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The King of Fighters XV/Kukri/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
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| ''' | | '''2a''' || || Standard low light confirm. | ||
|} | |} | ||
Revision as of 20:56, 18 April 2023
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2a | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
0 bar and 0.5 bar
Combo | Damage | Meter cost | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2A > 2A > 6A > 236D | 170 | 0 bar | ? | 0.25 bar | anywhere | basic midscreen confirm |
2A > 2B > 6A > 236BD > 6A > 236D | 308 | 0.5 bar | ? | 0.315 bar | anywhere | basic combo |
2A > 2B > 6A > 236A > 2B > 6A > 236D | 268 | 0 bar | ? | 0.39 bar | corner | basic combo |
Combo | Damage | Meter Cost | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2A) > 2B > 6A > 236A > 2B > 6A > 236D | 258 | 0 | 200 | 0.365 bar | Corner | simple corner combo from 2A or 2B. |
j.X > cl.C > 6A > 236A > 2C > 6A > 236D | 383 | 0 | 350 | 0.515 bar | Corner | simple corner combo for a jump in or hop jump in. combo is harder to do with j.C or j.D. |
2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > 236BD > 6A > 236A > 236B > c.D | 419 | 0.5 | 310 | 0.55 bar | Corner | corner confirm which is slightly meter positive. allows a fairly meaty 22X to hit the opponent but they have options |
1 bar
Combo | Damage | Meter Cost | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 6A > 236A > 2B > 6A > 236BD > 6A > > 6A > 236A > 2C > 6A > 236D > 236236D | 526 | 1.1 | ? | Corner | Good conversion. but requires slightly more than 1 bar | |
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236D | 343 | 1 bar | 360 | 0.1 | Corner | Meter positive. crouching opponents require you not be point blank. |
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B > c.D | 412 | 1 bar | Corner | almost meter neutral. useful if you have a little more than 1 and know you can kill if you add a tiny bit more damage | ||
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236D > 236236B/D | 443 | 1 bar | 360 | Corner | Not too useful in most situations. However if you only have exactly 1 bar or slightly less than 1 bar this can be a good option to get a kill |
2 bar
Combo | Damage | Meter Cost | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > max > c.C > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B(1) > 236236B/D | 521 | 2 bar | ? | ? | Corner | Have to be fairly quick to get the final super. can be done from 2B or j.X(or hop) > c.C(1) |
2B or (j.X > c.C) > 6A > max > c.C > 6A > 236BD > 6A > 236D > 236236C | 413 | 2 bar | ? | ? | far from corner | Useful for moving the opponent towards the corner and dealing decent damage. If you are closer to the corner then you can end the combo with 6A > 236A > 236B > 236236B/D |
3 bar
Combo | Damage | Meter Cost | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.C/D > c.C > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B > 2141236CD | 815 | 3 bar | ? | ? | Corner | Damage can be lower depending on when the super is canceled into |
4 bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
5 bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |