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The King of Fighters XIV/Kukri: Difference between revisions

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'''Standing'''
'''Standing'''


* st. A
* st. A: jab that can anti-air incoming hops. Whiffs on crouching opponents.


* st. B
* st. B: This high & wide ranged side kick can stop incoming hops. Whiffs on close crouching opponents


* st. C
* st. C: Slow back-fist that looks like Kyo’s st. C. Can be used to stop incoming hops early on.
 
* st. D: A cancel-able low hitting slide that lowers Kukri a bit. -13F on block with a good amount of pushback.


* st. D


'''Close'''
'''Close'''


* cl. A
* cl. A: A light smack. Special cance-able & chain-able into other crouching and standing light normals. 1F on block.
 
* cl. B: Lower height than st. B, neutral on block. Special cancel-able.


* cl. B
* cl. C: Kukri performs two flamboyant spinning slaps. Both hits are special cancel-able


* cl. C
* cl. D: This roundhouse kick isnt cancel-able, has a very close activation range isn’t fast enough to be used to hit opponents jumping over Kukri’s head.


* cl. D


'''Crouching'''
'''Crouching'''


* cr. A
* cr. A: Special cancellable and can chain into itself and other crouching and standing normals.
 
* cr. B: Special cancellable footsies tool & low combo starter. Chain cancellable.


* cr. B
* cr. C: A ground poke that is special & whiff cancellable.


* cr. C
* cr. D: Special & whiff cancellable sweep. Good at pressuring opponents. Can low profile certain fireballs.


* cr. D


'''Jumping'''
'''Jumping'''


* j. A
* j. A: A short range special cancellable downward angled palm thrust
 
* j. B: This horizontal long range kick can be used as an air-to-air but whiffs on crouching opponents


* j. B
* j. C: Kukri does a weird looking finger stab that has almost no horizontal range. Can be used as a jump-in attack


* j. C
* j. D: A jump-in attack that can cross-up standing opponents at the right angle.


* j. D


'''Blowback'''
'''Blowback'''


* st. CD
* st. CD: Kukri performs a wild, spinning hopping smack. Has some lower body invulnerability during the smack.


* j. CD
* j. CD: An air to air tool used to pressure the opponent. Can be used to pressure grounded opponents as well.


=Throws=
=Throws=

Revision as of 18:56, 3 April 2018

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Miken Funsai - close / +  

Bakkonsai - close / +

Command Normals

Fussa Ken  - +

Special Moves

Nessa Jin - + / (*)

Nessa Senpuu - + / (*)

Bossa-Shougeki - + / (*)

Air • Bossa-Shougeki - in air, + / (*)

Genei Sajin - + / / / (*)

Super Special Moves

Nessa Goku Totsuha - + / (!)

Nessa Goku Fujin - + / (!)

Climax Super Special Moves

Goku Nessa Housairyu - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: jab that can anti-air incoming hops. Whiffs on crouching opponents.
  • st. B: This high & wide ranged side kick can stop incoming hops. Whiffs on close crouching opponents
  • st. C: Slow back-fist that looks like Kyo’s st. C. Can be used to stop incoming hops early on.
  • st. D: A cancel-able low hitting slide that lowers Kukri a bit. -13F on block with a good amount of pushback.


Close

  • cl. A: A light smack. Special cance-able & chain-able into other crouching and standing light normals. 1F on block.
  • cl. B: Lower height than st. B, neutral on block. Special cancel-able.
  • cl. C: Kukri performs two flamboyant spinning slaps. Both hits are special cancel-able
  • cl. D: This roundhouse kick isnt cancel-able, has a very close activation range isn’t fast enough to be used to hit opponents jumping over Kukri’s head.


Crouching

  • cr. A: Special cancellable and can chain into itself and other crouching and standing normals.
  • cr. B: Special cancellable footsies tool & low combo starter. Chain cancellable.
  • cr. C: A ground poke that is special & whiff cancellable.
  • cr. D: Special & whiff cancellable sweep. Good at pressuring opponents. Can low profile certain fireballs.


Jumping

  • j. A: A short range special cancellable downward angled palm thrust
  • j. B: This horizontal long range kick can be used as an air-to-air but whiffs on crouching opponents
  • j. C: Kukri does a weird looking finger stab that has almost no horizontal range. Can be used as a jump-in attack
  • j. D: A jump-in attack that can cross-up standing opponents at the right angle.


Blowback

  • st. CD: Kukri performs a wild, spinning hopping smack. Has some lower body invulnerability during the smack.
  • j. CD: An air to air tool used to pressure the opponent. Can be used to pressure grounded opponents as well.

Throws

  • (Throw description)


  • (Throw description)

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

Kukri KOFXIV Frama Data Link

Videos

KoF XIV: Kukri Beginner Breakdown

Kukri Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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