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The King of Fighters XIV: Difference between revisions
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KOF XIV is the latest entry of the KOF series, moving away from the sprites from XII & XIII and using a new 3D (2.5D) graphical base. XIV seems to be a mix of elements from '98, '02, and XIII, while still using KOF-standard systems, and including systems new to KOF like Just Defend (from Garou), and new properties, such as CD wall-splat (different from counter-wire). | KOF XIV is the latest entry of the KOF series, moving away from the sprites from XII & XIII and using a new 3D (2.5D) graphical base. XIV seems to be a mix of elements from '98, '02, and XIII, while still using KOF-standard systems, and including systems new to KOF like Just Defend (from Garou), and new properties, such as CD wall-splat (different from counter-wire). | ||
More information & details coming soon! | More information & details coming soon! | ||
=Characters (Images)= | =Characters (Images)= | ||
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*[[Banderas Hattori (XIV)| Banderas Hattori]] | *[[Banderas Hattori (XIV)| Banderas Hattori]] | ||
=Notation= | |||
'''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 | |||
s.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as s.C are always the close version | |||
Far D - Standing far D | |||
d.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 | |||
=Systems= | =Systems= |
Revision as of 06:04, 2 May 2016
Introduction
Note: Game is still in-development; things are subject to change. KOF XIV is the latest entry of the KOF series, moving away from the sprites from XII & XIII and using a new 3D (2.5D) graphical base. XIV seems to be a mix of elements from '98, '02, and XIII, while still using KOF-standard systems, and including systems new to KOF like Just Defend (from Garou), and new properties, such as CD wall-splat (different from counter-wire). More information & details coming soon!
Characters (Images)
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Kyo (Kyo)
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Benimaru (Benimaru)
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Goro Daimon (Daimon)
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Terry Bogard (Terry Bogard)
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Andy Bogard (Andy Bogard)
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Joe Higashi (Joe Higashi)
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Nelson (Nelson)
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Zarina (Zarina)
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Bandeira Hattori (Banderia Hattori)
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Iori Yagami (Iori Yagami)
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Mature (Mature)
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Vice (Vice)
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Ralf Jones (Ralf)
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Clark (Clark)
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Leona (Leona)
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Ryo Sakazaki (Ryo)
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Robert Garcia (Clark)
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Yuri Sakazaki (Yuri)
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Kim Kaphwan (Kim)
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Gang-Il (Gang-Il)
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Luong (Luong)
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Shun'Ei (Shun'Ei)
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Tung Fu Rue (Tung Fu Rue)
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Meitenkun (Meitenkun)
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Athena Asamiya (Athena)
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Sie Kensou (Sie Kensou)
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Chin Gentsai (Chin Gentsai)
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Ramon (Ramon)
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Angel (Angel)
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King of Dinosaurs (King of Dinosaurs)
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King (King)
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Mai Shiranui (Mai Shiranui)
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Alice (Alice)
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Geese Howard (Geese Howard)
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Billy Kane (Billy Kane)
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Hein (Hein)
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Xanadu (Xanadu)
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Chang Koehan (Chang Koehan)
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Choi Bounge (Choi Bounge)
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Sylvie Paula Paula (Sylvie)
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Kukri (Chang Koehan)
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Mian (Mian)
Characters (Links)
Notation
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
s.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as s.C are always the close version
Far D - Standing far D
d.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