Difference between revisions of "The King of Fighters XV/Movement"

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==Movement==
==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 13f window at the start of a run where the player can interrupt the run with anything except blocking, jumping backwards or up, or backdashing. 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.


===Running===
===Run speed===
1 being the fastest while 8 being the slowest.
{| class="wikitable"
!colspan="1"|Run Speed Rank
!colspan="1"|Characters
|-
|-
|1
|Chris
|-
|2
|Heidern, Vanessa, Luong, Gato, Iori
|-
|3
|Shun'ei, Isla, Elisabeth, Krohnen, Benimaru
|-
|4
|Rock
|-
|5
|Kyo, Chizuru, Kukri, Billy, Ángel, Yashiro, K', Ramón, Leona, Terry, Joe, Andy, Robert, Blue Mary, Yuri, B. Jenet, Shermie
|-
|6
|Meitenkun, Whip, Yamazaki, Geese, Dolores, Chizuru, Ash, Kula, Shermie, Antonov, Ralf, Clark, Ryo, King
|-
|7
|Mai, Athena, Maxima, Omega Rugal
|-
|8
|King of Dinosaurs
|}


Press Forward twice to dash. Hold forward on the control stick or pad in order to continue running forward.  
==Backdashing==
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. 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.  
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.  


===Backdashing===
==Jumps and Hops==
[[File:KOFXV_jump_arcs.jpg|thumb|Credits to [https://twitter.com/KuriNyankoF/status/1490824960587313153 KuriNyankoF] for the image.]]
In KOF XV, there are 4 different types of jumps:
*<span style="color:blue">Hop</span> - 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.
*<span style="color:green">Normal Jump</span> - Press up regularly or hold up. This is a traditional jump and it can take time to be able to differ the two.
*<span style="color:red">Hyperhop</span> - 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.


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.  
You can not block while you are in midair. Some moves may only be available while the character is in midair.


===Jumps and Hops===
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.
In KOF XIV, there are 4 different types of jumps:
* Hop - Lightly tap up. The character will hop upwards a very short distance.
* 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 - Quickly press down but then tap up lightly. The character quickly jumps slightly off of the ground an a higher speed. This can be useful for approaching the opponent.
* Hyperjump - Quickly press down and then up on the control pad or stick. This is essentially a super jump.  


Additional Notes: You can not block while you are in midair. Some moves may only be available while the character is in midair.
<div class="mw-collapsible mw-collapsed" data-expandtext="Click here to view jump/hop durations for all characters" data-collapsetext="Click to Hide">
{| class="wikitable sortable"
|-
! Character !! Hop !! Jump !! Backdash
|-
|Andy || 32 || 44 || 22
|-
|Angel || 32 || 40 || 22 (*19)
|-
|Antonov || 33 || 40 || 19
|-
|Ash || 32 || 40 || 23
|-
|Athena || 37 || 46 || 22 (*19)
|-
|B Jenet || 32 || 40 || 23
|-
|Benimaru || 32 || 40 || 22
|-
|Billy || 33 || 42 || 22
|-
|Blue Mary || 33 || 42 || 23
|-
|Chizuru || 37 || 46 || 23
|-
|Chris || 32 || 40 || 23
|-
|Clark || 32 || 40 || 21
|-
|Dolores || 32 || 40 || 23
|-
|Elisabeth || 32 || 40 || 23
|-
|Gato || 32 || 40 || 22
|-
|Geese || 33 || 42 || 22
|-
|Heidern || 32 || 40 || 21
|-
|Iori || 32 || 40 || 22 (*19)
|-
|Isla || 32 || 40 || 23
|-
|Joe || 33 || 41 || 21
|-
|K' || 32 || 40 || 22
|-
|King || 35 || 42 || 20
|-
|King of Dinosaurs || 35 || 40 || 28
|-
|Krohnen || 32 || 42 || 23
|-
|Kukri || 32 || 42 || 21
|-
|Kula || 32 || 43 || 21
|-
|Kyo || 32 || 43 || 24 (*25~21)
|-
|Leona || 33 || 43 || 22
|-
|Luong || 35 || 45 || 22
|-
|Mai || 33 || 43 || 22
|-
|Maxima || 35 || 41 || 21
|-
|Meitenkun || 34 || 44 || 23
|-
|Ralf || 33 || 41 || 22
|-
|Ramon || 33 || 41 || 22
|-
|Robert || 33 || 41 || 26
|-
|Rock || 33 || 40 || 21
|-
|Rugal || 32 || 43 || 23
|-
|Ryo || 32 || 39 || 22
|-
|Shermie || 32 || 40 || 23
|-
|Shun'ei || 32 || 40 || 23
|-
|Terry || 33 || 41 || 21
|-
|Vanessa || 32 || 40 || 21
|-
|Whip || 35 || 42 || 21
|-
|Yamazaki || 32 || 40 || 26
|-
|Yashiro || 32 || 40 || 23
|-
|Yuri || 33 || 40 || 19
|}


