Difference between revisions of "The King of Fighters XV/Controls"

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 99: Line 99:




'''Shortcuts/Buffers/Cancels'''
'''Hit detection notes'''
 
Although other sources may have different definitions, hit detection for this wiki is defined by the following:
 
''Overhead'' - An attack that must be blocked high.
 
''Mid'' - An attack that can be blocked either high or low.
 
''Low'' - An attack that must be blocked low.
 
 
'''Shortcuts/Sequential Buffering'''


[[image:qcb.gif]] [[image:hcf.gif]] = [[image:qcb.gif]] x2, [[image:fd.gif]]  
[[image:qcb.gif]] [[image:hcf.gif]] = [[image:qcb.gif]] x2, [[image:fd.gif]]  
Line 113: Line 124:
[[image:dp.gif]] = [[image:hcb.gif]], [[image:fd.gif]]
[[image:dp.gif]] = [[image:hcb.gif]], [[image:fd.gif]]


[[image:fd.gif]] [[image:fd.gif]] [[image:qcf.gif]]  (Running Fireball without getting DP) = [[image:fd.gif]][[image:fd.gif]], [[image:qcf.gif]][[image:uf.gif]]


[[image:qcf.gif]] + P/K, [[image:qcf.gif]] [[image:qcf.gif]] P/K = [[image:qcf.gif]] + P/K, [[image:qcf.gif]] + P/K
Run into Fireball without getting a DP = [[image:fd.gif]], [[image:fd.gif]], [[image:qcf.gif]][[image:uf.gif]]  


[[image:qcb.gif]] + P/K, [[image:qcb.gif]] [[image:hcf.gif]] P/K = [[image:qcb.gif]] + P/K, [[image:hcf.gif]]] P+K
[[image:qcf.gif]] + P/K, [[image:qcf.gif]] [[image:qcf.gif]] + P/K = [[image:qcf.gif]] + P/K, [[image:qcf.gif]] + P/K


[[image:qcb.gif]] + P/K, [[image:qcb.gif]] [[image:qcb.gif]] + P/K = [[image:qcb.gif]] + P/K, [[image:qcf.gif]] + P/K


'''Hit detection notes'''
[[image:qcb.gif]] + P/K,  [[image:qcb.gif]] [[image:hcf.gif]] P+K = [[image:qcb.gif]] + P/K, [[image:qcb.gif]], [[image:fd.gif]] + P/K


Although other sources may have different definitions, hit detection for this wiki is defined by the following:
[[image:dp.gif]] + P/K, [[image:qcb.gif]] [[image:hcf.gif]] P+K = [[image:dp.gif]] + P/K, [[image:qcb.gif]], [[image:qcb.gif]], [[image:fd.gif]]  P+K


''Overhead'' - An attack that must be blocked high.


''Mid'' - An attack that can be blocked either high or low.


''Low'' - An attack that must be blocked low.


{{Navbox XV}}
{{Navbox XV}}


[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Revision as of 22:29, 20 March 2022

Attacks

A - Light Punch

B - Light Kick

C - Strong Punch

D - Strong Kick

CD - Blowback Attack

P - With either Light Punch or Strong Punch

K - With either Light Kick or Strong Kick

AB - Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward

GCAB - Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter

GCCD - Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter. Often referred as CD Counter

cl.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as cl.C are always the close version

Far D - Standing far D

cr.B - Crouching or down B


Movement


                  up (u)
                    |
 (ub)  up left - 7 8 9 - up right (uf)
     
     (b)   left - 4 5 6 - right (f)

(db) down left - 1 2 3 - down right (df)
                    | 
                  down (d)

j. - Jump/jumping - Press and hold up-back/up/up-forward

Hyperjump - Press down-back/down/down-forward, then quickly press and hold up-back/up/up-forward

Hop - Tap up-back/up/up-forward

Hyperhop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward

cl. – Close – Close standing attack (e.g. cl.C)

cr. – Crouch – Crouching attack (e.g. cr.B)

st. – Stand – Standing attack (e.g. st.B)

bb. – Backdash – Tap back twice quickly

ff. - Dash - Tap forward twice quickly

> - Follow-up - qcf+D > K means inputting K during qcf+D triggers a follow-up move.


Attack Motions

Qcf.gif qcf - 236 - d/df/f - Quarter circle forward

Qcb.gif qcb - 214 - d/db/b - Quarter circle backward

Hcf.gif hcf - 41236 - b/db/d/df/f - Half circle forward

Hcb.gif hcb - 63214 - f/df/d/db/d - Half circle backward

Dp.gif dp - 623 - f/d/df - Dragon Punch motion

Rdp.gif rdp - 421 - b/d/db - Reverse Dragon Punch motion

Qcf.gifUf.gif tk - 2369 - d/df/f/uf - Tiger Knee Motion

Hcb.gif, Fd.gif hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion

Bk.gif~ Fd.gif b~f - [4]6 - Hold back then press forward

Dn.gif~Up.gif d~u - [2]8 - Hold down then press up

Db.gif, Fd.gif db,f - 1,6 - press down back then forward

Dn.gif, Up.gif d,u - 2,8 - press down then up

Dn.gif, Dn.gif d,d - 2,2 - press down twice

Fd.gif,Bk.gif,Fd.gif f,b,f - 6,4,6 - press forward back forward

Qcb.gif Hcf.gif qcb hcf - 2141236 - Quarter circle back half circle forward

Qcf.gif Hcb.gif qcf hcb – 2363214 – d/df/f/df/d/db/b – Quarter circle forward half circle back

Fd.gif,Fd.gif,~Df.gif f/f~d/f – 66[3] – Running charge


Hit detection notes

Although other sources may have different definitions, hit detection for this wiki is defined by the following:

Overhead - An attack that must be blocked high.

Mid - An attack that can be blocked either high or low.

Low - An attack that must be blocked low.


Shortcuts/Sequential Buffering

Qcb.gif Hcf.gif = Qcb.gif x2, Fd.gif

Qcb.gif Hcf.gif = Qcb.gif, Qcf.gif

Qcf.gif Hcb.gif = Qcf.gif x2, Bk.gif

Qcf.gif Hcb.gif = Qcf.gifQcb.gif

Dp.gif = Fd.gif, Qcf.gif

Dp.gif = Hcb.gif, Fd.gif


Run into Fireball without getting a DP = Fd.gif, Fd.gif, Qcf.gifUf.gif

Qcf.gif + P/K, Qcf.gif Qcf.gif + P/K = Qcf.gif + P/K, Qcf.gif + P/K

Qcb.gif + P/K, Qcb.gif Qcb.gif + P/K = Qcb.gif + P/K, Qcf.gif + P/K

Qcb.gif + P/K, Qcb.gif Hcf.gif P+K = Qcb.gif + P/K, Qcb.gif, Fd.gif + P/K

Dp.gif + P/K, Qcb.gif Hcf.gif P+K = Dp.gif + P/K, Qcb.gif, Qcb.gif, Fd.gif P+K



Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters