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2024-03-28T23:00:37Z
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https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Combos&diff=72384
The King of Fighters XV/Duo Lon/Combos
2024-01-02T15:25:37Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| ''' 2B > 2A''' || 38 || 45 || 4% || Standard low light confirm.<br />
|-<br />
| '''2B > Far A ''' || 38 || 45 || 4% || On hit, Far A /cl. A is the most consistent light move into 236A when it comes to spacing.<br />
|-<br />
| '''2B > 2A > 6A''' || 74 || 85 || 8% || 6A whiffs on all crouching opponents, but can connect to 236C/AC. <br />
|-<br />
| '''2B > 2A > 6AC''' || 92 || 45 || 4% || 6AC hits on all crouching opponents and can connect to 236C/AC.<br />
|-<br />
| '''j. B/ j. D > Far A''' || 63 to 93 || 60 to 100 || 6.5% to 9.5% || Far A /cl. A is the most consistent light move into 236A when it comes to spacing. Keep in mind Far A whiffs on crouching opponents in neutral and guard state. <br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 118 || 110 || 12% || Best standard heavy starter. Cl. D places the opponent in a standing position which allows consistent hits into 6A.<br />
|-<br />
| '''cl.C > 6A''' || 108 || 110 || 11% || Grounded punish starter. Cl. C is a frame faster than cl. D, but does not place the opponent in a standing position. Can do cl. C, 6AC for consistent combo into 236C/AC.<br />
|-<br />
| '''j.B/ j. D, cl.C/ cl. D''' || 106 || 100 || 11% || Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| 6B || 40 || 40 || 4% || Only useful for combing into 21426A/AC Super from mid range.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Notes'''<br />
<br />
- j. X, Far A is the most consistent light normal to cancel into 236A on hit when it comes to spacing/pushback. Far A will whiff against all crouching opponents in neutral and guard state except Antonov, Maxima, and KOD. Far A can cancel into 6AC.<br />
<br />
- 6A does not hit any crouching opponents rather they are in neutral, hit, or guard state. <br />
<br />
- 6AC will hit all crouching opponents in hit state. It whiffs against all small crouching opponents in neutral and guard state. <br />
<br />
- Spacing wise, cl. D, 236C is more consistent after jump normals than jump normal, cl. D, 6A 236C.<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 30 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B > B > B || 121 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 206 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 356 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 422 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''2B > 2A''' > 236A > 6P > 6P > 236B, cl. D || 153 || 180 || 21.5% || Anywhere || Crouching light meterless BNB. At the corner, cl. D reset puts Duo Lon out of normal throw range.<br />
|-<br />
| '''2B > 2A > 6A''' > 236C > 6P > 6P > 236B, 214A, Far B || 210 || 225 || 31.5% || Midscreen || Crouching light meterless BNB into 236C. 6A whiffs on crouching opponents.<br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, hyper j. D || 250 || 300 || 33.5% || Midscreen || Hyper j. D reset the opponent in range for Duo Lon to do 2B, 2A. <br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, 214A, Far B || 264 || 300 || 35.5% || Midscreen || A reset that gives up Duo Lon's turn. This combo is used only for damage. <br />
|-<br />
| '''2B > 2A > 6A''' > 236C > 6P > 6P > 236B, 214A, cl. D || 243 || 315 || 36.5% || Corner ||<br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, 214A, cl. D || 299 || 340 || 40.5% || Corner || Most damaging meterless combo from heavy starter. <br />
|}<br />
<br />
===0.5 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B > 2A > 6AC (2 hits) > 236C > 6P > 6P > 236B, hyper j. D || 216 || 235 || 25.5% || Midscreen || Light normal combo into 236C.<br />
|-<br />
| 2B > 2A > 6AC (2 hits) > 236C > 6P > 6P > 236B, 214A, cl. D || 261 || 225 || 22.5% || Corner || Light normal combo into 236C in the corner.<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 236C > 6P > 6P > 236B, j. B > j. D || 254 || 225 || 21% || Midscreen || Places Duo Lon a bit closer to the opponent after j. D reset than 214A, Far B reset.<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 236C > 6P > 6P > 236B, 214A, Far B || 258 || 225 || 21.5% || Midscreen || <br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 214B > 214C, 236C > 6P > 6P > 236B, 214A, cl. D || 316 || 355 || 43% || Corner ||<br />
|-<br />
| cl. D > 6A > 623BD, 236C > 6P > 6P > 236B, 214A, Far B || 326 || 300 || 25.5% || Midscreen ||<br />
|-<br />
| cl. D > 6A > 236AC > 6P > 6P > 214B > 214C, 236C > 6P > 6P > 236B, 214A, cl. D || 380 || 380 || 47% || Corner ||<br />
|}</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi&diff=72054
The King of Fighters XV/Kyo Kusanagi
2023-12-18T14:46:33Z
<p>Corlist: /* Ura 1212 Shiki • Yakumo */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 43f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 21f<br />
<br>'''Run Speed Ranking:''' 5<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D ~ D, 624K = 191 dmg<br/><br />
cl.C > 3D > 236D ~ D, 236C, 623C = 284 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD, 236B ~ B, 236C ~ 63214C ~ 6C ~ 623C = 294 dmg<br/><br />
2B > 2A > 3D > 4214BD, 236B ~ B, 236A, 623C = 303 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D ~ D, 624K > SC 2141236P = 290 dmg<br/><br />
2B > 2A > 3D > 236D ~ dl.D, 236C, 623A > SC 2141236P, 623A = 327 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD, 236B ~ B, 236BD, 236C ~ 63214C > SC 2141236P = 377 dmg <br/><br />
2B > 2A > 3D > 4214BD, 236B ~ dl.B, 236A, 236BD, 236C, 623A > SC 2141236P, 623C = 453 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=<br />
|description=<br />
* Can be cancelled into specials<br />
<br />
Kyo steps forward during the startup of st.C, giving it excellent range. Despite being slower than average, it is a very strong poke especially given that it is one of the few st.Cs in the game that is special-cancellable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
One of Kyo's standout pokes, st.D is fast and has higher than average damage, making it a decent neutral tool.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is special cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Method 100: Demon Burner"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Method 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up.<br />
* Regular versions adds an extra 5% combo scaling.<br />
* Covers a lot of airspace.<br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher.<br />
* As with the first kick, regular versions adds an extra 5% combo scaling, for a total of 20% after both hits land.<br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + juggle)<br />
*Low -> Mid (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Method 114: Wild Bite"<br><br />
<small>"Your body... is weak!"</small><br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Method 128: Nine Wounds"<br><br />
<small>"...is distracted!" </small><br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
<br />
There is a built-in safeguard to prevent 236A>236P's input overlap from causing an unwanted super cancel into 236236P. As such, it impossible to super cancel this move by inputting a super before this move hits. Doing so will instead result in Yanosabi (A/C ender) launching. If going for a super cancel, make sure to press the button for the super ''after'' Konokizu hits.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Method 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Method: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Method 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Adds an extra 25% to combo scaling.<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Method 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Method Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Method 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Method 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Method 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Method 212: Harp Moon of Heaven", "Burn!"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
A hitgrab where Kyo charges forward to grab the opponent, detonating them in his fist if he isn't blocked. This is Kyo's best meterless ender, granting great damage and corner carry as well as a hard knockdown. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 108: Serpentine Mowdown"<br><br />
<small>"Chew on this!"</small><br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. Kyo momentarily charges his flame powers to unleash a fiery prominence. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is its ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Method 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
* Unsafe if uncharged, but becomes unblockable if held for three seconds.<br />
<br />
Kyo rushes forward with a series of fire-empowered blows, ending with an explosion that gives a generous amount of frame advantage.<br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 510, it never reaches this value as it scales itself with its own hits. This makes the climax scale better in longer rather than shorter combos.<br />
}}<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Patch_Notes&diff=71958
The King of Fighters XV/Patch Notes
2023-12-12T16:14:19Z
<p>Corlist: </p>
<hr />
<div>{| class="wikitable sortable"<br />
! Game Version !! Date !! Notes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_2.21.pdf Ver.2.21] || December 7, 2023<ref>https://twitter.com/SNKPofficial/status/1732671291151585344</ref> || bug fixes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_2.20.pdf Ver.2.20] || November 14, 2023<ref>https://x.com/SNKPofficial/status/1724352217698955510</ref> || New character release : Hinako + New Theme + Few minor bug correction<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_2.10_eng.pdf Ver.2.10] || September 12, 2023<ref>https://twitter.com/SNKPofficial/status/1701143539726660019</ref> || New character release : Duo Lon + New Theme + Full cast balance patch<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_2.00_eng.pdf Ver.2.00] || August 8, 2023<ref>https://twitter.com/SNKPofficial/status/1688823107363221505?s=20</ref> || New character release : Nadj + New Stage + New Theme + New setting in training for "installs" + New rank IMMORTAL in ranked + few bug fixes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.93_eng.pdf Ver.1.93] || June 28, 2023<ref>https://twitter.com/SNKPofficial/status/1673912350955679744</ref> || bugs fixes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.92_eng.pdf Ver.1.92] || June 20, 2023<ref>https://twitter.com/SNKPofficial/status/1671065850361651200</ref> || Goenitz + CrossPlateform Online + New music + New Boss Mode + minor bugs corrected<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.80_eng.pdf Ver.1.80] || May 16, 2023<ref>https://twitter.com/SNKPofficial/status/1658381773078945801</ref> || Sylvie Paula Paula + 11 new tracks + MM fix + minor bugs corrected<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.70_eng.pdf Ver.1.71] || April 13, 2023<ref>https://twitter.com/SNKPofficial/status/1646453183043235843</ref> || bug fixes from 1.70<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.70_eng.pdf Ver.1.70] || April 04, 2023<ref>https://twitter.com/SNKPofficial/status/1643162488098226179</ref> || Kim Kaphwan playable as DLC + New Random list available in DjStation for Menu and CharSelect<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.63_eng.pdf Ver.1.63] || January 27, 2023<ref>https://twitter.com/SNKPofficial/status/1618806009924837380</ref> || Bug fix on DjStation and Ending illustrations staying locked. Balance issue fixed on Ash [4]6A et [4]6B<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.62_eng.pdf Ver.1.62] || January 13, 2023<ref>https://twitter.com/SNKPofficial/status/1613717596695629825</ref> || Full cast balance patch. Added ability to change battle settings while in a Room Match. Added Shingo's BGM to DJ Station.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.53_eng.pdf Ver.1.53] || November 1, 2022<ref>https://twitter.com/SNKPofficial/status/1587345984363069440</ref> || Bug fix.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.52_eng.pdf Ver.1.52] || October 20, 2022<ref>https://twitter.com/SNKPofficial/status/1583005105204379650</ref> || Bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.51_eng.pdf Ver.1.51] || October 4, 2022<ref>https://twitter.com/SNKPofficial/status/1577207141659594752</ref> || Can now alter the input delay settings during online matches, added "random list" to DJ Station, bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.40_eng.pdf Ver.1.40] || August 08, 2022<ref>https://twitter.com/SNKPofficial/status/1556551058004254721</ref> || Ranked match search and other online improvements, minor balance changes and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.34_eng.pdf Ver.1.34] || June 10, 2022<ref>https://twitter.com/SNKPofficial/status/1535170733906997248</ref> || Improving PS5 input lag and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.33_eng.pdf Ver.1.33] || May 20, 2022<ref>https://twitter.com/SNKPofficial/status/1527588239854346241</ref> || Fixing bugs from the previous patch.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.32_eng.pdf Ver.1.32] || May 16, 2022<ref>https://twitter.com/SNKPofficial/status/1526161752806764544</ref> || Full cast balance patch. Added features such as order select for online and player side in training mode.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.21_eng.pdf Ver.1.21] || April 23, 2022<ref>https://twitter.com/SNKPofficial/status/1517773713030389761</ref> || Fixed crashes when joining online lobbies. Bug fixes, notably Omega Rugal bugs.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.20_eng.pdf Ver.1.20] || April 14, 2022<ref>https://twitter.com/SNKPofficial/status/1514514093625212929</ref> || Boss challenge added to missions along with free DLC character Omega Rugal. Fair play score reset and various bug fixes.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3215014689194800042 Ver.1.14] || April 05, 2022<ref>https://twitter.com/SNKPofficial/status/1511157306704031746</ref> || Bug fixes. Fixed bugs that caused the game to freeze.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3131696829183042175 Ver.1.12] || March 21, 2022<ref>https://twitter.com/SNKPofficial/status/1505854846619959296</ref> || Minor update and bug fix. Rebalance dash input to make it easier.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.11_eng.pdf Ver.1.11] || March 17, 2022<ref>https://twitter.com/SNKPofficial/status/1504359899853049858</ref> || Bug fixes such as false disconnection flags. Guard first hit option added to training mode. Minor balance updates/bug fixes for some characters, most notably Whip being buffed. Addition of Team GAROU.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02.1_eng.pdf Ver.1.02.1] || March 09, 2022<ref>https://twitter.com/SNKPofficial/status/1501457803910651905</ref> || Only for Steam/Epic Games Store versions. Fixed issues where game would crash on startup, added display settings and keys that can be hotkeyed to the keyboard. Fair Play Score bugs will be addressed in a later update.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively.<br />
|-<br />
| Ver.1.00 || February 17, 2022 || Release version.<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Elisabeth_Blanctorche/Combos&diff=71936
The King of Fighters XV/Elisabeth Blanctorche/Combos
2023-12-11T16:58:44Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 2B > 5B''' || || Standard low light confirm.<br />
|-<br />
| 2B > 2B > 2B || ||<br />
|-<br />
| 2B > 2A || ||<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C > 6A''' || 176 || Standard jump-in starter.<br />
|-<br />
| cl.D > 6A || 122 || Most damaging starter, but slow. Use after a deep jump-in or as a punish.<br />
|-<br />
| cl.A, cl.C > 6A || 131 || Jab link into cl.C from cl.A.<br />
|-<br />
| f.C || 70 ||<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
<br />
'''General Notes:'''<br />
<br />
* '''Character Specific Route# =''' This route '''only''' works the characters listed below. On other characters, the first 236A whiffs.<br />
''Heidern, Dolores, Iori, Kukri, Yashiro, K', Maxima, Antonov, Dinosaur, Robert, Vanessa, Rock, Yamazaki, O.Yashiro, Darli, Duo Lon, Rugal, Goenitz''<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 138 || 0 || Rush combo ending in a 214A special move <br />
|-<br />
| cl.A > A > A > C || 240 || 1 || Rush combo ending in a 236236A super<br />
|-<br />
| cl.A > A > A > D || 367 || 2 || Rush combo ending in a 236236AC Max super<br />
|-<br />
| cl.A > A > A > A || 458 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, Far D/214A || 162 || 160/170 || 0 || 25% || Anywhere || Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.<br />
|-<br />
| '''Light Starter''' > 214A || 124 || 120 || 0 || 20% || Anywhere || Easy light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, Far D/214A || 243 || 240/230 || 0 || 35% || Anywhere || Heavy confirm. <br />
|-<br />
| '''Light Starter''' > 623A, 214K || 170 || 180 || 0 || 30% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214K || 289 || 290 || 0 || 45% || Corner ||<br />
|-<br />
| CD, run, Far D || 131 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere.<br />
|-<br />
| CD, 6A > 623C, 623A, 214K || 230 || 320 || 0 || 45% || Corner || <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, Far D/214A || 259 || 230/220 || 0.5 || 30% || Anywhere || Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214B/cl.D || 221/214 || 280/270 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown. <br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B/214C || 369/376 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown and slightly more damage.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 214K, cl.C || 311 || 390 || 0.5 || 40% || Corner ||<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214K || 296 || 280 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214K, cl.C || 432 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214K, cl.C || 430 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.<br />
|-<br />
| CD, run, 623AC, 6A > 623C, Far D/214A || 239 || 270/260 || 0.5 || 30% || Anywhere || CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.<br />
|-<br />
| CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 311 || 390 || 0.5 || 55% || Corner ||<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236C || 284 || 120 || 1 || 20% || Anywhere || Simple super cancel combo. It is beneficial to get use to only using the C version of this super in combos because it works in every single situation a super cancel of the A version does except it doesn't lose hits if mistimed. It also makes cancelling into climax less likely to whiff.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, Far D || 322 || 230 || 1 || 40% || Anywhere || Optimal light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 421 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D || 394 || 350 || 1 || 55% || Corner || Optimal light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D || 476 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm. <br />
|-<br />
| j.CD, 236214P || 212 || 80 || 1 || 8% || Anywhere || Remember that any stray hit can convert into 236214P.<br />
|-<br />
| CD, 6A > 623C, 623AC, 623A, 214BD, 214K, cl.D || 337 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.<br />
|-<br />
| 236CD, 6A > 623C, Far D/214A || 258 || 170 || 1 || 70% || Anywhere || 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.<br />
|-<br />
| 236CD, 6A > 623C, 623A, 214K || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236C || 389 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236C || 499 || 330 || 1.5 || 55% || Anywhere || Use 236236C's slower startup to ensure the super lands all of the hits.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214K > 236236C || 430 || 280 || 1.5 || 45% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214K, cl.C > 236214P || 518 || 400 || 1.5 || 60% || Corner ||<br />
|-<br />
| CD, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214P || 394 || 390 || 1.5 || 60% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, 214K, cl.C || 494 || 560 || 1 || 70% || Corner || '''Character Specific Route#''' Optimal corner combo with massive stun damage.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236C || 442 || 220 || 2 || 45% || Anywhere || Optimal confirm from heavies midscreen as well, dealing 536 damage.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236AC || 523 || 230 || 2 || 35% || Anywhere || If you accidentally go into your regular '''Heavy Starter''' route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 236236C || 403/490 || 350/400 || 2 || 10% || Anywhere || 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 236236C || 422/501 || 390/440 || 2 || 10% || Anywhere || 1250 and 1500 Max Gauge combo. You'll have to delay the 214K slightly to get it to fit within the Max timer if you're on 2nd position. <br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236P > 236214P || 489 || 430 || 2 || 60% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236P > 236214P || 572 || 480 || 2 || 60% || Corner ||<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 236236C || 415/492 || 350/400 || 2 || 10% || Corner || 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236AC || 486 || 220 || 2.5 || 40% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236AC || 596 || 330 || 2.5 || 55% || Anywhere || Unlike combos with 236236C, you have to delay the 2A timing to hit lower so that the super get in all of its hits.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214K > 236236AC || 520 || 280 || 2.5 || 45% || Corner || Like the above combo, except delay 214 K.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214K > 236236AC || 612 || 330 || 2.5 || 55% || Corner || Delay 6A.<br />
|-<br />
| j.CD, 236214AC || 334 || 80 || 1 || 8% || Anywhere || Like with 236214P, any stray hit also converts into the MAX version. Due to better scaling, spending 2 meters is as exactly as efficient as spending 1. MAX supers usually deal only about 70%~80% more damage for double the meter.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, cl.C > 236P > 236214P || 589 || 640 || 2 || 75% || Corner || '''Character Specific Route#''' Optimal corner combo with massive stun damage while building almost 75% of a bar back. Can be done starting with 1.5 bars.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 214A > 236236C > 236214AC || 536 || 160 || 3 || 30% || Anywhere || Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236AC || 532 || 220 || 3 || 40% || Anywhere || Alternate light confirm that does similar damage.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236C > 236214AC || 634 || 230 || 3 || 35% || Anywhere || <br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 214236CD || 543/619 || 350/400 || 3 || 10% || Anywhere || 1000 Max Gauge combo. Elisabeth's best use of 3 bars.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236C > 214236CD || 563/663 || 230/280 || 3 || 10% || Anywhere || 1250 Max Gauge combo.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 214236CD || 562/671 || 390/440 || 3 || 10% || Anywhere || Alternate 1250 Max Gauge combo. Technically less damage but generates much more stun.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236P > 214236CD || 590/674 || 290/340 || 3 || 10% || Anywhere || 1500 Max Gauge combo.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214AC || 558 || 350 || 3 || 60% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236214AC || 641 || 400 || 3 || 60% || Corner ||<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 214236CD || 555/632 || 350/400 || 3 || 10% || Corner || 1000 Max Gauge combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Gauge before the Climax. Stick with the midscreen combo if you aren't confident in your timing.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214K > 214236CD || 573/653 || 390/440 || 3 || 10% || Corner || 1250 Max Gauge combo. Requires another slight delay on the 6A.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214K > 236236C > 214236CD || 596/680 || 310/360 || 3 || 10% || Corner || 1500 Max Gauge combo. Again, remember to maintain the good habit of using the C version of 236236 for combos so that you don't have to delay the previous moves.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > BC, 623C, 214A > 236236C > 214236CD || 594 || 220 || 3.5 || 20% || Anywhere || This does marginally more than a 1250 Max Gauge combo.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > BC, dl. 214A > 236236C > 214236CD || 704 || 310 || 3.5 || 35% || Anywhere || More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. If the 236236C version is used, 214A does not have to be delayed as much and the combo is much easier to land.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > BC, 623C, dl. 214K > 236236C > 214236CD || 634 || 280 || 3.5 || 20% || Corner || Delay the 214K as much as possible.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > BC, 214K > 236236C > 214236CD || 726 || 330 || 3.5 || 35% || Corner || Delay the 6A here. 214C can be used instead of 214K.<br />
<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236AC > 214236CD || 653/760 || 230/280 || 4 || 10% || Anywhere || 1250 Max Gauge combo. Your Max confirms are much more meter efficient here than non-Max combos.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD || 672/764 || 290/340 || 4 || 10% || Anywhere || 1500 Max Gauge combo.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD || 685 || 280 || 4 || 30% || Corner || Works with 1250 Max Gauge. Use 236236C and you won't have to delay the 214K as much, making the combo much easier. You can also use 214C.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD || 763 || 330 || 4 || 35% || Corner || Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214K > 236236AC > 214236CD || 678/770 || 310/360 || 4 || 10% || Corner || 1500 Max Gauge corner combo.<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, 214K > 236236AC > 214236CD || 760 || 280 || 5 || 20% || Corner || Overall Elizabeth can't spend 5 meter that well except for these two corner combos.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, 214K > 236236AC > 214236CD || 838 || 330 || 5 || 15% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 236AC, BC, 623AC, 6A > 214K > 236236P > 236214AC > 214236CD || 974 || 330 || 5 || 15% || Corner || TOD if jump-in is included<br />
|-<br />
| 236CD, BC, 236214P > 236236AC > 214236CD || 698 || 0 || 4.5 || 50% || Corner || Elisabeth gets a raw max confirm off a raw (ground) shatter strike<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|LTzMRMOtq20|||'''Elizabeth Combos by Kakuge'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Ryo_Sakazaki/Data&diff=71890
The King of Fighters XV/Ryo Sakazaki/Data
2023-12-09T01:13:16Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_ryo_cla_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_ryo_clb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_ryo_clc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 6<br />
| recovery = 14<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_ryo_cld_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Low<br />
| cancel = command<br />
| startup = 6<br />
| active = 8<br />
| recovery = 18<br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====st.A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_sta<br />
| name = stand A<br />
| input = st.A<br />
| images = XV_Ryo_st.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 6<br />
| recovery = 6<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====st.B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_stb<br />
| name = stand B<br />
| input = st.B<br />
| images = XV_Ryo_st.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 3<br />
| recovery = 11<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====st.C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_stc<br />
| name = stand C<br />
| input = st.C<br />
| images = XV_Ryo_st.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 8<br />
| active = 5<br />
| recovery = 16<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====st.D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_std<br />
| name = stand D<br />
| input = st.D<br />
| images = XV_Ryo_st.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 10<br />
| active = 6<br />
| recovery = 18<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====cr.A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cra<br />
| name = crouch A<br />
| input = cr.A<br />
| images = XV_Ryo_cr.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cr.B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crb<br />
| name = crouch B<br />
| input = cr.B<br />
| images = XV_Ryo_cr.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = Low<br />
| cancel = super<br />
| startup = 5<br />
| active = 3<br />
| recovery = 10<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====cr.C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crc<br />
| name = crouch C<br />
| input = cr.C<br />
| images = XV_Ryo_cr.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 5<br />
| recovery = 24<br />
| hitadv = -8<br />
| blockadv = -10<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cr.D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_crd<br />
| name = crouch D<br />
| input = cr.D<br />
| images = XV_Ryo_cr.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Low<br />
| cancel = command<br />
| startup = 9<br />
| active = 5<br />
| recovery = 19<br />
| hitadv = SKD (25: Tech / 52: Non-tech)<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = jh.A<br />
| images = XV_ryo_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 10<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_ryo_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 10<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = jh.B<br />
| images = XV_ryo_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 8<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_ryo_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 10<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = jh.C<br />
| images = XV_ryo_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 6<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_ryo_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 6<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = jh.D<br />
| images = XV_ryo_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 7<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_ryo_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 7<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_ryo_rush1_ima.png<br />
| hitboxes = XV_ryo_rush1.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = RU<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_ryo_rush2_ima.png<br />
| hitboxes = XV_ryo_rush2.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = RU<br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
===Command normals===<br />
====Hyouchuu Wari====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_6a<br />
| name = Hyouchuu Wari <br />
| input = 6A<br />
| images = XV_ryo_6a_ima.png<br />
| hitboxes = XV_ryo_6a.png<br />
| damage = 70 [55]<br />
| guard = High [Mid]<br />
| cancel = super [special, A+C]<br />
| startup = 22 [15]<br />
| active = 8<br />
| recovery = 16 [21]<br />
| hitadv = -3 [-8]<br />
| blockadv = -5 [-10]<br />
| invul = <br />
| stun = 80<br />
| guardDamage = <br />
}}<br />
<br />
====Jyoudan Uke====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_6b<br />
| name = Jyoudan Uke <br />
| input = 6B<br />
| images = XV_ryo_6b_ima.png<br />
| hitboxes = XV_ryo_6b.png<br />
| damage = <br />
| guard = <br />
| cancel = special<br />
| startup = 4<br />
| active = 14 (Parry Window)<br />
| recovery = 8<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====Gedan Uke====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_3d<br />
| name = Gedan Uke <br />
| input = 3D<br />
| images = XV_ryo_3d_ima.png<br />
| hitboxes = XV_ryo_3d.png<br />
| damage = <br />
| guard = <br />
| cancel = Special, Super<br />
| startup = 5<br />
| active = 8 (Parry Window)<br />
| recovery = 10<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====Kizami Duki====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_4a<br />
| name = Kizami Duki <br />
| input = 4A<br />
| images = XV_ryo_4a_ima.png<br />
| hitboxes = XV_ryo_4a.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 29<br />
| active = 5<br />
| recovery = 16<br />
| hitadv = +6<br />
| blockadv = +2<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 120<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_ryo_cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 12<br />
| active = 5<br />
| recovery = 19<br />
| hitadv = Wall Splat - HKD (+76~+92)<br />
| blockadv = -1<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_ryo_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple - HKD (+93)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jhcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = jh.CD<br />
| images = XV_ryo_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = 80<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_jcd<br />
| name = jump CD<br />
| header = yes<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_ryo_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = <br />
}}<br />
<br />
<br />
===Throws===<br />
====Kyokugenryu Sanren Geki====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cthrow<br />
| name = Kyokugenryu Sanren Geki<br />
| input = (close) 4/6C<br />
| images = XV_ryo_cthrow_ima.png<br />
| hitboxes = XV_ryo_cthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD(+53)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====Tomoe Nage====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_dthrow<br />
| name = Tomoe Nage<br />
| input = (close) 4/6D<br />
| images = XV_ryo_dthrow_ima.png<br />
| hitboxes = XV_ryo_dthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+42)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Specials==<br />
===Kohou===<br />
====623A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623a<br />
| name = Kohou <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_ryo_623a_ima.png<br />
| hitboxes = XV_ryo_623a.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 4<br />
| active = 10<br />
| recovery = 36 (10 on ground)<br />
| hitadv = SKD (31: Tech / 58: Non-tech)<br />
| blockadv = -27<br />
| invul = Full body against non-projectile air moves: 1 to 5 (5 Frames)<br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
====623C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623c<br />
| name = Kohou <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_ryo_623a_ima.png<br />
| hitboxes = XV_ryo_623c.png<br />
| damage = 125 (90+35)<br />
| guard = Mid<br />
| cancel = super(1)<br />
| startup = 5<br />
| active = 12<br />
| recovery = 48 (13 on ground)<br />
| hitadv = SKD (17: Tech / 44: Non-tech)<br />
| blockadv = -38<br />
| invul = Full Body: 1 to 9 (9 Frames)<br />
| stun = 110 (80+30)<br />
| guardDamage = 130 (100+30)<br />
}}<br />
<br />
====623AC====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_623ac<br />
| name = Kohou <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_ryo_623a_ima.png<br />
| hitboxes = XV_ryo_623ac.png<br />
| damage = 150<br />
| guard = Mid<br />
| cancel = <br />
| startup = 4<br />
| active = 13<br />
| recovery = 43<br />
| hitadv = SKD (18: Tech / 45: Non-tech)<br />
| blockadv = -37<br />
| invul = Full Body: 1 to 9 (9 Frames)<br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
===Ko-Ou Ken===<br />
====236A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236a<br />
| name = Ko-Ou Ken <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_ryo_236a_ima.png<br />
| hitboxes = XV_ryo_236a.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 17<br />
| active = 6<br />
| recovery = 20<br />
| hitadv = SKD (40: Tech / 67: Non-tech)<br />
| blockadv = -1 (Close) to 2 (Max Range)<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 80<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236c<br />
| name = Ko-Ou Ken <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_ryo_236a_ima.png<br />
| hitboxes = XV_ryo_236c.png<br />
| damage = 85<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 19<br />
| active = 9<br />
| recovery = 19<br />
| hitadv = SKD (33: Tech / 60: Non-tech)<br />
| blockadv = -5 (Close) to 3 (Max Range)<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_236ac<br />
| name = Ko-Ou Ken <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_ryo_236ac_ima.png<br />
| hitboxes = XV_ryo_236ac.png<br />
| damage = 87 (40+50)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = Full Screen Projectile<br />
| recovery = 32<br />
| hitadv = SKD (42: Tech / 69: Non-tech)<br />
| blockadv = +1 (Close) to 20 (Max Range)<br />
| invul = <br />
| stun = <br />
| guardDamage = 60 (20+40)<br />
}}<br />
<br />
===Hien Shipuu Kyaku===<br />
====214B====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214b<br />
| name = Hien Shipuu Kyaku <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_ryo_214b_ima.png<br />
| hitboxes = XV_ryo_214b.png<br />
| damage = 87 (40+50)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 5<br />
| active = 6<br />
| recovery = 34<br />
| hitadv = SKD (13: Tech / 40: Non-tech)<br />
| blockadv = -20<br />
| invul = <br />
| stun = 100 (40+60)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====214D====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214d<br />
| name = Hien Shipuu Kyaku <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_ryo_214d_ima.png<br />
| hitboxes = XV_ryo_214d.png<br />
| damage = 141 (40+50+60)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 14<br />
| active = 6 (10) 3<br />
| recovery = 26<br />
| hitadv = SKD (36: Tech / 63: Non-tech)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 120 (40*3)<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
====214BD====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_214bd<br />
| name = Hien Shipuu Kyaku <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_ryo_214b_ima.png<br />
| hitboxes = XV_ryo_214bd.png<br />
| damage = 113 (30+50+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = 2 (2) 4 (9) 4<br />
| recovery = 28<br />
| hitadv = SKD (36: Tech* / 75: Non-tech)<br />
| blockadv = -13<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 160 (60+40+60)<br />
}}<br />
<br />
===Zanretsuken===<br />
====646A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646a<br />
| name = Zanretsuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 646A<br />
| images = XV_ryo_646a_ima.png<br />
| hitboxes = XV_ryo_646a.png<br />
| damage = 168 (0+12*9+60)<br />
| guard = Mid<br />
| cancel = super(11)<br />
| startup = 8<br />
| active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1<br />
| recovery = 28<br />
| hitadv = HKD (69)<br />
| blockadv = -41~-29<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====646C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646c<br />
| name = Zanretsuken <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 646C<br />
| images = XV_ryo_646a_ima.png<br />
| hitboxes = XV_ryo_646c.png<br />
| damage = 128 (0+12*9+20)<br />
| guard = Mid<br />
| cancel = super(11)<br />
| startup = 18<br />
| active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1<br />
| recovery = 28<br />
| hitadv = SKD (36: Tech / 63: Non-tech)<br />
| blockadv = -38~-26<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====646AC====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_646ac<br />
| name = Zanretsuken <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 646AC<br />
| images = XV_ryo_646a_ima.png<br />
| hitboxes = XV_ryo_646ac.png<br />
| damage = 158 (0+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*2)+(10*4)+(14*2)+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1<br />
| recovery = 28<br />
| hitadv = SKD (36: Tech / 63: Non-tech)<br />
| blockadv = -62~-46<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Haoh Shoukou Ken===<br />
====641236A/C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_641236p<br />
| name = Haoh Shoukou Ken <br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 641236A/C<br />
| images = XV_ryo_641236p_ima.png<br />
| hitboxes = XV_ryo_641236p.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 19<br />
| active = Full Screen Projectile<br />
| recovery = 57<br />
| hitadv = HKD (+35)<br />
| blockadv = -27 (Close) to 13 (Max Range)<br />
| invul = Full Body: 1 to 3 (3 Frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====641236AC====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_641236ac<br />
| name = Haoh Shoukou Ken <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 641236AC<br />
| images = XV_ryo_641236p_ima.png<br />
| hitboxes = XV_ryo_641236ac.png<br />
| damage = 320<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 13<br />
| active = Full Screen Projectile<br />
| recovery = 50<br />
| hitadv = HKD(+64)<br />
| blockadv = -20 (Close) to -6 (Max Range)<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
===Ryuuko Ranbu===<br />
====2363214A====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214a<br />
| name = Ryuuko Ranbu <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 2363214A<br />
| images = XV_ryo_2363214p_ima.png<br />
| hitboxes = XV_ryo_2363214p.png<br />
| damage = 200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 20<br />
| recovery = 22<br />
| hitadv = HKD(+47)<br />
| blockadv = -29<br />
| invul = Full Body: 1 to 5 (5 Frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====2363214C====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214c<br />
| name = Ryuuko Ranbu <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 2363214C<br />
| images = XV_ryo_2363214p_ima.png<br />
| hitboxes = XV_ryo_2363214p.png<br />
| damage = 200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120)<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 12<br />
| active = 20<br />
| recovery = 22<br />
| hitadv = HKD(+47)<br />
| blockadv = -29<br />
| invul = Full Body: 1 to 5 (5 Frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====2363214AC====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2363214ac<br />
| name = Ryuuko Ranbu <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 2363214AC<br />
| images = XV_ryo_2363214p_ima.png<br />
| hitboxes = XV_ryo_2363214ac.png<br />
| damage = 330 (0 + 10*3 + 15 + 10 + 15*2 + 10 + 15 + 10 + 15 + 10 + 15 + 10 + 30*2 + 100)<br />
| guard = Mid<br />
| cancel = climax (1~15,18)<br />
| startup = 10<br />
| active = 21<br />
| recovery = 21<br />
| hitadv = HKD(+44)<br />
| blockadv = -9<br />
| invul = Full Body: 1 to 17 (17 Frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
===Climax super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_2141236cd<br />
| name = Shin • Tenchi Haoh Ken <br />
| input = 2141236CD<br />
| images = XV_ryo_2141236cd_ima.png<br />
| hitboxes = XV_ryo_2141236cd.png<br />
| damage = 450 Min:270<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 3<br />
| recovery = 60<br />
| hitadv = HKD(+3)<br />
| blockadv = Guard Crush (-14)<br />
| invul = Full Body: 1 to 14 (14 Frames)<br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Meters_and_Gauges&diff=71848
The King of Fighters XV/Meters and Gauges
2023-12-03T18:24:09Z
<p>Corlist: /* Shatter Strike */</p>
<hr />
<div>==Health==<br />
Depending on how much time is left on the clock determines how much life you regenerate the next round. The health values in XV are standardized once more like KOFXIII.<br />
<br />
*42-60sec: Recover 300 HP<br />
*30-41sec: Recover 250 HP<br />
*18-29sec: Recover 150 HP<br />
*0-17sec: Recover 100 HP<br />
<br />
==Combo Damage Scaling==<br />
The first hit of a combo will deal 100% of base damage and each subsequent "hit" will reduce the combo multiplier by 5%, to a minimum of 20%. All supers, including MAX and Climax Supers, will always do a minimum of 50% damage. Scaling damage is rounded down. Neither Super, Advanced or Climax cancels affect damage scaling in any way. Some other Supers (usually Climax) work differently and will always do a minimum amount of damage in certain parts that is usually more than 50%.<br />
<br />
What constitutes as a "hit" in combos varies when it comes to special and super moves but others there are a few general rules<br />
* Multi-hitting normals such as Terry and Vanessa's c.C only count as 1 "hit", no matter if cancelled from the first or second hit.<br />
* Multi-hitting command normals only count as 1 "hit" no matter if cancelled from the first or second hit. The exception being Vanessa's 6A, which counts as 1 hit each.<br />
* Multiple special inputs such as Kyo rekkas add 1 "hit" to the combo each.<br />
<br />
Certain actions work differently with regards to the scaling<br />
{| class="wikitable sortable"<br />
|-<br />
! Action !! Scaling<br />
|-<br />
| Raw Shatter Strike || 0%<br />
|-<br />
| Combo Shatter Strike || 30%<br />
|-<br />
| Quick Max || 10%<br />
|-<br />
| Quick Max (Overhead Command Normal) || 35%<br />
|-<br />
| Blowback (CD) Wall Splat || 30%<br />
|-<br />
| Overhead || 30% (including the hit)<br />
|-<br />
| EX Counter (Rock) || 45%<br />
|-<br />
| Shinkuu Nage (Rock) || 30%<br />
|}<br />
<br />
==Meter Mechanics==<br />
[[File:KOFXV full meter.png|frame|right|Meter display in game]]<br />
At the bottom of the screen is a number next to a meter that can gradually fill up over the course of a round. This is the '''Power Gauge''', and the number represents how many stocks of meter the character currently has stored. As the number of stocks increases, certain additional actions become available to the character:<br />
<br />
*½ stock: Can perform EX Special Moves.<br />
*1 stock: Can perform Super Special Moves, Guard Cancel Roll (GCAB), Guard Cancel CD (GCCD) and Shatter Strike.<br />
*2 stocks: Can perform MAX Super Special Moves and activate MAX Mode.<br />
*3 stocks: Can perform a Climax Super Special Move.<br />
<br />
The maximum number of stocks available to a character depends on the character’s position in the team order. The first character may store up to 3 stocks, the second may store up to 4, and the final character may store up to 5 stocks of super meter. Meter accumulated by a character who was knocked out will carry over to the next character, and the next character will automatically gain a stock when it is their turn. For example, if character A had 1 stock out of 3 when they were KO'ed, then the next character will have 2 stocks out of 4. Meter can be gained by:<br />
<br />
*Connecting with attacks besides normal/air throws (this includes if the attack was blocked).<br />
*Blocking your opponent's attacks.<br />
*Performing a special move, regardless of whether they were hit, blocked, or whiffed (with some exceptions).<br />
<br />
===Shatter Strike===<br />
{{#ev:youtube|FHd9b--6fXk|360|center}}<br />
New to KOF XV is the Shatter Strike. At the cost of 1 stock of the Power Gauge, you can input [[File:qcf.gif]]+[[File:c.gif]][[File:d.gif]] (236CD) to perform the Shatter Strike. The Shatter Strike is an enhanced version of your character's blowback attack that absorbs attacks performed by the opponent during its active frames, even projectiles, Super Special Moves and Climax Super Special Moves. However, Shatter Strike does not absorb throws, and it is possible to be thrown out of a Shatter Strike.<br />
<br />
Shatter Strike behaves differently depending on whether or not it hits the opponent raw or when done in the middle of a combo. If Shatter Strike hits as the first hit, then the opponent will immediately act as if they were hit in the air if they are hit with a non-juggle attack. If Shatter Strike was used in the middle of a combo, the opponent will still be treated as grounded, making it a combo extender. Although Shatter Strike costs 1 stock to use, you gain half a stock back if it hits (as in, not blocked by) the opponent. This stock refund does not occur in MAX Mode, even though meter build happens normally.<br />
<br />
Shatter Strike is useful for plowing through an opponent's poke in neutral if your reads are good enough, as well as breaking through gaps in the opponent's block pressure. However, in addition to being vulnerable to throws, Shatter Strike is also weak to frame-traps, as the armor only applies to Shatter Strike's active frames, and not the startup frames. Since Shatter Strike reuses your character's Blowback Attack animation, its usefulness will vary depending on the character.<br />
<br />
===MAX Mode===<br />
{{#ev:youtube|YbNLMYDlzTM|360|center}}<br />
When you have 2 or more stocks in the Power Gauge, the MAX Mode indicator will appear above the Power Gauge. This means you can activate MAX Mode by pressing [[image:b.gif]] and [[image:c.gif]] at once. MAX Mode comes in two varieties depending on when you activate it, either done raw or when cancelled into from a normal or command normal. Both cost 2 stocks to use. These are referred to as MAX Mode (Raw) and MAX Mode (Quick) respectively.<br />
<br />
* MAX Mode (Raw) is indicated by a blue visual effect. It takes 30f to fully execute. It increases the damage and Guard Gauge damage dealt by the character's Normals, Normal Throws, Command Moves and Special Moves (''but '''not''' EX Special Moves'') by 25%. Additionally, it allows EX Special Moves, Shatter Strike, and Super Special Moves to be performed for free as long as the mode is active, taking small and large chunks respectively out of the MAX Mode Gauge instead of the Power Gauge. MAX Super Special Moves take the same amount of Max Mode Gauge as Super Special Moves, but also cost 1 stock of the Power Gauge. Climax Super Special Moves immediately end MAX Mode regardless of how much is left in the MAX Mode Gauge, as well as 1 stock of the Power Gauge.<br />
<br />
The MAX Mode Gauge varies in size depending on what the number of maximum stocks for that character is. For example, the first character on a team, who has a maximum stock number of 3, will have 1000 Max Mode Gauge, the second character will have 1250 Max Mode Gauge, and the last character will have 1500 Max Mode Gauge.<br />
<br />
{{#ev:youtube|6cne0DSJE8E|360|center}}<br />
MAX Mode (Quick) is indicated by a pink/red visual effect. It cancels the recovery of your current attack, stops time for a brief moment, and makes your character automatically run towards the opponent. This lets you extend a combo or blockstring. MAX Mode (Quick) is otherwise identical to MAX Mode (Raw) in functionality except for two major differences:<br />
<br />
* The MAX Mode Gauge is shortened immensely to compensate for cancelling into it.<br />
* Damage and Guard Gauge damage is not increased.<br />
<br />
===EX Special Moves===<br />
EX Special Moves are powered-up special moves. By default they use half of a stock, and in MAX Mode they take out a small chunk of the MAX Mode Gauge instead. They vary in functionality from simply doing more damage to extending combos to changing a move's function entirely (for example, Kyo's Kototsuki Yo is normally blockable, but the EX version is an unblockable command grab). Experiment with your character's EX Special Moves to get the most out of your special moves.<br />
<br />
===Super Special Moves===<br />
Super Special Moves are powerful special moves activated with specific command inputs, often harder to pull off than normal special move inputs to compensate for their increased strength. They use 1 stock of the Power Gauge, or a large chunk of the MAX Mode Gauge if in MAX Mode.<br />
<br />
===MAX Super Special Moves===<br />
MAX Super Special Moves are even more powerful versions of the Super Special Moves. They use 2 stocks of the Power Gauge, or 1 stock and a large chunk of the MAX Mode Gauge if in MAX Mode.<br />
<br />
===Climax Super Special Moves===<br />
Climax Super Special Moves are your character's strongest attack. They use 3 stocks of the Power Gauge, or 1 stock and the remaining MAX Mode Gauge if in MAX Mode. In KOF XV, all Climax Super Special Moves are performed with a universal command, 2141236CD.<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Clark_Still&diff=71847
The King of Fighters XV/Clark Still
2023-12-03T18:08:18Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 21f<br />
<br>'''Run Speed Ranking:''' 7<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
As KoF's resident grappler, Clark is no slouch when it comes to making opponents scared to press. With armored/invulnerable command grabs that can lead to vortex scenarios, large pokes, and an excellent punish game, Clark is one of the more notoriously effective grapplers among many of his archetype within the fighting game genre.<br />
<br />
Before Clark can get in, he has an excellent set of pokes to back himself up. His st.C is one of the very few normals that can hit from round start distance, and his cr.D is infamous for its range and speed, as well as its relative safety. His cr.C also has great range and is command cancelable, making it an excellent combo starter. He also has a command hop, Step (6BD) that sees him move forward quickly by a long distance, allowing Clark to close the gap between him and his opponent. Clark's st.B is also uniquely very plus on hit and block, and can be linked into his cr.D on hit. While Clark does not have a designated anti-air normal like some opponents, his st.D is an decent substitute with its great vertical range, and he also has access to an aerial throw, Death Lake Driver. These options can make it easy to condition the opponent into sitting still, which is where Clark's true game starts.<br />
<br />
Once Clark gets in, it's hard to get away from him. His signature command grab, '''Super Argentine Backbreaker''' (41236K[K]) forms the basis of his entire gameplan. It comes in two forms: a slow, fully armored version (426B) with noticeable range, and an instant, combo-friendly version (426D). Returning in KoF XV is Clark's fully invincible command grab, '''Frankensteiner''' (623K[K]). These command grabs will always side-switch upon landing, but compared to some other grapplers, they will ''not'' reset neutral, and Clark can follow-up with '''Flashing Elbow''' (236A/C) which tacks on additional damage and gives Clark excellent oki. These command grabs are what give Clark his notorious vortex game, also referred to as "the blender". Clark is easily capable of looping his command grabs over and over once he gets in, making him very hard to deal with.<br />
<br />
Should Clark choose to play it safe, he is more than easily capable of doing so. Just like his partner Ralf, Clark has access to '''Gatling Attack''' (214P[P]), but compared to Ralf's, Clark's will always launch and has much cheaper followups, most notable of which is Clark's '''EX Mount Tackle''' (41236AC) which does no damage on its own, but has multiple high damage followups which can allow Clark to continue or end his vortex, such as '''Clark Lift''' (22A), '''Sleeper DDT''' (22C) which can be followed up with Flashing Elbow, and '''Rolling Death Cradle''' (22K).<br />
<br />
Of course, despite these tremendous mindgame strengths, Clark is not at all without his weaknesses. Clark does not have a true meterless reversal, and his anti-air game isn't all that. Like many other grapplers, he is weak to zoning and good defense, forcing him to play rather strictly around KoF's fundamentals. But should you choose to stick with Clark, you will find yourself highly rewarded mentally with his excellent mixups and ability to shut your opponents down into submission.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.'''''<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, the traditional KOF safejump... Clark's overwhelming ability to put you in "the blender" is what gives him his notoriety among KoF players.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Midrange''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with a simple gameplan and light execution outside of meter combos, Clark is one of the easiest characters in the game in terms of combos, allowing him to remain killing even in high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Clark has one of, if not the worst combo scaling in the game. His damage gets noticeably lower from multiple hits, and it can be hard for Clark to secure a kill by meter dumping.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. Coupled with his jump and hop arcs, this means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
* '''Poor Meter Generation''': Clark's meter generation is quite low. Though you won't be using many EX moves with this character, it does mean his overall damage and pressure game take a hit, and often times means you will be taking genuine meter-risks in general.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C(1) > 6B > 41236D > 236P = 270 dmg<br/><br />
2B > 2A > 41236A (chain throws) = 157(ddt)/182(roll) dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC, 41236D > 236P = 303 dmg<br/><br />
2B > 2A > 214AC, 214A, 41236AC > (chain throws) = 268(ddt)/301(roll) dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
j.A > cl.C(1) > 6B > max, cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P = 444 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
* Standard KoF far jab<br />
* Good for checking hops on reaction<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
A ''very'' plus st.B. Doesn't special cancel, but links into cr.D on hit, which in turn links into '''EX''' Mount Tackle. Nasty frame trapping tool as the opponent will be forced to respect it to not get hit by cr.D.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
* Whiffs on crouching opponents.<br />
An absolutely massive button. Looks similar to Ralf's st.C, but is slower and does less damage. However, it has significantly larger range, hitting from round start distance. <br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
<br />
A strong, if somewhat slow, anti-air. This is one of Clark's few anti-air options, though you'll have to be a bit more careful in using it than other characters since it is slower than the anti-air options of the rest of the roster.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Good hop check and frame advantage, but clB is better for pressure<br />
* Links into clC<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Excellent frame advantage and low pushback<br />
* Links and frame traps into clC<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
*Clark's go-to close normal for hit-confirming and punishing<br />
*First hit cancels into 6B or specials and is his most reliable combo starter.<br />
*Second hit can only be cancelled into Super or Quick Max, but because clC is +0 on block it can be hit-confirmed without risk of punishment<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Not considered airborne.<br />
* Does not cancel into anything<br />
A very fast, nearly unreactable overhead. Despite appearances, Clark is ''not'' considered airborne during the duration of the move. Doesn't MAX cancel or super cancel.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Deceptively large hitbox.<br />
* Clark fastest normal, tied with st.A, but more reliable.<br />
A uniquely frightening cr.A due to Clark's toolkit. Mashing against this is almost always a bad idea.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
* Cannot be chained into itself.<br />
Clark's fastest low that has the rare characteristic of being command cancelable. This gives Clark some decent combo options if the opponent is too far out of range for jab followups.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|captions= Excellent punish tool<br />
|description=<br />
* Moves Clark forward if mashed in succession.<br />
<br />
An advancing hook with enormous range. Like his cr.D, it catches almost everything under the sun, but has better combo potential. If your opponent is too far to punish with 426D, this is one of your best options.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
<br />
Easily one of the best sweeps in the game, Clark's cr. D has always been a very reliable tool. It has everything you'd want in a sweep: fast startup, good range, safe on block, and special cancellability. On hit, this combos into EX Mount Tackle for extra damage and better oki. Alternatively, you can cancel on hit into Step (6BD) to chase the opponent's knockdown. 2D xx Step can lead to tick throws from massive range, but the Step can be punished by wary opponents before Clark gets to recover. However, Step can be challenging to react to and is a constant threat that makes 2D more threatening.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Clark's best jump-in. A very large, very active, and very fast chop<br />
* A staple of Clark's safe jumps, hop pressure, and tick throws.<br />
* Like all of Clark's jumping normals, combos easily to EX Mounting Tackle when hitting an airborne opponent<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Horizontal kick with more range horizontally than j.A<br />
* Outclassed by j.A as a jump-in, but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, but it's not reliable against crouchers.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Hard to use because it's slower than most of Clark's other jumping normals and usually misses crouching opponents<br />
* Still serves its purpose as a damaging horizontal air-to-air, but usually j.D is better.<br />
* Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Strange hitbox that makes it great for air-to-airs, but horrible as a jump-in.<br />
<br />
A very fast j.D that works wonders as an air-to-air. At five frames of startup and with a large, high hitbox, Clark's j.D can easily shut down aerial approaches.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Can whiff-cancel into command normals.<br />
<br />
One of Clark's few options with mediocre range, and thus doesn't see much use. Clark's st.CD does have one good thing going for it, though: it's one of the few in the game that can whiff-cancel into command normals. Canceled into the great range of his 6B, it can trip up opponents anticipating an overhead.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=A really bad Shatter Strike.<br />
* Not nearly as 'spammable' as other Shatter Strikes thanks to its short range<br />
* Because its range is so bad, Clark's Shatter Strike will usually be punished hard on block<br />
* Clark generally has better options to spend his meter on, whether it's for damage, anti-air, or interrupting the opponent's ground pokes.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
*Horizontal leaping kick with frame advantage on block<br />
*Decent horizontal range. Neutral hop j.CD will usually prevent any aggressive air actions from the opponent<br />
*Hop j.CD can whiff on crouchers unless it is delayed, which can make it easier for the opponent to anti-air<br />
*Should be used in tandem with empty hop command grab, hop j.A/j.D, and Clark's threatening ground presence to unsettle the opponent's defense<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
*Mash auto-combo with limited use<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=<br />
*Forward throw that launches the opponent full screen<br />
*Can set up decent oki near the corner. Make sure to use the right throw near the corner so you don't let the opponent escape!<br />
}}<br />
<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=<br />
*Backthrow that launches the opponent full screen<br />
*Good oki when Clark is cornered. Delayed super jump can set up a safe jump.<br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=<br />
*Air throw useful against people disrespecting Clark by jumping over him<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
*Overhead command normal<br />
*Cancelable into any of Clark's specials when chained, which makes hit-confirms from cl.C(1) much easier.<br />
*Lights > 6B can frame trap opponents trying to jump or mash on Clark's pressure<br />
*When done raw, 6B can only be canceled into Super or MAX. Like other comboed overheads, 6B's damage scaling is pretty heavy. 6B MAX can still be useful to close out rounds, but is a heavy meter investment<br />
*Can be +1 on hit if done meaty<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|captions= Movement and pressure tool.<br />
|description=<br />
* Advances Clark forward around 2.5 character distances.<br />
* Cancelable from 6B, unique for command normals.<br />
<br />
Clark's movement/pressure tool. Moves Clark forward a ''very'' far distance and, combined with its speed, can be used to extend Clark's turn or to throw off the opponent.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|captions= You hopped?<br />
|description3=<br />
* Clark runs forward and tackles the opponent to the ground. <br />
* Not a running throw, but an attack that deals 0 damage. Mount Tackle has incredible priority and can anti-air hops when the hitbox becomes active, but it is extremely punishable on block. <br />
* An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. <br />
* A version starts up faster and can combo from light attacks up close. It also can be used in juggles from 214BD<br />
* C version runs further after startup and combos only from cl.C/2C/6B.<br />
* EX Mount Tackle immediately goes into the tackle animation. EX Mount Tackle also has the extremely valuable Anywhere Juggle property, which allows EX Tackle to combo in a ton of situations where other moves can't. <br />
*Nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
* Mount Tackle does no damage by itself, so all the damage comes from the follow-ups. Three different follow-ups can be performed after the tackle.<br />
* Follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. One advantage it has over Rolling Death Cradle is that it deals its full damage about 1 second quicker. This can make the difference in timeout situations or to prevent the timer from going down to the next health recovery threshold.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|captions= Get ready to see this move a lot.<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|captions= This one too.<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_41236p_22d,clark_41236ac_22b,clark_41236ac_22d<br />
|name=Rolling Death Cradle<br />
|input=41236A/C~22K<br />
|captions= Big damage ender.<br />
|description4=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|captions= The traumatizer.<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clark's game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safe jump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo on grounded opponents (the only way to do so).<br />
<br />
A Vulcan Punch stays in place and has lower recovery; the last hit is even on block if it connects, but it rarely does so due to pushback. C Vulcan Punch moves Clark forward during the attack and has no pushback, making confirms into it more consistent, and puts the opponent in a free juggle state on hit; however, the recovery is much longer than the A version, which limits follow-ups to this outside of the corner and makes it very unsafe.<br />
<br />
EX Vulcan Punch is far more useful in most situations, boasting the forward movement and non-existent pushback of the C version with the recovery of the A version. This keeps the opponent in grab range while leaving you even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along. Just like Ralf, Clark gets better juggles with C Gatling on crumpled opponents but unlike Ralf he gets far less - specifically an extra 623C only in the corner.<br />
<br />
214A vs grounded opponents gives clark an autotimed safejump by holding up forward to jump immediately after it recovers, and he can do a D backbreaker to catch an opponent on their techroll immediately after landing, or pressure them with a jA and run the vortex meterless.<br />
<br />
EX Gatling has a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into A Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but A Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* '''A''' version does not sideswitch, but '''C''' version does.<br />
<br />
Clark transitions right into his anti-air grab out of Gatling Attack. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good oki. Going into this move from EX Gatling Attack is always a sub-optimal option (except in ''very'' niche timeout scenarios) since Clark can combo into A Mount Tackle, which always leads to better damage and oki.<br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|captions= You're mashing?<br />
|input=623B/D/BD<br />
|description3=<br />
* As of Patch 1.32, Clark builds additional meter when he poses upon no cancel to Flashing Elbow. This builds more meter than foregoing the follow-up but sacrifices the guaranteed oki, which is generally more useful. No meter is gained for the EX version.<br />
* Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one.<br />
* Regular versions have full body invincibility, except against grabs. EX version has full invincibility, including against grabs.<br />
<br />
A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|captions= Combo ender, often does mediocre damage.<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236.<br />
* Grants non-existent oki on hit, making it a poor choice to use outside of meter dumps.<br />
<br />
Clark grabs his opponent before performing the Argentine Backbreaker three times and then performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no oki on success. As a result, try to use this Super to close out a round or as a meter dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender.<br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage.<br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|captions= You whiffed a button?<br />
|description3= <br />
* Midscreen punish and meter dump starter.<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great pseudo-reversal for blowing up fake pressure or catching out a zoner.<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax.<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly; instead, work it into your game plan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first two hits can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ultra Clark Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|name=Ultra Clark Buster<br />
|input=2141236CD<br />
|captions= The only overhead that matters.<br />
|description=<br />
* Clark flies across the screen extremely quickly while invulnerable to projectiles.<br />
* Does excellent damage by Clark's standards.<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a MAX Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Hinako_Shijo&diff=71663
The King of Fighters XV/Hinako Shijo
2023-11-22T14:46:03Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV_Hinako_Shijo_Profile.png|thumb|This well-to-do daughter of the Shijo Zaibatsu is calm and easygoing by nature, though her occasional airheaded ways can leave people positively reeling. Don’t let her prestigious educational background fool you—hidden beneath that prim, petite, and proper student exterior is a powerhouse of a sumo wrestler, ready for action. She even has her personal cook make sumo hot pot (chankonabe) for her. ]]<section end="image"/><br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Tasuki Nage (Forward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Uwate Nage (Backward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Harite - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Harite (Chiyo) - [[image:a.gif]]<br />
:┗Harite (Nishiki) - [[image:c.gif]]<br />
:┗Harite (Otori) -[[image:d.gif]]<br />
<br />
Tsuppari - [[image:fd.gif]] + [[image:b.gif]]<br />
:┗Tsuppari (Follow-up) - [[image:b.gif]]<br />
<br />
Maemitsu Tataki - [[image:df.gif]] + [[image:a.gif]]<br />
<br />
Nodowa - [[image:df.gif]] + [[image:c.gif]]<br />
:┗Nodowa (Follow-up) - [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Tsukidashi - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Tsukiotoshi - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gaburiyori - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Feint - [[image:a.gif]][[image:b.gif]]<br />
Gorintsuki - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Yorikiri - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kakenage - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shikofumi - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Gassho Hineri - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] !<br />
<br />
Daisharin Nodowa Otoshi - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] !<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Hina Arashi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.5D > 6A~C , 2A > 3A > 236C <br/><br />
2B > 2B > f.5B > 236A , 2D <br/><br />
|<br />
311 dmg<br/><br />
179 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner Only<br/><br />
|<br />
cl.5D > 3C > 214B > 236236P <br/><br />
2B > 2B > f.5B > 236AC , 236A , 214AC , 22B <br/><br />
|<br />
424 dmg<br/><br />
322 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
cl.5D > 3C > 236C > 236236AC <br/><br />
|<br />
569 dmg <br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
One of the most frightening characters to ever grace the ''King of Fighters'' roster, Hinako is proof of the expression "looks can be deceiving". Notoriously oppressive, Hinako has lots of advancing, safe normals that allow her to close the distance to utilize her destructive grappling capabilities.<br />
<br />
One thing new Hinako players will notice is her large amount of command normals. Hinako has four different command normals with five possible followups, increasing her total command normal count to 9, the most for any character in the series. These command normals can be used for mixups (6AA, 6AD, 3CD) or just general pokes (6A, 6B, 3C) which are safe and have great range, which compliments her otherwise underwhelming reach. If she has a hard time getting in, she can utilize '''Shikofumi''' (22K[K]), a ground stomp with infinite low range that knocks the opponent down if they're standing, giving her great oki. It also functions as an OTG that can tack on additional damage, or as a launcher with meter.<br />
<br />
Hinako is known to be a terrifying character, and with good reason: if she gets close to you, it's over. She has all the command grabs you could want in a character—frame-1, running, fully invincible—with some excellent anti-airing options to boot (214A, 214AC). Her corner carry is nearly unmatched, and the damage she gets off of meter dumps is devastating. If you get hit once and Hinako has meter, prepare to lose a decent chunk of your life, if not all of it.<br />
<br />
Overall, if you want to play a character who is an expert at bullying opponents and can crack open their defense with little effort, then Hinako may be for you.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is an snowballing grappler that boasts a multitude of pressure options to mix up her opponents.'''''<br />
| pros=<br />
* '''Non-stop pressure''': With a wide selection of moves that are plus on block, Hinako can make sure there is never a break for the opposition. Punish them for disrespecting your onslaught of slaps and grabs and make their veins pop from fear.<br />
* '''Mix for days''': Thanks to her various command normals, standing lows, varying command grabs and general options, Hinako can keep the opponent guessing at all times. Add on the fact most of her options are safe on block, and you've got the opponent second guessing themselves on what to do. <br />
* '''Hits like a freight train''': One touch is all she needs to melt half a life bar away, thanks to her heavy hitting moves and all her normals special canceling. Combos that rarely require more than 1 bar of meter, Hinako doesn't require much to dish out damage, with most of her combo enders leading into OTGs in the corner just to rub it in.<br />
| cons=<br />
* '''Stubby at best''': Hinako's range is bad to say the least, her furthest reaching moves are shorter than most others', and her long reaching specials come with long startups. She may be amazing up close, but you will be fighting hard to get her in there.<br />
* '''Pathetic air movement''': Having an extremely floaty jump, Hinako is dreadful in the skies. Her stubby moves do not help matters, making things like safe jumps a pain to get right, if you plan to jump be ready to pay if you do so in a poorly judged way. <br />
* '''Diminishing returns''': Despite not needing a lot of meter to get going, extra meter doesn't improve her damage output by that much. Her main super ender (Gassho Hineri) leaves her at a disadvantage outside of the corner.<br />
}}<br />
{{#ev:youtube|D1yGe9OjJAI|||'''Character breakdown'''|frame}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
*Can be canceled into 236A even at max range.<br />
*Decent hop check.<br />
*Can convert air counterhit into EX Tsukiotoshi consistently or EX Tsukidashi at certain heights.<br />
A fast and okay button in neutral with a nice hitbox for hop checks.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
*Moves her forward<br />
*Great hop check.<br />
*Can convert air counterhit into EX Tsukiotoshi consistently or EX Tsukidashi at certain heights.<br />
A very good button that moves her forward and has a generous hitbox for hop checks. The forward momentum of this move makes it a great normal for pressuring and setting up Yorikiri. Can be used to frametrap into light Gorintsuki or go for a safe buffered light Tsukidashi.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_fc<br />
|name=far C<br />
|input=f.C<br />
|description=<br />
*Can be canceled into Command Normals.<br />
*214B will connect from any range, however due to pushback most other moves will whiff from far ranges.<br />
*236AC will connect from this at max range but not all hits will connect.<br />
A standard heavy poke. Doesn't have too much range, but it can be used when out of proximity or for whiff punishing.<br />
}}<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_fd<br />
|name=far D<br />
|input=f.D<br />
|captions= Watch your feet<br />
|description=<br />
*Standing low, will connect into every move but her grabs at max range.<br />
*Moves her generously forward<br />
A very good low that moves her forward for checking standing opponents. Can possibly be used to hitconfirm into any knockdown ender (except Tsukiotoshi) or combo starter of choice.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=<br />
*Plus on block<br />
A super fast slap that's plus on block. Great for pressure and combo starting as it lead into 3A. Can be used to set up Yorikiri.<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=<br />
*Plus on block<br />
*Links into cl.C/D<br />
A quick palm thrust that's even more plus on block than close A, has better range, and it leads into 3A. Can link into cl.C/D (cl.D preferable) for hit confirming. Can be used to set up Yorikiri.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=<br />
A downward swipe. Goes in an arc which has surprising anti air capability. Leads into most combos, however it has the most pushback of all her standing normals, be it on block or hit.<br />
}}<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=<br />
*Standing low<br />
A low kick to the shin. The preferred normal starter since it has the same startup as cl.C, the least pushback. and hits low. Her go-to ender for corner reset enders. An important thing to note is that this pushes you slightly backwards in the corner when used as a reset which beats out people who are trying to use throw as a reversal.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=<br />
*Stubby but fast, leads into 3A.<br />
*Plus on block but not by much.<br />
Hinako throws her palm out. A decent normal for pressuring the opponent and great for confirming from cr.B as it gives her a better confirm for her more rewarding launcher. It's also a good button to take your turn back against an opponent while on defense. Can be used to set up Yorikiri.<br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_2b<br />
|name=crouch B<br />
|input=2B<br />
|captions= Wait is she sitting?<br />
|description=<br />
*Same speed as crouching A but only safe on block.<br />
*Special cancelable, you can also chain it into far B at max range for extra damage.<br />
Hinako sticks her foot out. One of her essential lows as it is cancellable and consistently chains into far B for a hit confirm. It's a little stubby, however.<br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
*Her slowest button and very minus on block, make sure to cancel it into something.<br />
*Good range both vertically and horizontally, thanks to moving you forward. Can start combos if it hits.<br />
*Forces standing on hit.<br />
*Decent anti air<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_2d<br />
|name=crouch D<br />
|input=2D<br />
|captions= So fast!<br />
|description=<br />
*Moves you subtly forward, increasing its range.<br />
*Can combo into 426BD for the anywhere juggle, but not from max range.<br />
*You can do 236A after it to either make it safe on block, or to get closer on hit.<br />
A very fast leg sweep with only '''6 frames''' of startup! One of Hinako's main neutral pokes. This incredibly fast sweep easily trips opponents who aren't paying attention to their feet and is also her main ender after light Tsukidashi.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_ha,hinako_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
*Not the best as a jump in due to its small size, but a fine air to air as it comes out fast.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_hb,hinako_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
*Hitbox is aimed downwards, making it a better jump in but won't hit anything above her.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_hc,hinako_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
*Her best jump in, same speed as jump A but won't hit anything above her.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_hd,hinako_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
*Hits twice, her slowest air normal but has better vertical range than jump C.<br />
*Decent air-to-air<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_rush1,hinako_rush2<br />
|name=Rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
*Ends with 236A, making it safe on block.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=<br />
*Has long range and can be canceled on whiff, can be used as a mobility tool to get in if you cancel it right.<br />
*Its hard to convert into combos on hit, but if you run fast enough you can follow it up with 3C.<br />
A decently ranged blowback attack. A great move to throw out when whiff cancelling in neutral into specials. Works well when whiff cancelling into Yorikiri on the opponent's wakeup to throw them off.<br />
}}<br />
<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=<br />
*If it hits raw, the following combo will destroy your opponent.<br />
*Despite the animation, neither 22BD nor 6246BD will hit after it raw, but you can do 3C into a full launch.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_hcd,hinako_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description=<br />
*Her crossup button, don't ask why.<br />
*Moves her hurtbox slightly up.<br />
}}<br />
<br />
==Throws==<br />
===Tasuki Nage (Forward)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_cthrow<br />
|name=Tasuki Nage<br />
|input=(close) 4/6C<br />
|captions= Up and away!<br />
|description=<br />
*Throws the opponent far away, can lead into a safe jump if you time it well.<br />
}}<br />
<br />
===Uwate Nage (Backward)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_dthrow<br />
|name=Uwate Nage<br />
|input=(close) 4/6D<br />
|description=<br />
*Doesn't give you much advantage.<br />
*Side switches.<br />
}}<br />
<br />
==Command Moves==<br />
===Harite===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6a<br />
|name=Harite<br />
|input=6A<br />
|description=<br />
* Whiffs easily at farther cancels making this difficult to autopilot into<br />
Follows up into three different command normals<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6aa<br />
|name=Harite (Chiyo)<br />
|input=6A~A<br />
|description=<br />
* Overhead follow-up that is much slower than the low followup<br />
* Barely punishable on block<br />
* Can be thrown easily<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6ac<br />
|name=Harite (Nishiki)<br />
|input=6A~C<br />
|description=<br />
* Mid follow-up used as combo filler<br />
* Can be linked into 2A on hit which allows for grounded 6A~C loops<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6ad<br />
|name=Harite (Otori)<br />
|input=6A~D<br />
|description=<br />
<br />
* Low follow-up<br />
}}<br />
<br />
<br />
===Tsuppari===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6b<br />
|name=Tsuppari<br />
|input=6B<br />
|description=<br />
* Values in [] indicated when move is cancelled into<br />
* Command normal that reaches farther than 6A making for better combo filler at certain ranges<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6b~b<br />
|name=Tsuppari (Follow-up)<br />
|captions='''Hinako used Double Slap'''<br />
|input=6B~B<br />
|description=<br />
* Follow-up to 6B that can be used to hitconfirm if needed<br />
* Being barely punishable and not special cancellable makes this niche to use unless you are willing to commit to confirming into quick-max<br />
}}<br />
<br />
===Maemitsu Tataki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_3a<br />
|name=Maemitsu Tataki<br />
|input=3A<br />
|description=<br />
* Two hit command normal that connects off of lights making this an ideal confirm as it allows for a EX Shikofumi(22BD) route<br />
}}<br />
<br />
<br />
===Nodowa===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_3c<br />
|name=Nodowa<br />
|input=3C<br />
|description=<br />
* Combo filler when starting with EX Shikofumi(22BD) or when comboing from shatter-strike, CH EX Gorintsuki(214BD), and EX Kakenage(6246BD)<br />
* Reaches approximately the same range as a 6B cancel but is slightly less safe <br />
* Hits fairly high making this available as an anti-air option but fairly overshadowed by 2C and light Tsukiotoshi(214A)<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_3c~d<br />
|name=Nodowa (Follow-up)<br />
|input=3C~D<br />
|description=<br />
* Low follow-up from 3C which sees little use in the scenarios you would actually use 3C<br />
}}<br />
<br />
==Special Moves==<br />
===Tsukidashi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_236a,hinako_236c,hinako_236ac<br />
|name=Tsukidashi<br />
|input=236A/C/AC<br />
|captions= Light Version, Heavy Version<br />
|description3=<br />
* A version is a safe pressure string ender and combo tool. Can follow up with sweep in a midscreen combo or Kotenage(426K) in corner.<br />
* C version is a heavy meterless ender<br />
* EX version launches on hit, main combo starter from 5B <br />
Classic sumo slaps. Advances and is a true blockstring when cancelled from lights, usually puts you in a perfect spot to use Yorikiri(623K) to take back your turn if the opponent presses.<br />
}}<br />
<br />
===Tsukiotoshi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_214a,hinako_214c,hinako_214ac<br />
|name=Tsukiotoshi<br />
|input=214A/C/AC<br />
|captions= , Heavy Version<br />
|description3=<br />
* A version is an anti-air with guardpoint in the middle of it, primary special anti-air for Hinako<br />
* C version is a short-ranged overhead that's extremely punishable on block<br />
* EX version is similar to A version except guardpoint comes out frame 1. Hits deceptively above her head<br />
* Can OTG or sideswitch after EX by rolling afterwards<br />
Hinako's main anti-air special, input allows to react more easily than traditional anti-airs but its guardpoint nature can cause the followup to be blocked and punished if opponent is too low to the ground.<br />
}}<br />
<br />
===Gaburiyori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6246a,hinako_6246c,hinako_6246ac<br />
|name=Gaburiyori<br />
|input=6246A/C/AC<br />
|captions= Broly taught her well, , Oh no!<br />
|description3=<br />
*Cancelable into Stop: 17 to 30 (14 frames)<br />
* Light Version has the shortest range but faster start up than the heavy variant. Long enough range to catch on round start.<br />
* Heavy Version has better range but its the slowest of the versions. Reaches around half screen.<br />
* EX is the fastest and furthest reaching.<br />
*'''Currently has a glitch that puts the opponent in the grab animation, but cancels her grab which happens by doing stop the same frame the grab hits.'''<br />
Side-switching command grab that advances during start-up but is much slower than Hinako's other grabs. Can be feinted for a niche advancing pressure reset. <br />
}}<br />
<br />
===Gorintsuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_214b,hinako_214d,hinako_214bd<br />
|name=Gorintsuki<br />
|input=214B/D/BD<br />
|captions= Don't jump<br />
|description3=<br />
* Great pre-emptive anti air<br />
* Low profiles. EX version goes lower<br />
* B version is safe on block and also leaves Hinako at a spaced out range<br />
* B version gives an autotimed safejump when grounded (Roll then hyper hop)<br />
* D version is much slower but leaves Hinako plus and usually at a range where you can connect a command grab directly after<br />
* EX version wallbounces on counter-hit allowing for a high damaging combo afterwards<br />
* All versions delete projectiles on contact. Normal versions negate regular projectiles and while EX negates EX projectiles. Creates an [https://www.youtube.com/watch?v=H9-khmJNYxM invisible, reflectable projectile].<br />
One of her best neutral and offense tools to use. Having almost no recovery, low profiles, and causing a hard knockdown on hit makes it an outstanding move to throw out in neutral to keep the opponent grounded and be cautious with their approach.<br />
}}<br />
<br />
===Yorikiri===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_623b,hinako_623d,hinako_623bd<br />
|name=Yorikiri<br />
|input=623B/D/BD<br />
|captions= I heard you liked the corner<br />
|description3=<br />
* Light and EX have the same start up speed and can combo into from lights.<br />
* Heavy starts up slower, allowing you to mix up the timing and counter slower armored grabs.<br />
* EX version carries from wall-to-wall, reminiscent of its 02UM's version<br />
Reversal grab series and Hinako's main offense tool up close. All versions are fully invincible on start-up which combined with the EX wall-to-wall carry makes for a scary threat in Hinako's defense. The mere threat of the command grab makes it an essential tool for her snowballing offense and she can utilize that fear to her advantage.<br />
}}<br />
<br />
===Kotenage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_426b,hinako_426d,hinako_426bd<br />
|name=Kotenage<br />
|input=426B/D/BD<br />
|captions= <br />
|description3=<br />
* EX version has Anywhere Juggle property allowing to combo in juggles and air resets. If the EX version connects in this manner, an extra 30% scaling penalty is applied.<br />
Side-switching hit grab, HKD ender to light Tsukidashi(236A) in the corner and can be used to side-switch again after a EX Kakenage(6246BD) route.<br />
}}<br />
<br />
===Kakenage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_6246b,hinako_6246d,hinako_6246bd<br />
|name=Kakenage<br />
|input=6246/B/D/BD<br />
|description3=<br />
* Frame 1 grab with an invincible start up.<br />
* Leads into a safe jump in the corner. (Hyper jump j.C)<br />
* EX version has increased range. Scales combos by 30% when it lands, even in combos.<br />
Sideswitching instant command grab. EX grants a juggle when connected which allows for Hinako to cash out with a combo. It is important to keep the scaling penalty in mind when judging between a kill combo or a side switch, since EX Shikofumi (22BD) allows for pretty much the same follow ups without the penalty.<br />
}}<br />
<br />
===Shikofumi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_22b,hinako_22d,hinako_22bd<br />
|name=Shikofumi<br />
|input=22B/D/BD<br />
|description3=<br />
* B version is fast enough to deal OTG damage on specials that grant hard knockdown from Gorintsuki(214K) and heavy Tsukidashi(236C)<br />
* D version is much slower than B version but grants a hard knockdown on hit.<br />
* EX version juggles allowing for a route stronger than EX Tsukidashi(236AC) and can be connected into from 3A <br />
Hinako's fullscreen low stomps which helps deal with faraway opponents and close in on hit. Its long startup makes it a bad tool to use anywhere besides fullscreen. Does NOT deal any guard damage, stun, or chip. Can be used in response to zoning.<br><br />
'''Because this move is considered a strike, this move can be [https://twitter.com/fujimura_51/status/1724493252727087260 countered] from fullscreen so be aware of this. It is currently unknown if this is intended.'''<br />
}}<br />
<br />
==Super Special Moves==<br />
===Gassho Hineri===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_236236p,hinako_236236ac<br />
|name=Gassho Hineri<br />
|input=236236A/C/AC<br />
|description2=<br />
* Invincible on startup<br />
* Main super to cancel into in combos<br />
* Can be used as a anti-air in both versions but Level 1 is too slow to be viable<br />
}}<br />
<br />
===Daisharin Nodowa Otoshi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_624624p,hinako_624624ac<br />
|name=Daisharin Nodowa Otoshi<br />
|input=624624A/C/AC<br />
|description2=<br />
* Command grab super that can't be comboed when opponent is in the air unless cancelled into from Gassho Hineri<br />
* 1F startup at Level 2 makes for an expensive reversal<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Hina Arashi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=hinako_214236cd<br />
|name=Hina Arashi<br />
|input=214236CD<br />
|description=<br />
* Command grab climax allowing for an expensive grab at Hinako's disposal but not an anti-air<br />
* Can only combo into this after cancelling from super<br />
* Can only be cancelled into from specials that keep the opponent grounded (ex: first hit of 236A, first two hits of 236C) cancel will whiff otherwise<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|AUQrML1wGxE|||'''Hinako DLC Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
<!--[[Category:CHARACTER NAME GOES HERE]]--></div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Hinako_Shijo/Data&diff=71092
The King of Fighters XV/Hinako Shijo/Data
2023-11-17T10:11:05Z
<p>Corlist: </p>
<hr />
<div> {{CharNavbox_XV}}<br />
===Far Standing Normals===<br />
====st.A====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_fa<br />
| name = stand A<br />
| input = st.A<br />
| images = XV hinako fa ima.png<br />
| hitboxes = XV hinako fa.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 3<br />
| recovery = 10<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====st.B====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_fb<br />
| name = stand B<br />
| input = st.B<br />
| images = XV hinako fb ima.png<br />
| hitboxes = XV hinako fb.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 4<br />
| recovery = 11<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====st.C====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_fc<br />
| name = stand C<br />
| input = st.C<br />
| images = XV hinako fc ima.png<br />
| hitboxes = XV hinako fc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 6<br />
| active = 3<br />
| recovery = 21<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====st.D====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_fd<br />
| name = stand D<br />
| input = st.D<br />
| images = XV hinako fd ima.png<br />
| hitboxes = XV hinako fd.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 8<br />
| recovery = 16<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_cla<br />
| name = close A<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = cl.A<br />
| images = XV hinako cla ima.png<br />
| hitboxes = XV hinako cla.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_rush1<br />
| name = rush<br />
| header = yes<br />
| version = AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV hinako rush1 ima.png<br />
| hitboxes = XV hinako rush1.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 60<br />
}}<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_rush2<br />
| name = rush<br />
| header = no<br />
| version = AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV hinako rush2 ima.png<br />
| hitboxes = XV hinako rush2.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -8<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV hinako clb ima.png<br />
| hitboxes = XV hinako clb.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 6<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV hinako clc ima.png<br />
| hitboxes = XV hinako clc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 17<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV hinako cld ima.png<br />
| hitboxes = XV hinako cld.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 9<br />
| recovery = 13<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====cr.A====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_2a<br />
| name = crouch A<br />
| input = cr.A<br />
| images = XV hinako 2a ima.png<br />
| hitboxes = XV hinako 2a.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cr.B====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_2b<br />
| name = crouch B<br />
| input = cr.B<br />
| images = XV hinako 2b ima.png<br />
| hitboxes = XV hinako 2b.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 4<br />
| active = 4<br />
| recovery = 10<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====cr.C====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_2c<br />
| name = crouch C<br />
| input = cr.C<br />
| images = XV hinako 2c ima.png<br />
| hitboxes = XV hinako 2c.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 9<br />
| active = 6<br />
| recovery = 23<br />
| hitadv = -8<br />
| blockadv = -10<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cr.D====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_2d<br />
| name = crouch D<br />
| input = cr.D<br />
| images = XV hinako 2d ima.png<br />
| hitboxes = XV hinako 2d.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 4<br />
| recovery = 19<br />
| hitadv = SKD (+26 Recovery Roll / +53 No Recovery Roll)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV hinako ja ima.png<br />
| hitboxes = XV hinako ha.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 5<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV hinako ja ima.png<br />
| hitboxes = XV hinako ja.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 4<br />
| active = 7<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV hinako jb ima.png<br />
| hitboxes = XV hinako hb.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 4<br />
| active = 10<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV hinako jb ima.png<br />
| hitboxes = XV hinako jb.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 4<br />
| active = 10<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV hinako jc ima.png<br />
| hitboxes = XV hinako hc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV hinako jc ima.png<br />
| hitboxes = XV hinako jc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV hinako jd ima.png<br />
| hitboxes = XV hinako hd.png<br />
| damage = 70 (35 + 35)<br />
| guard = High(1), Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 8 (4 + 4)<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (35 + 35)<br />
| guardDamage = 100 (50+50)<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV hinako jd ima.png<br />
| hitboxes = XV hinako jd.png<br />
| damage = 70 (35 + 35)<br />
| guard = High(1), Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 8 (4 + 4)<br />
| recovery = 1 on ground <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (35 + 35)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
<br />
===Command normals===<br />
====Harite====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6a<br />
| name = Harite<br />
| header = yes<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV hinako 6a ima.png<br />
| hitboxes = XV hinako 6a.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 19<br />
| active = 4<br />
| recovery = 17<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 40<br />
}}<br />
<br />
====Harite (Chiyo)====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6aa<br />
| name = Harite (Chiyo)<br />
| header = yes<br />
| orderId = 1<br />
| input = 6A~A<br />
| images = XV hinako 6aa ima.png<br />
| hitboxes = XV hinako 6aa.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = super<br />
| startup = 16<br />
| active = 4<br />
| recovery = 19<br />
| hitadv = 0<br />
| blockadv = -4<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 60<br />
}}<br />
<br />
====Harite (Nishiki)====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6ac<br />
| name = Harite (Nishiki)<br />
| header = yes<br />
| orderId = 1<br />
| input = 6A~C<br />
| images = XV hinako 6ac ima.png<br />
| hitboxes = XV hinako 6ac.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 9<br />
| active = 4<br />
| recovery = 17<br />
| hitadv = +4<br />
| blockadv = -2<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 40<br />
}}<br />
<br />
====Harite (Otori)====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6ad<br />
| name = Harite (Otori)<br />
| header = yes<br />
| orderId = 1<br />
| input = 6A~D<br />
| images = XV hinako 6ad ima.png<br />
| hitboxes = XV hinako 6ad.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = super<br />
| startup = 11<br />
| active = 4<br />
| recovery = 17<br />
| hitadv = +2<br />
| blockadv = -2<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 80<br />
}}<br />
<br />
====Tsuppari====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6b<br />
| name = Tsuppari<br />
| header = yes<br />
| version = raw<br />
| orderId = 1<br />
| input = 6B<br />
| images = XV hinako 6b ima.png<br />
| hitboxes = XV hinako 6b.png<br />
| damage = 50<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 16<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6b<br />
| name = Tsuppari<br />
| header = no<br />
| version = cancel<br />
| orderId = 2<br />
| input = 6B<br />
| images = XV hinako 6b ima.png<br />
| hitboxes = XV hinako 6b.png<br />
| damage = 50<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 15<br />
| active = 5<br />
| recovery = 16<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
<br />
====Tsuppari (Follow-up)====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6b~b<br />
| name = Tsuppari (Follow-up)<br />
| header = yes<br />
| version = raw<br />
| orderId = 1<br />
| input = 6B~B<br />
| images = XV hinako 6b~b ima.png<br />
| hitboxes = XV hinako 6b~b.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 6<br />
| active = 5<br />
| recovery = 18<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 30<br />
}}<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_6b~b<br />
| name = Tsuppari (Follow-up)<br />
| header = no<br />
| version = cancel<br />
| orderId = 2<br />
| input = 6B~B<br />
| images = XV hinako 6b~b ima.png<br />
| hitboxes = XV hinako 6b~b.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 6<br />
| active = 5<br />
| recovery = 18<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 30<br />
}}<br />
<br />
====Maemitsu Tataki====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_3a<br />
| name = Maemitsu Tataki<br />
| header = yes<br />
| orderId = 1<br />
| input = 3A<br />
| images = XV hinako 3a ima.png<br />
| hitboxes = XV hinako 3a.png<br />
| damage = 40 (20 + 20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 8<br />
| active = 4 (2) 4<br />
| recovery = 22<br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 30 (15 + 15)<br />
| guardDamage = 40 (20 + 20)<br />
}}<br />
<br />
====Nodowa====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_3c<br />
| name = Nodowa<br />
| header = yes<br />
| orderId = 1<br />
| input = 3C<br />
| images = XV hinako 3c ima.png<br />
| hitboxes = XV hinako 3c.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 15<br />
| active = 6<br />
| recovery = 16<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 70<br />
}}<br />
<br />
====Nodowa (Follow-up)====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_3c~d<br />
| name = Nodowa (Follow-up)<br />
| header = yes<br />
| orderId = 1<br />
| input = 3C~D<br />
| images = XV hinako 3c~d ima.png<br />
| hitboxes = XV hinako 3c~d.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = super<br />
| startup = 15<br />
| active = 6<br />
| recovery = 16<br />
| hitadv = SKD (+28: Tech / +55: Non-tech)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 70<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_cd<br />
| name = Blowback<br />
| input = st.CD<br />
| images = XV hinako cd ima.png<br />
| hitboxes = XV hinako cd.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = 4<br />
| recovery = 21<br />
| hitadv = +75~+90<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====Shatter Strike====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_236cd<br />
| name = Shatter Strike<br />
| input = 236CD<br />
| images = XV hinako 236cd ima.png<br />
| hitboxes = XV hinako 236cd.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple - HKD (+93)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames) <br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV hinako jcd ima.png<br />
| hitboxes = XV hinako hcd.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 7<br />
| recovery = 1 on ground <br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV hinako jcd ima.png<br />
| hitboxes = XV hinako jcd.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 7<br />
| recovery = 1 on ground <br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_cthrow<br />
| name = Tasuki Nage<br />
| input = (close) 4C or 6C<br />
| images = XV hinako cthrow ima.png<br />
| hitboxes = XV hinako cthrow.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = +54 (HKD)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Hinako | moveId = hinako_dthrow<br />
| name = Uwate Nage<br />
| input = (close) 4D or 6D<br />
| images = XV hinako dthrow ima.png<br />
| hitboxes = XV hinako dthrow.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = +30 (HKD)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Tsukidashi===<br />
====236A====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_236a<br />
| name = Tsukidashi <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = <br />
| hitboxes = <br />
| damage = 70 (30+40)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 10<br />
| active = 2 (6) 2<br />
| recovery = 19<br />
| hitadv = Juggle (+34)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = 70 (30+40)<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_236c<br />
| name = Tsukidashi <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = <br />
| hitboxes = <br />
| damage = 140 (50+50+40)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 17<br />
| active = 2 (6) 2 (16) 2<br />
| recovery = 21<br />
| hitadv = HKD (+63)<br />
| blockadv = -14<br />
| invul = <br />
| stun = 120 (40+40+40)<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_236ac<br />
| name = Tsukidashi <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = <br />
| hitboxes = <br />
| damage = 100 (20+20+20+20+20)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 10<br />
| active = 2 (6) 2 (6) 2 (6) 2 (16) 2<br />
| recovery = 37<br />
| hitadv = Juggle (+38)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 110 (20+20+20+20+30)<br />
}}<br />
<br />
===Tsukiotoshi===<br />
====214A====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214a<br />
| name = Tsukiotoshi<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = <br />
| hitboxes = <br />
| damage = 90 (30+60)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 4 (14) 5<br />
| recovery = 30<br />
| hitadv = HKD (+30)<br />
| blockadv = -18<br />
| invul = Upper Body Armor Frames: 3 to 12 (10 frames)<br />
| stun = 90 (30+60)<br />
| guardDamage = 90 (30+60)<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214c<br />
| name = Tsukiotoshi<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = <br />
| hitboxes = <br />
| damage = 120<br />
| guard = High<br />
| cancel = <br />
| startup = 20<br />
| active = 5<br />
| recovery = 30<br />
| hitadv = HKD (+30)<br />
| blockadv = -18<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 120<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214ac<br />
| name = Tsukiotoshi<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = <br />
| hitboxes = <br />
| damage = 130 (50+80)<br />
| guard = High<br />
| cancel = <br />
| startup = 7<br />
| active = 4 (14) 5<br />
| recovery = 30<br />
| hitadv = HKD (+49)<br />
| blockadv = -18<br />
| invul = Upper Body Armor Frames: 1 to 10 (10 frames)<br />
| stun = 0<br />
| guardDamage = 130 (50+80)<br />
}}<br />
<br />
===Gaburiyori===<br />
====6246A====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246a<br />
| name = Gaburiyori<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6246A<br />
| images = <br />
| hitboxes = <br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 16<br />
| active = 10<br />
| recovery = 37~40 (Total frames at earliest cancel)<br />
| hitadv = HKD (+39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====6246C====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246c<br />
| name = Gaburiyori<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 6246C<br />
| images = <br />
| hitboxes = <br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 21<br />
| active = 10<br />
| recovery = 40~42 (Total frames at earliest cancel)<br />
| hitadv = HKD (+39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
<br />
====6246AC====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246ac<br />
| name = Gaburiyori<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 6246AC<br />
| images = <br />
| hitboxes = <br />
| damage = 160<br />
| guard = N/A<br />
| cancel = <br />
| startup = 12<br />
| active = 10<br />
| recovery = 28~40 (Total frames at earliest cancel)<br />
| hitadv = HKD (+39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Gorintsuki===<br />
====214B====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214b<br />
| name = Gorintsuki<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = <br />
| hitboxes = <br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 18<br />
| hitadv = HKD (+71)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214d<br />
| name = Gorintsuki<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = <br />
| hitboxes = <br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 28<br />
| active = 5<br />
| recovery = 15<br />
| hitadv = HKD (+74)<br />
| blockadv = +2<br />
| invul = <br />
| stun = 140<br />
| guardDamage = 140<br />
}}<br />
<br />
====214BD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214bd<br />
| name = Gorintsuki<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 214BD<br />
| images = <br />
| hitboxes = <br />
| damage = 170<br />
| guard = Mid<br />
| cancel = <br />
| startup = 17<br />
| active = 5<br />
| recovery = 23<br />
| hitadv = HKD (+71)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 170<br />
}}<br />
<br />
===Yorikiri===<br />
====623B====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_623b<br />
| name = Yorikiri<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = <br />
| hitboxes = <br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 10<br />
| active = 1<br />
| recovery = 40<br />
| hitadv = HKD (+51)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 10 (10 frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_623d<br />
| name = Yorikiri<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = <br />
| hitboxes = <br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 17<br />
| active = 1<br />
| recovery = 38<br />
| hitadv = HKD (+51)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 17 (17 frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_623bd<br />
| name = Yorikiri<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = <br />
| hitboxes = <br />
| damage = 160<br />
| guard = N/A<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 34<br />
| hitadv = HKD (+51)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 10 (10 frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Kotenage===<br />
====426B====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_426b<br />
| name = Kotenage<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 426B<br />
| images = <br />
| hitboxes = <br />
| damage = 100<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = 2<br />
| recovery = 33<br />
| hitadv = HKD (+46)<br />
| blockadv = -16<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====426D====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_426d<br />
| name = Kotenage<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 426D<br />
| images = <br />
| hitboxes = <br />
| damage = 100<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = 2<br />
| recovery = 33<br />
| hitadv = HKD (+46)<br />
| blockadv = -16<br />
| invul =<br />
| stun =<br />
| guardDamage =<br />
}}<br />
<br />
====426BD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_426bd<br />
| name = Kotenage<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 426BD<br />
| images = <br />
| hitboxes = <br />
| damage = 160<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = 2<br />
| recovery = 33<br />
| hitadv = HKD (+46)<br />
| blockadv = -16<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Kakenage===<br />
====6246B====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246b<br />
| name = Kakenage<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 6246B<br />
| images = <br />
| hitboxes = <br />
| damage = 150<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 51<br />
| hitadv = HKD (+55)<br />
| blockadv = <br />
| invul = Full Body: 1 Frame<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====6246D====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246d<br />
| name = Kakenage<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 6246D<br />
| images = <br />
| hitboxes = <br />
| damage = 150<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 51<br />
| hitadv = HKD (+55)<br />
| blockadv = <br />
| invul = Full Body: 1 Frame<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====6246BD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_6246bd<br />
| name = Kakenage<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 6246BD<br />
| images = <br />
| hitboxes = <br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 51<br />
| hitadv = Juggle (+86)<br />
| blockadv = <br />
| invul = Full Body: 1 Frame<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Shikofumi===<br />
====22B====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_22b<br />
| name = Shikofumi<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 22B<br />
| images = <br />
| hitboxes = <br />
| damage = 80 [40]<br />
| guard = Low<br />
| cancel = <br />
| startup = 23<br />
| active = 2<br />
| recovery = 26<br />
| hitadv = SKD (+21)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====22D====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_22d<br />
| name = Shikofumi<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 22D<br />
| images = <br />
| hitboxes = <br />
| damage = 100 [50]<br />
| guard = Low<br />
| cancel = <br />
| startup = 31<br />
| active = 2<br />
| recovery = 20<br />
| hitadv = HKD (+65)<br />
| blockadv = -3<br />
| invul =<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====22BD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_22bd<br />
| name = Shikofumi<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 22BD<br />
| images = <br />
| hitboxes = <br />
| damage = 80 [50]<br />
| guard = Low<br />
| cancel = <br />
| startup = 20<br />
| active = 2<br />
| recovery = 23<br />
| hitadv = Juggle (+69)<br />
| blockadv = -6<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Supers==<br />
===Gassho Hineri===<br />
====236236A/C====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_236236p<br />
| name = Gassho Hineri<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 236236A/C<br />
| images = <br />
| hitboxes = <br />
| damage = 200<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 15<br />
| active = 11<br />
| recovery = 44<br />
| hitadv = HKD (+36)<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_236236ac<br />
| name = Gassho Hineri<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236236AC<br />
| images = <br />
| hitboxes = <br />
| damage = 350<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 13<br />
| active = 11<br />
| recovery = 44<br />
| hitadv = HKD (+18)<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 24 (24 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Daisharin Nodowa Otoshi===<br />
====624624A/C====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_624624p<br />
| name = Daisharin Nodowa Otoshi<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 624624A/C<br />
| images = <br />
| hitboxes = <br />
| damage = 250<br />
| guard = N/A<br />
| cancel = advanced, climax<br />
| startup = 3<br />
| active = 2<br />
| recovery = 46<br />
| hitadv = HKD (+44)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 4 (4 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_624624ac<br />
| name = Daisharin Nodowa Otoshi<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 624624AC<br />
| images = <br />
| hitboxes = <br />
| damage = 380 (130+250)<br />
| guard = N/A<br />
| cancel = climax<br />
| startup = 1<br />
| active = 2<br />
| recovery = 45<br />
| hitadv = HKD (+31)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 2 (2 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Hina Arashi===<br />
====214236CD====<br />
{{MoveData-KOFXV | character = Hinako Shijo | moveId = hinako_214236cd<br />
| name = Hina Arashi<br />
| header = yes<br />
| version = CD<br />
| orderId = 1<br />
| input = 214236CD<br />
| images = <br />
| hitboxes = <br />
| damage = 450 (50+20*10+200) Min: 225<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 2<br />
| recovery = 45<br />
| hitadv = HKD (+47)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 2 (2 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}</div>
Corlist
https://dreamcancel.com/w/index.php?title=Template:XV_Team_Chart&diff=69863
Template:XV Team Chart
2023-09-25T14:35:11Z
<p>Corlist: </p>
<hr />
<div><center><br />
{|<br />
! colspan="1" style="background: ;" | Team Hero<br />
! colspan="1" style="background: ;" | Team Ash<br />
! colspan="1" style="background: ;" | Team Sacred Treasures<br />
! colspan="1" style="background: ;" | Team K'<br />
|-<br />
| colspan="1" | <center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Shunei_Portrait.png|link=The King of Fighters XV/Shun'ei|<br />
Image:KOFXV_Meintenkun_Portrait.png|link=The King of Fighters XV/Meitenkun|<br />
Image:KOFXV_Benimaru_Portrait.png|link=The King of Fighters XV/Benimaru Nikaido|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Ash_Portrait.png|link=The King of Fighters XV/Ash Crimson|<br />
Image:KOFXV_Elisabeth_Portrait.png|link=The King of Fighters XV/Elisabeth Blanctorche|<br />
Image:KOFXV_Kukri_Portrait.png|link=The King of Fighters XV/Kukri|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Kyo_Portrait.png|link=The King of Fighters XV/Kyo Kusanagi|<br />
Image:KOFXV_Iori_Portrait.png|link=The King of Fighters XV/Iori Yagami|<br />
Image:KOFXV_Chizuru_Portrait.png|link=The King of Fighters XV/Chizuru Kagura|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_K_Portrait.png|link=The King of Fighters XV/K'|<br />
Image:KOFXV_Maxima_Portrait.png|link=The King of Fighters XV/Maxima|<br />
Image:KOFXV_Whip_Portrait.png|link=The King of Fighters XV/Whip|<br />
</gallery><br />
</center><br />
|-<br />
! colspan="1" style="background: ;" | Team Rival<br />
! colspan="1" style="background: ;" | Team Fatal Fury<br />
! colspan="1" style="background: ;" | Team Art of Fighting<br />
! colspan="1" style="background: ;" | Team Orochi<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Isla_Portrait.png|link=The King of Fighters XV/Isla|<br />
Image:KOFXV_Heidern_Portrait.png|link=The King of Fighters XV/Heidern|<br />
Image:KOFXV_Dolores_Portrait.png|link=The King of Fighters XV/Dolores|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Terry_Portrait.png|link=The King of Fighters XV/Terry Bogard|<br />
Image:KOFXV_Andy_Portrait.png|link=The King of Fighters XV/Andy Bogard|<br />
Image:KOFXV_Joe_Portrait.png|link=The King of Fighters XV/Joe Higashi|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Ryo_Portrait.png|link=The King of Fighters XV/Ryo Sakazaki|<br />
Image:KOFXV_Robert_Portrait.png|link=The King of Fighters XV/Robert Garcia|<br />
Image:KOFXV_King_Portrait.png|link=The King of Fighters XV/King|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Yashiro_Portrait.png|link=The King of Fighters XV/Yashiro Nanakase|<br />
Image:KOFXV_Shermie_Portrait.png|link=The King of Fighters XV/Shermie|<br />
Image:KOFXV_Chris_Portrait.png|link=The King of Fighters XV/Chris|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Super Heroine<br />
! colspan="1" style="background: ;" | Team Ikari<br />
! colspan="1" style="background: ;" | Team G.A.W.<br />
! colspan="1" style="background: ;" | Team Krohnen<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Athena_Portrait.png|link=The King of Fighters XV/Athena Asamiya|<br />
Image:KOFXV_Mai_Portrait.png|link=The King of Fighters XV/Mai Shiranui|<br />
Image:KOFXV_Yuri_Portrait.png|link=The King of Fighters XV/Yuri Sakazaki|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Leona_Portrait.png|link=The King of Fighters XV/Leona Heidern|<br />
Image:KOFXV_Ralph_Portrait.png|link=The King of Fighters XV/Ralf Jones|<br />
Image:KOFXV_Clark_Portrait.png|link=The King of Fighters XV/Clark Still|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Antonov_Portrait.png|link=The King of Fighters XV/Antonov|<br />
Image:KOFXV_Ramon_Portrait.png|link=The King of Fighters XV/Ramón|<br />
Image:KOFXV_KOD_Portrait.png|link=The King of Fighters XV/King of Dinosaurs|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Krohnen_Portrait.png|link=The King of Fighters XV/Krohnen|<br />
Image:KOFXV_Kula_Portrait.png|link=The King of Fighters XV/Kula Diamond|<br />
Image:KOFXV_Angel_Portrait.png|link=The King of Fighters XV/Ángel|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Secret Agent<br />
! colspan="1" style="background: ;" | Team Garou<br />
! colspan="1" style="background: ;" | Team South Town<br />
! colspan="1" style="background: ;" | Team Awakened Orochi<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_BlueMary_Portrait.png|link=The King of Fighters XV/Blue Mary|<br />
Image:KOFXV_Vanessa_Portrait.png|link=The King of Fighters XV/Vanessa|<br />
Image:KOFXV_Luong_Portrait.png|link=The King of Fighters XV/Luong|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Rock_Portrait.png|link=The King of Fighters XV/Rock Howard|<br />
Image:KOFXV_B.Jenet_Portrait.png|link=The King of Fighters XV/B.Jenet|<br />
Image:KOFXV_Gato_Portrait.png|link=The King of Fighters XV/Gato|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_GeeseHoward_Portrait.png|link=The King of Fighters XV/Geese Howard|<br />
Image:KOFXV_BillyKane_Portrait.png|link=The King of Fighters XV/Billy Kane|<br />
Image:KOFXV_RyujiYamazaki_Portrait.png|link=The King of Fighters XV/Ryuji Yamazaki|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Orochi_Yashiro_Portrait.png|link=The King of Fighters XV/Orochi Yashiro|<br />
Image:KOFXV_Orochi_Shermie_Portrait.png|link=The King of Fighters XV/Orochi Shermie|<br />
Image:KOFXV_Orochi_Chris_Portrait.png|link=The King of Fighters XV/Orochi Chris|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Samurai<br />
! colspan="1" style="background: ;" | Omega Rugal<br />
! colspan="1" style="background: ;" | Shingo Yabuki<br />
! colspan="1" style="background: ;" | Kim Kaphwan<br />
|-<br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Haohmaru_Portrait.png|link=The King of Fighters XV/Haohmaru|<br />
Image:KOFXV_Nakoruru_Portrait.png|link=The King of Fighters XV/Nakoruru|<br />
Image:KOFXV_Darli_Portrait.png|link=The King of Fighters XV/Darli Dagger|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Omega_Rugal_Portrait.png|link=The King of Fighters XV/Omega Rugal<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Shingo_Portrait.png|link=The King of Fighters XV/Shingo Yabuki<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Kim_Portrait.png|link=The King of Fighters XV/Kim Kaphwan<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Sylvie Paula Paula<br />
! colspan="1" style="background: ;" | Goenitz<br />
! colspan="1" style="background: ;" | Najd<br />
! colspan="1" style="background: ;" | Duo Lon<br />
|-<br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Sylvie_Portrait.png|link=The King of Fighters XV/Sylvie Paula Paula<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Goenitz_Portrait.png|link=The King of Fighters XV/Goenitz<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Najd_Portrait.png|link=The King of Fighters XV/Najd<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_DuoLon_Portrait.png|link=The King of Fighters XV/Duo Lon<br />
</gallery><br />
</center><br />
|-<br />
|}<br />
</center><br />
<noinclude><br />
[[Category:The King of Fighters XV]]</noinclude></div>
Corlist
https://dreamcancel.com/w/index.php?title=File:KOFXV_DuoLon_Portrait.png&diff=69862
File:KOFXV DuoLon Portrait.png
2023-09-25T14:33:29Z
<p>Corlist: </p>
<hr />
<div></div>
Corlist
https://dreamcancel.com/w/index.php?title=File:KOFXV_duolon_Profile.png&diff=69861
File:KOFXV duolon Profile.png
2023-09-25T14:32:24Z
<p>Corlist: </p>
<hr />
<div></div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Elisabeth_Blanctorche/Combos&diff=69860
The King of Fighters XV/Elisabeth Blanctorche/Combos
2023-09-25T14:15:59Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 2B > 5B''' || || Standard low light confirm.<br />
|-<br />
| 2B > 2B > 2B || ||<br />
|-<br />
| 2B > 2A || ||<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C > 6A''' || 176 || Standard jump-in starter.<br />
|-<br />
| cl.D > 6A || 122 || Most damaging starter, but slow. Use after a deep jump-in or as a punish.<br />
|-<br />
| cl.A, cl.C > 6A || 131 || Jab link into cl.C from cl.A.<br />
|-<br />
| f.C || 70 ||<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 138 || 0 || Rush combo ending in a 214A special move <br />
|-<br />
| cl.A > A > A > C || 240 || 1 || Rush combo ending in a 236236A super<br />
|-<br />
| cl.A > A > A > D || 367 || 2 || Rush combo ending in a 236236AC Max super<br />
|-<br />
| cl.A > A > A > A || 458 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, Far D/214A || 162 || 160/170 || 0 || 25% || Anywhere || Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.<br />
|-<br />
| '''Light Starter''' > 214A || 124 || 120 || 0 || 20% || Anywhere || Easy light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, Far D/214A || 243 || 240/230 || 0 || 35% || Anywhere || Heavy confirm. <br />
|-<br />
| '''Light Starter''' > 623A, 214B/D || 170 || 180 || 0 || 30% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214B/D || 289 || 290 || 0 || 45% || Corner ||<br />
|-<br />
| CD, run, Far D || 131 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere.<br />
|-<br />
| CD, 6A > 623C, 623A, 214B/D || 230 || 320 || 0 || 45% || Corner || <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, Far D/214A || 259 || 230/220 || 0.5 || 30% || Anywhere || Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214B/cl.D || 221/214 || 280/270 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown. <br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B/214C || 369/376 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown and slightly more damage.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 214B/D, cl.C || 311 || 390 || 0.5 || 40% || Corner ||<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214B/D || 296 || 280 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214B/D, cl.C || 432 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214B/D, cl.C || 430 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.<br />
|-<br />
| CD, run, 623AC, 6A > 623C, Far D/214A || 239 || 270/260 || 0.5 || 30% || Anywhere || CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.<br />
|-<br />
| CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 311 || 390 || 0.5 || 55% || Corner ||<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A > 236236C || 284 || 120 || 1 || 20% || Anywhere || Simple super cancel combo. It is beneficial to get use to only using the C version of this super in combos because it works in every single situation a super cancel of the A version does except it doesn't lose hits if mistimed. It also makes cancelling into climax less likely to whiff.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, Far D || 322 || 230 || 1 || 40% || Anywhere || Optimal light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 421 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D || 394 || 350 || 1 || 55% || Corner || Optimal light confirm.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D || 476 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm. <br />
|-<br />
| j.CD, 236214A/C || 212 || 80 || 1 || 8% || Anywhere || Remember that any stray hit can convert into 236214A/C.<br />
|-<br />
| CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D || 337 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.<br />
|-<br />
| 236CD, 6A > 623C, Far D/214A || 258 || 170 || 1 || 70% || Anywhere || 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.<br />
|-<br />
| 236CD, 6A > 623C, 623A, 214B/D || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236C || 389 || 220 || 1.5 || 40% || Anywhere ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236C || 499 || 330 || 1.5 || 55% || Anywhere || Use 236236C's slower startup to ensure the super lands all of the hits.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214B/D > 236236C || 430 || 280 || 1.5 || 45% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C || 518 || 400 || 1.5 || 60% || Corner ||<br />
|-<br />
| CD, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214A/C || 394 || 390 || 1.5 || 60% || Corner ||<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236C || 442 || 220 || 2 || 45% || Anywhere || Optimal confirm from heavies midscreen as well, dealing 536 damage.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236AC || 523 || 230 || 2 || 35% || Anywhere || If you accidentally go into your regular '''Heavy Starter''' route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 236236C || 403/490 || 350/400 || 2 || 10% || Anywhere || 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 236236C || 422/501 || 390/440 || 2 || 10% || Anywhere || 1250 and 1500 Max Gauge combo. You'll have to delay the 214B/D slightly to get it to fit within the Max timer if you're on 2nd position. <br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214A/C || 477 || 350 || 2 || 60% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214A/C || 560 || 400 || 2 || 60% || Corner ||<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214B/D > 236236C || 415/492 || 350/400 || 2 || 10% || Corner || 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236AC || 486 || 220 || 2.5 || 40% || Anywhere || <br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236AC || 596 || 330 || 2.5 || 55% || Anywhere || Unlike combos with 236236C, you have to delay the 2A timing to hit lower so that the super get in all of its hits.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214B/D > 236236AC || 520 || 280 || 2.5 || 45% || Corner || Like the above combo, except delay 214 B/D.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214B/D > 236236AC || 612 || 330 || 2.5 || 55% || Corner || Delay 6A.<br />
|-<br />
| j.CD, 236214AC || 334 || 80 || 1 || 8% || Anywhere || Like with 236214A/C, any stray hit also converts into the MAX version. Due to better scaling, spending 2 meters is as exactly as efficient as spending 1. MAX supers usually deal only about 70%~80% more damage for double the meter.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, cl.C > 236A > 236214A/C || 589 || 640 || 2 || 75% || Corner || Optimal corner combo with massive stun damage while building almost 75% of a bar back. Can be done starting with 1.5 bars.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 214A > 236236C > 236214AC || 536 || 160 || 3 || 30% || Anywhere || Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.<br />
|-<br />
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236AC || 532 || 220 || 3 || 40% || Anywhere || Alternate light confirm that does similar damage.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214A > 236236C > 236214AC || 634 || 230 || 3 || 35% || Anywhere || <br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 214236CD || 543/619 || 350/400 || 3 || 10% || Anywhere || 1000 Max Gauge combo. Elisabeth's best use of 3 bars.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236C > 214236CD || 563/663 || 230/280 || 3 || 10% || Anywhere || 1250 Max Gauge combo.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 214236CD || 562/671 || 390/440 || 3 || 10% || Anywhere || Alternate 1250 Max Gauge combo. Technically less damage but generates much more stun.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236A/C > 214236CD || 590/674 || 290/340 || 3 || 10% || Anywhere || 1500 Max Gauge combo.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214AC || 558 || 350 || 3 || 60% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214AC || 641 || 400 || 3 || 60% || Corner ||<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214B/D > 214236CD || 555/632 || 350/400 || 3 || 10% || Corner || 1000 Max Gauge combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Gauge before the Climax. Stick with the midscreen combo if you aren't confident in your timing.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 214236CD || 573/653 || 390/440 || 3 || 10% || Corner || 1250 Max Gauge combo. Requires another slight delay on the 6A.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214B/D > 236236C > 214236CD || 596/680 || 310/360 || 3 || 10% || Corner || 1500 Max Gauge combo. Again, remember to maintain the good habit of using the C version of 236236 for combos so that you don't have to delay the previous moves.<br />
|-<br />
| '''Light Starter''' > 623AC, 6A > BC, 623C, 214A > 236236C > 214236CD || 594 || 220 || 3.5 || 20% || Anywhere || This does marginally more than a 1250 Max Gauge combo.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > BC, dl. 214A > 236236C > 214236CD || 704 || 310 || 3.5 || 35% || Anywhere || More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. If the 236236C version is used, 214A does not have to be delayed as much and the combo is much easier to land.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 6A > BC, 623C, dl. 214B/D > 236236C > 214236CD || 634 || 280 || 3.5 || 20% || Corner || Delay the 214B/D as much as possible.<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > BC, 214B/D > 236236C > 214236CD || 726 || 330 || 3.5 || 35% || Corner || Delay the 6A here. 214C can be used instead of 214B/D.<br />
<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236AC > 214236CD || 653/760 || 230/280 || 4 || 10% || Anywhere || 1250 Max Gauge combo. Your Max confirms are much more meter efficient here than non-Max combos.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD || 672/764 || 290/340 || 4 || 10% || Anywhere || 1500 Max Gauge combo.<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, dl. 214B/D > 236236C > 214236CD || 685 || 280 || 4 || 30% || Corner || Works with 1250 Max Gauge. Use 236236C and you won't have to delay the 214B/D as much, making the combo much easier. You can also use 214C.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, dl. 214B/D > 236236C > 214236CD || 763 || 330 || 4 || 35% || Corner || Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.<br />
|-<br />
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214B/D > 236236AC > 214236CD || 678/770 || 310/360 || 4 || 10% || Corner || 1500 Max Gauge corner combo.<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD || 760 || 280 || 5 || 20% || Corner || Overall Elizabeth can't spend 5 meter that well except for these two corner combos.<br />
|-<br />
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD || 838 || 330 || 5 || 15% || Corner ||<br />
|-<br />
| '''Heavy Starter''' > 623C, 623A, 236AC, BC, 623AC, 6A > 214K > 236236P > 236214AC > 214236CD || 974 || 330 || 5 || 15% || Corner || TOD if jump-in is included<br />
|-<br />
| 236CD, BC, 236214A/C > 236236AC > 214236CD || 698 || 0 || 4.5 || 50% || Corner || Elisabeth gets a raw max confirm off a raw (ground) shatter strike<br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|LTzMRMOtq20|||'''Elizabeth Combos by Kakuge'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi/Combos&diff=69766
The King of Fighters XV/Kyo Kusanagi/Combos
2023-09-17T16:47:23Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below.<br />
<br />
===Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 2A > 3D (1)''' || 65 || Standard light starter. At point blank you can fit a 5B between 2B and 2A.<br />
|-<br />
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.<br />
|-<br />
| cl.D > 6B || 113 || Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.<br />
|-<br />
| Far 5C || 70 || Far C is cancellable and can lead to combos.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)<br />
* Kyo's super's can be held for more damage and sometimes more combo opportunities. if the '''[P]''' or '''[AC]''' is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B (> A/B > A/B) || 187 || 0 || Rush combo ending in 236A, mash A or B after 236A to get 236P > K.<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 333 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B*2 > 2A > 236A ~ 236P ~ K || 168 || 170 || 22% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.<br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P || 220/267 || 285/310 || ~40%/~45% || Anywhere || Optimal meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.<br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236A ~ 236P ~ (delay) K || 191/244 || 265/290 || ~35%/~40% || Anywhere || Does less damage and is arguably more difficult to time.<br />
|-<br />
| '''Starter''' > 236D ~ K, 63214K || 206/234 || 165/180 || ~35%/~40% || Anywhere || Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).<br />
|-<br />
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 254/303 || 281/300 || ~50% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.<br />
|-<br />
| '''Starter''' > 236D ~ D, 236C, 623C || 236/284 || 275/300 || ~51%/~55% || Corner || Easier corner combo. Even gains slightly more meter.<br />
|-<br />
| CD, run, 5D || 138 || 170 || 15% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.<br />
|-<br />
| CD, 4214D || 166 || 250 || 25% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.<br />
|-<br />
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 218 || 300 || <50% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.<br />
|}<br />
<br />
===0.5 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B*2 > 2A > 236BD, 236D ~ K, {CD} > 236A ~ 63214P ~ 63214K || 251 || 230 || 40% || Anywhere || Light normal combo.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 298/347 || 245/270 || 40% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 324/377 || 275/300 || 50% || Corner || <br />
|-<br />
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 245 || 330 || 60% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, (far 5C) 236A ~ 63214P ~ 63214K || 335/388 || 245/270 || 1 || 40% || Anywhere || Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.<br />
|-<br />
| '''Starter''' > 236D ~ K, 63214D > 214236'''[P]''' || 306/360 || 255/280 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 335/389 || 305/330 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this. <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 365/424 || 305/330 || 1 || 60% || Corner || <br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236'''[P]''', 623C || 374/436 || 315/340 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.<br />
|-<br />
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 329 || 140 || 1.5 || 40% || Anywhere || Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 372/429 || 155/180 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 424/487 || 315/340 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236'''[P]''', (236A ~ 63214P) ~ 63214K || 416/478 || 225/250 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 415/466 || 155/180 || 2 || 40% || Anywhere || <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236'''[P]''' || 426/478 || 265/290 || 2 || 45% || Anywhere || Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236'''[P]''', 623C || 468/528 || 355/380 || 2 || 75% || Corner || Easier combo.<br />
|-<br />
| '''Starter''' > 236D ~ D, (delay) 236A, 623A xx 2141236'''[P]''', 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K || 541/596 || 290 || 2 || 70% || Corner || Stronger but requires a lot of manual timing.<br />
|-<br />
| (2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 424/478 || 265/290 || 2 || 10% || Anywhere || 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.<br />
|-<br />
| ... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236'''[P]''' || 452 || 185 || 2 || 10% || Anywhere || 1500 Max Guage combo.<br />
|-<br />
| ... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236'''[P]''', 623C || 457 || 425 || 2 || 35% || Corner || 1000 and 1250 Max Mode corner combo. <br />
|-<br />
| ... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236'''[P]''', 623C || 502 || 355 || 2 || 35% || Corner || 1500 Max Mode corner combo. <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 63214D xx 214236'''[AC]''' || 438/503 || 155/180 || 2.5 || 40% || Anywhere || <br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| ... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 563 || 365 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| || || || || || Anywhere || <br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| || || || || || Anywhere || <br />
|}<br />
<br />
==Combo Theory==<br />
<br />
==External Links==<br />
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|8Q9Zvi7nNkE|||'''Kyo Combos by Kakuge'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi&diff=69758
The King of Fighters XV/Kyo Kusanagi
2023-09-17T13:30:29Z
<p>Corlist: /* 128 Shiki • Konokizu (Aragami chain) */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=<br />
|description=<br />
* Can be cancelled into specials<br />
<br />
Kyo steps forward during the startup of st.C, giving it excellent range. Despite being slower than average, it is a very strong poke especially given that it is one of the few st.Cs in the game that is special-cancellable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
One of Kyo's standout pokes, st.D is fast and has higher than average damage, making it a decent neutral tool.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is special cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Method 100: Demon Burner"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Method 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up.<br />
* Regular versions adds an extra 5% combo scaling.<br />
* Covers a lot of airspace.<br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher.<br />
* As with the first kick, regular versions adds an extra 5% combo scaling, for a total of 20% after both hits land.<br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + juggle)<br />
*Low -> Mid (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Method 114: Wild Bite"<br><br />
<small>"Your body... is weak!"</small><br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Method 128: Nine Wounds"<br><br />
<small>"...is distracted!" </small><br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
<br />
There is a built-in safeguard to prevent 236A>236P's input overlap from causing an unwanted super cancel into 236236P. As such, it impossible to super cancel this move by inputting a super before this move hits. Doing so will instead result in Yanosabi (A/C ender) launching. If going for a super cancel, make sure to press the button for the super ''after'' Konokizu hits.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Method 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Method: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Method 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Adds an extra 25% to combo scaling.<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Method 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Method Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Method 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Method 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Method 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Method 212: Harp Moon of Heaven", "Burn!"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
A hitgrab where Kyo charges forward to grab the opponent, detonating them in his fist if he isn't blocked. This is Kyo's best meterless ender, granting great damage and corner carry as well as a hard knockdown. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 108: Serpentine Mowdown"<br><br />
<small>"Chew on this!"</small><br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. Kyo momentarily charges his flame powers to unleash a fiery prominence. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is its ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Method 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
* Unsafe if uncharged, but becomes unblockable if held for three seconds.<br />
<br />
Kyo rushes forward with a series of fire-empowered blows, ending with an explosion that gives a generous amount of frame advantage.<br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi&diff=69757
The King of Fighters XV/Kyo Kusanagi
2023-09-17T12:35:52Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=<br />
|description=<br />
* Can be cancelled into specials<br />
<br />
Kyo steps forward during the startup of st.C, giving it excellent range. Despite being slower than average, it is a very strong poke especially given that it is one of the few st.Cs in the game that is special-cancellable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
One of Kyo's standout pokes, st.D is fast and has higher than average damage, making it a decent neutral tool.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is special cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Method 100: Demon Burner"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Method 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up.<br />
* Regular versions adds an extra 5% combo scaling.<br />
* Covers a lot of airspace.<br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher.<br />
* As with the first kick, regular versions adds an extra 5% combo scaling, for a total of 20% after both hits land.<br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + juggle)<br />
*Low -> Mid (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Method 114: Wild Bite"<br><br />
<small>"Your body... is weak!"</small><br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Method 128: Nine Wounds"<br><br />
<small>"...is distracted!" </small><br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Method 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Method: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Method 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Adds an extra 25% to combo scaling.<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Method 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Method Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Method 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Method 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Method 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Method 212: Harp Moon of Heaven", "Burn!"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
A hitgrab where Kyo charges forward to grab the opponent, detonating them in his fist if he isn't blocked. This is Kyo's best meterless ender, granting great damage and corner carry as well as a hard knockdown. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 108: Serpentine Mowdown"<br><br />
<small>"Chew on this!"</small><br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. Kyo momentarily charges his flame powers to unleash a fiery prominence. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is its ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Method 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
* Unsafe if uncharged, but becomes unblockable if held for three seconds.<br />
<br />
Kyo rushes forward with a series of fire-empowered blows, ending with an explosion that gives a generous amount of frame advantage.<br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi/Combos&diff=69755
The King of Fighters XV/Kyo Kusanagi/Combos
2023-09-17T03:02:48Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below.<br />
<br />
===Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 2A > 3D (1)''' || 65 || Standard light starter. At point blank you can fit a 5B between 2B and 2A.<br />
|-<br />
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.<br />
|-<br />
| cl.D > 6B || 113 || Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.<br />
|-<br />
| Far 5C || 70 || Far C is cancellable and can lead to combos.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)<br />
* Kyo's super's can be held for more damage and sometimes more combo opportunities. if the '''[P]''' or '''[AC]''' is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B (> A/B > A/B) || 187 || 0 || Rush combo ending in 236A, mash A or B after 236A to get 236P > K.<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 333 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B*2 > 2A > 236A ~ 236P ~ K || 168 || 170 || 22% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.<br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P || 220/267 || 285/310 || ~40%/~45% || Anywhere || Optimal meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.<br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236A ~ 236P ~ (delay) K || 191/244 || 265/290 || ~35%/~40% || Anywhere || Does less damage and is arguably more difficult to time.<br />
|-<br />
| '''Starter''' > 236D ~ K, 63214K || 206/234 || 165/180 || ~35%/~40% || Anywhere || Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).<br />
|-<br />
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 254/303 || 281/300 || ~50% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.<br />
|-<br />
| '''Starter''' > 236D ~ D, 236C, 623C || 236/284 || 275/300 || ~51%/~55% || Corner || Easier corner combo. Even gains slightly more meter.<br />
|-<br />
| CD, run, 5D || 138 || 170 || 15% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.<br />
|-<br />
| CD, 4214D || 166 || 250 || 25% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.<br />
|-<br />
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 218 || 300 || <50% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.<br />
|}<br />
<br />
===0.5 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B*2 > 2A > 236BD, 236D ~ K, {CD} > 236A ~ 63214P ~ 63214K || 251 || 230 || 40% || Anywhere || Light normal combo.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 298/347 || 245/270 || 40% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 324/377 || 275/300 || 50% || Corner || <br />
|-<br />
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 245 || 330 || 60% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, (far 5C) 236A ~ 63214P ~ 63214K || 335/388 || 245/270 || 1 || 40% || Anywhere || Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.<br />
|-<br />
| '''Starter''' > 236D ~ K, 63214D > 214236'''[P]''' || 306/360 || 255/280 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 335/389 || 305/330 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this. <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 365/424 || 305/330 || 1 || 60% || Corner || <br />
|-<br />
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236'''[P]''', 623C || 427/472 || 330 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.<br />
|-<br />
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 383 || 170 || 1.5 || 40% || Anywhere || Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 422/465 || 170 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 486/535 || 330 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236'''[P]''', (236A ~ 63214P) ~ 63214K || 480/528 || 240 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here. <br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 444/491 || 170 || 2 || 40% || Anywhere || <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236'''[P]''' || 467/505 || 280 || 2 || 45% || Anywhere || Does 452/490 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.<br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236'''[P]''', 623C || 524/571 || 370 || 2 || 75% || Corner || Easier combo.<br />
|-<br />
| '''Starter''' > 236D ~ D, (delay) 236A, 623A xx 2141236'''[P]''', 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K || 541/596 || 290 || 2 || 70% || Corner || Stronger but requires a lot of manual timing.<br />
|-<br />
| (2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 454/492 || 280 || 2 || 10% || Anywhere || 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.<br />
|-<br />
| ... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236'''[P]''' || 467 || 200 || 2 || 10% || Anywhere || 1500 Max Guage combo.<br />
|-<br />
| ... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236'''[P]''', 623C || 499 || 440 || 2 || 35% || Corner || 1000 and 1250 Max Mode corner combo. <br />
|-<br />
| ... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236'''[P]''', 623C || 517 || 370 || 2 || 35% || Corner || 1500 Max Mode corner combo. <br />
|-<br />
| '''Starter''' > 4214BD, 236B ~ B, 63214D xx 214236'''[AC]''' || 503/551 || 170 || 2.5 || 40% || Anywhere || <br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.<br />
|}<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| || || || || || Anywhere || <br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes<br />
|-<br />
| || || || || || Anywhere || <br />
|}<br />
<br />
==Combo Theory==<br />
<br />
==External Links==<br />
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|8Q9Zvi7nNkE|||'''Kyo Combos by Kakuge'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi&diff=69754
The King of Fighters XV/Kyo Kusanagi
2023-09-17T02:30:25Z
<p>Corlist: /* 124 Shiki • Munotsuchi (Aragami chain) */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=<br />
|description=<br />
* Can be cancelled into specials<br />
<br />
Kyo steps forward during the startup of st.C, giving it excellent range. Despite being slower than average, it is a very strong poke especially given that it is one of the few st.Cs in the game that is special-cancellable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
One of Kyo's standout pokes, st.D is fast and has higher than average damage, making it a decent neutral tool.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is special cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Method 100: Demon Burner"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Method 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up. <br />
* Covers a lot of airspace. <br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher.<br />
* Adds an extra 5% scaling.<br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + juggle)<br />
*Low -> Mid (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Method 114: Wild Bite"<br><br />
<small>"Your body... is weak!"</small><br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Method 128: Nine Wounds"<br><br />
<small>"...is distracted!" </small><br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Method 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Method: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Method 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Adds an extra 25% to combo scaling.<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Method 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Method Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Method 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Method 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Method 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Method 212: Harp Moon of Heaven", "Burn!"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
A hitgrab where Kyo charges forward to grab the opponent, detonating them in his fist if he isn't blocked. This is Kyo's best meterless ender, granting great damage and corner carry as well as a hard knockdown. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 108: Serpentine Mowdown"<br><br />
<small>"Chew on this!"</small><br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. Kyo momentarily charges his flame powers to unleash a fiery prominence. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is its ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Method 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
* Unsafe if uncharged, but becomes unblockable if held for three seconds.<br />
<br />
Kyo rushes forward with a series of fire-empowered blows, ending with an explosion that gives a generous amount of frame advantage.<br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kyo_Kusanagi&diff=69753
The King of Fighters XV/Kyo Kusanagi
2023-09-17T02:26:34Z
<p>Corlist: /* 75 • Shiki Kai (Follow Up) */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=<br />
|description=<br />
* Can be cancelled into specials<br />
<br />
Kyo steps forward during the startup of st.C, giving it excellent range. Despite being slower than average, it is a very strong poke especially given that it is one of the few st.Cs in the game that is special-cancellable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
One of Kyo's standout pokes, st.D is fast and has higher than average damage, making it a decent neutral tool.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is special cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Method 100: Demon Burner"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Method 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up. <br />
* Covers a lot of airspace. <br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher.<br />
* Adds an extra 5% scaling.<br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + juggle)<br />
*Low -> Mid (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Method 114: Wild Bite"<br><br />
<small>"Your body... is weak!"</small><br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Method 128: Nine Wounds"<br><br />
<small>"...is distracted!" </small><br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Method 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Method: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Method 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Method 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Method Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Method 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Method 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Method 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Method 212: Harp Moon of Heaven", "Burn!"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
A hitgrab where Kyo charges forward to grab the opponent, detonating them in his fist if he isn't blocked. This is Kyo's best meterless ender, granting great damage and corner carry as well as a hard knockdown. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 108: Serpentine Mowdown"<br><br />
<small>"Chew on this!"</small><br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. Kyo momentarily charges his flame powers to unleash a fiery prominence. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is its ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Method 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
* Unsafe if uncharged, but becomes unblockable if held for three seconds.<br />
<br />
Kyo rushes forward with a series of fire-empowered blows, ending with an explosion that gives a generous amount of frame advantage.<br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Haohmaru&diff=69743
The King of Fighters XV/Haohmaru
2023-09-16T16:42:59Z
<p>Corlist: /* Cyclone Slash */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Haohmaru Profile.webp|thumb|Haohmaru is a traveling swordsman determined to master the way of the sword. He is a bold and free-spirited fighter who hates cowardice, and travels from country to country, sake in hand, in search of a match with anyone who can put up a real fight.<br/>In order to help his friend Nakoruru, and to fight with new and formidable opponents, he travels far beyond time and space and lands on the KOF stage.]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Adamantine Slash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Headwind Slash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Surprise Attack - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Iron Flash - [[image:a.gif]] + [[image:c.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Crescent Moon Slash - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Renting Tremor Slash - [[image:fd.gif]][[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Cyclone Slash - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Fake Cyclone Slash - [[image:a.gif]] + [[image:b.gif]]<br />
<br />
Earthquake Slice - [[image:bk.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rice Wine Whack - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shock Blast - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Cyclone Wave - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Flame of the Conqueror - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Supreme Gale Flash - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Supreme Severing Flash - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low Confirm<br/><br />
Anywhere <br/><br />
|<br />
2B > 2A > 5B > 214D/623C = 116/192 dmg<br/><br />
5C > 6A > 623C = 252 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low Confirm<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 5B > 214BD > 623C = 253 dmg<br/><br />
5C > 6A > 236BD > AC = 380 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Low Confirm<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 5B > 623C > 236236A = 310 dmg<br/><br />
5C > 6A > 236BD > 4214AC > 623C = 453 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Low Confirm<br/><br />
Anywhere<br/><br />
MAX Confirm<br/><br />
|<br />
2B > 2A > 5B > 623C > 236236AC = 430 dmg<br/><br />
5C > 6A > 236BD > 4214AC > 623C > 236236AC = 556 dmg<br/><br />
2B > 2A > 5B > BC > 5C > 6A > 236BD > 66236C > 236236A = 411 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
After nearly 30 years of being denied entry into the KoF franchise due to canonical issues, Haohmaru finally makes his playable debut in The King of Fighters XV. Similar to the game in which he originates, Haohmaru specializes in chipping away at the opponent's health with his long-range normals, while also being able to take away massive chunks with his exceptionally high burst damage.<br />
<br />
Being a swordfighter, Haohmaru is a bit on the slow side, but when he hits, he hits very hard. Haohmaru is one of the only characters in the game capable of doing 500 damage or more with just a single bar of meter from anywhere on the screen, ''without counterhits''. He even has his far standing heavy slash (named Iron Flash in this game) as a command normal that does 180 damage, making it one of the most damaging pokes in the game.<br />
<br />
Haohmaru is also good at playing defense. His st.A, j.D, j.CD, and heavy punch attacks are all sword based and have a long reach, allowing Haohmaru to poke the opponent from afar. Like in his home series, Haohmaru has an enhanced version of his DP if he performs it while running, which not only starts up faster and moves him further, but is ''the most damaging DP in the game'', doing '''even more''' damage than Omega Rugal's legendary Genocide Cutter.<br />
<br />
However, Haohmaru comes from a game where the rules aren't the same, and his tools have been modified to compensate. Most notably, his sword attacks have massive hurtboxes, and Haohmaru players can easily be counterpoked if they're not careful. That isn't to say Haohmaru is already really slow compared to the rest of the cast. Many of Haohmaru's specials start up too slowly to combo from light normals, and many of Haohmaru's best buttons aren't as fast compared to others in KoF XV's cast, so he'll more often be playing defensively than offensively.<br />
<br />
If you like samurai characters or want to be able to turtle and then obliterate your opponent after finally getting a good opening, then Haohmaru might be your character.<br />
{{StrengthsAndWeaknesses<br />
|ext=webp<br />
| intro = '''''{{SUBPAGENAME}} is a mid-ranged swordsman who tries to keep the opponent at a distance before utilizing meter to score massive damage.'''''<br />
| pros=<br />
* '''Massive Damage''': Haohmaru is easily capable of depleting around half of the opponent's life meter if he lands one of his cancellable normals, even with just half a bar. His Iron Flash (AC), while not cancellable by any means, can still be used as an ender after 236BD and does great damage.<br />
* '''Versatility''': Haohmaru has a variety of specials at his disposal—a fireball that he can fake out of during startup, a leaping overhead, an elbow tackle, a multi-hit attack with lots of blockstun, and more. Given his options, Haohmaru can suit multiple playstyles.<br />
* '''Big Pokes:''' Being a swordfighter, many of Haohmaru's normals have a lot of range. His st.C is a great tool for contesting space, his cr.C is a massive anti-air, and his j.D is a godly air-to-air. Even his st.A has a good amount of range for what it is.<br />
| cons=<br />
* '''Poor Reward from Lights''': Haohmaru's specials (excluding his DP and Rice Wine Whack), even in EX form, start up too slowly for them to connect from light normals. Haohmaru's only cancellable command normal, Surprise Attack (6A) also starts up too slowly for it to be used as a converter from lights, so Haohmaru has to rely on landing heavy normals in order to score big damage. Haohmaru's best light confirm is chaining cl.C from cl.A, but the range for this can be tight.<br />
* '''Big Hurtboxes''': Opponents can easily counterpoke him way before his active frames comes out with just the press of a button. Iron Flash is the only exception to this problem but it's heavily telegraphed and punishable on block and pretty much a death sentence on whiff.<br />
* '''Slow:''' Also as expected of a swordfighter, Haohmaru is on the slower end of the roster. For example, his cr.C is one of the slowest in the game at 12 frames of startup. Cyclone Slash, his only projectile, doesn't even combo from heavies. As mentioned above, most of his specials, excluding his DP and Rice Wine Whack, have very slow startup, so they can be rather hard to combo into, and it's likely that a Haohmaru player will get counterpoked if they try to use one of his specials in neutral.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_fa<br />
|description=<br />
* Far variant of his standing light slash.<br />
<br />
Haohmaru performs a quick slash with his katana. Has above average range for a standing light, but isn't very active.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_fb<br />
|description=<br />
* Does not hit low like in the original game.<br />
<br />
A quick kick to the shins, based on his 6D from the original game. Doesn't hit low, but it has special-cancel properties. Unfortunately for Haohmaru, he doesn't have any very good cancel options from this because a majority of his specials are too slow (although canceling into 214A can mess up opponents). If the opponent is close enough, you should probably be trying to use cl.A because it has the frame advantage to link into cl.C. At farther ranges, it's probably the best thing you can throw out in neutral because of its cancelability, but keep in mind it's a tad slower than most other st.Bs.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_fc<br />
|description=<br />
* Far variant of his standing medium slash.<br />
* Huge range, huge hurtbox.<br />
* Same frame data as Ralf's far D.<br />
<br />
Haohmaru stabs forward with his katana. Has a respectable amount of range and allows Haohmaru to contest his space, but Haohmaru's entire katana is a hurtbox during the animation, making Haohmaru very vulnerable.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_fd<br />
|description=<br />
* Same animation as his close D, but not cancellable, so be careful.<br />
* Works as an anti-air.<br />
<br />
Haohmaru performs a high kick with his inner leg. Only one frame faster than his cr.C, making it his fastest anti-airing normal.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_cla<br />
|description=<br />
* Close variant of his standing light slash.<br />
* Chains into cl.C at close range, allowing Haohmaru to perform damaging light confirms up close.<br />
<br />
A very fast normal that's also very plus. This normal is ''extremely'' important for Haohmaru's low confirms, as it links into cl.C. Haohmaru should typically always be trying to cancel into cl.C when this move lands, especially considering how mediocre his autocombo is.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_clb<br />
|description=<br />
* Same exact frame data as his st.B, not much to say.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_clc<br />
|description=<br />
* Close medium slash from the home game.<br />
''Always'' try to link into this when cl.A hits. Large activation range.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_cld<br />
|description=<br />
* Same animation as far D, but cancels into both specials and 6A.<br />
<br />
Haohmaru's cl.D looks exactly the same as his far D, but he can cancel it into both specials and 6A. This can be rather confusing, so just use cl.C when you're in proximity.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_2a<br />
|description=<br />
* Close variant of his crouching light slash.<br />
<br />
Haohmaru jabs the opponent with the hilt of his katana. This is his safest crouching normal and it is plus on block, so it can be used to frame trap.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_2b<br />
|description=<br />
* Crouching kick from the home series.<br />
<br />
Haohmaru is able to link cl.A > cl.C from this, allowing for damaging light conversions.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_2c<br />
|description=<br />
* Crouching heavy slash from the home game.<br />
* Puts airborne opponents into a juggle state on counterhit<br />
<br />
A slow, but very strong anti-air. When it counterhits an airborne opponent, they will be put into a juggle state, allowing for ''extremely'' damaging conversions.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_2d<br />
|description=<br />
* Moves Haohmaru forward during the animation, giving it a lot of range.<br />
* Universal sweep from the original game.<br />
<br />
Haohmaru slides forward a considerable distance, giving this cr.D great range. However, it cannot cancel into command normals or specials, so Haohmaru cannot cancel into anything to make it safer if it gets blocked.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_ha,Haohmaru_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Based on his unarmed jumping slash.<br />
<br />
Basic, quick air-to-air.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_hb,Haohmaru_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Jumping kick from the home game.<br />
<br />
Slightly slower, but slightly more active than j.A.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_hc,Haohmaru_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Jumping heavy slash from the original game.<br />
<br />
A ''very'' slow j.C, but hits very deep. Practically useless when performed from a hop.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_hd,Haohmaru_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Godly aerial, as an air-to-air, or a jump-in.<br />
* Jumping medium slash from the home game.<br />
<br />
Haohmaru performs a sideways slash. Covers a large amount of range and is a great air-to-air and a very good jump-in as well.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_cd<br />
|description=<br />
* Based on his Stance Break animation from ''Samurai Shodown''.<br />
<br />
Haohmaru performs a shoulder charge that advances him forward. Good for kara canceling. The range of which Haohmaru advances forward is low, making it hard or impossible for him to perform Shatter Strike combos.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_236cd<br />
|name=Shatter Strike<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_hcd,Haohmaru_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
Very slow, but massive j.CD. Be careful with abusing this—it's easy to get punished up close.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_rush1,Haohmaru_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
If you can land this, you can land close C instead for actual combos, so don't.<br />
}}<br />
<br />
==Throws==<br />
===Adamantine Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_cthrow<br />
|name=Adamantine Slash<br />
|input=(close) 4/6C<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Headwind Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_dthrow<br />
|name=Headwind Slash<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Surprise Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_6a<br />
|name=Surprise Attack<br />
|input=6A<br />
|description=<br />
* As a command overhead, slow if used raw, but starts up faster and turns into a mid if canceled into.<br />
<br />
The universal overhead from the ''Samurai Shodown'' series gets implemented into Haohmaru's movelist as his only cancellable command normal. In ''The King of Fighters XV'', this move serves both its original use and as an extender for Haohmaru's heavy starter combos. Because of the pushback on Haohmaru's close heavies, this move can have a hard time connecting from farther ranges.<br />
}}<br />
<br />
===Iron Flash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_ac<br />
|name=Iron Flash<br />
|input=AC<br />
|description=<br />
* Cannot be canceled into, or cancel into anything, making it and Darli's A+C the only uncancellable command normals in the game.<br />
* Does 20 damage on block, meaning it can chip kill if it gets blocked.<br />
* Causes a soft knockdown on counterhit.<br />
<br />
A massive disjointed normal that does super levels of damage on hit. It can hit opponents in juggles, but it's not a very good anti-air. Extremely unsafe on whiff and block.<br />
}}<br />
<br />
==Special Moves==<br />
===Crescent Moon Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_623a,Haohmaru_623c,Haohmaru_623ac<br />
|name=Crescent Moon Slash<br />
|input=623A/C/AC<br />
|captions="Kogetsuzan"<br />
|description3=<br />
* Light version is invulnerable to aerial attacks, heavy and '''EX''' version are fully invulnerable.<br />
* Light version is stationary, heavy and '''EX''' move Haohmaru slightly forward.<br />
<br />
Haohmaru leaps into the air and performs multiple slashes with his katana. Has one of the faster startups of Haohmaru's specials, and reliably connects from a light or a crumple. Very useful for comboing into a super.<br />
}}<br />
<br />
===Renting Tremor Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_66623a,Haohmaru_66623c,Haohmaru_66623ac<br />
|name=Renting Tremor Slash<br />
|input=6623A/C/AC<br />
|captions="Shippu Kogetsuzan"<br />
|description3=<br />
* Can only be performed when Haohmaru is running.<br />
* Faster startup than his regular DP, with more forward movement, but more recovery and block disadvantage.<br />
<br />
An immensely damaging DP, even more so than Omega Rugal's Genocide Cutter. Being that this is a dashing-only special, this moves Haohmaru forward significantly when used, and starts up faster than his regular DP. To compensate, Haohmaru is punished more severely if this move is blocked or whiffed.<br />
}}<br />
<br />
===Cyclone Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_236a,Haohmaru_236c,Haohmaru_236ac,Haohmaru_236p_ab<br />
|name=Cyclone Slash<br />
|input=236A/C/AC<br />
|captions="Senpuu Retsuzan"<br />
|description3=<br />
* '''A''' version travels halfway across the screen and can be faked out of, '''C''' version travels fullscreen.<br />
* '''EX''' version puts the opponent into a juggle state. 10% scaling is added after the first hit.<br />
<br />
Haohmaru uses his katana to send out a small tornado that travels across the ground. Opponents that are hit by this tornado will be launched upwards, giving Haohmaru plenty of time to approach and prepare for his next move.<br />
<br />
The '''EX''' version puts the opponent into a juggle state, meaning anything Haohmaru hits the opponent with afterwards will land instead of whiffing like with the '''A''' or '''C''' version. One of his best options afterwards is his AC command normal.<br />
<br />
|description4=<br />
Haohmaru can feint the '''A''' version of Cyclone Slash, leaving him less vulnerable. <br />
}}<br />
<br />
===Earthquake Slice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_4214a,Haohmaru_4214c,Haohmaru_4214ac<br />
|name=Earthquake Slice<br />
|input=4214A/C/AC<br />
|captions="Resshinzan"<br />
|description3=<br />
* Cannot connect up close unless the opponent is in a juggle state.<br />
* Heavy version is plus on block.<br />
* '''EX''' version hits three times and causes a groundbounce, and it's best used after 236D/BD. It also hits OTG (damage in parenthesis) after 214AC,236AC,236236A/C/AC/B/D, add damage from 66 to 17 (usually 42 after 2 bar BnB).<br />
<br />
Haohmaru somersaults forward before striking the ground with his katana. This has the most startup out of all of Haohmaru's moves and therefore the most telegraphed, so this is not a good move to use in neutral.<br />
}}<br />
<br />
===Rice Wine Whack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_214b,Haohmaru_214d,Haohmaru_214bd<br />
|name=Rice Wine Whack<br />
|input=214B/D/BD<br />
|description3=<br />
* '''A''' version nullifies projectiles, '''C''' version reflects projectiles.<br />
* '''EX''' version causes a crumple state that can be followed up with 623A/C. Most of his other specials are too slow to connect afterwards.<br />
<br />
Haohmaru swings his bottle of sake in front of him. This move can reflect projectiles back towards the opponent and can also work as an anti-air. Extremely unsafe on block.<br />
<br />
The '''EX''' version causes a crumple state and is his best metered followup from low confirms.<br />
}}<br />
<br />
===Shock Blast===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_214a,Haohmaru_214c,Haohmaru_214ac<br />
|name=Shock Blast<br />
|input=214A/C/AC<br />
|description3=<br />
* '''A''' and '''EX''' versions combo after heavies.<br />
* '''A''' version can be used as a combo extender in the corner.<br />
* '''EX''' version causes a sliding hard knockdown.<br />
<br />
A forward-rushing elbow tackle. Somewhat slow, but the opening it creates in blockstrings can trick opponents into pressing.<br />
<br />
The heavy version is plus and causes a small juggle on hit that can be followed up in the corner.<br />
}}<br />
<br />
===Cyclone Wave===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_236b,Haohmaru_236d,Haohmaru_236bd<br />
|name=Cyclone Wave<br />
|input=236B/D/BD<br />
|description3=<br />
* '''D''' and '''EX''' versions launch and cause a juggle state. <br />
* '''B''' and '''EX''' version have the same startup speeds and connect from heavies.<br />
* '''D''' version is too slow to connect from anything.<br />
<br />
Haohmaru slashes upwards, creating a wave of energy that hits the opponent multiple times.<br />
The '''EX''' version of this move is his greatest combo tool, and opens up multiple extremely damaging combo routes, such as Iron Flash (AC) or '''EX''' Earthquake Slice (4214AC).<br />
}}<br />
<br />
==Super Special Moves==<br />
===Flame of the Conqueror===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_236236a,Haohmaru_236236c,Haohmaru_236236ac<br />
|name=Flame of the Conqueror<br />
|input=236236A/C/AC<br />
|description3=<br />
* Straightforward 1-hit super.<br />
* Based on his Weapon Flipping Technique from his home game.<br />
<br />
Haohmaru's version of ''Samurai Shodown'''s universal Weapon Flipping Technique is his most damaging Super Special move in KoF XV. The '''C''' version is significantly slower than the '''A''' version and can drop in specific combos, so you'll probably just want to use the '''A''' version.<br />
}}<br />
<br />
===Supreme Gale Flash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_236236k,Haohmaru_236236bd<br />
|name=Supreme Gale Flash<br />
|input=236236B/D/BD<br />
|description2=<br />
* '''B''' and '''D''' versions function the same, and sideswitch on hit.<br />
* '''MAX''' version does not sideswitch, making it a good option after 236236P.<br />
* Based on his "Issen" rage attack from his home game.<br />
}}<br />
<br />
==Climax==<br />
===Supreme Severing Flash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=Haohmaru_2141236cd<br />
|name=Supreme Severing Flash<br />
|input=2141236CD<br />
|description=<br />
* Has slightly more range than 236K.<br />
<br />
Standard Climax. Very punishable on block and whiff.<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|HxTHBgpCMfo|||'''Team Samurai Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Haohmaru]]<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Darli_Dagger/Data&diff=69742
The King of Fighters XV/Darli Dagger/Data
2023-09-16T16:32:49Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_Darli_fa_ima.png<br />
| hitboxes = XV_Darli_cla.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 5<br />
| recovery = 6<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_Darli_fb_ima.png<br />
| hitboxes = XV_Darli_clb.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 8<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_Darli_clc_ima.png<br />
| hitboxes = XV_Darli_clc.png<br />
| damage = 120 (80+20+20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command (1), super (2~3)<br />
| startup = 8<br />
| active = 4<br />
| recovery = 24<br />
| hitadv = SKD (38: Tech / 78: Non-tech)<br />
| blockadv = -7<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====close D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_Darli_cld_ima.png<br />
| hitboxes = XV_Darli_cld.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = command<br />
| startup = 10<br />
| active = 10<br />
| recovery = 5<br />
| hitadv = +8<br />
| blockadv = +4<br />
| invul = <br />
| stun = 70 <br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====far A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_fa<br />
| name = far A<br />
| input = f.A<br />
| images = XV_Darli_fa_ima.png<br />
| hitboxes = XV_Darli_fa.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 8<br />
| active = 5<br />
| recovery = 12<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====far B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_fb<br />
| name = far B<br />
| input = f.B<br />
| images = XV_Darli_fb_ima.png<br />
| hitboxes = XV_Darli_fb.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 8<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1~+2<br />
| blockadv = -3~0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====far C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_fc<br />
| name = far C<br />
| input = f.C<br />
| images = XV_Darli_fc_1_ima.png, XV_Darli_fc_2_ima.png<br />
| hitboxes = XV_Darli_fc.png<br />
| damage = 101 (50+10*6)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command (1) super (2~6)<br />
| startup = 14<br />
| active = 3 (9) 7<br />
| recovery = 27<br />
| hitadv = -3<br />
| blockadv = -9<br />
| invul = <br />
| stun = 130 (70+10*6)<br />
| guardDamage = 130 (70+10*6)<br />
}}<br />
<br />
====far D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_fd<br />
| name = far D<br />
| input = f.D<br />
| images = XV_Darli_fd_ima.png<br />
| hitboxes = XV_Darli_fd.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 8<br />
| active = 5<br />
| recovery = 20<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_Darli_2a_ima.png<br />
| hitboxes = XV_Darli_2a.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 8<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====crouch B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_Darli_2b_ima.png<br />
| hitboxes = XV_Darli_2b.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = super<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====crouch C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_Darli_2c_ima.png<br />
| hitboxes = XV_Darli_2c.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 8<br />
| active = 3<br />
| recovery = 21<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====crouch D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_Darli_2d_ima.png<br />
| hitboxes = XV_Darli_2d.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = command<br />
| startup = 10<br />
| active = 4<br />
| recovery = 21<br />
