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The King of Fighters XV/Miscellaneous

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Revision as of 11:35, 16 December 2024 by EMRaistlin (talk | contribs) (Added Close-Far distance as shown per fantastic Amedo Technical Ressource)
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Character Height

Standing Height for Hurtboxes

17 being the tallest while 14 being the shortest for standing hurtboxes.

Height Characters
17 Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Geese, Yamazaki, Omega Rugal, Goenitz
16 Shun'ei, Benimaru, Dolores, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Shermie, Orochi Shermie, Ralf, Clark, Joe, Ryo

Robert, Gato, Hoahmaru, Darli, Kim, Najd, Duolon

15.5 K', Vanessa, Luong
15 Meitenkun, Kyo, Iori, Angel, Chris, Orochi Chris, Ramon, Terry, Andy, King, Blue Mary, Rock, B. Jenet, Billy, Shingo
14.5 Isla, Kula, Whip, Sylvie, Hinako
14 Leona, Athena, Mai, Yuri, Nakoruru

Standing Height for Pushboxes

14 being the tallest while 11.5 being the shortest for standing hurtboxes.

Height Characters
14 Heidern, Yashiro, Orochi Yashiro, Maxima, Antonov, King of Dinosaurs, Yamazaki, Omega Rugal, Goenitz
13 Shun'ei, Meitenkun, Benimaru, Dolores, Kyo, Iori, Chizuru, Ash, Elisabeth, Kukri, Krohnen, Angel, Shermie,

Orochi Shermie, Chris, Orochi Chris, K', Whip, Ramon, Ralf, Clark, Terry, Andy, Joe, Ryo, Robert, King, Blue Mary, Vanessa, Luong, Rock, B. Jenet, Gato, Geese, Billy, Hoahmaru, Darli, Shingo, Kim, Najd, Duolon

11.5 Isla, Kula, Leona, Athena, Mai, Yuri, Nakoruru, Sylvie, Hinako

Close-Far distance

Most characters normal standing moves have a close and far version, with different hitboxes and property. The average distance where the game considers it shall resolve a button with a Close or a Far version is as follow :

Characters Far A Far B Far C Far D
8 8 10 9

but in reality, each normal button has is own distance that you can find in the following detailled list.

Character Far A Far B Far C Far D
Andy 8 8 9 7
Angel 7,5 8,5 10 10
Antonov 11 11 12 10
Ash 8 9 10 7,5
Athena 7 8 10 7,5
B, Jenet 8 6 10 7,5
Benimaru 9 8 9,5 8
Billy 6,5 9 9 9
Blue Mary 7,5 8 10 9,5
Chizuru 8 7 7,5 10
Chris 8 9 8 7,5
Clark 7 7,5 10,5 8
Darli 8 9 10 9,5
Dolores 9 8 10 9
Duo Lon 8 9 8 10
Elisabeth 8 6 10 7,5
Gato 8 9 10 10
Geese 8,5 8 10,5 8
Goenitz 8 8 10 9
Haohmaru 8 N/A 13,5 7,5
Heidern 7,5 12 10 9,5
Hinako 9 8 10 9
Iori 8 8 11 8
Isla 8 9 10 7,5
Joe 8 8 8 11
K' 8 9 9 9
Kim Kaphwan 9 8 10 10
King 7,5 8 9 8
KOD 8 10 11 7,5
Krohnen 8 7 10 7,5
Kukri 8 9 8 8,5
Kula 8,5 8,5 8,5 8
Kyo 9 9,5 11 10
Leona 8,5 8,5 10 9
Luong 8,5 8 8 13,5
Mai 7,5 7,5 9 8
Maxima 8 8 9 9
Meitenkun 8 8 8 7,5
Najd 8 8 10 10
Nakoruru 8,5 N/A 8 7,5
Omega Rugal 8 9 10 11
Orochi Chris 8 9 8 7,5
Orochi Sherime 8 N/A 10 10
Orochi Yashiro 8 8 10 10
Ralf 7 8 10 9,5
Ramon 8 5 10 8,5
Robert 9 9 8,5 9,5
Rock 8 7 10,5 9,25
Ryo 7,5 7,5 10 13,5
Shermie 8 N/A 10 10
Shingo Yabuki 9 9,5 10 10
Shunei 8 9 10 7,5
Sylvie Paula Paula 7 7 10 10
Terry 8 7,5 10 10
Vanessa 8 8 10,75 9
Whip 6 8,5 10,5 8
Yamazaki 9,5 8 9,5 10,5
Yashiro 8 8 10 10
Yuri 7 7 10 9

Buffer Window during Normal Attacks

One feature in KOF XV and XIV, that differentiates from the rest of the 2D series, is the removal of the old 4-frame buffer window for single-button normal attacks and command moves.

When a normal button attack is pressed in XIII and before, the 4-frame buffer window will start and end then the normal attack will begin startup.

Characters can still move and block during this buffer window which allows them to do the old close heavy/block OS.

The buffer window allowed easier execution of command moves, special moves, and two-button moves such as AB roll and CD attack. Special, roll and CD attacks will begin startup instantly.

However, characters' normal attacks are 4 frames slower in non-block neutral situations.

In XV and XIV the buffer window now happens during the startup of normal attacks which means they are just as fast as special moves. KOFXIV has a 1-frame buffer window while KOF XV has a two-frame window for special moves, roll, and CD attacks. Special moves have buffer windows into ex-special and super moves.


Buffer window example between KOF XIV and KOF XIII:

-Kyo's Heavy K

-Kyo's Stand CD


Buffer window example between KOF XV and KOF 98 Ultimate Match Final Edition:

- Kyo's cl. 5C

- Kyo's Stand CD

- Normal to CD Buffer window

- Normal Throw Buffer Window


Visual image for the buffer windows between old KOF, KOFXIV, and KOFXV:

Taunts

Long time favorite for KOF players, KOFXV features in-game animation, a.k.a. Taunts, for each character. The input to execute a taunt is the same for every character : A+D

Your character need to be in neutral state and you have not pushed any button in the last 25 frames. (if you let a button pushed down, it will only count first frame. If for example, you input [A] button and push the button for 3 frames, Taunt will work if you stay buttonless/directionless for 23frames and then push [A]+[D])

Once inputed, the animation will start, with an uncancellable duration of 49 frames. Most taunts animations would last longer, so if you do nothing, it will execute until the end (duration differs from character to character) But after the first 49 frames, you can cancel your taunt animation immediatly.

In KOFXV, taunt gives you no practical advantage , it's only a flavorful option, and an occasional mind trick to play to your opponent. /!\ Even if it's a feature from the game, some players really resent this behavior and could respond with irrational level of hatred.

More Resources

KOFXV Technical Resource Spreadsheet - A Google spreadsheet that contains frame data, links to video guides by various players in the KOF community, discord links, link to the hitbox viewer, and more.

KOFXV Hitbox Viewer (English Translation and Frame Data Display for pc) - A modified version of the Chinese Hitbox Viewer by 473671866 on Github.

KOFXV Hitbox Viewer Direct Link

Navigation

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