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XV Broken/Dolores: Difference between revisions

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====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=dolores_236cd
|moveId=dolores_qcf+cd
|description=
|description=
*Placeholder
*Placeholder
Line 265: Line 265:
|caption=
|caption=
|name=Hilzuni
|name=Hilzuni
|input=6B
|input=f+A
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 290: Line 290:
|caption=
|caption=
|name=Target Combo 1
|name=Target Combo 1
|input=cl.5B,C
|input=cl.D > C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 314: Line 314:
|caption=
|caption=
|name=Burj
|name=Burj
|input=63214A/C
|input=hcb+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 361: Line 361:
|caption=
|caption=
|name=Qafas Qabl
|name=Qafas Qabl
|input=236A/C
|input=qcf+A/C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 408: Line 408:
|caption=
|caption=
|name=Qafas Khalfi
|name=Qafas Khalfi
|input=236B/D
|input=qcf+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 455: Line 455:
|caption=
|caption=
|name=Nesh
|name=Nesh
|input=4214B/D
|input=b,qcb+B/D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 503: Line 503:
|caption=
|caption=
|name=Altariq
|name=Altariq
|input=22X
|input=d,d+X
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 587: Line 587:
|caption=
|caption=
|name=Ghadab
|name=Ghadab
|input=214214A/C/AC
|input=qcbx2+A/C/AC
|data=
|data=
{{AttackData-KOFXV
{{AttackData-KOFXV
Line 635: Line 635:
|caption=
|caption=
|name=Hadir
|name=Hadir
|input=236236A/C/AC
|input=qcfx2+A/C/AC
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 683: Line 683:
|caption=
|caption=
|name=Khalaq ai'ard
|name=Khalaq ai'ard
|input=2141236CD
|input=qcb,hcf+CD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 711: Line 711:
===Rush Auto Combo===
===Rush Auto Combo===


* 5A > A > A > B (n DMG)
* cl.A > A > A > B (n DMG)
: (Rush combo ending in a special move, costs 0 meter)  
: (Rush combo ending in a special move, costs 0 meter)  


* 5A > A > A > C (n DMG)
* cl.A > A > A > C (n DMG)
: (Rush combo ending in a super, costs 1 meter)  
: (Rush combo ending in a super, costs 1 meter)  


* 5A > A > A > D (n DMG)
* cl.A > A > A > D (n DMG)
: (Rush combo ending in a Max super, costs 2 meters)  
: (Rush combo ending in a Max super, costs 2 meters)  


* 5A > A > A > A (n DMG)
* cl.A > A > A > A (n DMG)
: (Rush combo ending in a Climax super, costs 3 meters)
: (Rush combo ending in a Climax super, costs 3 meters)



Revision as of 12:46, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

Introduction

A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.

Movelist

(*) - EX OK

(!) - MAX OK

Throws

Salaba - (close) / +

Maran - (close) / +

Command Normals

Hilzuni - +

Target Combo - (close) >

Special Moves

Burj - + / (*)

Qafas Qabl - + / (*)

Qafas Khalfi - + / (*)

Nesh - + / (*)

Altariq - + / / / (*)

Super Special Moves

Ghadab - (close) + / (!)

Hadir - + / (!)

Climax Super Special Move

Khalaq ai'ard - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 7 +5 +3 N/A 30 60
  • Placeholder

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid Y 5 3 10 +2 0 N/A 30 60
  • Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (40+30) Mid 1,2 5 2 (4) 2 19 0 -2 N/A 80 (40+40) 120 (60+60)
  • Placeholder

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid - 6 6 18 -3 -5 N/A 70 120
  • Placeholder

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 5 1 on ground - - N/A 30 50

jump A jump A

45 High - 4 7 1 on ground - - N/A 30 60
  • Placeholder

Jump B

jump B
j.B
j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 12 1 on ground - - N/A 30 50

jump B jump B

45 High - 6 14 1 on ground - - N/A 30 60
  • Placeholder

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 10 5 1 on ground - - N/A 70 100

jump C jump C

70 High - 10 7 1 on ground - - N/A 70 120
  • Placeholder

Jump D

jump D
j.D
j.D

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 4 1 on ground - - N/A 70 100

jump D jump D

70 High - 8 5 1 on ground - - N/A 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 4 26 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -7 - 100 160
  • Placeholder

ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 17 5 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 17 7 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Salaba
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Maran
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Hilzuni
f+A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.



Target Combo 1
cl.D > C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Burj

Burj
hcb+A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder


Qafas Qabl

Qafas Qabl
qcf+A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder


Qafas Khalfi

Qafas Khalfi
qcf+B/D
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • placeholder


Nesh

Nesh
b,qcb+B/D
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B 120 0 - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D 30,114 [120] 0 - - - - -
  • Dolores' fist deals damage if it connects making it the highest damage version if close enough in most situations
  • numbers in [] note single hit
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD 140 0 - - - - -
  • Placeholder

Altariq

Altariq
d,d+X
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D - - - - - - -
  • info of moves and differences
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • what does AC EX give?
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • what does BD EX give?

Super Special Moves

Ghadab
qcbx2+A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
  • 1 bar
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • 2 bar


Hadir
qcfx2+A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
  • 1 bar
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • 2 bar


Khalaq ai'ard
qcb,hcf+CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • ...

Rush Auto Combo

  • cl.A > A > A > B (n DMG)
(Rush combo ending in a special move, costs 0 meter)
  • cl.A > A > A > C (n DMG)
(Rush combo ending in a super, costs 1 meter)
  • cl.A > A > A > D (n DMG)
(Rush combo ending in a Max super, costs 2 meters)
  • cl.A > A > A > A (n DMG)
(Rush combo ending in a Climax super, costs 3 meters)

0 Meter

Anywhere

  • ...

Corner Only

  • ...

0.5 Meters

Anywhere

  • ...

Corner Only

  • ...

1 Meter

Anywhere

  • ...

Corner Only

  • ...

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Dolores Reveal Trailer

Navigation

The King of Fighters XV

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Navigation

The King of Fighters XV
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Characters