-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Controls: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Aquios (talk | contribs)
No edit summary
Aquios (talk | contribs)
No edit summary
Line 97: Line 97:


[[image:fd.gif]],[[image:fd.gif]],~[[image:df.gif]] f/f~d/f – 66[3] – Running charge
[[image:fd.gif]],[[image:fd.gif]],~[[image:df.gif]] f/f~d/f – 66[3] – Running charge
'''Hit detection notes'''
Although other sources may have different definitions, hit detection for this wiki is defined by the following:
''Overhead'' - An attack that must be blocked high.
''Mid'' - An attack that can be blocked either high or low.
''Low'' - An attack that must be blocked low.




Line 126: Line 115:
[[image:fd.gif]] [[image:fd.gif]] [[image:qcf.gif]]  (Running Fireball without getting DP) = [[image:fd.gif]][[image:fd.gif]], [[image:qcf.gif]][[image:uf.gif]]  
[[image:fd.gif]] [[image:fd.gif]] [[image:qcf.gif]]  (Running Fireball without getting DP) = [[image:fd.gif]][[image:fd.gif]], [[image:qcf.gif]][[image:uf.gif]]  


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


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


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

Revision as of 21:30, 20 March 2022

Attacks

A - Light Punch

B - Light Kick

C - Strong Punch

D - Strong Kick

CD - Blowback Attack

P - With either Light Punch or Strong Punch

K - With either Light Kick or Strong Kick

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

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

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

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

Far D - Standing far D

cr.B - Crouching or down B


Movement


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

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

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

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

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

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

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

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

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

bb. – Backdash – Tap back twice quickly

ff. - Dash - Tap forward twice quickly

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


Attack Motions

qcf - 236 - d/df/f - Quarter circle forward

qcb - 214 - d/db/b - Quarter circle backward

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

hcb - 63214 - f/df/d/db/d - Half circle backward

dp - 623 - f/d/df - Dragon Punch motion

rdp - 421 - b/d/db - Reverse Dragon Punch motion

tk - 2369 - d/df/f/uf - Tiger Knee Motion

, hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion

~ b~f - [4]6 - Hold back then press forward

~ d~u - [2]8 - Hold down then press up

, db,f - 1,6 - press down back then forward

, d,u - 2,8 - press down then up

, d,d - 2,2 - press down twice

,, f,b,f - 6,4,6 - press forward back forward

qcb hcf - 2141236 - Quarter circle back half circle forward

qcf hcb – 2363214 – d/df/f/df/d/db/b – Quarter circle forward half circle back

,,~ f/f~d/f – 66[3] – Running charge


Shortcuts/Buffers

= x2,

= ,

= x2,

=

= ,

= ,

(Running Fireball without getting DP) = ,


Hit detection notes

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

Overhead - An attack that must be blocked high.

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

Low - An attack that must be blocked low.

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters