Difference between revisions of "XV Broken/Kukri"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Kukri Profile.png|thumb|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.<br/>He wrangles both Ash and Elisabeth into joining him in this KOF in order to fulfill his plan.]] | <section begin="image"/>[[File:KOFXV Kukri Profile.png|thumb|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.<br/>He wrangles both Ash and Elisabeth into joining him in this KOF in order to fulfill his plan.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} is | | intro = {{SUBPAGENAME}} is one of the characters ever. | ||
| pros= | | pros= | ||
* | * '''Good Damage In the Corner With Meter''': Kukri deals quite a bit more damage in the corner than other characters with his stun combo setups. | ||
* | * '''Very Fast Recovery on Projectile''': Nessa Jin has very, very low recovery, giving Kukri a very low committal way to harass from range. | ||
* '''Good Overheads''': Bossa Shougeki is a very hard to react to quick overhead. | |||
* '''Great Okizeme''': Genei Sajin gives Kukri great ways to prevent his foes from doing things on wakeup. | |||
| cons= | | cons= | ||
* | * '''Low Damage Without Quickmax and Corner''': Kukri's damage utilizing only EX moves ranges from average to very low, while not really having the incredible meter economy of characters who suffer from similar downsides. | ||
* | * '''Abhorrent Anti-Air Game''': Kukri has ''no'' options for AA'ing opponents directly above him, nor does he have many moves for evading from these situations in the first place. As such, Kukri can easily crumple under pressure in neutral. | ||
* '''Terrible Defense''': Stubby normals, bad anti airs, lack of reversals that are by any means good, and committal whiff recoveries on heavy normals means Kukri has nothing but MU checking people on defense. And once they know how to get past that, there's not much Kukri can do at all. | |||
* '''Middling Neutral''': With stubby normals and bad anti airs, Kukri's neutral can be easily abused by his opponent. To make this worse, Kukri barely has anything to make up for this downside. | |||
}} | }} | ||
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|moveId=kukri_fa | |moveId=kukri_fa | ||
|description= | |description= | ||
Kukri extends forward to hit with the back of his fingers. Whiffs on crouching opponents. Can be used to jab hops | Kukri extends forward to hit with the back of his fingers. Whiffs on crouching opponents. Can be used to jab hops. | ||
}} | }} | ||
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|moveId=kukri_fc | |moveId=kukri_fc | ||
|description= | |description= | ||
* | * While unreliable for the task, it can be used to anti-air close jumps on read, or hyper hops from afar on reaction (must react fast, though). | ||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kukri_fd | |moveId=kukri_fd | ||
|description= | |description= | ||
A sliding kick. Can be used to tag opponents standing in anticipation of an overhead or catch an empty jump, which is then special cancellable into a combo. | |||
}} | }} | ||
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|moveId=kukri_clc | |moveId=kukri_clc | ||
|description= | |description= | ||
* | * 2 hits, making it easy to confirm off of. | ||
* Short activation range, occasionally causing far C to come out when you don't want it to. | |||
}} | }} | ||
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|moveId=kukri_2a | |moveId=kukri_2a | ||
|description= | |description= | ||
* | * Somewhat high positioned hitbox for a crouching normal, so it can beat hops. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kukri_2b | |moveId=kukri_2b | ||
|description= | |description= | ||
* | * Can be cancelled into itself. | ||
* Can be cancelled and combo into 6A, but must cancel fast for it to connect. | |||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kukri_2c | |moveId=kukri_2c | ||
|description= | |description= | ||
* | * Very decent poke, with also decent startup and recovery frames from a heavy normal. | ||
* Can be special cancelled on whiff or on contact with the opponent. | |||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kukri_2d | |moveId=kukri_2d | ||
|description= | |description= | ||
* | * Good ranged sweep with average startup. | ||
* Can be special cancelled on whiff or on contact with the opponent. | |||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* | |description2=* Cancellable into j.214k. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* | |description2=* Cancellable into j.214k. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|moveId=kukri_cd | |moveId=kukri_cd | ||
|description= | |description= | ||
* | * Ok range, about the same range as his sweep, and leads to good damage in the corner. | ||
}} | }} | ||
