XV Broken/Kukri

From Dream Cancel Wiki
Jump to navigation Jump to search
KOFXV Kukri Profile.png

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

Far A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - 5 - - 0 -2
  • Enter move description here.

Far B

Far B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - 6 - - +2 0
  • Enter move description here.

Far C

Far C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - 8 - - -7 -9
  • Enter move description here.

Far D

Far D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - 10 - - -4 -6
  • Enter move description here.

Close Standing Normals

Close A

close A
cl.A
cl.A
Kukri cl.A kofxv.png
XV Kukri cl.A.png
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
  • Placeholder

Close B

close B
cl.B
cl.B
Kukri clB kofxv.png
XV Kukri cl.B.png
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
  • Placeholder

Close C

close C
cl.C
cl.C
Kukri clC kofxv.png
XV Kukri cl.C.png
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
  • Placeholder

Close D

close D
cl.D
cl.D
Kukri clD kofxv.png
XV Kukri cl.D.png
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
  • Placeholder

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
  • placeholder

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
  • placeholder

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
  • placeholder

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 - - - -
  • placeholder

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
  • Can move on frame 39.
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
  • placeholder

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 - - - - - - -
  • Placeholder
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • placeholder

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 - - - - - - -
  • placeholder
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder

Climax Super Special Moves

Goku Nessa Housairyu

Goku Nessa Housairyu
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • placeholder

Misc

Videos

Kukri Reveal Trailer

Navigation

The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters