The King of Fighters 2002                                                     
Kula Diamond FAQ                                                     
v. 1.0

Written by: A. Caparaotta II (a.k.a., ketsudan hyougashimo, a.k.a., Korigama)
e-mail: nocturnalights@sbcglobal.net

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/Disclaimer/
This FAQ was written for only GameFAQs.com to post.  If you wish to post it on 
your site, contact me to ask for my permission beforehand. 

The King of Fighters 2002, as well as all characters and related factors are 
copyrights of SNK Playmore. 

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/Contacting me/
If you wish to forward additional information, or to discuss the FAQ itself, 
send an e-mail to the specified address with the subject heading titled along 
the lines of Kula FAQ.  Irrelevant e-mails are discouraged, as are e-mails not 
written using proper English, in addition to mindless and/or obscene e-mails 
(I rarely use e-mail as is, so be sure that it's worth my time).  Contributions 
made will be credited accordingly in future revisions, so don't expect any 
replies via e-mail.

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/History/
v. 1.0 (12/22/04): FAQ creation established.  MAX mode combos section 
incomplete. 

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/Contents/
1.)What, Kula?  Why her?
2.)KoF 2002 system overview
3.)Profile
4.)Quick movelist
5.)Throws
6.)Normal attacks
7.)Command moves
8.)Special attacks
9.)DM/SDMs/HSDM
10.)Strategy advisory
11.)Combos
12.)MAX mode combos [incomplete]
13.)Credits

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/1.)What, Kula?  Why her?/
Ah yes, the question of why.  Well, seeing as Kula is not only my favorite 
character in KoF or any other fighting series, but any game period, along with 
the fact that my love for her is equalled by my ability to play her 
effectively, it only makes sense for me to share what I know (especially when 
it's so much more common for me to see people play other fighters, such as K', 
instead -_-).  And, seeing as there was no FAQ for her in '02 before this one, 
it was a perfect opportunity.  I will not deny my own bias towards her, nor 
will I humble or exaggerate my own capabilities, but I will state matters as 
they are. Now, let's begin the cryokinetic lesson.

###########################################################

/2.)KoF 2002 system overview/

Special thanks goes to Moriya for allowing me to include 
his outline of the basics of KoF 2002 detailed in his 
KoF 2002 FAQ.

Terminology:
 f - forward       b - back
 u - up            d - down

 (forward refers to the right if your character is 
 facing right, and the left if your character is facing 
 left; back is the opposite direction)

 ub - up-back      uf - up-forward
 db - down-back    df - down-forward

 QCF - quarter circle forward (d,df,f)
 QCB - quarter circle back (d,db,b)
 DP  - dragon punch motion (f,d,df)
 HCF - half circle forward (b,db,d,df,f)
 HCB - half circle back (f,df,d,db,b)
 
 A - Light Punch   C - Heavy Punch
 B - Light Kick    D - Heavy Kick

 Start - Taunt/Provocation.

 Press ub, u or uf rapidly to perform a hop.
 Press ub, u or uf holding the button for a short while to perform a jump.
 Press db,uf or df,ub to perform a high jump.
 Press uf while running to perform a high jump.

 f,f             : Run (keep holding f to keep running).

 b,b             : Backstep.

 b while being   : Block. This greatly reduces the damage an enemy does to 
 attacked          you, but you cannot be performing any other action while 
                   blocking, and it cannot be done in the air.

 b/f + C/D while : Throw escape. Note that only normal throws can be escaped, 
 being thrown      and you must use the same button that the opponent used to 
                   throw you. Some normal throws are not escapable at all.

 AB              : Emergency Evasion (your character rolls forward; he/she is 
                   almost invincible while rolling, being only affected by 
                   throws).

 b + AB          : Emergency Evasion (exactly like the normal one, except that 
                   your character rolls backwards).

 AB while        : Guard Cancel. Your character will cancel the blocking 
 blocking          animation and roll back for his/her safety. This will cost 
                   one power stock.

