Potara earrings are seemingly just fancy decorations, but in reality, they are a very strong tool that allows users to fuse with each other, increasing their collective powers tenfold. Two Saiyans, Kale and Caulifla, had to use theirs to merge into a being named Kefla to stand a chance of defeating Goku.
The power level of Kefla was so huge that she managed to overpower Goku even after he activated the Super Saiyan Blue form. It’s only after he reached his Ultra Instinct mode that he was able to overpower her.
After the fusion, Kefla retains the features and quirks of both Kale and Caulifla: the spiky hair, facial features, body complexion, and even the accessories. Her personality is also a mixture of two, with a slight advantage of Caulifla, as Kale is more shy and subservient.
Kefla is a very powerful rushdown character. Her ground mobility allows her to pressure the opponents in a variety of ways. She can teleport, and alter her gameplay on the spot. This makes it difficult to be on the defensive and block her advance for a prolonged time. Her biggest weakness is the air game. While her dedicated aerial buttons are good on paper, her moveset is simply not adapted for it. She has to be on the defensive, or suffer the consequences.
Still, for those who prefer to rush their opponents down and mix them up good, Kefla is an ideal choice.
1 Down Back
3 Down Forward
7 Up Back
9 Up Forward
A1 Z Assist 1
A2 Z Assist 2
5L - Good frames, makes her slide forward.
5LL - Keeps the opponent in place on hit, which makes the follow-up easier.
5LLL - Very good frames in +5 on block and +7 on hit.
5M - Good advance tool, multi-hit, huge hitbox. Very punishable on whiffs.
5H - One of the best 5Hs in game. Hits hard, good for corner combos.
5S - One of the fastest KI Blasts. Can shoot 6 in a row.
2L - Fast normal, good for pressure.
2M - Lacks range, but is the fastest 2M in game.
2H - This puts her airborne, but can be canceled to remain grounded.
2S - Decent move with +8 frame advantage.
6M - A regular overhead.
6H - Good mixup tool and combo filler.
j.L - Excellent air-to-air, very hit-confirmable.
j.M - Combo filler, can kick the opponent back to the ground.
j.H - Big jump in button.
5LLLLLLL - Smash can wall bounce.
j.S - Great deterrent of a ground approach. Surprisingly good combo filler in the corner.
j.2H - Combo filler.
236L/M/H - Super Cannonball
214L/M/H - Ain't nobody that can stop me!
236S - Gigantic Breaker
214S - Time to test this power out!
236L+M - Ultra Cannonball
236H+S - Gigantic Ray
j.236H+S - Gigantic Chaser
214L+M or 214H+S - Gigantic Burst