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The King of Fighters XV/Kukri/Data: Difference between revisions

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Line 7: Line 7:
| name   = close A
| name   = close A
| input   = cl.A
| input   = cl.A
| images   = XV_Kukri_cl.A_ima.png
| images   = Kukri_cl.A_kofxv.png
| hitboxes   = XV_Kukri_cl.A.png
| hitboxes   = XV_Kukri_cl.A.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| startup   = 5
| startup   = 4
| active   = 0
| active   = 3
| recovery   = 0
| recovery   = 6
| hitadv   = +6
| hitadv   = +6
| blockadv   = +4
| blockadv   = +4
Line 26: Line 26:
| name   = close B
| name   = close B
| input   = cl.B
| input   = cl.B
| images   = XV_placeholder.png
| images   = Kukri_clB_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kukri_cl.B.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 45: Line 45:
| name   = close C
| name   = close C
| input   = cl.C
| input   = cl.C
| images   = XV_placeholder.png
| images   = Kukri_clC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kukri_cl.C.png, XV_Kukri_cl.C2.png
| damage   = 35,35
| damage   = 70 (35+35)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| cancel   = [[The_King_of_Fighters_XV/Gauges#Special_Cancel|Special]]
| startup   = 5
| startup   = 5
| active   =  
| active   = 4 (5) 4
| recovery   =  
| recovery   = 22
| hitadv   = -5
| hitadv   = -5
| blockadv   = -7
| blockadv   = -7
Line 64: Line 64:
| name   = close D
| name   = close D
| input   = cl.D
| input   = cl.D
| images   = XV_placeholder.png
| images   = Kukri_clD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = XV_Kukri_cl.D.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 19
| hitadv   = -2
| hitadv   = -2
| blockadv   = -4
| blockadv   = -4
| invul   =  
| invul   = Throw Invincible: 7 to 19 (13 Frames)
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
Line 81: Line 81:
===Far Standing Normals===
===Far Standing Normals===


====st.A====
====f.A====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_sta
{{MoveData-KOFXV | character = Kukri | moveId = kukri_fa
| name   = stand A
| name   = stand A
| input   = st.A
| input   = f.A
| images   = XV_placeholder.png
| images   = Kukri st.A kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri st.A kofxvhb.png  
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 11
| hitadv   = -2
| hitadv   = -2
| blockadv   = 0
| blockadv   = 0
Line 100: Line 100:
}}
}}


====st.B====
====f.B====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_stb
{{MoveData-KOFXV | character = Kukri | moveId = kukri_fb
| name   = stand B
| name   = stand B
| input   = st.B
| input   = f.B
| images   = XV_placeholder.png
| images   = Kukri st.B kofxv.png.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri st.B kofxvhb.png.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 119: Line 119:
}}
}}


====st.C====
====f.C====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_stc
{{MoveData-KOFXV | character = Kukri | moveId = kukri_fc
| name   = stand C
| name   = stand C
| input   = st.C
| input   = f.C
| images   = XV_placeholder.png
| images   = Kukri st.C kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri st.C kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 8
| startup   = 8
| active   =  
| active   = 5
| recovery   =  
| recovery   = 23
| hitadv   = -7
| hitadv   = -7
| blockadv   = -9
| blockadv   = -9
Line 138: Line 138:
}}
}}


====st.D====
====f.D====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_std
{{MoveData-KOFXV | character = Kukri | moveId = kukri_fd
| name   = stand D
| name   = stand D
| input   = st.D
| input   = f.D
| images   = XV_placeholder.png
| images   = Kukri st.D kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri st.D kofxvhb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   =  
| cancel   = special
| startup   = 10
| startup   = 10
| active   =  
| active   = 7
| recovery   =  
| recovery   = 20
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
Line 158: Line 158:


===Crouch Normals===
===Crouch Normals===
====cr.A====
====2A====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_cra
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2a
| name   = crouch A
| name   = crouch A
| input   = cr.A
| input   = 2A
| images   = XV_placeholder.png
| images   = Kukri_crA_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_crA_kofxvhb.png
| damage   = 25
| damage   = 25
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 8
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
Line 177: Line 177:
}}
}}


====cr.B====
====2B====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_crb
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2b
| name   = crouch B
| name   = crouch B
| input   = cr.B
| input   = 2B
| images   = XV_placeholder.png
| images   = Kukri_crB_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_crB_kofxvhb.png
| damage   = 30
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = special
| cancel   = special
| startup   = 5
| startup   = 5
| active   =  
| active   = 4
| recovery   =  
| recovery   = 9
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = 0
Line 196: Line 196:
}}
}}


====cr.C====
====2C====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_crc
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2c
| name   = crouch C
| name   = crouch C
| input   = cr.C
| input   = 2C
| images   = XV_placeholder.png
| images   = Kukri_crC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_crC_kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 7
| startup   = 7
| active   =  
| active   = 7
| recovery   =  
| recovery   = 21
| hitadv   = -7
| hitadv   = -7
| blockadv   = -9
| blockadv   = -9
Line 215: Line 215:
}}
}}


====cr.D====
====2D====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_crd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2d
| name   = crouch D
| name   = crouch D
| input   = cr.D
| input   = 2D
| images   = XV_placeholder.png
| images   = Kukri_crD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_crD_kofxvhb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Low]]
| cancel   = special
| cancel   = special
| startup   = 9
| startup   = 9
| active   =  
| active   = 4
| recovery   =  
| recovery   = 17
| hitadv   = KD
| hitadv   = KD
| blockadv   = -2
| blockadv   = -2
Line 236: Line 236:
===jump normals===
===jump normals===
====hop A====
====hop A====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jha
{{MoveData-KOFXV | character = Kukri | moveId = kukri_ha
| name   = hop A
| name   = hop A
| header      = yes
| header      = yes
| version   = hop A
| version   = hop A
| orderId   = 1
| orderId   = 1
| input   = jh.A
| input   = h.A
| images   = XV_placeholder.png
| images   = Kukri_jA_kofxv.png  
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_hA_kofxvhb.png  
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 6
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 256: Line 256:
| guardDamage = 50
| guardDamage = 50
}}
}}
====jump A====
====jump A====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_ja
{{MoveData-KOFXV | character = Kukri | moveId = kukri_ja
Line 263: Line 264:
| orderId   = 2
| orderId   = 2
| input   = j.A
| input   = j.A
| images   = XV_placeholder.png
| images   = Kukri_jA_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_jA_kofxvhb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 6
| startup   = 4
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 279: Line 280:


====hop B====
====hop B====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jhb
{{MoveData-KOFXV | character = Kukri | moveId = kukri_hb
| name   = hop B
| name   = hop B
| header      = yes
| header      = yes
| version   = hop B
| version   = hop B
| orderId   = 1
| orderId   = 1
| input   = jh.B
| input   = h.B
| images   = XV_placeholder.png
| images   = Kukri_jB_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_hB_kofxvhb.png
| damage   = 40
| damage   = 40
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 299: Line 300:
| guardDamage = 50
| guardDamage = 50
}}
}}
====jump B====
====jump B====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jb
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jb
Line 306: Line 308:
| orderId   = 2
| orderId   = 2
| input   = j.B
| input   = j.B
| images   = XV_placeholder.png
| images   = Kukri_jB_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_jB_kofxvhb.png
| damage   = 45
| damage   = 45
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 5
| startup   = 5
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 320: Line 322:
| guardDamage = 60
| guardDamage = 60
}}
}}


====hop C====
====hop C====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jhc
{{MoveData-KOFXV | character = Kukri | moveId = kukri_hc
| name   = hop C
| name   = hop C
| header      = yes
| header      = yes
| version   = hop C
| version   = hop C
| orderId   = 1
| orderId   = 1
| input   = jh.C
| input   = h.C
| images   = XV_placeholder.png
| images   = Kukri_jC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_hC_kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   = special
| startup   = 9
| startup   = 9
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 343: Line 344:
| guardDamage = 100
| guardDamage = 100
}}
}}
====jump C====
====jump C====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jc
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jc
Line 350: Line 352:
| orderId   = 2
| orderId   = 2
| input   = j.C
| input   = j.C
| images   = XV_placeholder.png
| images   = Kukri_jC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_jC_kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   = special
| startup   = 9
| startup   = 9
| active   =  
| active   = 8
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 364: Line 366:
| guardDamage = 120
| guardDamage = 120
}}
}}
====hop D====
====hop D====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jhd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_hd
| name   = hop D
| name   = hop D
| header      = yes
| header      = yes
| version   = hop D
| version   = hop D
| orderId   = 1
| orderId   = 1
| input   = jh.D
| input   = h.D
| images   = XV_placeholder.png
| images   = Kukri_jD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_hD_kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   =  
| active   = 6
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 393: Line 396:
| orderId   = 2
| orderId   = 2
| input   = j.D
| input   = j.D
| images   = XV_placeholder.png
| images   = Kukri_jD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_jD_kofxvhb.png
| damage   = 70
| damage   = 70
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 7
| startup   = 7
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   =  
| blockadv   =  
| blockadv   =  
Line 406: Line 409:
| stun        = 70
| stun        = 70
| guardDamage = 120
| guardDamage = 120
}}
===Rush===
====Rush 1====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_rush1
| name   = Rush 1
| input   = c.AA
| images   = Kukri_clAA_kofxv.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 5
| active   = 2
| recovery   =
| hitadv   = -5
| blockadv   = -7
| invul   =
| stun        =
| guardDamage =
}}
====Rush 2====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_rush2
| name   = Rush 2
| input   = c.AAX
| images   = Kukri_clAAX_kofxv.png
| hitboxes   = XV_placeholder.png
| damage   =
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =
| startup   = 7
| active   = 3
| recovery   =
| hitadv   = -4
| blockadv   = -6
| invul   =
| stun        =
| guardDamage =
}}
}}


Line 412: Line 454:
{{MoveData-KOFXV | character = Kukri | moveId = kukri_6a
{{MoveData-KOFXV | character = Kukri | moveId = kukri_6a
| name   = Fussa Ken
| name   = Fussa Ken
| input   = 6a
| input   = 6A
| images   = XV_placeholder.png
| images   = Kukri_6A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_6A_kofxvhb.png, Kukri_6A_cancel_kofxvhb.png
| damage   = 60
| damage   = 60
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 20
| startup   = 20 [13]
| active   =  
| active   = 5
| recovery   =  
| recovery   = 19
| hitadv   = -9
| hitadv   = -3
| blockadv   = -11
| blockadv   = -5
| invul   =  
| invul   = Low Body: 19 to 32 (14 Frames) [Low Body: 12 to 27 (16 Frames)]
| stun        = 40
| stun        = 40
| guardDamage = 80
| guardDamage = 80
Line 433: Line 475:
| name   = Blowback
| name   = Blowback
| input   = CD
| input   = CD
| images   = XV_placeholder.png
| images   = Kukri_CD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_CD_kofxvhb.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   = special
| cancel   = special
| startup   = 15
| startup   = 15
| active   =  
| active   = 5
| recovery   =  
| recovery   = 25
| hitadv   =  
| hitadv   = Wall Splat (Ground hit) / Soft Knockdown (Air hit)
| blockadv   = -7
| blockadv   = -7
| invul   =  
| invul   =  
Line 452: Line 494:
| name   = ShatterStrike
| name   = ShatterStrike
| input   = 236CD
| input   = 236CD
| images   = XV_placeholder.png
| images   = Kukri_236CD.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236CDhb.png, Kukri_236CDhb2.png
| damage   = 75
| damage   = 75
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 15
| startup   = 15
| active   =  
| active   = 6
| recovery   =  
| recovery   = 27
| hitadv   =  
| hitadv   = Crumple (Ground Hit: 93) / Wall Bounce (Air hit)
| blockadv   = -17
| blockadv   = -10
| invul   =  
| invul   = Armor: 4 to 14 (11 frames)
| stun        = 0
| stun        = 0
| guardDamage = 200
| guardDamage = 200
}}
}}
====AdvanceStrike====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_214cd
| name        = AdvanceStrike
| input      = 214CD
| images      = Kukri_214CD.png
| hitboxes    = Kukri_214CDhb.png, Kukri_214CDhb2.png
| damage      = 100
| guard      = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel      =
| startup   = 28
| active   = 6
| recovery   = 37 (on whiff) / Recovers faster on hit and block.
| hitadv   =  HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)
| blockadv   = 3
| invul   = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)
| stun        = 0
| guardDamage = 150
}}
====hop CD====
====hop CD====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jhcd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_hcd
| name   = hop CD
| name   = hop CD
| header      = yes
| header      = yes
| version   = hop CD
| version   = hop CD
| orderId   = 1
| orderId   = 1
| input   = jh.CD
| input   = h.CD
| images   = XV_placeholder.png
| images   = Kukri_jCD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_hCD_kofxvhb.png
| damage   = 80
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 7
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 487: Line 549:
| guardDamage = 120
| guardDamage = 120
}}
}}
====jump CD====
====jump CD====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jcd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_jcd
Line 494: Line 557:
| orderId   = 2
| orderId   = 2
| input   = j.CD
| input   = j.CD
| images   = XV_placeholder.png
| images   = Kukri_jCD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_jCD_kofxvhb.png
| damage   = 90
| damage   = 90
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 9
| recovery   =  
| recovery   = 1 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
Line 511: Line 574:
===Throws===
===Throws===
====Miken Funsai====
====Miken Funsai====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_fthrow
{{MoveData-KOFXV | character = Kukri | moveId = kukri_cthrow
| name   = Miken Funsai
| name   = Miken Funsai
| input   = 4/6C
| input   = (close) 4/6C
| images   = XV_placeholder.png
| images   = Kukri_fthrow_img.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_fthrow_hb.png
| damage   = 100
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup     = 1
| active   =  
| active     = 1
| recovery   =  
| recovery   = 0
| hitadv   =  
| hitadv     = Hard Knockdown
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        = 0
| stun        = 0
Line 529: Line 592:
}}
}}
====Bakkonsai====
====Bakkonsai====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_bthrow
{{MoveData-KOFXV | character = Kukri | moveId = kukri_dthrow
| name   = Bakkonsai
| name   = Bakkonsai
| input   = 4/6D
| input   = (close) 4/6D
| images   = XV_placeholder.png
| images   = Kukri_bthrow_img.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_bthrow_hb.png
| damage   = 100
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup     = 1
| active   =  
| active     = 1
| recovery   =  
| recovery   = 0
| hitadv   =  
| hitadv     = Hard Knockdown
| blockadv   =  
| blockadv   = Unblockable
| invul   =  
| invul   =  
| stun        = 0
| stun        = 0
Line 556: Line 619:
| orderId   = 1
| orderId   = 1
| input   = 236A
| input   = 236A
| images   = XV_placeholder.png
| images   = Kukri_236A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236A_kofxvhb.png
| damage   = 65
| damage   = 65
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 33
| recovery   =  
| recovery   = 31
| hitadv   = -1
| hitadv   = +1
| blockadv   = -3
| blockadv   = -5
| invul   =  
| invul   =  
| stun        = 20
| stun        = 20
Line 573: Line 636:
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236c
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236c
| name   = Nessa Jin
| name   = Nessa Jin
| header      = yes
| header      = no
| version   = C
| version   = C
| orderId   = 2
| orderId   = 2
| input   = 236C
| input   = 236C
| images   = XV_placeholder.png
| images   = Kukri_236A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236A_kofxvhb.png
| damage   = 65
| damage   = 65
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 33
| recovery   =  
| recovery   = 31
| hitadv   = +1
| hitadv   = +1
| blockadv   = -1
| blockadv   = -1
Line 594: Line 657:
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236ac
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236ac
| name   = Nessa Jin
| name   = Nessa Jin
| header      = yes
| header      = no
| version   = AC
| version   = AC
| orderId   = 3
| orderId   = 3
| input   = 236AC
| input   = 236AC
| images   = XV_placeholder.png
| images   = Kukri_236A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236AC_kofxvhb.png
| damage   = 97 total
| damage   = 97 total (50+50)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 13
| startup   = 13
| active   =  
| active   = 23
| recovery   =  
| recovery   = 31
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   = 0
| blockadv   = 0
| invul   =  
| invul   =  
Line 621: Line 684:
| version   = B
| version   = B
| orderId   = 1
| orderId   = 1
| images   = XV_placeholder.png
| images   = Kukri_236K_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236K_kofxvhb.png, Kukri_236K2_kofxvhb.png
| damage   = 40,47
| damage   = 87 (40+47)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 14
| active   =  
| active   = 4 (1) 4
| recovery   =  
| recovery   = 15
| hitadv   = +2
| hitadv   = +2
| blockadv   = 0
| blockadv   = -2
| invul   =  
| invul   = Low Body: 8 to 36 (27 Frames)
| stun        = 30,30
| stun        = 30,30
| guardDamage = 40,40
| guardDamage = 40,40
Line 638: Line 701:
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236d
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236d
| name   = Nessa Senpuu
| name   = Nessa Senpuu
| header      = yes
| header      = no
| version   = D
| version   = D
| orderId   = 2
| orderId   = 2
| input   = 236D
| input   = 236D
| images   = XV_placeholder.png
| images   = Kukri_236K_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236K_kofxvhb.png, Kukri_236K2_kofxvhb.png
| damage   = 30,28,45
| damage   = 103 (30+28+45)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 23
| startup   = 20
| active   =  
| active   = 4 (1) 4 (16) 4 (1) 4
| recovery   =  
| recovery   = 25
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   = -10
| blockadv   = -10
| invul   =  
| invul   = Low Body: 14 to 72 (59 Frames)
| stun        = 20,20,40
| stun        = 20,20,40
| guardDamage = 30,30,30,30
| guardDamage = 30,30,30,30
}}
}}
====236bd====
====236bd====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236bd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_236bd
| name   = Nessa Senpuu
| name   = Nessa Senpuu
| header      = yes
| header      = no
| version   = BD
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = 236BD
| input   = 236BD
| images   = XV_placeholder.png
| images   = Kukri_236K_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236BD_kofxvhb.png, Kukri_236BD2_kofxvhb.png
| damage   = 145 total
| damage   = 105 (20*6)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 14
| active   =  
| active   = 3 (1) 2 (11) 2 (1) 3 (11) 2 (1) 3
| recovery   =  
| recovery   = 21
| hitadv   = Launch
| hitadv   = Crumple (Gnd) / Soft Knockdown (air)
| blockadv   = -5
| blockadv   = -5
| invul   =  
| invul   = Low Body: 10 to 69 (60 Frames)
| stun        = 0
| stun        = 0
| guardDamage = 25,25,25,25,25,25
| guardDamage = 25,25,25,25,25,25
Line 685: Line 749:
| version   = B
| version   = B
| orderId   = 1
| orderId   = 1
| input   = 214b
| input   = 214B
| images   = XV_placeholder.png
| images   = Kukri_214B_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214B_kofxvhb.png, Kukri_214B2_kofxvhb.png, Kukri_214B3_kofxvhb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 23
| startup   = 23
| active   =  
| active   = 3
| recovery   =  
| recovery   = 25
| hitadv   = KD
| hitadv   = KD
| blockadv   = -9
| blockadv   = -9
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}
====214d====
====214d====
Line 706: Line 770:
| version   = D
| version   = D
| orderId   = 2
| orderId   = 2
| input   = 214d
| input   = 214D
| images   = XV_placeholder.png
| images   = Kukri_214B_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214B_kofxvhb.png, Kukri_214B2_kofxvhb.png, Kukri_214B3_kofxvhb.png
| damage   =  
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 35
| startup   = 32
| active   =  
| active   = 3
| recovery   =  
| recovery   = 14
| hitadv   = KD
| hitadv   = KD
| blockadv   = +2
| blockadv   = +2
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}
====214bd====
====214bd====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_214bd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_214bd
Line 727: Line 792:
| version   = BD
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = 214bd
| input   = 214BD
| images   = XV_placeholder.png
| images   = Kukri_214B_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214BD_kofxvhb.png, Kukri_214BD2_kofxvhb.png, Kukri_214BD3_kofxvhb.png
| damage   =  
| damage   = 120
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 24
| active   =  
| active   = 3
| recovery   =  
| recovery   = 18
| hitadv   = KD
| hitadv   = KD
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 120
}}
}}


Line 750: Line 815:
| version   = B
| version   = B
| orderId   = 1
| orderId   = 1
| input   = 214b
| input   = j.214b
| images   = XV_placeholder.png
| images   = Kukri_j214B.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_j214B_hb.png, Kukri_j214B2_hb.png, Kukri_j214B3_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 17
| startup   = 17
| active   =  
| active   = 3
| recovery   =  
| recovery   = 16 on ground
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}
====j214d====
====j214d====
Line 771: Line 836:
| version   = D
| version   = D
| orderId   = 2
| orderId   = 2
| input   = j214d
| input   = j.214D
| images   = XV_placeholder.png
| images   = Kukri_j214B.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_j214D_hb.png, Kukri_j214D2_hb.png, Kukri_j214D3_hb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 35
| startup   = 35
| active   =  
| active   = 5
| recovery   =  
| recovery   = 12 on ground
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   = Projectile Invincibility: 6 to 39 (34 frames)
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 100
}}
}}
====j214bd====
====j214bd====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_j214bd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_j214bd
Line 792: Line 858:
| version   = BD
| version   = BD
| orderId   = 3
| orderId   = 3
| input   = j214bd
| input   = j.214BD
| images   = XV_placeholder.png
| images   = Kukri_j214B.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_j214BD_hb.png, Kukri_j214BD2_hb.png, Kukri_j214BD3_hb.png
| damage   =  
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| cancel   =  
| cancel   =  
| startup   = 24
| startup   = 17
| active   =  
| active   = 3
| recovery   =  
| recovery   = 12 on ground
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   =  
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 120
}}
}}