 AB during a     : Roll Buffering. Your character will cancel whichever 
 normal/special    attack he/she is performing (even a CD Guard Cancel) and 
 move              roll. This will cost one power stock.

 AB after being  : Recovery Roll. You roll instead of being actually knocked 
 knocked down      down. It saves time. Note that it can't be done after 
                   moves with the hard knockdown attribute.

 BC              : Activate MAX Mode. While on MAX Mode, your character can 
                   perform SDMs for the cost of one extra stock, or DMs for 
                   free. If either is performed, though, MAX Mode ends 
                   immediately. Otherwise, it lasts for the length of a small 
                   time bar. While on MAX Mode, your character can also cancel 
                   normal/special moves into some other moves, but doing so 
                   will deplete about 1/4 of the time bar, thus making the mode
                   end earlier (and assuring that you can only cancel about 4 
                   or 5 moves). And there's more to MAX Mode: during it, the 
                   damage your character inflicts is reduced in about 25%. 
                   Activating MAX Mode costs one power stock.

 BC during a     : MAX Mode Buffering. Your character will cancel whichever 
 normal move       normal attack he/she is performing and activate MAX Mode.
                   This can save time as it immediatly removes the rest of the 
                   recovery time (so you can use it to extend some combos).
                   This will cost one more power stock (besides the power 
                   stock already necessary to activate MAX Mode).

 CD              : Heavy Attack (this attack always knocks the opponent down, 
                   and can be performed in the air, but not while crouching).

 CD while        : Guard Cancel. Your character will cancel the blocking 
 blocking          animation and counter the opponent with a CD attack. This 
                   will cost one power stock and knock the opponent down, 
                   causing him/her some damage.

-------------------------------------------------------------------------------

    -= Action costs in a nutshell: =-
       ---------------------------

 Action                               -=-                                 Cost
------------------------------------ -=+=- ------------------------------------
 Roll                                  -                                  None
 Recovery Roll                         -                                  None
 Guard Cancel (Roll)                   -                         1 power stock
 Cancel a move into a Roll             -                         1 power stock
 Guard Cancel (CD)                     -                         1 power stock
 Perform DM                            -                         1 power stock
 Supercancel a move into a DM          -                        2 power stocks
 Activate MAX Mode                     -                         1 power stock
 Cancel a move into MAX Mode           -                        2 power stocks
 Cancel move into move during MAX Mode -               1/4 of the MAX Mode bar
 Perform a DM during MAX Mode          -                      the MAX Mode bar
 Perform an SDM (must be in MAX Mode)  -    1 power stock and the MAX Mode bar
 Supercancel a move into an SDM (must 
  be in MAX Mode)                      -   2 power stocks and the MAX Mode bar
 Perform an HSDM (must be in MAX Mode 
  and have 1/4 or less life remaining) -    1 power stock and the MAX Mode bar

#######################################################                       

/3.)Profile/

Name: Kula Diamond
Fighting style: Anti-K' techniques
Birthday: May 29th
Age: 14
Height: 169 cm
Weight: 48 kg
Blood type: Unknown
3 sizes: 81 cm, 57 cm, 83 cm
Origin: Unknown
Hobby: collecting parts for repairing Candy
Most important thing: Candy (the robot)
Favorite food: strawberry sorbet, sweets
Dislikes: crowds, fire
Best sport: ice skating
Voice actress: Yumi Kakazu

