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The King of Fighters XIV: Difference between revisions
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[https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games FG Terminology Glossary] | [https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games FG Terminology Glossary] | ||
=Systems= | =Movement= | ||
{{#ev:youtube|insert youtube video id here}} | |||
'''Running''' | |||
(Summary and description of running will be placed here) | |||
'''Backdashing''' | |||
(Summary and description of backdashing will be placed here) | |||
'''Jumps and Hops''' | |||
In KOF XIV, there are 4 different types of jumps: | |||
* Normal Jump - (description here) | |||
* Hyperjump - (description here) | |||
* Hop - (description here) | |||
* Hyperhop - (description here) | |||
'''Character Wake Speeds''' | |||
(WORK IN PROGRESS) | |||
* Tier A | |||
(character/s here) | |||
* Tier B | |||
(character/s here) | |||
* Tier C | |||
(character/s here) | |||
* Tier D | |||
(character/s here) | |||
=Defensive Systems= | |||
'''Rolling''' | |||
(Summary and description of running will be placed here) | |||
'''Guard Cancel Roll (GCAB)''' | |||
(description here) | |||
'''Guard Cancel CD (GCCD)''' | |||
=Offensive Systems= | |||
'''Rush Auto Combo System''' | |||
(description here) | |||
'''Counter Hit''' | |||
(description here) | |||
'''Counter Wire''' | |||
(description here) | |||
'''On The Ground (OTG)''' | |||
(description here) | |||
'''Recovery Roll (also known as Tech Roll)''' | |||
(description here) | |||
'''Running Charge''' | |||
(description here) | |||
=Throws= | |||
'''Normal Throw''' | |||
(description here) | |||
'''Air Throw''' | |||
(description here) | |||
'''Command Throw (also known as Command Grab)''' | |||
(description here) | |||
* Instant throw - (description on this type of throw) | |||
* Delayed throw - (description on this type of throw) | |||
* Other - (description here) | |||
(extra notes on throws here) | |||
=The Super Meter= | |||
(description of the super meter) | |||
1 stock: (what you will have access to) | |||
2 stocks: | |||
3 stocks: | |||
4 stocks: | |||
The super meter is built with moves of the following actions: | |||
* | |||
* | |||
* | |||
* | |||
The maximum number of stocked super meters varies depending on the position of character in the order of the team as follows: | |||
* 1st character | |||
* 2nd character | |||
* 3rd character | |||
'''What is a Super Special Move?''' | |||
'''What is a Climax Special Move?''' | |||
'''What is a Super Cancel (SC)?''' | |||
'''What is an Advanced Cancel (AC)?''' | |||
'''What is a Climax Cancel (CC)?''' | |||
==Max Mode (BC)== | |||
(description here) | |||
'''EX Moves''' | |||
(description here) | |||
{{Navbox XIV}} | {{Navbox XIV}} | ||
[[Category:The King of Fighters XIV]] | [[Category:The King of Fighters XIV]] |
Revision as of 19:27, 24 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
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.
Other Terminology
[SC] – Super Cancel
[AC] – Advance Cancel
[BC] - Max Mode Cancel
[CC] - Climax Cancel
Fighting Game Terminology
Movement
Provided ID could not be validated.
Running
(Summary and description of running will be placed here)
Backdashing
(Summary and description of backdashing will be placed here)
Jumps and Hops
In KOF XIV, there are 4 different types of jumps:
- Normal Jump - (description here)
- Hyperjump - (description here)
- Hop - (description here)
- Hyperhop - (description here)
Character Wake Speeds
(WORK IN PROGRESS)
- Tier A
(character/s here)
- Tier B
(character/s here)
- Tier C
(character/s here)
- Tier D
(character/s here)
Defensive Systems
Rolling
(Summary and description of running will be placed here)
Guard Cancel Roll (GCAB)
(description here)
Guard Cancel CD (GCCD)
Offensive Systems
Rush Auto Combo System
(description here)
Counter Hit
(description here)
Counter Wire
(description here)
On The Ground (OTG)
(description here)
Recovery Roll (also known as Tech Roll)
(description here)
Running Charge
(description here)
Throws
Normal Throw
(description here)
Air Throw
(description here)
Command Throw (also known as Command Grab)
(description here)
- Instant throw - (description on this type of throw)
- Delayed throw - (description on this type of throw)
- Other - (description here)
(extra notes on throws here)
The Super Meter
(description of the super meter)
1 stock: (what you will have access to) 2 stocks: 3 stocks: 4 stocks:
The super meter is built with moves of the following actions:
The maximum number of stocked super meters varies depending on the position of character in the order of the team as follows:
- 1st character
- 2nd character
- 3rd character
What is a Super Special Move?
What is a Climax Special Move?
What is a Super Cancel (SC)?
What is an Advanced Cancel (AC)?
What is a Climax Cancel (CC)?
Max Mode (BC)
(description here)
EX Moves
(description here)