The King of Fighters XV/King of Dinosaurs/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

If KoD is near opponent with time to spare after a knockdown, whiffing any of the following will move him back outside of normal throw range: cl.5A, cl.5B, cl.5C, cl.5D, 2C, 2D, 236A(AB). Can bait throws with this while taking the opportunity to attack. 2B is an easier meaty starter to space, but can use something stronger like like 2C-6A is good to get 236C in the corner. 2C-4A is stronger but 4A is whiff punishable if the confirm is blocked low.

Defense

Safejumps

King of Dinosaurs Safe Jumps

Countering K.O.D.

External Resources

Navigation

The King of Fighters XV
System

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Characters