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The King of Fighters XIV

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Introduction

Note: Game is still in-development; things are subject to change. KOF XIV is the latest entry of the KOF series, moving away from the sprites from XII & XIII and using a new 3D (2.5D) graphical base. XIV seems to be a mix of elements from '98, '02, and XIII, while still using KOF-standard systems, and including systems new to KOF like Just Defend (from Garou), and new properties, such as CD wall-splat (different from counter-wire). More information & details coming soon!

Characters

KyoBenimaru Goro Daimon

Terry Bogard Andy Bogard Joe Higashi

Nelson Zarina Bandeira Hattori

Iori Yagami Mature Vice

Ralf Jones Clark Leona



Notation

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


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.


Other Terminology

[SC] – Super Cancel

[AC] – Advance Cancel

[BC] - Max Mode Cancel

[CC] - Climax Cancel

Fighting Game Terminology

FG Terminology Glossary

Movement

Running

(Summary and description of running will be placed here)

Backdashing

(Summary and description of backdashing will be placed here)

Jumps and Hops

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

  • Normal Jump - (description here)
  • Hyperjump - (description here)
  • Hop - (description here)
  • Hyperhop - (description here)

Character Wake Speeds

(WORK IN PROGRESS)

  • Tier A

(character/s here)

  • Tier B

(character/s here)

  • Tier C

(character/s here)

  • Tier D

(character/s here)


Defensive Systems

Rolling

(Summary and description of running will be placed here)


Guard Cancel Roll (GCAB)

(description here)


Guard Cancel CD (GCCD)

Offensive Systems

Rush Auto Combo System

(description here)


Counter Hit

(description here)

Counter Wire

(description here)


On The Ground (OTG)

(description here)


Recovery Roll (also known as Tech Roll)

(description here)


Running Charge

(description here)


Throws

Normal Throw

(description here)


Air Throw

(description here)


Command Throw (also known as Command Grab)

(description here)

  • Instant throw - (description on this type of throw)
  • Delayed throw - (description on this type of throw)
  • Other - (description here)

(extra notes on throws here)

The Super Meter

(description of the super meter)

1 stock: (what you will have access to) 2 stocks: 3 stocks: 4 stocks:

The super meter is built with moves of the following actions:

The maximum number of stocked super meters varies depending on the position of character in the order of the team as follows:

  • 1st character
  • 2nd character
  • 3rd character

What is a Super Special Move?

What is a Climax Special Move?

What is a Super Cancel (SC)?

What is an Advanced Cancel (AC)?

What is a Climax Cancel (CC)?

Max Mode (BC)

(description here)

EX Moves

(description here)

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina