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The King of Fighters XV/Controls: Difference between revisions
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'''Shortcuts/ | '''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. | |||
'''Shortcuts/Sequential Buffering''' | |||
[[image:qcb.gif]] [[image:hcf.gif]] = [[image:qcb.gif]] x2, [[image:fd.gif]] | [[image:qcb.gif]] [[image:hcf.gif]] = [[image:qcb.gif]] x2, [[image:fd.gif]] | ||
Line 113: | Line 124: | ||
[[image:dp.gif]] = [[image:hcb.gif]], [[image:fd.gif]] | [[image:dp.gif]] = [[image:hcb.gif]], [[image:fd.gif]] | ||
[[image: | Run into Fireball without getting a DP = [[image:fd.gif]], [[image:fd.gif]], [[image:qcf.gif]][[image:uf.gif]] | ||
[[image: | [[image:qcf.gif]] + P/K, [[image:qcf.gif]] [[image:qcf.gif]] + P/K = [[image:qcf.gif]] + P/K, [[image:qcf.gif]] + P/K | ||
[[image:qcb.gif]] + P/K, [[image:qcb.gif]] [[image:qcb.gif]] + P/K = [[image:qcb.gif]] + P/K, [[image:qcf.gif]] + P/K | |||
[[image:qcb.gif]] + P/K, [[image:qcb.gif]] [[image:hcf.gif]] P+K = [[image:qcb.gif]] + P/K, [[image:qcb.gif]], [[image:fd.gif]] + P/K | |||
[[image:dp.gif]] + P/K, [[image:qcb.gif]] [[image:hcf.gif]] P+K = [[image:dp.gif]] + P/K, [[image:qcb.gif]], [[image:qcb.gif]], [[image:fd.gif]] P+K | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Revision as of 22:29, 20 March 2022
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
> - Follow-up - qcf+D > K means inputting K during qcf+D triggers a follow-up move.
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.
Shortcuts/Sequential Buffering
Run into Fireball without getting a DP = , ,