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The King of Fighters XV/Miscellaneous: Difference between revisions
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==Character Height== | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="Visual Height Chart" data-collapsetext="Hide">[[File:KOFXV_Height_Chart.png|x400px]]</div> | |||
===Standing Height for Hurtboxes=== | |||
17 being the tallest while 14 being the shortest for standing hurtboxes. | |||
{| class="wikitable" | |||
!colspan="1"|Height | |||
!colspan="1"|Characters | |||
|- | |||
|- | |||
|17 | |||
|Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Geese, Yamazaki, Omega Rugal, Goenitz | |||
|- | |||
|- | |||
|16 | |||
|Shun'ei, Benimaru, Dolores, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Shermie, Orochi Shermie, Ralf, Clark, Joe, Ryo | |||
Robert, Gato, Hoahmaru, Darli, Kim, Najd, Duolon | |||
|- | |||
|15.5 | |||
|K', Vanessa, Luong | |||
|- | |||
|15 | |||
|Meitenkun, Kyo, Iori, Angel, Chris, Orochi Chris, Ramon, Terry, Andy, King, Blue Mary, Rock, B. Jenet, Billy, Shingo | |||
|- | |||
|14.5 | |||
|Isla, Kula, Whip, Sylvie, Hinako | |||
|- | |||
|14 | |||
|Leona, Athena, Mai, Yuri, Nakoruru | |||
|} | |||
===Standing Height for Pushboxes=== | |||
14 being the tallest while 11.5 being the shortest for standing hurtboxes. | |||
{| class="wikitable" | |||
!colspan="1"|Height | |||
!colspan="1"|Characters | |||
|- | |||
|- | |||
|14 | |||
|Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Yamazaki, Omega Rugal, Goenitz | |||
|- | |||
|- | |||
|13 | |||
|Shun'ei, Meitenkun, Benimaru, Dolores, Kyo, Iori, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Angel, Shermie, | |||
Orochi Shermie, Chris, Orochi Chris, K', Whip, Ramon, Ralf, Clark, Terry, Andy, Joe, Ryo, Robert, | |||
King, Blue Mary, Vanessa, Luong, Rock, B. Jenet, Gato, Geese, | |||
Billy, Hoahmaru, Darli, Shingo, Kim, Najd, Duolon | |||
|- | |||
|- | |||
|11.5 | |||
|Isla, Kula, Leona, Athena, Mai, Yuri, Nakoruru, Sylvie, Hinako | |||
|} | |||
==Buffer Window during Normal Attacks== | |||
One feature in KOF XV and XIV, that differentiates from the rest of the 2D series, is the removal of the old 4-frame buffer window for single-button normal attacks and command moves. | |||
When a normal button attack is pressed in XIII and before, the 4-frame buffer window will start and end then the normal attack will begin startup. | |||
Characters can still move and block during this buffer window which allows them to do the old close heavy/block OS. | |||
The buffer window allowed easier execution of command moves, special moves, and two-button moves such as AB roll and CD attack. Special, roll and CD attacks will begin startup instantly. | |||
However, characters' normal attacks are 4 frames slower in non-block neutral situations. | |||
In XV and XIV the buffer window now happens during the startup of normal attacks which means they are just as fast as special moves. KOFXIV has a 1-frame buffer window while KOF XV has a two-frame window for special moves, roll, and CD attacks. Special moves have buffer windows into ex-special and super moves. | |||
''Buffer window example between KOF XIV and KOF XIII:'' | |||
-[https://drive.google.com/file/d/1cLg300LzOp3OQ1A9uluaKjJyvMt7FWu8/view Kyo's Heavy K] | |||
-[https://drive.google.com/file/d/1tcv9STYe0ah5K3_90QAOUWeprHupYd7_/view Kyo's Stand CD] | |||
''Buffer window example between KOF XV and KOF 98 Ultimate Match Final Edition:'' | |||
- [https://drive.google.com/file/d/1E7NQu-UgGAcv-sjvpXtng3HZDo8Gcy58/view?usp=share_link Kyo's cl. 5C] | |||
- [https://drive.google.com/file/d/17JxPCaI7LS_LJPff7BEQCBWqOkUqmMt_/view?usp=share_link Kyo's Stand CD] | |||
- [https://drive.google.com/file/d/17JxPCaI7LS_LJPff7BEQCBWqOkUqmMt_/view?usp=share_link Normal to CD Buffer window] | |||
- [https://drive.google.com/file/d/1zDmPHB-tQaITHS8eoZJSOnhAr02J-Ff9/view?usp=share_link Normal Throw Buffer Window] | |||
''Visual image for the buffer windows between old KOF, KOFXIV, and KOFXV:'' | |||
[[File:KOF_Buffer_Window.png]] | |||
==Taunts== | |||
Long time favorite for KOF players, KOFXV features in-game animation, a.k.a. Taunts, for each character. | |||
The input to execute a taunt is the same for every character : A+D | |||
Your character need to be in neutral state and you have not pushed any button in the last 25 frames. | |||
(if you let a button pushed down, it will only count first frame. If for example, you input [A] button and push the button for 3 frames, Taunt will work if you stay buttonless/directionless for 23frames and then push [A]+[D]) | |||
Once inputed, the animation will start, with an uncancellable duration of 49 frames. | |||
Most taunts animations would last longer, so if you do nothing, it will execute until the end (duration differs from character to character) | |||
But after the first 49 frames, you can cancel your taunt animation immediatly. | |||
In KOFXV, taunt gives you no practical advantage , it's only a flavorful option, and an occasional mind trick to play to your opponent. | |||
/!\ Even if it's a feature from the game, some players really resent this behavior and could respond with irrational level of hatred. | |||
==More Resources== | |||
[https://docs.google.com/spreadsheets/d/16_x97bxQujwlDQvfk1UDlojX3uNKWto4oII6zuBtt7E/edit?usp=sharing KOFXV Technical Resource Spreadsheet] - A Google spreadsheet that contains frame data, links to video guides by various players in the KOF community, discord links, link to the hitbox viewer, and more. | |||
[https://drive.google.com/file/d/1sKNp3tjQgyMAXVSdgIAaW-clkkX-5aKt/view?usp=sharing KOFXV Hitbox Viewer (English Translation and Frame Data Display for pc)] - A modified version of the Chinese Hitbox Viewer by 473671866 on Github. | |||
[https://www.mediafire.com/folder/z12q820i7kiof/KOFXV_Files KOFXV Hitbox Viewer Direct Link] | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 17:14, 10 December 2024
Character Height
Standing Height for Hurtboxes
17 being the tallest while 14 being the shortest for standing hurtboxes.