Line 815: Line 881:
| version   = A
| version   = A
| orderId   = 1
| orderId   = 1
| input   = 22a
| input   = 22A
| images   = XV_placeholder.png
| images   = Kukri_22A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22A_kofxvhb.png, Kukri_22A2_kofxvhb.png
| damage   =  
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv   = +18
| blockadv   = +25
| blockadv   = +20
| invul   =  
| invul   = Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}
====22B====
====22B====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_22b
{{MoveData-KOFXV | character = Kukri | moveId = kukri_22b
Line 837: Line 904:
| orderId   = 2
| orderId   = 2
| input   = 22B
| input   = 22B
| images   = XV_placeholder.png
| images   = Kukri_22A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22A_kofxvhb.png, Kukri_22B_kofxvhb.png
| damage   =  
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv   = +18
| blockadv   = +25
| blockadv   = +20
| invul   =  
| invul   = Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}
====22C====
====22C====
Line 858: Line 925:
| orderId   = 3
| orderId   = 3
| input   = 22C
| input   = 22C
| images   = XV_placeholder.png
| images   = Kukri_22A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22A_kofxvhb.png, Kukri_22C_kofxvhb.png
| damage   =  
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10
| recovery   =  
| recovery   = 15
| hitadv   =  
| hitadv   = +18
| blockadv   = +25
| blockadv   = +20
| invul   =  
| invul   = Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}
====22D====
====22D====
Line 879: Line 946:
| orderId   = 4
| orderId   = 4
| input   = 22D
| input   = 22D
| images   = XV_placeholder.png
| images   = Kukri_22A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22A_kofxvhb.png, Kukri_22D_kofxvhb.png
| damage   =  
| damage   = 30
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv   = +18
| blockadv   = +25
| blockadv   = +20
| invul   =  
| invul   = Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)
| stun        =  
| stun        = 40
| guardDamage =  
| guardDamage = 40
}}
}}
====22AC====
====22AC====
Line 900: Line 967:
| orderId   = 5
| orderId   = 5
| input   = 22AC
| input   = 22AC
| images   = XV_placeholder.png
| images   = Kukri_22AC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22AC2_kofxvhb.png, Kukri_22AC3_kofxvhb.png
| damage   =  
| damage   = 85 (30+28+27)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10 (Each Clone)
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   = +41
| blockadv   = +41
| invul   =  
| invul   = Upper Body: 1 to 6 (6 Frames), Full Body: 7 to 19 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 40,40,40
}}
}}
====22BD====
====22BD====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_22bd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_22bd
Line 921: Line 989:
| orderId   = 6
| orderId   = 6
| input   = 22BD
| input   = 22BD
| images   = XV_placeholder.png
| images   = Kukri_22BD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_22BD2_kofxvhb.png, Kukri_22BD3_kofxvhb.png
| damage   =  
| damage   = 85 (30+28+27)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 47
| startup   = 47
| active   =  
| active   = 10 (Each Clone)
| recovery   =  
| recovery   = 19
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   = +47
| blockadv   = +41
| invul   =  
| invul   = Upper Body: 1 to 6 (6 Frames), Full Body: 7 to 19 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 40,40,40
}}
}}


Line 944: Line 1,012:
| orderId   = 1
| orderId   = 1
| input   = 214A
| input   = 214A
| images   = XV_placeholder.png
| images   = Kukri_214A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214A_kofxvhb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 10
| recovery   =  
| recovery   = 23
| hitadv   = 0
| hitadv   = 0
| blockadv   = -2
| blockadv   = -2
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}
====214C====
====214C====
Line 965: Line 1,033:
| orderId   = 2
| orderId   = 2
| input   = 214C
| input   = 214C
| images   = XV_placeholder.png
| images   = Kukri_214C_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214C_kofxvhb.png
| damage   =  
| damage   = 80
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 14
| startup   = 14
| active   =  
| active   = 10
| recovery   =  
| recovery   = 26
| hitadv   = -4
| hitadv   = -4
| blockadv   = -6
| blockadv   = -6
| invul   =  
| invul   =  
| stun        =  
| stun        = 60
| guardDamage =  
| guardDamage = 60
}}
}}
====214AC====
====214AC====
Line 986: Line 1,054:
| orderId   = 3
| orderId   = 3
| input   = 214AC
| input   = 214AC
| images   = XV_placeholder.png
| images   = Kukri_214A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_214AC_kofxvhb.png
| damage   =  
| damage   = 100
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|High]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   = 10
| startup   = 10
| active   =  
| active   = 10
| recovery   =  
| recovery   = 18
| hitadv   =  
| hitadv   = Soft Knockdown
| blockadv   = +2
| blockadv   = +2
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 100
}}
}}


Line 1,009: Line 1,077:
| orderId   = 1
| orderId   = 1
| input   = 236236B
| input   = 236236B
| images   = XV_placeholder.png
| images   = Kukri_236236B_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236B_kofxvhb.png, Kukri_236236B2_kofxvhb.png
| damage   =  
| damage   = 200 (40x5)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 5 (1) 5 (1) 5 (1) 5 (1) 5
| recovery   =  
| recovery   = 54
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = -35
| invul   =  
| invul   = Full: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,030: Line 1,098:
| orderId   = 2
| orderId   = 2
| input   = 236236D
| input   = 236236D
| images   = XV_placeholder.png
| images   = Kukri_236236B_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236B_kofxvhb.png, Kukri_236236B2_kofxvhb.png
| damage   =  
| damage   = 200 (40x5)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 5 (1) 5 (1) 5 (1) 5 (1) 5
| recovery   =  
| recovery   = 54
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = -35
| invul   =  
| invul   = Full Body: 1 to 11 (11 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage =  
}}
}}
Line 1,051: Line 1,119:
| orderId   = 3
| orderId   = 3
| input   = 236236BD
| input   = 236236BD
| images   = XV_placeholder.png
| images   = Kukri_236236BD_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236BD_kofxvhb.png, Kukri_236236BD2_kofxvhb.png
| damage   =  
| damage   = 350 (30x9+80)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 10
| active   =  
| active   = 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5
| recovery   =  
| recovery   = 52
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = -33
| invul   =  
| invul   = Full Body: 1 to 13 (13 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,072: Line 1,140:
| version   = A
| version   = A
| orderId   = 1
| orderId   = 1
| input   = 236236a
| input   = 236236A
| images   = XV_placeholder.png
| images   = Kukri_236236A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236A_kofxvhb.png, Kukri_236236A2_kofxvhb.png, Kukri_236236A3_kofxvhb.png, Kukri_236236A4_kofxvhb.png
| damage   =  
| damage   = 171 (60+60+60)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 38
| recovery   =  
| recovery   = 39
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = 18
| invul   =  
| invul   =
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,093: Line 1,161:
| version   = C
| version   = C
| orderId   = 2
| orderId   = 2
| input   = 236236c
| input   = 236236C
| images   = XV_placeholder.png
| images   = Kukri_236236A_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236A_kofxvhb.png, Kukri_236236A2_kofxvhb.png, Kukri_236236A3_kofxvhb.png, Kukri_236236A4_kofxvhb.png
| damage   =  
| damage   = 171 (60+60+60)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 13
| active   =  
| active   = 38
| recovery   =  
| recovery   = 39
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = 18
| invul   =  
| invul   =  
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


Line 1,115: Line 1,183:
| orderId   = 3
| orderId   = 3
| input   = 236236AC
| input   = 236236AC
| images   = XV_placeholder.png
| images   = Kukri_236236AC.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_236236AC_kofxvhb.png, Kukri_236236AC2_kofxvhb.png, Kukri_236236AC3_kofxvhb.png
| damage   =  
| damage   = 314 (70+70+70+70+70)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 34 (Appears at top of screen)/ 52 (Hits standing opponent)
| active   =  
| active   = Homing Projectile
| recovery   =  
| recovery   = 41
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = -26
| invul   =  
| invul   = Full Body: 1 to 36 (36 Frames)
| stun        =  
| stun        =  
| guardDamage =  
| guardDamage = 0
}}
}}
====Goku Nessa Housairyu====
====Goku Nessa Housairyu====
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2141236cd
{{MoveData-KOFXV | character = Kukri | moveId = kukri_2141236cd
| name   = Goku Nessa Housairyu
| name   = Goku Nessa Housairyu
| input   = 2141236CD
| input   = 2141236CD
| images   = XV_placeholder.png
| images   = Kukri_2141236BC_kofxv.png
| hitboxes   = XV_placeholder.png
| hitboxes   = Kukri_2141236CD_kofxvhb.png, Kukri_2141236CD2_kofxvhb.png, Kukri_2141236CD3_kofxvhb.png
| damage   =  
| damage   = 452 total (245 minimum)
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| guard   = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel   =  
| cancel   =  
| startup   =  
| startup   = 15
| active   =  
| active   = 13 to Full Screen Projectile
| recovery   =  
| recovery   = 59
| hitadv   =  
| hitadv   = Hard Knockdown
| blockadv   =  
| blockadv   = -29
| invul   =  
| invul   = Full Body: 1 to 19 (19 Frames)
| stun        =  
| stun        = 0
| guardDamage =  
| guardDamage = 0
}}
}}


[[Category:The King of Fighters XV]][[Category:Kukri]]
[[Category:The King of Fighters XV]][[Category:Kukri]]

Latest revision as of 01:39, 18 November 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Normals

Close Standing Normals

cl.A

Kukri
kukri_cla
cl.A
cl.A
close A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25MidSpecial436+6+4-3060


cl.B

Kukri
kukri_clb
cl.B
cl.B
close B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30MidSpecial649+20-3060


cl.C

Kukri
kukri_clc
cl.C
cl.C
close C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70 (35+35)MidSpecial54 (5) 422-5-7-35,3560,60


cl.D

Kukri
kukri_cld
cl.D
cl.D
close D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-6419-2-4Throw Invincible: 7 to 19 (13 Frames)70120


Far Standing Normals

f.A

Kukri
kukri_fa
f.A
f.A
stand A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Mid-5411-20-3060


f.B

Kukri
kukri_fb
f.B
f.B
stand B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-649+20-3060


f.C

Kukri
kukri_fc
f.C
f.C
stand C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Mid-8523-7-9-70120


f.D

Kukri
kukri_fd
f.D
f.D
stand D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial10720-4-6-70120


Crouch Normals

2A

Kukri
kukri_2a
2A
2A
crouch A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25Midspecial5480-2-3060


2B

Kukri
kukri_2b
2B
2B
crouch B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Lowspecial549+20-3060


2C

Kukri
kukri_2c
2C
2C
crouch C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Midspecial7721-7-9-70120


2D

Kukri
kukri_2d
2D
2D
crouch D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Lowspecial9417KD-2-70120


jump normals

hop A

Kukri
kukri_ha
h.A
h.A
hop A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-661 on ground---3050


jump A

Kukri
kukri_ja
j.A
j.A
jump A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-481 on ground---3060


hop B

Kukri
kukri_hb
h.B
h.B
hop B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
40High-561 on ground---3050


jump B

Kukri
kukri_jb
j.B
j.B
jump B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
45High-581 on ground---3060


hop C

Kukri
kukri_hc
h.C
h.C
hop C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial981 on ground---70100


jump C

Kukri
kukri_jc
j.C
j.C
jump C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70Highspecial981 on ground---70120


hop D

Kukri
kukri_hd
h.D
h.D
hop D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-761 on ground---70100


jump D

Kukri
kukri_jd
j.D
j.D
jump D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
70High-771 on ground---70120


Rush

Rush 1

Kukri
kukri_rush1
c.AA
c.AA
Rush 1
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-52--5-7---


Rush 2

Kukri
kukri_rush2
c.AAX
c.AAX
Rush 2
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
-Mid-73--4-6---


Command normals

6A

Kukri
kukri_6a
6A
6A
Fussa Ken

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
60Midspecial20 [13]519-3-5Low Body: 19 to 32 (14 Frames) [Low Body: 12 to 27 (16 Frames)]4080


Blowback

Blowback

Kukri
kukri_cd
CD
CD
Blowback
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Midspecial15525Wall Splat (Ground hit) / Soft Knockdown (Air hit)-7-100160


ShatterStrike

Kukri
kukri_236cd
236CD
236CD
ShatterStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
75Mid-15627Crumple (Ground Hit: 93) / Wall Bounce (Air hit)-10Armor: 4 to 14 (11 frames)0200


AdvanceStrike

Kukri
kukri_214cd
214CD
214CD
AdvanceStrike

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-28637 (on whiff) / Recovers faster on hit and block.HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit)3Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames)0150


hop CD

Kukri
kukri_hcd
h.CD
h.CD
hop CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1371 on groundSoft Knockdown--80120


jump CD

Kukri
kukri_jcd
j.CD
j.CD
jump CD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
90Mid-1391 on groundSoft Knockdown--80140


Throws

Miken Funsai

Kukri
kukri_cthrow
(close) 4/6C
(close) 4/6C
Miken Funsai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-110Hard KnockdownUnblockable-00


Bakkonsai

Kukri
kukri_dthrow
(close) 4/6D
(close) 4/6D
Bakkonsai
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-110Hard KnockdownUnblockable-00