First debuting in KoF 2000 as a mid-boss, Kula was one of the last original 
characters for KoF created by the original SNK.  She was introduced for the 
purpose of providing a rival (ala Kyo and Iori) for the new lead introduced in 
KoF '99, K'.  However, after the original SNK went under after KoF 2000's 
release, and Playmore (now known as SNK Playmore) obtained all intellectual 
properties, Playmore made the decision to bring in the Korean developer, 
Eolith, to make KoF 2001.  This lead to Eolith's introduction of K9999, who 
was brought about as an attempt to make him the rival to K' despite Kula 
having been introduced the previous year, resulting in the rivalry between 
Kula and K' being unable to develop.  In the long run, though, while K9999 
had some fans in the general public (mainly fans of the anime Akira, seeing as 
K9999 is not a mere homage, but a complete rip-off of Tetsuo), he was widely 
unpopular, not just among players, but within SNKP as well.  Kula, however, 
remains one of the most popular cast members in the series, and considering her 
presence in the recent KoF NeoWave (essentially, a reworked KoF 2002), as well 
as K9999 (along with some other fighters present in '02, such as Angel and 
May Lee) being nowhere in sight, it becomes clear that she's here to stay.  

On a side note, it's speculated that Kula is another of SNK's many anime 
references, in this case, to Rei Ayanami of Neon Genesis Evangelion.

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/4.)Quick movelist/

[Throws]
Ice Coffin: (near enemy) b/f+C 
Behind Slash: (near enemy) b/f+D

[Command moves]
One Inch: f+A
Slider Shoot: df+B
Critical Ice: df+C

[Special attacks]
Diamond Breath: QCF+A/C
Crow Bites: DP+A/C
Counter Shell: QCB+A/C
Lay Spin: QCB+B/D
-stand: f+B
-sit: f+D

[DM]
Diamond Edge: QCF, QCF+A/C

[SDMs]
Freeze Execution: HCB, HCB+AC
La * Cachora: (in mid-air) QCF, QCF+BD

[HSDM]
Freeze Completion: AC, BD, ABC

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/5.)Throws/

Ice Coffin (b/f+C): Kula suspends the enemy in the air in front of her by 
freezing them in a large sphere of ice
----|notes| the enemy can mash the C button to be released from the attack 
sooner, causing less damage to them

Behind Slash (b/f+D): Diana teleports in behind the enemy to slash them into 
the air, sending them to the other side of the screen, Kula standing by in 
shock of Diana's merciless surprise attack
----|notes| puts a good distance between Kula and the enemy

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/6.)Normal attacks/

[A]
close standing A: a quick jab with her fist
----|notes| can be comboed into Counter Shell or continued as a short ranged 
poke to lead into her far standing A 

far standing A: an open-handed, icy jab 
----|notes| can be used with her close standing A as a short range poke 

crouching A: a kick while leaning back and facing the enemy 
----|notes| can't be repeated as a poke, but can be comboed from her crouching 
B, or into Slider Shoot or Crow Bites

jumping A: a small ice spike while leaning forward with her head down
----|notes| not much to say about this one

[B]
close standing B: a short, 1-hit grounded spin kick resembling Lay Spin 
----|notes| quick, with plenty of priority, and is great for poking

far standing B: an outward kick performed while leaning back with one arm 
raised, her back to the foreground 
----|notes| see close standing B for comments

crouching B: a quick kick performed without lifting her leg off the ground, 
facing away from the enemy 
----|notes| hits quickly, and is great for poking, and can be comboed into 
Slider Shoot, her crouching A, or Crow Bites 

jumping B: a jump kick with one leg outward 
----|notes| great priority, and is suitable for jump-in combos; can be used for 
cross-ups
 

[C]
close standing C: a stylish uppercut rolled into an elbow with her back to the 
enemy 
----|notes| hits twice, can be cancelled after the 1st hit, best normal to use 
in combos

far standing C: an outward punch with her arm covered in ice, with her back 
facing the foreground
----|notes| not very quick, but can be cancelled before the move completes

crouching C: a quick rise for an icy stab to theenemy with her hair 
----|notes| can't be cancelled outside of MAX mode, but is useful for anti-air

jumping C: same as jumping A, only a bit more damage
----|notes| can be used for jump-in combos, but considering its lack of 
priority, it isn't the best choice

