The King of Fighters XV/Rock Howard/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

Defense

Okizeme

214D, midscreen C throw, midscreen D throw all give you a meaty 236A, which can be chased behind to gain significant screen space. Spaced, midscreen 2D raw and in combos can give you a meaty 236A, making it a solid if potentially punishable autopilot option.


Safejumps

Definition and example of a safejump.

Reversals range from 4f startup at the fastest upward of 10f. If a safejump beats 4f reversals it is implied it will also work against slower reversals.

Anywhere C Throw: 214C > Hyper Hop > j.D (6f)

Corner C Throw: 214A > Hop > j.D (4f)

D Throw: Forward Jump > j.D (5f)

214C Ender safejumps are dependent on the height 214C connects at.

Countering Rock

External Resources

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The King of Fighters XV
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