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|moveId=kukri_236cd | |moveId=kukri_236cd | ||
|description= | |description= | ||
*Decent range | *Decent range, but has 9 more frames of recovery than every other Shatter Strike in the game, severely limiting its utility. Slightly better follow ups on air hit. | ||
}} | }} | ||
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|input=(close) 4/6D | |input=(close) 4/6D | ||
|description= | |description= | ||
* | * Leaves your opponent turned away from you while they're knocked down, so 22BD will cross them up. | ||
}} | }} | ||
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|input=6A | |input=6A | ||
|description= | |description= | ||
* One of | * One of Kukri's strongest normals which allows him to space himself correctly for combos or blockstrings. | ||
* | * Has much faster startup when cancelled from another normal. | ||
}} | }} | ||
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|name=nessa Jin | |name=nessa Jin | ||
|input=236A/C/AC | |input=236A/C/AC | ||
| | |description3=* A version is a fantastic projectile and allows Kukri to easily be plus with any distance put between him and the opponent. | ||
* Point blank this move is - | * Point blank this move is -5 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. | |||
}} | }} | ||
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|name=Nessa Senpuu | |name=Nessa Senpuu | ||
|input=236B/D/BD | |input=236B/D/BD | ||
| | |description3= | ||
* Even though Kukri is treated as if he was on the ground during Nessa Senpuu's animation, it can go over projectiles that travels through the ground such as Terry's Power Wave, or even Kukri's own projectile. | |||
* B version is safe with good pushback, also, it's a very good move to throw out from afar from time to time to build up meter due to it's relatively low recovery on whiff. | |||
* EX version is great for combos, though this scales the combo hard. | |||
}} | }} | ||
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|name=Bossa-Shougeki | |name=Bossa-Shougeki | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3=* Overhead | |||
|description3=* | |||
}} | }} | ||
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|name=Air • Bossa-Shougeki | |name=Air • Bossa-Shougeki | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
| | |description3=* B version causes soft knockdown, other versions cause a hard knockdown | ||
* D version has projectile invincibility | |||
* EX version can be plus on block | |||
}} | }} | ||
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|name=Nessa Chugeki | |name=Nessa Chugeki | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|description3=* | |description3= | ||
* Used mainly for anti-air, it must be well timed because it has few active frames. It can also be used for zoning if you're willing to try to read your opponent's movement patterns. | |||
* Can hit OTG. | |||
* EX version launches the opponent back, making it possible to follow up with C version of Nessa Chugeki. | |||
}} | }} | ||
Revision as of 05:36, 23 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
- Throws
- Miken Funsai - (close) / +
- Bakkonsai - (close) / +
- Command Normals
- Fussa Ken - +
- Special Moves
- Nessa Jin - + / (*)
- Nessa Senpuu - + / (*)
- Bossa-Shougeki - + / (Air OK) (*)
- Genei Sajin - + / / / (*)
- Nessa Chugeki - + / (*)
- Super Special Moves
- Nessa Goku Totsuha - + / (!)
- Nessa Goku Fujin - + / (!)
- Climax Super Special Moves
- Goku Nessa Housairyu - ++
Quick Combo Reference
0 Meter |
Low |
2B > 2B > 2B > f+A > 236D = 207 dmg |
0.5 Meters |
Midscreen or close to corner |
2B > 2B > 2B > f+A > 236BD > f+A > 236D > D = 371 dmg |
1 Meter |
Anywhere |
j.C/D > 2C > f+A > 236D > f+A > 236A > 236B > qcf,236B/D = ? dmg |
2 Meters |
Anywhere |
j.C/D > 2C > f+A > 236D > f+A > 236A > 236B > qcf,236B/D > qcf,236A/C = ? dmg |
Gameplay Overview
Kukri is one of the characters ever. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
f.A
f.A |
---|
Far B
stand B
f.B
f.B |
---|
Far C
stand C
f.C
f.C |
---|
Far D
stand D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
---|
Throws
Miken Funsai
Miken Funsai
(close) 4/6C
(close) 4/6C |
---|
Bakkonsai
Bakkonsai
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Fussa Ken
Fussa Ken
6A
6A |
---|
Special Moves
Nessa Jin
nessa Jin
236A/C/AC
236A/C/AC |
---|
Nessa Senpuu
Nessa Senpuu
236B/D/BD
236B/D/BD |
---|
Bossa-Shougeki
Bossa-Shougeki
214B/D/BD
214B/D/BD |
---|
Air • Bossa-Shougeki
Bossa-Shougeki
Air • Bossa-Shougeki
j.214B/D/BD
j.214B/D/BD |
---|
Genei Sajin
Genei Sajin
22X
22X |
---|
Nessa Chugeki
Nessa Chugeki
214A/C/AC
214A/C/AC |
---|
Super Special Moves
Nessa Goku Totsuha
Nessa Goku Totsuha
236236B/D/BD
236236B/D/BD |
---|
Nessa Goku Fujin
Nessa Goku Fujin
236236A/C/AC
236236A/C/AC |
---|
Climax Super Special Moves
Goku Nessa Housairyu
Goku Nessa Housairyu
2141236CD
2141236CD |
---|