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The King of Fighters XIV/Kukri
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Air • Bossa-Shougeki - in air, + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Kukri is a newcomer to the series with surprisingly basic gameplay with some small twists. He has a ground fireball, a multihit kick, an overhead and lastly a sand teleport. Kukri is a simple character suitable for beginners, but he does have tricky corner combos and mixups to maybe sate a veteran too. He does lack enough in some areas to not be called an all-rounder.
Strengths: + A fine projectile + Easy basic combos + A confusing and unique sand clone teleport + Overheads + Nice air-to-airs
Weaknesses: - Weak in the antiair department - No proper reversal outside super - Lackluster jump-ins - A bit incomplete with pokes
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
Miken Funsai - (b/f+C) close
- Kukri jumps on top of the opponents back and shoulders, the blasts sand in their face. The opponent is knocked back a half screen distance away.
- Soft knockdown
Bakkonsai - (b/f+D) close
- Kukri slides behind the opponent then trips them. The opponent lands a half screen distance away.
- Soft knockdown
Command Moves
Fussa Ken - (f+A)
Special Moves
Nessa Jin - (qcf + A/C)
- (description here)
EX:
Nessa Senpuu - (qcf + B/D)
- B version: Shorter startup and is safe.
- D version: Long startup. Super cancellable.
EX:
Bossa-Shougeki - (qcb + B/D)
- (description here)
EX:
Air • Bossa-Shougeki - (in air) (qcb + B/D)
- B version: Short hop version and faster startup. Has overhead properties.
- D version: Longer startup. Has overhead properties.
EX:
Genei Sajin - down, down + A/B/C/D
- (description here)
EX:
Super Special Moves
Nessa Goku Totsuha - (qcf, qcf + B/D)
- (description here)
- (description here)
- (description here)
Max:
Nessa Goku Fujin - (qcf, qcf + A/C)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
Goku Nessa Housairyu - (hcb, hcb + A+C)
- (description here)
- (description here)
- (description here)
Max:
Combos
- (any special information about the character combos if needed)
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
Videos
KoF XIV: Kukri Beginner Breakdown
Kukri Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel