The King of Fighters XIV/Kukri

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Charaimg kukri.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Miken Funsai - close Bk.gif / Fd.gif + C.gif 

Bakkonsai - close Bk.gif / Fd.gif + D.gif

Command Normals

Fussa Ken  - Fd.gif + A.gif

Special Moves

Nessa Jin - Qcf.gif + A.gif / C.gif (*)

Nessa Senpuu - Qcf.gif + B.gif / D.gif (*)

Bossa-Shougeki - Qcb.gif + B.gif / D.gif (*)

Air • Bossa-Shougeki - in air, Qcb.gif + B.gif / D.gif (*)

Genei Sajin - Dn.gifDn.gif + A.gif / B.gif / C.gif / D.gif (*)

Super Special Moves

Nessa Goku Totsuha - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Nessa Goku Fujin - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Climax Super Special Moves

Goku Nessa Housairyu - Hcb.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Kukri is a newcomer to the series with surprisingly basic gameplay with some small twists. He has a ground fireball, a multihit kick, an overhead and lastly a sand teleport. Kukri is a simple character suitable for beginners, but he does have tricky corner combos and mixups to maybe sate a veteran too. He does lack enough in some areas to not be called an all-rounder.

Strengths: + A fine projectile + Easy basic combos + A confusing and unique sand clone teleport + Overheads + Nice air-to-airs

Weaknesses: - Weak in the antiair department - No proper reversal outside super - Lackluster jump-ins - A bit incomplete with pokes

Normals

Standing

  • st. A: jab that can anti-air incoming hops. Whiffs on crouching opponents.
  • st. B: This high & wide ranged side kick can stop incoming hops. Whiffs on close crouching opponents
  • st. C: Slow back-fist that looks like Kyo’s st. C. Can be used to stop incoming hops early on.
  • st. D: A cancel-able low hitting slide that lowers Kukri a bit. -13F on block with a good amount of pushback.


Close

  • cl. A: A light smack. Special cance-able & chain-able into other crouching and standing light normals. 1F on block.
  • cl. B: Lower height than st. B, neutral on block. Special cancel-able.
  • cl. C: Kukri performs two flamboyant spinning slaps. Both hits are special cancel-able. Great and easy hit confirm.
  • cl. D: This roundhouse kick isnt cancel-able, has a very close activation range isn’t fast enough to be used to hit opponents jumping over Kukri’s head. Instead it counts as being airborne so you can blow up wakeup throws.


Crouching

  • cr. A: Special cancellable and can chain into itself and other crouching and standing normals.
  • cr. B: Special cancellable footsies tool & low combo starter. Chain cancellable.
  • cr. C: A ground poke that is special & whiff cancellable.
  • cr. D: Special & whiff cancellable sweep. Good at pressuring opponents. Can low profile certain fireballs.


Jumping

  • j. A: A short range special cancellable downward angled palm thrust
  • j. B: This horizontal long range kick can be used as an air-to-air but whiffs on crouching opponents
  • j. C: Kukri does a weird looking finger stab that has almost no horizontal range. Can be used as a jump-in attack
  • j. D: A jump-in attack that can cross-up standing opponents at the right angle.


Blowback

  • st. CD: Kukri performs a wild, spinning hopping smack. Has some lower body invulnerability during the smack.
  • j. CD: An air to air tool used to pressure the opponent. Can be used to pressure grounded opponents as well.

Throws

Miken Funsai - (b/f+C) close

  • Kukri jumps on top of the opponents back and shoulders, the blasts sand in their face. The opponent is knocked back a half screen distance away.
  • Soft knockdown

Bakkonsai - (b/f+D) close

  • Kukri slides behind the opponent then trips them. The opponent lands a half screen distance away.
  • Soft knockdown

Command Moves

Fussa Ken - (f+A)

Special Moves

Nessa Jin - (qcf + A/C)

  • (description here)

EX:


Nessa Senpuu - (qcf + B/D)

  • B version: Shorter startup and is safe.
  • D version: Long startup. Super cancellable.

EX:


Bossa-Shougeki - (qcb + B/D)

  • (description here)

EX:


Air • Bossa-Shougeki - (in air) (qcb + B/D)

  • B version: Short hop version and faster startup. Has overhead properties.
  • D version: Longer startup. Has overhead properties.


EX:


Genei Sajin - down, down + A/B/C/D

  • (description here)

EX:

Super Special Moves

Nessa Goku Totsuha - (qcf, qcf + B/D)

  • (description here)
  • (description here)
  • (description here)

Max:


Nessa Goku Fujin - (qcf, qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

Max:

Climax Super Special Moves

Goku Nessa Housairyu - (hcb, hcb + A+C)

  • (description here)
  • (description here)
  • (description here)

Max:

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

Kukri KOFXIV Frama Data Link

Videos

KoF XIV: Kukri Beginner Breakdown

Kukri Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

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