Information for "The King of Fighters XV/King of Dinosaurs"

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Display titleThe King of Fighters XV/King of Dinosaurs
Default sort keyThe King of Fighters XV/King of Dinosaurs
Page length (in bytes)24,064
Page ID7515
Page content languageen - English
Page content modelwikitext
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Number of redirects to this page0
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Number of subpages of this page3 (0 redirects; 3 non-redirects)

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Page creatorAmedoS310 (talk | contribs)
Date of page creation02:51, 21 July 2021
Latest editorSpaceripper (talk | contribs)
Date of latest edit08:13, 19 January 2023
Total number of edits111
Total number of distinct authors15
Recent number of edits (within past 90 days)1
Recent number of distinct authors1

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Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan.
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