| hitadv = SKD (24: Tech / 51: Non-tech)<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Jump Normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_Darli_ja_ima.png<br />
| hitboxes = XV_Darli_ha.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 30<br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_Darli_ja_ima.png<br />
| hitboxes = XV_Darli_ja.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 30<br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_Darli_jb_ima.png<br />
| hitboxes = XV_Darli_hb.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 30<br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_Darli_jb_ima.png<br />
| hitboxes = XV_Darli_jb.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 30<br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_Darli_jc_ima.png<br />
| hitboxes = XV_Darli_hc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 70<br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_Darli_jc_ima.png<br />
| hitboxes = XV_Darli_jc.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 12<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 70<br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====hop D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_Darli_jd_ima.png<br />
| hitboxes = XV_Darli_hd.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 70<br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_Darli_jd_ima.png<br />
| hitboxes = XV_Darli_jd.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = 70<br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_Darli_cd_ima.png<br />
| hitboxes = XV_Darli_cd.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 4<br />
| recovery = 25<br />
| hitadv = Splat HKD (+71~+87)<br />
| blockadv = -6<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====Shatterstrike====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236cd<br />
| name = Shatterstrike<br />
| input = 236CD<br />
| images = XV_Darli_236cd_ima.png<br />
| hitboxes = XV_Darli_236cd.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 4<br />
| recovery = 29<br />
| hitadv = Crumple - HKD (93)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_Darli_jcd_ima.png<br />
| hitboxes = XV_Darli_hcd.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 11<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_Darli_jcd_ima.png<br />
| hitboxes = XV_Darli_jcd.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 11<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Rush===<br />
====Rush 1====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_rush1<br />
| name = Rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_Darli_rush1_ima.png<br />
| hitboxes = XV_Darli_rush1.png<br />
| damage = 48 (25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====Rush 2====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_rush2<br />
| name = Rush 2<br />
| header = no<br />
| version = cl.AAA<br />
| orderId = 2<br />
| input = cl.AAA<br />
| images = XV_Darli_rush2_ima.png<br />
| hitboxes = XV_Darli_rush2.png<br />
| damage = 70 (25+25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = -7<br />
| hitadv = -9<br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Throws===<br />
====Oceanic Erosion====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_cthrow<br />
| name = Oceanic Erosion<br />
| input = (close) 4/6C<br />
| images = XV_Darli_cthrow_ima.png<br />
| hitboxes = XV_Darli_cthrow.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (48)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====Swirling Undertow====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_dthrow<br />
| name = Swirling Undertow<br />
| input = (close) 4/6D<br />
| images = XV_Darli_dthrow_ima.png<br />
| hitboxes = XV_Darli_dthrow.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (53)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Command Normals===<br />
====Surprise Attack====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_6a<br />
| name = Surprise Attack<br />
| input = 6A<br />
| images = XV_Darli_6a_ima.png<br />
| hitboxes = XV_Darli_6a.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]<br />
| cancel = <br />
| startup = 23 [21]<br />
| active = 2<br />
| recovery = 19<br />
| hitadv = +2<br />
| blockadv = -2<br />
| invul = Low Body: 5 to 21 (17 Frames) [Low Body: 5 to 19 (15 Frames)]<br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====Sweeping Shave====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_ac<br />
| name = Sweeping Shave<br />
| input = AC<br />
| images = XV_Darli_ac_ima.png<br />
| hitboxes = XV_Darli_ac.png<br />
| damage = 226 (50+50+10*7+70) (180 airhit)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 21<br />
| active = 4<br />
| recovery = 26<br />
| hitadv = SKD (44: Tech / 84: Non-tech)<br />
| blockadv = -11<br />
| invul = <br />
| stun = 200 (150 air hit)<br />
| guardDamage = 160<br />
}}<br />
<br />
==Specials==<br />
===Blade Surf===<br />
====236A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236a<br />
| name = Blade Surf<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Darli_236a_ima.png<br />
| hitboxes = XV_Darli_236a.png<br />
| damage = 120 (10+10+100)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super (3)<br />
| startup = 10<br />
| active = 11<br />
| recovery = 52 (35 on ground)<br />
| hitadv = SKD (23: Tech / 50: Non-tech)<br />
| blockadv = -51 (Close Range) to -43 (Max Range)<br />
| invul = <br />
| stun = 100 (10+10+80)<br />
| guardDamage = 100 (10+10+80)<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236c<br />
| name = Blade Surf<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Darli_236a_ima.png<br />
| hitboxes = XV_Darli_236c.png<br />
| damage = 100<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 26<br />
| active = 8<br />
| recovery = 67 (50 on ground)<br />
| hitadv = SKD (23: Tech / 49: Non-tech) - Close<br />
| blockadv = -56 (Close Range) to -50 (Max Range)<br />
| invul = <br />
| stun = 80<br />
| guardDamage = <br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236ac<br />
| name = Blade Surf<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_Darli_236ac_ima.png<br />
| hitboxes = XV_Darli_236ac.png<br />
| damage = 127 (10*7+60)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 10<br />
| active = 12<br />
| recovery = 80 (50 on ground)<br />
| hitadv = SKD (55: Tech / 95: Non-tech)<br />
| blockadv = -73<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 70 (10*7)<br />
}}<br />
<br />
===Serpentine Breaker===<br />
====214A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214a<br />
| name = Serpentine Breaker<br />
| header = yes<br />
| version = A - Level 1<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_Darli_214p_hold1_ima.png<br />
| hitboxes = XV_Darli_214a.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 18<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -1<br />
| blockadv = -5<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====214[A] Level 2====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214a2<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = A - Level 2<br />
| orderId = 2<br />
| input = 214[A], Hold A for 59 to 98 frames.<br />
| images = XV_Darli_214p_hold2_1_ima.png<br />
| hitboxes = XV_Darli_214a.png<br />
| damage = 160 (80+80)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 74<br />
| active = 4 (24) 5<br />
| recovery = 12<br />
| hitadv = Wall Splat - HKD (89 to 106)<br />
| blockadv = 4<br />
| invul = <br />
| stun = 160 (80+80)<br />
| guardDamage = 200 (100+100)<br />
}}<br />
<br />
====214[A] Level 3====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214a3<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = A - Level 3<br />
| orderId = 3<br />
| input = 214[A], Hold A for 99+ frames.<br />
| images = XV_Darli_214p_hold2_2_ima.png<br />
| hitboxes = XV_Darli_214a.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = 134<br />
| active = 4<br />
| recovery = 66<br />
| hitadv = HKD (9)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214c<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = C - Level 1<br />
| orderId = 4<br />
| input = 214C<br />
| images = XV_Darli_214p_hold3_ima.png<br />
| hitboxes = XV_Darli_214c.png<br />
| damage = 94 (80+20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = super<br />
| startup = 27<br />
| active = 4<br />
| recovery = 31<br />
| hitadv = HKD (30)<br />
| blockadv = -14<br />
| invul = <br />
| stun = 140 (120+20)<br />
| guardDamage = 140 (120+20)<br />
}}<br />
<br />
====214[C] Level 2====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214c2<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = C - Level 2<br />
| orderId = 5<br />
| input = 214[C], Hold C for 79 to 118 frames.<br />
| images = XV_Darli_214p_hold3_ima.png<br />
| hitboxes = XV_Darli_214c.png<br />
| damage = 200 (100+100)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 94<br />
| active = 4 (24) 5<br />
| recovery = 12<br />
| hitadv = Wall Splat - HKD (89 to 106)<br />
| blockadv = 4<br />
| invul = <br />
| stun = 250 (125+125)<br />
| guardDamage = 250 (125+125)<br />
}}<br />
<br />
====214[C] Level 3====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214c3<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = C - Level 3<br />
| orderId = 6<br />
| input = 214[C], Hold C for 99+ frames.<br />
| images = XV_Darli_214p_hold3_ima.png<br />
| hitboxes = XV_Darli_214c.png<br />
| damage = 250<br />
| guard = N/A<br />
| cancel = <br />
| startup = 154<br />
| active = 4<br />
| recovery = 66<br />
| hitadv = HKD (9)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 300<br />
| guardDamage = N/A<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214ac<br />
| name = Serpentine Breaker<br />
| header = no<br />
| version = AC<br />
| orderId = 7<br />
| input = 214AC<br />
| images = XV_Darli_214p_hold3_ima.png<br />
| hitboxes = XV_Darli_214ac.png<br />
| damage = 130 (70+60)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 20<br />
| active = 4 (24) 5<br />
| recovery = 26<br />
| hitadv = Ground Bounce - HKD (82)<br />
| blockadv = -12<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 110 (50+60)<br />
}}<br />
<br />
===Serpentine Breaker Movement During Charge===<br />
====214[P]~6====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214p_6<br />
| name = Serpentine Breaker (Walk)<br />
| header = yes<br />
| version = Walk<br />
| orderId = 1<br />
| input = 214[P]~6 during charge<br />
| images = XV_Darli_214p_6_ima.png<br />
| hitboxes = XV_Darli_214p_6.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active =<br />
| recovery = <br />
| hitadv = <br />
| blockadv = <br />
| invul =<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====214[P]~66====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214p_66<br />
| name = Serpentine Breaker (Step)<br />
| header = No<br />
| version = Step<br />
| orderId = 2<br />
| input = 214[P]~66 during charge<br />
| images = XV_Darli_214p_66_ima.png<br />
| hitboxes = XV_Darli_214p_66.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active =<br />
| recovery = 22<br />
| hitadv = <br />
| blockadv = <br />
| invul =<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====214[P]~44====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_214p_44<br />
| name = Serpentine Breaker (Retreat)<br />
| header = No<br />
| version = Retreat<br />
| orderId = 3<br />
| input = 214[P]~44 during charge<br />
| images = XV_Darli_214p_44_ima.png<br />
| hitboxes = XV_Darli_214p_44.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active =<br />
| recovery = 23<br />
| hitadv = <br />
| blockadv = <br />
| invul =<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===High Tide===<br />
====236B====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236b<br />
| name = High Tide<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_Darli_236b_ima.png<br />
| hitboxes = XV_Darli_236b.png<br />
| damage = 100 (0+100)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 15<br />
| active = 4<br />
| recovery = 25<br />
| hitadv = HKD (55)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236d<br />
| name = High Tide<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_Darli_236b_ima.png<br />
| hitboxes = XV_Darli_236d.png<br />
| damage = 100 (0+100)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 20<br />
| active = 4<br />
| recovery = 25<br />
| hitadv = HKD (55)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236BD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236bd<br />
| name = High Tide<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_Darli_236b_ima.png<br />
| hitboxes = XV_Darli_236bd.png<br />
| damage = 180 (0+180)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 25<br />
| hitadv = HKD (55)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Tall High Tide===<br />
====623A====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_623a<br />
| name = Tall High Tide<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_Darli_623a_ima.png<br />
| hitboxes = XV_Darli_623a.png<br />
| damage = 120 (0+120)<br />
| guard = <br />
| cancel = super<br />
| startup = 10<br />
| active = 1<br />
| recovery = 54<br />
| hitadv = HKD (40)<br />
| blockadv = <br />
| invul = Full body against non-projectile air moves: 1 to 10 (10 Frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====623C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_623c<br />
| name = Tall High Tide<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_Darli_623a_ima.png<br />
| hitboxes = XV_Darli_623c.png<br />
| damage = 140 (0+140)<br />
| guard = <br />
| cancel = super<br />
| startup = 15<br />
| active = 1<br />
| recovery = 59<br />
| hitadv = HKD (40)<br />
| blockadv = <br />
| invul = Full body against non-projectile air moves: 1 to 15 (15 Frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
<br />
====623AC====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_623ac<br />
| name = Tall High Tide<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_Darli_623a_ima.png<br />
| hitboxes = XV_Darli_623ac.png<br />
| damage = 180 (0+80+100)<br />
| guard = <br />
| cancel = <br />
| startup = 8<br />
| active = 1<br />
| recovery = 54<br />
| hitadv = SKD (0: Tech / 40: Non-tech)<br />
| blockadv = <br />
| invul = Full body against non-projectile air moves: 1 to 8 (8 Frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Riptide Pierce===<br />
====624B/D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_624k<br />
| name = Riptide Pierce<br />
| header = yes<br />
| version = B or D<br />
| orderId = 1<br />
| input = 624B/D<br />
| images = XV_Darli_63214b_ima.png<br />
| hitboxes = XV_Darli_624k.png<br />
| damage = 150 (10*5+100)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 5<br />
| active = 1<br />
| recovery = 50<br />
| hitadv = HKD (55)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 5 (1 Frame)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====624BD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_624bd<br />
| name = Riptide Pierce<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 624BD<br />
| images = XV_Darli_63214b_ima.png<br />
| hitboxes = XV_Darli_624bd.png<br />
| damage = 220 (10*10+120)<br />
| guard = <br />
| cancel = <br />
| startup = 5<br />
| active = 1<br />
| recovery = 50<br />
| hitadv = HKD (55)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 5 (1 Frame)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Lagoon Onslaught===<br />
====236236A/C====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236236p<br />
| name = Lagoon Onslaught<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 236236A/C<br />
| images = XV_Darli_236236p_ima.png<br />
| hitboxes = XV_Darli_236236p.png<br />
| damage = 220 (30+40*3+70)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 8<br />
| active = 4<br />
| recovery = 51<br />
| hitadv = HKD (79)<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 12 (12 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236236ac<br />
| name = Lagoon Onslaught<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236236AC<br />
| images = XV_Darli_236236p_ima.png<br />
| hitboxes = XV_Darli_236236ac.png<br />
| damage = 370 (50+100+40*3+100)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = climax<br />
| startup = 6<br />
| active = 4<br />
| recovery = 51<br />
| hitadv = HKD (58)<br />
| blockadv = -36<br />
| invul = Full Body: 1 to 11 (11 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Rough Seas===<br />
====236236B/D====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236236k<br />
| name = Rough Seas<br />
| header = yes<br />
| version = B or D<br />
| orderId = 1<br />
| input = 236236B/D<br />
| images = XV_Darli_236236k_ima.png<br />
| hitboxes = XV_Darli_236236k.png<br />
| damage = 180 (40+140)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 13<br />
| active = 5<br />
| recovery = 52<br />
| hitadv = HKD (38 to 50)<br />
| blockadv = -18<br />
| invul = Full Body: 1 to 3 (3 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236BD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_236236bd<br />
| name = Rough Seas<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 236236BD<br />
| images = XV_Darli_236236k_ima.png<br />
| hitboxes = XV_Darli_236236bd.png<br />
| damage = 350 (50+300)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = climax<br />
| startup = 11<br />
| active = 5<br />
| recovery = 59<br />
| hitadv = HKD (38 to 52)<br />
| blockadv = -25<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Perfect Storm===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Darli | moveId = Darli_2141236cd<br />
| name = Perfect Storm<br />
| input = 2141236CD<br />
| images = XV_Darli_214236cd_ima.png<br />
| hitboxes = XV_Darli_214236cd.png<br />
| damage = 450 (50+60+70+20*6+150) Min: 225<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 6<br />
| active = 3<br />
| recovery = 93<br />
| hitadv = HKD (33)<br />
| blockadv = -77<br />
| invul = Full Body: 1 to 8 (8 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Clark_Still/Data&diff=69741
The King of Fighters XV/Clark Still/Data
2023-09-16T15:45:04Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_clark_cla_ima.png<br />
| hitboxes = XV_clark_cla.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_clark_clb_ima.png<br />
| hitboxes = XV_clark_clb.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====close C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_clark_clc_ima.png<br />
| hitboxes = XV_clark_clc.png<br />
| damage = 70 (35+35)<br />
| guard = Mid<br />
| cancel = command (1) / super<br />
| startup = 5<br />
| active = 3 (2) 4<br />
| recovery = 15<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 70 (35+35)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====close D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_clark_cld_ima.png<br />
| hitboxes = XV_clark_cld.png<br />
| damage = 80<br />
| guard = High<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 18<br />
| hitadv = -3 (Standing) / 1 (Crouch)<br />
| blockadv = -5<br />
| invul = Throw<br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====far A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_fa<br />
| name = far A<br />
| input = A<br />
| images = XV_clark_fa_ima.png<br />
| hitboxes = XV_clark_fa.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====far B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_fb<br />
| name = far B<br />
| input = B<br />
| images = XV_clark_fb_ima.png<br />
| hitboxes = XV_clark_fb.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 5<br />
| hitadv = +6<br />
| blockadv = +4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====far C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_fc<br />
| name = far C<br />
| input = C<br />
| images = XV_clark_fc_ima.png<br />
| hitboxes = XV_clark_fc.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 3<br />
| recovery = 20<br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====far D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_fd<br />
| name = far D<br />
| input = D<br />
| images = XV_clark_fd_ima.png<br />
| hitboxes = XV_clark_fd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_clark_2a_ima.png<br />
| hitboxes = XV_clark_2a.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 9<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====crouch B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_clark_2b_ima.png<br />
| hitboxes = XV_clark_2b.png<br />
| damage = 15<br />
| guard = Low<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====crouch C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_clark_2c_ima.png<br />
| hitboxes = XV_clark_2c.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 8<br />
| active = 4<br />
| recovery = 17<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====crouch D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_clark_2d_ima.png<br />
| hitboxes = XV_clark_2d.png<br />
| damage = 80<br />
| guard = Low<br />
| cancel = command<br />
| startup = 6<br />
| active = 4<br />
| recovery = 19<br />
| hitadv = SKD (26: Tech / 53: Non-tech)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 210<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_clark_ja_ima.png<br />
| hitboxes = XV_clark_ha.png<br />
| damage = 40<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 8<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_clark_ja_ima.png<br />
| hitboxes = XV_clark_ja.png<br />
| damage = 45<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 10<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_clark_jb_ima.png<br />
| hitboxes = XV_clark_hb.png<br />
| damage = 40<br />
| guard = High<br />
| cancel = <br />
| startup = 6<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
<br />
====jump B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_clark_jb_ima.png<br />
| hitboxes = XV_clark_jb.png<br />
| damage = 45<br />
| guard = High<br />
| cancel = <br />
| startup = 6<br />
| active = 9<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_clark_jc_ima.png<br />
| hitboxes = XV_clark_hc.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 8<br />
| active = 3<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_clark_jc_ima.png<br />
| hitboxes = XV_clark_jc.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 8<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====hop D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_clark_jd_ima.png<br />
| hitboxes = XV_clark_hd.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_clark_jd_ima.png<br />
| hitboxes = XV_clark_jd.png<br />
| damage = 70<br />
| guard = High<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_clark_rush1_ima.png<br />
| hitboxes = XV_clark_rush1.png<br />
| damage = 48 (25+25)<br />
| guard = Mid<br />
| cancel = Rush<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_clark_rush2_ima.png<br />
| hitboxes = XV_clark_rush2.png<br />
| damage = 70 (25+25+25)<br />
| guard = Mid<br />
| cancel = Rush<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -8<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Command normals===<br />
====Stomping====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6b<br />
| name = Stomping <br />
| input = 6B<br />
| images = XV_clark_6b_ima.png<br />
| hitboxes = XV_clark_6b.png<br />
| damage = 65<br />
| guard = High [Mid]<br />
| cancel = super [special, super]<br />
| startup = 22 [18]<br />
| active = 4<br />
| recovery = 17 [21]<br />
| hitadv = 0 [-4]<br />
| blockadv = -2 [-6]<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 80<br />
}}<br />
<br />
====Step====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6bd<br />
| name = Step <br />
| input = 6BD<br />
| images = XV_clark_6bd_ima.png<br />
| hitboxes = XV_clark_6bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 24<br />
| hitadv = <br />
| blockadv = <br />
| invul = Low Body: 1 to 20 (20 frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_clark_cd_ima.png<br />
| hitboxes = XV_clark_cd.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = Wall Splat - HKD (gnd) (69 to 85)<br />
| blockadv = -8<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====Shatterstrike====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_236cd<br />
| name = Shatterstrike<br />
| input = 236CD<br />
| images = XV_clark_236cd_ima.png<br />
| hitboxes = XV_clark_236cd.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple - HKD (93)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames) <br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_clark_jcd_ima.png<br />
| hitboxes = XV_clark_hcd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_clark_jcd_ima.png<br />
| hitboxes = XV_clark_jcd.png<br />
| damage = 90<br />
| guard = Mid<br />
| cancel = <br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====Nageppanashi German====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_cthrow<br />
| name = Nageppanashi German <br />
| input = (close) 4/6C<br />
| images = XV_clark_cthrow_ima.png<br />
| hitboxes = XV_clark_cthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (46)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====Fisherman Buster====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_dthrow<br />
| name = Fisherman Buster <br />
| input = (close) 4/6D<br />
| images = XV_clark_dthrow_ima.png<br />
| hitboxes = XV_clark_dthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (26)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====Death Lake Driver====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_athrow<br />
| name = Death Lake Driver <br />
| input = air (close) 4/6C<br />
| images = XV_clark_athrow_ima.png<br />
| hitboxes = XV_clark_athrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Mount Tackle===<br />
====41236A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236a<br />
| name = Mount Tackle<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 41236A<br />
| images = XV_clark_41236a_ima.png<br />
| hitboxes = XV_clark_41236a.png<br />
| damage = 0<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = 22<br />
| recovery = 16<br />
| hitadv = HKD (0)<br />
| blockadv = -26<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236c<br />
| name = Mount Tackle<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 41236C<br />
| images = XV_clark_41236c_ima.png<br />
| hitboxes = XV_clark_41236c.png<br />
| damage = 0<br />
| guard = Mid<br />
| cancel = <br />
| startup = 16<br />
| active = 25<br />
| recovery = 29<br />
| hitadv = HKD (0)<br />
| blockadv = -26<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac<br />
| name = Mount Tackle<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 41236AC<br />
| images = XV_clark_41236c_ima.png<br />
| hitboxes = XV_clark_41236ac.png<br />
| damage = 0<br />
| guard = Mid<br />
| cancel = <br />
| startup = 10<br />
| active = 1<br />
| recovery = 46<br />
| hitadv = HKD (0)<br />
| blockadv = -23<br />
| invul = <br />
| stun = 00<br />
| guardDamage = <br />
}}<br />
<br />
===Clark Lift===<br />
====41236A/C~22A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22a<br />
| name = Clark Lift<br />
| header = yes<br />
| version = A/C<br />
| orderId = 1<br />
| input = 41236A/C~22A<br />
| images = XV_clark_41236p_22a_ima.png<br />
| hitboxes = XV_clark_41236p_22a.png<br />
| damage = 150<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC~22A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22a<br />
| name = Clark Lift<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 41236AC~22A<br />
| images = XV_clark_41236p_22a_ima.png<br />
| hitboxes = XV_clark_41236ac_22a.png<br />
| damage = 123 (130)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
====41236A/C~22C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22c<br />
| name = Sleeper (D.D.T.)<br />
| header = yes<br />
| version = A/C<br />
| orderId = 1<br />
| input = 41236A/C~22C<br />
| images = XV_clark_41236p_22c_ima.png<br />
| hitboxes = XV_clark_41236p_22c.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (41)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC~22C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22c<br />
| name = Sleeper (D.D.T.)<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 41236AC~22C<br />
| images = XV_clark_41236p_22c_ima.png<br />
| hitboxes = XV_clark_41236ac_22c.png<br />
| damage = 66 (70)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (41)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Flashing Elbow===<br />
====41236A/C~22C~236A/C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22c_236p<br />
| name = Flashing Elbow<br />
| header = yes<br />
| version = A/C<br />
| orderId = 1<br />
| input = 41236A/C~22C~236A/C<br />
| images = XV_clark_41236bd_236p_ima.png<br />
| hitboxes = XV_clark_41236p_22c_236p.png<br />
| damage = 35<br />
| guard = N/A<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC~22C~236A/C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22c_236p<br />
| name = Flashing Elbow<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 41236AC~22C~236A/C<br />
| images = XV_clark_41236bd_236p_ima.png<br />
| hitboxes = XV_clark_41236ac_22c_236p.png<br />
| damage = 45<br />
| guard = N/A<br />
| cancel = <br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Rolling Cradler===<br />
====41236A/C~22B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22b<br />
| name = Rolling Cradler<br />
| header = yes<br />
| version = 41236A/C~22B<br />
| orderId = 1<br />
| input = 41236A/C~22B<br />
| images = XV_clark_41236p_22d_ima.png<br />
| hitboxes = XV_clark_41236p_22b.png<br />
| damage = 160 (40*4)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (20)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236A/C~22D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236p_22d<br />
| name = Rolling Cradler<br />
| header = no<br />
| version = 41236A/C~22D<br />
| orderId = 2<br />
| input = 41236A/C~22D<br />
| images = XV_clark_41236p_22d_ima.png<br />
| hitboxes = XV_clark_41236p_22d.png<br />
| damage = 160 (40*4)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (20)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC~22B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22b<br />
| name = Rolling Cradler<br />
| header = yes<br />
| version = 41236AC~22B<br />
| orderId = 1<br />
| input = 41236AC~22B<br />
| images = XV_clark_41236p_22d_ima.png<br />
| hitboxes = XV_clark_41236p_22b.png<br />
| damage = 153 (35*4)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (20)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236AC~22D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236ac_22d<br />
| name = Rolling Cradler<br />
| header = no<br />
| version = 41236AC~22D<br />
| orderId = 2<br />
| input = 41236AC~22D<br />
| images = XV_clark_41236p_22d_ima.png<br />
| hitboxes = XV_clark_41236p_22d.png<br />
| damage = 153 (35*4)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (20)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
====41236B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236b<br />
| name = Super Argentine Backbreaker<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 41236B<br />
| images = XV_clark_41236b_ima.png<br />
| hitboxes = XV_clark_41236b.png<br />
| damage = 132 (42+90)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 15<br />
| active = 1<br />
| recovery = 37<br />
| hitadv = HKD (25)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 15 (15 Frames) / Full Body Armor: 5 to 14 (10 frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236d<br />
| name = Super Argentine Backbreaker<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 41236D<br />
| images = XV_clark_41236d_ima.png<br />
| hitboxes = XV_clark_41236d.png<br />
| damage = 132 (42+90)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 35<br />
| hitadv = HKD (25)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236BD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236bd<br />
| name = Super Argentine Backbreaker<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 41236BD<br />
| images = XV_clark_41236d_ima.png<br />
| hitboxes = XV_clark_41236bd.png<br />
| damage = 150 (70+80)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 45<br />
| hitadv = HKD - Ground Bounce (75)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====41236BD~236A/C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_41236bd_236p<br />
| name = Flashing Elbow<br />
| input = 41236BD~236A/C<br />
| images = XV_clark_41236bd_236p_ima.png<br />
| hitboxes = XV_clark_41236bd_236p.png<br />
| damage = <br />
| guard = N/A<br />
| cancel = <br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (39)<br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Vulcan Punch===<br />
====623A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623a<br />
| name = Vulcan Punch<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_clark_623a_ima.png<br />
| hitboxes = XV_clark_623a.png<br />
| damage = 80 (20*4)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = 1 (4) 1 (4) 1 (5) 1<br />
| recovery = 18<br />
| hitadv = SKD (48: Tech / 75: Non-tech)<br />
| blockadv = 0<br />
| invul = <br />
| stun = 80 (20*4)<br />
| guardDamage = 80 (20*4)<br />
}}<br />
<br />
====623C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623c<br />
| name = Vulcan Punch<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_clark_623a_ima.png<br />
| hitboxes = XV_clark_623c.png<br />
| damage = 110 (30*3, 20)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = 1 (4) 1 (4) 1 (5) 1<br />
| recovery = 36<br />
| hitadv = SKD (30: Tech* / 57: Non-tech)<br />
| blockadv = -18<br />
| invul = <br />
| stun = 80 (20*4)<br />
| guardDamage = 80 (20*4)<br />
}}<br />
<br />
====623AC====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623ac<br />
| name = Vulcan Punch<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_clark_623a_ima.png<br />
| hitboxes = XV_clark_623ac.png<br />
| damage = 95 (25*4)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 4<br />
| active = 1 (5) 1 (5) 1 (5) 1<br />
| recovery = 18<br />
| hitadv = 2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 160 (40*4)<br />
}}<br />
<br />
===Gatling Attack===<br />
====214A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214a<br />
| name = Gatling Attack<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_clark_214a_ima.png<br />
| hitboxes = XV_clark_214a.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = super (2)<br />
| startup = 7<br />
| active = 3 (9) 2<br />
| recovery = 27<br />
| hitadv = SKD (38: Tech / 61: Non-tech)<br />
| blockadv = -10<br />
| invul = <br />
| stun = <br />
| guardDamage = 140 (60+80)<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214c<br />
| name = Gatling Attack<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_clark_214c_ima.png<br />
| hitboxes = XV_clark_214c.png<br />
| damage = 78 (25+25+30)<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 17<br />
| active = 4 (7) 4<br />
| recovery = 30<br />
| hitadv = <br />
| blockadv = -14<br />
| invul = SKD (34: Tech / 61: Non-tech)<br />
| stun = 140 (60+40+40)<br />
| guardDamage = 160 (40+40+80)<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac<br />
| name = Gatling Attack<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_clark_214c_ima.png<br />
| hitboxes = XV_clark_214ac.png<br />
| damage = 100 (30+30+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 2 (16) 3<br />
| recovery = 26<br />
| hitadv = SKD (39: Tech / 66: Non-tech)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 90 (30+30+30)<br />
}}<br />
<br />
===Death Lake Driver===<br />
====214C~623A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214c_623a<br />
| name = Death Lake Driver <br />
| header = yes<br />
| version = C~A<br />
| orderId = 1<br />
| input = 214C~623A<br />
| images = XV_clark_214c_623a_ima.png<br />
| hitboxes = XV_clark_214c_623a.png<br />
| damage = 90<br />
| guard = N/A<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214C~623C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214c_623c<br />
| name = Death Lake Driver <br />
| header = no<br />
| version = C~C<br />
| orderId = 2<br />
| input = 214C~623C<br />
| images = XV_clark_214c_623a_ima.png<br />
| hitboxes = XV_clark_214c_623c.png<br />
| damage = 90<br />
| guard = N/A<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214AC~623A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac_623a<br />
| name = Death Lake Driver <br />
| header = no<br />
| version = AC~A<br />
| orderId = 3<br />
| input = 214AC~623A<br />
| images = XV_clark_214c_623a_ima.png<br />
| hitboxes = XV_clark_214ac_623a.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214AC~623C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_214ac_623c<br />
| name = Death Lake Driver <br />
| header = no<br />
| version = AC~C<br />
| orderId = 4<br />
| input = 214AC~623C<br />
| images = XV_clark_214c_623a_ima.png<br />
| hitboxes = XV_clark_214ac_623c.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (44)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Frankensteiner===<br />
====623B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623b<br />
| name = Frankensteiner<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = XV_clark_623b_ima.png<br />
| hitboxes = XV_clark_623b.png<br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 35<br />
| hitadv = HKD (14)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 14 (14 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623d<br />
| name = Frankensteiner<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = XV_clark_623b_ima.png<br />
| hitboxes = XV_clark_623d.png<br />
| damage = 130<br />
| guard = N/A<br />
| cancel = <br />
| startup = 17<br />
| active = 4<br />
| recovery = 35<br />
| hitadv = HKD (14)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 20 (20 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623bd<br />
| name = Frankensteiner<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = XV_clark_623b_ima.png<br />
| hitboxes = XV_clark_623bd.png<br />
| damage = 160<br />
| guard = N/A<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 33<br />
| hitadv = HKD (14)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 13 (13 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Flashing Elbow===<br />
====623B/D~236A/C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623k_236p<br />
| name = Flashing Elbow<br />
| header = yes<br />
| version = B/D<br />
| orderId = 1<br />
| input = 623B/D~236A/C<br />
| images = XV_clark_41236bd_236p_ima.png<br />
| hitboxes = XV_clark_623k_236p.png<br />
| damage = 35<br />
| guard = N/A<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====623BD~236A/C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_623bd_236p<br />
| name = Flashing Elbow<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 623BD~236A/C<br />
| images = XV_clark_41236bd_236p_ima.png<br />
| hitboxes = XV_clark_623bd_236p.png<br />
| damage = 45<br />
| guard = N/A<br />
| cancel = <br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (39)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Supers==<br />
===Ultra Argentine Backbreaker===<br />
====6321463214A====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214a<br />
| name = Ultra Argentine Backbreaker<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6321463214A<br />
| images = XV_clark_41236b_ima.png<br />
| hitboxes = XV_clark_6321463214a.png<br />
| damage = 205 (35*3+120) Min: 111<br />
| guard = N/A<br />
| cancel = <br />
| startup = 3<br />
| active = 2<br />
| recovery = 35<br />
| hitadv = HKD (13)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 4 (4 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====6321463214C====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214c<br />
| name = Ultra Argentine Backbreaker<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 6321463214C<br />
| images = XV_clark_41236d_ima.png<br />
| hitboxes = XV_clark_6321463214c.png<br />
| damage = 205 (35*3+100)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 3<br />
| active = 2<br />
| recovery = 35<br />
| hitadv = HKD (13)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 4 (4 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====6321463214AC====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_6321463214ac<br />
| name = Ultra Argentine Backbreaker<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 6321463214AC<br />
| images = XV_clark_41236d_ima.png<br />
| hitboxes = XV_clark_6321463214ac.png<br />
| damage = 335 (65*3+170) Min:196<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 2<br />
| recovery = 34<br />
| hitadv = HKD (21)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 2 (2 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Running Three===<br />
====4123641236B====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236b<br />
| name = Running Three<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 4123641236B<br />
| images = XV_clark_4123641236b_ima.png<br />
| hitboxes = XV_clark_4123641236b.png<br />
| damage = 200<br />
| guard = N/A<br />
| cancel = advanced, climax<br />
| startup = 18<br />
| active = 1<br />
| recovery = 46<br />
| hitadv = HKD (77)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 3 (3 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====4123641236D====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236d<br />
| name = Running Three<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 4123641236D<br />
| images = XV_clark_41236a_ima.png<br />
| hitboxes = XV_clark_4123641236d.png<br />
| damage = 200<br />
| guard = N/A<br />
| cancel = advanced, climax<br />
| startup = 18<br />
| active = 1<br />
| recovery = 46<br />
| hitadv = HKD (77)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 3 (3 Frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====4123641236BD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_4123641236bd<br />
| name = Running Three<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 4123641236BD<br />
| images = XV_clark_4123641236b_ima.png<br />
| hitboxes = XV_clark_4123641236bd.png<br />
| damage = 330 (100+100+150) Min: 175<br />
| guard = N/A<br />
| cancel = climax<br />
| startup = 6<br />
| active = 1<br />
| recovery = 49<br />
| hitadv = HKD (48)<br />
| blockadv = Unblockable<br />
| invul = Full Body: 1 to 4 (4 Frames) / Projectile Invincibility: (22 frames)<br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Ultra Clark Buster===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Clark Still | moveId = clark_2141236cd<br />
| name = Ultra Clark Buster<br />
| input = 2141236CD<br />
| images = XV_clark_2141236cd_ima.png<br />
| hitboxes = XV_clark_2141236cd.png<br />
| damage = 445 (104+104+237) Min: 260<br />
| guard = High<br />
| cancel = <br />
| startup = 19<br />
| active = 4<br />
| recovery = 42<br />
| hitadv = HKD (36)<br />
| blockadv = -31<br />
| invul = Full Body: 1 to 20 (20 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69723
The King of Fighters XV/Duo Lon
2023-09-15T16:40:24Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters. <br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)<br />
<br />
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)<br />
<br />
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)<br />
<br />
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Shaki Juuryuu 2 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Shaki Juuryuu 3 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)<br />
<br />
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fa<br />
|description=<br />
* Doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fd<br />
|description=<br />
* Like f.A, f.D also doesn't hit crouchers, except for large characters (Maxima, Antonov, Dinosaur)<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cld<br />
|description=<br />
* Forces stand on hit, guaranteeing a combo into 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2c<br />
|description=<br />
* Forces stand on hit, guaranteeing a combo into 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_ha,duolon_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hb,duolon_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hc,duolon_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hd,duolon_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cd<br />
|description=<br />
* Has similar hitbox issues as with f.A and f.D, generally whiffing against most crouchers.<br />
* Has a lower hitbox closer to Duo Lon, allowing him to hit crouchers at closer distances.<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236cd<br />
|description=<br />
* Doesn't suffer from the hitbox issues that plague regular stand CD.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hcd,duolon_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_rush1,duolon_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Goes into A rekkas, (MAX) Hiden Genmu Bakuto Shikon (Dash Super) or Climax.<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_cthrow<br />
|name=Suishu Shoukou<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_dthrow<br />
|name=Suishu Houki<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6a,duolon_6ac<br />
|description2=<br />
* EX Genumuken functions like a special move for cancelling purposes. This makes it possible to cancel into from f.A, 2D or stand CD where you could not for regular 6A.<br />
* 6A whiffs against crouchers while 6AC does not.<br />
* 6AC sucks in the opponent on hit.<br />
Placeholder<br />
}}<br />
<br />
===Air Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6a,duolon_j6ac<br />
|description2=<br />
* EX version has anywhere juggle properties. No scaling penalty is applied even in this situation.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6b,duolon_j6bd<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiei Kyaku ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_jb_d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_623b,duolon_623d,duolon_623bd<br />
|name=Genmukyaku<br />
|input=623B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a,duolon_236c,duolon_236ac<br />
|name=Shaki Juuryuu 1<br />
|input=236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p<br />
|name=Shaki Juuryuu 2<br />
|input=236A/C/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p<br />
|name=Shaki Juuryuu 3<br />
|input=236A/C/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6b,duolon_236c6p6p6b,duolon_236ac6p6p6b<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6B<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6d,duolon_236c6p6p6d,duolon_236ac6p6p6d<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6bd,duolon_236c6p6p6bd,duolon_236ac6p6p6bd<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236ac6p6p4b,duolon_236ac6p6p4d,duolon_236ac6p6p4bd<br />
|name=Himou Kyaku Backward<br />
|input=236AC~6P~6P~4K<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Juon Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214a,duolon_214c,duolon_214ac<br />
|name=Juon Shikon<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236b,duolon_236d,duolon_236bd<br />
|name=Himou Kyaku Forward<br />
|input=236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214b,duolon_214d,duolon_214bd<br />
|name=Himou Kyaku Backward<br />
|input=214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Super Special Moves==<br />
===Hiden Genmu Bakuto Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214236p,duolon_214236ac<br />
|name=Hiden Genmu Bakuto Shikon<br />
|input=214236A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214214p,duolon_214214ac<br />
|name=Hiden Genmu Onryou Heki<br />
|input=214214A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Mugen Juon Toubu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2141236cd<br />
|name=Mugen Juon Toubu<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|2e0A6PN3pVE|||'''Duo Lon Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Duo Lon]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69720
The King of Fighters XV/Duo Lon
2023-09-15T00:20:27Z
<p>Corlist: /* Genmuken */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters. <br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)<br />
<br />
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)<br />
<br />
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)<br />
<br />
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Shaki Juuryuu 2 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Shaki Juuryuu 3 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)<br />
<br />
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_ha,duolon_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hb,duolon_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hc,duolon_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hd,duolon_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hcd,duolon_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_rush1,duolon_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_cthrow<br />
|name=Suishu Shoukou<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_dthrow<br />
|name=Suishu Houki<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6a,duolon_6ac<br />
|description2=<br />
* EX Genumuken functions like a special move for cancelling purposes. This makes it possible to cancel into from f.A, 2D or stand CD where you could not for regular 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6a,duolon_j6ac<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6b,duolon_j6bd<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiei Kyaku ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_jb_d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_623b,duolon_623d,duolon_623bd<br />
|name=Genmukyaku<br />
|input=623B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a,duolon_236c,duolon_236ac<br />
|name=Shaki Juuryuu 1<br />
|input=236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p<br />
|name=Shaki Juuryuu 2<br />
|input=236A/C/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p<br />
|name=Shaki Juuryuu 3<br />
|input=236A/C/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6b,duolon_236c6p6p6b,duolon_236ac6p6p6b<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6B<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6d,duolon_236c6p6p6d,duolon_236ac6p6p6d<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6bd,duolon_236c6p6p6bd,duolon_236ac6p6p6bd<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236ac6p6p4b,duolon_236ac6p6p4d,duolon_236ac6p6p4bd<br />
|name=Himou Kyaku Backward<br />
|input=236AC~6P~6P~4K<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Juon Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214a,duolon_214c,duolon_214ac<br />
|name=Juon Shikon<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236b,duolon_236d,duolon_236bd<br />
|name=Himou Kyaku Forward<br />
|input=236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214b,duolon_214d,duolon_214bd<br />
|name=Himou Kyaku Backward<br />
|input=214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Super Special Moves==<br />
===Hiden Genmu Bakuto Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214236p,duolon_214236ac<br />
|name=Hiden Genmu Bakuto Shikon<br />
|input=214236A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214214p,duolon_214214ac<br />
|name=Hiden Genmu Onryou Heki<br />
|input=214214A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Mugen Juon Toubu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2141236cd<br />
|name=Mugen Juon Toubu<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|2e0A6PN3pVE|||'''Duo Lon Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Duo Lon]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69719
The King of Fighters XV/Duo Lon
2023-09-14T18:12:21Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters. <br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)<br />
<br />
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)<br />
<br />
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)<br />
<br />
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Shaki Juuryuu 2 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Shaki Juuryuu 3 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)<br />
<br />
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_ha,duolon_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hb,duolon_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hc,duolon_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hd,duolon_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hcd,duolon_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_rush1,duolon_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_cthrow<br />
|name=Suishu Shoukou<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_dthrow<br />
|name=Suishu Houki<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6a,duolon_6ac<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6a,duolon_j6ac<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6b,duolon_j6bd<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiei Kyaku ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_jb_d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_623b,duolon_623d,duolon_623bd<br />
|name=Genmukyaku<br />
|input=623B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a,duolon_236c,duolon_236ac<br />
|name=Shaki Juuryuu 1<br />
|input=236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p<br />
|name=Shaki Juuryuu 2<br />
|input=236A/C/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p<br />
|name=Shaki Juuryuu 3<br />
|input=236A/C/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6b,duolon_236c6p6p6b,duolon_236ac6p6p6b<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6B<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6d,duolon_236c6p6p6d,duolon_236ac6p6p6d<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6bd,duolon_236c6p6p6bd,duolon_236ac6p6p6bd<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236ac6p6p4b,duolon_236ac6p6p4d,duolon_236ac6p6p4bd<br />
|name=Himou Kyaku Backward<br />
|input=236AC~6P~6P~4K<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Juon Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214a,duolon_214c,duolon_214ac<br />
|name=Juon Shikon<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236b,duolon_236d,duolon_236bd<br />
|name=Himou Kyaku Forward<br />
|input=236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214b,duolon_214d,duolon_214bd<br />
|name=Himou Kyaku Backward<br />
|input=214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Super Special Moves==<br />
===Hiden Genmu Bakuto Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214236p,duolon_214236ac<br />
|name=Hiden Genmu Bakuto Shikon<br />
|input=214236A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214214p,duolon_214214ac<br />
|name=Hiden Genmu Onryou Heki<br />
|input=214214A/C/AC<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Mugen Juon Toubu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2141236cd<br />
|name=Mugen Juon Toubu<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|2e0A6PN3pVE|||'''Duo Lon Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Duo Lon]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Data&diff=69718
The King of Fighters XV/Duo Lon/Data
2023-09-14T18:09:26Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_duolon_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_duolon_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_duolon_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_duolon_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 6<br />
| active = 6<br />
| recovery = 15<br />
| hitadv = +0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_duolon_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = +0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_duolon_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_duolon_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 2<br />
| recovery = 22<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_duolon_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 20<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_duolon_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_duolon_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = chain, super<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_duolon_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = 7<br />
| recovery = 26<br />
| hitadv = -12<br />
| blockadv = -14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_duolon_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = special<br />
| startup = 9<br />
| active = 6<br />
| recovery = 26<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +2~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = -1~+11<br />
| blockadv = -1~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+14<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+11<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +5~+11<br />
| blockadv = +8~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +5~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_duolon_rush1_ima.png<br />
| hitboxes = XV_duolon_rush1.png<br />
| damage = 48 (25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_duolon_rush2_ima.png<br />
| hitboxes = XV_duolon_rush2.png<br />
| damage = 70 (25+25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Command normals===<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a<br />
| name = Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac<br />
| name = Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 (30+30)<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 80 (40+40)<br />
}}<br />
<br />
====j.6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a<br />
| name = Air Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac<br />
| name = Air Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====j.6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b<br />
| name = Air Genmukyaku<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+11<br />
| blockadv = +1~+11<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd<br />
| name = Air Genmukyaku<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = High<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+10<br />
| blockadv = +1~+10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b<br />
| name = Hiei Kyaku<br />
| header = yes<br />
| orderId = 1<br />
| input = 6B<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40 [40]<br />
| guard = Mid<br />
| cancel = super [special]<br />
| startup = 10 [10]<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -7<br />
| blockadv = -9<br />
| invul = <br />
| stun = 40 [40]<br />
| guardDamage = 40 [40]<br />
}}<br />
<br />
====Target Combo 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d<br />
| name = Target Combo 1<br />
| header = yes<br />
| orderId = 1<br />
| input = j.B,D<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 83 (45+40)<br />
| guard = <br />
| cancel = <br />
| startup = 12<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_duolon_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = 4<br />
| recovery = 28<br />
| hitadv = Wall Splat (+68~+84) / SKD (Air hit)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_duolon_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +13~+17<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +14~+21<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow<br />
| name = Suishu Shoukou<br />
| input = (close) 4/6+C<br />
| images = XV_duolon_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+55)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow<br />
| name = Suishu Houki<br />
| input = (close) 4/6+D<br />
| images = XV_duolon_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+46)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Genmukyaku===<br />
====623B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b<br />
| name = Genmukyaku <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623b.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d<br />
| name = Genmukyaku <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623d.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd<br />
| name = Genmukyaku <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623bd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = Launch (+44/+71)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = Shaki Juuryuu 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 5<br />
| recovery = 25<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -1<br />
| blockadv = -13<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = <br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p<br />
| name = Shaki Juuryuu 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236a6p.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 29<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236c6p.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236ac6p.png<br />
| damage = 45<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236a6p6p.png<br />
| damage = 25<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 37<br />
| hitadv = Launch (+23/+50)<br />
| blockadv = -22<br />
| invul = <br />
| stun = 25<br />
| guardDamage = 25<br />
}}<br />
====236C6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236c6p6p.png<br />
| damage = 35<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 42<br />
| hitadv = Launch (+29/+56)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P<br />
| images = XV_duolon_236ac6p6p_ima.png<br />
| hitboxes = XV_duolon_236ac6p6p.png<br />
| damage = 35<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 38<br />
| hitadv = Crumple (+92)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Rekka Forward Teleport B===<br />
====236A6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b<br />
| name = Himou Kyaku Forward B<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+34/+61)<br />
| blockadv = -22<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b<br />
| name = Himou Kyaku Forward B<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+45/+72)<br />
| blockadv = -11<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b<br />
| name = Himou Kyaku Forward B<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6B<br />
| images = XV_duolon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+108)<br />
