|
|
Line 56: |
Line 56: |
| ===Far Standing Normals=== | | ===Far Standing Normals=== |
| ====Far A==== | | ====Far A==== |
| {{MoveData | | {{FrameDataCargo-KOFXV |
| |image=
| | |moveId=kukri_sta |
| |caption=
| | |description= |
| |name=Far A
| | * Placeholder |
| |data=
| |
| {{AttackData-KOFXV
| |
| |damage=
| |
| |stun=
| |
| |startup=5
| |
| |active=
| |
| |recovery=
| |
| |hitAdv=0
| |
| |blockAdv=-2
| |
| |hitbox=
| |
| |invul=
| |
| |description= * Enter move description here.
| |
| * | |
| *
| |
| }}
| |
| }} | | }} |
|
| |
| ====Far B==== | | ====Far B==== |
| {{MoveData | | {{FrameDataCargo-KOFXV |
| |image=
| | |moveId=kukri_stb |
| |caption=
| | |description= |
| |name=Far B
| | * Placeholder |
| |data=
| |
| {{AttackData-KOFXV
| |
| |damage=
| |
| |stun=
| |
| |startup=6
| |
| |active=
| |
| |recovery=
| |
| |hitAdv=+2
| |
| |blockAdv=0
| |
| |hitbox=
| |
| |invul=
| |
| |description= * Enter move description here.
| |
| * | |
| *
| |
| }}
| |
| }} | | }} |
|
| |
| ====Far C==== | | ====Far C==== |
| {{MoveData | | {{FrameDataCargo-KOFXV |
| |image=
| | |moveId=kukri_stc |
| |caption=
| | |description= |
| |name=Far C
| | * Placeholder |
| |data=
| |
| {{AttackData-KOFXV
| |
| |damage=
| |
| |stun=
| |
| |startup=8
| |
| |active=
| |
| |recovery=
| |
| |hitAdv=-7
| |
| |blockAdv=-9
| |
| |hitbox=
| |
| |invul=
| |
| |description= * Enter move description here.
| |
| * | |
| *
| |
| }}
| |
| }} | | }} |
|
| |
| ====Far D==== | | ====Far D==== |
| {{MoveData | | {{FrameDataCargo-KOFXV |
| |image=
| | |moveId=kukri_std |
| |caption=
| | |description= |
| |name=Far D
| | * Placeholder |
| |data=
| |
| {{AttackData-KOFXV
| |
| |damage=
| |
| |stun=
| |
| |startup=10
| |
| |active=
| |
| |recovery=
| |
| |hitAdv=-4
| |
| |blockAdv=-6
| |
| |hitbox=
| |
| |invul=
| |
| |description= * Enter move description here.
| |
| * | |
| *
| |
| *
| |
| }}
| |
| }} | | }} |
|
| |
|
Revision as of 01:17, 17 February 2022
Introduction
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.
He wrangles both Ash and Elisabeth into joining him in this KOF in order to fulfill his plan.
Movelist
Throws
Command Normals
Special Moves
Super Special Moves
Quick Combo Reference
Quick Combo Reference
Notation
0 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
1 Meter
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
2 Meters
|
Placeholder
Placeholder
|
( = dmg
( = dmg
|
Gameplay Overview
Normals
Far Standing Normals
Far A
No results
NO IMAGE FOUND
|
No results
|
Far B
No results
NO IMAGE FOUND
|
No results
|
Far C
No results
NO IMAGE FOUND
|
No results
|
Far D
No results
NO IMAGE FOUND
|
No results
|
Close Standing Normals
Close A
close A
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
25
|
Mid
|
Special
|
4
|
3
|
6
|
+6
|
+4
|
-
|
30
|
60
|
|
|
Close B
close B
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
30
|
Mid
|
Special
|
6
|
4
|
9
|
+2
|
0
|
-
|
30
|
60
|
|
|
Close C
close C
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
70 (35+35)
|
Mid
|
Special
|
5
|
4 (5) 4
|
22
|
-5
|
-7
|
-
|
35,35
|
60,60
|
|
|
Close D
close D
|
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%.
|
Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
|
Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
|
StartupNumber of frames for the move to become active, first active frame included.
