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Ray Spin


"くるくるっと! (Round and around!)"
—Kula

Ray Spin (レイ・スピン) is one of Kula Diamond's Special Moves in the King of Fighters series in the King of Fighters series, first appearing in The King of Fighters 2001.

Input
Ray Spin
+ or ( OK, KOF XIII onwards)
├►
Ray Spin (Stand)
+ after Ray Spin
└►
Ray Spin (Sit)
+ after Ray Spin

Description

Kula performs a ballerina spin forwards. This sets itself up for many of Kula's follow-up moves:

Attack Description
Counter Shell Hit XV
Kula kicks a block of ice forwards.
Slider Shoot XV
Kula slides on the ground with ice.

Strategy

Kula's signature spinning kick. Has a variety of uses, with the Stand and Sit followups also giving it more variety. As a combo move, it has some applications in blockstrings and many ways to get good damage, be safe or even plus on block, and mix an opponent up. Can also evade low moves.

The version kicks once, and leaves the opponent grounded. Meterless combo move, as it leads to the highest damage without needing to juggle the opponent. Least safe on block. Goes over lows, making it very useful in neutral to catch errant jumps or pokes.

The and versions are launchers and hits twice. Mainly used in places where the version won't connect properly, like after a crumple, at max range far , and in some corner combos. Safe on block, but completely whiffs on crouchers (except for Maxima, Antonov, and King of Dinosaurs), so risky to use against a knowledgeable opponent. This also cannot be whiff cancelled into its follow ups.

The version is also the fastest, and can combo from light hits. It also changes the properties of the followups to be generally more powerful. Safest on block, and being 0 you can usually try for pressure afterwards, especially against characters without or with poor 4F moves. However, if your opponent Guard Cancel Rolls the first hit backwards, you can get punished.

As for the follow-ups, here are the useful strategies as explained below:

  • The Stand follow-up is mainly seen as a usually safe or plus blockstring ender, but it does allow followup juggles in the corner. Note that when used in blockstrings, there is a gap between the Ray Spin and the follow-up, allowing reversals to go through. This gap does act as a natural frame trap, however.
    • The Meterless version sees use as the above, as with a delay you can hit both the kick and ice ball before juggling in the corner. Can be used as a zoning tool after a Ray Spin but whiffing the Ray Spin leaves you open.
    • The version is plus on block, making it great for use in pressure as you can run a mixup between a few different options. There's still a gap however, so better players will reversal through it. Does no more damage than the meterless versions, meaning there's not much use for it in corner combos.
  • The Sit follow-up is similar to her Slider Shoot, but it launches instead of knocking down. Great for juggling into her two enders, but unsafe on block so be sure to confirm it.
    • The Meterless version is used to combo into Crow Bite or Counter Shell in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a Ray Spin.
    • The version contains all the same properties, but is able to connect with airborne opponents and launches very high, making it very useful in juggles.

Gallery