[[File:KOFXV_jump_arcs.jpg|thumb|Credits to [https://twitter.com/KuriNyankoF/status/1490824960587313153 KuriNyankoF] for the image.]]
Coutresy of [https://twitter.com/cidelfus ChaseHD].</div>
*Blue is hop
*Green is normal jump
*Red is hyperhop
*White is super jump


{{Navbox XV}}
{{Navbox XV}}


[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Revision as of 06:24, 24 May 2022

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 13f window at the start of a run where the player can interrupt the run with anything except blocking, jumping backwards or up, or backdashing. 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.

Run speed

1 being the fastest while 8 being the slowest.

Run Speed Rank Characters
1 Chris
2 Heidern, Vanessa, Luong, Gato, Iori
3 Shun'ei, Isla, Elisabeth, Krohnen, Benimaru
4 Rock
5 Kyo, Chizuru, Kukri, Billy, Ángel, Yashiro, K', Ramón, Leona, Terry, Joe, Andy, Robert, Blue Mary, Yuri, B. Jenet, Shermie
6 Meitenkun, Whip, Yamazaki, Geese, Dolores, Chizuru, Ash, Kula, Shermie, Antonov, Ralf, Clark, Ryo, King
7 Mai, Athena, Maxima, Omega Rugal
8 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

Credits to KuriNyankoF for the image.

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.

You can not block while you are in midair. Some moves may only be available while the character is in midair.

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.

Character Hop Jump Backdash
Andy 32 44 22
Angel 32 40 22 (*19)
Antonov 33 40 19
Ash 32 40 23
Athena 37 46 22 (*19)
B Jenet 32 40 23
Benimaru 32 40 22
Billy 33 42 22
Blue Mary 33 42 23
Chizuru 37 46 23
Chris 32 40 23
Clark 32 40 21
Dolores 32 40 23
Elisabeth 32 40 23
Gato 32 40 22
Geese 33 42 22
Heidern 32 40 21
Iori 32 40 22 (*19)
Isla 32 40 23
Joe 33 41 21
K' 32 40 22
King 35 42 20
King of Dinosaurs 35 40 28
Krohnen 32 42 23
Kukri 32 42 21
Kula 32 43 21
Kyo 32 43 24 (*25~21)
Leona 33 43 22
Luong 35 45 22
Mai 33 43 22
Maxima 35 41 21
Meitenkun 34 44 23
Ralf 33 41 22
Ramon 33 41 22
Robert 33 41 26
Rock 33 40 21
Rugal 32 43 23
Ryo 32 39 22
Shermie 32 40 23
Shun'ei 32 40 23
Terry 33 41 21
Vanessa 32 40 21
Whip 35 42 21
Yamazaki 32 40 26
Yashiro 32 40 23
Yuri 33 40 19
Coutresy of ChaseHD.

Navigation

The King of Fighters XV
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