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The King of Fighters XIV: Difference between revisions

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Far D - Standing far D
Far D - Standing far D


d.B - Crouching or down B
cr.B - Crouching or down B




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'''Attack Motions'''
[[image:qcf.gif]] qcf - 236 - d/df/f - Quarter circle forward
[[image:qcb.gif]] qcb - 214 - d/db/b - Quarter circle backward
[[image:hcf.gif]] hcf - 41236 - b/db/d/df/f - Half circle forward
[[image:hcb.gif]] hcb - 63214 - f/df/d/db/d - Half circle backward
[[image:dp.gif]] dp - 623 - f/d/df - Dragon Punch motion
[[image:rdp.gif]] rdp - 421 - b/d/db - Reverse Dragon Punch motion
[[image:qcf.gif]][[image:uf.gif]] tk - 2369 - d/df/f/uf - Tiger Knee Motion
[[image:hcb.gif]], [[image:fd.gif]] hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
[[image:bk.gif]]~ [[image:fd.gif]] b~f - [4]6 - Hold back then press forward
[[image:dn.gif]]~[[image:up.gif]] d~u - [2]8 - Hold down then press up
[[image:db.gif]]~[[image:fd.gif]] db/f - 1,6 - press down back then forward
[[image:dn.gif]]~[[image:up.gif]] d/u - 2,8 - press down then up
[[image:dn.gif]], [[image:dn.gif]] d,d - 2,2 - press down twice
[[image:fd.gif]],[[image:bk.gif]],[[image:fd.gif]] f/b/f - 6,4,6 - press forward back forward
[[image:qcb.gif]] [[image:hcf.gif]] qcb hcf - 2141236 - Quarter circle back half circle forward
[[image:qcf.gif]] [[image:hcb.gif]] qcf hcb – 2363214 – d/df/f/df/d/db/b – Quarter circle forward half circle back
[[image:fd.gif]],[[image:fd.gif]],~[[image:df.gif]] f/f~d/f – 66[3] – Running charge
'''Other Terminology'''
[SC] – Super Cancel
[AC] – Advance Cancel
[BC] - Max Mode Cancel
[CC] - Climax Cancel


=Systems=
=Systems=

Revision as of 19:59, 19 July 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

Character Portraits

















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

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


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


Other Terminology

[SC] – Super Cancel

[AC] – Advance Cancel

[BC] - Max Mode Cancel

[CC] - Climax Cancel

Systems

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina