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The King of Fighters XV/Rock Howard/Strategy: Difference between revisions

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Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals, 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.


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


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


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


====After 214C====
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 05:45, 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)

After 214C

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

Countering Rock

External Resources

Navigation

The King of Fighters XV
System

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Characters