| blockadv = -9<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport D===<br />
====236A6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d<br />
| name = Himou Kyaku Forward D<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+20/+47)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d<br />
| name = Himou Kyaku Forward D<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d<br />
| name = Himou Kyaku Forward D<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6D<br />
| images = XV_duolon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+98)<br />
| blockadv = -19<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport BD===<br />
====236A6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd<br />
| name = EX Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+11/+38)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd<br />
| name = EX Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+22/+49)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd<br />
| name = EX Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6BD<br />
| images = XV_duolon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = Crumple (+85)<br />
| blockadv = -32<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===EX Rekka Back Teleport===<br />
====236AC6P6P4B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236AC6P6P4B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = Crumple (+103)<br />
| blockadv = -14<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236AC6P6P4D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = Crumple (+93)<br />
| blockadv = -24<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236AC6P6P4BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = Crumple (+99)<br />
| blockadv = -18<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Juon Shikon===<br />
====214A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a<br />
| name = Juon Shikon<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 18<br />
| active = 40<br />
| recovery = 33<br />
| hitadv = -6~+27<br />
| blockadv = -9~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c<br />
| name = Juon Shikon<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_duolon_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 28<br />
| active = 80<br />
| recovery = 30<br />
| hitadv = -3~+27<br />
| blockadv = -6~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac<br />
| name = Juon Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 98 (30+30+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 22<br />
| active = 120<br />
| recovery = 31<br />
| hitadv = +8~+29<br />
| blockadv = +3~+24<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
====236B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
====214B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Hiden Genmu Bakuto Shikon===<br />
====214236A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214236A/C<br />
| images = XV_duolon_214236p_ima.png<br />
| hitboxes = XV_duolon_214236p.png<br />
| damage = 160 (160+0) Min: 80<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 13<br />
| recovery = 54<br />
| hitadv = HKD (+37)<br />
| blockadv = -48~-36<br />
| invul = Full Body: 1 to 3 (3 Frames) <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214236AC<br />
| images = XV_duolon_214236ac_ima.png<br />
| hitboxes = XV_duolon_214236ac.png<br />
| damage = 340 (35*4+200) Min: 168<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -52~-39<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
====214214A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p<br />
| name = Hiden Genmu Onryou Heki<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214214A/C<br />
| images = XV_duolon_214214p_ima.png<br />
| hitboxes = XV_duolon_214214p.png<br />
| damage = 175 (15*11+10) Min: 82<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 60<br />
| recovery = 73<br />
| hitadv = HKD (+35)<br />
| blockadv = -47<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac<br />
| name = Hiden Genmu Onryou Heki<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214214AC<br />
| images = XV_duolon_214214ac_ima.png<br />
| hitboxes = XV_duolon_214214ac.png<br />
| damage = 335 (15*19+50) Min: 158<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -38<br />
| invul = Full Body: 1 to 27 (27 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===climax Super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd<br />
| name = Mugen Juon Toubu<br />
| input = 2141236CD<br />
| images = XV_duolon_2141236cd_ima.png<br />
| hitboxes = XV_duolon_2141236cd.png<br />
| damage = 431 (0+10*28+150+1) Min: 216<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 30<br />
| recovery = 55<br />
| hitadv = HKD (+37)<br />
| blockadv = -66<br />
| invul = Full Body: 1 to 21 (21 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Data&diff=69717
The King of Fighters XV/Duo Lon/Data
2023-09-14T18:05:37Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_duolon_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_duolon_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_duolon_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_duolon_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 6<br />
| active = 6<br />
| recovery = 15<br />
| hitadv = +0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_duolon_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = +0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_duolon_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_duolon_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 2<br />
| recovery = 22<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_duolon_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 20<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_duolon_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_duolon_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = chain, super<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_duolon_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = 7<br />
| recovery = 26<br />
| hitadv = -12<br />
| blockadv = -14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_duolon_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = special<br />
| startup = 9<br />
| active = 6<br />
| recovery = 26<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +2~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = -1~+11<br />
| blockadv = -1~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+14<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+11<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +5~+11<br />
| blockadv = +8~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +5~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_duolon_rush1_ima.png<br />
| hitboxes = XV_duolon_rush1.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_duolon_rush2_ima.png<br />
| hitboxes = XV_duolon_rush2.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Command normals===<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a<br />
| name = Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac<br />
| name = Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 (30+30)<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 80 (40+40)<br />
}}<br />
<br />
====j.6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a<br />
| name = Air Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac<br />
| name = Air Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====j.6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b<br />
| name = Air Genmukyaku<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+11<br />
| blockadv = +1~+11<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd<br />
| name = Air Genmukyaku<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = High<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+10<br />
| blockadv = +1~+10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b<br />
| name = Hiei Kyaku<br />
| header = yes<br />
| orderId = 1<br />
| input = 6B<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40 [40]<br />
| guard = Mid<br />
| cancel = super [special]<br />
| startup = 10 [10]<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -7<br />
| blockadv = -9<br />
| invul = <br />
| stun = 40 [40]<br />
| guardDamage = 40 [40]<br />
}}<br />
<br />
====Target Combo 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d<br />
| name = Target Combo 1<br />
| header = yes<br />
| orderId = 1<br />
| input = j.B,D<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 83 (45+40)<br />
| guard = <br />
| cancel = <br />
| startup = 12<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_duolon_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = 4<br />
| recovery = 28<br />
| hitadv = Wall Splat (+68~+84) / SKD (Air hit)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_duolon_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +13~+17<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +14~+21<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow<br />
| name = Suishu Shoukou<br />
| input = (close) 4/6+C<br />
| images = XV_duolon_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+55)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow<br />
| name = Suishu Houki<br />
| input = (close) 4/6+D<br />
| images = XV_duolon_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+46)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Genmukyaku===<br />
====623B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b<br />
| name = Genmukyaku <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623b.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d<br />
| name = Genmukyaku <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623d.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd<br />
| name = Genmukyaku <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623bd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = Launch (+44/+71)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = Shaki Juuryuu 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 5<br />
| recovery = 25<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -1<br />
| blockadv = -13<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = <br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p<br />
| name = Shaki Juuryuu 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236a6p.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 29<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236c6p.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236ac6p.png<br />
| damage = 45<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236a6p6p.png<br />
| damage = 25<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 37<br />
| hitadv = Launch (+23/+50)<br />
| blockadv = -22<br />
| invul = <br />
| stun = 25<br />
| guardDamage = 25<br />
}}<br />
====236C6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236c6p6p.png<br />
| damage = 35<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 42<br />
| hitadv = Launch (+29/+56)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P<br />
| images = XV_duolon_236ac6p6p_ima.png<br />
| hitboxes = XV_duolon_236ac6p6p.png<br />
| damage = 35<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 38<br />
| hitadv = Crumple (+92)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Rekka Forward Teleport B===<br />
====236A6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+34/+61)<br />
| blockadv = -22<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+45/+72)<br />
| blockadv = -11<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6B<br />
| images = XV_duolon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+108)<br />
| blockadv = -9<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport D===<br />
====236A6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+20/+47)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6D<br />
| images = XV_duolon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+98)<br />
| blockadv = -19<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport BD===<br />
====236A6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+11/+38)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+22/+49)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6BD<br />
| images = XV_duolon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = Crumple (+85)<br />
| blockadv = -32<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===EX Rekka Back Teleport===<br />
====236AC6P6P4B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236AC6P6P4B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = Crumple (+103)<br />
| blockadv = -14<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236AC6P6P4D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = Crumple (+93)<br />
| blockadv = -24<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236AC6P6P4BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = Crumple (+99)<br />
| blockadv = -18<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Juon Shikon===<br />
====214A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a<br />
| name = Juon Shikon<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 18<br />
| active = 40<br />
| recovery = 33<br />
| hitadv = -6~+27<br />
| blockadv = -9~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c<br />
| name = Juon Shikon<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_duolon_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 28<br />
| active = 80<br />
| recovery = 30<br />
| hitadv = -3~+27<br />
| blockadv = -6~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac<br />
| name = Juon Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 98 (30+30+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 22<br />
| active = 120<br />
| recovery = 31<br />
| hitadv = +8~+29<br />
| blockadv = +3~+24<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
====236B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
====214B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Hiden Genmu Bakuto Shikon===<br />
====214236A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214236A/C<br />
| images = XV_duolon_214236p_ima.png<br />
| hitboxes = XV_duolon_214236p.png<br />
| damage = 160 (160+0) Min: 80<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 13<br />
| recovery = 54<br />
| hitadv = HKD (+37)<br />
| blockadv = -48~-36<br />
| invul = Full Body: 1 to 3 (3 Frames) <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214236AC<br />
| images = XV_duolon_214236ac_ima.png<br />
| hitboxes = XV_duolon_214236ac.png<br />
| damage = 340 (35*4+200) Min: 168<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -52~-39<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
====214214A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p<br />
| name = Hiden Genmu Onryou Heki<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214214A/C<br />
| images = XV_duolon_214214p_ima.png<br />
| hitboxes = XV_duolon_214214p.png<br />
| damage = 175 (15*11+10) Min: 82<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 60<br />
| recovery = 73<br />
| hitadv = HKD (+35)<br />
| blockadv = -47<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac<br />
| name = Hiden Genmu Onryou Heki<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214214AC<br />
| images = XV_duolon_214214ac_ima.png<br />
| hitboxes = XV_duolon_214214ac.png<br />
| damage = 335 (15*19+50) Min: 158<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -38<br />
| invul = Full Body: 1 to 27 (27 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===climax Super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd<br />
| name = Mugen Juon Toubu<br />
| input = 2141236CD<br />
| images = XV_duolon_2141236cd_ima.png<br />
| hitboxes = XV_duolon_2141236cd.png<br />
| damage = 431 (0+10*28+150+1) Min: 216<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 30<br />
| recovery = 55<br />
| hitadv = HKD (+37)<br />
| blockadv = -66<br />
| invul = Full Body: 1 to 21 (21 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Data&diff=69716
The King of Fighters XV/Duo Lon/Data
2023-09-14T18:03:20Z
<p>Corlist: /* hop C */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_duolon_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_duolon_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_duolon_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_duolon_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 6<br />
| active = 6<br />
| recovery = 15<br />
| hitadv = +0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_duolon_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = +0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_duolon_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_duolon_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 2<br />
| recovery = 22<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_duolon_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 20<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_duolon_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_duolon_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = chain, super<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_duolon_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = 7<br />
| recovery = 26<br />
| hitadv = -12<br />
| blockadv = -14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_duolon_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = special<br />
| startup = 9<br />
| active = 6<br />
| recovery = 26<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +2~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = -1~+11<br />
| blockadv = -1~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+14<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+11<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +5~+11<br />
| blockadv = +8~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +5~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_duolon_rush1_ima.png<br />
| hitboxes = XV_duolon_rush1.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_duolon_rush2_ima.png<br />
| hitboxes = XV_duolon_rush2.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Command normals===<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a<br />
| name = Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac<br />
| name = Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 (30+30)<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 80 (40+40)<br />
}}<br />
<br />
====j.6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a<br />
| name = Air Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac<br />
| name = Air Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====j.6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b<br />
| name = Air Genmukyaku<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+11<br />
| blockadv = +1~+11<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd<br />
| name = Air Genmukyaku<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = High<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+10<br />
| blockadv = +1~+10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b<br />
| name = Hiei Kyaku<br />
| header = yes<br />
| orderId = 1<br />
| input = 6B<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40 [40]<br />
| guard = Mid<br />
| cancel = super [special]<br />
| startup = 10 [10]<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -7<br />
| blockadv = -9<br />
| invul = <br />
| stun = 40 [40]<br />
| guardDamage = 40 [40]<br />
}}<br />
<br />
====Target Combo 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d<br />
| name = Target Combo 1<br />
| header = yes<br />
| orderId = 1<br />
| input = j.B,D<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 83 (45+40)<br />
| guard = <br />
| cancel = <br />
| startup = 12<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_duolon_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = 4<br />
| recovery = 28<br />
| hitadv = Wall Splat (+68~+84) / SKD (Air hit)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_duolon_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +13~+17<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +14~+21<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow<br />
| name = Suishu Shoukou<br />
| input = (close) 4/6+C<br />
| images = XV_duolon_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+55)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow<br />
| name = Suishu Houki<br />
| input = (close) 4/6+D<br />
| images = XV_duolon_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+46)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===TemplateSpecialQCF===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = TemplateSpecialQCF <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 65<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 16<br />
| active = Full Screen Projectile<br />
| recovery = 30<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 13<br />
| active = Full Screen Projectile<br />
| recovery = 39<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_duolon_236c_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 78 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 8<br />
| active = 8 (4) 8<br />
| recovery = 23<br />
| hitadv = Crumple<br />
| blockadv = -4<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40 (20+20)<br />
}}<br />
<br />
===Juon Shikon===<br />
====214A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a<br />
| name = Juon Shikon<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 18<br />
| active = 40<br />
| recovery = 33<br />
| hitadv = -6~+27<br />
| blockadv = -9~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c<br />
| name = Juon Shikon<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_duolon_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 28<br />
| active = 80<br />
| recovery = 30<br />
| hitadv = -3~+27<br />
| blockadv = -6~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac<br />
| name = Juon Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 98 (30+30+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 22<br />
| active = 120<br />
| recovery = 31<br />
| hitadv = +8~+29<br />
| blockadv = +3~+24<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
===Genmukyaku===<br />
====623B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b<br />
| name = Genmukyaku <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623b.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d<br />
| name = Genmukyaku <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623d.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd<br />
| name = Genmukyaku <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623bd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = Launch (+44/+71)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = Shaki Juuryuu 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 5<br />
| recovery = 25<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -1<br />
| blockadv = -13<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = <br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p<br />
| name = Shaki Juuryuu 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236a6p.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 29<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236c6p.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236ac6p.png<br />
| damage = 45<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236a6p6p.png<br />
| damage = 25<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 37<br />
| hitadv = Launch (+23/+50)<br />
| blockadv = -22<br />
| invul = <br />
| stun = 25<br />
| guardDamage = 25<br />
}}<br />
====236C6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236c6p6p.png<br />
| damage = 35<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 42<br />
| hitadv = Launch (+29/+56)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P<br />
| images = XV_duolon_236ac6p6p_ima.png<br />
| hitboxes = XV_duolon_236ac6p6p.png<br />
| damage = 35<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 38<br />
| hitadv = Crumple (+92)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Rekka Forward Teleport B===<br />
====236A6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+34/+61)<br />
| blockadv = -22<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+45/+72)<br />
| blockadv = -11<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6B<br />
| images = XV_duolon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+108)<br />
| blockadv = -9<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport D===<br />
====236A6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+20/+47)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6D<br />
| images = XV_duolon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+98)<br />
| blockadv = -19<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport BD===<br />
====236A6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+11/+38)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+22/+49)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6BD<br />
| images = XV_duolon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = Crumple (+85)<br />
| blockadv = -32<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===EX Rekka Back Teleport===<br />
====236AC6P6P4B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236AC6P6P4B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = Crumple (+103)<br />
| blockadv = -14<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236AC6P6P4D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = Crumple (+93)<br />
| blockadv = -24<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236AC6P6P4BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = Crumple (+99)<br />
| blockadv = -18<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
====236B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
====214B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Hiden Genmu Bakuto Shikon===<br />
====214236A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214236A/C<br />
| images = XV_duolon_214236p_ima.png<br />
| hitboxes = XV_duolon_214236p.png<br />
| damage = 160 (160+0) Min: 80<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 13<br />
| recovery = 54<br />
| hitadv = HKD (+37)<br />
| blockadv = -48~-36<br />
| invul = Full Body: 1 to 3 (3 Frames) <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214236AC<br />
| images = XV_duolon_214236ac_ima.png<br />
| hitboxes = XV_duolon_214236ac.png<br />
| damage = 340 (35*4+200) Min: 168<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -52~-39<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
====214214A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p<br />
| name = Hiden Genmu Onryou Heki<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214214A/C<br />
| images = XV_duolon_214214p_ima.png<br />
| hitboxes = XV_duolon_214214p.png<br />
| damage = 175 (15*11+10) Min: 82<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 60<br />
| recovery = 73<br />
| hitadv = HKD (+35)<br />
| blockadv = -47<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac<br />
| name = Hiden Genmu Onryou Heki<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214214AC<br />
| images = XV_duolon_214214ac_ima.png<br />
| hitboxes = XV_duolon_214214ac.png<br />
| damage = 335 (15*19+50) Min: 158<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -38<br />
| invul = Full Body: 1 to 27 (27 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===climax Super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd<br />
| name = Mugen Juon Toubu<br />
| input = 2141236CD<br />
| images = XV_duolon_2141236cd_ima.png<br />
| hitboxes = XV_duolon_2141236cd.png<br />
| damage = 431 (0+10*28+150+1) Min: 216<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 30<br />
| recovery = 55<br />
| hitadv = HKD (+37)<br />
| blockadv = -66<br />
| invul = Full Body: 1 to 21 (21 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Data&diff=69715
The King of Fighters XV/Duo Lon/Data
2023-09-14T17:53:32Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_duolon_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 3<br />
| recovery = 7<br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_duolon_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_duolon_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_duolon_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 6<br />
| active = 6<br />
| recovery = 15<br />
| hitadv = +0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_duolon_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = +0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_duolon_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = 4<br />
| recovery = 12<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_duolon_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 2<br />
| recovery = 22<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_duolon_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 20<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_duolon_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = chain, command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 7<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_duolon_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = chain, super<br />
| startup = 5<br />
| active = 4<br />
| recovery = 9<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_duolon_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = 7<br />
| recovery = 26<br />
| hitadv = -12<br />
| blockadv = -14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_duolon_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = special<br />
| startup = 9<br />
| active = 6<br />
| recovery = 26<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_duolon_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +10~+11<br />
| blockadv = +10~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +2~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_duolon_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 5<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = -1~+11<br />
| blockadv = -1~+11<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = <br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+14<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_duolon_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = +6~+11<br />
| blockadv = +9~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +5~+11<br />
| blockadv = +8~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_duolon_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 8<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = +2~+11<br />
| blockadv = +5~+14<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_duolon_rush1_ima.png<br />
| hitboxes = XV_duolon_rush1.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_duolon_rush2_ima.png<br />
| hitboxes = XV_duolon_rush2.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Command normals===<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6a<br />
| name = Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 20<br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6ac<br />
| name = Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 (30+30)<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 12<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 80 (40+40)<br />
}}<br />
<br />
====j.6A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6a<br />
| name = Air Genmuken<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6ac<br />
| name = Air Genmuken<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +13~+14<br />
| blockadv = +13~+14<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====j.6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6b<br />
| name = Air Genmukyaku<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 6A<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+11<br />
| blockadv = +1~+11<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====j.6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_j6bd<br />
| name = Air Genmukyaku<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 6AC<br />
| images = XV_duolon_j6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = High<br />
| cancel = <br />
| startup = 10<br />
| active = 4<br />
| recovery = 1 on ground<br />
| hitadv = +1~+10<br />
| blockadv = +1~+10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
====6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_6b<br />
| name = Hiei Kyaku<br />
| header = yes<br />
| orderId = 1<br />
| input = 6B<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40 [40]<br />
| guard = Mid<br />
| cancel = super [special]<br />
| startup = 10 [10]<br />
| active = 4<br />
| recovery = 18<br />
| hitadv = -7<br />
| blockadv = -9<br />
| invul = <br />
| stun = 40 [40]<br />
| guardDamage = 40 [40]<br />
}}<br />
<br />
====Target Combo 1====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jb_d<br />
| name = Target Combo 1<br />
| header = yes<br />
| orderId = 1<br />
| input = j.B,D<br />
| images = XV_duolon_6B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 83 (45+40)<br />
| guard = <br />
| cancel = <br />
| startup = 12<br />
| active = 6<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_duolon_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = 4<br />
| recovery = 28<br />
| hitadv = Wall Splat (+68~+84) / SKD (Air hit)<br />
| blockadv = -9<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_duolon_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +13~+17<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_duolon_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = 5<br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = +14~+21<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cthrow<br />
| name = Suishu Shoukou<br />
| input = (close) 4/6+C<br />
| images = XV_duolon_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+55)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_dthrow<br />
| name = Suishu Houki<br />
| input = (close) 4/6+D<br />
| images = XV_duolon_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+46)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===TemplateSpecialQCF===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = TemplateSpecialQCF <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 65<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 16<br />
| active = Full Screen Projectile<br />
| recovery = 30<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 13<br />
| active = Full Screen Projectile<br />
| recovery = 39<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_duolon_236c_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 78 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 8<br />
| active = 8 (4) 8<br />
| recovery = 23<br />
| hitadv = Crumple<br />
| blockadv = -4<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40 (20+20)<br />
}}<br />
<br />
===Juon Shikon===<br />
====214A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214a<br />
| name = Juon Shikon<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 18<br />
| active = 40<br />
| recovery = 33<br />
| hitadv = -6~+27<br />
| blockadv = -9~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214c<br />
| name = Juon Shikon<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_duolon_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 28<br />
| active = 80<br />
| recovery = 30<br />
| hitadv = -3~+27<br />
| blockadv = -6~+24<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214ac<br />
| name = Juon Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_duolon_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 98 (30+30+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 22<br />
| active = 120<br />
| recovery = 31<br />
| hitadv = +8~+29<br />
| blockadv = +3~+24<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
===Genmukyaku===<br />
====623B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623b<br />
| name = Genmukyaku <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 623B<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623b.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623d<br />
| name = Genmukyaku <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 623D<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623d.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = SKD (+26/+53)<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====623BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_623bd<br />
| name = Genmukyaku <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 623BD<br />
| images = XV_duolon_623b_ima.png<br />
| hitboxes = XV_duolon_623bd.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 26<br />
| hitadv = Launch (+44/+71)<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a<br />
| name = Shaki Juuryuu 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236a.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 5<br />
| recovery = 25<br />
| hitadv = -9<br />
| blockadv = -11<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236c.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -1<br />
| blockadv = -13<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac<br />
| name = Shaki Juuryuu 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_Duo Lon_236A_ima.png<br />
| hitboxes = XV_duolon_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 5<br />
| recovery = 27<br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = <br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p<br />
| name = Shaki Juuryuu 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236a6p.png<br />
| damage = 20<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 29<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 20<br />
}}<br />
====236C6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236c6p.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p<br />
| name = Shaki Juuryuu 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P<br />
| images = XV_Duo Lon_236A6P_ima.png<br />
| hitboxes = XV_duolon_236ac6p.png<br />
| damage = 45<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = 5<br />
| recovery = 31<br />
| hitadv = -15<br />
| blockadv = -17<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Shaki Juuryuu 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236a6p6p.png<br />
| damage = 25<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 37<br />
| hitadv = Launch (+23/+50)<br />
| blockadv = -22<br />
| invul = <br />
| stun = 25<br />
| guardDamage = 25<br />
}}<br />
====236C6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P<br />
| images = XV_Duo Lon_236A6P6P_ima.png<br />
| hitboxes = XV_duolon_236c6p6p.png<br />
| damage = 35<br />
| guard = High<br />
| cancel = super<br />
| startup = 13<br />
| active = 2<br />
| recovery = 42<br />
| hitadv = Launch (+29/+56)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p<br />
| name = Shaki Juuryuu 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P<br />
| images = XV_duolon_236ac6p6p_ima.png<br />
| hitboxes = XV_duolon_236ac6p6p.png<br />
| damage = 35<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 6<br />
| recovery = 38<br />
| hitadv = Crumple (+92)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40<br />
}}<br />
<br />
===Rekka Forward Teleport B===<br />
====236A6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+34/+61)<br />
| blockadv = -22<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = SKD (+45/+72)<br />
| blockadv = -11<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6b<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6B<br />
| images = XV_duolon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+108)<br />
| blockadv = -9<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport D===<br />
====236A6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+20/+47)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6D<br />
| images = XV_Duo Lon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = SKD (+31/+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6D<br />
| images = XV_duolon_236D_ima.png<br />
| hitboxes = XV_duolon_236d.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = Crumple (+98)<br />
| blockadv = -19<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Rekka Forward Teleport BD===<br />
====236A6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236a6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+11/+38)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236C6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236c6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C6P6P6BD<br />
| images = XV_Duo Lon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = SKD (+22/+49)<br />
| blockadv = -34<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P6BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p6bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC6P6P6BD<br />
| images = XV_duolon_236BD_ima.png<br />
| hitboxes = XV_duolon_236bd.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = Crumple (+85)<br />
| blockadv = -32<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===EX Rekka Back Teleport===<br />
====236AC6P6P4B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236AC6P6P4B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = Crumple (+103)<br />
| blockadv = -14<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236AC6P6P4D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = Crumple (+93)<br />
| blockadv = -24<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236AC6P6P4BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236ac6p6p4bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236AC6P6P4BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = Crumple (+99)<br />
| blockadv = -18<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
====236B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236b<br />
| name = Himou Kyaku Forward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 27<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236d<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 37<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====236BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_236bd<br />
| name = Himou Kyaku Forward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_Duo Lon_236B_ima.png<br />
| hitboxes = XV_duolon_236b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 50<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
====214B====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214b<br />
| name = Himou Kyaku Backward<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 32<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214D====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214d<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 42<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
====214BD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214bd<br />
| name = Himou Kyaku Backward<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_Duo Lon_214B_ima.png<br />
| hitboxes = XV_duolon_214b.png<br />
| damage = <br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 36<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
==Supers==<br />
===Hiden Genmu Bakuto Shikon===<br />
====214236A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236p<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214236A/C<br />
| images = XV_duolon_214236p_ima.png<br />
| hitboxes = XV_duolon_214236p.png<br />
| damage = 160 (160+0) Min: 80<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 13<br />
| recovery = 54<br />
| hitadv = HKD (+37)<br />
| blockadv = -48~-36<br />
| invul = Full Body: 1 to 3 (3 Frames) <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214236AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214236ac<br />
| name = Hiden Genmu Bakuto Shikon<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214236AC<br />
| images = XV_duolon_214236ac_ima.png<br />
| hitboxes = XV_duolon_214236ac.png<br />
| damage = 340 (35*4+200) Min: 168<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -52~-39<br />
| invul = Full Body: 1 (1 Frame)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
====214214A/C====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214p<br />
| name = Hiden Genmu Onryou Heki<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 214214A/C<br />
| images = XV_duolon_214214p_ima.png<br />
| hitboxes = XV_duolon_214214p.png<br />
| damage = 175 (15*11+10) Min: 82<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 60<br />
| recovery = 73<br />
| hitadv = HKD (+35)<br />
| blockadv = -47<br />
| invul = Full Body: 1 to 15 (15 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_214214ac<br />
| name = Hiden Genmu Onryou Heki<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 214214AC<br />
| images = XV_duolon_214214ac_ima.png<br />
| hitboxes = XV_duolon_214214ac.png<br />
| damage = 335 (15*19+50) Min: 158<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = 17<br />
| recovery = 54<br />
| hitadv = HKD (+63)<br />
| blockadv = -38<br />
| invul = Full Body: 1 to 27 (27 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===climax Super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Duo Lon | moveId = duolon_2141236cd<br />
| name = Mugen Juon Toubu<br />
| input = 2141236CD<br />
| images = XV_duolon_2141236cd_ima.png<br />
| hitboxes = XV_duolon_2141236cd.png<br />
| damage = 431 (0+10*28+150+1) Min: 216<br />
| guard = Mid<br />
| cancel = <br />
| startup = 13<br />
| active = 30<br />
| recovery = 55<br />
| hitadv = HKD (+37)<br />
| blockadv = -66<br />
| invul = Full Body: 1 to 21 (21 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69705
The King of Fighters XV/Duo Lon
2023-09-14T15:31:51Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV duolon Profile.png|thumb|Duo Lon is a handsome young man with long, flowing hair (worn in a queue-style braid) and a somewhat somber air about him.<br/>He seeks out his father, Ron, leader of—and eventual traitor to—the Hizoku clan of assassins. During his quest he meets Ash, Elisabeth, and other fighters. <br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Suishu Shoukou - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Suishu Houki - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*)<br />
<br />
Air Genmuken - [[image:fd.gif]] + [[image:a.gif]] (*) (Midair Only)<br />
<br />
Air Genmukyaku - [[image:fd.gif]] + [[image:b.gif]] (*) (Midair Only)<br />
<br />
Hiei Kyaku - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Target Combo 1 - [[image:b.gif]] > [[image:d.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
Genmukyaku - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Shaki Juuryuu 2 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Shaki Juuryuu 3 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Himou Kyaku Forward - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:::┗Himou Kyaku Backward - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (from EX Shaki Juuryuu Only)<br />
<br />
Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Shaki Juuryuu 1 - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) (from EX Himou Kyaku Forward Only)<br />
<br />
Himou Kyaku Forward - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Juon Shikon - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Hiden Genmu Bakuto Shikon - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hiden Genmu Onryou Heki - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Mugen Juon Toubu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_ha,duolon_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hb,duolon_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hc,duolon_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hd,duolon_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_hcd,duolon_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_rush1,duolon_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_cthrow<br />
|name=Suishu Shoukou<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = duolon_dthrow<br />
|name=Suishu Houki<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6a,duolon_6ac<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6a,duolon_j6ac<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Air Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_j6b,duolon_j6d<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiei Kyaku ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Target Combo 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_jb_d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Genmukyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_623b,duolon_623d,duolon_623bd<br />
|name=Genmukyaku<br />
|input=623B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Shaki Juuryuu 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a,duolon_236c,duolon_236ac<br />
|name=Shaki Juuryuu 1<br />
|input=236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p,duolon_236c6p,duolon_236ac6p<br />
|name=Shaki Juuryuu 2<br />
|input=236A/C/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p,duolon_236c6p6p,duolon_236ac6p6p<br />
|name=Shaki Juuryuu 3<br />
|input=236A/C/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236a6p6p6k,duolon_236c6p6p6k,duolon_236ac6p6p6k<br />
|name=Himou Kyaku Forward<br />
|input=236A/C/AC~6P~6P~6K<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236ac6p6p4k<br />
|name=Himou Kyaku Backward<br />
|input=236AC~6P~6P~4K<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Juon Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214a,duolon_214c,duolon_214ac<br />
|name=Juon Shikon<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Forward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236b,duolon_236d,duolon_236bd<br />
|name=Himou Kyaku Forward<br />
|input=236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
===Shaki Juuryuu 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_236bd_236a,duolon_236bd_236c,duolon_236bd_236ac<br />
|name=Shaki Juuryuu 1<br />
|input=236BD_236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Himou Kyaku Backward===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214b,duolon_214d,duolon_214bd<br />
|name=Himou Kyaku Backward<br />
|input=214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
===Juon Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214k_214a,duolon_214k_214c,duolon_214k_214ac<br />
|name=Juon Shikon<br />
|input=214K_214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Super Special Moves==<br />
===Hiden Genmu Bakuto Shikon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214k_236a,duolon_214k_236c,duolon_214k_236ac<br />
|name=Hiden Genmu Bakuto Shikon<br />
|input=214K_236A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Hiden Genmu Onryou Heki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_214214a,duolon_214214c,duolon_214214ac<br />
|name=Hiden Genmu Onryou Heki<br />
|input=214214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Mugen Juon Toubu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=duolon_2141236cd<br />
|name=Mugen Juon Toubu<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|2e0A6PN3pVE|||'''Duo Lon Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Duo Lon]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon/Data&diff=69653
The King of Fighters XV/Duo Lon/Data
2023-09-12T17:32:32Z
<p>Corlist: initial template</p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_charName_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_charName_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +5<br />
| blockadv = +3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_charName_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_charName_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = Mid<br />
| cancel = special (1) / super<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 80 (40+40)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_charName_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_charName_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_charName_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = target combo/super<br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_charName_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_charName_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_charName_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = self, super<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_charName_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -8<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_charName_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]]<br />
| cancel = command<br />
| startup = 6<br />
| active = 7<br />
| recovery = 27<br />
| hitadv = SKD (+30)<br />
| blockadv = 0<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_charName_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_charName_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_charName_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_charName_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_charName_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = <br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_charName_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_charName_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 10<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_charName_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 10<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_charName_rush1_ima.png<br />
| hitboxes = XV_charName_rush1.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_charName_rush2_ima.png<br />
| hitboxes = XV_charName_rush2.png<br />
| damage = <br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = <br />
| guardDamage = <br />
}}<br />
<br />
===Command normals===<br />
====6A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_6a<br />
| name = Uranagi<br />
| input = 6A<br />
| images = XV_charName_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 [45]<br />
| guard = high [Mid]<br />
| cancel = super [special]<br />
| startup = 25 [15]<br />
| active = <br />
| recovery = <br />
| hitadv = 0 [-1]<br />
| blockadv = -2 [-3]<br />
| invul = <br />
| stun = 90 [40]<br />
| guardDamage = 110 [80]<br />
}}<br />
<br />
====6B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_6b<br />
| name = Oroshi<br />
| input = 5CC<br />
| images = XV_charName_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 108 (70+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 11,6<br />
| active = <br />
| recovery = <br />
| hitadv = +17 (SKD)<br />
| blockadv = -18<br />
| invul = <br />
| stun = 130 (70+60)<br />
| guardDamage = 160 (80+40)<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_charName_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 16<br />
| active = <br />
| recovery = <br />
| hitadv = Wall Splat (+65~+81) / SKD (Air hit)<br />
| blockadv = -12<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_charName_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_charName_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 16<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_charName_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 16<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_cthrow<br />
| name = C Throw<br />
| input = (close) 4/6+C<br />
| images = XV_charName_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+38)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_dthrow<br />
| name = D Throw<br />
| input = (close) 4/6+D<br />
| images = XV_charName_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+51)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===TemplateSpecialQCF===<br />
====236A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236a<br />
| name = TemplateSpecialQCF <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_CharName_236A_ima.png<br />
| hitboxes = XV_charName_236a.png<br />
| damage = 65<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 16<br />
| active = Full Screen Projectile<br />
| recovery = 30<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236c<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_CharName_236A_ima.png<br />
| hitboxes = XV_charName_236c.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 13<br />
| active = Full Screen Projectile<br />
| recovery = 39<br />
| hitadv = -13<br />
| blockadv = -15<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 40<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236ac<br />
| name = TemplateSpecialQCF <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_charName_236c_ima.png<br />
| hitboxes = XV_charName_236ac.png<br />
| damage = 78 (40+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 8<br />
| active = 8 (4) 8<br />
| recovery = 23<br />
| hitadv = Crumple<br />
| blockadv = -4<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 40 (20+20)<br />
}}<br />
<br />
===TemplateSpecialQCB===<br />
====214A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214a<br />
| name = TemplateSpecialQCB<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_charName_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 65<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 12<br />
| active = 7<br />
| recovery = 17<br />
| hitadv = Soft Knockdown<br />
| blockadv = -5<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214c<br />
| name = TemplateSpecialQCB<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_charName_214c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 16<br />
| active = 7<br />
| recovery = 18<br />
| hitadv = Hard Knockdown<br />
| blockadv = -6<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac<br />
| name = TemplateSpecialQCB<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_charName_214a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 120<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 16<br />
| active = 7<br />
| recovery = 18<br />
| hitadv = Hard Knockdown<br />
| blockadv = -5<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
===TemplateSpecialDP===<br />
====623A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_623a<br />
| name = TemplateSpecialDP <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_charName_623a_ima.png<br />
| hitboxes = XV_charName_623a.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 4<br />
| active = 11<br />
| recovery = 28<br />
| hitadv = Soft Knockdown (+28)<br />
| blockadv = -22<br />
| invul = Full body against non-projectile air moves: 1 to 5 (5 frames)<br />
| stun = 60<br />
| guardDamage = 60<br />
}}<br />
<br />
====623C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_623c<br />
| name = TemplateSpecialDP <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_charName_623a_ima.png<br />
| hitboxes = XV_charName_623c.png<br />
| damage = 133 (50+50+40)<br />
| guard = Mid<br />
| cancel = super (1)<br />
| startup = 6<br />
| active = 18<br />
| recovery = 39<br />
| hitadv = Soft Knockdown<br />
| blockadv = -33<br />
| invul = Full Body: 1 to 9 (9 Frames)<br />
| stun = 110 (40+40+30)<br />
| guardDamage = 110 (40+40+30)<br />
}}<br />
<br />
====623AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_623ac<br />
| name = TemplateSpecialDP <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_charName_623a_ima.png<br />
| hitboxes = XV_charName_623ac.png<br />
| damage = 177 (30*4+20+30+40)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 4<br />
| active = 9 (11) 9 (13) 18 <br />
| recovery = 39<br />
| hitadv = Soft Knockdown<br />
| blockadv = -33<br />
| invul = Full Body: 1 to 12 (12 Frames)<br />
| stun = 0<br />
| guardDamage = 160 (20*6+40)<br />
}}<br />
<br />
===TemplateSpecialHCB===<br />
====63214B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_63214b<br />
| name = TemplateSpecialHCB <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 63214B<br />
| images = XV_charName_63214b_ima.png<br />
| hitboxes = XV_charName_63214b.png<br />
| damage = 0<br />
| guard = <br />
| cancel = <br />
| startup = <br />
| active = <br />
| recovery = 31<br />
| hitadv = <br />
| blockadv = <br />
| invul =<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====63214D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_63214d<br />
| name = TemplateSpecialHCB <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 63214D<br />
| images = XV_charName_63214d_ima.png<br />
| hitboxes = XV_charName_63214d.png<br />
| damage = 155 (60+100)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 12<br />
| active = 9<br />
| recovery = 29<br />
| hitadv = Hard Knockdown<br />
| blockadv = -19<br />
| invul = Low Body after opponent is in proximity box.<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====63214BD====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_63214bd<br />
| name = TemplateSpecialHCB <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 63214BD<br />
| images = XV_charName_63214d_ima.png<br />
| hitboxes = XV_charName_63214bd.png<br />
| damage = 145 (50+100)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 8<br />
| active = 1 (2) 3<br />
| recovery = 32<br />
| hitadv = Hard Knockdown<br />
| blockadv = -18<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===TemplateSpecialRDP===<br />
====4214B====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_4214B<br />
| name = TemplateSpecialRDP<br />
| header = yes<br />
| version = <br />
| orderId = 1<br />
| input = 4124B<br />
| images = XV_charName_4214b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = <br />
| startup = 19<br />
| active = 6<br />
| recovery = 18<br />
| hitadv = Hard KND<br />
| blockadv = -4~0<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 100<br />
}}<br />
<br />
====4214D====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_4214D<br />
| name = TemplateSpecialRDP<br />
| header = no<br />
| version = <br />
| orderId = 2<br />
| input = 4124D<br />
| images = XV_charName_4214b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 130<br />
| guard = Mid<br />
| cancel = <br />
| startup = 30<br />
| active = 8<br />
| recovery = 14<br />
| hitadv = Hard KND<br />
| blockadv = 1~+3<br />
| invul = <br />
| stun = 150<br />
| guardDamage = 120<br />
}}<br />
<br />
====4214BD====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_4214BD<br />
| name = TemplateSpecialRDP<br />
| header = no<br />
| version = <br />
| orderId = 2<br />
| input = 4124BD<br />
| images = XV_charName_4214b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 7<br />
| recovery = 16<br />
| hitadv = Bounce<br />
| blockadv = -9~-3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 100<br />
}}<br />
<br />
===TemplateSpecialRekka 1===<br />
====214A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214a<br />
| name = TemplateSpecialRekka 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A<br />
| images = XV_CharName_214A_ima.png<br />
| hitboxes = XV_charName_214a.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = 3<br />
| recovery = 22<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====214C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214c<br />
| name = TemplateSpecialRekka 1 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C<br />
| images = XV_CharName_214A_ima.png<br />
| hitboxes = XV_charName_214c.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = 3<br />
| recovery = 25<br />
| hitadv = -7<br />
| blockadv = -9<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====214AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac<br />
| name = TemplateSpecialRekka 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC<br />
| images = XV_CharName_214A_ima.png<br />
| hitboxes = XV_charName_214ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = 3<br />
| recovery = 22<br />
| hitadv = -4<br />
| blockadv = -6<br />
| invul = <br />
| stun = <br />
| guardDamage = 30<br />
}}<br />
<br />
===TemplateSpecialRekka 2===<br />
====214A214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p<br />
| name = TemplateSpecialRekka 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A214P<br />
| images = XV_CharName_214A214P_ima.png<br />
| hitboxes = XV_charName_214a214p.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = 3<br />
| recovery = 24<br />
| hitadv = Soft Knockdown<br />
| blockadv = -8<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====214C214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p<br />
| name = TemplateSpecialRekka 2 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C214P<br />
| images = XV_CharName_214A214P_ima.png<br />
| hitboxes = XV_charName_214c214p.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 12<br />
| active = 3<br />
| recovery = 27<br />
| hitadv = Soft Knockdown<br />
| blockadv = -11<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====214AC214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p<br />
| name = TemplateSpecialRekka 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC214P<br />
| images = XV_CharName_214A214P_ima.png<br />
| hitboxes = XV_charName_214ac214p.png<br />
| damage = 45<br />
| guard = Mid<br />
| cancel = <br />
| startup = 12<br />
| active = 3<br />
| recovery = 24<br />
| hitadv = Soft Knockdown<br />
| blockadv = -8<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 30<br />
}}<br />
<br />
===TemplateSpecialRekka 3===<br />
====214A214P214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214a214p214p<br />
| name = TemplateSpecialRekka 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214A214P214P<br />
| images = XV_CharName_214A214P214P_ima.png<br />
| hitboxes = XV_charName_214a214p214p.png<br />
| damage = 50<br />
| guard = High<br />
| cancel = <br />
| startup = 18<br />
| active = 4<br />
| recovery = 28<br />
| hitadv = Hard Knockdown<br />
| blockadv = -13<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 20<br />
}}<br />
<br />
====214C214P214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214c214p214p<br />
| name = TemplateSpecialRekka 3 <br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214C214P214P<br />
| images = XV_CharName_214A214P214P_ima.png<br />
| hitboxes = XV_charName_214c214p214p.png<br />
| damage = 65<br />
| guard = High<br />
| cancel = <br />
| startup = 18<br />
| active = 8<br />
| recovery = 27<br />
| hitadv = Hard Knockdown<br />
| blockadv = -16<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 20<br />
}}<br />
<br />
====214AC214P214P====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_214ac214p214p<br />
| name = TemplateSpecialRekka 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214AC214P214P<br />
| images = XV_charName_214ac214p214p_ima.png<br />
| hitboxes = XV_charName_214ac214p214p.png<br />
| damage = 75<br />
| guard = Mid<br />
| cancel = <br />
| startup = 20<br />
| active = 3<br />
| recovery = 29<br />
| hitadv = Hard Knockdown<br />
| blockadv = -13<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 20<br />
}}<br />
<br />
==Supers==<br />
===TemplateSuper1===<br />
====236236A/C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236236p<br />
| name = TemplateSuper1<br />
| header = yes<br />
| version = A or C<br />
| orderId = 1<br />
| input = 236236A/C<br />
| images = XV_charName_236236p_ima.png<br />
| hitboxes = XV_charName_236236p.png<br />
| damage = 230 (20*9+50)<br />
| guard = N/A<br />
| cancel = Advanced, Climax<br />
| startup = 3<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+25)<br />
| blockadv = <br />
| invul = ?<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236236ac<br />
| name = TemplateSuper1<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236236AC<br />
| images = XV_charName_236236ac_ima.png<br />
| hitboxes = XV_charName_236236ac.png<br />
| damage = 380 (20*10+80+100) Min: 190<br />
| guard = N/A<br />
| cancel = Climax<br />
| startup = 1<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+28)<br />
| blockadv = <br />
| invul = ?<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===TemplateSuper2===<br />
====236236A====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236236b<br />
| name = TemplateSuper2<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236236B<br />
| images = XV_charName_236236b_ima.png<br />
| hitboxes = XV_charName_236236b.png<br />
| damage = 205 (0+[20+15]*3+100)<br />
| guard = Mid<br />
| cancel = Advanced, Climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -26<br />
| invul = ?<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236C====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236236d<br />
| name = TemplateSuper2<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236236D<br />
| images = XV_charName_236236b_ima.png<br />
| hitboxes = XV_charName_236236d.png<br />
| damage = 205 (0+[20+15]*3+100)<br />
| guard = Mid<br />
| cancel = Advanced, Climax<br />
| startup = 12<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -35<br />
| invul = ?<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_236236bd<br />
| name = TemplateSuper2<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236236BD<br />
| images = XV_charName_236236b_ima.png<br />
| hitboxes = XV_charName_236236bd.png<br />
| damage = 360 (0+20+15+20+15+30*3+100+100) Min: 179<br />
| guard = Mid<br />
| cancel = Climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+32)<br />
| blockadv = -26<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Climax Super===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = CharName | moveId = charName_2141236cd<br />
| name = TemplateClimax<br />
| input = 2141236CD<br />
| images = XV_charName_2141236cd_ima.png<br />
| hitboxes = XV_charName_2141236cd.png<br />
| damage = 442 (0+8*24+250) Min: 266<br />
| guard = Mid<br />
| cancel = <br />
| startup = 16<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+17)<br />
| blockadv = -70<br />
| invul = ?<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=Template:XV_Team_Chart&diff=69646
Template:XV Team Chart
2023-09-12T16:16:03Z
<p>Corlist: </p>
<hr />
<div><center><br />
{|<br />
! colspan="1" style="background: ;" | Team Hero<br />
! colspan="1" style="background: ;" | Team Ash<br />
! colspan="1" style="background: ;" | Team Sacred Treasures<br />
! colspan="1" style="background: ;" | Team K'<br />
|-<br />
| colspan="1" | <center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Shunei_Portrait.png|link=The King of Fighters XV/Shun'ei|<br />
Image:KOFXV_Meintenkun_Portrait.png|link=The King of Fighters XV/Meitenkun|<br />
Image:KOFXV_Benimaru_Portrait.png|link=The King of Fighters XV/Benimaru Nikaido|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Ash_Portrait.png|link=The King of Fighters XV/Ash Crimson|<br />
Image:KOFXV_Elisabeth_Portrait.png|link=The King of Fighters XV/Elisabeth Blanctorche|<br />
Image:KOFXV_Kukri_Portrait.png|link=The King of Fighters XV/Kukri|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Kyo_Portrait.png|link=The King of Fighters XV/Kyo Kusanagi|<br />
Image:KOFXV_Iori_Portrait.png|link=The King of Fighters XV/Iori Yagami|<br />
Image:KOFXV_Chizuru_Portrait.png|link=The King of Fighters XV/Chizuru Kagura|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_K_Portrait.png|link=The King of Fighters XV/K'|<br />
Image:KOFXV_Maxima_Portrait.png|link=The King of Fighters XV/Maxima|<br />
Image:KOFXV_Whip_Portrait.png|link=The King of Fighters XV/Whip|<br />
</gallery><br />
</center><br />
|-<br />
! colspan="1" style="background: ;" | Team Rival<br />
! colspan="1" style="background: ;" | Team Fatal Fury<br />
! colspan="1" style="background: ;" | Team Art of Fighting<br />
! colspan="1" style="background: ;" | Team Orochi<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Isla_Portrait.png|link=The King of Fighters XV/Isla|<br />
Image:KOFXV_Heidern_Portrait.png|link=The King of Fighters XV/Heidern|<br />
Image:KOFXV_Dolores_Portrait.png|link=The King of Fighters XV/Dolores|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Terry_Portrait.png|link=The King of Fighters XV/Terry Bogard|<br />
Image:KOFXV_Andy_Portrait.png|link=The King of Fighters XV/Andy Bogard|<br />
Image:KOFXV_Joe_Portrait.png|link=The King of Fighters XV/Joe Higashi|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Ryo_Portrait.png|link=The King of Fighters XV/Ryo Sakazaki|<br />
Image:KOFXV_Robert_Portrait.png|link=The King of Fighters XV/Robert Garcia|<br />
Image:KOFXV_King_Portrait.png|link=The King of Fighters XV/King|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Yashiro_Portrait.png|link=The King of Fighters XV/Yashiro Nanakase|<br />
Image:KOFXV_Shermie_Portrait.png|link=The King of Fighters XV/Shermie|<br />
Image:KOFXV_Chris_Portrait.png|link=The King of Fighters XV/Chris|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Super Heroine<br />
! colspan="1" style="background: ;" | Team Ikari<br />
! colspan="1" style="background: ;" | Team G.A.W.<br />
! colspan="1" style="background: ;" | Team Krohnen<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Athena_Portrait.png|link=The King of Fighters XV/Athena Asamiya|<br />
Image:KOFXV_Mai_Portrait.png|link=The King of Fighters XV/Mai Shiranui|<br />
Image:KOFXV_Yuri_Portrait.png|link=The King of Fighters XV/Yuri Sakazaki|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Leona_Portrait.png|link=The King of Fighters XV/Leona Heidern|<br />
Image:KOFXV_Ralph_Portrait.png|link=The King of Fighters XV/Ralf Jones|<br />
Image:KOFXV_Clark_Portrait.png|link=The King of Fighters XV/Clark Still|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Antonov_Portrait.png|link=The King of Fighters XV/Antonov|<br />
Image:KOFXV_Ramon_Portrait.png|link=The King of Fighters XV/Ramón|<br />
Image:KOFXV_KOD_Portrait.png|link=The King of Fighters XV/King of Dinosaurs|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Krohnen_Portrait.png|link=The King of Fighters XV/Krohnen|<br />
Image:KOFXV_Kula_Portrait.png|link=The King of Fighters XV/Kula Diamond|<br />
Image:KOFXV_Angel_Portrait.png|link=The King of Fighters XV/Ángel|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Secret Agent<br />
! colspan="1" style="background: ;" | Team Garou<br />
! colspan="1" style="background: ;" | Team South Town<br />
! colspan="1" style="background: ;" | Team Awakened Orochi<br />
|-<br />
| colspan="1" |<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_BlueMary_Portrait.png|link=The King of Fighters XV/Blue Mary|<br />
Image:KOFXV_Vanessa_Portrait.png|link=The King of Fighters XV/Vanessa|<br />
Image:KOFXV_Luong_Portrait.png|link=The King of Fighters XV/Luong|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Rock_Portrait.png|link=The King of Fighters XV/Rock Howard|<br />
Image:KOFXV_B.Jenet_Portrait.png|link=The King of Fighters XV/B.Jenet|<br />
Image:KOFXV_Gato_Portrait.png|link=The King of Fighters XV/Gato|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_GeeseHoward_Portrait.png|link=The King of Fighters XV/Geese Howard|<br />
Image:KOFXV_BillyKane_Portrait.png|link=The King of Fighters XV/Billy Kane|<br />
Image:KOFXV_RyujiYamazaki_Portrait.png|link=The King of Fighters XV/Ryuji Yamazaki|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Orochi_Yashiro_Portrait.png|link=The King of Fighters XV/Orochi Yashiro|<br />
Image:KOFXV_Orochi_Shermie_Portrait.png|link=The King of Fighters XV/Orochi Shermie|<br />
Image:KOFXV_Orochi_Chris_Portrait.png|link=The King of Fighters XV/Orochi Chris|<br />
</gallery><br />
</center><br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Team Samurai<br />
! colspan="1" style="background: ;" | Omega Rugal<br />
! colspan="1" style="background: ;" | Shingo Yabuki<br />
! colspan="1" style="background: ;" | Kim Kaphwan<br />
|-<br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Haohmaru_Portrait.png|link=The King of Fighters XV/Haohmaru|<br />
Image:KOFXV_Nakoruru_Portrait.png|link=The King of Fighters XV/Nakoruru|<br />
Image:KOFXV_Darli_Portrait.png|link=The King of Fighters XV/Darli Dagger|<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Omega_Rugal_Portrait.png|link=The King of Fighters XV/Omega Rugal<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Shingo_Portrait.png|link=The King of Fighters XV/Shingo Yabuki<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Kim_Portrait.png|link=The King of Fighters XV/Kim Kaphwan<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
|-<br />
|<br />
|-<br />
! colspan="1" style="background: ;" | Sylvie Paula Paula<br />
! colspan="1" style="background: ;" | Goenitz<br />
! colspan="1" style="background: ;" | Najd<br />
|-<br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Sylvie_Portrait.png|link=The King of Fighters XV/Sylvie Paula Paula<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Goenitz_Portrait.png|link=The King of Fighters XV/Goenitz<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_Najd_Portrait.png|link=The King of Fighters XV/Najd<br />
</gallery><br />
</center><br />
| colspan="1" |<br />
<center><br />
<gallery mode="nolines" widths=48px><br />
Image:KOFXV_DuoLon_Portrait.png|link=The King of Fighters XV/Duo Lon<br />
</gallery><br />
</center><br />
|-<br />
|}<br />
</center><br />
<noinclude><br />
[[Category:The King of Fighters XV]]</noinclude></div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69645
The King of Fighters XV/Duo Lon
2023-09-12T16:12:25Z
<p>Corlist: set the template better</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV charName Profile.png|thumb|Template Line 1.<br/>Template Line 2.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' 3<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
C Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
D Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
TemplateCommandA - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
TemplateCommandB - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
TemplateSpecialQCF - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialQCB - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialDP - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialHCB - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialRDP [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
TemplateSpecialRekka1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗TemplateSpecialRekka2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗TemplateSpecialRekka3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
TemplateSuper1 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
TemplateSuper2 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
TemplateClimax - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_ha,charName_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hb,charName_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hc,charName_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hd,charName_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hcd,charName_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_rush1,charName_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = charName_cthrow<br />
|name=C Throw<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = charName_dthrow<br />
|name=D Throw<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===TemplateCommandA===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Guillo-Ton!===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Special Moves==<br />
===TemplateSpecialQCF===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236a,charName_236c,charName_236ac<br />
|name=TemplateSpecialQCF<br />
|input=236A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialQCB===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a,charName_214c,charName_214ac<br />
|name=TemplateSpecialQCB<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialDP===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_623a,charName_623c,charName_623ac<br />
|name=TemplateSpecialDP<br />
|input=623A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialHCB===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6246a,charName_6246c,charName_6246ac<br />
|name=TemplateSpecialHCB<br />
|input=6246A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialRDP===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_4214b,charName_4214d,charName_4214bd<br />
|name=TemplateSpecialRDP<br />
|input=4214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialRekka1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a,charName_214c,charName_214ac<br />
|name=TemplateSpecialRekka1 1 <br />
|input=214A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a214p,charName_214c214p,charName_214ac214p<br />
|name=TemplateSpecialRekka 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a214p214p,charName_214c214p214p,charName_214ac214p214p<br />
|name=TemplateSpecialRekka 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===TemplateSuper1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236236a,charName_236236c,charName_236236ac<br />
|name=TemplateSuper1<br />
|input=236236A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSuper2===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236236b,charName_236236d,charName_236236bd<br />
|name=TemplateSuper2<br />
|input=236236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===TemplateClimax===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2141236cd<br />
|name=TemplateClimax<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|IGffinSuRQ8|||'''CHARACTER NAME Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:charName]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Duo_Lon&diff=69644
The King of Fighters XV/Duo Lon
2023-09-12T16:08:48Z
<p>Corlist: initial template</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Sylvie Profile.png|thumb|One of the last remnants of NESTS, the beautiful young girl Sylvie was considered useless by the secret society until the day she demonstrated the extent of her electromagnetic powers.<br/>The previous KOF saw her make some new friends besides her beloved eyeball accessories, which seems to have given her a little confidence boost. ]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
C Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
D Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
TemplateCommandA - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
TemplateCommandB - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
TemplateSpecialQCF - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialQCB - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialDP - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialHCB - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
TemplateSpecialRDP [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
TemplateSpecialRekka1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗TemplateSpecialRekka2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗TemplateSpecialRekka3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
TemplateSuper1 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
TemplateSuper2 - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
TemplateClimax - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
<br />
| cons=<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
* '''Placeholder''': Placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=sylviefd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_ha,charName_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hb,charName_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hc,charName_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hd,charName_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_hcd,charName_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_rush1,charName_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId = charName_cthrow<br />
|name=C Throw<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = charName_dthrow<br />
|name=D Throw<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Command Moves==<br />
===TemplateCommandA===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Guillo-Ton!===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Special Moves==<br />
===TemplateSpecialQCF===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236a,charName_236c,charName_236ac<br />
|name=TemplateSpecialQCF<br />
|input=236A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialQCB===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a,charName_214c,charName_214ac<br />
|name=TemplateSpecialQCB<br />
|input=214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialDP===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_623a,charName_623c,charName_623ac<br />
|name=TemplateSpecialDP<br />
|input=623A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialHCB===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_6246a,charName_6246c,charName_6246ac<br />
|name=TemplateSpecialHCB<br />
|input=6246A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialRDP===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_4214b,charName_4214d,charName_4214bd<br />
|name=TemplateSpecialRDP<br />
|input=4214B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSpecialRekka1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a,charName_214c,charName_214ac<br />
|name=TemplateSpecialRekka1 1 <br />
|input=214A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a214p,charName_214c214p,charName_214ac214p<br />
|name=TemplateSpecialRekka 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_214a214p214p,charName_214c214p214p,charName_214ac214p214p<br />
|name=TemplateSpecialRekka 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===TemplateSuper1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236236a,charName_236236c,charName_236236ac<br />
|name=TemplateSuper1<br />
|input=236236A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===TemplateSuper2===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_236236b,charName_236236d,charName_236236bd<br />
|name=TemplateSuper2<br />
|input=236236B/D/BD<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===TemplateClimax===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=charName_2141236cd<br />
|name=TemplateClimax<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|IGffinSuRQ8|||'''CHARACTER NAME Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:charName]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=Template:Navbox_XV&diff=69643
Template:Navbox XV
2023-09-12T16:08:09Z
<p>Corlist: </p>
<hr />
<div>==Navigation==<br />
{| class="noprint toccolours" style="clear: both; width: 80%; margin: 0.5em auto;" cellpadding="2"<br />
| style="background-color:{{{color|#ccf}}}; font-weight:bold;text-align: center;" colspan="2" | ''[[The King of Fighters XV]]''<br />
|-<br />
| width="0%" | '''System'''<br />
|<br />
&nbsp; &nbsp; &nbsp; [[The King of Fighters XV/FAQ|FAQ]] •<br />
[[The King of Fighters XV/Controls|Controls]] •<br />
[[The King of Fighters XV/Movement|Movement]] •<br />
[[The King of Fighters XV/Offense|Offense]] •<br />
[[The King of Fighters XV/Defense|Defense]] •<br />
[[The King of Fighters XV/Meters and Gauges|Meters and Gauges]] •<br />
[[The King of Fighters XV/Patch Notes|Patch Notes]] •<br />
[[The King of Fighters XV/Miscellaneous|Miscellaneous]]<br />
|-<br />
| width="0%" | '''Characters'''<br />
|<br />
<gallery mode="nolines" widths=75px><br />
File:KOFXV_Andy_Portrait.png|link=The King of Fighters XV/Andy Bogard|''[[The King of Fighters XV/Andy Bogard|Andy Bogard]]''<br />
File:KOFXV_Angel_Portrait.png|link=The King of Fighters XV/Ángel|''[[The King of Fighters XV/Ángel|Ángel]]''<br />
File:KOFXV_Antonov_Portrait.png|link=The King of Fighters XV/Antonov|''[[The King of Fighters XV/Antonov|Antonov]]''<br />
File:KOFXV_Ash_Portrait.png|link=The King of Fighters XV/Ash Crimson|''[[The King of Fighters XV/Ash Crimson|Ash Crimson]]''<br />
File:KOFXV_Athena_Portrait.png|link=The King of Fighters XV/Athena Asamiya|''[[The King of Fighters XV/Athena Asamiya|Athena Asamiya]]''<br />
File:KOFXV B.Jenet Portrait.png|link=The King of Fighters XV/B.Jenet|''[[The King of Fighters XV/B.Jenet|B.Jenet]]''<br />
File:KOFXV_Benimaru_Portrait.png|link=The King of Fighters XV/Benimaru Nikaido|''[[The King of Fighters XV/Benimaru Nikaido|Benimaru Nikaido]]''<br />
File:KOFXV_BillyKane_Portrait.png|link=The King of Fighters XV/Billy Kane|''[[The King of Fighters XV/Billy Kane|Billy Kane]]''<br />
File:KOFXV_BlueMary_Portrait.png|link=The King of Fighters XV/Blue Mary|''[[The King of Fighters XV/Blue Mary|Blue Mary]]''<br />
File:KOFXV_Chizuru_Portrait.png|link=The King of Fighters XV/Chizuru Kagura|''[[The King of Fighters XV/Chizuru Kagura|Chizuru Kagura]]''<br />
File:KOFXV_Chris_Portrait.png|link=The King of Fighters XV/Chris|''[[The King of Fighters XV/Chris|Chris]]''<br />
File:KOFXV_Clark_Portrait.png|link=The King of Fighters XV/Clark Still|''[[The King of Fighters XV/Clark Still|Clark Still]]''<br />
File:KOFXV_Darli_Portrait.png|link=The King of Fighters XV/Darli Dagger|''[[The King of Fighters XV/Darli Dagger|Darli Dagger]]''<br />
File:KOFXV_Dolores_Portrait.png|link=The King of Fighters XV/Dolores|''[[The King of Fighters XV/Dolores|Dolores]]''<br />
File:KOFXV_DuoLon_Portrait.png|link=The King of Fighters XV/Duo Lon|''[[The King of Fighters XV/Duo Lon|Duo Lon]]''<br />
File:KOFXV_Elisabeth_Portrait.png|link=The King of Fighters XV/Elisabeth Blanctorche|''[[The King of Fighters XV/Elisabeth Blanctorche|Elisabeth Blanctorche]]''<br />
File:KOFXV_Gato_Portrait.png|link=The King of Fighters XV/Gato|''[[The King of Fighters XV/Gato|Gato]]''<br />
File:KOFXV_GeeseHoward_Portrait.png|link=The King of Fighters XV/Geese Howard|''[[The King of Fighters XV/Geese Howard|Geese Howard]]''<br />
File:KOFXV_Goenitz_Portrait.png|link=The King of Fighters XV/Goenitz|''[[The King of Fighters XV/Goenitz|Goenitz]]''<br />
File:KOFXV_Haohmaru_Portrait.png|link=The King of Fighters XV/Haohmaru|''[[The King of Fighters XV/Haohmaru|Haohmaru]]''<br />
File:KOFXV_Heidern_Portrait.png|link=The King of Fighters XV/Heidern|''[[The King of Fighters XV/Heidern|Heidern]]''<br />
File:KOFXV_Iori_Portrait.png|link=The King of Fighters XV/Iori Yagami|''[[The King of Fighters XV/Iori Yagami|Iori Yagami]]''<br />
File:KOFXV_Isla_Portrait.png|link=The King of Fighters XV/Isla|''[[The King of Fighters XV/Isla|Isla]]''<br />
File:KOFXV_Joe_Portrait.png|link=The King of Fighters XV/Joe Higashi|''[[The King of Fighters XV/Joe Higashi|Joe Higashi]]''<br />
File:KOFXV_K_Portrait.png|link=The King of Fighters XV/K'|''[[The King of Fighters XV/K'|K']]''<br />
File:KOFXV_Kim_Portrait.png|link=The King of Fighters XV/Kim Kaphwan|''[[The King of Fighters XV/Kim Kaphwan|Kim Kaphwan]]''<br />
File:KOFXV_King_Portrait.png|link=The King of Fighters XV/King|''[[The King of Fighters XV/King|King]]''<br />
File:KOFXV_KOD_Portrait.png|link=The King of Fighters XV/King of Dinosaurs|''[[The King of Fighters XV/King of Dinosaurs|King of Dinosaurs]]''<br />
File:KOFXV_Krohnen_Portrait.png|link=The King of Fighters XV/Krohnen|''[[The King of Fighters XV/Krohnen|Krohnen]]''<br />
File:KOFXV_Kukri_Portrait.png|link=The King of Fighters XV/Kukri|''[[The King of Fighters XV/Kukri|Kukri]]''<br />
File:KOFXV_Kula_Portrait.png|link=The King of Fighters XV/Kula Diamond|''[[The King of Fighters XV/Kula Diamond|Kula Diamond]]''<br />
File:KOFXV_Kyo_Portrait.png|link=The King of Fighters XV/Kyo Kusanagi|''[[The King of Fighters XV/Kyo Kusanagi|Kyo Kusanagi]]''<br />
File:KOFXV_Leona_Portrait.png|link=The King of Fighters XV/Leona Heidern|''[[The King of Fighters XV/Leona Heidern|Leona Heidern]]''<br />
File:KOFXV_Luong_Portrait.png|link=The King of Fighters XV/Luong|''[[The King of Fighters XV/Luong|Luong]]''<br />
File:KOFXV_Mai_Portrait.png|link=The King of Fighters XV/Mai Shiranui|''[[The King of Fighters XV/Mai Shiranui|Mai Shiranui]]''<br />
File:KOFXV_Maxima_Portrait.png|link=The King of Fighters XV/Maxima|''[[The King of Fighters XV/Maxima|Maxima]]''<br />
File:KOFXV_Meintenkun_Portrait.png|link=The King of Fighters XV/Meitenkun|''[[The King of Fighters XV/Meitenkun|Meitenkun]]''<br />
File:KOFXV_Nakoruru_Portrait.png|link=The King of Fighters XV/Nakoruru|''[[The King of Fighters XV/Nakoruru|Nakoruru]]''<br />
File:KOFXV_Najd_Portrait.png|link=The King of Fighters XV/Najd|''[[The King of Fighters XV/Najd|Najd]]''<br />
File:KOFXV_Omega_Rugal_Portrait.png|link=The King of Fighters XV/Omega Rugal|''[[The King of Fighters XV/Omega Rugal|Omega Rugal]]''<br />
File:KOFXV_Orochi_Chris_Portrait.png|link=The King of Fighters XV/Orochi Chris|''[[The King of Fighters XV/Orochi Chris|Orochi Chris]]''<br />
File:KOFXV_Orochi_Shermie_Portrait.png|link=The King of Fighters XV/Orochi Shermie|''[[The King of Fighters XV/Orochi Shermie|Orochi Shermie]]''<br />
File:KOFXV_Orochi_Yashiro_Portrait.png|link=The King of Fighters XV/Orochi Yashiro|''[[The King of Fighters XV/Orochi Yashiro|Orochi Yashiro]]''<br />
File:KOFXV_Ralph_Portrait.png|link=The King of Fighters XV/Ralf Jones|''[[The King of Fighters XV/Ralf Jones|Ralf Jones]]''<br />
File:KOFXV_Ramon_Portrait.png|link=The King of Fighters XV/Ramón|''[[The King of Fighters XV/Ramón|Ramón]]''<br />
File:KOFXV_Robert_Portrait.png|link=The King of Fighters XV/Robert Garcia|''[[The King of Fighters XV/Robert Garcia|Robert Garcia]]''<br />
File:KOFXV_Rock_Portrait.png|link=The King of Fighters XV/Rock Howard|''[[The King of Fighters XV/Rock Howard|Rock Howard]]''<br />
File:KOFXV_Ryo_Portrait.png|link=The King of Fighters XV/Ryo Sakazaki|''[[The King of Fighters XV/Ryo Sakazaki|Ryo Sakazaki]]''<br />
File:KOFXV_Shermie_Portrait.png|link=The King of Fighters XV/Shermie|''[[The King of Fighters XV/Shermie|Shermie]]''<br />
File:KOFXV_Shingo_Portrait.png|link=The King of Fighters XV/Shingo Yabuki|''[[The King of Fighters XV/Shingo Yabuki|Shingo Yabuki]]''<br />
File:KOFXV_Shunei_Portrait.png|link=The King of Fighters XV/Shun'ei|''[[The King of Fighters XV/Shun'ei|Shun'ei]]''<br />
File:KOFXV_Sylvie_Portrait.png|link=The King of Fighters XV/Sylvie Paula Paula|''[[The King of Fighters XV/Sylvie Paula Paula|Sylvie Paula Paula]]''<br />
File:KOFXV_Terry_Portrait.png|link=The King of Fighters XV/Terry Bogard|''[[The King of Fighters XV/Terry Bogard|Terry Bogard]]''<br />
File:KOFXV_Vanessa_Portrait.png|link=The King of Fighters XV/Vanessa|''[[The King of Fighters XV/Vanessa|Vanessa]]''<br />
File:KOFXV_Whip_Portrait.png|link=The King of Fighters XV/Whip|''[[The King of Fighters XV/Whip|Whip]]''<br />
File:KOFXV_RyujiYamazaki_Portrait.png|link=The King of Fighters XV/Ryuji Yamazaki|''[[The King of Fighters XV/Ryuji Yamazaki|Ryuji Yamazaki]]''<br />
File:KOFXV_Yashiro_Portrait.png|link=The King of Fighters XV/Yashiro Nanakase|''[[The King of Fighters XV/Yashiro Nanakase|Yashiro Nanakase]]''<br />
File:KOFXV_Yuri_Portrait.png|link=The King of Fighters XV/Yuri Sakazaki|''[[The King of Fighters XV/Yuri Sakazaki|Yuri Sakazaki]]''<br />
</gallery><br />
|-<br />
|}<noinclude><br />
[[Category:The King of Fighters XV]]</noinclude></div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Krohnen&diff=69637
The King of Fighters XV/Krohnen
2023-09-12T14:36:21Z
<p>Corlist: /* Calamity Overdrive */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Gameplay Overview==<br />
Krohnen is a relatively simple character who does pretty much everything up close with relative ease. Krohnen can pressure the opponent, stand his own ground, and do a lot of damage without having to worry about execution.<br />
<br />
Krohnen's toolkit is pretty simple on paper, but this allows him to be effective in the hands of anyone, from beginners to newcomers. He has some very unique tools, including: a 3-hit cl.C and a 6-hit st.C, great for confirms or harassing the opponent in general; a 17-frame overhead in his cl.D, one of the fastest overheads in the game that is very hard to react to that ''also'' functions as an OTG; he also has a command normal, Spiral Smash (6A) that hits multiple times, moves forward, and knocks down, making it a good substitute for special cancels. His j.A and j.C also hit multiple times, allowing Krohnen to easily confirm or pressure with jump-ins.<br />
<br />
While Krohnen may not have much in terms of specials, they all have a lot of utility. His '''EX''' Blaze Thrower (236AC) is a 13 frame crumpler with an excellent amount of range, and his light Strike Slash (214B) is a combo filler, allowing Krohnen to rack up damage with ease. His DP, Heat Shield (623P[P]) can even neutralize almost any projectile. Plus, it combos into his supers very easily.<br />
<br />
Overall, Krohnen is a simple, yet strong character that plays very efficiently. Professionals put him on anchor for a reason, and if you're looking for a character that can meet most if not all challenges you'll face in a match, Krohnen may be for you.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''Krohnen is a defensive midrange character who harasses his opponents with oppressive normals before punishing their jump-in attempts.'''''<br />
<br />
| pros=<br />
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, and his cl.C is a fantastic hit-confirm button. <br />
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also afflict good guard damage on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. <br />
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match. <br />
* '''Ridiculous Stagger''': Krohnen's stagger pressure is possibly the most ambiguous in the game, as his framedata and range on his lights and cancels makes it very very hard for opponents to either punish him or know when to press.<br />
* '''Meterless Instant Overhead''': Krohnen's clD is essentially free damage without using any meter, and grants him fantastic okizeme. For a character who has incredible stagger, a great hop, a great jCD, and is an absolute monster of an anchor, having this move is a godsend lets him close out rounds incredibly quickly.<br />
* '''Rewarding Offense''': Not only does being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure very easily, but the damage he gets off any confirm can lead to massive, efficient damage on anchor.<br />
| cons=<br />
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.<br />
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. In longer matches, this can result in the player getting 'downloaded'.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Front Crash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spiral Smash - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Emergency Slide - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Blaze Thrower - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Heat Shield - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strike Slash - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Infernal Prominence - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Fusion Blaster - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Calamity Overdrive - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
2B - 2B - 6A = 133 dmg<br/><br />
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/><br />
c.5C - 3D xx 214B - 623A = 243 dmg<br/><br />
c.5D - c.5D = 115 dmg <br/><br />
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
c.5C - 6A/3D xx 236236P = 238~279 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg<br/><br />
(spaced) 236C - 623A xx 236236P = 347 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
|<br />
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg <br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_sta<br />
|description=<br />
* Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Cancels on hit or block.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stb<br />
|description=<br />
* Below average poke with meager reward on hit and block.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stc<br />
|description=<br />
* Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking.<br />
* Cancellable on the first three hits.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_std<br />
|description=<br />
* Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clb<br />
|description=<br />
* Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clc<br />
|captions= Godlike button #1<br />
|description=<br />
* Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cld<br />
|captions= Godlike button #2<br />
|description=<br />
* Data in [] represent values for when the move OTGs.<br />
A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cra<br />
|captions= Godlike button #3<br />
|description=<br />
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crb<br />
|description=<br />
* Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crc<br />
|description= *One of the longest non slide non whip buttons in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Not as strong as it used to be, as the hurtbox is much larger and the startup means Krohnen doesn't low profile as fast. Can go under some fireballs, but only with proper timing. If he lands this close enough it can even go into his DP loops.<br />
*The first hit has considerable forward movement, but the second hit has massive pushback ''only when blocked''. In fact, there's no pushback on hit whatsoever.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crd<br />
|description=<br />
* Sweep with good startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Moves forward slightly, making it a useful tool in some close-range situations in the wake of 2C's nerfs.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_ha,krohnen_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits but strangely only applies to the hop version.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hb,krohnen_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hc,krohnen_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Unlike hop A, only counts as 1 hit for scaling purposes no matter how many hits land.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hd,krohnen_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cd<br />
|description=<br />
* Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_qcf+cd<br />
|description=<br />
* Uses a different animation than his CD, giving it a more reliable hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hcd,krohnen_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_rush1,krohnen_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Bog-standard autocombo. B ender is Blaze Thrower (236A), C ender is Fusion Blaster (236236B/D), D ender is MAX Fusion Blaster (236236BD).<br />
* For whatever reason, the second hit isn't a true blockstring into the third.<br />
}}<br />
<br />
==Throws==<br />
===Front Crash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cthrow<br />
|name=Front Crash<br />
|input=(close) 4/6C<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
}}<br />
<br />
===Backstab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_dthrow<br />
|name=Backstab<br />
|input=(close) 4/6D<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_f+A<br />
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_3d<br />
|description=<br />
* Data in [] represent values for when the move is cancelled into.<br />
Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.<br />
}}<br />
<br />
==Special Moves==<br />
===Blaze Thrower===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac<br />
|captions= Surprisingly useful<br />
|description3=<br />
* Short-range grounded fireball that hits multiple times. Unlike other fireballs, Krohnen builds meter even when whiffing, giving him a slight edge in fireball clashes. In the corner, both the A and C versions combo into Heat Shield.<br />
* Using this move too close to the corner will result in the last few hits overshooting the opponent, leaving Krohnen double digits minus.<br />
* A version can be used to extend pressure strings while leaving a small gap. It can also combo off of heavy attacks.<br />
* C version starts up rather slowly, which leaves him vulnerable to hops if used during pressure strings. If blocked, Krohnen is at a large advantage.<br />
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile follow-ups. Doesn't apply any additional scaling, leading to some pretty insane damage.<br />
}}<br />
<br />
===Heat Shield===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac<br />
|captions= The EVO-winning special<br />
|description3= <br />
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself. All versions can neutralize fireballs (even EX and some super fireballs!), allowing Krohnen to build meter safely if the opponent is throwing fireballs from far away. Generally very active and deals good damage, especially with super cancels. One of the best DPs in the game, and his most reliable anti-air at that. <br />
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool that can be converted into big reward with super cancels. This launches the opponent diagonally forwards.<br />
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) under very specific circumstances.<br />
* EX version has full body invincibility while retaining the A version's speed at 4f, making it useful as both an anti-air and a reversal. Much like the A version, this launches the opponent diagonally forwards, making juggles only feasible close to the corner. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. In the corner, 623AC > 623A > 236236A does incredible amounts of damage for the cost.<br />
}}<br />
<br />
===Strike Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd<br />
|captions= From hero to zero<br />
|description3=<br />
* Krohnen hops a set distance towards the opponent and then performs a slash in front of him.<br />
* B version allows for juggles if done close and combos from heavy normals. Very disadvantageous on block and causes little pushback. Using this against characters with fast heavy normals is asking to get blown up.<br />
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.<br />
* EX version is safe on block and projectile invincible, but starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo and pressure tool due to its ground bounce property.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Infernal Prominence===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236p,krohnen_236236ac<br />
|captions= Combo ender and kill confirm extraordinaire<br />
|description2=<br />
* A much larger version of Krohnen's Heat Shield with considerable invincibility.<br />
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.<br />
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board. It also has faster recovery and allows for extremely high damage extended juggles off delayed super cancel 623C in the corner. At the very least, it allows extra time to land an OTG close D.<br />
}}<br />
<br />
===Fusion Blaster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236k,krohnen_236236bd<br />
|captions= Like this character needed any more punish options<br />
|description2=<br />
* Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.<br />
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.<br />
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.<br />
** Advanced cancelling off Infernal Prominence which hits high enough by using certain routes (e.g. delayed super cancel 623P into Infernal Prominence) allows a fully-charged MAX Fusion Blaster to land by simply holding down B or D till it automatically launches.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
===Calamity Overdrive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_2141236cd<br />
|captions= "I'll use this power... to crush you!"<br />
|description= * Data in [] represent values for when the move hits OTG.<br />
Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos. Deals slightly more damage if it hits regularly (i.e. not OTG), though this is mostly notable only if landing a climax after a regular or MAX Fusion Blaster.<br />
}}<br />
<br />
==Notes==<br />
===Alternate input for Super Special Moves===<br />
<br />
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as [[image:db.gif]][[image:hcb.gif]][[image:df.gif]] + [[image:a.gif]] / [[image:c.gif]], the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as [[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]] like with K9999's and Nameless' SDMs back in Vanilla '02 and ''UM'', respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.<br />
<br />
==Changes from K9999/Nameless==<br />
* '''New Design (and Voice):''' Make no mistake, this is very much the same K9999 that we've seen the last of since ''2002'', right down to having the same two team members. The only difference here is that he's got a new (yet familiar) jacket, he always keeps his red cape on, he put on some goggles (that look strikingly similar to Alba Meira's - of ''Maximum Impact'' fame - glasses), and he's grown out his distinctive blue hair. Oh, and he's voiced by KENN (of ''Yu-Gi-Oh!'' and ''Parasyte'' fame) instead of Nozomu Sasaki, Tetsuo's VA from ''AKIRA''. <br />
** '''Toned down''' '''''AKIRA''''' '''References''': Speaking of which, the ''AKIRA'' references have been toned down ''significantly''. His move names are more direct and simple instead of being quotes ripped from the movie, his Raging Storm special is different, and he's replaced that fleshy abomination with more cybernetics; more on that below. <br />
* '''More fire in his Attacks:''' In his absence, it seems like K9999 finally got used to the Kusanagi flames, because come his return as Krohnen, he's literally spitting out nothing but fire for much of his moveset. 236P is now a burst of flames instead of sand, 623P has more fire in it than it did before (and is just as strong as Nameless' equivalent move from ''2002UM'', if not better), and his Raging Storm is actual fire instead of a psionic blast. All of this to make him closer to Kyo (since he ''is'' a clone of him) and as far removed from Tetsuo as possible. <br />
* '''EX Moves:''' Seeing as he's been gone for the better part of 20 years, K9999/Krohnen now has EX versions of his trademark special moves. And they're all very excellent in their own right. 236AC being a crumple stun, 623AC being one of the best moves in the game ''period'' because of its sheer versatility, and 214BD being both another great combo extender/starter and a great approach tool owing to its projectile invulnerability. Suffice to say that Krohnen is every bit as excellent with meter as his (intended) replacement was back in ''2002UM'', if not better. <br />
* '''New animation for 214K:''' Compared to K9999 leaping forward and throwing a spark of flames at the opponent's face (same story with Nameless, as the animation is virtually the same as K9999's), Krohnen slashes down at the opponent with a huge blade. What this translates to in gameplay terms is a much better, more usable Special Move that works as both a very solid approach tool (especially the EX version as mentioned above) and a great combo starter/extender depending on the version used. <br />
* '''Altered Super Special Moves:''' Okay, moreso with the "Moon..." (aka, Infernal Prominence in Krohnen's case) special rather than "You get lost too!" (aka, Fusion Blaster). In ''2002'', it was basically a psionic blast that, again, was taken straight from ''AKIRA''. In ''XV'', however, it's a big, devastating ball of fire that is liable to delete at least a third of your health bar; especially if canceled into from 623P. Fusion Blaster remains the same animation-wise, but is now infinitely more useful (especially post-Patch 1.32) as both a punish for fireballs and another great combo ender - especially the MAX version, which trades a volley of shots for a single, powerful shot that can be charged up. Oh, and that SDM that is a spoiler to ''AKIRA's'' ending? He swapped that out for a gigantic claw that's strikingly similar to one of Doc Ock's mechanical arms. <br />
** '''Simpler Inputs:''' Oh, right. As you might've noticed above, the inputs are much, ''much'' simpler than they were back in ''2002'', drastically lowering Krohnen's skill ceiling and making him more intuitive to play. Though if you've still got the muscle memory from ''2002'', the Pretzel Motion inputs can still be performed as mentioned above. As is the norm for Climaxes in ''KOF XV'', Krohnen's also has the same 2141236CD input as everyone else. Though the original input (263ABCD) still works too. <br />
* '''Shigure (6B) is Gone:''' In ''2002UM'', Nameless carried over K's Sniper Side (6B) from ''XI''. As K' has that move back in ''XV'' (albeit as 4B), Krohnen no longer has it in his repertoire, with his slide (3D) now being cancelable after the December 2021 Open Beta to compensate.<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|Yk3gD1bk9vQ|||'''Dune_KOF's Krohnen Guide'''|frame}}<br />
<br />
{{#ev:youtube|creVWhLYGbY|||'''Kakuge / Fighting Games Krohnen Combo Video'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Krohnen]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Krohnen/Data&diff=69631
The King of Fighters XV/Krohnen/Data
2023-09-12T14:10:06Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
==Close Standing Normals==<br />
====Close A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_krohnen_cla_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = 3<br />
| recovery = 8<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====Close B====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_krohnen_clb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = command<br />
| startup = 4<br />
| active = 5<br />
| recovery = 8<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====Close C====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clc<br />
| name = close C<br />
| input = cl.c<br />
| images = XV_krohnen_clc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (20+20+30)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 8<br />
| recovery = 18<br />
| hitadv = -1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70 (20+20+30)<br />
| guardDamage = 120 (40+40+40)<br />
}}<br />
<br />
====Close D====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_krohnen_cld_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 [50]<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = super<br />
| startup = 17<br />
| active = 6<br />
| recovery = 15<br />
| hitadv = Hard Knockdown (+44)<br />
| blockadv = -2<br />
| invul = Low (After the first couple of frames)<br />
| stun = 80 [0]<br />
| guardDamage = 120<br />
}}<br />
<br />
==Far Standing Normals==<br />
====Far A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_sta<br />
| name = far A<br />
| input = f.A<br />
| images = XV_krohnen_fa_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = special<br />
| startup = 6<br />
| active = 5<br />
| recovery = 7<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====Far B====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stb<br />
| name = far B<br />
| input = f.B<br />
| images = XV_krohnen_fb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 8<br />
| active = 4<br />
| recovery = 10<br />
| hitadv = +1<br />
| blockadv = -1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====Far C====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_stc<br />
| name = far C<br />
| input = f.C<br />
| images = XV_krohnen_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (10+10+10+10+10+20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special(1~3), super<br />
| startup = 11<br />
| active = 6<br />
| recovery = 16<br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 70 (10+10+10+10+10+20)<br />
| guardDamage = 120 (20*6)<br />
}}<br />
<br />
====Far D====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_std<br />
| name = far D<br />
| input = f.D<br />
| images = XV_krohnen_fd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 10<br />
| active = 7<br />
| recovery = 12<br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
==Crouch Normals==<br />
====2A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cra<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_krohnen_2a_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 5<br />
| active = 4<br />
| recovery = 8<br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_crb<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_krohnen_2b_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 5<br />
| active = 4<br />
| recovery = 11<br />
| hitadv = 0<br />
| blockadv = -2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 15<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_crc<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_krohnen_2c_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (30+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special(1), super<br />
| startup = 12<br />
| active = 3 (1) 4<br />
| recovery = 15<br />
| hitadv = SKD (+30)<br />
| blockadv = -6<br />
| invul = <br />
| stun = 70 (30+40)<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_crd<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_krohnen_2d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 7<br />
| active = 3<br />
| recovery = 15<br />
| hitadv = SKD (+31)<br />
| blockadv = +1<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
==Jump Normals==<br />
====h.A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_krohnen_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 37 (15+8+8+8)<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]](1)<br />
| cancel = <br />
| startup = 16<br />
| active = 15<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 20 (5+5+5+5)<br />
| guardDamage = <40<br />
}}<br />
====j.A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_krohnen_ja_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 47 (15+8+8+8+8)<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]](1)<br />
| cancel = <br />
| startup = 16<br />
| active = 20<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 25 (5+5+5+5+5)<br />
| guardDamage = 50 (10*5)<br />
}}<br />
<br />
====h.B====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_krohnen_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 7<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====j.B====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_krohnen_jb_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = 9<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====h.C====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_krohnen_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]](1)<br />
| cancel = <br />
| startup = 10<br />
| active = 12<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70 (35+35)<br />
| guardDamage = 100 (50+50)<br />
}}<br />
<br />
====j.C====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_krohnen_jc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100 (20+20+20+20+20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]](1)<br />
| cancel = <br />
| startup = 15<br />
| active = 16<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 100 (20+20+20+20+20)<br />
| guardDamage = 150 (30+30+30+30+30)<br />
}}<br />
<br />
====h.D====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_krohnen_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 7<br />
| active = 8<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====j.D====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_krohnen_jd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#High|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = 9<br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
==Command normals==<br />
====Spiral Smash====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_f+A<br />
| name = Spiral Smash<br />
| input = 6A<br />
| images = XV_krohnen_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 86 (8+8+8+8+8+70)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 10<br />
| active = 10<br />
| recovery = 19<br />
| hitadv = Soft Knockdown (+33)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 30 (5+5+5+5+5+5)<br />
| guardDamage = 60 (10*6)<br />
}}<br />
<br />
====Emergency Slide====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_3d<br />
| name = Emergency Slide<br />
| input = 3D<br />
| images = XV_krohnen_3d_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 [40]<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] [[The_King_of_Fighters_XV/Defense#Mid|[Mid]]]<br />
| cancel = super [special]<br />
| startup = 7 [11]<br />
| active = 8<br />
| recovery = 17<br />
| hitadv = -4~+3<br />
| blockadv = -6~+1 [-8~-1]<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 80 [40]<br />
}}<br />
<br />
==Blowback==<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_krohnen_cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 12<br />
| active = 7<br />
| recovery = 18<br />
| hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | +75~+91<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_qcf+cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_krohnen_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 6<br />
| recovery = 27<br />
| hitadv = +93<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_krohnen_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 13<br />
| active = 8<br />
| recovery = 1 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
====j.CD====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_krohnen_jcd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 13<br />
| active = 10<br />
| recovery = 1 on ground<br />
| hitadv = Soft Knockdown<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Rush===<br />
====Rush 1====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_rush1<br />
| name = Rush 1<br />
| header = yes<br />
| version = c.AA<br />
| orderId = 1<br />
| input = c.AA<br />
| images = XV_krohnen_rush1_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 48 (25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = Rush<br />
| startup = 7<br />
| active = 4<br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====Rush 2====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_rush2<br />
| name = Rush 2<br />
| header = no<br />
| version = c.AAX<br />
| orderId = 2<br />
| input = c.AAX<br />
| images = XV_krohnen_rush2_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (25+25+25)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = Rush<br />
| startup = 11<br />
| active = 4<br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
==Throws==<br />
====Front Crash====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cthrow<br />
| name = Front Crash<br />
| input = 4/6C<br />
| images = XV_krohnen_cthrow_ima.png<br />
| hitboxes = XV_krohnen_cthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = Hard Knockdown (+37)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <br />
}}<br />
<br />
====Backstab===={{MoveData-KOFXV | character = Krohnen | moveId = krohnen_dthrow<br />
| name = Backstab<br />
| input = 4/6D<br />
| images = XV_krohnen_dthrow_ima.png<br />
| hitboxes = XV_krohnen_dthrow.png<br />
| damage = 100<br />
| guard = N/A<br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = Hard Knockdown (+32)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage =<br />
}}<br />
<br />
==Specials==<br />
<br />
====236A====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236a<br />
| name = Blaze Thrower<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_krohnen_236a_ima.png<br />
| hitboxes = XV_krohnen_236a.png<br />
| damage = 82 (13*4+30)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 15<br />
| active = 10<br />
| recovery = 27<br />
| hitadv = -19~ Soft Knockdown (+37)<br />
| blockadv = -19~-2<br />
| invul = <br />
| stun = 40 (8*5)<br />
| guardDamage = 60 (10*4+20)<br />
}}<br />
<br />
===236C===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236c<br />
| name = Blaze Thrower<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236C<br />
| images = XV_krohnen_236a_ima.png<br />
| hitboxes = XV_krohnen_236c.png<br />
| damage = 105 (15*5+30)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 26<br />
| active = 12<br />
| recovery = 23<br />
| hitadv = -15~ Soft Knockdown (+45)<br />
| blockadv = -15~+6<br />
| invul = <br />
| stun = 48 (8*6)<br />
| guardDamage = 70 (10*5+20)<br />
}}<br />
<br />
===236AC===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236ac<br />
| name = Blaze Thrower<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236AC<br />
| images = XV_krohnen_236a_ima.png<br />
| hitboxes = XV_krohnen_236ac.png<br />
| damage = 95 (15*5+20)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 13<br />
| active = 12<br />
| recovery = 29<br />
| hitadv = -23~ Crumple (+107)<br />
| blockadv = -23~-3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 70 (10*5+20)<br />
}}<br />
====Heat Shield====<br />
<br />
===623A===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623a<br />
| name = Heat Shield<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623A<br />
| images = XV_krohnen_623a_ima.png<br />
| hitboxes = XV_krohnen_623a.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 4<br />
| active = 6<br />
| recovery = 55<br />
| hitadv = Soft Knockdown (+21)<br />
| blockadv = -42<br />
| invul = Full body against non-projectile air moves: 1 to 5 (5 frames)<br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
===623C===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623c<br />
| name = Heat Shield<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 623C<br />
| images = XV_krohnen_623a_ima.png<br />
| hitboxes = XV_krohnen_623c.png<br />
| damage = 120<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = super<br />
| startup = 10<br />
| active = 6<br />
| recovery = 66<br />
| hitadv = Soft Knockdown (+22)<br />
| blockadv = -53<br />
| invul = Full Body: 1 to 15 (15 frames)<br />
| stun = 80<br />
| guardDamage = 100<br />
}}<br />
<br />
===623AC===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_623ac<br />
| name = Heat Shield<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 623AC<br />
| images = XV_krohnen_623a_ima.png<br />
| hitboxes = XV_krohnen_623ac.png<br />
| damage = 162 (115+50)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 4<br />
| active = 12<br />
| recovery = 54<br />
| hitadv = Soft Knockdown (+34)<br />
| blockadv = -44<br />
| invul = Full Body: 1 to 9 (9 frames)<br />
| stun = 0<br />
| guardDamage = 130 (80+50)<br />
}}<br />
<br />
====Strike Slash====<br />
<br />
===214B===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214b<br />
| name = Strike Slash<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_krohnen_214b_ima.png<br />
| hitboxes = XV_krohnen_214b.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = 3<br />
| recovery = 22 (10 on ground)<br />
| hitadv = Soft Knockdown (+32)<br />
| blockadv = -6~-4<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
===214D===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214d<br />
| name = Strike Slash<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_krohnen_214b_ima.png<br />
| hitboxes = XV_krohnen_214d.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 33<br />
| active = 6<br />
| recovery = 9 (4 on ground)<br />
| hitadv = +10 (Ground hit) / Hard Knockdown (Air hit)<br />
| blockadv = +4<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 60<br />
}}<br />
<br />
===214BD===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_214bd<br />
| name = Strike Slash<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 214BD<br />
| images = XV_krohnen_214b_ima.png<br />
| hitboxes = XV_krohnen_214bd.png<br />
| damage = 100<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 26<br />
| active = 8<br />
| recovery = 10 (5 on ground)<br />
| hitadv = Ground Bounce (+87)<br />
| blockadv = +1<br />
| invul = Projectile Invincibility: 3 to 38 (36 frames)<br />
| stun = 0<br />
| guardDamage = 60<br />
}}<br />
<br />
==Super Special Moves==<br />
<br />
====Infernal Prominence====<br />
<br />
===236236P===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236p<br />
| name = Infernal Prominence<br />
| header = yes<br />
| version = A/C<br />
| orderId = 1<br />
| input = 236236A/C<br />
| images = XV_krohnen_236236p_ima.png<br />
| hitboxes = XV_krohnen_236236p.png<br />
| damage = 190<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 10<br />
| active = 24<br />
| recovery = 64<br />
| hitadv = Hard Knockdown (+40)<br />
| blockadv = -57<br />
| invul = Full Body: 1 to 13 (13 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===236236AC===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236ac<br />
| name = Infernal Prominence<br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236236AC<br />
| images = XV_krohnen_236236ac_ima.png<br />
| hitboxes = XV_krohnen_236236ac.png<br />
| damage = 330<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = climax<br />
| startup = 8<br />
| active = 30<br />
| recovery = 57<br />
| hitadv = Hard Knockdown (+45)<br />
| blockadv = -56<br />
| invul = Full Body: 1 to 17 (17 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====Fusion Blaster====<br />
<br />
===236236K===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236k<br />
| name = Fusion Blaster<br />
| header = yes<br />
| version = B/D<br />
| orderId = 1<br />
| input = 236236B/D<br />
| images = XV_krohnen_236236k_ima.png<br />
| hitboxes = XV_krohnen_236236k.png<br />
| damage = 182 (30+30+30+30+90)<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 9<br />
| active = Full Screen Projectile<br />
| recovery = 133 (After the first active frame of first projectile)<br />
| hitadv = Hard Knockdown (+46)<br />
| blockadv = -33~-25<br />
| invul = Full Body: 1 to 7 (7 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===236236BD===<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_236236bd<br />
| name = Fusion Blaster<br />
| header = no<br />
| version = BD<br />
| orderId = 2<br />
| input = 236236BD<br />
| images = XV_krohnen_236236bd_ima.png<br />
| hitboxes = XV_krohnen_236236bd.png<br />
| damage = 300/320/340/380<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = advanced, climax<br />
| startup = 12<br />
| active = Full Screen Projectile<br />
| recovery = 69<br />
| hitadv = Hard Knockdown (+40)<br />
| blockadv = -39~-34<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
====Calamity Overdrive====<br />
{{MoveData-KOFXV | character = Krohnen | moveId = krohnen_2141236cd<br />
| name = Calamity Overdrive<br />
| input = 2141236CD<br />
| images = XV_krohnen_2141236cd_ima.png<br />
| hitboxes = XV_krohnen_2141236cd.png<br />
| damage = 430 (20*19+50) Min:240 [392 (18*19+50) Min:221]<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 16<br />
| active = 135<br />
| recovery = 76<br />
| hitadv = Hard Knockdown (+18)<br />
| blockadv = -44<br />
| invul = Full Body: 1 to 27 (27 Frames)<br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami&diff=69210
The King of Fighters XV/Iori Yagami
2023-08-21T16:35:40Z
<p>Corlist: /* Ura 1018 Shiki • Yashiori */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yuriori - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1131 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is an all-rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation.'''''<br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent. <br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
<br />
A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
<br />
Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* Not as fast as it used to be, but still pretty long. <br />
<br />
One of Iori's best tools historically, Far D has seen a notable hit in its startup. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage. Its massive range makes it a threat at a distance while being only mildly unsafe, but be wary of getting stuffed out.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
* Tends to whiff after jump ins or in quick max combos due to its poor horizontal hitbox.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
* Buffer this into 214A when anti-airing to fish for counter hits. Easily confirmable into the remaining rekkas on counter hit or stop on whiff and stay plus.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|captions= '98 veterans will remind you to not just throw this move out.<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can only be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Go-to jumpin button. <br />
* Hitbox is low enough to even catch low profiling opponents. <br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. C goes into maiden masher but further presses does not perform the follow up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
* Cancel into A fireball for an easily confirmable combo into D run grab while still being safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|captions="Inverted Ripper"<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|captions="God Chasing"<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|captions="Outer Method: Dream Flicking"<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|captions="Outer Method: Booming Axe Yin 'God of Death'"<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|captions="Outer Method: Lily Snapper"<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to "taco backdash", slightly increasing the dash's distance and making you hit the ground significantly faster.<br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|captions="Method 108: Darkness Sweeper"<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|captions="Method 100: Ogre Baker"<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
A version recovers incredibly fast. Its negativity on block is a result of very low blockstun.<br />
}}<br />
<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|captions="Method 127: Hollyhock Flower"<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
* A version recovers faster and allows for juggles in certain situations while still doing the same amount of damage as the C version.<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|captions="Method 212: Zither Moon Yin"<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|captions="Scum Gale"<br />
|description3=<br />
Iori grabs the opponent and swings them behind him.<br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects, allowing for a near full-screen corner carry depending on the follow up.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling.<br />
* Input as 6249A/C/AC to avoid getting 623P when input quickly. While this will avoid getting a DP, 6246 does have priority over 623 motions in this game. If you are getting DP you are missing either the 2 or 4 directions, and inputting as 6249 will likely just give you a jab instead of the command grab you want if you are missing one. You can try inputting it as a 360 motion instead in order to ensure you get both of those directions.<br />
<br />
Iori has a +13 frame advantage from using this move, meaning any move with less than 13 frames of startup will be a guaranteed hit. To compensate, any move that is comboed into will be scaled at 70%. Scum Gale also has one of the lengthiest startups of command grabs in the game, making it hard to use if the opponent hasn't been conditioned into blocking.<br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|captions="Method 311: Claw Comb"<br />
|description3=<br />
*B version is like the neglected and underperforming sibling of the D version. Too slow to combo off heavies, prematurely ends crumple combos with a hard knockdown, doesn't low crush, no projectile invincibility, unsafe on block (and even hit), only cancellable into regular rekkas which still makes it unsafe on block. Every thing it tries to do, the D version does it better.<br />
*D version has some projectile immunity. Safe on block and cancels into any special.<br />
** Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry.<br />
** Cancelling into the 2nd A Rekka in or near the corner allows for juggles into DP for optimal damage and super cancel followups.<br />
** If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|captions="Forbidden Method 1211: Eight Maidens"<br><br />
<small>"Playtime's over! Cry! Scream! Then die!"</small><br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
<br />
Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|captions="Reverse Method 316: Jackal Luster"<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
<br />
Inputting this after Yaotome will allow Iori to squeeze out a bit more damage. Very useful as a kill confirm or just getting out as much damage as possible, since it still gives hard knockdown and better Oki the closer to the corner you are. <br />
<br />
Functionally, there's no difference between inputting this versus the MAX version of Yaotome- both do about the same amount of damage. That being said, the lower number of hits in this move with an odd number damage causes it to scale better in longer combos, meaning it can be useful to perform in Iori's longer corner combos. <br />
}}<br />
<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|captions="Reverse Method 1018: Eight Times Snapper"<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* All versions reliably combo from a grounded 624D super cancel.<br />
* MAX version allows Iori to link a close or 2C while the opponent is in a ground hitstun before cancelling into 623D.<br />
<br />
Iori's go-to move for damage as long as he has at least 1 bar to spend and will in fact do more damage than a 2 EX combo with 236AC into 214AC. This allows for very cost-effective combos, especially when combined with the fact that Iori often builds more than half a bar doing follow up moves to this super.<br />
The MAX version may also be used as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1131 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|captions="Reverse Method 1131: Ogre Lantern"<br />
|description=* Dashes nearly full screen while fully invincible. Loses invincibility about 2/3 into the dash.<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Combos&diff=69209
The King of Fighters XV/Iori Yagami/Combos
2023-08-21T16:11:37Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 5A''' || 38 || Standard low light confirm. Go-to confirm due to the reliability. <br />
|-<br />
| 2B > 2A/5A > 6A || 65 || Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C''' || 136 || Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.<br /> Can add 6B in short combos for a bit more damage.<br />
|-<br />
| 2C > 6B || 98 || Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.<br />
|-<br />
| 2B > 2A > 6A || 65 || Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.<br />
|-<br />
| cl.B, cl.C || 91 || Only works from close range, but good damage for a low confirm into a heavy normal.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|-<br />
| 623D/BD || 80/90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.<br />
|-<br />
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.<br />
* You can add both parts of Iori's 6A after crouching lows at point blank range.<br />
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.<br />
* If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.<br />
* As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 164 || 0 || Rush combo ending in a special move<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super<br />
|-<br />
| cl.A > A > A > D || 337 || 2 || Rush combo ending in a Max super<br />
|-<br />
| cl.A > A > A > A || 427 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.<br />
|-<br />
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.<br />
|-<br />
| 632146P, 2C > 6B > 63214D || 159 || 110 || 0.3 || Anywhere || Easier command grab combo.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 63214D || 185 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.<br />
|-<br />
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.<br />
|-<br />
| CD > 236A, 63214D || 219 || 140 || 0.3 || Non-Corner || Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.<br />
|-<br />
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.<br />
|-<br />
| CD, 236A, 623C || 204 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.<br />
|-<br />
| CD > 623D > 214A*2, 623C || 244 || 330 || 0.5 || Corner || More damage, more commitment. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3, 63214BD || 209 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 63214D || 287/385 || 125/220 || 0.4 || Anywhere || Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236A, 214A*2, 623C || 344/442 || 315/410 || 0.5/0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.<br />
|-<br />
| '''Heavy Starter''' > 214AC*3, 214A*3 || 343 || 240 || 0.3 || Anywhere || Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.<br />
|-<br />
| 623BD, 63214D || 237 || 0 || 0.2 || Anywhere || Basic combo from 623BD.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 63214D || 378/476 || 125/220 || 1 || || Anywhere || ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 441/539 || 125/220 || 1.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214A*2, 623C || 392/490 || 275/370 || 1 || || Corner || Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C || 490/546 || 275/370 || 1.5 || || Corner ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D || 357 || 210 || 1.5 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 340 || 210 || 1.5 || 0.4 || Anywhere || Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.<br />
|}<br />
<br />
===1 Bar (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' 214A*2 > 236214P || 247 || 85 || 1 || 0.4 || Anywhere || Avoid if possible. Only use when too far to cancel into 236AC.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 364/462 || 125/220 || 1 || 0.4 || Anywhere || Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC*3, 214A*2, 623C || 376/474 || 275/370 || 1 || 0.6 || Corner || Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.<br />
|-<br />
| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 341 || 280 || 1 || 0.48 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 453/551 || 395/490 || 1.5 || 0.7/0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself.<br />
|-<br />
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402/500 || 315/410 || 1.5 || 0.5/0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 530/628 || 195/290 || 2 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 585/683 || 195/290 || 2.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C || 542/640 || 345/440 || 2 || || Corner || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C || 589/687 || 345/440 || 2.5 || || Corner || Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 390 || 310 || 2 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 468 || 380 || 2.5 || || Anywhere ||<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P || 388/517 || 330/340 || 2 || || Anywhere || Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D || 343/507 || 270/280 || 2 || 0.25 || Anywhere || Does almost the same amount of damage off a far D, yet refunds some meter<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C || 353/508 || 420/430 || 2 || 0.4 || Near corner/Corner || Refunds even more meter<br />
|}<br />
<br />
===2 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P || 414 || 185 || 2 || || Anywhere || Have to delay the 623A a bit to let the super connect.<br />
|-<br />
| 2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P || 340 || 185 || 2 || || Anywhere || Point Iori Quickmax conversion.<br />
|-<br />
| 2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P || 369 || 185 || 2 || || Anywhere || Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D || 509/607 || 165/260 || 2.5 || 0.5/0.6 || Anywhere || Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C || 518/608 || 315/410 || 2.5 || 0.6/0.7 || Corner || Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C/2C > 236C > 2363214P > 2141236CD || 567 || 125 || 3 || || Anywhere || (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 614/712 || 295/390 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 493 || 280 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 3.5 || || Anywhere ||<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P || 529 || 320 || 3.5 || || Iori's back near corner ||<br />
|-<br />
| 6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD || 512 || 330 || 3 || || Anywhere || Better 3-meter QM route with high damage scaling.<br />
|-<br />
| f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P || 646 || 410 || 3 || || Anywhere || Better 3-meter QM route with low damage scaling.<br />
|}<br />
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C > 236C > 2363214AC > 2141236CD || 664 || 125 || 4 || || Anywhere || Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC || 690/788 || 255/350 || 4 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC || 813/911 || 265/360 || 4 || 0.6 || Corner || Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 4 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC || 638 || 340 || 4.5 || || Anywhere || Builds back the .5 meter you spend at the beginning, so it works in mid slot.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2141236CD || 602/770 || 400/410 || 4 || || Anywhere ||<br />
|}<br />
<br />
===4 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A > dl. 214A, 623A, 623D > 63214D || 697 || 240 || 4 || 0.6 || Corner || Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD || 833/931 || 45/140 || 5 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236CD || 929/1027 || 145/240 || 5 || .25 || Corner || '''Heavy Starter''' allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.<br />
|-<br />
| c.B > c.C > (6A) ~ A > 63214D > Full Corner Series || 1020 || 260 || 5 || .25 || Corner || Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.<br />
|-<br />
| 2B > c.B > 6A ~ A > 63214D > Full Corner Series || 952 || 245 || 5 || .25 || Corner ||<br />
|-<br />
| Counter Hit j.CD > 236C > Full Corner Series || 1036 || 220 || 5 || .25 || Corner || <br />
|-<br />
| 632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series || 823 || 240 || 5.5 || 0 || Iori In Corner || Microdash or step forward to make c.B > c.C work.<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series || 864 || 230 || 5.5 || 0 || Iori Almost Cornered || Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full. <br />
|}<br />
If Iori fails to build enough meter for a climax during a full corner series, he can instead go for a 63214BD OTG and still use up the remaining MAX gauge, albeit doing 165 less damage.<br />
<br />
==External Links==<br />
{{#ev:youtube|bQfb6xnkLBk|||'''Iori Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Combos&diff=69208
The King of Fighters XV/Iori Yagami/Combos
2023-08-21T15:31:24Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 5A''' || 38 || Standard low light confirm. Go-to confirm due to the reliability. <br />
|-<br />
| 2B > 2A/5A > 6A || 65 || Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C''' || 136 || Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.<br /> Can add 6B in short combos for a bit more damage.<br />
|-<br />
| 2C > 6B || 98 || Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.<br />
|-<br />
| 2B > 2A > 6A || 65 || Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.<br />
|-<br />
| cl.B, cl.C || 91 || Only works from close range, but good damage for a low confirm into a heavy normal.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|-<br />
| 623D/BD || 80/90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.<br />
|-<br />
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.<br />
* You can add both parts of Iori's 6A after crouching lows at point blank range.<br />
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.<br />
* If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.<br />
* As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 164 || 0 || Rush combo ending in a special move<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super<br />
|-<br />
| cl.A > A > A > D || 337 || 2 || Rush combo ending in a Max super<br />
|-<br />
| cl.A > A > A > A || 427 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.<br />
|-<br />
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.<br />
|-<br />
| 632146P, 2C > 6B > 63214D || 159 || 110 || 0.3 || Anywhere || Easier command grab combo.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 63214D || 185 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.<br />
|-<br />
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.<br />
|-<br />
| CD > 236A, 63214D || 219 || 140 || 0.3 || Non-Corner || Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.<br />
|-<br />
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.<br />
|-<br />
| CD, 236A, 623C || 204 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.<br />
|-<br />
| CD > 623D > 214A*2, 623C || 244 || 330 || 0.5 || Corner || More damage, more commitment. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3, 63214BD || 209 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 63214D || 287/385 || 125/220 || 0.4 || Anywhere || Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236A, 214A*2, 623C || 344/442 || 315/410 || 0.5/0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.<br />
|-<br />
| '''Heavy Starter''' > 214AC*3, 214A*3 || 343 || 240 || 0.3 || Anywhere || Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.<br />
|-<br />
| 623BD, 63214D || 237 || 0 || 0.2 || Anywhere || Basic combo from 623BD.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 63214D || 378/476 || 125/220 || 1 || || Anywhere || ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 441/539 || 125/220 || 1.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214A*2, 623C || 392/490 || 275/370 || 1 || || Corner || Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C || 490/546 || 275/370 || 1.5 || || Corner ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D || 357 || 210 || 1.5 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 340 || 210 || 1.5 || 0.4 || Anywhere || Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.<br />
|}<br />
<br />
===1 Bar (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' 214A*2 > 236214P || 247 || 85 || 1 || 0.4 || Anywhere || Avoid if possible. Only use when too far to cancel into 236AC.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 364/462 || 125/220 || 1 || 0.4 || Anywhere || Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC*3, 214A*2, 623C || 376/474 || 275/370 || 1 || 0.6 || Corner || Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.<br />
|-<br />
| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 341 || 280 || 1 || 0.48 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 453/551 || 395/490 || 1.5 || 0.7/0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself.<br />
|-<br />
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402/500 || 315/410 || 1.5 || 0.5/0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 530/628 || 195/290 || 2 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 585/683 || 195/290 || 2.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C || 542/640 || 345/440 || 2 || || Corner || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C || 589/687 || 345/440 || 2.5 || || Corner || Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 390 || 310 || 2 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 468 || 380 || 2.5 || || Anywhere ||<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P || 388/517 || 330/340 || 2 || || Anywhere || Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D || 343/507 || 270/280 || 2 || 0.25 || Anywhere || Does almost the same amount of damage off a far D, yet refunds some meter<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C || 353/508 || 420/430 || 2 || 0.4 || Near corner/Corner || Refunds even more meter<br />
|}<br />
<br />
===2 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P || 414 || 185 || 2 || || Anywhere || Have to delay the 623A a bit to let the super connect.<br />
|-<br />
| 2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P || 340 || 185 || 2 || || Anywhere || Point Iori Quickmax conversion.<br />
|-<br />
| 2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P || 369 || 185 || 2 || || Anywhere || Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D || 509/607 || 165/260 || 2.5 || 0.5/0.6 || Anywhere || Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C || 518/608 || 315/410 || 2.5 || 0.6/0.7 || Corner || Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C/2C > 236C > 2363214P > 2141236CD || 567 || 125 || 3 || || Anywhere || (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 614/712 || 295/390 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 493 || 280 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 3.5 || || Anywhere ||<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P || 529 || 320 || 3.5 || || Iori's back near corner ||<br />
|-<br />
| 6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD || 512 || 330 || 3 || || Anywhere || Better 3-meter QM route with high damage scaling.<br />
|-<br />
| f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P || 646 || 410 || 3 || || Anywhere || Better 3-meter QM route with low damage scaling.<br />
|}<br />
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C > 236C > 2363214AC > 2141236CD || 664 || 125 || 4 || || Anywhere || Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC || 690/788 || 255/350 || 4 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC || 813/911 || 265/360 || 4 || 0.6 || Corner || Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 4 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2363214P > 236236AC || 638 || 340 || 4.5 || || Anywhere || Builds back the .5 meter you spend at the beginning, so it works in mid slot.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, c.C/2C > 623D > 623A > 2141236CD || 602/770 || 400/410 || 4 || || Anywhere ||<br />
|}<br />
<br />
===4 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A > dl. 214A, 623A, 623D > 63214D || 697 || 240 || 4 || 0.6 || Corner || Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD || 833/931 || 45/140 || 5 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236BD || 929/1027 || 145/240 || 5 || .25 || Corner || '''Heavy Starter''' allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.<br />
|-<br />
| c.B > c.C > (6A) ~ A > 63214D > Full Corner Series || 1020 || 260 || 5 || .25 || Corner || Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.<br />
|-<br />
| 2B > c.B > 6A ~ A > 63214D > Full Corner Series || 952 || 245 || 5 || .25 || Corner ||<br />
|-<br />
| Counter Hit j.CD > 236C > Full Corner Series || 1036 || 220 || 5 || .25 || Corner || <br />
|-<br />
| 632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series || 823 || 240 || 5.5 || 0 || Iori In Corner || Microdash or step forward to make c.B > c.C work.<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series || 864 || 230 || 5.5 || 0 || Iori Almost Cornered || Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full. <br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|bQfb6xnkLBk|||'''Iori Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Combos&diff=69201
The King of Fighters XV/Iori Yagami/Combos
2023-08-20T17:25:00Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 5A''' || 38 || Standard low light confirm. Go-to confirm due to the reliability. <br />
|-<br />
| 2B > 2A/5A > 6A || 65 || Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C''' || 136 || Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.<br /> Can add 6B in short combos for a bit more damage.<br />
|-<br />
| 2C > 6B || 98 || Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.<br />
|-<br />
| 2B > 2A > 6A || 65 || Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.<br />
|-<br />
| cl.B, cl.C || 91 || Only works from close range, but good damage for a low confirm into a heavy normal.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|-<br />
| 623D/BD || 80/90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.<br />
|-<br />
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.<br />
* You can add both parts of Iori's 6A after crouching lows at point blank range.<br />
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.<br />
* If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.<br />
* As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 164 || 0 || Rush combo ending in a special move<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super<br />
|-<br />
| cl.A > A > A > D || 337 || 2 || Rush combo ending in a Max super<br />
|-<br />
| cl.A > A > A > A || 427 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.<br />
|-<br />
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.<br />
|-<br />
| 632146P, 2C > 6B > 63214D || 159 || 110 || 0.3 || Anywhere || Easier command grab combo.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 63214D || 185 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.<br />
|-<br />
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.<br />
|-<br />
| CD > 236A, 63214D || 219 || 140 || 0.3 || Non-Corner || Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.<br />
|-<br />
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.<br />
|-<br />
| CD, 236A, 623C || 204 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.<br />
|-<br />
| CD > 623D > 214A*2, 623C || 244 || 330 || 0.5 || Corner || More damage, more commitment. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3, 63214BD || 209 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 63214D || 287/385 || 125/220 || 0.4 || Anywhere || Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236A, 214A*2, 623C || 344/442 || 315/410 || 0.5/0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.<br />
|-<br />
| '''Heavy Starter''' > 214AC*3, 214A*3 || 343 || 240 || 0.3 || Anywhere || Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.<br />
|-<br />
| 623BD, 63214D || 237 || 0 || 0.2 || Anywhere || Basic combo from 623BD.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 63214D || 378/476 || 125/220 || 1 || || Anywhere || ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 441/539 || 125/220 || 1.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214A*2, 623C || 392/490 || 275/370 || 1 || || Corner || Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C || 490/546 || 275/370 || 1.5 || || Corner ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D || 357 || 210 || 1.5 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 340 || 210 || 1.5 || 0.4 || Anywhere || Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.<br />
|}<br />
<br />
===1 Bar (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' 214A*2 > 236214P || 247 || 85 || 1 || 0.4 || Anywhere || Avoid if possible. Only use when too far to cancel into 236AC.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 364/462 || 125/220 || 1 || 0.4 || Anywhere || Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC*3, 214A*2, 623C || 376/474 || 275/370 || 1 || 0.6 || Corner || Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.<br />
|-<br />
| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 341 || 280 || 1 || 0.48 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 453/551 || 395/490 || 1.5 || 0.7/0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself.<br />
|-<br />
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402/500 || 315/410 || 1.5 || 0.5/0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.<br />
|}<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 530/628 || 195/290 || 2 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 585/683 || 195/290 || 2.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C || 542/640 || 345/440 || 2 || || Corner || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C || 589/687 || 345/440 || 2.5 || || Corner || Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 390 || 310 || 2 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 468 || 380 || 2.5 || || Anywhere ||<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P || 388/517 || 330/340 || 2 || || Anywhere || Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D || 343/507 || 270/280 || 2 || 0.25 || Anywhere || Does almost the same amount of damage off a far D, yet refunds some meter<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C || 353/508 || 420/430 || 2 || 0.4 || Near corner/Corner || Refunds even more meter<br />
|}<br />
<br />
===2 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P || 414 || 185 || 2 || || Anywhere || Have to delay the 623A a bit to let the super connect.<br />
|-<br />
| 2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P || 340 || 185 || 2 || || Anywhere || Point Iori Quickmax conversion.<br />
|-<br />
| 2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P || 369 || 185 || 2 || || Anywhere || Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D || 509/607 || 165/260 || 2.5 || 0.5/0.6 || Anywhere || Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C || 518/608 || 315/410 || 2.5 || 0.6/0.7 || Corner || Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C/2C > 236C > 2363214P > 2141236CD || 567 || 125 || 3 || || Anywhere || (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 614/712 || 295/390 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 493 || 280 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 3.5 || || Anywhere ||<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P || 529 || 320 || 3.5 || || Iori's back near corner ||<br />
|-<br />
| 6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD || 512 || 330 || 3 || || Anywhere || Better 3-meter QM route with high damage scaling.<br />
|-<br />
| f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P || 646 || 410 || 3 || || Anywhere || Better 3-meter QM route with low damage scaling.<br />
|}<br />
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C > 236C > 2363214AC > 2141236CD || 664 || || 4 || || Anywhere || Mid Iori Quickmax conversion.<br />
|-<br />
| 2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D|| || || 4 || || Corner || Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P > 236236AC || 690/788 || || 4 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC || 813/911 || || 4 || || Corner || Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || || 4 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P > 236236AC || 638 || || 4.5 || || Anywhere || Builds back the .5 meter you spend at the beginning, so it works in mid slot.<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C > 623D > 214A*2 > 623A > 2363214P > 236236AC || 639 || || 4.5 || || Iori near corner || <br />
|-<br />
| 6B/f.5D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2141236CD || 602/770 || || 4 || || Anywhere ||<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD || 833/931 || || 5 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236BD || 929/1027 || || 5 || .25 || Corner || '''Heavy Starter''' allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.<br />
|-<br />
| c.B > c.C > (6A) ~ A > 63214D > Full Corner Series || 1020 || || 5 || .25 || Corner || Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.<br />
|-<br />
| 2B > c.B > 6A ~ A > 63214D > Full Corner Series || 952 || || 5 || .25 || Corner ||<br />
|-<br />
| Counter Hit j.CD > 236C > Full Corner Series || 1036 || || 5 || .25 || Corner || <br />
|-<br />
| 632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series || 823 || || 5.5 || 0 || Iori In Corner || Microdash or step forward to make c.B > c.C work.<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series || 864 || || 5.5 || 0 || Iori Almost Cornered || Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full. <br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|bQfb6xnkLBk|||'''Iori Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Iori_Yagami/Combos&diff=69200
The King of Fighters XV/Iori Yagami/Combos
2023-08-20T17:23:01Z
<p>Corlist: </p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''2B > 5A''' || 38 || Standard low light confirm. Go-to confirm due to the reliability. <br />
|-<br />
| 2B > 2A/5A > 6A || 65 || Light confirm into 6A. Allows Iori to go into his heavy starter combos, but can whiff at further distances.<br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| '''j.X > cl.C''' || 136 || Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.<br /> Can add 6B in short combos for a bit more damage.<br />
|-<br />
| 2C > 6B || 98 || Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.<br />
|-<br />
| 2B > 2A > 6A || 65 || Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.<br />
|-<br />
| cl.B, cl.C || 91 || Only works from close range, but good damage for a low confirm into a heavy normal.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Notes<br />
|-<br />
| CD || 75 ||<br />
|-<br />
| 623D/BD || 80/90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.<br />
|-<br />
| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.<br />
|}<br />
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)<br />
<br />
==Combos==<br />
'''General Notes'''<br />
* Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.<br />
* You can add both parts of Iori's 6A after crouching lows at point blank range.<br />
* Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.<br />
* If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.<br />
* As of patch 1.62, Iori can combo 63214D into 2141236P or 2141236AC against grounded opponents. This improves his damage potential on any combo starter where you intend to spend 1 or more meter in total, including giving Iori a fairly easy corner Touch-of-Death with multiple starter options.<br />
<br />
===Rush Auto Combo===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B || 164 || 0 || Rush combo ending in a special move<br />
|-<br />
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super<br />
|-<br />
| cl.A > A > A > D || 337 || 2 || Rush combo ending in a Max super<br />
|-<br />
| cl.A > A > A > A || 427 || 3 || Rush combo ending in a Climax super<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3 || 139 || 145 || 0.2 || Anywhere || Low combo to use when too far for '2A > 2B > 6A'.<br />
|-<br />
| '''Heavy Starter''' > 63214D || 275 || 140 || 0.4 || Anywhere || Slightly more damage, but less hits to confirm with.<br />
|-<br />
| 632146P, 2C > 6B > 63214D || 159 || 110 || 0.3 || Anywhere || Easier command grab combo.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 63214D || 185 || 130 || 0.4 || Anywhere || Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.<br />
|-<br />
| CD, 63214D || 182 || 100 || 0.25 || Anywhere || Reliable, Easy, Consistent, and doesn't require committing to anything after CD.<br />
|-<br />
| CD > 236A, 63214D || 219 || 140 || 0.3 || Non-Corner || Extremely straightforward CD confirm. CD into light fireball is not a true blockstring but is plus on block.<br />
|-<br />
| CD > (63214B), f.C > 63214D || 223 || 170 || 0.3 || Non-Corner || If done quick enough, the f.C hits standing.<br />
|-<br />
| CD, 236A, 623C || 204 || 250 || 0.4 || Corner || Reliable and doesn't require CD to be cancelled.<br />
|-<br />
| CD > 623D > 214A*2, 623C || 244 || 330 || 0.5 || Corner || More damage, more commitment. <br />
|}<br />
<br />
===EX===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' > 214A*3, 63214BD || 209 || 145 || 0.2 || Anywhere || Reliable but not much damage. Useful if you build the necessary meter after the combo.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 63214D || 287/385 || 125/220 || 0.4 || Anywhere || Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236A, 214A*2, 623C || 344/442 || 315/410 || 0.5/0.6 || Near-Corner || Must be done from a very specific distance away from Corner. Doesn't seem very useful.<br />
|-<br />
| '''Heavy Starter''' > 214AC*3, 214A*3 || 343 || 240 || 0.3 || Anywhere || Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.<br />
|-<br />
| 623BD, 63214D || 237 || 0 || 0.2 || Anywhere || Basic combo from 623BD.<br />
|-<br />
| 632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D || 247 || 210 || 0.5 || Anywhere || Nearly builds back the meter spent. Worth doing.<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 63214D || 378/476 || 125/220 || 1 || || Anywhere || ***The go-to*** 1 bar combo post patch 1.62. Adding 6B between c.C and 63214D will add 5 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 441/539 || 125/220 || 1.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214A*2, 623C || 392/490 || 275/370 || 1 || || Corner || Adding 6B between c.C and 63214D will add 3 damage and a bit of extra meter gain.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236P, 623D > 214AC*3 > 214A*2, 623C || 490/546 || 275/370 || 1.5 || || Corner ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 63214D || 357 || 210 || 1.5 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 340 || 210 || 1.5 || 0.4 || Anywhere || Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.<br />
|}<br />
<br />
===1 Bar (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light Starter''' 214A*2 > 236214P || 247 || 85 || 1 || 0.4 || Anywhere || Avoid if possible. Only use when too far to cancel into 236AC.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D || 364/462 || 125/220 || 1 || 0.4 || Anywhere || Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC*3, 214A*2, 623C || 376/474 || 275/370 || 1 || 0.6 || Corner || Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner.<br />
|-<br />
| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 341 || 280 || 1 || 0.48 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 453/551 || 395/490 || 1.5 || 0.7/0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself.<br />
|-<br />
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402/500 || 315/410 || 1.5 || 0.5/0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back.<br />
<br />
===2 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 530/628 || 195/290 || 2 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 585/683 || 195/290 || 2.5 || || Anywhere ||<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214A*2, 623C || 542/640 || 345/440 || 2 || || Corner || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC*3 > 214A*2, 623C || 589/687 || 345/440 || 2.5 || || Corner || Barely any more damage than the "Anywhere" equivalent, but does build a bit of extra meter.<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC ~ dl.214AC*2 > 63214D || 390 || 310 || 2 || || Anywhere ||<br />
|-<br />
| 632146AC, 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 63214D || 468 || 380 || 2.5 || || Anywhere ||<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2363214P || 388/517 || 330/340 || 2 || || Anywhere || Updated quick max with two starters quick max still makes sense to spend energy on now that he has so many ways to hit confirm into 2141236 supers without quick max for a lot more damage.<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 63214D || 343/507 || 270/280 || 2 || 0.25 || Anywhere || Does almost the same amount of damage off a far D, yet refunds some meter<br />
|-<br />
| 6B/f.D > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 214AC*3, 214A*2, 623C || 353/508 || 420/430 || 2 || 0.4 || Near corner/Corner || Refunds even more meter<br />
|}<br />
<br />
===2 Bars (Obsolete/Suboptimal/Style)===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 623D > 214AC ~ dl.214AC*2, dl.623A > 2363214P || 414 || 185 || 2 || || Anywhere || Have to delay the 623A a bit to let the super connect.<br />
|-<br />
| 2B > BC, c.C > 6A/B > 214AC*3, 623A(1) > 2363214P || 340 || 185 || 2 || || Anywhere || Point Iori Quickmax conversion.<br />
|-<br />
| 2B > BC, c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214P || 369 || 185 || 2 || || Anywhere || Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dash, dl. 623D > 63214D || 509/607 || 165/260 || 2.5 || 0.5/0.6 || Anywhere || Does a lot of damage. Midscreen you may need to microdash between 236AC and 236C, it is a bit difficult to get down. To make it easier, do 236 and hold 6 for a while for Iori to walk forward slightly before pressing C.<br />
|-<br />
| '''Light/Heavy Starter''' > 236AC, 236C > 214236AC, dl.623D > 214A*2, 623C || 518/608 || 315/410 || 2.5 || 0.6/0.7 || Corner || Bit more damage in the corner. Can use 236A instead of 236C for a little less damage.<br />
|}<br />
<br />
===3 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C/2C > 236C > 2363214P > 2141236CD || 567 || 125 || 3 || || Anywhere || (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 614/712 || 295/390 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 63214D || 493 || 280 || 3 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C/2C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || 380 || 3.5 || || Anywhere ||<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C/2C > 623D > 214A*2 > 623A > 2363214P || 529 || 320 || 3.5 || || Iori's back near corner ||<br />
|-<br />
| 6B > BC, c.C > (6A) ~ A > 63214D > 2141236P, 623D > 623A > 2141236CD || 512 || 330 || 3 || || Anywhere || Better 3-meter QM route with high damage scaling.<br />
|-<br />
| f.D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P || 646 || 410 || 3 || || Anywhere || Better 3-meter QM route with low damage scaling.<br />
|}<br />
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214P into 236236AC.<br />
<br />
===4 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| 2B > BC, c.C > 236C > 2363214AC > 2141236CD || 664 || || 4 || || Anywhere || Mid Iori Quickmax conversion.<br />
|-<br />
| 2B > 2B > f.B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D|| || || 4 || || Corner || Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P > 236236AC || 690/788 || || 4 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 236C > 2141236P, 623D > 214A*2 > 623A > 2363214P > 236236AC || 813/911 || || 4 || || Corner || Mid slot meter dump - on anchor you can use 2141236CD instead of 236236AC for a slightly less damaging version of the 5 meter corner combo below<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC > c.C > 623D > 214AC ~ dl.214AC*2 > 214A*3 > 63214BD || 533 || || 4 || || Anywhere ||<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2363214P > 236236AC || 638 || || 4.5 || || Anywhere || Builds back the .5 meter you spend at the beginning, so it works in mid slot.<br />
|-<br />
| 632146AC > c.C > 63214D > 2141236AC > c.C > 623D > 214A*2 > 623A > 2363214P > 236236AC || 639 || || 4.5 || || Iori near corner || <br />
|-<br />
| 6B/f.5D > BC, c.C > (6A) ~ A > 63214D > 2141236AC, 2C > 623D > 623A > 2141236CD || 602/770 || || 4 || || Anywhere ||<br />
|}<br />
<br />
===5 Bars===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes<br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 2363214P > 236236AC > 2141236BD || 833/931 || || 5 || || Anywhere || <br />
|-<br />
| '''Light/Heavy Starter''' > 63214D > 2141236AC > BC, 214AC*3 > 214A*2 > 623A > 2363214P > 236236AC > 2141236BD || 929/1027 || || 5 || .25 || Corner || '''Heavy Starter''' allows for a fairly easy ToD that doesn't need raw MAX to start. To save space in the optimizations in the starters below, "Full Corner Series" refers to everything after 63214D in this combo.<br />
|-<br />
| c.B > c.C > (6A) ~ A > 63214D > Full Corner Series || 1020 || || 5 || .25 || Corner || Needs very specific spacing on the c.B to allow the (6A) ~ A to connect properly - does push this into a ToD off a low starter, though.<br />
|-<br />
| 2B > c.B > 6A ~ A > 63214D > Full Corner Series || 952 || || 5 || .25 || Corner ||<br />
|-<br />
| Counter Hit j.CD > 236C > Full Corner Series || 1036 || || 5 || .25 || Corner || <br />
|-<br />
| 632146AC > c.B > c.C > 6A/B > 63214D > Full Corner Series || 823 || || 5.5 || 0 || Iori In Corner || Microdash or step forward to make c.B > c.C work.<br />
|-<br />
| 632146AC > 2C > (6A) ~ A > 63214D > Full Corner Series || 864 || || 5.5 || 0 || Iori Almost Cornered || Needs specific spacing, but if you happen to land 632146AC about a half-screen away from the corner, 2C > (6A) ~ A adds a decent touch of extra damage while still building enough meter to spend 5.5 in full. <br />
|}<br />
<br />
==External Links==<br />
{{#ev:youtube|bQfb6xnkLBk|||'''Iori Combos by Meno'''|frame}}<br />
<br />
{{#ev:youtube|C9Yy3kJd1AY|||'''Iori Combos by Kakuge / Fighting Games'''|frame}}<br />
<br />
{{Navbox XV}}<br />
[[Category:The King of Fighters XV]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd&diff=69160
The King of Fighters XV/Najd
2023-08-15T12:28:01Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Najd Profile.png|thumb|Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.<br/>In contrast to her mysterious appearance, she is a college student during the day.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
<br>'''[https://replaytheater.app/?game=kofxv&c1=Najd Replays]'''<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Piercing Malice - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Blinding Mercy - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Wings of Eternity - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Storm of Valor - [[image:a.gif]] + [[image:c.gif]] (Air Only)<br />
<br />
'''Special Moves'''<br />
<br />
Blade of Purity 1 - [[image:qcf.gif]] + [[image:a.gif]] (*)<br />
:┗Blade of Purity 2 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Blade of Purity 3 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Blade of Purity - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Unleashed Soul - [[image:qcb.gif]] + [[image:a.gif]] + [[image:c.gif]] (*) (Midair Only)<br />
<br />
Alluring Ruins - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Anticipated Power - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0) - [[image:qcb.gif]] + [[image:b.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0-3) - [[image:qcb.gif]] + [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Virtue of Deceit - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Circling Rotation - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Midair OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Roaring Justice - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P = 141 dmg<br/><br />
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236BD = 146 dmg<br/><br />
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg<br/><br />
cl.C/2C > 6A > 214B > j.214214P = 396 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
<br />
| cons=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_ha,najd_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hb,najd_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hc,najd_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hd,najd_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hcd,najd_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_rush1,najd_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cthrow<br />
|name=Piercing Malice<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = najd_dthrow<br />
|name=Blinding Mercy<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Wings of Eternity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_6a<br />
|name=Wings of Eternity<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Storm of Valor===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_jac<br />
|name=Oroshi<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Blade of Purity 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a,najd_236ac<br />
|name=Blade of Purity 1 <br />
|input=236A/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p,najd_236ac6p<br />
|name=Blade of Purity 2 <br />
|input=236A/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p,najd_236ac6p6p<br />
|name=Blade of Purity 3<br />
|input=236A/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p214d1,najd_236a6p6p214d2,najd_236a6p6p214d3<br />
|name=Retribution of the Unknown<br />
|input=236A/AC~6P~6P~214D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blade of Purity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236c,najd_214d1,najd_214d2,najd_214d3<br />
|name=Blade of Purity<br />
|input=236C (~214D)<br />
|captions=<br />
|description4=<br />
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.<br />
* Negates regular projectiles and will not lose any hits doing so.<br />
* Only combos from cl.C directly, or in juggles.<br />
* Juggles into 236A in the corner.<br />
Placeholder<br />
}}<br />
<br />
===Unleashed Soul===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214a,najd_j214c,najd_j214ac<br />
|name=Unleashed Soul<br />
|input=j214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.<br />
* Normal versions cannot be performed during a back jump.<br />
** However, if Najd manages to hit the opponent in the air with cancellable air normal (i.e. j.A, j.CD, j.AC) during a back jump, she is instead able to cancel said normals into this move.<br />
* All versions can be done during a backdash.<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Alluring Ruins===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_63214a,najd_63214c,najd_63214ac<br />
|name=Yonokaze<br />
|input=63214A/C/AC<br />
|description3=<br />
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.<br />
* EX version sets up a juggle, but adds 30% scaling.<br />
* Outside of the corner, Najd has very limited options off an EX command grab unless she has 2 or more Anticipated Power charges available.<br />
Placeholder<br />
}}<br />
<br />
===Anticipated Power===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236b,najd_236d,najd_236bd<br />
|name=Anticipated Power<br />
|input=236B/D/BD<br />
|description3=<br />
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.<br />
* All versions combo from lights.<br />
* EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.<br />
* Regular versions gives her one charge on hit, EX gives two.<br />
* Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.<br />
Placeholder<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214b,najd_214d,najd_214d1,najd_214d2,najd_214d3,najd_214bd<br />
|name=Retribution of the Unknown<br />
|input=214B/D/BD<br />
|description6=<br />
Najd leaps forwards and attacks with an arc of energy.<br />
* Numbers in [] indicate values against a crouching opponent.<br />
* All versions only combo from heavies.<br />
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.<br />
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.<br />
* Najd leaps progressively further and faster the more charges she accumulates.<br />
** At level 3, this move gains anywhere juggle properties. Just like with K's EX Minute Spike, an additional 25% scaling penalty is added if this move connects in this manner.<br />
* EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.<br />
Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===Virtue of Deceit===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236236a,najd_236236c,najd_236236ac<br />
|name=Virtue of Deceit<br />
|input=236236A/C/AC<br />
|captions=<br />
|description3=<br />
Najd unleashes a pulsating series of jaws that travels further and further.<br />
* Regular versions reach about 80% of the screen while the MAX version reaches almost full screen.<br />
* Regular versions negate super projectiles while the MAX version negates MAX super projectiles.<br />
* Loses damage if the opponent is not in range to receive all the hits - more hits whiff the further away they are.<br />
* Possess projectile invincibility, allowing regular versions to beat MAX projectiles like those from Maxima and Ryo if properly timed.<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214214a,najd_214214c,najd_214214ac<br />
|name=Circling Rotation<br />
|input=214214A/C/AC<br />
|captions=<br />
|description3=<br />
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation (air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214214a,najd_j214214c,najd_j214214ac<br />
|name=Circling Rotation (air)<br />
|input=j214214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd spins clockwise in the air, creating a swirl of energy.<br />
* Despite the animation, does not hit behind Najd.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Roaring Justice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2141236cd<br />
|name=Roaring Justice<br />
|input=2141236CD<br />
|description=<br />
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.<br />
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|HuAa28r7z5w|||'''Najd Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Najd]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd&diff=69117
The King of Fighters XV/Najd
2023-08-09T23:55:19Z
<p>Corlist: notes, grammar</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Najd Profile.png|thumb|Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.<br/>In contrast to her mysterious appearance, she is a college student during the day.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
<br>'''[https://replaytheater.app/?game=kofxv&c1=Najd Replays]'''<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Piercing Malice - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Blinding Mercy - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Wings of Eternity - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Storm of Valor - [[image:a.gif]] + [[image:c.gif]] (Air Only)<br />
<br />
'''Special Moves'''<br />
<br />
Blade of Purity 1 - [[image:qcf.gif]] + [[image:a.gif]] (*)<br />
:┗Blade of Purity 2 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Blade of Purity 3 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Blade of Purity - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Unleashed Soul - [[image:qcb.gif]] + [[image:a.gif]] + [[image:c.gif]] (*) (Midair Only)<br />
<br />
Alluring Ruins - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Anticipated Power - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0) - [[image:qcb.gif]] + [[image:b.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0-3) - [[image:qcb.gif]] + [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Virtue of Deceit - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Circling Rotation - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Midair OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Roaring Justice - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P = 141 dmg<br/><br />
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236BD = 146 dmg<br/><br />
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg<br/><br />
cl.C/2C > 6A > 214B > j.214214P = 396 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
<br />
| cons=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_ha,najd_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hb,najd_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hc,najd_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hd,najd_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hcd,najd_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_rush1,najd_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cthrow<br />
|name=Piercing Malice<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = najd_dthrow<br />
|name=Blinding Mercy<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Wings of Eternity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_6a<br />
|name=Wings of Eternity<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Storm of Valor===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_jac<br />
