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XV Broken/Kukri: Difference between revisions

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Line 138: Line 138:
====Jump A====
====Jump A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_jha,kukri_ja
|moveId=kukri_ha,kukri_ja
|name=jump A
|name=jump A
|input=j.A
|input=j.A
Line 145: Line 145:
====Jump B====
====Jump B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_jhb,kukri_jb
|moveId=kukri_hb,kukri_jb
|name=jump B
|name=jump B
|input=j.B
|input=j.B
Line 152: Line 152:
====Jump C====
====Jump C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_jhc,kukri_jc
|moveId=kukri_hc,kukri_jc
|name=jump C
|name=jump C
|input=j.C
|input=j.C
Line 159: Line 159:
====Jump D====
====Jump D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_jhd,kukri_jd
|moveId=kukri_hd,kukri_jd
|name=jump D
|name=jump D
|input=j.D
|input=j.D
Line 175: Line 175:
====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_236cd
|moveId=kukri_qcf+cd
|description=
|description=
*Decent range and Kukri makes great usage of shatter strike allowing for strong meter neutral combos
*Decent range and Kukri makes great usage of shatter strike allowing for strong meter neutral combos
Line 182: Line 182:
====jump CD====
====jump CD====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_jhcd,kukri_jcd
|moveId=kukri_hcd,kukri_jcd
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
Line 191: Line 191:
===Miken Funsai===
===Miken Funsai===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_fthrow
|moveId=kukri_cthrow
|input=4/6C (close)
|input=(close) b/f+C
|description=
|description=
* Placeholder
* Placeholder
Line 200: Line 200:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_bthrow
|moveId=kukri_bthrow
|input=4/6D (close)
|input=(close) b/f+D
|description=
|description=
* Placeholder
* Placeholder
Line 208: Line 208:
====Fussa Ken====
====Fussa Ken====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_6a
|moveId=kukri_f+a
|input=6A
|input=f+A
|description=
|description=
* One of kukuri's strongest normal which allows him to space himself correctly for combos or blockstrings.
* One of kukuri's strongest normal which allows him to space himself correctly for combos or blockstrings.
Line 218: Line 218:
===Nessa Jin===
===Nessa Jin===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_236a,kukri_236c,kukri_236ac
|moveId=kukri_qcf+a,kukri_qcf+c,kukri_qcf+ac
|name=nessa Jin
|name=nessa Jin
|input=236A/236C/236AC
|input=qcf+A/C/AC
|description=* A version is a fantastic projectile and allows kukuri to easily be plus with any distance put between him and the opponent.  
|description=* A version is a fantastic projectile and allows kukuri to easily be plus with any distance put between him and the opponent.  
* Point blank this move is -3 on block but off simple blockstrings such as 2C > 6A > 236A can make this move plus
* Point blank this move is -3 on block but off simple blockstrings such as 2C > 6A > 236A can make this move plus
Line 228: Line 228:
===Nessa Senpuu===
===Nessa Senpuu===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_236b,kukri_236d,kukri_236bd
|moveId=kukri_qcf+b,kukri_qcf+d,kukri_qcf+bd
|name=Nessa Senpuu
|name=Nessa Senpuu
|input=236B/236D/236BD
|input=qcf+B/D/BD
|description=* Placeholder
|description=* Placeholder
|description2=* Placeholder
|description2=* Placeholder
Line 238: Line 238:
===Bossa-Shougeki===
===Bossa-Shougeki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_214b,kukri_214d,kukri_214bd
|moveId=kukri_qcb+b,kukri_qcb+d,kukri_qcb+bd
|name=Bossa-Shougeki
|name=Bossa-Shougeki
|input=214B/214D/214BD
|input=qcb+B/D/BD
|description2=* Placeholder
|description2=* Placeholder
|description3=* Placeholder
|description3=* Placeholder
Line 248: Line 248:
===Bossa-Shougeki===
===Bossa-Shougeki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_j214b,kukri_j214d,kukri_j214bd
|moveId=kukri_jqcb+b,kukri_jqcb+d,kukri_jqcb+bd
|name=Air • Bossa-Shougeki
|name=Air • Bossa-Shougeki
|input=j214B/214D/214BD
|input=j.qcb+B/D/BD
|description2=* Placeholder
|description2=* Placeholder
|description3=* Placeholder
|description3=* Placeholder
Line 257: Line 257:
===Genei Sajin===
===Genei Sajin===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_22a,kukri_22b,kukri_22c,kukri_22d,kukri_22ac,kukri_22bd
|moveId=kukri_dd+a,kukri_dd+b,kukri_dd+c,kukri_dd+d,kukri_dd+ac,kukri_dd+bd
|name=Genei Sajin
|name=Genei Sajin
|input=22X
|input=d,d+X
|description4=*Can move on frame 39
|description4=*Can move on frame 39
* A version places you X
* A version places you X
Line 273: Line 273:
===Nessa Chugeki===
===Nessa Chugeki===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_214a,kukri_214c,kukri_214ac
|moveId=kukri_qcb+a,kukri_qcb+c,kukri_qcb+ac
|name=Nessa Chugeki
|name=Nessa Chugeki
|input=214A/214C/214AC
|input=214A/214C/214AC
Line 282: Line 282:
===Nessa Goku Totsuha===
===Nessa Goku Totsuha===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_236236b,kukri_236236d,kukri_236236bd
|moveId=kukri_qcfx2+b,kukri_qcfx2+d,kukri_qcfx2+bd
|name=Nessa Goku Totsuha
|name=Nessa Goku Totsuha
|input=236236B/236236D/236236BD
|input=qcfx2+B/D/BD
|description3=* Deals more damage and is easier to hit than the other super making it the go to super for combos
|description3=* Deals more damage and is easier to hit than the other super making it the go to super for combos
}}
}}
Line 290: Line 290:
===Nessa Goku Fujin===
===Nessa Goku Fujin===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_236236a,kukri_236236c,kukri_236236ac
|moveId=kukri_qcfx2+a,kukri_qcfx2+c,kukri_qcfx2+ac
|name=Nessa Goku Fujin
|name=Nessa Goku Fujin
|input=236236A/236236C/236236AC
|input=qcfx2+A/C/AC
|description3=* Placeholder
|description3=* Placeholder
}}
}}
Line 299: Line 299:
===Goku Nessa Housairyu===
===Goku Nessa Housairyu===
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=kukri_2141236cd
|moveId=kukri_qcbhcf+cd
|description=
|description=
* Placeholder
* Placeholder

