Difference between revisions of "The King of Fighters XV/Kukri/Combos"
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==Combos== | ==Combos== | ||
===0 bar and 0.5 bar=== | ===0 bar and 0.5 bar=== | ||
<!--{{ComboTable-KOFXV | <!--{{ComboTable-KOFXV | ||
|data= | |data= | ||
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{| class="wikitable" | {| class="wikitable" | ||
!colspan="1"|Combo | !colspan="1"|Combo | ||
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!colspan="1"|notes | !colspan="1"|notes | ||
|- | |- | ||
|2B > 6A > 236A > 2B > 6A > 236D | |(2A) > 2B > 6A > 236A > 2B > 6A > 236D | ||
|258 | |258 | ||
|0 | |0 | ||
Line 73: | Line 71: | ||
|0.365 bar | |0.365 bar | ||
|Corner | |Corner | ||
|simple corner combo | |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 > 6A > 236A > 2B > 6A > 236BD > 6A > 236A > 236B > c.D | |2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > 236BD > 6A > 236A > 236B > c.D | ||
|419 | |419 | ||
|0.5 | |0.5 | ||
|310 | |310 | ||
|0.55 | |0.55 bar | ||
|Corner | |Corner | ||
|corner confirm which is slightly meter positive. allows a fairly meaty 22X to hit the opponent but they have options | |corner confirm which is slightly meter positive. allows a fairly meaty 22X to hit the opponent but they have options |
Revision as of 00:34, 20 February 2022
Combos
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 |
---|---|---|---|---|---|---|
? | 0 | ? | Corner | template | ||
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236D > 236236D | 443 | 1 bar | 360 | 0.11 | Corner |
2 bar
3 bar
4 bar
5 bar
External Links
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