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: [email protected]

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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.

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/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

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/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

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/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

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/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

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/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).

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/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