Difference between revisions of "The King of Fighters XV/Kukri/Combos"

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|2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > max > c.C > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B(1) > 236236B
|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
|521
|2 bar
|2 bar
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|Corner
|Corner
|Have to be fairly quick to get the final super. can be done from 2B or j.X(or hop) > c.C(1)
|Have to be fairly quick to get the final super. can be done from 2B or j.X(or hop) > c.C(1)
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|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
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Revision as of 01:47, 20 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays


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

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 cancelled into

4 bar

5 bar

External Links

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