opponents hard to hit.j.B has a far reaching horizontal property that makes it a good air to air tool.j.D has another nice downward angle and good crossup potential.Both have cool (hah) downward angles and function as jump ins j.A/C look identical, j.C has slightly more startup.overall Kula has a weak set of crouching normals compared to her stand/close ones.cr.D her sweep is very slow and extremely unsafe on block.

cr.C works as a preemptive anti air with a large upward diagonal hitbox.s.A/B/C are all very decent horizontal pokes allowing Kula to control the space in front of her well.s.D has two hits, neither of which are cancellable.very good set of close normals to keep pressure on opponents.cl.D has two hit points both of which are cancellable.cl.C has two hit points both of which are cancellable.cl.A/B are chain-able into themselves and each other.

