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The King of Fighters XV/Movement: Difference between revisions
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===The Corner=== | |||
Jockeying for position is a critical component of fighting games. While moving around the screen you want to keep in mind the effective range of your and your opponent's key attacks as well as your position on the stage. When you back up outside your opponent's threat range you also bring yourself closer to the corner. Similarly if you drive your opponent back, you can claim the space they just vacated and leave them less room to work with on the stage. Whoever gets cornered is placed at a terrible disadvantage because they lose the power to back up and make attacks miss. The attacker's turns can last longer because the defender can't be pushed back any more from blocking. The guard bar often comes into play in the corner which forces the defender into some tough choices. It's very common to try to jump or roll out of the corner but they have a fixed distance. If the attacker backs up a little bit, they can cut off these options. Doing so does give the defender some breathing room on the ground to start inching their way forward and fighting back. | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Revision as of 15:05, 21 July 2024
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 14-frame window at the start of a run where the player can interrupt the run with anything except blocking, jumping backward or up, or back dashing. 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.
An immediate run block is possible at 15 frames. Run normal throw is possible at 16 frames.
Run Speed
1.25 being the fastest while .69 being the slowest.
Run Speed Rank | Characters |
---|---|
1.25 | Chris |
1.20 | Heidern, Vanessa, Luong, Iori, Nakoruru, Sylvie |
1.149 | Shun'ei, Isla, Elisabeth, Krohnen, Benimaru, Gato, Orochi Chris, Goenitz, Najd, Duo Lon |
1.125 | Rock, Leona, Yuri |
1.10 | Kyo, Chizuru, Kukri, Billy, Ángel, Yashiro, K', Ramón, Terry, Joe, Andy, Robert, Blue Mary, B. Jenet, Shermie, Hoahmaru, Shingo, Kim, Hinako |
1.04 | Orochi Yashiro |
1 | Meitenkun, Whip, Yamazaki, Geese, Dolores, Ash, Kula, Antonov, Ralf, Clark, Ryo, King, Darli, Orochi Shermie, Omega Rugal |
.89 | Mai, Athena, Maxima |
.69 | 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
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.
All jumps have 4 prejump frames.
You can not block while you are in the air. Some moves may only be available while the character is the air.
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.
If you hop/jump during a run, it will hyper hop/hyper jump instead
Character | Hop | Jump | Backdash (total) | Backdash recovery (included in total) |
---|---|---|---|---|
Andy | 32 | 44 | 22 | 5 |
Angel | 32 | 40 | 22 (*19) | 4 |
Antonov | 33 | 40 | 19 | 4 |
Ash | 32 | 40 | 23 | 5 |
Athena | 37 | 46 | 22 (*19) | 5 |
B Jenet | 32 | 40 | 23 | 5 |
Benimaru | 32 | 40 | 22 | 5 |
Billy | 33 | 42 | 22 | 5 |
Blue Mary | 33 | 42 | 23 | 4 |
Chizuru | 37 | 46 | 23 | 5 |
Chris | 32 | 40 | 23 | 5 |
Clark | 32 | 40 | 21 | 4 |
Darli | 33 | 42 | 21 | 5 |
Dolores | 32 | 40 | 23 | 5 |
DuoLon | 32 | 40 | 23 | 5 |
Elisabeth | 32 | 40 | 23 | 5 |
Gato | 32 | 40 | 22 | 4 |
Geese | 33 | 42 | 22 | 5 |
Goenitz | 32 | 40 | 23 | 5 |
Haomaru | 32 | 40 | 22 | 4 |
Heidern | 32 | 40 | 21 | 4 |
Hinako | 40 | 46 | 23 | 5 |
