Kukri Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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The King of Fighters XIV
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Guide
Duration: 7:36
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v1.03

Guide for Kukri's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!

Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.

Additional notes:

Really simple character combo wise. Thing get a little crazy in the corner however, mainly because of his qcf A. Depending on the spacing of this move, you can have differing amounts of frame advantage. allowing you to link more normals after it connects. It's a fairly flexible move and I feel like i didn't tap into all of its potential in this vid, but these examples should get your creative juices going. In order to keep the video relatively short, I don't show all of the extensions with meter pumped into them, but you should be able to figure them out yourself. His super cancels are pretty intuitive. You want to use qcf C instead of qcf B if super cancelling usually though, because of scaling. Only after a CD will qcf B be more damaging.

Speaking of CD, a really difficult part of his combo game is CD xx delayed qcf A. You basically want them to fall into the projectile after the bounce off the wall. The timing is really tight but you get a lot of damage and stun from the combo that proceeds. If it's too difficult, and you play him on anchor, you can totally just do the 2nd position combo after a MAX activation. You don't lose a lot of damage, but you do lose a lot of stun, which can be pretty valuable.

Max Mode bracket damage is based off a cr. C xx f. A starter.

Transcript: http://pastebin.com/Jw4r7y53

Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch( b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move

BGM:
Arabian Dance - Kingdom Hearts 2.5 HD







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