Height | Characters |
---|---|
17 | Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Geese, Yamazaki, Omega Rugal, Goenitz |
16 | Shun'ei, Benimaru, Dolores, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Shermie, Orochi Shermie, Ralf, Clark, Joe, Ryo
Robert, Gato, Hoahmaru, Darli, Kim, Najd, Duolon |
15.5 | K', Vanessa, Luong |
15 | Meitenkun, Kyo, Iori, Angel, Chris, Orochi Chris, Ramon, Terry, Andy, King, Blue Mary, Rock, B. Jenet, Billy, Shingo |
14.5 | Isla, Kula, Whip, Sylvie, Hinako |
14 | Leona, Athena, Mai, Yuri, Nakoruru |
Standing Height for Pushboxes
14 being the tallest while 11.5 being the shortest for standing hurtboxes.
Height | Characters |
---|---|
14 | Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Yamazaki, Omega Rugal, Goenitz |
13 | Shun'ei, Meitenkun, Benimaru, Dolores, Kyo, Iori, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Angel, Shermie,
Orochi Shermie, Chris, Orochi Chris, K', Whip, Ramon, Ralf, Clark, Terry, Andy, Joe, Ryo, Robert, King, Blue Mary, Vanessa, Luong, Rock, B. Jenet, Gato, Geese, Billy, Hoahmaru, Darli, Shingo, Kim, Najd, Duolon |
11.5 | Isla, Kula, Leona, Athena, Mai, Yuri, Nakoruru, Sylvie, Hinako |
Buffer Window during Normal Attacks
One feature in KOF XV and XIV, that differentiates from the rest of the 2D series, is the removal of the old 4-frame buffer window for single-button normal attacks and command moves.
When a normal button attack is pressed in XIII and before, the 4-frame buffer window will start and end then the normal attack will begin startup.
Characters can still move and block during this buffer window which allows them to do the old close heavy/block OS.
The buffer window allowed easier execution of command moves, special moves, and two-button moves such as AB roll and CD attack. Special, roll and CD attacks will begin startup instantly.
However, characters' normal attacks are 4 frames slower in non-block neutral situations.
In XV and XIV the buffer window now happens during the startup of normal attacks which means they are just as fast as special moves. KOFXIV has a 1-frame buffer window while KOF XV has a two-frame window for special moves, roll, and CD attacks. Special moves have buffer windows into ex-special and super moves.
Buffer window example between KOF XIV and KOF XIII:
Buffer window example between KOF XV and KOF 98 Ultimate Match Final Edition:
Visual image for the buffer windows between old KOF, KOFXIV, and KOFXV:
Taunts
Long time favorite for KOF players, KOFXV features in-game animation, a.k.a. Taunts, for each character. The input to execute a taunt is the same for every character : A+D
Your character need to be in neutral state and you have not pushed any button in the last 25 frames. (if you let a button pushed down, it will only count first frame. If for example, you input [A] button and push the button for 3 frames, Taunt will work if you stay buttonless/directionless for 23frames and then push [A]+[D])
Once inputed, the animation will start, with an uncancellable duration of 49 frames. Most taunts animations would last longer, so if you do nothing, it will execute until the end (duration differs from character to character) But after the first 49 frames, you can cancel your taunt animation immediatly.
In KOFXV, taunt gives you no practical advantage , it's only a flavorful option, and an occasional mind trick to play to your opponent. /!\ Even if it's a feature from the game, some players really resent this behavior and could respond with irrational level of hatred.
More Resources
KOFXV Technical Resource Spreadsheet - A Google spreadsheet that contains frame data, links to video guides by various players in the KOF community, discord links, link to the hitbox viewer, and more.
KOFXV Hitbox Viewer (English Translation and Frame Data Display for pc) - A modified version of the Chinese Hitbox Viewer by 473671866 on Github.
KOFXV Hitbox Viewer Direct Link