https://dreamcancel.com/w/api.php?action=feedcontributions&user=Jotamide&feedformat=atomDream Cancel Wiki - User contributions [en]2024-03-29T12:07:46ZUser contributionsMediaWiki 1.37.1https://dreamcancel.com/w/index.php?title=Fatal_Fury:_City_of_the_Wolves&diff=73804Fatal Fury: City of the Wolves2024-03-24T14:50:23Z<p>Jotamide: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = Fatal Fury: City of the Wolves<br />
| abbreviation = CotW<br />
| image = FF CotW logo.png<br />
| version = <br />
| developer = SNK<br />
| publisher = SNK<br />
| publisher2 = <br />
| system = <br />
| website = [https://www.snk-corp.co.jp/us/games/fatalfury-cotw/ Official website]<br />
| netcode = <br />
| netcode2 = <br />
| netcode3 = <br />
| resources = <br />
| community = [https://discord.gg/FnbFwVj6jc Discord of the Wolves]<br />
| patch = <br />
}}<br />
Fatal Fury: City of the Wolves is the latest installment in the Fatal Fury series. The game was announced at EVO 2022 but wouldn't be unveiled until EVO 2023. After the SNK World Championship 2023 finals, a new trailer showed the game's core new system called '''REV System'''.<br />
<br />
While there isn't a demo out yet, you can read this [https://docs.google.com/document/d/1fBCSQOJMif-8a8d3jACwQlyUPEiE71fxPTZ7om1P1wg/edit CotW Mechanics doc] by Giby.<br />
<br />
==Characters==<br />
*Terry Bogard<br />
*Rock Howard<br />
*Tizoc<br />
*Hotaru Futaba<br />
*Preecha</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Fatal_Fury:_City_of_the_Wolves&diff=73803Fatal Fury: City of the Wolves2024-03-24T14:04:41Z<p>Jotamide: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = Fatal Fury: City of the Wolves<br />
| abbreviation = CotW<br />
| image = FF CotW logo.png<br />
| version = <br />
| developer = SNK<br />
| publisher = SNK<br />
| publisher2 = <br />
| system = <br />
| website = [https://www.snk-corp.co.jp/us/games/fatalfury-cotw/ Official website]<br />
| netcode = <br />
| netcode2 = <br />
| netcode3 = <br />
| resources = <br />
| community = <br />
| patch = <br />
}}<br />
Fatal Fury: City of the Wolves is the latest installment in the Fatal Fury series. The game was announced at EVO 2022 but wouldn't be unveiled until EVO 2023. After the SNK World Championship 2023 finals, a new trailer showed the game's core new system called '''REV System'''.<br />
<br />
While there isn't a demo out yet, you can read this [https://docs.google.com/document/d/1fBCSQOJMif-8a8d3jACwQlyUPEiE71fxPTZ7om1P1wg/edit CotW Mechanics doc] by Giby.<br />
<br />
==Characters==<br />
*Terry Bogard<br />
*Rock Howard<br />
*Tizoc<br />
*Hotaru Futaba<br />
*Preecha</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Fatal_Fury:_City_of_the_Wolves&diff=73588Fatal Fury: City of the Wolves2024-03-19T17:32:52Z<p>Jotamide: Creating placeholder for SEO purposes</p>
<hr />
<div>{{Infobox Game<br />
| gamename = Fatal Fury: City of the Wolves<br />
| abbreviation = CotW<br />
| image = FF CotW logo.png<br />
| version = <br />
| developer = SNK<br />
| publisher = SNK<br />
| publisher2 = <br />
| system = <br />
| website = [https://www.snk-corp.co.jp/us/games/fatalfury-cotw/ Official website]<br />
| netcode = <br />
| netcode2 = <br />
| netcode3 = <br />
| resources = <br />
| community = <br />
| patch = <br />
}}<br />
Fatal Fury: City of the Wolves is the latest installment in the Fatal Fury series. The game was announced at EVO 2022 but wouldn't be unveiled until EVO 2023. After the SNK World Championship 2023 finals, a new trailer showed the game's core new system called '''REV System'''.<br />
<br />
==Characters==<br />
*Terry Bogard<br />
*Rock Howard<br />
*Tizoc<br />
*Hotaru Futaba<br />
*Preecha</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:Top_logo.png&diff=73537File:Top logo.png2024-03-18T23:04:08Z<p>Jotamide: Removed redirect to File:FF CotW logo.png</p>
<hr />
<div>{{delete}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:Top_logo.png&diff=73536File:Top logo.png2024-03-18T23:03:51Z<p>Jotamide: Jotamide moved page File:Top logo.png to File:FF CotW logo.png</p>
<hr />
<div>#REDIRECT [[File:FF CotW logo.png]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:FF_CotW_logo.png&diff=73535File:FF CotW logo.png2024-03-18T23:03:51Z<p>Jotamide: Jotamide moved page File:Top logo.png to File:FF CotW logo.png</p>
<hr />
<div>== Summary ==<br />
[[Category:Fatal Fury: City of the Wolves]]<br />
== Licensing ==<br />
{{Copyright SNK}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Category:Fatal_Fury:_City_of_the_Wolves&diff=73534Category:Fatal Fury: City of the Wolves2024-03-18T23:03:08Z<p>Jotamide: Created page with "Category:Games Directory"</p>
<hr />
<div>[[Category:Games Directory]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:FF_CotW_logo.png&diff=73533File:FF CotW logo.png2024-03-18T23:02:19Z<p>Jotamide: Category:Fatal Fury: City of the Wolves</p>
<hr />
<div>== Summary ==<br />
[[Category:Fatal Fury: City of the Wolves]]<br />
== Licensing ==<br />
{{Copyright SNK}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Defense&diff=71892The King of Fighters XV/Defense2023-12-09T02:36:36Z<p>Jotamide: </p>
<hr />
<div>==Rolling==<br />
Press [[image:a.gif]]+[[image:b.gif]] to perform an evasive movement.<br />
<br />
Press [[image:bk.gif]]+[[image:a.gif]]+[[image:b.gif]] to roll backwards. <br />
<br />
Rolling is an evasive option that augments players defensive options. They universally last 33f. From frames 1-24, the character is completely invincible to every move except for throws and command grabs. Rolling is not completely foolproof, however. Upon performing a roll, there are 9 frames of recovery that makes the user vulnerable to any attack. As stated before, throws and command grabs will also beat out the roll mechanic. Be sure to use the roll mechanic wisely so that you can get out of pressure carefully or find a method of implementing an offense. Discretion is heavily advised when fighting stronger players.<br />
<br />
==Recovery Roll==<br />
Also known as Tech Roll or Quick Rise. By pressing or holding [[image:a.gif]]+[[image:b.gif]] right before hitting the ground when you get knocked back from some attacks, you can perform a Recovery Roll to avoid the knockdown state. Some combos can be used on fallen opponents, so try using Recovery roll to evade them. It also prevents your opponent from having more time to set up a mix-up. However, Recovery Roll cannot be used against some attacks that have hard knockdown properties. It also eliminates the natural throw invincibilty after getting up from a knockdown, making meaty throws another mix-up to consider, although they are still breakable or jumpable.<br />
<br />
All normal throws and supers cause hard knockdowns and cannot be recovered from using this technique.<br />
<br />
==Just Defend / Instant Block==<br />
An Instant Block is a slightly more advanced form of normal blocking.<br />
<br />
Input a block shortly before the opponent's attack connects (8 frame window) to perform a Just Defend/Instant Block.<br />
<br />
The defender will flash white on a successful Instant Block. However, note that inputting any backwards direction without performing an Instant Block locks out any subsequent Instant Block attempts for 30 frames. This is to prevent mashing Instant Block.<br />
<br />
'''The benefits of an Instant Block are:'''<br />
* Builds extra super meter <br />
* Lowers the amount of guard damage received<br />
<br />
==Guard Cancel Roll (GCAB)==<br />
While in block stun, the player can press A+B or Back+A+B to implement a Guard Cancel Roll. The character will roll out of their block stun animation at the cost of 1 bar of meter that they built during the match. What makes this useful is the fact that the user is completely invulnerable while performing the Guard Cancel Roll, even on its delay. However, it is still possible to fall into heavy disadvantage when it is mistimed. Use this to safely get out of pressure or out of the corner. This can also be used to catch the opponents whiffing and then punishing them accordingly after performing the Guard Cancel Roll. <br />
<br />
==Guard Cancel CD (GCCD)==<br />
While in blocking incoming moves, the player can press C+D to perform the characters blowback attack out of block stun. <br />
What this does is allow the character to attack and send the opponent flying away to produce a neutral situation again. The use of the Guard Cancel CD will vary between the characters as many of them have different animations for CD attacks. These can also be baited out for a whiff punish, so use these wisely. <br />
When a Guard Cancel C+D attack lands, it normally does a very small amount of damage upon sending the opponent reeling backwards. <br />
Much like the Guard Cancel Roll, this costs 1 bar of meter. <br />
*All GCCD's start up in 7f, active for 5f, on guard is -9f apart for those who are - 10<br />
**Heidern<br />
**Krohnen<br />
**Shermie<br />
**Whip<br />
**Robert<br />
**King<br />
**Athena<br />
**Mai<br />
**Billy<br />
**Yamazaki<br />
**Oroshi Shermie<br />
<br />
*Against air moves, the start-up is 11f.<br />
*They all do 5 damages onHit (6 when in MaxMode), none onBlock<br />
<br />
==Shatter Strike==<br />
Performed by inputting [[image:qcf.gif]]+[[image:c.gif]][[image:d.gif]], this move costs 1 bar to perform and will refund half of the bar if it hits the opponent. Shatter Strike causes opponent to crumple on hit and allows you to guard through moves without decreasing your guard bar, do note, that this move can also be thrown. <br />
*Guard Point: Starts at frame 4, lasts for 11f, -10 on block, active for 6f.<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Defense&diff=71891The King of Fighters XV/Defense2023-12-09T02:35:56Z<p>Jotamide: </p>
<hr />
<div>==Rolling==<br />
Press [[image:a.gif]]+[[image:b.gif]] to perform an evasive movement.<br />
<br />
Press [[image:bk.gif]]+[[image:a.gif]]+[[image:b.gif]] to roll backwards. <br />
<br />
Rolling is an evasive option that augments players defensive options. They universally last 33f. From frames 1-24, the character is completely invincible to every move except for throws and command grabs. Rolling is not completely foolproof, however. Upon performing a roll, there are 9 frames of recovery that makes the user vulnerable to any attack. As stated before, throws and command grabs will also beat out the roll mechanic. Be sure to use the roll mechanic wisely so that you can get out of pressure carefully or find a method of implementing an offense. Discretion is heavily advised when fighting stronger players.<br />
<br />
==Recovery Roll (also known as Tech Roll or Quick Rise)==<br />
By pressing or holding [[image:a.gif]]+[[image:b.gif]] right before hitting the ground when you get knocked back from some attacks, you can perform a Recovery Roll to avoid the knockdown state. Some combos can be used on fallen opponents, so try using Recovery roll to evade them. It also prevents your opponent from having more time to set up a mix-up. However, Recovery Roll cannot be used against some attacks that have hard knockdown properties. It also eliminates the natural throw invincibilty after getting up from a knockdown, making meaty throws another mix-up to consider, although they are still breakable or jumpable.<br />
<br />
All normal throws and supers cause hard knockdowns and cannot be recovered from using this technique.<br />
<br />
==Just Defend/Instant Block==<br />
An Instant Block is a slightly more advanced form of normal blocking.<br />
<br />
Input a block shortly before the opponent's attack connects (8 frame window) to perform a Just Defend/Instant Block.<br />
<br />
The defender will flash white on a successful Instant Block. However, note that inputting any backwards direction without performing an Instant Block locks out any subsequent Instant Block attempts for 30 frames. This is to prevent mashing Instant Block.<br />
<br />
'''The benefits of an Instant Block are:'''<br />
* Builds extra super meter <br />
* Lowers the amount of guard damage received<br />
<br />
==Guard Cancel Roll (GCAB)==<br />
While in block stun, the player can press A+B or Back+A+B to implement a Guard Cancel Roll. The character will roll out of their block stun animation at the cost of 1 bar of meter that they built during the match. What makes this useful is the fact that the user is completely invulnerable while performing the Guard Cancel Roll, even on its delay. However, it is still possible to fall into heavy disadvantage when it is mistimed. Use this to safely get out of pressure or out of the corner. This can also be used to catch the opponents whiffing and then punishing them accordingly after performing the Guard Cancel Roll. <br />
<br />
==Guard Cancel CD (GCCD)==<br />
While in blocking incoming moves, the player can press C+D to perform the characters blowback attack out of block stun. <br />
What this does is allow the character to attack and send the opponent flying away to produce a neutral situation again. The use of the Guard Cancel CD will vary between the characters as many of them have different animations for CD attacks. These can also be baited out for a whiff punish, so use these wisely. <br />
When a Guard Cancel C+D attack lands, it normally does a very small amount of damage upon sending the opponent reeling backwards. <br />
Much like the Guard Cancel Roll, this costs 1 bar of meter. <br />
*All GCCD's start up in 7f, active for 5f, on guard is -9f apart for those who are - 10<br />
**Heidern<br />
**Krohnen<br />
**Shermie<br />
**Whip<br />
**Robert<br />
**King<br />
**Athena<br />
**Mai<br />
**Billy<br />
**Yamazaki<br />
**Oroshi Shermie<br />
<br />
*Against air moves, the start-up is 11f.<br />
*They all do 5 damages onHit (6 when in MaxMode), none onBlock<br />
<br />
==Shatter Strike==<br />
Performed by inputting [[image:qcf.gif]]+[[image:c.gif]][[image:d.gif]], this move costs 1 bar to perform and will refund half of the bar if it hits the opponent. Shatter Strike causes opponent to crumple on hit and allows you to guard through moves without decreasing your guard bar, do note, that this move can also be thrown. <br />
*Guard Point: Starts at frame 4, lasts for 11f, -10 on block, active for 6f.<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=User:Jotamide&diff=71622User:Jotamide2023-11-20T17:04:28Z<p>Jotamide: </p>
<hr />
<div>[[User:Jotamide/sandbox|Sandbox]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:KOF_XIII_GM_Logo.png&diff=71613File:KOF XIII GM Logo.png2023-11-20T15:36:15Z<p>Jotamide: Category:The King of Fighters XIII</p>
<hr />
<div>== Summary ==<br />
[[Category:The King of Fighters XIII]]<br />
== Licensing ==<br />
{{Copyright SNK}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=71612The King of Fighters XIII2023-11-20T15:34:32Z<p>Jotamide: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Main Visual.jpg<br />
| developer = SNK Playmore<br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [https://www.snk-corp.co.jp/us/games/kof13gm/ Global Match]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website3 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = '''PS3, X360, Steam'''</br>November 22, 2011<br />
| system2 = '''PS4, Nintendo Switch'''</br>November 16, 2023<br />
| netcode = Delay-based netcode <small>(original)</small><br />
| netcode2 = Rollback netcode <small>(GM)</small><br />
| resources = [https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another).<br />
<br />
Atlus published King of Fighters XIII in North America on November 22, 2011. An updated re-release featuring rollback netcode called '''The King of Fighters XIII Global Match''' was released worldwide on November 16, 2023.<br />
<br />
==Characters==<br />
{|align="Center" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=71611The King of Fighters XIII2023-11-20T15:32:45Z<p>Jotamide: Added main visual of KOF XIII GM</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Main Visual.jpg<br />
| developer = SNK Playmore<br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [https://www.snk-corp.co.jp/us/games/kof13gm/ Global Match]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website3 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = Playstation 3, Xbox 360, Steam <small>(original)</small><br />
| system2 = Playstation 4, Nintendo Switch <small>(Global Match)</small><br />
| netcode = Delay-based netcode <small>(PS3, X360, PC)</small><br />
| netcode2 = Rollback netcode <small>(PS4, Switch)</small><br />
| resources = [https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another).<br />
<br />
Atlus published King of Fighters XIII in North America on November 22, 2011. An updated re-release featuring rollback netcode called '''The King of Fighters XIII Global Match''' was released worldwide on November 16, 2023.<br />
<br />
==Characters==<br />
{|align="Center" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:KOF_XIII_Main_Visual.jpg&diff=71610File:KOF XIII Main Visual.jpg2023-11-20T15:32:01Z<p>Jotamide: Category:The King of Fighters XIII</p>
<hr />
<div>== Summary ==<br />
[[Category:The King of Fighters XIII]]<br />
== Licensing ==<br />
{{Copyright SNK}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=71609The King of Fighters XIII2023-11-20T15:24:18Z<p>Jotamide: Updated infobox for Global Match</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Logo.png<br />
| developer = SNK Playmore<br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [https://www.snk-corp.co.jp/us/games/kof13gm/ Global Match]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website3 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = Playstation 3, Xbox 360, Steam <small>(original)</small><br />
| system2 = Playstation 4, Nintendo Switch <small>(Global Match)</small><br />
| netcode = Delay-based netcode <small>(PS3, X360, PC)</small><br />
| netcode2 = Rollback netcode <small>(PS4, Switch)</small><br />
| resources = [https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another).<br />
<br />
Atlus published King of Fighters XIII in North America on November 22, 2011. An updated re-release featuring rollback netcode called '''The King of Fighters XIII Global Match''' was released worldwide on November 16, 2023.<br />
<br />
==Characters==<br />
{|align="Center" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=71608The King of Fighters XIII2023-11-20T15:20:38Z<p>Jotamide: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = <br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = Playstation 3<br />
| system2 = Xbox 360<br />
| system3 = Steam<br />
| netcode = Delay-based netcode <small>(PS3, X360, PC)</small><br />
| netcode2 = Rollback netcode <small>(PS4, Switch)</small><br />
| resources = [https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another).<br />
<br />
Atlus published King of Fighters XIII in North America on November 22, 2011. An updated re-release featuring rollback netcode called '''The King of Fighters XIII Global Match''' was released worldwide on November 16, 2023.<br />
<br />
==Characters==<br />
{|align="Center" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Category:Samurai_Shodown_IV&diff=67983Category:Samurai Shodown IV2023-07-19T16:55:19Z<p>Jotamide: </p>
<hr />
<div>[[Category:Games Directory]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:XVShingo_Portrait.png&diff=67982File:XVShingo Portrait.png2023-07-19T16:54:26Z<p>Jotamide: Typo</p>
<hr />
<div>== Summary ==<br />
[[Category:The King of Fighters XV]]<br />
== Licensing ==<br />
{{Unknown_copyright}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Samurai_Shodown_IV&diff=67341Samurai Shodown IV2023-06-10T18:02:38Z<p>Jotamide: </p>
<hr />
<div>{{Infobox Game<br />
| gamename = Samurai Shodown IV: Amakusa's Revenge<br />
| image = SS4 Logo.png<br />
| developer = SNK<br />
| system = NeoGeo<br>JP: October 25, 1996<br>NA: 1996<br />
| netcode = Rollback ([https://www.fightcade.com/ Fightcade 2])<br />
| resources = [http://www5b.biglobe.ne.jp/~hitokiri/amakusa.htm Japanese Wiki by Ponnsyabu02]<br />
| community = [https://discord.com/invite/Tt2SDFS Samurai Shodown (Discord)]<br />
| community2 = [https://discord.com/invite/AnFuyDH Samurai Friends!]<br />
}}<br />
<br />
==Introduction==<br />
Samurai Shodown IV: Amakusa’s Revenge (サムライスピリッツ天草降臨, Samurai Supirittsu Amakusa Kōrin) is the fourth entry in the Samurai Shodown franchise, developed by SNK and released in 1996 for the Neo Geo arcade system.<br />
<br />
Samurai Shodown IV is somewhat of an updated version of Samurai Shodown III, albeit remaining very different from its predecessor in many regards, as it features some of the mechanics present from the previous game, as well as adding new mechanics such as the Pursuit, Combo Slash, and Rage Explosion. This game is considered a high point in the series by many due to its diverse roster, fast gameplay, and unique combo system. It also introduced universal WFT inputs for the entire cast among other details. This new WFT input, as well as several other additions, are now series staples that originated from this game.<br />
<br />
==Story==<br />
The year, 1789. As frost, floods, fires, and famine play havoc with the world, a sinister castle appears in the land of Shimabara. The lord of that castle is Shiro Tokisada Amakusa. Having previously been resurrected from the realm of the dead, Amakusa was supposed to have been slain in the midst of his evil designs, but now he returns to subjugate the world of the living. Having already engulfed the Shimabara peninsula, this castle of evil grows larger day by day. People soon call it "Amakusa Castle" and in their terror begin to revere it, hoping this will save them. But little did they know that this act of desperation would only summon further misfortune.... Amakusa has returned for more trouble, this time taking over a castle in a jagged wasteland and kidnapping the sorceress-in-training Hazuki Kazama, Kazuki and Sogetsu's beloved younger sister, in order to use her as a power source. The power spreading from Amakusa's work catches the attention of various warriors who head in for a variety of purposes... and even Zankuro Minazuki also has a hand in the story.<br />
<br />
==Characters==<br />
In terms of the roster, 5 characters were added in SSIV that weren't in SSIII, 2 of them new ([[Samurai Shodown IV/Sogetsu|Sogetsu]] and [[Samurai Shodown IV/Kazuki|Kazuki]]) and 3 of them veterans ([[Samurai Shodown IV/Tam Tam|Tam Tam]], [[Samurai Shodown IV/Jubei|Jubei]], and [[Samurai Shodown IV/Charlotte|Charlotte]]).<br />
<br />
{|<br />
|[[File:Tam Icon IV.png|link=Samurai Shodown IV/Tam Tam]]<br />
|[[File:Sog Icon IV.png|link=Samurai Shodown IV/Sogetsu]]<br />
|[[File:Amak Icon IV.png|link=Samurai Shodown IV/Amakusa]]<br />
|[[File:Kaz Icon IV.png|link=Samurai Shodown IV/Kazuki]]<br />
|[[File:Char Icon IV.png|link=Samurai Shodown IV/Charlotee]]<br />
|-<br />
|[[Samurai Shodown IV/Tam Tam|Tam Tam]]<br />
|[[Samurai Shodown IV/Sogetsu|Sogetsu]]<br />
|[[Samurai Shodown IV/Amakusa|Amakusa]]<br />
|[[Samurai Shodown IV/Kazuki|Kazuki]]<br />
|[[Samurai Shodown IV/Charlotte|Charlotte]]<br />
|-<br />
|[[File:Nako Icon IV.png|link=Samurai Shodown IV/Nakoruru]]<br />
|[[File:Gen Icon IV.png|link=Samurai Shodown IV/Genjuro]]<br />
|<br />
|[[File:Haoh Icon IV.png|link=Samurai Shodown IV/Haohmaru]]<br />
|[[File:Rimu Icon IV.png|link=Samurai Shodown IV/Rimururu]]<br />
|-<br />
|[[Samurai Shodown IV/Nakoruru|Nakoruru]]<br />
|[[Samurai Shodown IV/Genjuro|Genjuro]]<br />
|<br />
|[[Samurai Shodown IV/Haohmaru|Haohmaru]]<br />
|[[Samurai Shodown IV/Rimururu|Rimururu]]<br />
|-<br />
|[[File:Gaira Icon IV.png|link=Samurai Shodown IV/Gaira]]<br />
|[[File:Ukyo Icon IV.png|link=Samurai Shodown IV/Ukyo]]<br />
|<br />
|[[File:Galf Icon IV.png|link=Samurai Shodown IV/Galford]]<br />
|[[File:Shizu Icon IV.png|link=Samurai Shodown IV/Shizumaru]]<br />
|-<br />
|[[Samurai Shodown IV/Gaira|Gaira]]<br />
|[[Samurai Shodown IV/Ukyo|Ukyo]]<br />
|<br />
|[[Samurai Shodown IV/Galford|Galford]]<br />
|[[Samurai Shodown IV/Shizumaru|Shizumaru]]<br />
|-<br />
|[[File:Kyo Icon IV.png|link=Samurai Shodown IV/Kyoshiro]]<br />
|[[File:Hanzo Icon IV.png|link=Samurai Shodown IV/Hanzo]]<br />
|<br />
|[[File:Jubei Icon IV.png|link=Samurai Shodown IV/Jubei]]<br />
|[[File:Basa Icon IV.png|link=Samurai Shodown IV/Basara]]<br />
|-<br />
|[[Samurai Shodown IV/Kyoshiro|Kyoshiro]]<br />
|[[Samurai Shodown IV/Hanzo|Hanzo]]<br />
|<br />
|[[Samurai Shodown IV/Jubei|Jubei]]<br />
|[[Samurai Shodown IV/Basara|Basara]]<br />
|<br />
|}<br />
<br />
{{Navbox SS4}}<br />
<br />
[[Category:Samurai Shodown IV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Samurai_Shodown_IV&diff=67340Samurai Shodown IV2023-06-10T15:43:27Z<p>Jotamide: Added community2 field</p>
<hr />
<div>{{Infobox Game<br />
| gamename = Samurai Shodown IV: Amakusa's Revenge<br />
| image = SS4 Logo.png<br />
| developer = SNK<br />
| system = NeoGeo<br>JP: October 25, 1996<br>NA: 1996<br />
| netcode = Rollback (Fightcade 2)<br />
| resources = [https://www.fightcade.com/ FightCade]<br />
| resources2 = [http://www5b.biglobe.ne.jp/~hitokiri/amakusa.htm Japanese Wiki by Ponnsyabu02]<br />
| community = [https://discord.com/invite/Tt2SDFS Samurai Shodown (Discord)]<br />
| community2 = [https://discord.com/invite/AnFuyDH Samurai Friends!]<br />
}}<br />
<br />
==Introduction==<br />
Samurai Shodown IV: Amakusa’s Revenge (サムライスピリッツ天草降臨, Samurai Supirittsu Amakusa Kōrin) is the fourth entry in the Samurai Shodown franchise, developed by SNK and released in 1996 for the Neo Geo arcade system.<br />
<br />
Samurai Shodown IV is somewhat of an updated version of Samurai Shodown III, albeit remaining very different from its predecessor in many regards, as it features some of the mechanics present from the previous game, as well as adding new mechanics such as the Pursuit, Combo Slash, and Rage Explosion. This game is considered a high point in the series by many due to its diverse roster, fast gameplay, and unique combo system. It also introduced universal WFT inputs for the entire cast among other details. This new WFT input, as well as several other additions, are now series staples that originated from this game.<br />
<br />
==Story==<br />
The year, 1789. As frost, floods, fires, and famine play havoc with the world, a sinister castle appears in the land of Shimabara. The lord of that castle is Shiro Tokisada Amakusa. Having previously been resurrected from the realm of the dead, Amakusa was supposed to have been slain in the midst of his evil designs, but now he returns to subjugate the world of the living. Having already engulfed the Shimabara peninsula, this castle of evil grows larger day by day. People soon call it "Amakusa Castle" and in their terror begin to revere it, hoping this will save them. But little did they know that this act of desperation would only summon further misfortune.... Amakusa has returned for more trouble, this time taking over a castle in a jagged wasteland and kidnapping the sorceress-in-training Hazuki Kazama, Kazuki and Sogetsu's beloved younger sister, in order to use her as a power source. The power spreading from Amakusa's work catches the attention of various warriors who head in for a variety of purposes... and even Zankuro Minazuki also has a hand in the story.<br />
<br />
==Characters==<br />
In terms of the roster, 5 characters were added in SSIV that weren't in SSIII, 2 of them new ([[Samurai Shodown IV/Sogetsu|Sogetsu]] and [[Samurai Shodown IV/Kazuki|Kazuki]]) and 3 of them veterans ([[Samurai Shodown IV/Tam Tam|Tam Tam]], [[Samurai Shodown IV/Jubei|Jubei]], and [[Samurai Shodown IV/Charlotte|Charlotte]]).<br />
<br />
{|<br />
|[[File:Tam Icon IV.png|link=Samurai Shodown IV/Tam Tam]]<br />
|[[File:Sog Icon IV.png|link=Samurai Shodown IV/Sogetsu]]<br />
|[[File:Amak Icon IV.png|link=Samurai Shodown IV/Amakusa]]<br />
|[[File:Kaz Icon IV.png|link=Samurai Shodown IV/Kazuki]]<br />
|[[File:Char Icon IV.png|link=Samurai Shodown IV/Charlotee]]<br />
|-<br />
|[[Samurai Shodown IV/Tam Tam|Tam Tam]]<br />
|[[Samurai Shodown IV/Sogetsu|Sogetsu]]<br />
|[[Samurai Shodown IV/Amakusa|Amakusa]]<br />
|[[Samurai Shodown IV/Kazuki|Kazuki]]<br />
|[[Samurai Shodown IV/Charlotte|Charlotte]]<br />
|-<br />
|[[File:Nako Icon IV.png|link=Samurai Shodown IV/Nakoruru]]<br />
|[[File:Gen Icon IV.png|link=Samurai Shodown IV/Genjuro]]<br />
|<br />
|[[File:Haoh Icon IV.png|link=Samurai Shodown IV/Haohmaru]]<br />
|[[File:Rimu Icon IV.png|link=Samurai Shodown IV/Rimururu]]<br />
|-<br />
|[[Samurai Shodown IV/Nakoruru|Nakoruru]]<br />
|[[Samurai Shodown IV/Genjuro|Genjuro]]<br />
|<br />
|[[Samurai Shodown IV/Haohmaru|Haohmaru]]<br />
|[[Samurai Shodown IV/Rimururu|Rimururu]]<br />
|-<br />
|[[File:Gaira Icon IV.png|link=Samurai Shodown IV/Gaira]]<br />
|[[File:Ukyo Icon IV.png|link=Samurai Shodown IV/Ukyo]]<br />
|<br />
|[[File:Galf Icon IV.png|link=Samurai Shodown IV/Galford]]<br />
|[[File:Shizu Icon IV.png|link=Samurai Shodown IV/Shizumaru]]<br />
|-<br />
|[[Samurai Shodown IV/Gaira|Gaira]]<br />
|[[Samurai Shodown IV/Ukyo|Ukyo]]<br />
|<br />
|[[Samurai Shodown IV/Galford|Galford]]<br />
|[[Samurai Shodown IV/Shizumaru|Shizumaru]]<br />
|-<br />
|[[File:Kyo Icon IV.png|link=Samurai Shodown IV/Kyoshiro]]<br />
|[[File:Hanzo Icon IV.png|link=Samurai Shodown IV/Hanzo]]<br />
|<br />
|[[File:Jubei Icon IV.png|link=Samurai Shodown IV/Jubei]]<br />
|[[File:Basa Icon IV.png|link=Samurai Shodown IV/Basara]]<br />
|-<br />
|[[Samurai Shodown IV/Kyoshiro|Kyoshiro]]<br />
|[[Samurai Shodown IV/Hanzo|Hanzo]]<br />
|<br />
|[[Samurai Shodown IV/Jubei|Jubei]]<br />
|[[Samurai Shodown IV/Basara|Basara]]<br />
|<br />
|}<br />
<br />
{{Navbox SS4}}<br />
<br />
[[Category:Samurai Shodown IV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII/Terry_Bogard&diff=63972The King of Fighters XIII/Terry Bogard2023-04-06T17:35:51Z<p>Jotamide: /* Contributors */</p>
<hr />
<div>{{CharNavbox XIII}}<br />
{| style="margin-right:1em;" align="right"<br />
| {{TOClimit|3}}__TOC__<br />
|}<br />
[[Image:Terryxiii.jpg]][[Image:Spacer.gif]]<section begin="image"/>[[Image:Terry sprite.gif]]<section end="image"/><br />
[[Image:Terryxiiimoves.png]]<br />
<br />
:[http://youtu.be/Hg-0HffwCZ8 Terry Bogard's Move List Video]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
== Quick Combo Reference ==<br />
<br />
|-<br />
| '''0 Stock, No Drive Gauge'''<br />
|<br />
Low<br/><br />
Low<br/><br />
Anywhere<br/><br />
|<br />
cr.B, cr.B, st.B, qcb+B = 151 dmg<br/><br />
j.D, d.B, d.A, d.C, qcb+A = 239 dmg<br/><br />
j.D, cl.C, df+C, qcb+A = 255 dmg<br/><br />
|-<br />
<br />
| '''0 Stock, 1+ Drive Gauge'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
| <br />
j.C, st.C(2), df+C, qcb+A, [DC] d~u+C= 341 dmg<br/><br />
j.C, d.B, d.A, d.C, qcb+A, [DC] qcb+B, d~u+C =372 dmg<br/><br />
|-<br />
| '''1 Stock, 1+ Drive Gauge'''<br />
|<br />
Low<br/><br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cr.B, cr.A, cr.C, qcb+A [DC] qcb+B, d~u+AC = 376 dmg<br/><br />
j.D, st.C, df+C, qcb+A, [DC]qcb+B, qcfx2 +K = 427 dmg<br/><br />
j.C, st.D, df+C, qcb+A, [DC] qcb+B, d~u+AC = 450 dmg<br/><br />
|-<br />
| '''2 Stock, 1+ Drive Gauge'''<br />
|Anywhere<br />
| j.D, cl.C, df.C, qcb+A [SC] qcb,hcf+AC = 437 dmg<br />
|-<br />
| '''3 Stock, 2 Drive Gauge'''<br />
|Anywhere<br />
| j.D, cl.D, df.C, qcfx2+AC = 571 dmg<br />
|-<br />
<br />
|}<br />
<br />
==Console Changes==<br />
<br />
- Crouching A > Crouching C is a chain combo. Can be canceled.<br />
<br />
- Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.<br />
<br />
- Far D’s recovery time has been reduced.<br />
<br />
- Standing CD’s hit detection lasts a bit longer.<br />
<br />
- Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.<br />
<br />
Producer Yamamoto says:<br />
<br />
"''We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner.''"<br />
<br />
==Gameplay Overview==<br />
<br />
===Gameplay Notes===<br />
So here's where we get real detailed with Mr. Bogard. Terry is a brawler both as a character design and from a gameplay stand point. This Lone Wolf puts in a lot of work on the opponent, using fast normals and tricky setups to keep an opponent blocking. Terry's true strength comes from proper utilization of all his normal moves and command normals. He has a lot of situational normals that have specific uses like his st.D used as an anti-air or his f+A as a long range poke. Learning how to use them to defend yourself is very important to playing as a good Terry because you can keep bringing the fight to them and staying in your opponent's face.<br />
<br />
Terry's specials are also very situational, but using them at the right time can net some good rewards like knowing when to use and space Burn Knuckle, how to use D crackshoot to start a frame trap, or when to use power wave instead of crackshoot in a string. He has very good block strings with specials, using Crackshoot to keep people in check if they're blocking low, or just using your fast normals to keep poking until they crack, especially if you mix in some hop/jump D cross ups for good measure. Whether you're cornered or you're cornering someone, Terry's got the tools to take a bite out of any character in the cast.<br />
<br />
Lone Wolf Terry Bogard is a technical, but rewarding character. He's easy to use at first, but hard to master.<br />
<br />
{{StrengthsAndWeaknesses<br />
|ext=gif<br />
| pros=<br />
* Has cancellable and fast normals.<br />
* Properly spacing most ground specials and normals make them safe and good to use for pressure (Easy guardbreak character)<br />
* Simple damaging combos<br />
* VERY long range normals like far C and far D as well as a sliding st.CD<br />
* Can set up ambiguous cross ups and back-turned situations<br />
| cons=<br />
* Not very damaging without meter, drive AND stock meter<br />
* Only properly spaced/specific combo situations yield decent damage in the corner.<br />
* Grapplers take away some of your pressure options. <br />
* Not many special moves are safe on block.<br />
* Neomax and EX Power Geyser are terrible in the corner, doesn't automatically hit all hits.<br />
}}<br />
<br />
==Normals==<br />
<br />
===Far Standing Normals===<br />
==== ====<br />
{{FrameDataCargo-KOFXIII<br />
|moveId=terry_sta<br />
|description=<br />
<br><br />
A quick jab. Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps. It can be comboed into Rising Upper (df+C).<br><br />
<br><br />
* Cancelable on hit/whiff.<br />
* Chains into other lights.<br />
}}<br />
<br />
'''st. B:''' 30 damage, cancel-able, hits mid. A side kick with good reach. It can be chained from his crouching B and can be comboed into df+C, weak crackshoot, Buster Wolf, and EX Power Geyser. <br />
<br />
'''st. C:''' 80 damage, cancel-able, DMs only, hits mid. A straight punch with good range and good speed. Great poke. Also note it's unique cancel properties.<br />
<br />
'''st. D:''' 70 damage, hits mid. Terry leans back, twisting slightly, and kicks forward. (Animation resembles the last hit of his 'Fire Kick' move from Real Bout 2.) Better reach than his far C, but a bit slower. <br />
<br />
===Close Standing Normals===<br />
<br />
'''cl. C''' - 70 damage, cancel-able, hits mid. A close-range punch that hits twice. Very fast and combos easily. Five stars!<br />
<br />
'''cl. D''' - 70 damage, cancel-able, hits mid. Terry delivers a kick aimed at his opponent's face. Not as strong as close C, and only hits once; however, it can be used for combos and is actually preferable for longer (particularly HD) combos due to less damage scaling.<br />
<br />
===Crouch Normals===<br />
<br />
'''cr. A:''' 25 damage, chain-able and cancel-able, hits mid. A crouching jab. It can combo into his Rising Upper (df+C). <br />
<br />
'''cr. B:''' 30 damage, chain-able and cancel-able, hits low. A quick, crouching kick. It can be chained into standing B or crouching A. <br />
<br />
'''cr. C:''' 70 damage, cancel-able, hits mid. A crouching version of his far C. While less damaging, it can be canceled into anything.<br />
<br />
'''cr. D:''' 80 damage, whiff and hit cancel-able, hits low. A crouching kicks that knocks down standing opponents. Long reach.<br />
<br />
===Jump Normals===<br />
<br />
'''j. A:''' 45 (40) damage, hits overhead. A quick, downward punch.<br />
<br />
'''j. B:''' 45 (40) damage, hits overhead. Terry's quickest move for Air-to-Air. Good horizontal reach. Use it to cover space in the air, whether you're going neutral, forward, or back. Ineffective for Air-to-Ground.<br />
<br />
'''j. C:''' 72 (70) damage, hits overhead. A strong punch aimed downward. This is the perfect medium in the air. Not as much horizontal reach as j.B, and is 2 frames slower. j.C can be used for both Air-to-Air and Air-to-Ground. If you are unsure which normal to throw out in a specific hop / jump, j.C is a good choice.<br />
<br />
[http://i.imgur.com/IsSRZbo.png'''j. D:'''] 70 (68) damage, hits overhead. This is less of an Air-to-Air move and much better for Air-to-Ground, but if you are in a higher jump arc than your opponent, j.D can be a good choice. It crosses up opponents '''extremely''' well.<br />
<br />
===Blowback Normals===<br />
<br />
'''CD:''' 75 damage, whiff and hit cancel-able, hits mid. A shoulder charge. <br />
<br />
'''j. CD:''' 90 (80) damage, hits mid. Looks like an aerial version of Terry's close D. <br />
<br />
'''GCCD:''' - 10 damage, hits mid. Guard Cancel Blowback Attack. For some reason, it's the same animation as his close D.<br />
<br />
==Throws==<br />
<br />
'''Buster Throw = (b/f+C/D) close''' 100 damage, can be broken. Terry grabs his opponent and throws them to the ground.<br />
<br />
==Command Normals==<br />
<br />
'''Rising Upper = (df+C)''' 60 damage, cancel-able, hits mid. An uppercut with good vertical reach. Terry's best choice for dealing with jumps. Works for hops, but st.A is a better choice and has less recovery on whiff. Can be comboed into from close C/D and crouching A. Common follow-ups are: Power Wave, weak Burn Knuckle and either DM.<br />
<br />
* Note: Often trades in Counter Hit situations. If the opponent's move does not lead to a hard or soft knockdown, can combo into Buster Wolf. Against some moves, it makes for a poor anti-air. Ex: Kyo j.2C)<br />
<br />
'''Back Knuckle = (f+A)''' 70 damage, hits mid. Terry spins around and hits the opponent with the back of his knuckle, hence the name. Great reach and good damage, but slow to come out. Useful on an opponent's wake up as a long range poke. Can be combo'd into from standing A. In HD mode, this command normal is special cancel-able, even Rising Tackle combos after it.<br />
<br />
==Special Moves==<br />
<br />
'''Power Wave = (qcf+P)''' - Terry slams the ground with his fist, producing a wave of energy. This move is mostly useful in block-strings, and occasionally super canceled. A version comes out faster and travels full-screen. C version travels half of the screen, travels faster and knocks down. No damage difference. <br />
<br />
(EX) = qcf+AC - Travels full-screen, but slowly. Hits three times. Although it doesn't link with any specials, it's hard to poke him after it comes out. With proper spacing, it's impossible to hit Terry before it comes out. If an opponent jumps onto it, it traps them in a standing position while being hit, allowing for a follow up attack. On block, and if you're at the right distance, you can run after your fireball and keep pressuring your opponent.<br />
<br />
* Super Cancel-able<br />
<br />
* Hit Detection: Mid<br />
<br />
* A/C damage: 60; EX damage: 45x3<br />
<br />
* C version absorbs/beats other projectiles/EX Projectiles (Including standard projectiles like Kyo's, and those that stay still like Elizabeth's). Use this move as a "nutcracker" to break open fireball dependent characters.<br />
<br />
<br />
'''Burn Knuckle = (qcb+P)''' - Terry flies forward with his burning fist outstretched. It travels quite fast, making it useful for keeping your opponent on their toes. It is quite unsafe on block, so please don't just throw it out there and hope it hits. Because this move can be drive canceled, it's the linchpin of most of Terry's longer combos. A version comes out faster, does less damage and doesn't travel as far. C version comes out slower, does more damage and travels farther. At certain spacings, Terry's A burn knuckle is at max range of effectiveness and, when blocked, is safe. C version, however, is never safe at any distance.<br />
<br />
(EX) = qcb+AC - Comes out as fast as A, travels farther than C and does almost as much damage as both combined. When it hits an airborne opponent mid-screen, Terry can end up on the opposite side of his opponent. (You can drive cancel into EX Burn Knuckle from A or C Burn Knuckle, by the way.)<br />
<br />
* Drive/Super Cancel-able<br />
<br />
* Hit Detection: Mid<br />
<br />
* A damage: 75; C damage: 90; EX damage: 160<br />
<br />
<br />
[http://i.imgur.com/NRQ3Lch.png'''Crack Shoot = (qcb+K)'''] - Terry flips forward with his leg coming down on his opponent. Hard to punish on block, so it's a great tool for pressuring opponents. Against airborne opponents, it can be used to juggle them higher, making this move useful for extending combos. B version is faster and hits twice, D version hits four times. <br />
<br />
All Crack Shoots are fairly safe on block, B being -2 frames and D being -1 when standing. Opponents can do moves (like low B) to lower their hurtbox and avoid being hit at the right time so don't be too predictable! His B and D Crack Shoot allows you to continue into a combo if they are hit while crouching, though the link is pretty tight. At about half screen, a D crack shoot can hit a standing opponent and allow Terry to continue the combo as well. If an opponent blocks D Crackshoot low, that's good! Terry is at frame advantage. You can jump, pressure with low B or st.C and your opponent will likely be beat out or feel safer blocking.<br />
<br />
(EX) = qcb+BD - Comes out faster and is an overhead. This makes it a very useful way to end a match if your opponent in near death. The move can also be used to set up a hard knockdown for ambiguous cross ups or roll set ups to confuse the opponent on which way to block. However, it is not safe on block up close.<br />
<br />
* B/D Hit Detection: Mid, EX Hit Detection: Overhead <br />
Note: B/D might whiff on shorter characters if they crouch it like Mai, Ash, and Kula<br />
<br />
* Damage: 40x2 / 40x4 / 120<br />
<br />
<br />
[http://i.imgur.com/2qgY3mD.png '''Rising Tackle = (d~u+P)'''] - Terry flips upside down and flies straight up while spinning around like a top. Great damage, but incredibly unsafe. (If you want a safer anti-air, go for Rising Upper.) Use this only when you're certain your opponent will be above you, or in combos. The quicker, A version hits five times, and C version hits seven times, although if the opponent isn't close enough all the hits won't connect. <br />
<br />
(EX) = d~u+AC - EX version is godly. Around 3 frames start-up and insanely powerful. It also has a vacuum effect, where the opponent is pulled into the move if it connects. So while the normal version can just knock them away after one hit, the EX version is always going to hit multiple times if one hit connects. There are technically 21 hits to this move, but it's impossible for all of them to connect. Against an airborne opponent who is very close, it can hit a maximum of 20 times. The maximum number of times it can hit a grounded opponent is only 17. Great for ending combos.<br />
<br />
* Drive / Super Cancel-able (first hit only) <br />
<br />
* Hit Detection: Mid<br />
<br />
* A damage: 40,10x4,50; C damage: 50,15x6; EX damage: 20x7,10x13,30<br />
<br />
==Desperation Moves==<br />
<br />
'''Power Geyser = (qcb hcf+P)''' - Terry slams the ground with his fist, creating an angled geyser of energy. Great anti-air, but a tad slow. The move itself is max-cancellable, making it a very powerful tool for short HD combos.<br />
<br />
(EX) = qcb hcf+AC - Creates three geysers (although Terry still only hits the ground once). It comes out much quicker, making it much more useful in combos. The move is invincible on start up as well so it can be used as a reversal. Under the right circumstances, it can be used to juggle an airborne opponent high enough that Terry can follow up with Buster Wolf, or other moves. In the corner, however, it may only hit twice, or even once. <br />
<br />
* Hit Detection: Mid<br />
<br />
* A/C damage: 210; EX damage: 120x3 [total=360]<br />
<br />
<br />
'''Buster Wolf = (qcfx2+K)''' - Terry flies forward like in Burn Knuckle and, if the move connects, an explosion blasts the opponent away. It's not as strong as Power Geyser, but it can combo in many situations Power Geyser wouldn't be able to. Also, it can be max canceled into his NeoMax. The start up for the move is fast and trading with an opponent in the air causes the opponent to be frozen in place in a semi-stunned state. You can use it to punish slow recovery normals or specials as as anti-air By itself, it causes soft knockdown so it can be teched, but the recovery after hit is much better than power geyser for continuing pressure. It's a gamble to use it because any version of Buster Wolf is unsafe on block. <br />
<br />
[http://i.imgur.com/i1VNQYu.png (EX) = qcfx2+BD] - EX version does more damage and goes through projectiles. Great full-screen punish.<br />
<br />
* Max Cancel-able<br />
<br />
* Hit Detection: Mid<br />
<br />
* B/D damage: 90,90 [total=180]; EX damage: 90,30x4,90 [total=300]<br />
<br />
==Neomax==<br />
<br />
'''Trinity Geyser = (qcfx2+AC)''' - Terry raises both fists behind his head and, after a dramatic pause, slams both fists to the ground. A series of successive power geysers travel across the screen, although the move can only hit a maximum of three times. It's a great NeoMax against mid-screen opponents (and can even be followed up with Burn Knuckle under the right circumstances). However, against cornered opponents it's completely inadvisable, since it'll only hit once. On block, it can be guard cancel rolled so you can get around the Geysers. If you've got some distance from Terry, you can roll normally just before the geysers reach you and still get around the geysers. If they are evaded, Terry can be punished.<br />
<br />
* Hit Detection: Mid<br />
<br />
* Damage: 150x3 [total=450]<br />
<br />
==Tips==<br />
<br />
'''Frame Traps and Links'''<br />
<br />
*'''(L)''' = Link, can be a frame trap as well. <br />
<br />
*"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.<br />
<br />
1.) st. A > cl. C '''(L)''' - 2 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.<br />
<br />
2.) st. A > cl. D - 3 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.<br />
<br />
3.) cr. A > cl. C - 3 frame gap between cr. A and cl. C.<br />
<br />
4.) cr. A > cl. D - 4 frame gap between cr. A and cl. D.<br />
<br />
5.) st. B > st. A '''(L)''' - 2 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.<br />
<br />
6.) st. B > cr. A - 3 frame gap between st. B and cr. A.<br />
<br />
7.) st. B > cr. B - 2 frame gap between st. B and cr. B.<br />
<br />
8.) st. B > cl. C '''(L)''' - 2 frame gap between st. B and cl. C.<br />
<br />
9.) st. B > df+C '''(L)''' - 2 frame gap between st. B and df. C.<br />
<br />
10.) st. B > cl. D - 3 frame gap between st. A and cl. D.<br />
<br />
11.) st. B > st. B - 4 frame gap between st. B and st. B.<br />
<br />
12.) qcb+B (blocked in crouch position) > st. A - 4 frame gap between qcb+B (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.<br />
<br />
13.) qcb+B (blocked in crouch position) > cr. B - 4 frame gap between qcb+B (blocked on crouch position) and cr. B.<br />
<br />
14.) qcb+B (blocked in crouch position) > cl. C - 4 frame gap between qcb+B (blocked on crouch position) and cl. C.<br />
<br />
15.) qcb+B (blocked in crouch position) > df+C - 4 frame gap between qcb+B (blocked on crouch position) and df+C.<br />
<br />
16.) qcb+D (blocked in crouch position) > st. A - 2 frame gap between qcb+D (blocked on crouch position) and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.<br />
<br />
17.) qcb+D (blocked in crouch position) > cr. A - 3 frame gap between qcb+D (blocked on crouch position) and cr. A.<br />
<br />
18.) qcb+D (blocked in crouch position) > st. B - 4 frame gap between qcb+D (blocked on crouch position) and st. B.<br />
<br />
19.) qcb+D (blocked in crouch position) > cr. B - 2 frame gap between qcb+D (blocked on crouch position) and cr. B.<br />
<br />
20.) qcb+D (blocked in crouch position) > cl. C - 2 frame gap between qcb+D (blocked on crouch position) and cl. C.<br />
<br />
21.) qcb+D (blocked in crouch position) > df+C - 2 frame gap between qcb+D (blocked on crouch position) and df+C.<br />
<br />
22.) qcb+D (blocked in crouch position) > cl. D - 3 frame gap between qcb+D (blocked on crouch position) and cl. D.<br />
<br />
<br />
==Move Metadata==<br />
{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"<br />
!Move || Damage || Stun || Startup || On Guard || Remarks<br />
<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cl.A<br />
| 25 || 3 || 4 || +2 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cr.A<br />
| 25 || 3 || 4 || +1 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!st.A<br />
| 25 || 3 || 4 || +2 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!j.A<br />
| 45 || 3 || 6 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!hop A<br />
| 40 || 3 || 6 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cl.B<br />
| 30 || 3 || 6 || +2 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cr.B<br />
| 30 || 3 || 4 || -1 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!st.B<br />
| 30 || 3 || 6 || +2 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!j.B<br />
| 45 || 3 || 5 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!hop B<br />
| 40 || 3 || 5 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cl.C (1)<br />
| 55 || 6 || 4 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cl.C (2)<br />
| 25 || 4 || - || -2 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cr.C <br />
| 70 || 7 || 7 || -6 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!st.C (Far)<br />
| 80 || 7 || 7 || -6 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!j.C <br />
| 72 || 7 || 6 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!hop C <br />
| 70 || 7 || 6 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cl.D <br />
| 70 || 7 || 5 || -8 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!cr.D <br />
| 80 || 7 || 10 || -15 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!st.D (Far)<br />
| 80 || 7 || 11 || -2||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!j.D <br />
| 70 || 7 || 8 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!hop D <br />
| 68 || 7 || 8 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!CD <br />
| 75 || 10 || 14 || -1,+6 || -1 min range, +6 max range<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!JCD <br />
| 90 || 8 || 10 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!hop CD <br />
| 80 || 8 || 10 || - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Back Knuckle = f+A<br />
| 70 || 8 || 14 || -13 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Rising Upper = df+C<br />
| 60 || 6 || 4|| -11 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Throw <br />
| 100 || 0 || 1 || - ||Hard Knockdown<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!GCCD <br />
| 4 || 0 || 15 || -15 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!A Power Wave = qcf+A<br />
| 60 || 6 || 17|| -1, +23 ||-1 Min Range, +23 Max Range (Full screen)<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!C Power wave = qcf+C<br />
| 60 || 8 || 18|| -9, +0 || -9 min range, + 23 Max Range (Half Screen)<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!A Burn Knuckle = qcb+A<br />
| 75 || 8 || 15|| -10,-3 ||-10 min range, -3 max range (4 char lengths)<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!C Burn Knuckle = qcb+C<br />
| 90 || 8 || 28|| -26, -12 || -26 min range, -12 max range (Full screen)<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!B Crack shoot = qcb+B<br />
| 40 || 4 || 13|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!B Crack shoot (2)<br />
| 40 || 4 || -|| -2, +0 || -2 if blocked standing, +0 if blocked crouching<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!D Crack shoot (1) = qcb+D<br />
| 40|| 4 || 15|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!D Crack Shoot (2-3)<br />
| 40 || 4 || -|| -1, +2 || -1 if blocked standing, +2 if blocked crouching, combos with cl. normals if hit while crouching<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!A Rising Tackle (1) = d~u+A<br />
| 40 || 4 || 5|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!A Rising Tackle (2-5)<br />
| 10 || 1 || -|| -26 || Varies depending on position<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!C Rising Tackle (1) = d~u+C <br />
| 50 || 6 || 7|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!C Rising Tackle (2-7)<br />
| 15 || 1 || -|| -49 || Varies depending on position<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Power Wave EX (1) = qcf+AC<br />
| 45 || 0 || 22|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Power Wave EX (2-3)<br />
| 45 || 0 || -|| +27,+78 ||+27 min range, +78 max Range<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Burn Knuckle EX = qcb+AC<br />
| 160 || 0 || 14|| -17, -1 || -17 min range, -1 max range<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Crack Shoot EX = qcb+BD<br />
| 120 || 0 || 14|| -10, -4 ||Overhead, -10 min range, -4 max range, Hard KD<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Rising Tackle EX (1)= d~u+AC<br />
| 20 || 0 || 4|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Rising Tackle EX (2-7)<br />
| 20 || 0 || -|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Rising Tackle EX (8-17)<br />
| 10 || 0 || -|| -56 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Wolf (B, D) (1) = qcf,qcf+P<br />
|90 || 0 || 37(7)|| - || 30F Freeze<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Wolf (B, D) (2)<br />
| 90 || 0 || -|| -15 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Power Geyser (A,C) = qcb,qcf+P<br />
| 210 || 0 || 46(16)|| -9 || 30F Freeze<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Wolf EX (1) = qcf,qcf+AC<br />
| 90 || 0 || 37(7)|| - || 30F Freeze<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Wolf EX (2-5)<br />
| 30 || 0 || -|| - ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Buster Wolf EX (6)<br />
| 90 || 0 || -|| -18 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Power Geyser EX (1) = qcb,hcf+AC<br />
| 120 || 0 || 40(10)|| - ||Freeze 30<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Power Geyser EX (2-3)<br />
| 120 || 0 || -|| -12 ||<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Trinity Geyser (1) = qcf,qcf+BD<br />
| 150 || 0 || 90(14)|| - || 76F Freeze<br />
|- style="color:#003366; background-color:#99CCFF;" align="left"<br />
!Trinity Geyser (2-3+)<br />
| 150 || 0 || -|| -36 || At certain spacing after HD/Max Cancel, can hit more times.<br />
|}<br />
<br />
==Videos==<br />
<br />
'''Terry Bogard tips and tricks - By Ennohex '''<br />
<br />
{{#ev:youtube|Qcrc4OFrBgg}}<br />
<br />
<br />
'''Terry bnb comparison & safe jump set ups'''<br />
<br />
{{#ev:youtube|ZCp5TB2wohw}}<br />
<br />
<br />
'''Terry Hit Boxes'''<br />
<br />
{{#ev:youtube|_18NflaCoEo}}<br />
<br />
==Links & References==<br />
<br />
==Discussion Threads==<br />
Discuss at [http://dreamcancel.com/forum/index.php?board=108.0 Dream Cancel]<br />
<br />
{{CharNavbox XIII}}<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]<br />
[[Category:Terry Bogard]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=63891The King of Fighters XIII2023-04-04T22:26:36Z<p>Jotamide: Updated link to SRK Wiki, I'll resume the migration of tech from that wiki to Dream Cancel (albeit VERY slowly)</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = <br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = Playstation 3<br />
| system2 = Xbox 360<br />
| system3 = Steam<br />
| netcode = Delay-based netcode <small>(PS3, X360, PC)</small><br />
| netcode2 = Rollback netcode <small>(PS4, Switch)</small><br />
| resources = [https://wiki.supercombo.gg/w/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
==Introduction== <br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another). Atlus published King of Fighters XIII in NA on Nov. 22, 2011.<br />
<br />
==Characters==<br />
{|align="left" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XIII&diff=63890The King of Fighters XIII2023-04-04T22:25:01Z<p>Jotamide: Expanded online play sections</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XIII<br />
| abbreviation = KOF XIII<br />
| image = KOF XIII Logo.png<br />
| developer = SNK Playmore<br />
| developer2 = <br />
| publisher = SNK Playmore<br />
| publisher2 = Atlus<br />
| publisher3 = Rising Star Games<br />
| website = [http://game.snkplaymore.co.jp/official/kof-xiii/ Arcade Release]<br />
| website2 = [http://game.snkplaymore.co.jp/official/kof-xiii/blog/ Development Blog]<br />
| system = Playstation 3<br />
| system2 = Xbox 360<br />
| system3 = Steam<br />
| netcode = Delay-based netcode <small>(PS3, X360, PC)</small><br />
| netcode2 = Rollback netcode <small>(PS4, Switch)</small><br />
| resources = [http://wiki.shoryuken.com/The_King_of_Fighters_XIII Old SRK Wiki]<br />
| resources2 = [http://www21.atwiki.jp/kof13/ Japanese Wiki]<br />
| resources3 = [http://keykakko.wordpress.com/ Japanese Gameplay Blog]<br />
| resources4 = [http://kofxiiihitbox.blogspot.com/ Hitboxes]<br />
| resources5 = [https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit#gid=1551678957 Frame Data]<br />
| community2 = [https://dreamcancel.com/forum/index.php/board,4.0.html Dream Cancel Forum]<br />
| community3 = [https://forums.shoryuken.com/c/classic-fighting-games/king-of-fighters-xiii/66 KOF SRK Forum]<br />
| community4 = [https://discord.gg/MEKqAYz KOF XIII Discord]<br />
| patch = <br />
}}<br />
==Introduction== <br />
King of Fighters XIII is the last entry in the "Ash Saga". While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. Hyperdrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another). Atlus published King of Fighters XIII in NA on Nov. 22, 2011.<br />
<br />
==Characters==<br />
{|align="left" style="border-collapse: separate; border-spacing: 0; border-width: 1px; border-style: solid; border-color: #000; padding: 0; width: 842px"<br />
|+{{KOFXIIIHyperGuideCharacterSelect}}<br />
|-<br />
|'''Single Entry'''<br />
*[[Ash Crimson (XIII)|Ash Crimson]]<br />
*[[Billy Kane (XIII)|Billy Kane]]<br />
*[[Saiki (XIII)|Saiki]]<br />
<br />
<br />
'''Team Japan'''<br />
*[[Kyo Kusanagi (XIII)|Kyo Kusanagi]]<br />
*[[Benimaru Nikaido (XIII)|Benimaru Nikaido]]<br />
*[[Goro Daimon (XIII)|Goro Daimon]]<br />
<br />
<br />
'''Team Elisabeth'''<br />
*[[Elisabeth Branctorche (XIII)|Elisabeth Branctorche]]<br />
*[[Shen Woo (XIII)|Shen Woo]]<br />
*[[Duo Lon (XIII)|Duo Lon]]<br />
|<br />
'''Fatal Fury Team'''<br />
*[[Terry Bogard (XIII)|Terry Bogard]]<br />
*[[Andy Bogard (XIII)|Andy Bogard]]<br />
*[[Joe Higashi (XIII)|Joe Higashi]]<br />
<br />
<br />
'''Kim Team'''<br />
*[[Kim Kaphwan (XIII)|Kim Kaphwan]]<br />
*[[Raiden (XIII)|Raiden]]<br />
*[[Hwa Jai (XIII)|Hwa Jai]]<br />
<br />
<br />
'''Women Fighters Team'''<br />
*[[King (XIII)|King]]<br />
*[[Mai Shiranui (XIII)|Mai Shiranui]]<br />
*[[Yuri Sakazaki (XIII)|Yuri Sakazaki]]<br />
|<br />
'''Art of Fighting Team'''<br />
*[[Ryo Sakazaki (XIII)|Ryo Sakazaki]]<br />
*[[Robert Garcia (XIII)|Robert Garcia]]<br />
*[[Takuma Sakazaki (XIII)|Takuma Sakazaki]]<br />
<br />
<br />
'''Yagami Team'''<br />
*[[Iori Yagami (XIII)|Iori Yagami]]<br />
*[[Mature (XIII)|Mature]]<br />
*[[Vice (XIII)|Vice]]<br />
<br />
<br />
'''Ikari Warriors Team'''<br />
*[[Ralf Jones (XIII)|Ralf Jones]]<br />
*[[Clark Still (XIII)|Clark Still]]<br />
*[[Leona Heidern (XIII)|Leona Heidern]]<br />
|<br />
'''Psycho Soldier Team'''<br />
*[[Athena Asamiya (XIII)|Athena Asamiya]]<br />
*[[Sie Kensou (XIII)|Sie Kensou]] <br />
*[[Chin Gentsai (XIII)|Chin Gentsai]]<br />
<br />
<br />
'''K' Team'''<br />
*[[K' (XIII)|K']]<br />
*[[Maxima (XIII)|Maxima]]<br />
*[[Kula Diamond (XIII)|Kula Diamond]]<br />
<br />
<br />
'''EX Characters'''<br />
*[[Classic Iori (XIII)|EX Iori]]<br />
*[[Mr. Karate (XIII)|Mr. Karate]]<br />
*[[NESTS Kyo (XIII)|EX Kyo]]<br />
|}<br />
<br />
{{Navbox XIII}}<br />
<br />
[[Category:The King of Fighters XIII]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=File:KOFXV_Shingo_Profile.png&diff=62882File:KOFXV Shingo Profile.png2023-03-08T23:54:38Z<p>Jotamide: Category:Shingo Yabuki
Category:The King of Fighters XV</p>
<hr />
<div>== Summary ==<br />
[[Category:Shingo Yabuki]]<br />
[[Category:The King of Fighters XV]]<br />
== Licensing ==<br />
{{Copyright SNK}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=XV_Broken/Shingo_Yabuki&diff=62881XV Broken/Shingo Yabuki2023-03-08T23:52:24Z<p>Jotamide: Added Shingo lore</p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV_Shingo_Profile.png|thumb|Shingo is a young man who became empassioned by Kyo Kusanagi's strength and all but forced him to become his martial arts master. For Kyo, however, he looks at Shingo as his passive assistant, and treats him as such. Recently, Shingo has been gaining Kyo's approval and seems to be making steady progress as a fighter, albeit little by little. His adolescent approach to life gives him a personality liked by many. ]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]]+[[image:C.gif]]<br />
<br />
Issetsu Seoi Nage Incomplete - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]]+[[image:D.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge Shiki Gofu Imitation - [[image:fd.gif]]+[[image:B.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
114 Shiki * Aragami Unfinished - [[image:Qcf.gif]]+[[image:A.gif]]<br />
<br />
115 Shiki * Dokugami Unfinished (*) - [[image:Qcf.gif]]+[[image:C.gif]]<br />
:┗115 Shiki * Dokugami Unfinished (Feint) - [[image:A.gif]]+[[image:B.gif]]<br />
<br />
100 Shiki * Oniyaki Unfinished (*) - [[image:Dp.gif]]+[[image:A.gif]] or [[image:C.gif]]<br />
<br />
Shingo Kinsei Ore Shiki * Mizukiri (*) - [[image:Qcb.gif]]+[[image:A.gif]] or [[image:C.gif]]<br />
<br />
Shingo Kinsei Ore Shiki * Nietogi (*) - ''(close)'' [[image:Hcb.gif]][[image:fd.gif]]+[[image:B.gif]] or [[image:D.gif]]<br />
<br />
Shingo Kick (*)- [[image:Hcf.gif]]+[[image:B.gif]] or [[image:D.gif]]<br />
<br />
Shingo Kick Air (*) - [[image:Qcf.gif]]+[[image:B.gif]] or [[image:D.gif]] (Midair only)<br />
<br />
Shingo Kinsei Ore Shiki * Naraku Otoshi - [[image:Hcb.gif]]+[[image:B.gif]]<br />
<br />
212 Shiki * Kototsuki Unfinished (*) - [[image:Hcb.gif]]+[[image:D.gif]]<br />
<br />
101 Shiki * Oboroguruma Unfinished (*) - [[image:bk.gif]][[image:Qcb.gif]]+[[image:B.gif]] or [[image:D.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Burning Shingo (!) - [[image:Qcb.gif]][[image:Db.gif]][[image:Qcf.gif]]+[[image:A.gif]] or [[image:C.gif]]<br />
<br />
Shingo Kinsei Ore Shiki * Orochi Zuki (Hold OK) (!) - [[image:Qcf.gif]][[image:Qcf.gif]]+[[image:A.gif]] or [[image:C.gif]]<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Climax Shingo - [[image:Qcb.gif]][[image:Db.gif]][[image:Qcf.gif]]+[[image:C.gif]]+[[image:D.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
| '''0 Meter'''<br />
|<br />
2lk > 2lp > 236A<br/><br />
2lk > 2lp > 421B<br/><br />
|<br />
101 (119) = Avg 108<br/><br />
154 (164) = Avg 158<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
2lk > 2lp > 236AC Critical > 214C > 421D<br/><br />
J.D > C > 6B > 214BD > 421D<br/><br />
|<br />
180 (372) = Avg 248<br/><br />
371 (397) = Avg 379<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
2lk > 2lp > 236AC > 214C > 421B > 421BD > 623A<br/><br />
2lk > 2lp > 236A > 214236P > 214D<br/><br />
J.D > C > 6B > 214BD > 214AC > 421D<br/><br />
|<br />
180 (520) = Avg 288<br/><br />
302 (338) = Avg 309<br/><br />
443 (486) = Avg 458<br/><br />
|-<br />
|}<br />
Combo selected with max average dmg.<br />
Here is a detail on how they are selected,and other possible routes less advantageous : link_to_worksheet_wip<br />
<br />
==Gameplay Overview==<br />
At first glance, it'd be easy to assume that Shingo Yabuki is little more than a Joke Character (a la Dan Hibiki), but in actuality, he's a Lethal Joke Character. Simply put, underneath that silly exterior of his, Shingo is a fairly competent Rushdown character with a plethora of ways to close the gap between him and the opponent. Whether we're talking about his signature Shingo Kick (which can be performed in the air, ever since 2003), his take on Kyo's Kototsuki (which got an entirely different move out of the B version), or his all-new Mizukiri (based on Kyo's Munotsuchi follow-up from his Aragami Rekka), Shingo has no shortage of ways to approach his opponent. And once he's close, it can be tough to shake him off owing to his Aragami Mikansei poke, fantastic Light normals, and his Nietogi command grab.<br />
<br />
Shingo also reintroduces his own unique mechanic from '97-XI, Critical Hits. Like in some JRPGs, all of Shingo's Specials and Supers have a chance to land a Critical Hit, which not only increases their damage output significantly but also comes with entirely different properties as well. For example, his EX Dokugami hook turns into a Wall Bounce if it's a Critical Hit, while EX Oboroguruma becomes a Ground Bounce (which stacks with his EX Kototsuki), amplifying his already fantastic combo damage that much further.<br />
<br />
Moves special moves only do more damage when they are critical, so it mostly comes down to whether you will use, or not the 236AC. If it hits with a critical, you'll get more out of it. But if it doesn't, the damage can be quite low.<br />
<br />
You can always assure you more consistent damage (give or take the occasional criticals variations) with routes using 214BD or 214AC. Depending of the case you'll can get more out of it. For example, for 1 bar of super, if you do JD>5C>6B>214BD, you can then either follow-up with 214AC and 421D, which leads to a consistent (100%) 485 dmg or you can follow-up with 236AC. If it doesn't crit (60%), you end up with a measly 365dmg. If it crit (40%) then you can juggle with 214C and 421D for 553Dmg. On average, (365*60% + 553*40%) is 440dmg, so I'll suggest to use the more consistent route every time.<br />
<br />
More breakdown in the combo section.<br />
<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''Shingo Yabuki is a lighthearted close-range rushdown character with an element of luck involved in his damage with his Critical Hits.'''''<br />
<br />
| pros=<br />
* '''High Damage''': There's no sugarcoating it - if you want damage, Shingo has it in spades. Even his meterless combos - especially with Critical Hits - can do upwards of 30% if you're lucky. With meter, however, you're looking at around 50% damage with half a bar. And assuming those hits are critical, it can go upwards of ''70%''. Needless to say, with and without flames, Shingo's hits don't tickle. <br />
* '''Critical Hits''': Unique to Shingo, his Critical Hits increase his already solid damage output even further ''and'' buffs the properties of his Specials and Supers on top of that. Special Moves have a 1 in 5 (20%) chances of being critical. Ex Special Moves are double the chance, 2 in 5 (40%)<br />
* '''Long Limbs''': Shingo's normals have shockingly fantastic reach. 5A and 5C have amazing reach and are ''special cancelable'', and his 5B and 5D are also great to keep his opponents in check. Most of his crouching normals carry over from Kyo and work like you'd expect them to. And the less said about his fantastic j.D, the better. <br />
* '''Mix-ups''': Shingo has many ways to keep his opponent guessing up close. With a low that leads into a combo (214P), two overheads (6B and 63214B), a command grab, a divekick (aka, Shingo Kick Air) with no height limit, and a feint (236C~AB) which synergizes with his command grab. Suffice it to say you've got plenty of options. <br />
* '''Strong Hard Knockdown Conversions''': Shingo has many ways convert into 412D/BD, EX Shingo Kick, and his 624K specials, giving him a lot of consistency for his pressure.<br />
* '''Hilarious''': If you just want to lay back and have fun, Shingo is the character for you. Being the token comic relief character of ''KOF'', just about everything Shingo does is liable to either crack a smile and/or a laugh, or outright annoy the opponent (which if you're into mind games, works better than you think). <br />
| cons=<br />
* '''Slow''': One of the things that hold Shingo back is his general sluggishness. His mobility is only average, his far heavies are easily contested at range (especially his 5C), his DP is slower than most, and quicker characters will make dealing with pressure a pain for Shingo. <br />
* '''Inconsistent''': Unfortunately, Shingo's Critical Hits are a double-edged sword for him as his light confirms into 236AC can either lead into explosive damage or damage equal to a meterless heavy combo, not to mention a critical hit in the corner will take his opponent out of it. High damage combos can still be performed with less RNG-dependent specials, but he will lose his explosive capabilities without testing your luck. <br />
* '''Weak Against Zoning''': Shingo does not have many options outside of system mechanics to contest zoning in mid range or full screen, requiring him to take risks on defense and potentially on offense against fireballs and/or long range normals/specials.<br />
* '''Needs to be in your face''': For Shingo to play well, if at all, he has to be up close in personal to use his tools effectively.<br />
}}<br />
<br />
<br />
<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_sta<br />
|name=far A<br />
|input=f.A<br />
|description=* Shingo punches with one arm forward. Very good range and is also special cancellable. <br />
*Whiffs against majority of crouching characters.<br />
*Use this to poke or check hops.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_stb<br />
|name=far B<br />
|input=f.B<br />
|description= *Shingo stretches one of his surprisingly long legs to maximum length to kick his opponent.<br />
* Has the most range out of all his light normals. <br />
*Good for spacing your opponent out and checking their approach.<br />
*Awesome as a normal to MAX Cancel from.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_stc<br />
|name=far C<br />
|input=f.C<br />
|description=<br />
* Special cancellable, unlike in previous iterations.<br />
Shingo clumsily lunges his whole body forward and performs a haymaker. Has the most reach of his grounded normals but incredibly slow. It's not the slowest 5C in the game, but it's close.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_std<br />
|name=far D<br />
|input=f.D<br />
|description=<br />
A twirling kick. Not as good of a poke as Kyo's 5D.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|name=close A<br />
|moveId=shingo_cla<br />
|input=cl.A<br />
|description=* Close range jab with good frame advantage.<br />
*Use this to lead into frame traps up close.<br />
*Links into cl.C on hit if you are in range.<br />
}}<br />
<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=* Shingo does a shin kick that hits low and is special cancellable.<br />
*Has a lot of knockback so you can only chain this into itself twice before you're out of range.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=* Shingo does a close range uppercut thats 5f startup.<br />
*Generally the button you want to use when you're trying to mash throw.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=* Shingo kicks at his opponent's mid-level.<br />
*Slower than his cl.C but does a little more damage.<br />
<br />
Tragically slow cl.D. Can be hard to land from a jump-in due to its slow startup.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_cra<br />
|name=crouch A<br />
|input=2A<br />
|description=* Typical crouching punch. <br />
*Has good reach for it's speed, is good for frame traps at +1, and also your easiest hitconfirm option off of lights.<br />
*You will be pressing this a lot.<br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_crb<br />
|name=crouch B<br />
|input=2B<br />
|description=* Crouching kick that hit's low. <br />
*Your go-to low opener that's also a respectable +0 on block. Isn't special cancellable so you have to chain back into 2A to confirm from it.<br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_crc<br />
|name=crouch C<br />
|input=2C<br />
|description=* Crouching uppercut.<br />
*You will use this to stop predictable hop pressure.<br />
*Forces STANDING on hit so useful for certain combos that require a standing opponent.<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_crd<br />
|name=crouch D<br />
|input=2D<br />
|description=* Low sweep.<br />
*Good speed and range making it a great tool in footsies or catching someone trying to walk away from you.<br />
*Is special cancellable on hit/block/whiff so you can use it for a variety of purposes. <br />
}}<br />
<br />
===Jump Normals===<br />
<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_ha,shingo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Shingo does an elbow at the air that unfortunately has low active frames.<br />
*Has fast startup but will whiff most crouchers when used as a jump in. Kind of useless.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_hb, shingo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Shingo sticks out his knee while jumping.<br />
*Your primary cross-up button. It's a very small hitbox but it's enough if you can get the right spacings for it.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description=* Shingo punches the air below him while jumping.<br />
*Solid jump in option. <br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_jd<br />
|name=jump D<br />
|captions= "I tried copying that Yashiro guy!"<br />
|input=j.D<br />
|description=* Shingo sticks out his massive legs horizontally in the air to kick.<br />
*Godlike air normal. Has insane reach and just useful for everything. Use it to space out your opponent in the air or to tag people on the ground from far away.<br />
*Use this often!<br />
}}<br />
<br />
==Blowback==<br />
<br />
===Stand CD===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=* Decent range and hitbox but kind of slow.<br />
*On hit can cancel into 236C > AB to give yourself enough frame advantage to dash back in and continue a combo.<br />
*Cancellable on whiff like most CDs so you can use it to give some of your specials additional range to surprise your opponent.<br />
<br />
}}<br />
<br />
===Shatterstrike===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_qcf+cd<br />
||name=Shatterstrike<br />
|input=236CD<br />
|description=* Universal shatter strikes. You will use this for mostly the same purpose as any other shatterstrike (anti-air, armor through moves, combo extension, etc).<br />
}}<br />
<br />
===Jump CD===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_hcd, shingo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Air blockback with shorter range than most but a good disjointed hitbox. You usually want to hit this as you're falling so you don't whiff a standing opponent.<br />
*You will probably prefer to press j.D in most situations than this but you can still use this from time-to-time.<br />
}}<br />
<br />
==Throws==<br />
===C throw===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_cthrow<br />
|input=(close) 4/6C<br />
|description=* Shingo grabs his opponent and launches them half-screen away. Unfortunately hard to maintain pressure due to the distance thrown. <br />
*Midscreen you can time a safejump by running half-distance and do a quick hop j.D. <br />
*Corner is much easier by whiffing 2C and then short hopping with a j.C.<br />
}}<br />
<br />
===D throw===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_dthrow<br />
|input=(close) 4/6D<br />
|description=* Shingo clumsily judo-throws his opponent.<br />
*Unfortunately due to Shingo's extremely poor technique, this knockdown is very short and you cannot continue pressure afterwards anywhere midscreen.<br />
*If you throw your opponent into the CORNER you can time an easy safejump hop afterwards.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_6b<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven Imitation"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
==Special Moves==<br />
===114 Shiki • Aragami Unfinished===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_236a<br />
|name=114 Shiki • Aragami Unfinished<br />
|input=236A<br />
|description=* Can be used in light confirms.<br />
* Can be punished by certain moves when blocked, such as Kyo's 623AC<br />
* Leaves the opponent standing on hit, with Shingo at a slight disadvantage.<br />
* Causes a juggle on an airborne opponent. <br />
**If hit on an airborne character from the right height, such as after 214A/C/AC, it can be followed up, such as with 623AC.<br />
* Upon Critical Hit: <br />
**The opponent is sent into a soft knockdown.<br />
}}<br />
<br />
===115 Shiki • Dokugami Unfinished===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_236c,shingo_236ac<br />
|name=115 Shiki • Dokugami Unfinished<br />
|input=236C/AC<br />
|description=* '''C''' version is a soft knockdown upon regular hit<br />
* Upon Critical Hit:<br />
** Flames appear and the opponent is sent into a hard knockdown, while Shingo looks at his hands in confusion. Hits twice.<br />
** Shingo can safe jump 4 frame DPs after the animation finishes.<br />
*** When midscreen, hyper jump forward and use any air normal but j.B. On hit, Shingo can use Close D to combo. On block, Shingo is too far to do much outside of flail his Far C/D.<br />
*** When in Corner, simply hold jump and use any air normal.<br />
Be aware that when you super cancel from a Critical Hit 236C, 236236A/C/AC will whiff. Use his other super when cancelling from this move to be safe.<br />
<br />
|description2=* '''AC''' version is a wall splat into hard knockdown on regular grounded hits.<br />
* Hits twice (but count as 1 hit only damage-reduce wise).<br />
*Upon Critical Hit:<br />
** The opponent wall bounces into a juggle state. Hits three times with an extra flame effect.<br />
** Will send the opponent out of the corner during corner combos.<br />
** Has no usage limit. Meaning that as long as Shingo has meter and is lucky enough he can loop 236AC into itself infinitely until he doesn't land a crit or runs out of meter. <br />
** Second hit (the 80dmg one) doesn't hit more than once during a combo, though, so <br />
** Third hit count as another move regarding DamageReduce calculation<br />
}}<br />
<br />
===115 Shiki • Dokugami Unfinished (Feint)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_236c_ab<br />
|name=115 Shiki • Dokugami Unfinished (Feint)<br />
|input=236C~AB<br />
|description=* Exactly as the name says, Shingo will feint the startup of 236C.<br />
* Especially scary when paired with his command grab.<br />
}}<br />
<br />
===100 Shiki • Oniyaki Unfinished===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_623a,shingo_623c,shingo_623ac<br />
|name=100 Shiki • Oniyaki Unfinished<br />
|input=623A/C/AC<br />
|description3=* Shingo's version of Kyo's DPs. Unfortunately the non-EX versions are slower than average and they have pretty poor horizontal reach. They will also not cover anything behind him so they are weak to cross-ups. <br />
*On hit you can cancel into 236236P for some really solid damage for an anti-air or reversal.<br />
}}<br />
<br />
===Shingo Kinsei Ore Shiki • Mizukiri===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_214a,shingo_214c,shingo_214ac<br />
|name=Shingo Kinsei Ore Shiki • Mizukiri<br />
|input=214A/C/AC<br />
|description3= A low based on one of Kyo's rekka follow ups.<br />
*'''A''' version is fast, but doesn't cover much distance and has a low launch.<br />
*'''C''' version is slower, but has a high launch. It can be used after a whiffed blowback and cover a large distance.<br />
*'''AC''' version is the best of both worlds with high speed and a high launch. Combined with the launch being guaranteed with no RNG, this move is a combo staple.<br />
*Upon Critical Hit on all versions:<br />
**Damage Increase.<br />
}}<br />
<br />
===Shingo Kinsei Ore Shiki • Nie Togi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_632146k,shingo_632146bd<br />
|name=Shingo Kinsei Ore Shiki • Nie Togi<br />
|input=632146K/BD<br />
|captions= Acting like you won't get command grabbed<br />
|description2=* Command grab that, while standard at a glance, can be a massive blow to the opponent.<br />
* '''B and D''' versions are identical and can combo into 4214B/BD midscreen and can combo into 623A/AC in the corner.<br />
*'''BD''' version has a higher launch and can combo into most specials anywhere on screen.<br />
*Upon Critical Hit:<br />
**Damage increase.<br />
What makes this grab scary to an opponent is the combo into 4214BD. If Shingo gets a Critical Hit on that EX, and with enough meter, he can do upwards of ''50%'' off of this command grab. Of course, this is reliant on 4214BD being a Critical Hit, so it's not guaranteed. Regardless, make the opponent afraid of a surprise command grab with the potential of death.<br />
}}<br />
<br />
===Shingo Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_41236b,shingo_41236d,shingo_41236bd<br />
|name=Shingo Kick<br />
|input=41236B/D/BD<br />
|captions= SHINGO KIIICKU!!<br />
|description3= Shingo's most iconic move, and surprisingly useful. This flying kick can be incredibly hard to punish.<br />
* '''B''' version causes a soft knockdown.<br />
* '''D''' version is slower, but causes a hard knockdown on hit.<br />
* '''BD''' version is the middle ground in speed between the two versions, while causing a hard knockdown. <br />
The '''BD''' version is safe at -2. The recovery is so low that, with the right meaty setup, ''it can be slightly plus on block.'' However, the distance created is only useful for gimmicky frame traps with 2C or 2D. Do not let this dissuade you, though, as this still can be used to mind game your opponent with how low the recovery is.<br />
}}<br />
<br />
===Shingo Kick Air===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_j236b,shingo_j236d,shingo_j236bd<br />
|name=Shingo Kick Air<br />
|input=j.236B/D/BD<br />
|captions= Same but in the air. <br />
|description= The air version of Shingo Kick. Can be TK'd or performed from a backdash (44~236K). While a simple divekick on the surface, this move has the capability to be an anti-fireball tool, as it can punish most projectiles in the game on reaction with proper spacing and/or timing. <br />
* Soft knockdown on all versions<br />
* Juggle state on airborne opponents. Can be followed up in the corner.<br />
* No height restriction, so this move can be done with a Tiger Knee input.<br />
* Can be done from backdash, where its application for getting in on projectiles shows its true abilities.<br />
* Cannot be done from a backwards jump.<br />
* '''B''' version goes about 1/4 of the screen.<br />
*Upon Critical Hit for all versions:<br />
**Damage Increase<br />
<br />
|description2=*'''D''' version travels 1/2 of the screen at the cost of slightly longer startup.<br />
<br />
|description3=*'''BD''' version travels 1/2 of the screen as well, but with the '''B''' version's startup time.<br />
* Can be done from a backwards jump unlike the meterless version.<br />
What makes this move good as an anti fireball tool is that Shingo goes higher than where he is when he originally input the move. Essentially, rather than being low to the ground like during the backdash, Shingo will actually be higher. The '''B''' version only slightly increases the height, while the '''D''' and '''BD''' version places him much higher (high enough to go past an opponent even). Shingo will soar over a fireball with incredible speed with his own counter attack that can be a juggle on an airborne hit. The '''BD''' kick is especially good at these air to air interactions, as he can more easily combo into moves like 236AC (which means that he makes this anti air lead to insane damage).<br />
<br />
On top of this, Shingo Kick Air has ''the same recovery as the grounded version,'' so it's also hard to punish and '''''BD can also be made plus with a meaty setup''''' (though with the same issues as the grounded version's plus frames) Use this move. Give your opponent real fear.<br />
}}<br />
<br />
===Shingo Kinsei Ore Shiki • Naraku Otoshi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_63214b<br />
|name=Shingo Kinsei Ore Shiki • Naraku Otoshi<br />
|input=63214B<br />
|description=* Shingo hops and slams down on the opponent's head.<br />
*This is a real 25F overhead<br />
*Hits OTG and creates a consistent knockdown that you can safejump from.<br />
*Very punishable if your opponent blocks this.<br />
}}<br />
<br />
===212 Shiki • Kototsuki Unfinished===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_63214d,shingo_63214bd<br />
|name=212 Shiki • Kototsuki Unfinished<br />
|input=63214D/BD<br />
|description2=* Shingo runs forward with an elbow and follows up with a two-handed slam. Despite appearances, the last hit is not an overhead.<br />
*'''D''' version is a combo ender.<br />
*'''BD''' version gives a small launch. Consistent, as it is not dependent on Critical Hit.<br />
*Like '''63214B''', the second hit also hits OTG. Unlike that move, this one is not an overhead.<br />
*Upon Critical Hit for all versions:<br />
**Damage Increase.<br />
}}<br />
<br />
===101 Shiki • Oboroguruma Unfinished===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_4214b,shingo_4214d,shingo_4214bd<br />
|name=101 Shiki • Oboroguruma Unfinished<br />
|input=4214B/D/BD<br />
|description=* Very fast, can be used instead of 236A for a guaranteed soft knockdown meterlessly.<br />
*Can combo into 4214BD on a high enough air opponent, most notably from Critical Hit 236AC.<br />
*Upon Critical Hit:<br />
**Damage increase.<br />
<br />
|description2=* Always a hard knockdown.<br />
* Too slow to land in situations where the '''B''' or '''BD''' versions hit.<br />
* Travels surprisingly far across the screen, but also does it slowly, so death if the move is whiffed.<br />
* Is the only special in Shingo's kit to have ''2'' different Critical Hits<br />
*Upon Critical Hit, Shingo either:<br />
**Gets a damage increase<br />
**Falls on his face onto the opponent. Unlike KoF XI, where this fall was unblockable, Shingo's face-first plummet cannot even hit a standing opponent when the rest of the move is whiffed. <br />
<br />
|description3=* On normal hit, this is a hard knockdown, but the Critical Hit is where this move shines.<br />
*Like 4214A, can be used after lights.<br />
*Upon Critical Hit:<br />
**Shingo falls on the third hit, causing a ground bounce.<br />
**This one actually can hit grounded opponents when the start whiffs, but is blockable.<br />
This move is used at the end of combos as a gamble with high meter. Either you get a hard knockdown or you get the opportunity to dump your meter and do even more damage.<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Burning Shingo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_2141236p,shingo_2141236ac<br />
|name=Burning Shingo<br />
|input=2141236P/AC<br />
|description2= Shingo quickly attacks the opponent and follows up with multiple strikes.<br />
* Much faster super, but a little less range<br />
* Will whiff after cancelling from 623A/C<br />
* Both versions can combo into an OTG 63214K<br />
* Upon Critical Hit:<br />
** Damage increase.<br />
}}<br />
<br />
===Shingo Kinsei Ore Shiki • Orochi Zuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_236236p,shingo_236236ac<br />
|name=Shingo Kinsei Ore Shiki • Orochi Zuki<br />
|input=236236A/C/AC<br />
|description2= Shingo holds up his hand and charges a powerful attack, just like his idol. Unlike Kyo, though, Shingo throws no flames and only hits the opponent with a backfist.<br />
* Can be charged, but does not do any more damage if held whatsoever.<br />
* Slow attack, will be too slow to connect in situations like a late 236A cancel.<br />
* Covers slightly more distance than his other super.<br />
* If hit on a high enough opponent, such as from 623A, OTG 63214B will hit the opponent.<br />
*Upon Critical Hit:<br />
** Damage increase.<br />
Remember, you lose no damage by immediately letting go of the super. Only hold the super if it would whiff other wise or if you want to be more comfortable when Advanced Cancelling into 2141236AC.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Climax Shingo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shingo_214236cd<br />
|name=Climax Shingo<br />
|input=214236CD<br />
|description= <br />
* Shingo starts by lunging forward with an animation identical to his f.C. If this hits then he will do his CLIMAX animation.<br />
* This move cannot Critical.<br />
* Has invincible startup so you could use it to call out some moves up close.<br />
* Knockdown advantage is very poor so don't expect any setups from this. <br />
}}<br />
<br />
==Misc==<br />
Frame Data preview (actual wiki page WIP)<br />
https://pbs.twimg.com/media/FmqbUuHaYAACvRI?format=png&name=large<br />
==Videos==<br />
Testing the random ratio of critical hits : https://twitter.com/eMRaistlin/status/1617665786906308608?s=20&t=0QZSexsLKWBuJOh6GY10DA<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shingo Yabuki]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV&diff=58055The King of Fighters XV2022-11-02T22:02:00Z<p>Jotamide: Updated patch</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XV<br />
| abbreviation = KOF XV<br />
| image = KOF XV Logo.png<br />
| developer = SNK<br />
| developer2 = <br />
| publisher = SNK<br />
| publisher2 = Koch Media<br />
| publisher3 = Deep Silver<br />
| website = [https://www.snk-corp.co.jp/us/games/kof-xv Official Website]<br />
| website2 = <br />
| system = [https://store.playstation.com/en-us/product/UP0576-PPSA02213_00-KOF15PS5USSEPO00/ PlayStation 4 & 5]<br />
| system2 = [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p6q0svs1q6z#activetab=pivot:overviewtab Xbox Series X & S]<br />
| system3 = PC ([https://store.steampowered.com/app/1498570/THE_KING_OF_FIGHTERS_XV/ Steam], [https://www.epicgames.com/store/en-US/p/the-king-of-fighters-xv EGS], [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p4fg28qksn2?activetab=pivot:overviewtab W10])<br />
| netcode = Rollback <br />
| resources = <br />
| resources2 = <br />
| community = [https://discord.gg/dGRrJFFFPN KOF XV Discord]<br />
| community2 = [https://discord.gg/uvXz62f7jd NA KOF XV Discord]<br />
| community3 = [https://discord.gg/gpTtVGryuv EU KOF XV Discord]<br />
| community4 = [https://discord.gg/FN9RyKjEUt KOF XV SUD Discord]<br />
| patch = [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.53_eng.pdf Patch 1.53]<br />
}}<br />
<section begin="desc"/>The King of Fighters XV is the latest installment in the KOF series. Announced at EVO 2019, the game was revealed in January 2021. KOF XV was released worldwide on February 17, 2022. The base roster includes 39 characters with 13 DLCs added over the course of the game's first year:<br />
*Team Garou was released on March 17th, 2022<br />
*Omega Rugal was released on April 14th, 2022<br />
*Team South Town was released on May 16, 2022<br />
*Team Awakened Orochi was released on August 8th, 2022<br />
*Team Samurai was released on October 4th, 2022<br />
More DLC is planned for 2023, including the characters Shingo Yabuki and Kim Kaphwan.<section end="desc"/><br />
<br />
==Characters==<br />
{{XV Team Chart}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF XV Logo.png<br />
}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Patch_Notes&diff=58054The King of Fighters XV/Patch Notes2022-11-02T22:01:27Z<p>Jotamide: Added Ver.1.53</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Game Version !! Date !! Notes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.53_eng.pdf Ver.1.53] || November 1, 2022<ref>https://twitter.com/SNKPofficial/status/1587345984363069440</ref> || Bug fix.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.52_eng.pdf Ver.1.52] || October 20, 2022<ref>https://twitter.com/SNKPofficial/status/1583005105204379650</ref> || Bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.51_eng.pdf Ver.1.51] || October 4, 2022<ref>https://twitter.com/SNKPofficial/status/1577207141659594752</ref> || Can now alter the input delay settings during onlinematches, added "random list" to DJ Station, bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.40_eng.pdf Ver.1.40] || August 08, 2022<ref>https://twitter.com/SNKPofficial/status/1556551058004254721</ref> || Ranked match search and other online improvements, minor balance changes and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.34_eng.pdf Ver.1.34] || June 10, 2022<ref>https://twitter.com/SNKPofficial/status/1535170733906997248</ref> || Improving PS5 input lag and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.33_eng.pdf Ver.1.33] || May 20, 2022<ref>https://twitter.com/SNKPofficial/status/1527588239854346241</ref> || Fixing bugs from the previous patch.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.32_eng.pdf Ver.1.32] || May 16, 2022<ref>https://twitter.com/SNKPofficial/status/1526161752806764544</ref> || Full cast balance patch. Added features such as order select for online and player side in training mode.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.21_eng.pdf Ver.1.21] || April 23, 2022<ref>https://twitter.com/SNKPofficial/status/1517773713030389761</ref> || Fixed crashes when joining online lobbies. Bug fixes, notably Omega Rugal bugs.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.20_eng.pdf Ver.1.20] || April 14, 2022<ref>https://twitter.com/SNKPofficial/status/1514514093625212929</ref> || Boss challenge added to missions along with free DLC character Omega Rugal. Fair play score reset and various bug fixes.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3215014689194800042 Ver.1.14] || April 05, 2022<ref>https://twitter.com/SNKPofficial/status/1511157306704031746</ref> || Bug fixes. Fixed bugs that caused the game to freeze.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3131696829183042175 Ver.1.12] || March 21, 2022<ref>https://twitter.com/SNKPofficial/status/1505854846619959296</ref> || Minor update and bug fix. Rebalance dash input to make it easier.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.11_eng.pdf Ver.1.11] || March 17, 2022<ref>https://twitter.com/SNKPofficial/status/1504359899853049858</ref> || Bug fixes such as false disconnection flags. Guard first hit option added to training mode. Minor balance updates/bug fixes for some characters, most notably Whip being buffed. Addition of Team GAROU.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02.1_eng.pdf Ver.1.02.1] || March 09, 2022<ref>https://twitter.com/SNKPofficial/status/1501457803910651905</ref> || Only for Steam/Epic Games Store versions. Fixed issues where game would crash on startup, added display settings and keys that can be hotkeyed to the keyboard. Fair Play Score bugs will be addressed in a later update.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively.<br />
|-<br />
| Ver.1.00 || February 17, 2022 || Release version.<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Patch_Notes&diff=58053The King of Fighters XV/Patch Notes2022-11-02T22:00:03Z<p>Jotamide: Added Ver.1.52</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Game Version !! Date !! Notes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.52_eng.pdf Ver.1.52] || October 20, 2022<ref>https://twitter.com/SNKPofficial/status/1583005105204379650</ref> || Bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.51_eng.pdf Ver.1.51] || October 4, 2022<ref>https://twitter.com/SNKPofficial/status/1577207141659594752</ref> || Can now alter the input delay settings during onlinematches, added "random list" to DJ Station, bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.40_eng.pdf Ver.1.40] || August 08, 2022<ref>https://twitter.com/SNKPofficial/status/1556551058004254721</ref> || Ranked match search and other online improvements, minor balance changes and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.34_eng.pdf Ver.1.34] || June 10, 2022<ref>https://twitter.com/SNKPofficial/status/1535170733906997248</ref> || Improving PS5 input lag and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.33_eng.pdf Ver.1.33] || May 20, 2022<ref>https://twitter.com/SNKPofficial/status/1527588239854346241</ref> || Fixing bugs from the previous patch.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.32_eng.pdf Ver.1.32] || May 16, 2022<ref>https://twitter.com/SNKPofficial/status/1526161752806764544</ref> || Full cast balance patch. Added features such as order select for online and player side in training mode.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.21_eng.pdf Ver.1.21] || April 23, 2022<ref>https://twitter.com/SNKPofficial/status/1517773713030389761</ref> || Fixed crashes when joining online lobbies. Bug fixes, notably Omega Rugal bugs.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.20_eng.pdf Ver.1.20] || April 14, 2022<ref>https://twitter.com/SNKPofficial/status/1514514093625212929</ref> || Boss challenge added to missions along with free DLC character Omega Rugal. Fair play score reset and various bug fixes.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3215014689194800042 Ver.1.14] || April 05, 2022<ref>https://twitter.com/SNKPofficial/status/1511157306704031746</ref> || Bug fixes. Fixed bugs that caused the game to freeze.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3131696829183042175 Ver.1.12] || March 21, 2022<ref>https://twitter.com/SNKPofficial/status/1505854846619959296</ref> || Minor update and bug fix. Rebalance dash input to make it easier.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.11_eng.pdf Ver.1.11] || March 17, 2022<ref>https://twitter.com/SNKPofficial/status/1504359899853049858</ref> || Bug fixes such as false disconnection flags. Guard first hit option added to training mode. Minor balance updates/bug fixes for some characters, most notably Whip being buffed. Addition of Team GAROU.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02.1_eng.pdf Ver.1.02.1] || March 09, 2022<ref>https://twitter.com/SNKPofficial/status/1501457803910651905</ref> || Only for Steam/Epic Games Store versions. Fixed issues where game would crash on startup, added display settings and keys that can be hotkeyed to the keyboard. Fair Play Score bugs will be addressed in a later update.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively.<br />
|-<br />
| Ver.1.00 || February 17, 2022 || Release version.<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Patch_Notes&diff=58052The King of Fighters XV/Patch Notes2022-11-02T21:57:34Z<p>Jotamide: Added Ver.1.51</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Game Version !! Date !! Notes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.51_eng.pdf Ver.1.51] || October 4, 2022<ref>https://twitter.com/SNKPofficial/status/1577207141659594752</ref> || ・Can now alter the input delay settings during onlinematches, added "random list" to DJ Station, bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.40_eng.pdf Ver.1.40] || August 08, 2022<ref>https://twitter.com/SNKPofficial/status/1556551058004254721</ref> || Ranked match search and other online improvements, minor balance changes and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.34_eng.pdf Ver.1.34] || June 10, 2022<ref>https://twitter.com/SNKPofficial/status/1535170733906997248</ref> || Improving PS5 input lag and bug fixes.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.33_eng.pdf Ver.1.33] || May 20, 2022<ref>https://twitter.com/SNKPofficial/status/1527588239854346241</ref> || Fixing bugs from the previous patch.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.32_eng.pdf Ver.1.32] || May 16, 2022<ref>https://twitter.com/SNKPofficial/status/1526161752806764544</ref> || Full cast balance patch. Added features such as order select for online and player side in training mode.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.21_eng.pdf Ver.1.21] || April 23, 2022<ref>https://twitter.com/SNKPofficial/status/1517773713030389761</ref> || Fixed crashes when joining online lobbies. Bug fixes, notably Omega Rugal bugs.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.20_eng.pdf Ver.1.20] || April 14, 2022<ref>https://twitter.com/SNKPofficial/status/1514514093625212929</ref> || Boss challenge added to missions along with free DLC character Omega Rugal. Fair play score reset and various bug fixes.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3215014689194800042 Ver.1.14] || April 05, 2022<ref>https://twitter.com/SNKPofficial/status/1511157306704031746</ref> || Bug fixes. Fixed bugs that caused the game to freeze.<br />
|-<br />
| [https://store.steampowered.com/news/app/1498570/view/3131696829183042175 Ver.1.12] || March 21, 2022<ref>https://twitter.com/SNKPofficial/status/1505854846619959296</ref> || Minor update and bug fix. Rebalance dash input to make it easier.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.11_eng.pdf Ver.1.11] || March 17, 2022<ref>https://twitter.com/SNKPofficial/status/1504359899853049858</ref> || Bug fixes such as false disconnection flags. Guard first hit option added to training mode. Minor balance updates/bug fixes for some characters, most notably Whip being buffed. Addition of Team GAROU.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02.1_eng.pdf Ver.1.02.1] || March 09, 2022<ref>https://twitter.com/SNKPofficial/status/1501457803910651905</ref> || Only for Steam/Epic Games Store versions. Fixed issues where game would crash on startup, added display settings and keys that can be hotkeyed to the keyboard. Fair Play Score bugs will be addressed in a later update.<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively.<br />
|-<br />
| Ver.1.00 || February 17, 2022 || Release version.<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV&diff=58051The King of Fighters XV2022-11-02T21:53:20Z<p>Jotamide: Formatting of lead in paragraph</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XV<br />
| abbreviation = KOF XV<br />
| image = KOF XV Logo.png<br />
| developer = SNK<br />
| developer2 = <br />
| publisher = SNK<br />
| publisher2 = Koch Media<br />
| publisher3 = Deep Silver<br />
| website = [https://www.snk-corp.co.jp/us/games/kof-xv Official Website]<br />
| website2 = <br />
| system = [https://store.playstation.com/en-us/product/UP0576-PPSA02213_00-KOF15PS5USSEPO00/ PlayStation 4 & 5]<br />
| system2 = [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p6q0svs1q6z#activetab=pivot:overviewtab Xbox Series X & S]<br />
| system3 = PC ([https://store.steampowered.com/app/1498570/THE_KING_OF_FIGHTERS_XV/ Steam], [https://www.epicgames.com/store/en-US/p/the-king-of-fighters-xv EGS], [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p4fg28qksn2?activetab=pivot:overviewtab W10])<br />
| netcode = Rollback <br />
| resources = <br />
| resources2 = <br />
| community = [https://discord.gg/dGRrJFFFPN KOF XV Discord]<br />
| community2 = [https://discord.gg/uvXz62f7jd NA KOF XV Discord]<br />
| community3 = [https://discord.gg/gpTtVGryuv EU KOF XV Discord]<br />
| community4 = [https://discord.gg/FN9RyKjEUt KOF XV SUD Discord]<br />
| patch = [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.40_eng.pdf Patch 1.40]<br />
}}<br />
<section begin="desc"/>The King of Fighters XV is the latest installment in the KOF series. Announced at EVO 2019, the game was revealed in January 2021. KOF XV was released worldwide on February 17, 2022. The base roster includes 39 characters with 13 DLCs added over the course of the game's first year:<br />
*Team Garou was released on March 17th, 2022<br />
*Omega Rugal was released on April 14th, 2022<br />
*Team South Town was released on May 16, 2022<br />
*Team Awakened Orochi was released on August 8th, 2022<br />
*Team Samurai was released on October 4th, 2022<br />
More DLC is planned for 2023, including the characters Shingo Yabuki and Kim Kaphwan.<section end="desc"/><br />
<br />
==Characters==<br />
{{XV Team Chart}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
{{#seo:<br />
|description={{#lst:{{FULLPAGENAME}}|desc}}<br />
|image=KOF XV Logo.png<br />
}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Whip&diff=48811The King of Fighters XV/Whip2022-03-26T17:45:11Z<p>Jotamide: Fixing level 1 header</p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Whip Profile.png|thumb|This fearsome soldier is enlisted in Heidern's mercenary unit operating under the codename Whip.<br/>She wields a seemingly paranormal whip, and is the spitting image of Seirah, the older sister of K'.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Strike Three - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] <br />
<br />
Assassin Trap - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
<br />
'''Command Normals'''<br />
<br />
Whip Shot - [[image:fd.gif]] + [[image:a.gif]] (up to 5 inputs)<br />
<br />
Talon Shot - [[image:df.gif]] + [[image:a.gif]] <br />
<br />
<br />
'''Special Moves'''<br />
<br />
Boomerang Shot 'Code: SC' - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strength Shot Type A 'Code: Superior' - [[image:hcb.gif]] + [[image:a.gif]] (HOLD OK) (*)<br />
:∟Strength Shot Type D 'Code: Rain' - [[image:d.gif]]<br />
<br />
Strength Shot Type A 'Code: Strength' - [[image:hcb.gif]] + [[image:b.gif]] (HOLD OK) (*)<br />
:∟Strength Shot Type D 'Code: Rain' - [[image:d.gif]]<br />
<br />
Strength Shot Type A 'Code: Superior' - [[image:hcb.gif]] + [[image:c.gif]] (HOLD OK) (*)<br />
:∟Strength Shot Type D 'Code: Rain' - [[image:d.gif]]<br />
<br />
Hook Shot "Code Zephyr" - (in air) - [[image:qcb.gif]] + [[image:a.gif]]/[[image:c.gif]]<br />
<br />
Cresent Swatter 'Code: FS' - [[image:bk.gif]], [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Sonic Slaughter "Code: KW" - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Destruction Barrage "Code: YGW" - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Depravity Branding "Code: FA" - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.<br />
| pros=<br />
* Strong air presence while having additional air normals like njC and njD<br />
* jC is an amazing crossup<br />
* jA,jC,njC and the 2nd hit of 624A all hit overhead<br />
| cons=<br />
* Stance canceling has a fairly punishable recovery rate<br />
* Walkspeed reduction on held specials is a bit too high given the startup frames of those specials<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_fa<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_fb<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_fc<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_fd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_clc<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_2a<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_2b<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_2c<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_2d<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_ha,whip_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_hb,whip_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Placeholder<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_hc,whip_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
===Neutral Jump C===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_h8c,whip_j8c<br />
|name=neutral hop C<br />
|input=h.8C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_hd,whip_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Placeholder<br />
}}<br />
===Neutral Jump D===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_h8d,whip_j8d<br />
|name=neutral hop D<br />
|input=h.8D<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_hcd,whip_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Strike Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_cthrow<br />
|name=Strike Three<br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Assassin Trap===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_dthrow<br />
|name=Assassin Trap<br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Whip Shot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_6a,whip_6aa,whip_6aaa,whip_6aaaa,whip_6aaaaa<br />
|name=Whip Shot<br />
|input=6A (up to 5 times)<br />
|description5=* Placeholder<br />
}}<br />
<br />
===Talon Shot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_3a<br />
|name=Talon Shot<br />
|input=3A<br />
|description=* Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Boomerang Shot “Code: SC”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_41236a,whip_41236c,whip_41236ac<br />
|name=Boomerang Shot “Code: SC”<br />
|input=41236A/C/AC<br />
|description3=* Placeholder<br />
}}<br />
===Strength Shot Type A “Code: Superior”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_63214a,whip_63214ac,whip_63214a_d<br />
|name=Strength Shot Type A “Code: Superior”<br />
|input=63214[A/AC]~D<br />
|description3=* Only A version can be held and cancelled<br />
* Placeholder<br />
}}<br />
===Strength Shot Type B “Code: Strength”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_63214b,whip_63214b_d<br />
|name=Strength Shot Type B “Code: Strength”<br />
|input=63214B~D<br />
|description2=* Placeholder<br />
}}<br />
===Strength Shot Type C “Code: Victory”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_63214c,whip_63214c_d<br />
|name=Strength Shot Type C “Code: Victory”<br />
|input=63214C~D<br />
|description2=* Placeholder<br />
}}<br />
===Hook Shot “Code: Zephyr”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_j214a,whip_j214c,whip_j214ac<br />
|name=Hook Shot “Code: Zephyr”<br />
|input=j.214A/C/AC<br />
|description3=* Placeholder<br />
}}<br />
===Crescent Swatter “Code: FS”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_4214b,whip_4214d,whip_4214bd<br />
|name=Crescent Swatter “Code: FS”<br />
|input=4214B/D/BD<br />
|description3=* Placeholder<br />
}}<br />
<br />
==Super Special Moves==<br />
===Sonic Slaughter “Code: KW”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_236236p,whip_236236ac<br />
|name=Sonic Slaughter “Code: KW”<br />
|input=236236A/C/AC<br />
|description2=* Placeholder<br />
}}<br />
===Destruction Barrage “Code: YGW”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_236236k,whip_236236bd<br />
|name=Destruction Barrage “Code: YGW”<br />
|input=236236B/D/BD<br />
|description2=* Placeholder<br />
}}<br />
==Climax Super Special Moves==<br />
===Depravity Branding “Code: FA”===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=whip_2141236cd<br />
|input=2141236CD<br />
|description=* Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|iuQDWKBSw5o|||'''Whip Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Whip]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Template:Infobox_Game/Documentation&diff=48809Template:Infobox Game/Documentation2022-03-26T17:43:12Z<p>Jotamide: </p>
<hr />
<div>An infobox that displays game information.<br />
<br />
== Usage ==<br />
<pre><br />
{{Infobox Game<br />
| gamename = Toaru no Index<br />
| abbreviation = TPSP<br />
| image = [[File:TPSP main.webp|thumb]]<br />
| version = 1<br />
| developer = Shade Inc.<br />
| publisher = ASCII Media Works <br />
| publisher2 = Kadokawa Games<br />
| system = PSP<br />
| website = http://d-game.dengeki.com/toaru/<br />
| netcode = Delay-based netcode<br />
| netcode2 = Ranked Matchmatching<br />
| netcode3 = Player Lobbies<br />
| resources = [https://w.atwiki.jp/toaruindexpsp/pages/2.html]<br />
| community = [https://discord.gg/GRKEqPmGtX Discord Server]<br />
| patch = [Link to latest patch notes page]<br />
}}</pre><br />
<br />
== Parameters ==<br />
{{DocParam| gamename || Name of the game }}<br />
{{DocParam| image || Display image }}<br />
{{DocParam| system || Systems game was released on (Up to 9 using <code>system2...system9</code>)}}<br />
<br />
=== Optional Parameters ===<br />
{{DocParam| abbreviation || Common game abbreviation }}<br />
{{DocParam| developer || Developer for game (Up to 9 using <code>developer2...developer9</code>)}}<br />
{{DocParam| publisher || Publisher for game (Up to 9 using <code>publisher2...publisher9</code>)}}<br />
{{DocParam| website || Official websites (Up to 9 using <code>website2...website9</code>)}}<br />
{{DocParam| netcode || Type of "netcode" and options for play (Up to 9 using <code>netcode2...netcode9</code>)}}<br />
{{DocParam| resources || Player resources (Up to 9 using <code>resources2...resources9</code>)}}<br />
{{DocParam| community || Community channels (Up to 9 using <code>community2...community9</code>)}}<br />
{{DocParam| patch || Patch notes pages (Up to 9 using <code>patch2...patch9</code>)}}<br />
{{DocParam| float || Float of infobox (Default: right) }}<br />
{{DocParam| width || Horizontal width of the infobox (default: auto, meaning no effect.) }}<br />
{{DocParam| extra || A free-style area. Treat it as a table row, but remember that certain characters like <code><nowiki>|</nowiki></code> and need <code><nowiki>=</nowiki></code> to be escaped using templates like, {{Tlx|!}}, {{Tlx|!!}}, and {{Tlx|{{=}}}} }}. <br />
<br />
== Example ==<br />
{{Infobox Game<br />
| gamename = The King of Fighters XI<br />
| abbreviation = KOFXI<br />
| image = Kofxipromo.jpg<br />
| developer = SNK Playmore<br />
| publisher = SNK Playmore<br>Sega<br />
| system = '''Arcade'''<br>JP: October 26, 2005<br>WW: 2006<br />
| system2 = '''Playstation 2'''<br>JP: June 22, 2006<br>EU: July 6, 2007<br>NA: November 13, 2007<br />
| system3 = '''Playstation Network'''<br>JP: December 17, 2014<br />
| netcode = Rollback [https://wiki.gbl.gg/w/Help:Flycast_GGPO Flycast GGPO]<br />
| resources = [https://wiki.hardedge.org/wiki/The_King_of_Fighters_XI HardEdge Wiki]<br />
| community = [https://discord.gg/b2c5MYQFTq Discord Server]<br />
}}<br />
{{TDoc}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Template:Infobox_Game&diff=48808Template:Infobox Game2022-03-26T17:42:32Z<p>Jotamide: Renamed Patch Notes to Latest Patch</p>
<hr />
<div><includeonly>{| class="wikitable bullet-table" style="float:{{{float|right}}}; margin:5px; width:{{{width|auto}}};"<br />
! colspan="2" | {{{gamename}}}{{#if:{{{abbreviation|}}}|<br>({{{abbreviation}}})}}<br />
|-<br />
| colspan="2" | [[File:{{{image}}}|center|400x300px]]<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Version<!--<br />
-->|<br />
{{{version|}}}<!--<br />
-->|{{{version2|}}}<!--<br />
-->|{{{version3|}}}<!--<br />
-->|{{{version4|}}}<!--<br />
-->|{{{version5|}}}<!--<br />
-->|{{{version6|}}}<!--<br />
-->|{{{version7|}}}<!--<br />
-->|{{{version8|}}}<!--<br />
-->|{{{version9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Developers<!--<br />
-->|<br />
{{{developer|}}}<!--<br />
-->|{{{developer2|}}}<!--<br />
-->|{{{developer3|}}}<!--<br />
-->|{{{developer4|}}}<!--<br />
-->|{{{developer5|}}}<!--<br />
-->|{{{developer6|}}}<!--<br />
-->|{{{developer7|}}}<!--<br />
-->|{{{developer8|}}}<!--<br />
-->|{{{developer9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Publishers<!--<br />
-->|<br />
{{{publisher|}}}<!--<br />
-->|{{{publisher2|}}}<!--<br />
-->|{{{publisher3|}}}<!--<br />
-->|{{{publisher4|}}}<!--<br />
-->|{{{publisher5|}}}<!--<br />
-->|{{{publisher6|}}}<!--<br />
-->|{{{publisher7|}}}<!--<br />
-->|{{{publisher8|}}}<!--<br />
-->|{{{publisher9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Systems<!--<br />
-->|<br />
{{{system}}}<!--<br />
-->|{{{system2|}}}<!--<br />
-->|{{{system3|}}}<!--<br />
-->|{{{system4|}}}<!--<br />
-->|{{{system5|}}}<!--<br />
-->|{{{system6|}}}<!--<br />
-->|{{{system7|}}}<!--<br />
-->|{{{system8|}}}<!--<br />
-->|{{{system9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Official Websites<!--<br />
-->|<br />
{{{website|}}}<!--<br />
-->|{{{website2|}}}<!--<br />
-->|{{{website3|}}}<!--<br />
-->|{{{website4|}}}<!--<br />
-->|{{{website5|}}}<!--<br />
-->|{{{website6|}}}<!--<br />
-->|{{{website7|}}}<!--<br />
-->|{{{website8|}}}<!--<br />
-->|{{{website9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Online Play<!--<br />
-->|<br />
{{{netcode|}}}<!--<br />
-->|{{{netcode2|}}}<!--<br />
-->|{{{netcode3|}}}<!--<br />
-->|{{{netcode4|}}}<!--<br />
-->|{{{netcode5|}}}<!--<br />
-->|{{{netcode6|}}}<!--<br />
-->|{{{netcode7|}}}<!--<br />
-->|{{{netcode8|}}}<!--<br />
-->|{{{netcode9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Player Resources<!--<br />
-->|<br />
{{{resources|}}}<!--<br />
-->|{{{resources2|}}}<!--<br />
-->|{{{resources3|}}}<!--<br />
-->|{{{resources4|}}}<!--<br />
-->|{{{resources5|}}}<!--<br />
-->|{{{resources6|}}}<!--<br />
-->|{{{resources7|}}}<!--<br />
-->|{{{resources8|}}}<!--<br />
-->|{{{resources9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Community Channels<!--<br />
-->|<br />
{{{community|}}}<!--<br />
-->|{{{community2|}}}<!--<br />
-->|{{{community3|}}}<!--<br />
-->|{{{community4|}}}<!--<br />
-->|{{{community5|}}}<!--<br />
-->|{{{community6|}}}<!--<br />
-->|{{{community7|}}}<!--<br />
-->|{{{community8|}}}<!--<br />
-->|{{{community9|}}}<!--<br />
-->}}<br />
|-<br />
{{#invoke:MultiRow|makeMultiRow<!--<br />
-->| rowName = Latest Patch<!--<br />
-->|<br />
{{{patch|}}}<!--<br />
-->|{{{patch2|}}}<!--<br />
-->|{{{patch3|}}}<!--<br />
-->|{{{patch4|}}}<!--<br />
-->|{{{patch5|}}}<!--<br />
-->|{{{patch6|}}}<!--<br />
-->|{{{patch7|}}}<!--<br />
-->|{{{patch8|}}}<!--<br />
-->|{{{patch9|}}}<!--<br />
-->}}<br />
|-<br />
{{{extra|}}}<br />
|}</includeonly><noinclude>{{doc}}<br />
[[Category:Universal]]<br />
[[Category:Templates]]<br />
</noinclude></div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV&diff=48807The King of Fighters XV2022-03-26T17:41:28Z<p>Jotamide: No need to include all patches, just the latest. For a full list of patch history there's The King of Fighters XV/Patch Notes</p>
<hr />
<div>{{Infobox Game<br />
| gamename = The King of Fighters XV<br />
| abbreviation = KOF XV<br />
| image = KOF XV Logo.png<br />
| developer = SNK<br />
| developer2 = <br />
| publisher = SNK<br />
| publisher2 = Koch Media<br />
| publisher3 = Deep Silver<br />
| website = [https://www.snk-corp.co.jp/us/games/kof-xv Official Website]<br />
| website2 = <br />
| system = [https://store.playstation.com/en-us/product/UP0576-PPSA02213_00-KOF15PS5USSEPO00/ PlayStation 4 & 5]<br />
| system2 = [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p6q0svs1q6z#activetab=pivot:overviewtab Xbox Series X & S]<br />
| system3 = PC ([https://store.steampowered.com/app/1498570/THE_KING_OF_FIGHTERS_XV/ Steam], [https://www.epicgames.com/store/en-US/p/the-king-of-fighters-xv EGS], [https://www.microsoft.com/en-us/p/the-king-of-fighters-xv-standard-edition-pre-order/9p4fg28qksn2?activetab=pivot:overviewtab W10])<br />
| netcode = Rollback <br />
| resources = <br />
| resources2 = <br />
| community = [https://discord.gg/dGRrJFFFPN KOF XV Discord]<br />
| community2 = [https://discord.gg/uvXz62f7jd NA KOF XV Discord]<br />
| community3 = [https://discord.gg/gpTtVGryuv EU KOF XV Discord]<br />
| community4 = [https://discord.gg/FN9RyKjEUt KOF XV SUD Discord]<br />
| patch = [https://www.snk-corp.co.jp/us/games/kof-xiv/news/KOF-XIV_patch_ver.1.12_en.pdf Patch 1.12]<br />
}}<br />
The King of Fighters XV is the latest installment in the KOF series. Announced at EVO 2019, the game was revealed in January 2021. KOF XV was released worldwide on February 17, 2022.<br />
<br />
==Characters==<br />
The base roster includes 39 characters with [https://www.youtube.com/watch?v=QlyzD75j0JM Team Garou to release March 2022 and Team South Town to release May 2022.]<br />
<br />
<br />
{{XV Team Chart}}<br />
<br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kula_Diamond/Strategy&diff=47115The King of Fighters XV/Kula Diamond/Strategy2022-03-14T16:10:04Z<p>Jotamide: /* Basic Okizeme */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
{{TOClimit|3}} <br />
==General Gameplan==<br />
As a balance-type that excels in neutral and plays ‘KOF’ very well, Kula has the offensive, defensive/anti-zoning tools to deal with a wide variety of situations. So, being able to actively move in and out of your normal and diamond breath range to bait a response in your favor for a combo, is key. Given that she does not have a standing overhead or a command throw, the strategies discussed below will help you achieve victory.<br />
<br />
===Neutral===<br />
Kula plays a strong neutral between her multiple pokes, her '''236A/C''', '''214A/C''', and '''22A/C'''. Her mixup on offense is very weak, so keeping your opponents on their toes by throwing out normals like 5A/5B, 2B, and 2D to keep them out is important. On block you can cancel into things like 236A to generate some frame advantage on block and also as a frametrap, or cancel into 623C for a combo on hit. Outside of the range of her 5A/5B, 236A and 236C make for some strong zoning tools. They're both very active and give better reward than the average fireball, but obviously have much shorter range. 2D is also more useful at this range, and cancelling into 236A is similarly useful, but be wary of getting hopped as she cannot whiff cancel her sweep. Rolling and backdashing can be a great way to get back to Kula's comfortable range, and make the opponent commit to riskier ways of approaching such as a run or superjump. <br />
<br />
Notable moves to use in neutral:<br/><br />
*'''5A/5B:''' Very similar moves, both far reaching jabs that don't whiff on crouching opponents. This allows Kula to break one of the KOF triangle rules (sweeps beat jabs) while also still being effective anti-hop tools. Playing around or just outside the max ranges of these moves is good, as it easily allows you to keep their movement in check while still threatening options like your own 2D or reactive anti-airs.<br />
<br />
*'''2C/5D:''' Your anti-air normals for when you can't get a 623A/C out in time. 2C covers slightly higher above her, while 5D is gonna be more reliable around the opponents superjump range. Neither are cancellable at all, so Kula can't do things like cancel into a projectile that hits meaty as they land, and are low damage, but keeping an opponent grounded is important for starting your own offense.<br />
<br />
*'''5C/2D/3D:''' Committal but rewarding moves. 5C steps her forward very far after some startup, and can cancel into 214A or 623C for a combo. 2D gives her a knockdown and cancelling into 236A can make you safe on block if it gets blocked. Great if they hit or get blocked, but be careful not to whiff. Her slide is very committal, but being able to low profile other moves and quickly travel forward is undoubtedly useful, and also throws out a far-reaching low to discourage the opponent walking backwards.<br />
<br />
*'''h.B/D:''' Hopping in place and throwing out a h.B or h.D is a great way to build a wall in front of you, and discourage random hops from the opponent. <br />
<br />
*'''236A/C:''' The closest thing to a fireball she has. In practice these are more like incredibly active disjointed pokes, great to take up space right in front of her and zone opponents out, as getting around them can be difficult. A well timed superjump will still get you hit, so be wary of how your opponent is moving.<br />
<br />
*'''623A/C:''' Being able to uppercut jumps on reaction is very strong, since Kula's fireball game can be weird to deal with by just rolling. Her uppercuts are also quite strong. The A version is slower but fully invincible, however the faster C version should usually be your preferred anti-air.<br />
<br />
*'''214A/C:''' Not having a standard fireball means Kula can be very weak in fireball wars. Luckily her reflector is very good, and the projectile thrown out from it is very fast and can catch opponents by surprise.<br />
<br />
===Offense===<br />
Kula has weaker than average offense but is still fully capable of putting on a strong pressure game. In exchange for lacking a standing overhead option and any great crossup tool (her j.A and j.C both have very small crossup hitboxes), Kula is able to generate plus frames on block and has various ways to safely frametrap that will disengage her back to neutral if the opponent blocks and allow her a knockdown if they hit. '''2B''' is a fast, chainable, and cancellable low kick that's great for pressure and is only -1 on block. '''2A''' reaches far and is 0 on block, and '''236A''' is very safe and frametraps off her light normals. '''236C''' is much slower on startup but is very rewarding on hit and block. 214B/D/BD is a riskier pressure tool, the stand followup leaves her safe but leaves a decent gap. The EX version is the most useful, as the kicks alone leave her safe and the stand followup leaves her plus.<br />
<br />
Notable moves to use in pressure:<br/><br />
*'''2B:''' Go-to move in close range. Hits on frame 4 (tied with cl.A and cl.C for her fastest normals) and also hits low. Her combos from it are generally weaker, but with meter can still lead to good damage and knockdowns.<br />
<br />
*'''cl.C:''' Nice to frametrap and hitconfirm with, as the two hits gives her a lot of time to recognize a hit and cancel into 214A, or recognize a block and cancel into 236A. On it's own it is negative but has high pushback, still be wary of this.<br />
<br />
*'''4/6C:''' Kula can rely on strike/throw a lot, so be sure to toss these in. 2A is nice for tick throws, as the 0 on block means you can still be safe even if they reversal.<br />
<br />
*'''2D:''' Reaches far enough that you can still use it after a 236A in some blockstrings (i.e. 2B > 2B > 236A, 2D > 236C). 2D is also very fast, and can make for a good way to catch someone trying to jump or run out of the way. <br />
<br />
*'''3D:''' Very risky, but mixing between this and h.C is good to keep your opponent guessing high/low outside of 2B range. Just be sure to mix them up, and remember Kula is a zoner: resetting to neutral and playing it safe is usually gonna work out better/<br />
<br />
*'''h.C:''' A well timed hop C is your best way to re-establish close range and is her best overhead option. Risky against an opponent who knows you'll do it, since at best you eat a jab and at worst you eat a reversal into super, but is well worth the risk when mixed in with her other tools.<br />
<br />
*'''236A/C:''' Frametrap tools and safe on block enders. The A version is faster and will trap better, and on counterhit (if close enough) you can juggle into a 623C. 236C is much slower, but is very rewarding on both hit and block: +5 on block allows you to run another pressure sequence like a runup 2B or h.C, and on hit you can combo off of it.<br />
<br />
===Defense===<br />
Kula has plenty of defensive tools, but they tend to be a bit riskier, so your first option should almost always be '''block.''' Don't be afraid to block out pressure for a while, as the more you block the more you get pushed back. This isn't as true in the corner, but regardless of corner or not, your opponent is gonna have to commit to something to get back in like a run or shorthop or far reaching normal. Wait for the window where they have to commit to that.<br />
<br />
Notable moves on defense:<br/><br />
*'''5A/5B:''' Great jabs on defense as well as neutral. Can be used to beat hop pressure at small risk to yourself if they whiff, and also can interrupt some sweep pressure as long as they were negative on block beforehand (lab where you can jab sweeps!). Be wary of the close versions, as despite being faster they have worse hitboxes for beating hops.<br />
<br />
*'''2B:''' Good for mashing, as it's one of her fastest normals and can chain into other lights to build space or even combo if you confirm the hit. Be wary of hops if you plan to mash, as a well timed hop will still beat these. <br />
<br />
*'''4/6C:''' KOF XV has one frame throws, which means a reversal throw or even just a well timed throw mid-blockstring will beat a shocking amount of things. If you see them playing very close next to you, try for a throw to get them away and build some space.<br />
<br />
*'''623A/C:''' Very committal but very reliable tools. 623A is your fully invincible reversal, good for beating a lot of things at once and obviously also a nice wakeup option. Be wary of the slower than average startup, it can be safejumped very reliably. The C version is great to beat hops and runs as it's faster, but will lose to meaties and sweeps. The EX version combines these as a faster DP with full body invincibility.<br />
<br />
*'''GCCD:''' Guard cancels are a great way to get an opponent off of you and get back to neutral. The cost is a little high, but Kula is more than capable of building a lot of meter, so don't be afraid to guard cancel back to neutral against characters who are more suffocating.<br />
<br />
==Okizeme==<br />
Kula oki is shockingly good, especially when combined with her oki route ender, '''214A, 22C.''' This only works midscreen, but still reinforces her otherwise weak mixups and gives her some lockdown.<br />
<br />
===Basic Okizeme===<br />
Running in after a knockdown and mixing between a meaty '''cl.C,''' '''2B''', or '''h.C''' is going to be your basic strategy. Meaty cl.C will lose to any good reversal throw/DP/super, so don't go for it everytime. 2B with some mixup on the timing of it is what you should usually go for, as it hits low and is fast enough to interrupt wakeup buttons. You can also space it a bit more to beat out wakeup throws. h.C is your preferred jump-in, and the tool to use in any safejump situation. This is also your only way to really hit overhead, so it's important to do this every now and again to keep the opponent mixed up between blocking high and low. <br />
<br />
===Snowman Oki===<br />
Kula's 22A/C/AC summons a snowman that hits after a short delay. The A version is the least useful for this usually, but after a knockdown you can get this to hit meaty. This is great for forcing options out of your opponent. Your main setup for this is any BNB combo that ends in '''214A.''' This will set up perfectly for a 22C that hits meaty and allows you to run in for mixups or a combo if they get hit by it. They can roll to avoid this, but if they roll in you can grab them, and if they roll out you get back to neutral which is where Kula likes to be. The only downside to this is that you aren't very close, so you have to use more risky movement options like a superjump to get close enough to pose scary pressure. '''22AC''' can solve the problem of range as it summons anywhere. A simple 2D cancelled into it is usually enough to get the snowmen to hit meaty, however a tech roll will evade the pressure. It can also be exchanged for 22C in the normal setup, which can be very rewarding as the second snowman can give you time to run in further, and it also allows you to do snowman oki in the corner which is otherwise impossible.<br />
<br />
==Tips and Tricks==<br />
===236C reset===<br />
After a 214B > 6D, you can do a 2B cancelled into 236C. This will reset them into a meaty 236C, which is safe against most reversals and gives you a combo on hit or plus frames on block. <br />
<br />
===Converting from 236C===<br />
236C leaves you plus enough to combo, but these combos can vary based on range. Generally, '''5C''' is your best option as it's fast enough to combo, gives you good damage, and has good range. At max range however, you cannot combo from it at all.<br />
<br />
===Snowman in neutral===<br />
Snowman has mostly use for okizeme, but can actually be used well in neutral, specifically the A version. Summoning this can sorta act as a deterrent if you can get to fullscreen and safely summon it. If the opponent wants to approach, they have to deal with the snowman, which can affect how they move and approach as a result. 22AC can be used even better in this sense, as it heavily discourages standing still. It can even cause some awkward situations (i.e. an opponent throws a fireball on reaction to the startup, and the snowmen fall and hit them).<br />
<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kula Diamond]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Kula_Diamond/Strategy&diff=47114The King of Fighters XV/Kula Diamond/Strategy2022-03-14T16:09:42Z<p>Jotamide: Fixing level 1 headers</p>
<hr />
<div>{{CharNavbox_XV}}<br />
{{TOClimit|3}} <br />
==General Gameplan==<br />
As a balance-type that excels in neutral and plays ‘KOF’ very well, Kula has the offensive, defensive/anti-zoning tools to deal with a wide variety of situations. So, being able to actively move in and out of your normal and diamond breath range to bait a response in your favor for a combo, is key. Given that she does not have a standing overhead or a command throw, the strategies discussed below will help you achieve victory.<br />
<br />
===Neutral===<br />
Kula plays a strong neutral between her multiple pokes, her '''236A/C''', '''214A/C''', and '''22A/C'''. Her mixup on offense is very weak, so keeping your opponents on their toes by throwing out normals like 5A/5B, 2B, and 2D to keep them out is important. On block you can cancel into things like 236A to generate some frame advantage on block and also as a frametrap, or cancel into 623C for a combo on hit. Outside of the range of her 5A/5B, 236A and 236C make for some strong zoning tools. They're both very active and give better reward than the average fireball, but obviously have much shorter range. 2D is also more useful at this range, and cancelling into 236A is similarly useful, but be wary of getting hopped as she cannot whiff cancel her sweep. Rolling and backdashing can be a great way to get back to Kula's comfortable range, and make the opponent commit to riskier ways of approaching such as a run or superjump. <br />
<br />
Notable moves to use in neutral:<br/><br />
*'''5A/5B:''' Very similar moves, both far reaching jabs that don't whiff on crouching opponents. This allows Kula to break one of the KOF triangle rules (sweeps beat jabs) while also still being effective anti-hop tools. Playing around or just outside the max ranges of these moves is good, as it easily allows you to keep their movement in check while still threatening options like your own 2D or reactive anti-airs.<br />
<br />
*'''2C/5D:''' Your anti-air normals for when you can't get a 623A/C out in time. 2C covers slightly higher above her, while 5D is gonna be more reliable around the opponents superjump range. Neither are cancellable at all, so Kula can't do things like cancel into a projectile that hits meaty as they land, and are low damage, but keeping an opponent grounded is important for starting your own offense.<br />
<br />
*'''5C/2D/3D:''' Committal but rewarding moves. 5C steps her forward very far after some startup, and can cancel into 214A or 623C for a combo. 2D gives her a knockdown and cancelling into 236A can make you safe on block if it gets blocked. Great if they hit or get blocked, but be careful not to whiff. Her slide is very committal, but being able to low profile other moves and quickly travel forward is undoubtedly useful, and also throws out a far-reaching low to discourage the opponent walking backwards.<br />
<br />
*'''h.B/D:''' Hopping in place and throwing out a h.B or h.D is a great way to build a wall in front of you, and discourage random hops from the opponent. <br />
<br />
*'''236A/C:''' The closest thing to a fireball she has. In practice these are more like incredibly active disjointed pokes, great to take up space right in front of her and zone opponents out, as getting around them can be difficult. A well timed superjump will still get you hit, so be wary of how your opponent is moving.<br />
<br />
*'''623A/C:''' Being able to uppercut jumps on reaction is very strong, since Kula's fireball game can be weird to deal with by just rolling. Her uppercuts are also quite strong. The A version is slower but fully invincible, however the faster C version should usually be your preferred anti-air.<br />
<br />
*'''214A/C:''' Not having a standard fireball means Kula can be very weak in fireball wars. Luckily her reflector is very good, and the projectile thrown out from it is very fast and can catch opponents by surprise.<br />
<br />
===Offense===<br />
Kula has weaker than average offense but is still fully capable of putting on a strong pressure game. In exchange for lacking a standing overhead option and any great crossup tool (her j.A and j.C both have very small crossup hitboxes), Kula is able to generate plus frames on block and has various ways to safely frametrap that will disengage her back to neutral if the opponent blocks and allow her a knockdown if they hit. '''2B''' is a fast, chainable, and cancellable low kick that's great for pressure and is only -1 on block. '''2A''' reaches far and is 0 on block, and '''236A''' is very safe and frametraps off her light normals. '''236C''' is much slower on startup but is very rewarding on hit and block. 214B/D/BD is a riskier pressure tool, the stand followup leaves her safe but leaves a decent gap. The EX version is the most useful, as the kicks alone leave her safe and the stand followup leaves her plus.<br />
<br />
Notable moves to use in pressure:<br/><br />
*'''2B:''' Go-to move in close range. Hits on frame 4 (tied with cl.A and cl.C for her fastest normals) and also hits low. Her combos from it are generally weaker, but with meter can still lead to good damage and knockdowns.<br />
<br />
*'''cl.C:''' Nice to frametrap and hitconfirm with, as the two hits gives her a lot of time to recognize a hit and cancel into 214A, or recognize a block and cancel into 236A. On it's own it is negative but has high pushback, still be wary of this.<br />
<br />
*'''4/6C:''' Kula can rely on strike/throw a lot, so be sure to toss these in. 2A is nice for tick throws, as the 0 on block means you can still be safe even if they reversal.<br />
<br />
*'''2D:''' Reaches far enough that you can still use it after a 236A in some blockstrings (i.e. 2B > 2B > 236A, 2D > 236C). 2D is also very fast, and can make for a good way to catch someone trying to jump or run out of the way. <br />
<br />
*'''3D:''' Very risky, but mixing between this and h.C is good to keep your opponent guessing high/low outside of 2B range. Just be sure to mix them up, and remember Kula is a zoner: resetting to neutral and playing it safe is usually gonna work out better/<br />
<br />
*'''h.C:''' A well timed hop C is your best way to re-establish close range and is her best overhead option. Risky against an opponent who knows you'll do it, since at best you eat a jab and at worst you eat a reversal into super, but is well worth the risk when mixed in with her other tools.<br />
<br />
*'''236A/C:''' Frametrap tools and safe on block enders. The A version is faster and will trap better, and on counterhit (if close enough) you can juggle into a 623C. 236C is much slower, but is very rewarding on both hit and block: +5 on block allows you to run another pressure sequence like a runup 2B or h.C, and on hit you can combo off of it.<br />
<br />
===Defense===<br />
Kula has plenty of defensive tools, but they tend to be a bit riskier, so your first option should almost always be '''block.''' Don't be afraid to block out pressure for a while, as the more you block the more you get pushed back. This isn't as true in the corner, but regardless of corner or not, your opponent is gonna have to commit to something to get back in like a run or shorthop or far reaching normal. Wait for the window where they have to commit to that.<br />
<br />
Notable moves on defense:<br/><br />
*'''5A/5B:''' Great jabs on defense as well as neutral. Can be used to beat hop pressure at small risk to yourself if they whiff, and also can interrupt some sweep pressure as long as they were negative on block beforehand (lab where you can jab sweeps!). Be wary of the close versions, as despite being faster they have worse hitboxes for beating hops.<br />
<br />
*'''2B:''' Good for mashing, as it's one of her fastest normals and can chain into other lights to build space or even combo if you confirm the hit. Be wary of hops if you plan to mash, as a well timed hop will still beat these. <br />
<br />
*'''4/6C:''' KOF XV has one frame throws, which means a reversal throw or even just a well timed throw mid-blockstring will beat a shocking amount of things. If you see them playing very close next to you, try for a throw to get them away and build some space.<br />
<br />
*'''623A/C:''' Very committal but very reliable tools. 623A is your fully invincible reversal, good for beating a lot of things at once and obviously also a nice wakeup option. Be wary of the slower than average startup, it can be safejumped very reliably. The C version is great to beat hops and runs as it's faster, but will lose to meaties and sweeps. The EX version combines these as a faster DP with full body invincibility.<br />
<br />
*'''GCCD:''' Guard cancels are a great way to get an opponent off of you and get back to neutral. The cost is a little high, but Kula is more than capable of building a lot of meter, so don't be afraid to guard cancel back to neutral against characters who are more suffocating.<br />
<br />
==Okizeme==<br />
Kula oki is shockingly good, especially when combined with her oki route ender, '''214A, 22C.''' This only works midscreen, but still reinforces her otherwise weak mixups and gives her some lockdown.<br />
<br />
==Basic Okizeme==<br />
Running in after a knockdown and mixing between a meaty '''cl.C,''' '''2B''', or '''h.C''' is going to be your basic strategy. Meaty cl.C will lose to any good reversal throw/DP/super, so don't go for it everytime. 2B with some mixup on the timing of it is what you should usually go for, as it hits low and is fast enough to interrupt wakeup buttons. You can also space it a bit more to beat out wakeup throws. h.C is your preferred jump-in, and the tool to use in any safejump situation. This is also your only way to really hit overhead, so it's important to do this every now and again to keep the opponent mixed up between blocking high and low. <br />
<br />
===Snowman Oki===<br />
Kula's 22A/C/AC summons a snowman that hits after a short delay. The A version is the least useful for this usually, but after a knockdown you can get this to hit meaty. This is great for forcing options out of your opponent. Your main setup for this is any BNB combo that ends in '''214A.''' This will set up perfectly for a 22C that hits meaty and allows you to run in for mixups or a combo if they get hit by it. They can roll to avoid this, but if they roll in you can grab them, and if they roll out you get back to neutral which is where Kula likes to be. The only downside to this is that you aren't very close, so you have to use more risky movement options like a superjump to get close enough to pose scary pressure. '''22AC''' can solve the problem of range as it summons anywhere. A simple 2D cancelled into it is usually enough to get the snowmen to hit meaty, however a tech roll will evade the pressure. It can also be exchanged for 22C in the normal setup, which can be very rewarding as the second snowman can give you time to run in further, and it also allows you to do snowman oki in the corner which is otherwise impossible.<br />
<br />
==Tips and Tricks==<br />
===236C reset===<br />
After a 214B > 6D, you can do a 2B cancelled into 236C. This will reset them into a meaty 236C, which is safe against most reversals and gives you a combo on hit or plus frames on block. <br />
<br />
===Converting from 236C===<br />
236C leaves you plus enough to combo, but these combos can vary based on range. Generally, '''5C''' is your best option as it's fast enough to combo, gives you good damage, and has good range. At max range however, you cannot combo from it at all.<br />
<br />
===Snowman in neutral===<br />
Snowman has mostly use for okizeme, but can actually be used well in neutral, specifically the A version. Summoning this can sorta act as a deterrent if you can get to fullscreen and safely summon it. If the opponent wants to approach, they have to deal with the snowman, which can affect how they move and approach as a result. 22AC can be used even better in this sense, as it heavily discourages standing still. It can even cause some awkward situations (i.e. an opponent throws a fireball on reaction to the startup, and the snowmen fall and hit them).<br />
<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kula Diamond]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=XV_Broken/Mai_Shiranui&diff=46344XV Broken/Mai Shiranui2022-03-09T00:41:02Z<p>Jotamide: The first 3 cons can be summarized with the first one only</p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Mai Profile.png|thumb|Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.<br/>Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done on both the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Shiranui Gorin - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fuusha Kuzushi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Yume-Zakura - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Ukihane - [[image:dn.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
Koukaku no Mai - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Sankaku-Tobi - [[image:uf.gif]] (Near Wall) (Midair Only)<br />
<br />
Target Combo - ''(close)'' [[image:b.gif]] > [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Ryuuenbu - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Kachousen - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Hissatsu Shinobi-Bachi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Musasabi no Mai * Front - [[image:dn.gif]] ~ [[image:uf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Musasabi no Mai * Back - [[image:dn.gif]] ~ [[image:ub.gif]] / [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Musasabi no Mai (Air) - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Chou Hissatsu Shinobi-Bachi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Air Chou Hissatsu Shinobi-Bachi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Midair Only) (!)<br />
<br />
Kagerou no Mai - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Shiranui-Ryuu Ougi * Kuzunoha - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Air OK)<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Mai is an all-round character who focuses on controlling the neutral. Her fast, safe and long ranged pokes can slowly drain the opponent's health. As an all-rounder, she can play rushdown, zoning, apply setups and be extremely mobile in the air, should the situation arise. Not to mention her combo structure allows for so much creativity, as the majority of her moves are launchers or combo extenders.<br />
<br />
Mai is a beginner firendly character with great neutral and lots of combo options. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. Mai functions the best in the Anchor positions, because her best potential requires tons of meter.<br />
<br />
Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options.<br />
| pros=<br />
* Easy gameplan<br />
* Most of her Special Moves have additional traits, allowing her big utility<br />
* Great range on many moves,such as Blowback<br />
* Has rather easy access to crossup situations<br />
* Variety of combo paths and options<br />
* Has multiple ways to deal with zoning<br />
* Superb mobility and aerial tricks<br />
| cons=<br />
* Very reliant on meter for combos and reversals<br />
* No grounded Overheads and, therefore, limited mixup options<br />
* No invincible reversals<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_sta<br />
|description=<br />
* This quick swipe using her fan is good for stopping hops at a close range distance. Has a small amount of frame advantage on block. Can be chained from her crouching light normals. Hits crouching opponents and cannot be special canceled.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_stb<br />
|description=<br />
* Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_stc<br />
|description=<br />
* Mai swings her fan from above her head towards the ground. Can be used to stop hops at a mid-range or stop attempts from the opponents jumping over Mai's head. Has a fair amount of recovery frames if whiffed.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_std<br />
|description=<br />
* This roundhouse kick can be used to anti-air jumps at a close range and even hyper hops at a mid-range distance away from Mai. <br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cla<br />
|description= * Cancelable into specials and command moves. Plus on block. Leads into good autocombo options.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_clb<br />
|description=<br />
* Cancelable. Low hit. Leads into her Target Combo (cl.B > D).<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_clc<br />
|description=<br />
* Cancelable. Plus on block. Go-to button to start combos and apply restand situations.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cld<br />
|description=<br />
* Cancelable. Does more damage than cl.C.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cra<br />
|description=<br />
* Cancelable, good range.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_crb<br />
|description=<br />
* Low poke.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_crc<br />
|description=<br />
* Great range, cancelable. Usually used in combos and reset situations.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_crd<br />
|description=<br />
* Cancelable, low sweep.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_ha,mai_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Covers the perfect angle right in front and below Mai, very active.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hb,mai_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Not very good range, but is usually used as a crossup.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hc,mai_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* The only cancelable jump normal.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hd,mai_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Covers good area.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cd<br />
|description= Mai spins and hits the opponent with her tail.<br />
* Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Leads into damaging hit confirms with enough meter to spare.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_qcf+cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hcd,mai_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=Mai spins and hits the opponent with her tail.<br />
* Just like the grounded version, it has big range (Possibly disjointed?).<br />
}}<br />
<br />
==Throws==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Shiranui Gorin<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai holds the opponent by their shoulders, flips over them and throws them.<br />
* Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use C or EX Kachousen afterwards as an oki tool.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Fuusha Kuzushi<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai holds her opponent by their neck with her legs, flips herself over and slams them to the ground.<br />
* Same properties and options as Shiranui Gorin, except Mai throws the opponent backwards.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Yume-Zakura<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai catches her opponent in the air, drives her knees in their abdomen and slams them in the ground.<br />
* Hard knockdown upon contact. Usually done as a combo ender in the corner.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ukihane<br />
|input=j.d+B<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai floats slightly upwards and falls down.<br />
* It's main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Koukau no Mai<br />
|input=df+D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai does a sliding kick, ending with another kick.<br />
* Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Sankaku-Tobi<br />
