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The King of Fighters XV/Movement: Difference between revisions

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[[File:KOFXV_jump_arcs.jpg|thumb|Credits to [https://twitter.com/KuriNyankoF/status/1490824960587313153 KuriNyankoF] for the image.]]
[[File:KOFXV_jump_arcs.jpg|thumb|Credits to [https://twitter.com/KuriNyankoF/status/1490824960587313153 KuriNyankoF] for the image.]]
In KOF XV, there are 4 different types of jumps:
In KOF XV, there are 4 different types of jumps:
*<span style="color:blue">Hop</span> - Lightly tap up. The character will hop upwards a very short distance.  
*<span style="color:blue">Hop</span> - Lightly tap up. The character will hop upwards a very short distance. The amount of time your up input should last is 4f or less.
*<span style="color:green">Normal Jump</span> - Press up regularly or hold up. This is a traditional jump and it can take time to be able to differ the two.
*<span style="color:green">Normal Jump</span> - Press up regularly or hold up. This is a traditional jump and it can take time to be able to differ the two.
*<span style="color:red">Hyperhop</span> - Quickly press down but then tap up lightly. The character quickly jumps slightly off of the ground an a higher speed. This can be useful for approaching the opponent.
*<span style="color:red">Hyperhop</span> - Press down but then tap up lightly within 14f. The character quickly jumps slightly off of the ground an a higher speed. This can be useful for approaching the opponent.
*Hyperjump - Quickly press down and then up on the control pad or stick. This is essentially a super jump.  
*Hyperjump - Press down and then hold up within 14f. This is essentially a super jump.  


You can not block while you are in midair. Some moves may only be available while the character is in midair.
You can not block while you are in midair. Some moves may only be available while the character is in midair.
You cannot block or act for one frame upon landing. This window can be longer if a special move is done in the air, but not normals.





Revision as of 18:05, 5 May 2022

Running

Press Forward twice to dash. Hold forward on the control stick or pad in order to continue running forward. The character will run towards the opponent. As long as the player keeps the directional button held down, they will run forward until the player puts the control stick or pad back in neutral. Warning: There is a slight delay upon stopping the run regularly. However, you can prevent the delay by pressing an attack button or by crouching under normal circumstances. There is also a 13f window at the start of a run where the player can interrupt the run with anything except blocking, jumping backwards or up, or backdashing. Take advantage of the run in order to close the gap between yourself and the opponent or to implement an offensive approach. The run speed of each of the characters will vary.

Run speed

S being the fastest while D being the slowest.

Run Speed Rank Characters
S Chris
A Heidern, Vanessa, Luong
B Shun'ei, Isla, Elisabeth, Krohnen
C Benimaru, Iori, Kyo, Kukri, Ángel, Yashiro, K', Ramón, Leona, Terry, Joe, Andy, Robert, Blue Mary, Yuri
D Meitenkun, Dolores, Chizuru, Ash, Kula, Shermie, Antonov, Ralf, Clark, Ryo, King
E Mai, Whip, Athena, Maxima, Omega Rugal
F King of Dinosaurs

Backdashing

Backdashing is done by pressing back on the control stick or twice. The character will move backward a certain distance to quickly move away from the opponent. The distance and the speed of the backdash will vary between the characters, along with their animations. In many cases, when you perform a backdash, you are in a midair state.

Jumps and Hops

Credits to KuriNyankoF for the image.

In KOF XV, there are 4 different types of jumps:

  • Hop - Lightly tap up. The character will hop upwards a very short distance. The amount of time your up input should last is 4f or less.
  • Normal Jump - Press up regularly or hold up. This is a traditional jump and it can take time to be able to differ the two.
  • Hyperhop - Press down but then tap up lightly within 14f. The character quickly jumps slightly off of the ground an a higher speed. This can be useful for approaching the opponent.
  • Hyperjump - Press down and then hold up within 14f. This is essentially a super jump.

You can not block while you are in midair. Some moves may only be available while the character is in midair.

You cannot block or act for one frame upon landing. This window can be longer if a special move is done in the air, but not normals.


Coutresy of ChaseHD.

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