[D]
close standing D: a kick with her back to the enemy to slash with one of her 
ice skates
----|notes| hits twice, but can't be cancelled after the first hit; has a bit 
more priority than her close standing C, but is second to it for usefulness in 
combos

far standing D: a kick where she raises one leg for a strike with one of her 
skates, then drops it for one more hit
----|notes| hits twice, can't be cancelled outside of MAX mode 

crouching D: a sitting sweep where she turns towards the background
----|notes| as with most sweeps, not very fast, but has good reach 

jumping D: a jump kick where she kicks towards the foreground
----|notes| good for starting jump-in combos; good for cross-ups

[CD]
standing: a high kick with her back to the foreground, same move as her Counter 
Shell reflect and stand follow-up to Lay Spin
----|notes| hits fairly quickly, and can be used for anti-air if timed properly 

jumping: a spin kick similar to Lay Spin 
----|notes| the jump must factor in the necessary trajectory (so as not to get 
outprioritized by a move hitting higher than her kick); can be linked into 
Diamond Breath C with proper timing

########################################################

/7.)Command moves/

One Inch (f+A): Kula leans forward with a punch that barely touches the enemy 
yet hits with enough force to knock them down
----|notes| if comboed into from a normal (such as close standing C or close 
standing D), it won't knock down, but helps extend combos for more hits; causes 
counter wire 

Slider Shoot (df+B): Kula sits down to slide forward along the ground to trip 
the enemy 
----|notes| comes in handy as a low hitting knockdown against enemies too far 
to sweep with her crouching D, and can be comboed from her crouching A, her 
crouching B, her close standing C, and her close standing D

Critical Ice (df+C): a long-ranged poke where Kula sends out a stream of ice to 
knock down the enemy
----|notes| causes a max of 3 hits, and can be comboed into from close standing 
C and close standing D; despite how it may look, it counts as a physical 
attack, meaning that it can be countered with physical counter moves, so be 
careful with it; countered 3rd hit causes counter wire (only if it's just the 
3rd hit connecting for a counter attack)

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/8.)Special attacks/

Diamond Breath (QCF+A/C): Kula brings up one hand and blows an icy gust of wind 
at the enemy 
----|notes| the A version knocks enemies down, while the C version has a longer 
start-up but stuns enemies so that you can either jump in or run in for a 
combo; the A version also allows you to juggle an enemy, and is especially 
effective against cornered enemies in particular

Crow Bites (DP+A/C): Kula travels forward in an arc with an icy uppercut 
performed with one arm outward, turning towards the background as she does so  
----|notes| the A version hits once, while the C version hits twice, moving her 
a greater height and distance than the A version; it's best not to overuse 
either one, since enemies can punish her if she misses or if they block, on 
account of the recovery lag; can be super cancelled 

Counter Shell (QCB+A/C): Kula motions one arm away from the enemy while leaning 
back and trailing ice, nullifying oncoming projectiles before kicking a high 
speed ice shard towards the enemy 
----|notes| the most effective reflector in all of KoF, allowing you to reflect 
almost all enemy projectiles (even DM and SDM types), the ice shard from the 
counter causing a bit more damage than the motion; other uses for the move 
include anti-air (if properly timed), putting space between yourself and 
enemies that get too close (such as during wake-up), as well as comboing (such 
as cancelling after the first hit of her close standing C, as well as comboing 
from her standing A); on a side note, it can reflect Rugal's Reppuken and 
Kaiser Wave as well; causes counter wire