Iori | 32 | 40 | 22 (*19) | 5 |
Isla | 32 | 40 | 23 | 5 |
Joe | 33 | 41 | 21 | 4 |
K' | 32 | 40 | 22 | 5 |
Kim | 32 | 40 | 23 | 5 |
King | 35 | 42 | 20 | 4 |
King of Dinosaurs | 35 | 40 | 28 | 4 |
Krohnen | 32 | 42 | 23 | 5 |
Kukri | 32 | 42 | 21 | 4 |
Kula | 32 | 43 | 21 | 4 |
Kyo | 32 | 43 | 24 (*25~21) | 5 |
Leona | 33 | 43 | 22 | 5 |
Luong | 35 | 45 | 22 | 5 |
Mai | 33 | 43 | 22 | 5 |
Maxima | 35 | 41 | 21 | 4 |
Meitenkun | 34 | 44 | 23 | 5 |
Najd | 32 | 40 | 23 | 5 |
Nakoruru | 32 | 40 | 22 | 4 |
O.Chris | 32 | 40 | 23 | 5 |
O.Shermie | 32 | 40 | 23 | 5 |
O.Yashiro | 32 | 40 | 23 | 5 |
Ralf | 33 | 41 | 22 | 5 |
Ramon | 33 | 41 | 22 | 5 |
Robert | 33 | 41 | 26 | 5 |
Rock | 33 | 40 | 21 | 4 |
Rugal | 32 | 43 | 23 | 5 |
Ryo | 32 | 39 | 22 | 5 |
Shermie | 32 | 40 | 23 | 5 |
Shingo | 32 | 43 | 24 | 5 |
Shun'ei | 32 | 40 | 23 | 5 |
Sylvie | 32 | 40 | 23 | 5 |
Terry | 33 | 41 | 21 | 4 |
Vanessa | 32 | 40 | 21 | 4 |
Whip | 35 | 42 | 21 | 4 |
Yamazaki | 32 | 40 | 26 | 4 |
Yashiro | 32 | 40 | 23 | 5 |
Yuri | 33 | 40 | 19 | 5 |
Other Movement Lists
Forward Walk Speed
.50 being the fastest while .30 being the slowest.
Forward Walk Speed Rank | Characters |
---|---|
.5 | Shunei, Chris, Orochi Chris, Duo Lon |
.44 | Isla, Angel, Leona, Terry, King, Mai, Yuri, Blue Mary, Vanessa, Geese, Billy, Najd |
.40 | Benimaru, Heidern, Dolores, Kyo, Iori, Ash, Elisabeth, Kukri, Krohnen, Yashiro, Oroshi Yashiro, Shermie, Maxima, Whip
Ramon, Ralf, Andy, Robert, Athena, Luong, Rock, B. Jenet, Gato, Yamazaki, Nakoruru, Shingo, Kim, Sylvie |
.34 | Kula, K', Joe, Ryo, Darli, Goenitz, Hinako |
.30 | Meitenkun, Chizuru, Antonov, King of Dinosaurs, Clark, Orochi Shermie, Haohmaru, Omega Rugal |
Back Walk Speed
.40 being the fastest while .10 being the slowest.
Back Walk Speed Rank | Characters |
---|---|
.40 | Leona |
.34 | Terry |
.33 | Ramon |
.30 | Shunei, Benimaru, Isla, Heidern, Kyo, Iori, Kukri, Krohnen, Yashiro, Orochi Yashiro, Chris, Orochi Chris, Andy, Ryo, Robert
Yuri, Blue Mary, Vanessa, Luong, Rock, B. Jenet, Gato, Billy, Nakoruru, Shingo, Kim, Sylvie, Goenitz, Najd, Duo Lon, Hinako |
.29 | Kula |
.28 | Angel, Maxima, Ralf, Mai |
.25 | Dolores, Chizuru, Ash, Shermie, Orochi Shermie, Whip, Joe, King, Athena, Geese, Darli |
.23 | King of Dinosaurs, Haohmaru |
.21 | K', Antonov, Omega Rugal |
.20 | Elisabeth, Clark, Yamazaki |
.10 | Meitenkun |
The Corner
Jockeying for position is a critical component of fighting games. While moving around the screen you want to keep in mind the effective range of your and your opponent's key attacks as well as your position on the stage. When you back up outside your opponent's threat range you also bring yourself closer to the corner. Similarly if you drive your opponent back, you can claim the space they just vacated and leave them less room to work with on the stage. Whoever gets cornered is placed at a terrible disadvantage because they lose the power to back up and make attacks miss. The attacker's turns can last longer because the defender can't be pushed back any more from blocking. The guard bar often comes into play in the corner which forces the defender into some tough choices. It's very common to try to jump or roll out of the corner but they have a fixed distance. If the attacker backs up a little bit, they can cut off these options. Doing so does give the defender some breathing room on the ground to start inching their way forward and fighting back.