Dream Cancel Forum

King of Fighters XIV => Character Discussion => Kukri => Topic started by: Mr.Minionman on August 05, 2016, 02:22:06 AM

Title: Kukri
Post by: Mr.Minionman on August 05, 2016, 02:22:06 AM
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Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Miken Funsai - (close) ;bk/ ;fd + ;c
Bakkonsai - (close) ;bk/ ;fd + ;d

Command Normals
Fussa Ken  - ;fd + ;a

Special Moves
Nessa Jin - ;qcf + ;a/ ;c (*)
Nessa Senpuu - ;qcf + ;b/ ;d (*)
Bossa-Shougeki - ;qcb + ;b/ ;d (*)
Air • Bossa-Shougeki - (in air) ;qcb + ;b/ ;d (*)
Genei Sajin - ;dn ;dn + ;a/ ;b/ ;c/ ;d (*)

Super Special Moves
Nessa Goku Totsuha - ;qcf ;qcf + ;b/ ;d (!)
Nessa Goku Fujin - ;qcf ;qcf + ;a/ ;c (!)

Climax Super Special Move
Goku Nessa Housairyu - ;hcb ;hcb + ;a ;c
Title: Re: Kukri
Post by: Ginorm on August 26, 2016, 05:11:13 PM
Spent some time in the lab with the sandy one and these are my findings so far:

Frame Data and Explanations

The following is just the On Block data. Some were a little easier to determine the numbers then others, but at least want to put out there what was safe and unsafe as it seem based on data I found he should have a decent pressure game.

A: -2
B: 0
C: unsafe
D: more unsafe then C

cl.A: +2
cl.B: 0
cl.C: more unsafe then D
cl.D: ~ -4-6

cr.A: +1, can hit 2 before canceling into f+A
cr.B: ~ -2, can hit 3 before canceling into f+A
cr.C: unsafe
cr.D: ~ -2, soft KD

j.A - +, combos into lights
j.B - +, general Air to Air
j.C - +, cross up
j.D - +, cross up main jump in
j.CD - +extremely, soft KD

f+A: unsafe, because of forward movement can preempt a hop/jump, but not a good Anti Air, will go over lows since it's airborne.

Nessa Jin (Fireball) L/H: -1 EX: 0
Nessa Senpuu (Spin kicks) L: 0 H: unsafe EX: ~ -4
Bossa-Shougeki (Flip Kick) L: unsafe H: ~-2-3 EX: -1
Air Bossa-Shougeki (Air Flip Kick) L: ~ -3 H: ~+2-3 EX: 0

The rest I didn't do Frame Data for but in case you were wondering
Genei Sajin (Teleport) - The figure left behind where you start the teleport does have a hit box.

Supers
Nessa Goku Totsuha (Sand Psycho Crusher  ;) ) - Combo Ender, can Adv Cancel or Climax cancel
Nessa Gokun Fujin (Sand Drop) - does not combo from a cancel, or Wall Splat / Ground Bounce

Climax - Goku Nessa Housairyu (Giant Sand Mound)

The Climax cancel from either super is not great damage either, sub 525 for all 5 bars. A counter example is Terry just off of MAX Buster Wolf into Climax gets 662 damage for the 5 bars. Combine that with the inconsistency of one super and the inability to combo into the more consistent super it seems like his 5 bar conversions just aren't worth the bar investment, which is the reason I've put him on point.

Combos coming on the next post.
Title: Re: Kukri
Post by: Ginorm on August 26, 2016, 08:37:19 PM
Combos

Found it's easier to break down the combo paths rather then just listing combos, but I'll provide some examples bellow to show how to put these things together.  Also note this is coming from the perspective of Kukri from the point position. To restate from my previous post, Kukri's conversions into Climax Cancels are not great meaning his 4 to 5 bar conversions are sub-par, making him most suited for the 1st position IMO.  Therefore I won't be going into his 4 or 5 bar combos.

Starters:

cl.C, f+A - 3 hit confirm - 122 / 185 w/ jump in j.D
cr,C, f+A - most damage from jump in - 127 / 190 w/ jump in j.D
cr.B x 3, f+A - 4 hit low confirm - 136 / 176 w/ jump in j.D (note can only hit 2x cr.B after jump due to push back)

Special Cancel:

Spin Kicks (qcf+K) - really the only good option for a special cancel. Either is fine to end with depends on what you want after the move

if you want to Super Cancel from here you can combo into Psycho Crusher Super (qcf x 2 + K)

Max Mode cancel:

any starter xx MAX, cr.C, f+A xx EX.SpinKicks xx ....

if you are having problems with the cr.C, f+A after the MAX cancel (like me as I keep getting Fireball) use cl.HP, f+A instead. It's must easier to execute and you only lose ~5-10 damage due to scaling.

Putting it all together (Examples:)

Meterless - Starter + Special


1-Bar - Starter + Special + Super | Starter + Max Mode Cancel


2-Bar - Starter + Special + Max Super | Starter + Max Mode Cancel + Super (MAX)


3-Bar - Starter + Climax (found it difficult to cancel Climax from Special since you have to cancel Spin Kicks from the 1st hit)


Obviously there are other combos in there, but so far these feel the most optimal and practical I've found so far.