Difference between revisions of "The King of Fighters XV/Kukri"
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| intro = {{SUBPAGENAME}} is one of the characters ever. | | intro = {{SUBPAGENAME}} is one of the characters ever. | ||
| pros= | | pros= | ||
* ''' | * '''Extreme Corner Damage''': Kukri's corner combos from frametraps and punishes lead into powerful, long combos with fantastic meter efficiency. Very few characters, if any, can compare to Kukri's raw average damage in the corner. | ||
* ''' | * '''Nessa Jin''': Nessa Jin is a ground projectile with an overwhelmingly short recovery. In fact, it recovers so quickly it is often PLUS ON BLOCK even when canceled into from normals. In fact, Kukri can link from Nessa Jin in the corner. This makes it a very low committal tool to use in neutral, a fantastic pressure tool, AND a powerful combo extender. | ||
* '''Good Overheads''': Bossa Shougeki is a very hard to react to quick overhead. | * '''Good Overheads''': Bossa Shougeki is a very hard to react to quick overhead, and the TK version is safe on block. This allows Kukri to harass his opponent who would otherwise just block and wait for their turn. | ||
* '''Great Okizeme''': Genei Sajin gives Kukri great ways to prevent his foes from doing things on wakeup. | * '''Great Okizeme''': Genei Sajin gives Kukri great ways to prevent his foes from doing things on wakeup as its delayed, active hitbox and the automatic spacing he gets provides him with guaranteed blockstun without fear of being hit by a reversal (IF they tech roll). | ||
* '''Slippery''': Kukri's jump arcs, projectiles, and teleports make him very hard to catch in neutral, making up for many of his faults and, when combined with everything else, gives him an overall solid neutral game. | |||
| cons= | | cons= | ||
* ''' | * '''Atypical Anti-Airs''': Kukri's lack of a normal 2C makes him need to use Nessa Chugeki to anti air. While this move is definitely not bad, and the EX version supplies great reward, it has notable blindspots that can be taken advantage of. Up close, Kukri's only anti air options are to air to air himself. Otherwise, getting out of there entirely is his best option. | ||
* ''' | * '''Middling Defense''': No reactive anti airs and generally stubby or linear normals leave Kukri with a lot to be desired on defense. It is alleviated a bit with his side-swapping conversions, but against a good aggressive foe Kukri finds himself with less tools than average. | ||
* ''' | * '''Midscreen Conversions''': Kukri requires meter to get the most out of his midscreen conversions, and will have to give up oki for corner carry if he doesn't have said meter. | ||
* ''' | * '''Can Get Walled Out''': More of a matchup thing, Kukri can get more easily walled out against characters with great keepout than others. | ||
}} | }} | ||
Revision as of 16:04, 16 November 2023
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Alternate Colors
- 13 Videos
- 14 Navigation
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 > 6A > 236D = 157 dmg |
0.5 Meters |
Midscreen or close to corner |
2B > 2B > 2B > 6A > 236BD > 6A > 236D > D = 253 dmg |
1 Meter |
Anywhere |
j.C/D > 2C > 6A > 236D > 236236B/D = 398 dmg |
2 Meters |
Anywhere |
j.C/D > 2C > 6A > max, cl.C > 6A > 236BD > 6A > 236A > 236B > 236236B/D = 475 dmg |
Gameplay Overview
Kukri is one of the characters ever. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
f.A
f.A |
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Far B
stand B
f.B
f.B |
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Far C
stand C
f.C
f.C |
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Far D
stand D
f.D
f.D |
|
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Close Standing Normals
Close A
close A
cl.A
cl.A |
|
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
ShatterStrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
|
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Rush Moves
rush
c.AA/c.AAX
c.AA/c.AAX |
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Throws
Miken Funsai
Miken Funsai
(close) 4/6C
(close) 4/6C |
|
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Bakkonsai
Bakkonsai
(close) 4/6D
(close) 4/6D |
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Command Moves
Fussa Ken
Fussa Ken
6A
6A |
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Special Moves
Nessa Jin
nessa Jin
236A/C/AC
236A/C/AC |
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Nessa Senpuu
Nessa Senpuu
236B/D/BD
236B/D/BD |
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Bossa-Shougeki
Bossa-Shougeki
214B/D/BD
214B/D/BD |
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Air • Bossa-Shougeki
Bossa-Shougeki
Air • Bossa-Shougeki
j.214B/D/BD
j.214B/D/BD |
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Genei Sajin
Genei Sajin
22X
22X |
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Nessa Chugeki
Nessa Chugeki
214A/C/AC
214A/C/AC |
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Super Special Moves
Nessa Goku Totsuha
Nessa Goku Totsuha
236236B/D/BD
236236B/D/BD |
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Nessa Goku Fujin
Nessa Goku Fujin
236236A/C/AC
236236A/C/AC |
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Climax Super Special Moves
Goku Nessa Housairyu
Goku Nessa Housairyu
2141236CD
2141236CD |
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Misc
Alternate Colors
Videos
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|