|
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
|
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
|
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
|
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
|
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
|
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
|
Guard DamageDamage done to the guard bar regardless of multipliers
|
80
|
Mid
|
-
|
6
|
4
|
19
|
-2
|
-4
|
-
|
70
|
120
|
|
|
Crouch Normals
Crouch A
Crouch A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
5
|
-
|
-
|
+3
|
+1
|
- Enter move description here.
|
|
Crouch B
Crouch B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
5
|
-
|
-
|
+2
|
0
|
- Enter move description here.
|
|
Crouch C
Crouch C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
7
|
-
|
-
|
-7
|
-9
|
- Enter move description here.
|
|
Crouch D
Crouch D
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
9
|
-
|
-
|
KD
|
-2
|
- Enter move description here.
|
|
Jump Normals
Jump A
Jump A
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
jump
|
-
|
-
|
5
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
hop
|
-
|
-
|
5
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Jump B
Jump B
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
jump
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
hop
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Jump C
Jump C
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
jump
|
-
|
-
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Hitbox
|
Invincibility
|
hop
|
-
|
-
|
9
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Jump D
Jump D
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
jump
|
-
|
-
|
7
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
hop
|
-
|
-
|
7
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Blowback
Blowback
Blowback Stand CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
15
|
-
|
-
|
-
|
-7
|
- Enter move description here.
|
|
ShatterStrike
ShatterStrike 236CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
15
|
-
|
-
|
-
|
-17
|
- Decent range and Kukri makes great usage of shatter strike allowing for strong meter neutral combos
|
|
jump CD
Jump CD
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
jump
|
-
|
-
|
13
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
hop
|
-
|
-
|
13
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Throws
Miken Funsai
Miken Funsai 4/6C (close)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Bakkonsai
Bakkonsai 4/6D (close)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Enter move description here.
|
|
Command Moves
Fussa Ken
Fussa Ken 6A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
20
|
-
|
-
|
-9
|
-11
|
- One of kukuri's strongest normal which allows him to space himself correctly for combos or blockstrings.
- has much faster startup when cancelled from another normal
|
|
Special Moves
Nessa Jin
Nessa Jin 236A/C/AC
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
13
|
-
|
-
|
-1
|
-3
|
- A version is a fantastic projectile and allows kukuri to easily be plus with any distance put between him and the opponent.
- Point blank this move is -3 on block but off simple blockstrings such as 2C > 6A > 236A can make this move plus
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
13
|
-
|
-
|
+1
|
-1
|
- C version goes across the screen faster than the A version which can be useful for certain combos or zoning.
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
13
|
-
|
-
|
Launch
|
0
|
|
|
Nessa Senpuu
Nessa Senpuu 236B/D/BD
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
14
|
-
|
-
|
+2
|
0
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
23
|
-
|
-
|
-
|
-10
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
14
|
-
|
-
|
Launch
|
-5
|
|
|
Bossa-Shougeki
Bossa-Shougeki 214B/D/BD
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
23
|
-
|
-
|
KD
|
-9
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
35
|
-
|
-
|
KD
|
+2
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
24
|
-
|
-
|
KD
|
-2
|
|
|
Air • Bossa-Shougeki
Air • Bossa-Shougeki j.214B/D/BD
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
17
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
35
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
24
|
-
|
-
|
-
|
-
|
|
|
Genei Sajin
Genei Sajin 22X
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
47
|
-
|
-
|
-
|
+25
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
47
|
-
|
-
|
-
|
+25
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
47
|
-
|
-
|
-
|
+25
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
47
|
-
|
-
|
-
|
+25
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
47
|
-
|
-
|
-
|
+41
|
- Can move on frame 38
- what does AC EX give?
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
47
|
-
|
-
|
-
|
+47
|
- Can move on frame 38
- what does BD EX give?
|
|
Nessa Chugeki
Nessa Chugeki 214A/C/AC
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
10
|
-
|
-
|
0
|
-2
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
14
|
-
|
-
|
-4
|
-6
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
10
|
-
|
-
|
Launch
|
+2
|
|
|
Super Special Moves
Nessa Goku Totsuha
Nessa Goku Totsuha 236236B/D/BD
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
BD
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Nessa Goku Fujin
Nessa Goku Fujin 236236A/C/AC
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
AC
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Climax Super Special Moves
Goku Nessa Housairyu
Goku Nessa Housairyu 2141236CD
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
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