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The King of Fighters XV/Haohmaru/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Frametraps

Action Notes
clA, clC 2f gap, very dangerous and reliable.
2A/clA > 6A Simple and reliable, can punish rolls.
2B/2A, farA Delay a bit so it doesn't become just a blockstring.
clC > 236B Super effective and safe, cant be jumped and you can punish rolls with a throw.
clC > 236D Scarier and more damaging, but less safe.
214C/4214C, clC 4f gap, but still dangerous.

Mixups

Defense

Okizeme

Safejumps

General Notes
These have been tested with 4f DPs.

Action Notes
(juggle) 6623C, jump Reliable but only works in juggles or after 236CD/214BD.
623C, jump Corner only and only after his Wave corner combo (236BD, 214A, 623C)
6623A/623A, hyper hop The most reliable safe jump, but 623A isn't as effective outside of the corner.
623AC/6623AC, jump Same as 6623C but less reliable outside of the corner.
214A, hyper hop Reliable but its at its best in the corner. jCD and jD are a must outside of the corner.
4214A, hyper hop/jump Outside of the corner you do a hop, but it can be unreliable. In the corner you just jump and get it without timing.
4214C, (2A), hyper hop Not very reliable, especially outside of the corner.
C Throw, (farA), hyper hop Corner only but effective.
D Throw, delayed jump Against the corner only, not as reliable since it requires manual timing
236236BD, hyper hop Manual timing but somewhat reliable.
236236K, delayed jump Very annoying to setup outside of the corner.
236236P/AC, 66, hyper jump Manual timing but not that hard.
214AC, hyper jump, hyper hop Need to delay the hop.
jCD, 66, hyper jump Standard jCD setup.
236P There is no exact setup, you have enough oki to manually set one up based on the situation

Crossups

Action Notes
6623C, (66), hyper jump Requires a microdash on a lot of characters, works outside of juggles too.
6623A, hyper jump Same as 6623C but no need for a microdash, just delay the jB as much as you can.
4214A, jump Simple and reliable, with a slight delay like the safejump.
4214C, (66), hyper jump Basically the same as 6623C but less reliable.
236236B, delayed jump Much easier than the safejump.
214AC, hyper jump, hyper jump Reliable and easy, can be made sameside with a normal jump.
236P Same as the safejump, no exact setup.
jCD, 66, hyper jump Standard jCD setup.


Haohmaru Safejumps
Haohmaru Setups

Countering Haohmaru

External Resources

Navigation

The King of Fighters XV
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