Specials

Nessa Jin

236a

Kukri
kukri_236a
236A
236A
Nessa Jin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-133331+1-5-2060


236c

Kukri
kukri_236c
236C
236C
Nessa Jin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
65Mid-133331+1-1-2060


236ac

Kukri
kukri_236ac
236AC
236AC
Nessa Jin
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
97 total (50+50)Mid-132331Soft Knockdown0-060,60


Nessa Senpuu

236b

Kukri
kukri_236b
236B
236B
Nessa Senpuu

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
87 (40+47)Mid-144 (1) 415+2-2Low Body: 8 to 36 (27 Frames)30,3040,40


236d

Kukri
kukri_236d
236D
236D
Nessa Senpuu

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
103 (30+28+45)Mid-204 (1) 4 (16) 4 (1) 425Soft Knockdown-10Low Body: 14 to 72 (59 Frames)20,20,4030,30,30,30


236bd

Kukri
kukri_236bd
236BD
236BD
Nessa Senpuu

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
105 (20*6)Mid-143 (1) 2 (11) 2 (1) 3 (11) 2 (1) 321Crumple (Gnd) / Soft Knockdown (air)-5Low Body: 10 to 69 (60 Frames)025,25,25,25,25,25


Bossa-Shougeki

214b

Kukri
kukri_214b
214B
214B
Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-23325KD-9-60100


214d

Kukri
kukri_214d
214D
214D
Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100High-32314KD+2-60100


214bd

Kukri
kukri_214bd
214BD
214BD
Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
120High-24318KD-2-0120


Air Bossa-Shougeki

j214b

Kukri
kukri_j214b
j.214b
j.214b
air Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-17316 on groundSoft Knockdown--60100


j214d

Kukri
kukri_j214d
j.214D
j.214D
air Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80High-35512 on groundHard Knockdown-Projectile Invincibility: 6 to 39 (34 frames)60100


j214bd

Kukri
kukri_j214bd
j.214BD
j.214BD
air Nessa Senpuu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100High-17312 on groundHard Knockdown--0120


Genei Sajin

22A

Kukri
kukri_22a
22A
22A
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-471015+18+20Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)4040


22B

Kukri
kukri_22b
22B
22B
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-471019+18+20Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)4040


22C

Kukri
kukri_22c
22C
22C
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-471015+18+20Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)4040


22D

Kukri
kukri_22d
22D
22D
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
30Mid-471019+18+20Upper Body: 1 to 10 (10 Frames), Full Body: 11 to 21 (11 Frames)4040


22AC

Kukri
kukri_22ac
22AC
22AC
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
85 (30+28+27)Mid-4710 (Each Clone)19Soft Knockdown+41Upper Body: 1 to 6 (6 Frames), Full Body: 7 to 19 (13 Frames)040,40,40


22BD

Kukri
kukri_22bd
22BD
22BD
Genei Sajin

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
85 (30+28+27)Mid-4710 (Each Clone)19Soft Knockdown+41Upper Body: 1 to 6 (6 Frames), Full Body: 7 to 19 (13 Frames)040,40,40


Nessa Chugeki

214A

Kukri
kukri_214a
214A
214A
Nessa Chugeki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-1010230-2-6060


214C

Kukri
kukri_214c
214C
214C
Nessa Chugeki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
80Mid-141026-4-6-6060


214AC

Kukri
kukri_214ac
214AC
214AC
Nessa Chugeki
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
100Mid-101018Soft Knockdown+2-0100


Supers

Nessa Goku Totsuha

Kukri
kukri_236236b
236236B
236236B
Nessa Goku Totsuha

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (40x5)Mid-155 (1) 5 (1) 5 (1) 5 (1) 554Hard Knockdown-35Full: 1 to 11 (11 Frames)0-



Kukri
kukri_236236d
236236D
236236D
Nessa Goku Totsuha

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
200 (40x5)Mid-155 (1) 5 (1) 5 (1) 5 (1) 554Hard Knockdown-35Full Body: 1 to 11 (11 Frames)0-



Kukri
kukri_236236bd
236236BD
236236BD
Nessa Goku Totsuha

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
350 (30x9+80)Mid-105 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 5 (1) 552Hard Knockdown-33Full Body: 1 to 13 (13 Frames)00


Nessa Goku Fujin

Kukri
kukri_236236a
236236A
236236A
Nessa Goku Fujin



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
171 (60+60+60)Mid-133839Hard Knockdown18-00



Kukri
kukri_236236c
236236C
236236C
Nessa Goku Fujin



Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
171 (60+60+60)Mid-133839Hard Knockdown18-00



Kukri
kukri_236236ac
236236AC
236236AC
Nessa Goku Fujin


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
314 (70+70+70+70+70)Mid-34 (Appears at top of screen)/ 52 (Hits standing opponent)Homing Projectile41Hard Knockdown-26Full Body: 1 to 36 (36 Frames)-0


Goku Nessa Housairyu

Kukri
kukri_2141236cd
2141236CD
2141236CD
Goku Nessa Housairyu


Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
452 total (245 minimum)Mid-1513 to Full Screen Projectile59Hard Knockdown-29Full Body: 1 to 19 (19 Frames)00