|name=Oroshi<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Blade of Purity 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a,najd_236ac<br />
|name=Blade of Purity 1 <br />
|input=236A/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p,najd_236ac6p<br />
|name=Blade of Purity 2 <br />
|input=236A/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p,najd_236ac6p6p<br />
|name=Blade of Purity 3<br />
|input=236A/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p214d1,najd_236a6p6p214d2,najd_236a6p6p214d3<br />
|name=Retribution of the Unknown<br />
|input=236A/AC~6P~6P~214D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blade of Purity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236c,najd_214d1,najd_214d2,najd_214d3<br />
|name=Blade of Purity<br />
|input=236C (~214D)<br />
|captions=<br />
|description4=<br />
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.<br />
* Negates regular projectiles and will not lose any hits doing so.<br />
* Only combos from cl.C directly, or in juggles.<br />
* Juggles into 236A in the corner.<br />
Placeholder<br />
}}<br />
<br />
===Unleashed Soul===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214a,najd_j214c,najd_j214ac<br />
|name=Unleashed Soul<br />
|input=j214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.<br />
* Normal versions cannot be performed during a back jump.<br />
** However, if Najd manages to hit the opponent in the air with cancellable air normal (i.e. j.A, j.CD, j.AC) during a back jump, she is instead able to cancel said normals into this move.<br />
* All versions can be done during a backdash.<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Alluring Ruins===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_63214a,najd_63214c,najd_63214ac<br />
|name=Yonokaze<br />
|input=63214A/C/AC<br />
|description3=<br />
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.<br />
* EX version sets up a juggle, but adds 30% scaling.<br />
* Outside of the corner, Najd has very limited options off an EX command grab unless she has 2 or more Anticipated Power charges available.<br />
Placeholder<br />
}}<br />
<br />
===Anticipated Power===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236b,najd_236d,najd_236bd<br />
|name=Anticipated Power<br />
|input=236B/D/BD<br />
|description3=<br />
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.<br />
* All versions combo from lights.<br />
* EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.<br />
* Regular versions gives her one charge on hit, EX gives two.<br />
* Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.<br />
Placeholder<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214b,najd_214d,najd_214d1,najd_214d2,najd_214d3,najd_214bd<br />
|name=Retribution of the Unknown<br />
|input=214B/D/BD<br />
|description6=<br />
Najd leaps forwards and attacks with an arc of energy.<br />
* Numbers in [] indicate values against a crouching opponent.<br />
* All versions only combo from heavies.<br />
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.<br />
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.<br />
* Najd leaps progressively further and faster the more charges she accumulates.<br />
* EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.<br />
Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===Virtue of Deceit===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236236a,najd_236236c,najd_236236ac<br />
|name=Virtue of Deceit<br />
|input=236236A/C/AC<br />
|captions=<br />
|description3=<br />
Najd unleashes a pulsating series of jaws that travels further and further.<br />
* Regular versions reach about 80% of the screen while the MAX version reaches almost full screen.<br />
* Regular versions negate super projectiles while the MAX version negates MAX super projectiles.<br />
* Loses damage if the opponent is not in range to receive all the hits - more hits whiff the further away they are.<br />
* Possess projectile invincibility, allowing regular versions to beat MAX projectiles like those from Maxima and Ryo if properly timed.<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214214a,najd_214214c,najd_214214ac<br />
|name=Circling Rotation<br />
|input=214214A/C/AC<br />
|captions=<br />
|description3=<br />
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation (air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214214a,najd_j214214c,najd_j214214ac<br />
|name=Circling Rotation (air)<br />
|input=j214214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd spins clockwise in the air, creating a swirl of energy.<br />
* Despite the animation, does not hit behind Najd.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Roaring Justice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2141236cd<br />
|name=Roaring Justice<br />
|input=2141236CD<br />
|description=<br />
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a massive maw. The maw snaps its jaws shut, completely enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.<br />
* The maws normally appear in front of Najd, occupying a column roughly 1/3 of the screen's width. If climax cancelled into, the maws appear right below the opponent.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|HuAa28r7z5w|||'''Najd Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Najd]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd&diff=69107
The King of Fighters XV/Najd
2023-08-09T14:57:41Z
<p>Corlist: added basic notes</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Najd Profile.png|thumb|Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.<br/>In contrast to her mysterious appearance, she is a college student during the day.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
<br>'''[https://replaytheater.app/?game=kofxv&c1=Najd Replays]'''<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Piercing Malice - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Blinding Mercy - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Wings of Eternity - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Storm of Valor - [[image:a.gif]] + [[image:c.gif]] (Air Only)<br />
<br />
'''Special Moves'''<br />
<br />
Blade of Purity 1 - [[image:qcf.gif]] + [[image:a.gif]] (*)<br />
:┗Blade of Purity 2 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Blade of Purity 3 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Blade of Purity - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Unleashed Soul - [[image:qcb.gif]] + [[image:a.gif]] + [[image:c.gif]] (*) (Midair Only)<br />
<br />
Alluring Ruins - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Anticipated Power - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0) - [[image:qcb.gif]] + [[image:b.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0-3) - [[image:qcb.gif]] + [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Virtue of Deceit - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Circling Rotation - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Midair OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Roaring Justice - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P = 141 dmg<br/><br />
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236BD = 146 dmg<br/><br />
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg<br/><br />
cl.C/2C > 6A > 214B > j.214214P = 396 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
<br />
| cons=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_ha,najd_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hb,najd_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hc,najd_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hd,najd_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hcd,najd_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_rush1,najd_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cthrow<br />
|name=Piercing Malice<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = najd_dthrow<br />
|name=Blinding Mercy<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Wings of Eternity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_6a<br />
|name=Wings of Eternity<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Storm of Valor===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_jac<br />
|name=Oroshi<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Blade of Purity 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a,najd_236ac<br />
|name=Blade of Purity 1 <br />
|input=236A/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p,najd_236ac6p<br />
|name=Blade of Purity 2 <br />
|input=236A/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p,najd_236ac6p6p<br />
|name=Blade of Purity 3<br />
|input=236A/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p214d1,najd_236a6p6p214d2,najd_236a6p6p214d3<br />
|name=Retribution of the Unknown<br />
|input=236A/AC~6P~6P~214D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blade of Purity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236c,najd_214d1,najd_214d2,najd_214d3<br />
|name=Blade of Purity<br />
|input=236C (~214D)<br />
|captions=<br />
|description4=<br />
Najd slides forward and creates a large chomping maw, functioning like Ryo's Ko-Ou Ken.<br />
* Negates regular projectiles and will not lose any hits doing so.<br />
* Only combos from cl.C directly, or in juggles.<br />
* Juggles into 236A in the corner.<br />
Placeholder<br />
}}<br />
<br />
===Unleashed Soul===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214a,najd_j214c,najd_j214ac<br />
|name=Unleashed Soul<br />
|input=j214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd performs a dive punch in the air. A version goes forwards horizontally, while C and EX versions goes diagonally at a roughly 40 degree angle.<br />
* Normal versions cannot be performed during a back jump.<br />
* All versions can be done during a backdash.<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Alluring Ruins===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_63214a,najd_63214c,najd_63214ac<br />
|name=Yonokaze<br />
|input=63214A/C/AC<br />
|description3=<br />
* Has incredibly short range and will whiff if cancelled into from point blank 2B>2A.<br />
* EX version sets up a juggle, but adds 30% scaling.<br />
* Outside of the corner, Najd has very limited options of an EX command grab unless she has 2 or more Anticipated Power charges available.<br />
Placeholder<br />
}}<br />
<br />
===Anticipated Power===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236b,najd_236d,najd_236bd<br />
|name=Anticipated Power<br />
|input=236B/D/BD<br />
|description3=<br />
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.<br />
* All versions combo from lights.<br />
* EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.<br />
* Regular versions gives her one charge on hit, EX gives two.<br />
* Najd can hold up to 3 charges. The charges do not carry over rounds but will not be lost over time.<br />
Placeholder<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214b,najd_214d,najd_214d1,najd_214d2,najd_214d3,najd_214bd<br />
|name=Retribution of the Unknown<br />
|input=214B/D/BD<br />
|description6=<br />
Najd leaps forwards and attacks with an arc of energy.<br />
* Numbers in [] indicate values against a crouching opponent.<br />
* All versions only combo from heavies.<br />
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.<br />
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.<br />
* Najd leaps progressively further and faster the more charges she accumulates.<br />
* EX version does not allow any juggles afterwards (without a counter hit), unlike all other versions.<br />
Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===Virtue of Deceit===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236236a,najd_236236c,najd_236236ac<br />
|name=Virtue of Deceit<br />
|input=236236A/C/AC<br />
|captions=<br />
|description3=<br />
Najd unleashes a pulsating series of jaws that travels further and further.<br />
* Regular versions reach about 80% of the screen while the MAX version reaches almost full screen.<br />
* Regular versions negate super projectiles while the MAX version negates MAX super projectiles.<br />
* Loses damage if the opponent is not in range to receive all the hits - more hits whiff the further away they are.<br />
* Possess projectile invincibility, allowing regular versions to beat MAX projectiles like those from Maxima and Ryo if properly timed.<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214214a,najd_214214c,najd_214214ac<br />
|name=Circling Rotation<br />
|input=214214A/C/AC<br />
|captions=<br />
|description3=<br />
* Launches opponent, MAX version launches higher and always allows a link into standalone 6A.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation (air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214214a,najd_j214214c,najd_j214214ac<br />
|name=Circling Rotation (air)<br />
|input=j214214A/C/AC<br />
|captions=<br />
|description3=<br />
Najd spins clockwise in the air, creating a swirl of energy.<br />
* Despite the animation, does not hit behind Najd.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Roaring Justice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2141236cd<br />
|name=Roaring Justice<br />
|input=2141236CD<br />
|description=<br />
Najd summons a trio of maws that launches the opponent into the air. The unfortunate victim is knocked around by the rising trio before falling into a huge massive maw. The maw snaps its jaws shut, complete enveloping them. Najd then zips vertically into the air above the maw before diving and thrusting the trapped opponent straight into the ground.<br />
* If climax cancelled into, the jaws appear right below the opponent.<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|HuAa28r7z5w|||'''Najd Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Najd]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd&diff=69106
The King of Fighters XV/Najd
2023-08-09T13:10:28Z
<p>Corlist: init standard normals notation, fix moveIds</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Najd Profile.png|thumb|Najd is a very quiet person dressed with an Abaya (traditional Saudi garment) with extraordinary powers. At night, she puts on her Abaya and turns into a vigilante to protect her fellow citizens.<br/>In contrast to her mysterious appearance, she is a college student during the day.<br />
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"><br />
<big>'''Jump:''' 40f<br />
<br>'''Hop:''' 32f<br />
<br>'''Backdash:''' 23f<br />
<br>'''Run Speed Ranking:''' ?<br />
<br>'''[https://replaytheater.app/?game=kofxv&c1=Najd Replays]'''<br />
</big></div>]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') = EX OK<br />
<br />
('''!''') = MAX OK <br />
<br />
'''Throws'''<br />
<br />
Piercing Malice - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Blinding Mercy - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Wings of Eternity - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Storm of Valor - [[image:a.gif]] + [[image:c.gif]] (Air Only)<br />
<br />
'''Special Moves'''<br />
<br />
Blade of Purity 1 - [[image:qcf.gif]] + [[image:a.gif]] (*)<br />
:┗Blade of Purity 2 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗Blade of Purity 3 - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:::┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Blade of Purity - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗Retribution of the Unknown - [[image:qcb.gif]] + [[image:d.gif]] (Requires at least 1 Anticipated Power charge)<br />
<br />
Unleashed Soul - [[image:qcb.gif]] + [[image:a.gif]] + [[image:c.gif]] (*) (Midair Only)<br />
<br />
Alluring Ruins - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Anticipated Power - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0) - [[image:qcb.gif]] + [[image:b.gif]] (*)<br />
<br />
Retribution of the Unknown (Lv.0-3) - [[image:qcb.gif]] + [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Virtue of Deceit - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Circling Rotation - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Midair OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Roaring Justice - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P = 141 dmg<br/><br />
cl.C/2C > 6A > 236A > 6P > 6P = 215 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere, light starter<br/><br />
Anywhere, heavy starter<br/><br />
|<br />
2B > 2A > 236BD = 146 dmg<br/><br />
cl.C/2C > 6A > 236AC > 6P > 6P, dl. 6A > 236C = 316 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > 236A > 6P > 6P > 214214P, dl. 236A > dl. 6P > 6P = 310 dmg<br/><br />
cl.C/2C > 6A > 214B > j.214214P = 396 dmg<br/><br />
|-<br />
| '''2 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
move > move > move = 0 dmg<br/><br />
move > move > move = 0 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a placeholder character who placeholder.<br />
| pros=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
<br />
| cons=<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
* '''placeholder''': placeholder.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fa<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_fd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cla<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clb<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_clc<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cld<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2a<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2b<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2c<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2d<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_ha,najd_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hb,najd_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hc,najd_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hd,najd_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236cd<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
====Jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_hcd,najd_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_rush1,najd_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_cthrow<br />
|name=Piercing Malice<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId = najd_dthrow<br />
|name=Blinding Mercy<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Wings of Eternity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_6a<br />
|name=Wings of Eternity<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Storm of Valor===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_jac<br />
|name=Oroshi<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Blade of Purity 1===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a,najd_236ac<br />
|name=Blade of Purity 1 <br />
|input=236A/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p,najd_236ac6p<br />
|name=Blade of Purity 2 <br />
|input=236A/AC~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p,najd_236ac6p6p<br />
|name=Blade of Purity 3<br />
|input=236A/AC~6P~6P<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236a6p6p214d1,najd_236a6p6p214d2,najd_236a6p6p214d3<br />
|name=Retribution of the Unknown<br />
|input=236A/AC~6P~6P~214D<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Blade of Purity===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236c,najd_214d1,najd_214d2,najd_214d3<br />
|name=Blade of Purity<br />
|input=236C (~214D)<br />
|captions=<br />
|description4=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Unleashed Soul===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214a,najd_j214c,najd_j214ac<br />
|name=Unleashed Soul<br />
|input=j214A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Alluring Ruins===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_63214a,najd_63214c,najd_63214ac<br />
|name=Yonokaze<br />
|input=63214A/C/AC<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Anticipated Power===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236b,najd_236d,najd_236bd<br />
|name=Anticipated Power<br />
|input=236B/D/BD<br />
|description3=<br />
* Najd swipes her arm and performs a hit-grab against her opponent, draining their energy to power herself up.<br />
* All versions combo from lights.<br />
* EX version has anywhere juggle properties and a 30% scaling penalty is added if the move connects in this manner.<br />
* Regular versions gives her one charge on hit, EX gives two.<br />
* Najd can hold up to 3 charges. The charges do not carry over rounds but do not have a time limit.<br />
Placeholder<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214b,najd_214d,najd_214d1,najd_214d2,najd_214d3,najd_214bd<br />
|name=Retribution of the Unknown<br />
|input=214B/D/BD<br />
|description6=<br />
* Numbers in [] indicate values against a crouching opponent.<br />
* Najd leaps forwards and attacks with an arc of energy.<br />
* All versions only combo from heavies.<br />
* B version always performs the "level 0" version while the D version consumes all Anticipated Power charges available.<br />
* D version can be performed after either the A or C version of Blade of Purity (rekka), but at least 1 charge is required to do so.<br />
Placeholder<br />
}}<br />
<br />
<br />
==Super Special Moves==<br />
===Virtue of Deceit===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_236236a,najd_236236c,najd_236236ac<br />
|name=Virtue of Deceit<br />
|input=236236A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_214214a,najd_214214c,najd_214214ac<br />
|name=Circling Rotation<br />
|input=214214A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
===Circling Rotation (air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_j214214a,najd_j214214c,najd_j214214ac<br />
|name=Circling Rotation (air)<br />
|input=j214214A/C/AC<br />
|captions=<br />
|description3=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Roaring Justice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=najd_2141236cd<br />
|name=Roaring Justice<br />
|input=2141236CD<br />
|description=<br />
* Placeholder<br />
* Placeholder<br />
* Placeholder<br />
Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
{{Colors-KOFXV}}<br />
<br />
==Videos==<br />
{{#ev:youtube|HuAa28r7z5w|||'''Najd Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Najd]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd/Data&diff=69105
The King of Fighters XV/Najd/Data
2023-08-09T13:08:29Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_najd_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = +6<br />
| blockadv = +4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_najd_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = command<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_najd_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (15*3+25)<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70 (15*3+25)<br />
| guardDamage = 120 (20*3+60)<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_najd_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = High<br />
| cancel = super<br />
| startup = 22<br />
| active = <br />
| recovery = <br />
| hitadv = +1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_najd_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_najd_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_najd_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_najd_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_najd_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_najd_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = self, super<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_najd_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_najd_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+26)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_najd_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = special<br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_najd_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = special<br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_najd_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_najd_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_najd_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_najd_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_najd_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_najd_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_najd_rush1_ima.png<br />
| hitboxes = XV_najd_rush1.png<br />
| damage = 48 (25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_najd_rush2_ima.png<br />
| hitboxes = XV_najd_rush2.png<br />
| damage = 70 (25+25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Command normals===<br />
===Wings of Eternity===<br />
====6A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_6a<br />
| name = Wings of Eternity<br />
| input = 6A<br />
| images = XV_najd_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 [45]<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 17 [15]<br />
| active = 4<br />
| recovery = 17 [18]<br />
| hitadv = 0 [0]<br />
| blockadv = -2 [-2]<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 110 [80]<br />
}}<br />
<br />
===Storm of Valor===<br />
====jAC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jac<br />
| name = Storm of Valor<br />
| input = jAC<br />
| images = XV_najd_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = ?<br />
| cancel = special<br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 80 (40+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_najd_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = <br />
| hitadv = Wall Splat (+73~+89) / SKD (Air hit)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_najd_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_najd_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_najd_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cthrow<br />
| name = Piercing Malice<br />
| input = (close) 4/6+C<br />
| images = XV_najd_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+49)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_dthrow<br />
| name = Blinding Mercy<br />
| input = (close) 4/6+D<br />
| images = XV_najd_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+27)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Blade of Purity 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a<br />
| name = Blade of Purity 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236a.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -10<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236ac<br />
| name = Blade of Purity 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 30<br />
}}<br />
<br />
===Blade of Purity 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p<br />
| name = Blade of Purity 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_najd_236a6p_ima.png<br />
| hitboxes = XV_najd_236a6p.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = -8<br />
| blockadv = -12<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236aC6P<br />
| name = Blade of Purity 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC6P<br />
| images = XV_najd_236a6p_ima.png<br />
| hitboxes = XV_najd_236aC6P.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = -8<br />
| blockadv = -12<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 30<br />
}}<br />
<br />
===Blade of Purity 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p<br />
| name = Blade of Purity 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_najd_236a6p6p_ima.png<br />
| hitboxes = XV_najd_236a6p6p.png<br />
| damage = 54 (13*3+15)<br />
| guard = Mid<br />
| cancel = super, 214D<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+23)<br />
| blockadv = -14<br />
| invul = <br />
| stun = 30 (5*3+15)<br />
| guardDamage = <30<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d1<br />
| name = Retribution of the Unknown<br />
| header = yes<br />
| version = D Level 1<br />
| orderId = 1<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+84)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+83)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+101)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236aC6P6P<br />
| name = Blade of Purity 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC6P6P<br />
| images = XV_najd_236aC6P6P_ima.png<br />
| hitboxes = XV_najd_236aC6P6P.png<br />
| damage = 30 (5+4*4+9)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <70<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c<br />
| name = Blade of Purity<br />
| header = yes<br />
| version = C<br />
| orderId = 1<br />
| input = 236C<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236c.png<br />
| damage = 120 (20*3+60)<br />
| guard = Mid<br />
| cancel = super, 214D<br />
| startup = 21<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+36)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 105 (15*3+60)<br />
| guardDamage = 120 (20*3+60)<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d1<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 1<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+85)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+83)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 4<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+102)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
===Unleashed Soul===<br />
====j214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214a<br />
| name = Unleashed Soul <br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = j214A<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214a.png<br />
| damage = 100<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = SKD (+12~+17)<br />
| blockacv = -20~-15<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 100<br />
}}<br />
<br />
====j214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214c<br />
| name = Unleashed Soul <br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = j214C<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214c.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = SKD (+27~+36)<br />
| blockacv = -8~+1<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 60<br />
}}<br />
<br />
====j214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214ac<br />
| name = Unleashed Soul <br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = j214AC<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214ac.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = Juggle (+36~+44)<br />
| blockacv = -5~+3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
===Alluring Ruins===<br />
====63214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214a<br />
| name = Alluring Ruins<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 63214A<br />
| images = XV_najd_63214a_ima.png<br />
| hitboxes = XV_najd_63214a.png<br />
| damage = 130 (10+20+30+20+50)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+38)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
====63214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214c<br />
| name = Alluring Ruins<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 63214C<br />
| images = XV_najd_63214c_ima.png<br />
| hitboxes = XV_najd_63214c.png<br />
| damage = 130 (10+20+30+20+50)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+38)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
====63214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214ac<br />
| name = Alluring Ruins<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 63214AC<br />
| images = XV_najd_63214a_ima.png<br />
| hitboxes = XV_najd_63214ac.png<br />
| damage = 130 (20+20+30+10*6)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+74)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
===Anticipated Power===<br />
====236B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236b<br />
| name = Anticipated Power<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236b.png<br />
| damage = 80 (0+15*4+20)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236d<br />
| name = Anticipated Power<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236d.png<br />
| damage = 80 (0+15*4+20)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236BD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236bd<br />
| name = Anticipated Power<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236bd.png<br />
| damage = 120 (0+20*4+40)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
====214B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214b<br />
| name = Retribution of the Unknown<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214b.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+30 [+32])<br />
| blockadv = -5 [-3]<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 0<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+30 [+32])<br />
| blockadv = -5 [-3]<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d1<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 1<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+80)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 4<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+80)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 5<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+99)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
====214BD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214bd<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = BD<br />
| orderId = 6<br />
| input = 214BD<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214bd.png<br />
| damage = 140<br />
| guard = N/A<br />
| cancel = <br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+37 [+39])<br />
| blockadv = -2 [+0]<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
==Supers==<br />
===Virtue of Deceit===<br />
====236236A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236a<br />
| name = Virtue of Deceit<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236236A<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236a.png<br />
| damage = 200 (25*6+50) Min: 97<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+47)<br />
| blockadv = -28<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236c<br />
| name = Virtue of Deceit<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236236C<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236c.png<br />
| damage = 200 (25*6+50) Min: 97<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+47)<br />
| blockadv = -28<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236ac<br />
| name = Virtue of Deceit<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236236AC<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236ac.png<br />
| damage = 350 (20*15+50) Min: 175<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+48)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Circling Rotation===<br />
====214214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214a<br />
| name = Circling Rotation<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214214A<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214a.png<br />
| damage = 130<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+67)<br />
| blockadv = -30<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214c<br />
| name = Circling Rotation<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214214C<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214c.png<br />
| damage = 130<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+67)<br />
| blockadv = -30<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214ac<br />
| name = Circling Rotation<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214214AC<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214ac.png<br />
| damage = 230 (50*3+80)<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+72)<br />
| blockadv = -31<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Circling Rotation (Air)===<br />
====214214A (Air)====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214a<br />
| name = Circling Rotation<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = j214214A<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214a.png<br />
| damage = 250<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214c<br />
| name = Circling Rotation<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = j214214C<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214c.png<br />
| damage = 250<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214ac<br />
| name = Circling Rotation<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = j214214AC<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214ac.png<br />
| damage = 390 (80*3+150)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+53)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Climax==<br />
===Roaring Justice===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2141236cd<br />
| name = Roaring Justice<br />
| input = 2141236CD<br />
| images = XV_najd_2141236cd_ima.png<br />
| hitboxes = XV_najd_2141236cd.png<br />
| damage = 440 (0+30*3+150+200) Min: 270<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+12)<br />
| blockadv = -78<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Najd/Data&diff=69104
The King of Fighters XV/Najd/Data
2023-08-09T13:03:04Z
<p>Corlist: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
===Close Standing Normals===<br />
====cl.A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cla<br />
| name = close A<br />
| input = cl.A<br />
| images = XV_najd_c.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = +6<br />
| blockadv = +4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_clb<br />
| name = close B<br />
| input = cl.B<br />
| images = XV_najd_c.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Low<br />
| cancel = command<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +4<br />
| blockadv = +2<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====cl.C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_clc<br />
| name = close C<br />
| input = cl.C<br />
| images = XV_najd_c.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70 (15*3+25)<br />
| guard = Mid<br />
| cancel = command<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 70 (15*3+25)<br />
| guardDamage = 120 (20*3+60)<br />
}}<br />
<br />
====cl.D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cld<br />
| name = close D<br />
| input = cl.D<br />
| images = XV_najd_c.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = High<br />
| cancel = super<br />
| startup = 22<br />
| active = <br />
| recovery = <br />
| hitadv = +1<br />
| blockadv = -3<br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
<br />
===Far Standing Normals===<br />
====5A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fa<br />
| name = stand A<br />
| input = 5A<br />
| images = XV_najd_5A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fb<br />
| name = stand B<br />
| input = 5B<br />
| images = XV_najd_5B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====5C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fc<br />
| name = stand C<br />
| input = 5C<br />
| images = XV_najd_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -2<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====5D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_fd<br />
| name = stand D<br />
| input = 5D<br />
| images = XV_najd_5D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===Crouch Normals===<br />
====2A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2a<br />
| name = crouch A<br />
| input = 2A<br />
| images = XV_najd_2A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 25<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 4<br />
| active = <br />
| recovery = <br />
| hitadv = +3<br />
| blockadv = +1<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====2B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2b<br />
| name = crouch B<br />
| input = 2B<br />
| images = XV_najd_2B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 15<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = self, super<br />
| startup = 5<br />
| active = <br />
| recovery = <br />
| hitadv = +2<br />
| blockadv = 0<br />
| invul = <br />
| stun = 15<br />
| guardDamage = 30<br />
}}<br />
<br />
====2C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2c<br />
| name = crouch C<br />
| input = 2C<br />
| images = XV_najd_2C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = command<br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = -11<br />
| blockadv = -13<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
====2D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2d<br />
| name = crouch D<br />
| input = 2D<br />
| images = XV_najd_2D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]]<br />
| cancel = special<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+26)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===jump normals===<br />
====hop A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_ha<br />
| name = hop A<br />
| header = yes<br />
| version = hop A<br />
| orderId = 1<br />
| input = h.A<br />
| images = XV_najd_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = special<br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_ja<br />
| name = jump A<br />
| header = no<br />
| version = jump A<br />
| orderId = 2<br />
| input = j.A<br />
| images = XV_najd_j.A_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 45<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = special<br />
| startup = 4<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
====hop B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hb<br />
| name = hop B<br />
| header = yes<br />
| version = hop B<br />
| orderId = 1<br />
| input = h.B<br />
| images = XV_najd_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 40<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 50<br />
}}<br />
====jump B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jb<br />
| name = jump B<br />
| header = no<br />
| version = jump B<br />
| orderId = 2<br />
| input = j.B<br />
| images = XV_najd_j.B_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 35<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 30<br />
| guardDamage = 60<br />
}}<br />
<br />
<br />
====hop C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hc<br />
| name = hop C<br />
| header = yes<br />
| version = hop C<br />
| orderId = 1<br />
| input = h.C<br />
| images = XV_najd_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = <br />
| guardDamage = 100<br />
}}<br />
====jump C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jc<br />
| name = jump C<br />
| header = no<br />
| version = jump C<br />
| orderId = 2<br />
| input = j.C<br />
| images = XV_najd_j.C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
====hop D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hd<br />
| name = hop D<br />
| header = yes<br />
| version = hop D<br />
| orderId = 1<br />
| input = h.D<br />
| images = XV_najd_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 100<br />
}}<br />
<br />
====jump D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jd<br />
| name = jump D<br />
| header = no<br />
| version = jump D<br />
| orderId = 2<br />
| input = j.D<br />
| images = XV_najd_j.D_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 70<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]]<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 70<br />
| guardDamage = 120<br />
}}<br />
<br />
===rush moves===<br />
====rush 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_rush1<br />
| name = rush 1<br />
| header = yes<br />
| version = cl.AA<br />
| orderId = 1<br />
| input = cl.AA<br />
| images = XV_najd_rush1_ima.png<br />
| hitboxes = XV_najd_rush1.png<br />
| damage = 48 (25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -5<br />
| blockadv = -7<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 120 (60+60)<br />
}}<br />
<br />
====rush 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_rush2<br />
| name = rush 2<br />
| header = no<br />
| version = cl.AAX<br />
| orderId = 2<br />
| input = cl.AAX<br />
| images = XV_najd_rush2_ima.png<br />
| hitboxes = XV_najd_rush2.png<br />
| damage = 70 (25+25+25)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = -3<br />
| blockadv = -5<br />
| invul = <br />
| stun = 30<br />
| guardDamage = 180 (60+60+60)<br />
}}<br />
<br />
===Command normals===<br />
===Wings of Eternity===<br />
====6A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_6a<br />
| name = Wings of Eternity<br />
| input = 6A<br />
| images = XV_najd_5C_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 60 [45]<br />
| guard = Mid<br />
| cancel = special<br />
| startup = 17 [15]<br />
| active = 4<br />
| recovery = 17 [18]<br />
| hitadv = 0 [0]<br />
| blockadv = -2 [-2]<br />
| invul = <br />
| stun = 40<br />
| guardDamage = 110 [80]<br />
}}<br />
<br />
===Storm of Valor===<br />
====jAC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jac<br />
| name = Storm of Valor<br />
| input = jAC<br />
| images = XV_najd_fc_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80 (40+40)<br />
| guard = ?<br />
| cancel = special<br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = <br />
| blockadv = <br />
| invul = <br />
| stun = 80 (40+40)<br />
| guardDamage = ?<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cd<br />
| name = Blowback<br />
| input = CD<br />
| images = XV_najd_CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = <br />
| hitadv = Wall Splat (+73~+89) / SKD (Air hit)<br />
| blockadv = -4<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 160<br />
}}<br />
<br />
====ShatterStrike====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236cd<br />
| name = ShatterStrike<br />
| input = 236CD<br />
| images = XV_najd_236cd_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 75<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Crumple (+93) / Wall Bounce (Air hit)<br />
| blockadv = -10<br />
| invul = Armor: 4 to 14 (11 frames)<br />
| stun = 0<br />
| guardDamage = 200<br />
}}<br />
====hop CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_hcd<br />
| name = hop CD<br />
| header = yes<br />
| version = hop CD<br />
| orderId = 1<br />
| input = h.CD<br />
| images = XV_najd_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 80<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 120<br />
}}<br />
====jump CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_jcd<br />
| name = jump CD<br />
| header = no<br />
| version = jump CD<br />
| orderId = 2<br />
| input = j.CD<br />
| images = XV_najd_j.CD_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 90<br />
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]<br />
| cancel = special<br />
| startup = 14<br />
| active = <br />
| recovery = 1 on ground<br />
| hitadv = SKD<br />
| blockadv = <br />
| invul = <br />
| stun = 80<br />
| guardDamage = 140<br />
}}<br />
<br />
===Throws===<br />
====forward throw====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_cthrow<br />
| name = Piercing Malice<br />
| input = (close) 4/6+C<br />
| images = XV_najd_cthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+49)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====back throw====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_dthrow<br />
| name = Blinding Mercy<br />
| input = (close) 4/6+D<br />
| images = XV_najd_dthrow_ima.png<br />
| hitboxes = XV_placeholder.png<br />
| damage = 100<br />
| guard = <br />
| cancel = <br />
| startup = 1<br />
| active = 1<br />
| recovery = 0<br />
| hitadv = HKD (+27)<br />
| blockadv = Unblockable<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Specials==<br />
===Blade of Purity 1===<br />
====236A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a<br />
| name = Blade of Purity 1 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236a.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -10<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====236AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236ac<br />
| name = Blade of Purity 1 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236ac.png<br />
| damage = 30<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = -6<br />
| blockadv = -10<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 30<br />
}}<br />
<br />
===Blade of Purity 2===<br />
====236A6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p<br />
| name = Blade of Purity 2 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P<br />
| images = XV_najd_236a6p_ima.png<br />
| hitboxes = XV_najd_236a6p.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = -8<br />
| blockadv = -12<br />
| invul = <br />
| stun = 20<br />
| guardDamage = 30<br />
}}<br />
<br />
====236AC6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236aC6P<br />
| name = Blade of Purity 2 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC6P<br />
| images = XV_najd_236a6p_ima.png<br />
| hitboxes = XV_najd_236aC6P.png<br />
| damage = 40<br />
| guard = Mid<br />
| cancel = <br />
| startup = 9<br />
| active = <br />
| recovery = <br />
| hitadv = -8<br />
| blockadv = -12<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 30<br />
}}<br />
<br />
===Blade of Purity 3===<br />
====236A6P6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p<br />
| name = Blade of Purity 3 <br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236A6P6P<br />
| images = XV_najd_236a6p6p_ima.png<br />
| hitboxes = XV_najd_236a6p6p.png<br />
| damage = 54 (13*3+15)<br />
| guard = Mid<br />
| cancel = super, 214D<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+23)<br />
| blockadv = -14<br />
| invul = <br />
| stun = 30 (5*3+15)<br />
| guardDamage = <30<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d1<br />
| name = Retribution of the Unknown<br />
| header = yes<br />
| version = D Level 1<br />
| orderId = 1<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+84)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+83)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236a6p6p214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+101)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
====236AC6P6P====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236aC6P6P<br />
| name = Blade of Purity 3 <br />
| header = no<br />
| version = AC<br />
| orderId = 2<br />
| input = 236AC6P6P<br />
| images = XV_najd_236aC6P6P_ima.png<br />
| hitboxes = XV_najd_236aC6P6P.png<br />
| damage = 30 (5+4*4+9)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 12<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+58)<br />
| blockadv = -25<br />
| invul = <br />
| stun = 0<br />
| guardDamage = <70<br />
}}<br />
<br />
====236C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c<br />
| name = Blade of Purity<br />
| header = yes<br />
| version = C<br />
| orderId = 1<br />
| input = 236C<br />
| images = XV_najd_236a_ima.png<br />
| hitboxes = XV_najd_236c.png<br />
| damage = 120 (20*3+60)<br />
| guard = Mid<br />
| cancel = super, 214D<br />
| startup = 21<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+36)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 105 (15*3+60)<br />
| guardDamage = 120 (20*3+60)<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d1<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 1<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+85)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+83)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236c214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 4<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+102)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
===Unleashed Soul===<br />
====j214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214a<br />
| name = Unleashed Soul <br />
| heacer = yes<br />
| version = B<br />
| orderId = 1<br />
| input = j214A<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214a.png<br />
| damage = 100<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = SKD (+12~+17)<br />
| blockacv = -20~-15<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 100<br />
}}<br />
<br />
====j214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214c<br />
| name = Unleashed Soul <br />
| heacer = no<br />
| version = D<br />
| orderId = 2<br />
| input = j214C<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214c.png<br />
| damage = 60<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = SKD (+27~+36)<br />
| blockacv = -8~+1<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 60<br />
}}<br />
<br />
====j214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214ac<br />
| name = Unleashed Soul <br />
| heacer = no<br />
| version = BD<br />
| orderId = 3<br />
| input = j214AC<br />
| images = XV_najd_j214a_ima.png<br />
| hitboxes = XV_najd_j214ac.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = <br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitacv = Juggle (+36~+44)<br />
| blockacv = -5~+3<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
===Alluring Ruins===<br />
====63214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214a<br />
| name = Alluring Ruins<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 63214A<br />
| images = XV_najd_63214a_ima.png<br />
| hitboxes = XV_najd_63214a.png<br />
| damage = 130 (10+20+30+20+50)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+38)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
====63214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214c<br />
| name = Alluring Ruins<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 63214C<br />
| images = XV_najd_63214c_ima.png<br />
| hitboxes = XV_najd_63214c.png<br />
| damage = 130 (10+20+30+20+50)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = KND (+38)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
====63214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_63214ac<br />
| name = Alluring Ruins<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 63214AC<br />
| images = XV_najd_63214a_ima.png<br />
| hitboxes = XV_najd_63214ac.png<br />
| damage = 130 (20+20+30+10*6)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 6<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+74)<br />
| blockadv = <br />
| invul = <br />
| stun = 0<br />
| guardDamage = N/A<br />
}}<br />
<br />
===Anticipated Power===<br />
====236B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236b<br />
| name = Anticipated Power<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 236B<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236b.png<br />
| damage = 80 (0+15*4+20)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236d<br />
| name = Anticipated Power<br />
| header = no<br />
| version = D<br />
| orderId = 2<br />
| input = 236D<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236d.png<br />
| damage = 80 (0+15*4+20)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236BD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236bd<br />
| name = Anticipated Power<br />
| header = no<br />
| version = BD<br />
| orderId = 3<br />
| input = 236BD<br />
| images = XV_najd_236b_ima.png<br />
| hitboxes = XV_najd_236bd.png<br />
| damage = 120 (0+20*4+40)<br />
| guard = N/A<br />
| cancel = <br />
| startup = 13<br />
| active = <br />
| recovery = 50 (Total Frames)<br />
| hitadv = HKD (+69)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Retribution of the Unknown===<br />
====214B====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214b<br />
| name = Retribution of the Unknown<br />
| header = yes<br />
| version = B<br />
| orderId = 1<br />
| input = 214B<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214b.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+30 [+32])<br />
| blockadv = -5 [-3]<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214D====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 0<br />
| orderId = 2<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 80<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+30 [+32])<br />
| blockadv = -5 [-3]<br />
| invul = <br />
| stun = 60<br />
| guardDamage = 80<br />
}}<br />
<br />
====214D Level 1====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d1<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 1<br />
| orderId = 3<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 120<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+80)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 100<br />
| guardDamage = 120<br />
}}<br />
<br />
====214D Level 2====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d2<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 2<br />
| orderId = 4<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 140<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+80)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 120<br />
| guardDamage = 140<br />
}}<br />
<br />
====214D Level 3====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214d3<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = D Level 3<br />
| orderId = 5<br />
| input = 214D<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214d.png<br />
| damage = 180<br />
| guard = Mid<br />
| cancel = super<br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+99)<br />
| blockadv = -2<br />
| invul = <br />
| stun = 160<br />
| guardDamage = 180<br />
}}<br />
<br />
====214BD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214bd<br />
| name = Retribution of the Unknown<br />
| header = no<br />
| version = BD<br />
| orderId = 6<br />
| input = 214BD<br />
| images = XV_najd_214b_ima.png<br />
| hitboxes = XV_najd_214bd.png<br />
| damage = 140<br />
| guard = N/A<br />
| cancel = <br />
| startup = 18<br />
| active = <br />
| recovery = <br />
| hitadv = SKD (+37 [+39])<br />
| blockadv = -2 [+0]<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 120<br />
}}<br />
<br />
==Supers==<br />
===Virtue of Deceit===<br />
====236236A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236a<br />
| name = Virtue of Deceit<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236236A<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236a.png<br />
| damage = 200 (25*6+50) Min: 97<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+47)<br />
| blockadv = -28<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236c<br />
| name = Virtue of Deceit<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 236236C<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236c.png<br />
| damage = 200 (25*6+50) Min: 97<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+47)<br />
| blockadv = -28<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====236236AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_236236ac<br />
| name = Virtue of Deceit<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 236236AC<br />
| images = XV_najd_236236a_ima.png<br />
| hitboxes = XV_najd_236236ac.png<br />
| damage = 350 (20*15+50) Min: 175<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 8<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+48)<br />
| blockadv = -27<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Circling Rotation===<br />
====214214A====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214a<br />
| name = Circling Rotation<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214214A<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214a.png<br />
| damage = 130<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+67)<br />
| blockadv = -30<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214c<br />
| name = Circling Rotation<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = 214214C<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214c.png<br />
| damage = 130<br />
| guard = Mid<br />
| cancel = advanced, climax<br />
| startup = 15<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+67)<br />
| blockadv = -30<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_214214ac<br />
| name = Circling Rotation<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = 214214AC<br />
| images = XV_najd_214214a_ima.png<br />
| hitboxes = XV_najd_214214ac.png<br />
| damage = 230 (50*3+80)<br />
| guard = Mid<br />
| cancel = climax<br />
| startup = 10<br />
| active = <br />
| recovery = <br />
| hitadv = Juggle (+72)<br />
| blockadv = -31<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
===Circling Rotation (Air)===<br />
====214214A (Air)====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214a<br />
| name = Circling Rotation<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = j214214A<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214a.png<br />
| damage = 250<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214C====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214c<br />
| name = Circling Rotation<br />
| header = no<br />
| version = C<br />
| orderId = 2<br />
| input = j214214C<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214c.png<br />
| damage = 250<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+49)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
====214214AC====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_j214214ac<br />
| name = Circling Rotation<br />
| header = no<br />
| version = AC<br />
| orderId = 3<br />
| input = j214214AC<br />
| images = XV_najd_j214214a_ima.png<br />
| hitboxes = XV_najd_j214214ac.png<br />
| damage = 390 (80*3+150)<br />
| guard = Mid<br />
| cancel = <br />
| startup = 7<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+53)<br />
| blockadv = -58<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
==Climax==<br />
===Roaring Justice===<br />
====2141236CD====<br />
{{MoveData-KOFXV | character = Najd | moveId = najd_2141236cd<br />
| name = Roaring Justice<br />
| input = 2141236CD<br />
| images = XV_najd_2141236cd_ima.png<br />
| hitboxes = XV_najd_2141236cd.png<br />
| damage = 440 (0+30*3+150+200) Min: 270<br />
| guard = Mid<br />
| cancel = <br />
| startup = 11<br />
| active = <br />
| recovery = <br />
| hitadv = HKD (+12)<br />
| blockadv = -78<br />
| invul = <br />
| stun = 0<br />
| guardDamage = 0<br />
}}<br />
<br />
[[Category:The King of Fighters XV]][[Category:{{#titleparts:{{BASEPAGENAME}}|2|2}}]]</div>
Corlist
https://dreamcancel.com/w/index.php?title=File:KOFXV_Najd_Portrait.png&diff=69103
File:KOFXV Najd Portrait.png
2023-08-09T12:44:55Z
<p>Corlist: </p>
<hr />
<div></div>
Corlist
https://dreamcancel.com/w/index.php?title=File:KOFXV_Najd_Profile.png&diff=69102
File:KOFXV Najd Profile.png
2023-08-09T12:35:47Z
<p>Corlist: </p>
<hr />
<div></div>
Corlist