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The King of Fighters XV/King of Dinosaurs: Difference between revisions
m →Quick Combo Reference: fixed minor formatting issues |
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B > 2A > 63214A<br/> | 2B > 2A > 63214A = 197 dmg<br/> | ||
2C > 4A > 63214A<br/> | 2C > 4A > 63214A = 271 dmg<br/> | ||
(corner) 2C > 4A > 236C(2) > AB, 5D > 4214D | (corner) 2C > 4A > 236C(2) > AB, 5D > 4214D = 421 dmg<br/> | ||
|- | |- | ||
| '''0.5 Meter''' | | '''0.5 Meter''' | ||
| | | | ||
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D | (not corner) 2B > 2A > 2A > 236AC, 4A > 4214D = 300 dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2B > 2A > 236A(1) > 236236B, 214B<br/> | 2B > 2A > 236A(1) > 236236B, 214B = 322 dmg <br/> | ||
2C > 4A > 236C(2) > 236236B, 214B<br/> | 2C > 4A > 236C(2) > 236236B, 214B = 407 dmg<br/> | ||
(corner) 2C > 4A > 236C(2) > AB, 5D > 236236B, 214B | (corner) 2C > 4A > 236C(2) > AB, 5D > 236236B, 214B = 503 dmg<br/> | ||
|- | |- | ||
| '''1.5 Meter''' | | '''1.5 Meter''' | ||
| | | | ||
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D | (not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D = 387 dmg <br/> | ||
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|description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO. | |description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO. | ||
*Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game. | *Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game. | ||
*Causes a hard knockdown if it hits an airborne opponent. Can be followed up with 214B, 214BD, and 2141236CD. | |||
}} | }} | ||
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|captions= Normal Version (Hitbox), EX Version (Hitbox) | |captions= Normal Version (Hitbox), EX Version (Hitbox) | ||
|description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances. | |description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances. | ||
*'''B''' and '''D | *'''B Version:''': Faster than the D version and can be hit confirmed into from lights, giving him the rare side switch with no meter required. Can be used as OTG after 236C, 236236K, or off a hard knockdown from 6A. | ||
* '''BD | *'''D Version:''' There is no reason to use this move as there is no difference in damage or distance thrown. | ||
* '''BD Version''' Use this if you need more damage than what the B version provides. Actually has invincibility to low attacks during the startup, and thus can be used as a pseudo-reversal option. | |||
}} | }} | ||
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|name=Dinner of Dinosaur | |name=Dinner of Dinosaur | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC | |captions= Normal Version (Hitbox),, Max Version | ||
|description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC at the launching hit. Can be followed up with 214X or Climax post-launch. | |||
* '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax. | * '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax. | ||
}} | }} |
Latest revision as of 15:01, 4 January 2025
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Throws
- 6 Command Moves
- 7 Special Moves
- 8 Super Special Moves
- 9 Climax Super Special Move
- 10 Misc
- 11 Alternate Colors
- 12 Videos
- 13 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Zetsumetsu Hurricane - + / (*)
Super Special Moves
Super Zetsumetsu Hurricane - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2A > 63214A = 197 dmg |
0.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D = 300 dmg |
1 Meter |
2B > 2A > 236A(1) > 236236B, 214B = 322 dmg |
1.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D = 387 dmg |
Gameplay Overview
Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. |
|
Pros | Cons |
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Normals
Far Standing Normals
Far A
far A
f.A
f.A
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Far B
far B
f.B
f.B
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Far C
far C
f.C
f.C
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Far D
far D
f.D
f.D
|
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Close Standing Normals
Close A
close A
cl.A
cl.A
|
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Close B
close B
cl.B
cl.B
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Close C
close C
cl.C
cl.C
|
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Close D
close D
cl.D
cl.D
|
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Crouch Normals
Crouch A
crouch A
2A
2A
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Crouch B
crouch B
2B
2B
|
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Crouch C
crouch C
2C
2C
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Crouch D
crouch D
2D
2D
|
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Jump Normals
Jump A
jump A
j.A
j.A
|
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Jump B
jump B
j.B
j.B
|
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Jump C
jump C
j.C
j.C
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Jump D
jump D
j.D
j.D
|
|
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
|
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Blowback
Blowback
Blowback
CD
CD
|
|
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ShatterStrike
Shatterstrike
236CD
236CD
|
|
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AdvanceStrike
AdvanceStrike
214CD
214CD
|
|
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jump CD
jump CD
j.CD
j.CD
|
|
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Throws
Dyna Bomb
Dyna Bomb
(close) 4/6C
(close) 4/6C
|
|
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Dyna Buster
Dyna Buster
(close) 4/6D
(close) 4/6D
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Command Moves
Rex Head
Rex Head
6A
6A
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|
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Yucatan Punch
Yucatan Punch
4A
4A
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Special Moves
Zetsumetsu Hurricane
Zetsumetsu Hurricane
63214A/C/AC
63214A/C/AC
|
|
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Assault Raptor
Assault Raptor
236B/D/BD
236B/D/BD
|
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Ankylo Hammer
Ankylo Hammer
236A/C/AC
236A/C/AC
|
|
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Ankylo Hammer (Brake)
236A/C~AB
236A/C~AB
|
|
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Giga Compy
Giga Compy
214B/D/BD
214B/D/BD
|
|
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Chicxulub Buster
Chicxulub Buster
4214B/D/BD
4214B/D/BD
|
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Super Special Moves
Super Zetsumetsu Hurricane
Super Zetsumetsu Hurricane
6321463214A/C/AC
6321463214A/C/AC
|
|
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Dinner of Dinosaur
Dinner of Dinosaur
236236B/D/BD
236236B/D/BD
|
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Climax Super Special Move
Spiral Arm Excavation
Spiral Arm Excavation
2141236CD
2141236CD
|
|
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Misc
Alternate Colors
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|