Lay Spin (QCB+B/D): Kula leaps forward while performing a spin kick with both 
arms held over her head, rising up as she travels forward during the jump  
----|notes| a nice move that allows for greater versatility in her gameplay, 
and works quite well in combos; the B version is one spin kick without 
knockdown (the stand follow-up won't combo after hitting a grounded enemy, but 
the sit follow-up will), the D version is two spin kicks, the 1st causing 
knockdown (the second kick doesn't knock down, but the stand follow-up will 
combo if only the second kick connects); you can use only one follow-up after 
completing the attack 
-stand (f+B): Kula kicks an ice shard to the enemy in the same manner as her 
Counter Shell reflect, only the shard travels more slowly
----|notes| good to use for zoning, as well as in juggle combos; the shard has 
a tendency to eat other air special attack projectiles (causing it to hit an 
additional number of times); hits once at from a distance, but twice up close; 
can be super cancelled 
-sit (f+D): Kula slides into the enemy in the same manner as Slider Shoot, only 
launching the enemy into the air instead of knocking them down
----|notes| the key to juggling enemies outside of corners with Kula, possible 
juggles including Counter Shell, as well as Crow Bites; can combo from the B 
version of Lay Spin, as well as the second hit of the D version (provided that 
the first hit doesn't connect); can be super cancelled

########################################################

/9.)DM/SDMs/HSDM/

[DM]
Diamond Edge (QCF, QCF+A/C): Kula arches her back while leaning forward towards 
the ground, raising a row of ice spikes to drive back the enemy 
----|notes| it's much better this year than in the previous years, and is great 
as an anti-air or combo ender; just be careful about when you use it (depending 
on the enemy's distance, they could simply roll past the attack)

[SDMs]
Freeze Execution (HCB, HCB+AC): Diana glides across the screen to launch the 
enemy into the air just as Kula raises her arms, swinging her arms outward as 
she sends freezing gusts of wind throughout the area  
----|notes| an excellent SDM, which not only has invincibility during the 
start-up, but hits the enemy no matter where they stand since it's a full 
screen attack, so even if they block, they still take chip damage; can be 
comboed into, and the closer they are to her, the more damage the move does 
(more precisely, the closer they are to the upper edge of her side of the 
screen, the more damage they take, taking 60% if launched by Diana's slash 
while standing right next to her when she's cornered)

La * Cachora (QCF, QCF+BD in mid-air): Kula descends towards the enemy, using 
Candy as a propellant, Kula clapping and cheering once sitting on top of the 
enemy's head, Foxy and Diana on either side of the enemy, with Candy standing 
out in front 
----|notes| relatively weak for an SDM (in terms of both damage and priority), 
but it does drain one stock from the enemy if it connects; if you choose to use 
it, make sure you're right over the enemy's head during the jump, and yes, for 
when you simply want to show off 

[HSDM]
Freeze Completion (AC, BD, ABC): Kula closes her eyes while holding her head 
up, then performs One Inch, Diana appearing to slash the enemy upward, with 
Foxy adding an attack of her own afterwards, followed by Kula sending out gusts 
of wind to freeze the enemy in a sphere of ice, Candy hovering above to fire 
rockets at the frozen enemy as Kula stretches then poses
----|notes| a powerful HSDM, but is best saved for comboing into (such as from 
her close standing C); it's also an overhead, so be sure to take advantage of 
the fact if necessary

##########################################################

/10.)Strategy advisory/

Kula is best played aggressively, with a large focus on combos, pressure, and 
rushdown (CPR of a contrary nature, if you will, giving the other players 
little room to breathe).  The idea is to constantly be on the move, so plenty 
of running and jumping will factor in, as well as plenty of mix-ups (such as 
with the Lay Spin follow-ups, since only using the sit follow-up will make you 
predictable).  She doesn't do large amounts of damage off of single hits, so 
long chains become even more important when playing her.  Her juggling 
abilities are second only to Kyo's, with cornered enemies creating an even 
greater number of possibilities.  Should you manage to use her properly, 
frustrated outbursts such as "I hate that *****!" will become quite common for 
you to hear from the poor souls you best with her.  Although an offensive plan 
is the best course, in some cases, such as against grapplers, taking a more 
defensive approach is wise, be it through using pokes, or simply letting them 
come to you.  Learn each move well, as well as the best situation for each, and 
you'll gain so much enjoyment from your matches that you may soon wonder why 
you never bothered picking her up in the first place (and if you already played 
her before, you'll become even more satisfied). 

#############################################################

/11.)Combos/

Legend:
!strict timing
*can substitute with close standing D 
**can substitute with jumping A, jumping B, or jumping C
***can substitute with jumping B

[grounded]
-*close standing C --> f+A --> QCF+A

-*close standing C --> f+A --> DP+C

-*close standing C --> DP+A/C

-close standing C (cancel after 1st hit) --> QCB+A/C

-*close standing C --> df+B

-*close standing C --> df+C

-*close standing C --> QCB+B --> f+D --> QCB+A/C

-*close standing C --> QCB+B --> f+D --> DP+A/C

-*close standing C --> QCB+D --> !f+B

-*close standing C --> QCF, QCF+A/C (requires 1 stock)

-*close standing C --> f+A --> QCF, QCF+A/C (requires 1 stock)

-*close standing C --> f+A --> QCB+B --> f+D --> DP+A

-far standing C --> QCF+A

-far standing C --> QCB+B --> f+D --> QCB+A/C

-far standing C --> QCB+B --> f+D --> DP+A/C

-far standing C --> df+B

-far standing C --> df+C

-close standing A --> QCB+A/C

-close standing A --> crouching A --> df+B

-close standing A --> crouching A --> DP+A/C

-close standing A --> crouching B --> df+B

-close standing A --> crouching B --> DP+A/C 

-crouching B (x3) --> df+B

-crouching B --> crouching A --> df+B

-crouching B --> crouching A --> DP+A/C

-QCB+D (have only the 2nd hit connect) --> f+B

-QCB+D (have only the 2nd hit connect) --> f+D --> QCB+A/C

-QCB+D (have only the 2nd hit connect) --> f+D --> DP+A/C 

-QCF+C --> QCF+A

-QCF+A --> DP+C

-QCF+A --> QCB+B

[jump-in]
-**jumping D --> close standing C --> df+B

-**jumping D --> close standing C --> df+C

-**jumping D --> DP+A/C

-**jumping D --> close standing C (cancel after 
1st hit) --> QCB+A/C

-**jumping D --> close standing C --> DP+A/C

-**jumping D --> close standing C --> QCF+A --> QCB+B

-**jumping D --> close standing C --> QCB+B --> f+D --> QCB+A/C

-**jumping D --> close standing C --> QCF, QCF+A/C (requires 1 stock)

-jumping C --> close standing A --> QCB+A/C

-jumping C --> !close standing D --> df+B

-jumping C --> !close standing D --> df+C

-jumping C --> !close standing D --> QCB+B --> f+D --> QCB+A/C

-jumping C --> !close standing D --> QCB+B --> f+D --> DP+A/C  

[cross-up]
-***jumping D --> close standing C --> QCF+A

-***jumping D --> close standing C --> QCB+A/C

-***jumping D --> close standing C --> DP+A/C

-***jumping D --> close standing C --> QCB+B --> f+D --> QCB+A/C

-***jumping D --> close standing C --> QCB+B --> f+D --> DP+A/C

-***jumping D --> close standing C --> QCB+D

-***jumping D --> close standing C --> df+B

-***jumping D --> close standing C --> df+C

-***jumping D --> close standing C --> f+A --> QCB+B --> f+D --> DP+A

-***jumping D --> close standing C --> QCF, QCF+A/C (requires 1 stock)

[corner]
-*close standing C --> QCF+A --> !QCB+B --> f+B --> QCB+A/C

-*close standing C --> QCF+A --> !QCB+B -->f+B --> DP+A/C

-*close standing C --> QCF+A --> QCF, QCF+A/C (requires 1 stock)

-*close standing C --> QCB+B --> f+D --> QCB+A/C

-*close standing C --> QCB+B --> f+D --> DP+A/C

-*close standing C --> f+A --> QCB+B --> f+D --> QCB+A/C

-*close standing C --> f+A --> QCB+B --> f+D --> DP+A/C

-QCF+C --> run in --> *close standing C --> f+A --> QCF+A --> QCB+B --> f+B --> 
QCB+A/C

-QCF+C --> run in --> *close standing C --> f+A --> QCF+A --> QCB+B --> f+B --> 
DP+A/C

-QCF+C --> QCF+A --> QCB+B --> f+B --> QCB+A/C

-QCF+C --> QCF+A --> QCB+B --> f+B --> DP+A/C

-QCF+C --> QCF+A --> QCF, QCF+A/C (requires 1 stock)

[super cancel]
-*close standing C --> QCB+B --> f+D --> QCF, QCF+A/C (requires 2 stocks)

-*close standing C --> DP+C (cancel after 1st hit) --> QCF, QCF+A/C 
(requires 2 stocks)

-QCB+B (won't combo) --> f+B --> QCF, QCF+A/C (requires 2 stocks)

-DP+A --> QCF, QCF+A/C (requires 2 stocks)

########################################################

/12.)MAX mode combos/

MAX mode cancelling grants many possibilities for combos, though, 
unfortunately, I'm still in theprocess of discovering them all.  Look for more 
in this section in future updates.

-crouching C --> QCB+B --> f+D --> QCB+A/C (requires 1 stock)

-crouching C --> QCB+B --> f+D --> DP+A/C (requires 1 stock)

-crouching C --> DP+C (cancel after 1st hit) --> QCB+B --> f+D --> QCB+A/C

-crouching C --> DP+C (cancel after 1st hit) --> QCB+B --> f+D --> DP+A/C

-far standing D --> QCB+B --> f+D --> QCB+A/C (requires 1 stock)

-far standing D --> QCB+B --> f+D --> DP+A/C (requires 1 stock)

-*close standing C --> DP+C (cancel after 1st hit) --> QCB+A/C 
(requires 1 stock)

-*close standing C --> f+A --> HCB, HCB+AC (requires 2 stocks)

-*close standing C --> df+C (cancel after 2nd hit) --> QCB+B --> f+D --> 
QCB+A/C (requires 1 stock) 

-*close standing C --> df+C (cancel after 2nd hit) --> QCB+B --> f+D --> DP+A/C 
(requires 1 stock)

-QCB+B (won't combo) --> f+B --> HCB, HCB+AC (requires 2 stocks)

-(cross-up) ***jumping D --> close standing C --> f+A --> HCB, HCB+AC 
(requires 2 stocks)

-(when life is at 1/4 or less, cross-up) ***jumping D --> close standing C --> 
AC, BD, ABC (requires 2 stocks) 

-(when life is at 1/4 or less) close standing C --> AC, BD, ABC 
(requires 2 stocks)

-(when life is at 1/4 or less, in corner) QCF+C --> run in --> close standing C 
--> QCF+A --> AC, BD, ABC (requires 2 stocks)  

############################################################

/13.)Credits/

-SNK Playmore, for continuing the KoF series
-Eolith, for developing KoF 2002
-GameFAQs.com, for hosting this FAQ
-Moriya, for allowing me to use the system basics information from his KoF 
2002 FAQ (thanks again)
-Snow Wanderer, for convincing me to write this FAQ in the first place, as 
well as providing alot of great conversation (as well as pointing out that 
great HSDM corner juggle combo)
-MGohan, a nice guy to speak with when I have the chance
-jinsakazaki, for being a great opponent, as well as another nice guy to know
-firebomber (of neo-geo.com), for being another great opponent and nice guy 
(I owe a good deal of my improvement with Kula to my matches with you)
-Red Falcon (of mmcafe.com), another cool guy (thanks for sharing the fan art 
you found, especially since the amount fan art I had of Kula was extremely 
limited before)
-all who've taken the time to read this FAQ