The King of Fighters XV/Offense
Wall Splat Blowback Attack
Returning from KOF XIV, the Blowback Attack (C+D) will send a grounded opponent to the wall, where they'll crumple to the ground. The Blowback Attack is usually special cancelable, which means that it can be followed up with a combo or blockstring.
Rush Auto Combo System
If you repeatedly press standing light punch when you're close to an opponent, the character will activate a combo that leads to a Special Move. The final attack will vary depending on your power gauge and what button was pressed.
A counter hit will take place if you manage to hit the opponent at the startup of their special attacks, command normals, or (hyper)hop attack. Counter hits tend to do a little bit more damage while also adding extra properties to the said move that was used to counter hit the opponent. Some counter hits may be used as actual combo starters or launchers. When an anti air is perform that counter hits the opponent it typically will put the opponent in a juggle state for combos.
On The Ground (OTG)
These are moves that can hit the opponent, even while they are on the ground in a floored position. Some OTG moves will function as striking moves while others will function as grappling moves. These are best used after scoring a hard knockdown against a player and the input the command for the said OTG move in order for character to get extra damage.
Recovery Roll (also known as Tech Roll)
By pressing light punch and light kick at the same time, at the right time after being knocked back by an attack, you can avoid falling to the ground to initiate a soft knockdown. Some combos can be used on fallen opponents, so try using Recovery roll to evade them. However, Recovery cannot be used against some attacks that have hard knockdown properties. All normal throws and supers cause hard knockdowns and cannot be recovered from using this technique.
If you and your opponent enter a throw command at the same time, you can execute a throw dodge or throw break.
- Normal throws have 1 frame startup allowing them to beat meaties. Same for all normal air throws(needs validation).
- Air normals, performed with the intention of doing air throws, are command, special, or super cancelable.
Throwing after Recovery Roll:
During recovery roll a character has no throw invincibility.
Command Throw (also known as Command Grab or Special Move Throw)
All command throws have a motion sequence similar to other special moves. Some command throws must have your opponent close to them to connect, while some have running animations. All command throws have whiff animations, and some may be blocked or easily evaded.
Universal Hitstun and Blockstun
Most normal moves have the same hitstun across the cast. For example, a close C from Kyo will have the same hitstun as a far D from Iori. The difference in frame advantage comes from different recovery speeds and active frame windows. There are some exceptions, such as sweeps or more unique normals such as Antonov's 2D. Blockstun is technically identical to hitstun, however the person getting hit/blocking the attack will experience two more frames of hitstop on a hit, essentially meaning that blockstun is always 2 frames shorter than hitstun (outside of moves that cause a knockdown or juggle). This rule does not apply to air attacks however.
|Ground CD (Blowback)||KD||23|
|Grounded Command Normal||21||19|
|Hop CD (Blowback)||KND||19|
|Jump CD (Blowback)||KND||23|
Info courtesy of Gelatin