Revision as of 18:41, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

Always scheming between the cracks of society, Kukri can bury anyone who challenges him with his sand-based techniques. His true visage is unknown as his hood constantly blocks his face.

He wrangles both Ash and Elisabeth into joining him in this KOF in order to fulfill his plan.

Movelist

Throws

Command Normals

Special Moves

Super Special Moves

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Close Standing Normals

Close A

close A
cl.A
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid Special 4 3 6 +6 +4 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid Special 6 4 9 +2 0 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid Special 5 4 (5) 4 22 -5 -7 - 35,35 60,60
  • Placeholder

Close D

close D
cl.D
cl.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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid - 6 4 19 -2 -4 - 70 120
  • Placeholder

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 6 6 1 on ground - - - 30 50

jump A jump A

45 High - 4 8 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 6 1 on ground - - - 30 50

jump B jump B

45 High - 5 8 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High special 9 8 1 on ground - - - 70 100

jump C jump C

70 High special 9 8 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 7 6 1 on ground - - - 70 100

jump D jump D

70 High - 7 7 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 5 25 Wall Splat (Ground hit) / Soft Knockdown (Air hit) -7 - 100 160
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ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Decent range and Kukri makes great usage of shatter strike allowing for strong meter neutral combos

jump CD

jump CD
j.CD
j.CD

Version 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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 13 7 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 13 9 1 on ground Soft Knockdown - - 80 140
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Throws

Miken Funsai

Miken Funsai
(close) b/f+C
(close) b/f+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 or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 1 1 0 Hard Knockdown Unblockable - 0 0
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Bakkonsai

No results
(close) b/f+D
(close) b/f+D


NO IMAGE FOUND

No results
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Command Moves

Fussa Ken

No results
f+A
f+A


NO IMAGE FOUND

No results
  • One of kukuri's strongest normal which allows him to space himself correctly for combos or blockstrings.
  • has much faster startup when cancelled from another normal

Special Moves

Nessa Jin

nessa Jin
qcf+A/C/AC
qcf+A/C/AC


NO IMAGE FOUND

No resultsNo resultsNo results
  • A version is a fantastic projectile and allows kukuri to easily be plus with any distance put between him and the opponent.
  • Point blank this move is -3 on block but off simple blockstrings such as 2C > 6A > 236A can make this move plus
  • C version goes across the screen faster than the A version which can be useful for certain combos or zoning.

Nessa Senpuu

Nessa Senpuu
qcf+B/D/BD
qcf+B/D/BD


NO IMAGE FOUND

No resultsNo resultsNo results
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  • Kukri's best EX special for combos

Bossa-Shougeki

Bossa-Shougeki
qcb+B/D/BD
qcb+B/D/BD


NO IMAGE FOUND

No resultsNo resultsNo results
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Air • Bossa-Shougeki

Bossa-Shougeki

Air • Bossa-Shougeki
j.qcb+B/D/BD
j.qcb+B/D/BD


NO IMAGE FOUND

No resultsNo resultsNo results
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Genei Sajin

Genei Sajin
d,d+X
d,d+X


NO IMAGE FOUND

No resultsNo resultsNo resultsNo resultsNo resultsNo results
  • Can move on frame 39
  • A version places you X
  • B version places you X
  • C version places you X
  • D version places you X
  • Can move on frame 38
  • What does AC EX give?
  • Can move on frame 38
  • What does BD EX give?

Nessa Chugeki

Nessa Chugeki
214A/214C/214AC
214A/214C/214AC


NO IMAGE FOUND

No resultsNo resultsNo results
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Super Special Moves

Nessa Goku Totsuha

Nessa Goku Totsuha
qcfx2+B/D/BD
qcfx2+B/D/BD


NO IMAGE FOUND

No resultsNo resultsNo results
  • Deals more damage and is easier to hit than the other super making it the go to super for combos

Nessa Goku Fujin

Nessa Goku Fujin
qcfx2+A/C/AC
qcfx2+A/C/AC


NO IMAGE FOUND

No resultsNo resultsNo results
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Climax Super Special Moves

Goku Nessa Housairyu

No results
No results
No results


NO IMAGE FOUND

No results
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Misc

Videos

Kukri Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

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Characters