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==Okizeme==
==Okizeme==
 
===Meaty 236A===
214D, midscreen C throw, midscreen D throw all give you a meaty 236A, which can be chased behind to gain significant screen space.
Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent. Using 236A after 214C, a midscreen C Throw, and a midscreen D throw all give you an easy meaty 236A, which can be chased behind to gain significant screen space. A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.
Spaced, midscreen 2D raw and in combos can give you a meaty 236A, making it a solid if potentially punishable autopilot option.
 


===Safejumps===
===Safejumps===
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[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.]
[https://glossary.infil.net/?t=Safe%20Jump Definition and example of a safejump.]


Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals it is implied it will also work against slower reversals.
Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.


Anywhere C Throw:
After C Throw:
214C > Hyper Hop > j.D (6f)
214C (whiff), Hyper Hop, j.D (6f)


Corner C Throw:
After corner C Throw:
214A > Hop > j.D (4f)
214A (whiff), Hop, j.D (4f)


D Throw:
After D Throw:
Forward Jump > j.D (5f)
Forward Jump, j.D (5f)


214C Ender safejumps are dependent on the height 214C connects at.
214C Ender safejumps are dependent on the height 214C connects at.

Revision as of 05:44, 18 March 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

Defense

Okizeme

Meaty 236A

Timing a 236A to hit the opponent as they're getting up is a good way to get back in and pressure the opponent. Using 236A after 214C, a midscreen C Throw, and a midscreen D throw all give you an easy meaty 236A, which can be chased behind to gain significant screen space. A spaced, midscreen 2D (both when hit raw and in combos) can give you a meaty 236A, making it a solid if potentially punishable autopilot option.

Safejumps

Definition and example of a safejump.

Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, it will also work against slower reversals.

After C Throw: 214C (whiff), Hyper Hop, j.D (6f)

After corner C Throw: 214A (whiff), Hop, j.D (4f)

After D Throw: Forward Jump, j.D (5f)

214C Ender safejumps are dependent on the height 214C connects at.

Countering Rock

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