|input=(near wall) j.uf <br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai jumps off of the wall.<br />
* The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.<br />
* Mai can jump so high off the wall that she is barely visible on the screen. This, acoompanied with her aerial options, makes her very hard to pin down.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Target Combo 1<br />
|input=cl.B > D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai does a two-kick attack.<br />
* Only possible from cl.B (st.B won't work). Due to its limited cancel options, it's not as good as df+D, but still a good option to have.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ryuuenbu<br />
|input=qcb+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.<br />
* '''A version''' = Hits somewhat later, launcher in the corner.<br />
* '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty.<br />
* '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Kachousen<br />
|input=qcf+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.<br />
* '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is the go-to move to end blockstrings due to its safety and distance on block. It is also the primary way of forcing the opponent to block on oki and after a restand, <br />
* '''C version''' = The projectile travels faster, but Mai doesn't racover quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool.<br />
* '''EX version''' = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:<br />
1) If it collides with a regular projectile, it will nullify it and continue its path.<br />
<br />
2) If it beats one projectile and collides with a second projectile, it will get nullified and the opponent's projectile will keep going.<br />
<br />
3) If it collides with Supermove projectiles, it will get nullified.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Hissatsu Shinobi-Bachi<br />
|input=qcf+B/D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai does a cartwheel and flies forwards with her elbow. Unsafe on block, but can be safer if a crouching opponent blocks it.<br />
* '''B version''' = Has faster startup, meaning it is the go-to version to end small combos, like off of cr.A.<br />
* '''D version''' = Most damaging meterless combo ender.<br />
* '''EX version''' = Launcher, hits 5 times on its own and usually 3 times during combos.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Mussatatsbi no Mai • Front<br />
|input=d~uf+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.d+B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground (It's best not to go for this because she literally can't do anything in this recovery state).<br />
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.<br />
* '''EX version''' = Yet another launcher to extend combos and travels the furthest distance. Can go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.qcb+AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Mussatatsbi no Mai • Back<br />
|input=d~ub/u+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Everything is the same as written above, except the fact this Backwards version cannot be used for combos.<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Mussatatsbi no Mai (Air)<br />
|input=j.qcb+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai flips in the air and flies at an downward angle. Frame data on this move is variable depending on the height of the jump, so it can be unsafe, slightly unsafe and even neutral on block.<br />
* '''A version''' = Mai flies at a 30° angle.<br />
* '''B version''' = Mai flies at a 45° angle.<br />
* '''EX version''' = Launcher. Hits 3 times if done high enough and is slightly minus on block.<br />
}}<br />
}}<br />
<br />
==Super Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Chou Hissatsu Shinobi-Bachi<br />
|input=qcb,hcf+B/D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact.<br />
* Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel.<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Air Chou Hissatsu Shinobi-Bachi<br />
|input=j.qcb,hcf+B/D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state.<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Kagerou no Mai<br />
|input=qcfx2+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be repeatedly done in the corner in specific situations. Hard knockdown upon contact.<br />
* Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them. <br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Shiranui-Ryuu Ougi • Kuzunoha<br />
|input=qcb,hcf+CD<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Only Climax in the game that can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.<br />
}}<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|WULO-M2wOYs|||'''Mai Shiranui Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Mai Shiranui]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Main_Page&diff=46185Main Page2022-03-07T20:33:27Z<p>Jotamide: Removed email notice</p>
<hr />
<div>__NOTOC__<br />
<center><span style="font-size: 120%;">'''Welcome to the {{SITENAME}}!'''</span><br />
If you want to know more about us, check out the [[Dream Cancel Wiki:About|About]] page. Please read the [[Help:Editing|wiki rules]] before making edits.</br>Account creation on this wiki is open to anyone: [https://www.dreamcancel.com/wiki/index.php/Special:CreateAccount Create Account].<br />
For help with editing, check out the [https://www.mediawiki.org/wiki/Help:Contents Contents] page at MediaWiki or contact the [https://discord.gg/gAYf5cK wiki staff on Discord] in the #wiki_discussion channel.</center><br />
<br />
==The King of Fighters==<br />
<div style="display: flex; flex-flow: row wrap; justify-content:start; color: #fff;"><br />
[[File:KOF XV Logo.png|200px|link=The King of Fighters XV]] <br />
[[File:KOF XIV Logo.png|200px|link=The King of Fighters XIV]] <br />
[[File:KOF XIII Logo.png|200px|link=The King of Fighters XIII]]<br />
[[File:KOF 02UM Logo.png|200px|link=The King of Fighters 2002 UM]]<br />
[[File:KOF 98UMFE Logo.png|200px|link=The King of Fighters '98 UMFE]]<br />
</div><br/><br />
<div style="display: flex; flex-flow: row wrap; justify-content:start; color: #fff;"><br />
[[File:KOF XII Logo.png|150px|link=The King of Fighters XII]]<br />
[[File:KOF XI Logo.png|150px|link=The King of Fighters XI]]<br />
[[File:KOF 2002 Logo.png|150px|link=The King of Fighters 2002]]<br />
</div><br />
<br />
==Other SNK Games==<br />
* [[SNK Heroines: Tag Team Frenzy|SNK Heroines (2018)]]<br />
* [[Samurai Shodown VI|Samurai Shodown VI (2005)]]<br />
* [[NeoGeo Battle Coliseum|NeoGeo Battle Coliseum (2005)]]<br />
* [[The Last Blade 2|The Last Blade 2 (1998)]]<br />
* [[Real Bout Fatal Fury 2|Real Bout Fatal Fury 2 (1998)]]<br />
* [[The Last Blade|The Last Blade (1997)]]<br />
* [[Art of Fighting 2|Art of Fighting 2 (1994)]]<br />
* [[Fatal Fury Special|Fatal Fury Special (1993)]]<br />
<br />
==Recent Changes==<br />
{{Special:Recentchanges/40}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Main_Page&diff=45820Main Page2022-03-05T02:51:43Z<p>Jotamide: </p>
<hr />
<div>__NOTOC__<br />
<center><span style="font-size: 120%;">'''Welcome to the {{SITENAME}}!'''</span><br />
</br>If you want to know more about us, check out the [[Dream Cancel Wiki:About|About]] page. Please read the [[Help:Editing|wiki rules]] before making edits.</br>Account creation on this wiki is open to anyone: [https://www.dreamcancel.com/wiki/index.php/Special:CreateAccount Create Account].<br />
{| cellspacing="5" cellpadding="0" style="margin:0em 0em 1em 0em; text-align:center; border:1px solid #E7641D; background:#F4CAB3;width:100%"<br />
| Registration with Gmail accounts is currently not working, please register in the meantime with an alternative email provider in case you use Gmail.<br />
|}For help with editing, check out the [https://www.mediawiki.org/wiki/Help:Contents Contents] page at MediaWiki or contact the [https://discord.gg/gAYf5cK wiki staff on Discord] in the #wiki_discussion channel.</center><br />
<br />
==The King of Fighters==<br />
<div style="display: flex; flex-flow: row wrap; justify-content:start; color: #fff;"><br />
[[File:KOF XV Logo.png|200px|link=The King of Fighters XV]] <br />
[[File:KOF XIV Logo.png|200px|link=The King of Fighters XIV]] <br />
[[File:KOF XIII Logo.png|200px|link=The King of Fighters XIII]]<br />
[[File:KOF 02UM Logo.png|200px|link=The King of Fighters 2002 UM]]<br />
[[File:KOF 98UMFE Logo.png|200px|link=The King of Fighters '98 UMFE]]<br />
</div><br/><br />
<div style="display: flex; flex-flow: row wrap; justify-content:start; color: #fff;"><br />
[[File:KOF XII Logo.png|150px|link=The King of Fighters XII]]<br />
[[File:KOF XI Logo.png|150px|link=The King of Fighters XI]]<br />
[[File:KOF 2002 Logo.png|150px|link=The King of Fighters 2002]]<br />
</div><br />
<br />
==Other SNK Games==<br />
* [[SNK Heroines: Tag Team Frenzy|SNK Heroines (2018)]]<br />
* [[Samurai Shodown VI|Samurai Shodown VI (2005)]]<br />
* [[NeoGeo Battle Coliseum|NeoGeo Battle Coliseum (2005)]]<br />
* [[The Last Blade 2|The Last Blade 2 (1998)]]<br />
* [[Real Bout Fatal Fury 2|Real Bout Fatal Fury 2 (1998)]]<br />
* [[The Last Blade|The Last Blade (1997)]]<br />
* [[Art of Fighting 2|Art of Fighting 2 (1994)]]<br />
* [[Fatal Fury Special|Fatal Fury Special (1993)]]<br />
<br />
==Recent Changes==<br />
{{Special:Recentchanges/40}}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Patch_Notes&diff=45818The King of Fighters XV/Patch Notes2022-03-05T02:31:08Z<p>Jotamide: Created page with "{| class="wikitable sortable" |- ! Game Version !! Date !! Notes |- | [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively. |- | Ver.1.00 || February 17, 2022 || Release version. |} ==References== <references/> {{Navbox XV}} Category:The..."</p>
<hr />
<div>{| class="wikitable sortable"<br />
|-<br />
! Game Version !! Date !! Notes<br />
|-<br />
| [https://www.snk-corp.co.jp/us/games/kof-xv/img/news/patch_1.02_eng.pdf Ver.1.02] || February 18, 2022<ref>https://twitter.com/SNKPofficial/status/1494591245402140676</ref> || Bug fixes. Xbox Series X/S and Windows 10 versions received the patch on February 24th and 25th respectively.<br />
|-<br />
| Ver.1.00 || February 17, 2022 || Release version.<br />
|}<br />
<br />
==References==<br />
<references/><br />
<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=Template:Navbox_XV&diff=45816Template:Navbox XV2022-03-05T02:23:25Z<p>Jotamide: Changed Notation with Patch Notes page</p>
<hr />
<div>==Navigation==<br />
{| class="noprint toccolours" style="clear: both; width: 80%; margin: 0.5em auto;" cellpadding="2"<br />
| style="background-color:{{{color|#ccf}}}; font-weight:bold;text-align: center;" colspan="2" | ''[[The King of Fighters XV]]''<br />
|-<br />
| width="0%" | '''System'''<br />
|<br />
&nbsp; &nbsp; &nbsp; [[The King of Fighters XV/FAQ|FAQ]] •<br />
[[The King of Fighters XV/Controls|Controls]] •<br />
[[The King of Fighters XV/Movement|Movement]] •<br />
[[The King of Fighters XV/Offense|Offense]] •<br />
[[The King of Fighters XV/Defense|Defense]] •<br />
[[The King of Fighters XV/Meters and Gauges|Meters and Gauges]] •<br />
[[The King of Fighters XV/Patch Notes|Patch Notes]]<br />
|-<br />
| width="0%" | '''Characters'''<br />
|<br />
<gallery mode="nolines" widths=75px><br />
File:KOFXV_Andy_Portrait.png|link=The King of Fighters XV/Andy Bogard|''[[The King of Fighters XV/Andy Bogard|Andy Bogard]]''<br />
File:KOFXV_Angel_Portrait.png|link=The King of Fighters XV/Ángel|''[[The King of Fighters XV/Ángel|Ángel]]''<br />
File:KOFXV_Antonov_Portrait.png|link=The King of Fighters XV/Antonov|''[[The King of Fighters XV/Antonov|Antonov]]''<br />
File:KOFXV_Ash_Portrait.png|link=The King of Fighters XV/Ash Crimson|''[[The King of Fighters XV/Ash Crimson|Ash Crimson]]''<br />
File:KOFXV_Athena_Portrait.png|link=The King of Fighters XV/Athena Asamiya|''[[The King of Fighters XV/Athena Asamiya|Athena Asamiya]]''<br />
File:KOFXV_Benimaru_Portrait.png|link=The King of Fighters XV/Benimaru Nikaido|''[[The King of Fighters XV/Benimaru Nikaido|Benimaru Nikaido]]''<br />
File:KOFXV_BlueMary_Portrait.png|link=The King of Fighters XV/Blue Mary|''[[The King of Fighters XV/Blue Mary|Blue Mary]]''<br />
File:KOFXV_Chizuru_Portrait.png|link=The King of Fighters XV/Chizuru Kagura|''[[The King of Fighters XV/Chizuru Kagura|Chizuru Kagura]]''<br />
File:KOFXV_Chris_Portrait.png|link=The King of Fighters XV/Chris|''[[The King of Fighters XV/Chris|Chris]]''<br />
File:KOFXV_Clark_Portrait.png|link=The King of Fighters XV/Clark Still|''[[The King of Fighters XV/Clark Still|Clark Still]]''<br />
File:KOFXV_Dolores_Portrait.png|link=The King of Fighters XV/Dolores|''[[The King of Fighters XV/Dolores|Dolores]]''<br />
File:KOFXV_Elisabeth_Portrait.png|link=The King of Fighters XV/Elisabeth Blanctorche|''[[The King of Fighters XV/Elisabeth Blanctorche|Elisabeth Blanctorche]]''<br />
File:KOFXV_Heidern_Portrait.png|link=The King of Fighters XV/Heidern|''[[The King of Fighters XV/Heidern|Heidern]]''<br />
File:KOFXV_Iori_Portrait.png|link=The King of Fighters XV/Iori Yagami|''[[The King of Fighters XV/Iori Yagami|Iori Yagami]]''<br />
File:KOFXV_Isla_Portrait.png|link=The King of Fighters XV/Isla|''[[The King of Fighters XV/Isla|Isla]]''<br />
File:KOFXV_Joe_Portrait.png|link=The King of Fighters XV/Joe Higashi|''[[The King of Fighters XV/Joe Higashi|Joe Higashi]]''<br />
File:KOFXV_K_Portrait.png|link=The King of Fighters XV/K'|''[[The King of Fighters XV/K'|K']]''<br />
File:KOFXV_King_Portrait.png|link=The King of Fighters XV/King|''[[The King of Fighters XV/King|King]]''<br />
File:KOFXV_KOD_Portrait.png|link=The King of Fighters XV/King of Dinosaurs|''[[The King of Fighters XV/King of Dinosaurs|King of Dinosaurs]]''<br />
File:KOFXV_Krohnen_Portrait.png|link=The King of Fighters XV/Krohnen|''[[The King of Fighters XV/Krohnen|Krohnen]]''<br />
File:KOFXV_Kukri_Portrait.png|link=The King of Fighters XV/Kukri|''[[The King of Fighters XV/Kukri|Kukri]]''<br />
File:KOFXV_Kula_Portrait.png|link=The King of Fighters XV/Kula Diamond|''[[The King of Fighters XV/Kula Diamond|Kula Diamond]]''<br />
File:KOFXV_Kyo_Portrait.png|link=The King of Fighters XV/Kyo Kusanagi|''[[The King of Fighters XV/Kyo Kusanagi|Kyo Kusanagi]]''<br />
File:KOFXV_Leona_Portrait.png|link=The King of Fighters XV/Leona Heidern|''[[The King of Fighters XV/Leona Heidern|Leona Heidern]]''<br />
File:KOFXV_Luong_Portrait.png|link=The King of Fighters XV/Luong|''[[The King of Fighters XV/Luong|Luong]]''<br />
File:KOFXV_Mai_Portrait.png|link=The King of Fighters XV/Mai Shiranui|''[[The King of Fighters XV/Mai Shiranui|Mai Shiranui]]''<br />
File:KOFXV_Maxima_Portrait.png|link=The King of Fighters XV/Maxima|''[[The King of Fighters XV/Maxima|Maxima]]''<br />
File:KOFXV_Meintenkun_Portrait.png|link=The King of Fighters XV/Meitenkun|''[[The King of Fighters XV/Meitenkun|Meitenkun]]''<br />
File:KOFXV_Ralph_Portrait.png|link=The King of Fighters XV/Ralf Jones|''[[The King of Fighters XV/Ralf Jones|Ralf Jones]]''<br />
File:KOFXV_Ramon_Portrait.png|link=The King of Fighters XV/Ramón|''[[The King of Fighters XV/Ramón|Ramón]]''<br />
File:KOFXV_Robert_Portrait.png|link=The King of Fighters XV/Robert Garcia|''[[The King of Fighters XV/Robert Garcia|Robert Garcia]]''<br />
File:KOFXV_Ryo_Portrait.png|link=The King of Fighters XV/Ryo Sakazaki|''[[The King of Fighters XV/Ryo Sakazaki|Ryo Sakazaki]]''<br />
File:KOFXV_Shermie_Portrait.png|link=The King of Fighters XV/Shermie|''[[The King of Fighters XV/Shermie|Shermie]]''<br />
File:KOFXV_Shunei_Portrait.png|link=The King of Fighters XV/Shun'ei|''[[The King of Fighters XV/Shun'ei|Shun'ei]]''<br />
File:KOFXV_Terry_Portrait.png|link=The King of Fighters XV/Terry Bogard|''[[The King of Fighters XV/Terry Bogard|Terry Bogard]]''<br />
File:KOFXV_Vanessa_Portrait.png|link=The King of Fighters XV/Vanessa|''[[The King of Fighters XV/Vanessa|Vanessa]]''<br />
File:KOFXV_Whip_Portrait.png|link=The King of Fighters XV/Whip|''[[The King of Fighters XV/Whip|Whip]]''<br />
File:KOFXV_Yashiro_Portrait.png|link=The King of Fighters XV/Yashiro Nanakase|''[[The King of Fighters XV/Yashiro Nanakase|Yashiro Nanakase]]''<br />
File:KOFXV_Yuri_Portrait.png|link=The King of Fighters XV/Yuri Sakazaki|''[[The King of Fighters XV/Yuri Sakazaki|Yuri Sakazaki]]''<br />
</gallery><br />
|-<br />
|}<noinclude><br />
[[Category:The King of Fighters XV]]</noinclude></div>Jotamidehttps://dreamcancel.com/w/index.php?title=Template:Navbox_XV&diff=45815Template:Navbox XV2022-03-05T02:22:57Z<p>Jotamide: Replacing Image: with File: since the former is deprecated</p>
<hr />
<div>==Navigation==<br />
{| class="noprint toccolours" style="clear: both; width: 80%; margin: 0.5em auto;" cellpadding="2"<br />
| style="background-color:{{{color|#ccf}}}; font-weight:bold;text-align: center;" colspan="2" | ''[[The King of Fighters XV]]''<br />
|-<br />
| width="0%" | '''System'''<br />
|<br />
&nbsp; &nbsp; &nbsp; [[The King of Fighters XV/FAQ|FAQ]] •<br />
[[The King of Fighters XV/Controls|Controls]] •<br />
[[The King of Fighters XV/Movement|Movement]] •<br />
[[The King of Fighters XV/Offense|Offense]] •<br />
[[The King of Fighters XV/Defense|Defense]] •<br />
[[The King of Fighters XV/Meters and Gauges|Meters and Gauges]] •<br />
[[The King of Fighters XV/Notation|Notation]]<br />
|-<br />
| width="0%" | '''Characters'''<br />
|<br />
<gallery mode="nolines" widths=75px><br />
File:KOFXV_Andy_Portrait.png|link=The King of Fighters XV/Andy Bogard|''[[The King of Fighters XV/Andy Bogard|Andy Bogard]]''<br />
File:KOFXV_Angel_Portrait.png|link=The King of Fighters XV/Ángel|''[[The King of Fighters XV/Ángel|Ángel]]''<br />
File:KOFXV_Antonov_Portrait.png|link=The King of Fighters XV/Antonov|''[[The King of Fighters XV/Antonov|Antonov]]''<br />
File:KOFXV_Ash_Portrait.png|link=The King of Fighters XV/Ash Crimson|''[[The King of Fighters XV/Ash Crimson|Ash Crimson]]''<br />
File:KOFXV_Athena_Portrait.png|link=The King of Fighters XV/Athena Asamiya|''[[The King of Fighters XV/Athena Asamiya|Athena Asamiya]]''<br />
File:KOFXV_Benimaru_Portrait.png|link=The King of Fighters XV/Benimaru Nikaido|''[[The King of Fighters XV/Benimaru Nikaido|Benimaru Nikaido]]''<br />
File:KOFXV_BlueMary_Portrait.png|link=The King of Fighters XV/Blue Mary|''[[The King of Fighters XV/Blue Mary|Blue Mary]]''<br />
File:KOFXV_Chizuru_Portrait.png|link=The King of Fighters XV/Chizuru Kagura|''[[The King of Fighters XV/Chizuru Kagura|Chizuru Kagura]]''<br />
File:KOFXV_Chris_Portrait.png|link=The King of Fighters XV/Chris|''[[The King of Fighters XV/Chris|Chris]]''<br />
File:KOFXV_Clark_Portrait.png|link=The King of Fighters XV/Clark Still|''[[The King of Fighters XV/Clark Still|Clark Still]]''<br />
File:KOFXV_Dolores_Portrait.png|link=The King of Fighters XV/Dolores|''[[The King of Fighters XV/Dolores|Dolores]]''<br />
File:KOFXV_Elisabeth_Portrait.png|link=The King of Fighters XV/Elisabeth Blanctorche|''[[The King of Fighters XV/Elisabeth Blanctorche|Elisabeth Blanctorche]]''<br />
File:KOFXV_Heidern_Portrait.png|link=The King of Fighters XV/Heidern|''[[The King of Fighters XV/Heidern|Heidern]]''<br />
File:KOFXV_Iori_Portrait.png|link=The King of Fighters XV/Iori Yagami|''[[The King of Fighters XV/Iori Yagami|Iori Yagami]]''<br />
File:KOFXV_Isla_Portrait.png|link=The King of Fighters XV/Isla|''[[The King of Fighters XV/Isla|Isla]]''<br />
File:KOFXV_Joe_Portrait.png|link=The King of Fighters XV/Joe Higashi|''[[The King of Fighters XV/Joe Higashi|Joe Higashi]]''<br />
File:KOFXV_K_Portrait.png|link=The King of Fighters XV/K'|''[[The King of Fighters XV/K'|K']]''<br />
File:KOFXV_King_Portrait.png|link=The King of Fighters XV/King|''[[The King of Fighters XV/King|King]]''<br />
File:KOFXV_KOD_Portrait.png|link=The King of Fighters XV/King of Dinosaurs|''[[The King of Fighters XV/King of Dinosaurs|King of Dinosaurs]]''<br />
File:KOFXV_Krohnen_Portrait.png|link=The King of Fighters XV/Krohnen|''[[The King of Fighters XV/Krohnen|Krohnen]]''<br />
File:KOFXV_Kukri_Portrait.png|link=The King of Fighters XV/Kukri|''[[The King of Fighters XV/Kukri|Kukri]]''<br />
File:KOFXV_Kula_Portrait.png|link=The King of Fighters XV/Kula Diamond|''[[The King of Fighters XV/Kula Diamond|Kula Diamond]]''<br />
File:KOFXV_Kyo_Portrait.png|link=The King of Fighters XV/Kyo Kusanagi|''[[The King of Fighters XV/Kyo Kusanagi|Kyo Kusanagi]]''<br />
File:KOFXV_Leona_Portrait.png|link=The King of Fighters XV/Leona Heidern|''[[The King of Fighters XV/Leona Heidern|Leona Heidern]]''<br />
File:KOFXV_Luong_Portrait.png|link=The King of Fighters XV/Luong|''[[The King of Fighters XV/Luong|Luong]]''<br />
File:KOFXV_Mai_Portrait.png|link=The King of Fighters XV/Mai Shiranui|''[[The King of Fighters XV/Mai Shiranui|Mai Shiranui]]''<br />
File:KOFXV_Maxima_Portrait.png|link=The King of Fighters XV/Maxima|''[[The King of Fighters XV/Maxima|Maxima]]''<br />
File:KOFXV_Meintenkun_Portrait.png|link=The King of Fighters XV/Meitenkun|''[[The King of Fighters XV/Meitenkun|Meitenkun]]''<br />
File:KOFXV_Ralph_Portrait.png|link=The King of Fighters XV/Ralf Jones|''[[The King of Fighters XV/Ralf Jones|Ralf Jones]]''<br />
File:KOFXV_Ramon_Portrait.png|link=The King of Fighters XV/Ramón|''[[The King of Fighters XV/Ramón|Ramón]]''<br />
File:KOFXV_Robert_Portrait.png|link=The King of Fighters XV/Robert Garcia|''[[The King of Fighters XV/Robert Garcia|Robert Garcia]]''<br />
File:KOFXV_Ryo_Portrait.png|link=The King of Fighters XV/Ryo Sakazaki|''[[The King of Fighters XV/Ryo Sakazaki|Ryo Sakazaki]]''<br />
File:KOFXV_Shermie_Portrait.png|link=The King of Fighters XV/Shermie|''[[The King of Fighters XV/Shermie|Shermie]]''<br />
File:KOFXV_Shunei_Portrait.png|link=The King of Fighters XV/Shun'ei|''[[The King of Fighters XV/Shun'ei|Shun'ei]]''<br />
File:KOFXV_Terry_Portrait.png|link=The King of Fighters XV/Terry Bogard|''[[The King of Fighters XV/Terry Bogard|Terry Bogard]]''<br />
File:KOFXV_Vanessa_Portrait.png|link=The King of Fighters XV/Vanessa|''[[The King of Fighters XV/Vanessa|Vanessa]]''<br />
File:KOFXV_Whip_Portrait.png|link=The King of Fighters XV/Whip|''[[The King of Fighters XV/Whip|Whip]]''<br />
File:KOFXV_Yashiro_Portrait.png|link=The King of Fighters XV/Yashiro Nanakase|''[[The King of Fighters XV/Yashiro Nanakase|Yashiro Nanakase]]''<br />
File:KOFXV_Yuri_Portrait.png|link=The King of Fighters XV/Yuri Sakazaki|''[[The King of Fighters XV/Yuri Sakazaki|Yuri Sakazaki]]''<br />
</gallery><br />
|-<br />
|}<noinclude><br />
[[Category:The King of Fighters XV]]</noinclude></div>Jotamidehttps://dreamcancel.com/w/index.php?title=MediaWiki:Editnotice-0-The_King_of_Fighters_XV&diff=45814MediaWiki:Editnotice-0-The King of Fighters XV2022-03-05T02:17:20Z<p>Jotamide: Created page with "{| cellspacing="5" cellpadding="0" style="margin:0em 0em 1em 0em; text-align:center; border:1px solid #E7641D; background:#F4CAB3;width:100%" | '''''Before saving your edit, please remember that the KOF XV wiki uses NUMPAD NOTATION.''''' |}"</p>
<hr />
<div>{| cellspacing="5" cellpadding="0" style="margin:0em 0em 1em 0em; text-align:center; border:1px solid #E7641D; background:#F4CAB3;width:100%"<br />
| '''''Before saving your edit, please remember that the KOF XV wiki uses NUMPAD NOTATION.'''''<br />
|}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=User:Jotamide/sandbox&diff=45813User:Jotamide/sandbox2022-03-05T02:16:15Z<p>Jotamide: </p>
<hr />
<div>{| cellspacing="5" cellpadding="0" style="margin:0em 0em 1em 0em; text-align:center; border:1px solid #E7641D; background:#F4CAB3;width:100%"<br />
| '''''Before saving your edit, please remember that the KOF XV wiki uses NUMPAD NOTATION.'''''<br />
|}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=User:Jotamide/sandbox&diff=45812User:Jotamide/sandbox2022-03-05T02:14:07Z<p>Jotamide: </p>
<hr />
<div>{| cellspacing="5" cellpadding="0" style="margin:0em 0em 1em 0em; border:1px solid #E7641D; background:#F4CAB3;width:100%"<br />
| '''''Before saving your edit, please remember that the KOF XV wiki uses NUMPAD NOTATION.'''''<br />
|}</div>Jotamidehttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Vanessa&diff=45811The King of Fighters XV/Vanessa2022-03-05T01:01:33Z<p>Jotamide: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Vanessa Profile.png|thumb|Vanessa lives a double life between being a housewife and a mercenary agent. She is highly skilled in boxing and is able to KO her opponents with ease.<br/>Her husband and kid don't know anything about her secret activities.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
'''Throws'''<br />
<br />
Barrett Puncher (Forward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Clinch Puncher (Backward) - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
One Two Puncher - [[image:bk.gif]] / [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Sliding Puncher - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Machine Gun Puncher - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Dash Puncher - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Parrying Puncher - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Puncher Vision (Forward) - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:'''┗''' Puncher Upper - [[image:fd.gif]] + [[image:a.gif]]<br />
:'''┗''' Puncher Straight - [[image:fd.gif]] + [[image:c.gif]]<br />
:'''┗''' Puncher Weaving - [[image:bk.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Puncher Vision (Backward) - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:'''┗''' Puncher Upper - [[image:fd.gif]] + [[image:a.gif]]<br />
:'''┗''' Puncher Straight - [[image:fd.gif]] + [[image:c.gif]]<br />
:'''┗''' Puncher Weaving - [[image:bk.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Puncher Weaving - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' Puncher Weaving (Keep) - Hold [[image:a.gif]] / [[image:c.gif]]<br />
::'''┗''' Dash Puncher - [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::'''┗''' Parrying Puncher - [[image:bk.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::'''┗''' Puncher Vision (Forward) - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::'''┗''' Puncher Vision (Backward) - [[image:bk.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Crazy Puncher - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Champion Puncher - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Infinity Puncher - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.<br />
| pros=<br />
* Amazing hitconfirms<br />
* 2D is cancellable into anything, making her sweep almost always safe on block.<br />
* Suffocating pressure game.<br />
* Good corner carry using only 1 bar.<br />
* Can not only completely avoid projectiles, but also reflect them back.<br />
| cons=<br />
* Only frame 1 invul reversal is a 2 bar super (236236AC).<br />
* Weak midrange game due to stubby normals.<br />
* Relatively weak anti-hop and air-to-air game.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_sta<br />
|description=<br />
* Special and super cancellable.<br />
A decent fast poke that will stuff hops, but instantly loses to full jumps due to its height. Whiffs against crouchers.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_stb<br />
|description=<br />
* Command, whiff, special and super cancellable.<br />
Has more cancellable properties than stand A and also better at stuffing hops due to slightly further reach.<br />
<br />
Still loses to full jumps and also whiffs against crouchers.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_stc<br />
|description=<br />
* Command, whiff, special and super cancellable.<br />
An okay button. Second punch reaches further and is whiff-cancellable and will stuff hops if timed well.<br />
<br />
Also whiffs against crouchers.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_std<br />
|description=<br />
* Super cancellable.<br />
Another two hit button. Just like stand C, the second punch reaches further only because Vanessa herself moves forward as well. Despite that, it's still a very short ranged button with little space control.<br />
<br />
Unlike her other stand buttons it doesn't whiff against crouchers. However, it's a very slow button that even whiffs against hops which also leaves her wide open for a free punish since she can't whiff cancel it.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_cla<br />
|description=<br />
* Command, special and super cancellable.<br />
A good close proximity button. Being 5f, safe on block and able to hit crouchers makes it a good button to press sometimes in a scramble.<br />
<br />
Loses against hops most of the time, but can beat some neutral hops.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_clb<br />
|description=<br />
* Command, special and super cancellable.<br />
A more inferior version to close A due to having more startup and being less plus on block.<br />
<br />
Loses against all hops.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_clc<br />
|description=<br />
* Command, special and super cancellable.<br />
Probably your best and consistent close button. Just as fast as close A and leaves you safe on block. Primarily used as your close range BnB starter and pressure button.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_cld<br />
|description=<br />
* Command, special and super cancellable.<br />
Does slightly more damage, but is tied with stand C for having the most startup for her standing normals. Also very minus on block.<br />
<br />
Your best punish starter, but has the risk of becoming standing D if the proximities mess up, which you don't want.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_cra<br />
|description=<br />
* Command, special and super cancellable.<br />
Your fastest normal tied with crouch B. It's used to hitconfirm from crouch B into 4/6A into any combo.<br />
<br />
Does not hit low, but is safe on block.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_crb<br />
|description=<br />
* Command, special and super cancellable.<br />
Tied with crouch A as your fastest normal, but actually hits low. As mentioned, it's your best hitconfirm.<br />
<br />
It has slightly lower range than crouch A and is minus on block. Don't end your pressure with this button.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_crc<br />
|description=<br />
* Command, special and super cancellable.<br />
Your primary anti-air tool. If timed well, it will beat all jump-ins. Even crossups.<br />
<br />
On counterhit against hops it will combo into Parrying Puncher (623A/C) or Champion Puncher (236236P).<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_crd<br />
|description=<br />
* Command, special and super cancellable.<br />
By far one of your best buttons in neutral. It has the furthest range of any of her normals while also moving her forward.<br />
<br />
Despite the fact that it's very punishable on block, you can simply ignore that by cancelling it into either Puncher Weaving (214P) or Puncher Vision Backwards (214K) to make it safe.<br />
<br />
However because of the KOF neutral triangle, hops will beat sweeps. Since crouch D is not whiff-cancellable, one single hop from your opponent will hurt real bad for you.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_jha,vanessa_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=An okay air button. Her fastest air normal which is good for jump-ins but nothing else. Is severely outclassed by pretty much every other j.A in the game.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_jhb,vanessa_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=Your best air-to-air button. Hits horizontally, but the short range makes it very hard to hit anyone with. Stick to crouch C in case you want to anti-air.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_jhc,vanessa_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Vanessa's only cross-ups button. Has barely any horizontal range in front of her but has good range behind her. Use it only for cross-ups, as it loses to everything else.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_jhd,vanessa_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Definitely Vanessa's best jump-in. Good horizontal range, good vertical range. Your primary starter for jump in BnBs.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_cd<br />
|description=<br />
Vanessa's Blowback (CD). Has about the same range as her stand C due to Vanessa not really moving forward. Still a pretty decent button.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_236cd<br />
|description=<br />
* Has guard points, but not frame 1.<br />
* Raw hit on grounded opponent results in a crumple which can't be extended by normals.<br />
* Air hit results in wall bounce.<br />
* If used during combos it will cause a crumple that can be extended by normals.<br />
<br />
The universal mechanic shared by every character using their own CD animations. Costs 1 bar to use, but refunds half a bar on a successful hit. Does great guard damage as well.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_jhcd,vanessa_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=Your other best button in neutral aside from crouch D. Compared to most of her buttons and especially her air buttons, j.CD has an amazing range and is vital for her pressure game since the dropkick is angled downwards.<br />
<br />
On counterhit you can follow up with Dash Puncher ([4]6A) where the ender varies depending on if you're midscreen on in the corner.<br />
}}<br />
<br />
==Throws==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Barrett Puncher (close, ←/→ + C)<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Forward Throw<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Clinch Puncher (close, ←/→ + D)<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Back Throw<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_4/6a_raw,vanessa_4/6a_chained<br />
|input=4/6A<br />
|description=<br />
Just like every other command normal, there's 2 versions of this one. The raw version is a slow overhead which results in a knockdown. Primarily used to open up the opponent and then go into Quick Max. It doesn't have any other purpose as there's no other way to extend it outside of cancelling it into Quick Max.<br />
|description2= <br />
If used during strings it instead becomes the sole reason why Vanessa's hitconfirm game is great. The duration of this move is long enough for you to tell if they blocked it or not. If it is, disengage with 214K or make yourself safe with 214P. If it hits, you get a full combo.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_3d<br />
|input=3D<br />
|description= <br />
A great low profile sweep. Can be used to slide under high pokes or fireballs. But unlike crouch D it's not special cancellable, so make sure to space it properly so it becomes safe.<br />
<br />
Ground fireballs like Iori's 236A/C or Terry's 236A/C will beat it.<br />
}}<br />
<br />
==Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_41236a,vanessa_41236c,vanessa_41236ac<br />
|input=41236A/C/AC<br />
|description3= <br />
<br />
Main combo tool. Mashing punches during the duration of the move adds hits and damage, which should be done always. Unsafe but the pushback can make it an awkward punish.<br />
<br />
----<br />
The '''A version''' and '''B version''' are functionally identical, while the '''EX version''' has more hits and ends in a launcher instead of a knockdown.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_46a,vanessa_46c,vanessa_46ac<br />
|input=[4]6A/C/AC<br />
|description3= <br />
<br />
Anti-zoning and combo tool. Vanessa lowers her body to the ground and travels forward before rising with an uppercut. Low-profiles while travelling, allowing her to go under many projectiles and even some normals.<br />
<br />
----<br />
The '''A version''' travels almost half of the screen. Sees a lot of use in combos.<br />
----<br />
The '''C version''' travels almost the entire length of the screen.<br />
----<br />
The '''EX version''' travels around half of the screen and hits the opponent twice before ending in an uppercut. Used for extending combos after [4]6A.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=vanessa_623a,vanessa_623c,vanessa_623ac<br />
|input=623A/C/AC, 4A/C during Puncher Weaving<br />
|description3= <br />
<br />
A hook with guard point property. '''C version''' can reflect projectiles.<br />
<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Vision (Forward)<br />
|input=236B/D, 6B/D after Puncher Weaving<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Vanessa's forward command dash. Has some low profile similar to [4]6A/C. Core to her movement as it cancels into a multitude of followups, allowing her to move around the screen quickly while threatening other options. Can also be used for some blockstring gimmicks, but will always leave you very unsafe. EX version is great in combos as it moves faster and the followups work much better in juggles.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Vision (Backward)<br />
|input=214B/D, 6B/D after Puncher Weaving<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Backward command dash. Used for retreating, and for dash movement in conjunction with the forward dash. The 6A and 6C followups off of backward command dash move very far forward, allowing her to do some shenanigans similar to that of Slayer's backstep. EX sees less use compared to the forward version, but is still a very fast and safe runaway option if needed.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Upper<br />
|input=6A after Puncher Vision<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= High reward but low range dash followup. Hard to properly land in combos, but it does work well as a callout followup after a 214C/D. EX version is great in corner combos, can be hard to land midscreen but gives a very high juggle when it lands. Can cancel into 214C/D if blocked to retreat, or 214A/C for safety.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Straight<br />
|input=6A after Puncher Vision<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= Low reward but high range followup. Works better in combos, but gives a sliding knockdown instead of a launch so no combo is possible after. EX version is useful midscreen and very consistent. Can cancel into 214C/D and 214A/C as well, but cancelling into another 236C/D on hit gets her very close quickly for great okizeme.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Weaving<br />
|input=214A/C, 4A/C after Puncher Vision<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= A strange move but core to the aforementioned movement Vanessa can do. Vanessa ducks down slightly and starts swaying. On it's own, useful to cancel certain things and be much safer on block. By holding down the button, you get access to Puncher Weaving (Keep), in which Vanessa will keep swaying and get access to a lot of different followups.<br />
<br />
The EX version is much faster to recover, and cancelling into this will usually leave you plus on block. It also has low profile, which allows you to go under a lot of fireballs and many buttons, but there are other options with this same ability and higher reward. It is the fastest of all these however.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Puncher Weaving (Keep)<br />
|input=hold A/C after Puncher Weaving<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= The held version of Puncher Weaving. Vanessa will continue swaying for a short time until you either cancel into a followup, release the button, or the duration of the move finishes. It should be noted that since you have to hold one of the punches, you can only access the opposite followups (i.e. if you do 214[A] you can only access the two C followups and command dashes, and if you do 214[C] you can only access the two A followups. EX can hold either button and get access to both).<br />
<br />
Doing 4B/D and 6B/D will give you the respective version of Puncher Vision. By cancelling these into another Puncher Weaving (input 4A/C during the dash) you can chain these 2 moves together over and over.<br />
<br />
Doing 6A will give you [4]6A, and doing 6C gives you [4]6C. Both are great for using to avoid projectiles, and notably this allows you to skip charging them.<br />
<br />
Doing 4A will give you 623A, and doing 4C will give you 623C. These are great for getting guard point out during the dash/sway movement, and reflecting projectiles thrown at you.<br />
<br />
EX keep will maintain low profile until the duration is up, but generally EX weaving is more for generating plus frames.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
==Super Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Crazy Puncher<br />
|input=2141236A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Champion Puncher<br />
|input=236236A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|fb3ldoiHIIg|||'''Vanessa Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Vanessa]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=XV_Broken/Meitenkun&diff=45810XV Broken/Meitenkun2022-03-05T00:59:57Z<p>Jotamide: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Meitenkun Profile.png|thumb|With pillow in hand, this sleepy young fighter is a master of the hidden martial arts technique, Hyakkyokuminminken, or Eight Extremities Slumber Fist. The family he knows today is his mentor Tung Fu Rue and fellow disciple/best friend Shun'ei. He is considered by many to be Tung's secret weapon, as the extent of his explosive power and technique is a mystery to all.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
[Input] = Hold input briefly.<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Feint Makura - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Makura Bomb - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Nezou Rangeki - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Chinzankou - [[image:bk.gif]] + [[image:a.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Makura Nage - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sen-Siss Hou - [ [[image:bk.gif]] ][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' Follow Up - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Geki Hou - [ [[image:dn.gif]] ][[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Ressen Kyaku - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)<br />
<br />
'''Super Special Moves'''<br />
<br />
Chou Geki Hou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hakuchuu Musou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Seikaku Meitengyobu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.<br />
| pros=<br />
* Pro #1<br />
* Pro #2<br />
| cons=<br />
* Con #1<br />
* Con #2<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_sta<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_stb<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_stc<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_std<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_clc<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cra<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_crb<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_crc<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_crd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_jha,meitenkun_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_jhb,meitenkun_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Placeholder<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_jhc,meitenkun_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_jhd,meitenkun_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_jhcd,meitenkun_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Feint Makura<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Makura Bomb<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Nezou Rangeki<br />
|input=6B<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Chinzankou<br />
|input=4A<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Makura Nage<br />
|input=214A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Sen-Siss Hou<br />
|input=[4]6A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Sen-Siss Hou (Follow Up)<br />
|input=A/C after Sen-Siss Hou<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Geki Hou<br />
|input=[2]8A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ressen Kyaku<br />
|input=j.214B/D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
==Super Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Chou Geki Hou<br />
|input=236236A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Hakuchuu Musou<br />
|input=236236B/D<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Seikaku Meitengyobu<br />
|input=2141236CD<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|i-cAk1hPt9Q|||'''Meitenkun Reveal Trailer'''|frame}}<br />
<br />
==Navigation==<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Meitenkun]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=XV_Broken/Luong&diff=45809XV Broken/Luong2022-03-05T00:58:33Z<p>Jotamide: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Sen<br />
<br />
Chou<br />
<br />
'''Command Normals'''<br />
<br />
Tsui<br />
<br />
'''Special Moves'''<br />
<br />
Geki (*)<br />
<br />
┗ Geki (Keep)<br />
:┗ Geki (Cancel)<br />
::┗ Geki (Cancel) <br />
<br />
Ren (Midair Only) (*)<br />
<br />
Rin (*)<br />
<br />
Kou (*)<br />
<br />
'''Super Special Moves'''<br />
Tou (!)<br />
<br />
Tei (!)<br />
<br />
Ben (!)<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.<br />
| pros=<br />
* Pro #1<br />
* Pro #2<br />
| cons=<br />
* Con #1<br />
* Con #2<br />
}}<br />
Luong is a character who made her debut in the previous game, KOFXIV. <br />
<br />
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. <br />
Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes. <br />
<br />
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their game play lies in punishing targets heavily for their mistakes aftering baiting them out. <br />
<br />
She also has options to exploit while in midair, her jumping air 214+K. This is jumping cartwheel that enables enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal. <br />
<br />
As of now, she is still capable of this feat in the mix-up department, thus is likely to become a major threat once again as she was in KOFXIV. <br />
<br />
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them land successfully. <br />
<br />
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses. <br />
<br />
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemies mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_sta <br />
|description=<br />
* Whiffs on crouching opponents.<br />
Luong extends her left hand quickly and pokes the opponent. Special cancellable. Not a lot of range but can snipe hops quickly with little to no risk. Will be punished by lower hitting moves.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_stb<br />
|description=<br />
* Whiffs on crouching opponents. <br />
Luong does a quick angled kick aimed towards the opponents head/neck. Cannot be special cancelled although where it shines is versus air approaches. f.B can stuff hops very effectively. Vulnerable to lower hitting moves.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_stc<br />
|description=<br />
*<br />
Luong throws her left hand out and strikes the opponent. Startup is a bit slow yet this move does not whiff on crouchers unlike her other far normals and allows her to cancel into special moves. Cannot be cancelled on whiff either so full commitment is needed. Effectively a longer f.A and is disjointed. Loses to lower profile moves.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_std<br />
|description=<br />
*Whiffs on crouchers.<br />
Luong swings her leg in an upwards position, this move is really solid and one of her best anti airs. Due to its angle, it helps versus rising hops and jumps although cannot be special cancelled. Use this move, even if riskier than her other anti airs the damage will be higher regardless.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cla<br />
|description=<br />
*Can be chained into from lights and into other lights from itself.<br />
*Mash A for rush combo.<br />
Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable, all around a normal c.A.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_clb<br />
|description=<br />
*Can be chained into from lights.<br />
Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Pretty basic move.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_clc<br />
|description=<br />
*Multi hitting, either hit may be cancelled.<br />
Luong strikes her opponents chest and then neck. Great hit confirm although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cld<br />
|description=<br />
Luong strikes the opponent with her ass- i mean her right foot, in similar fashion to c.B this hits low and is cancellable. Surprising range for a c.D.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cra<br />
|description=<br />
*Can be chained from lights and into other lights.<br />
Standard 2A with decent range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crb<br />
|description=<br />
*Can be chained from lights and into other lights.<br />
Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crc<br />
|description=<br />
Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over c.D and c.C. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crd<br />
|description=<br />
*She can do that??<br />
Luong does the splits in her best crouching normal, this move is ridiculous and puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use this move, seriously. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_ha,luong_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move its range is quite abysmal.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hb,luong_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how its angled. Probably her best jump in due to how ambiguous it hits.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hc,luong_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Whiffs on crouchers.<br />
Really strange move, causes air reset on hit but the range is very bad and must be done on a jumping or standing opponent. Wont even go into j.214B/D.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hd,luong_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Good standard jump in, good range, can instant overhead taller characters. Best jump in damage wise.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cd<br />
|description=<br />
* Luong's blowback is actually really good due to it being forward moving and so disjointed, Luong gets good reward off raw blowback too. Use this in niche situations since it can also hit crouchers. It can also anti air opponents hops at longer ranges due to the tip of her foot reaching so far making it a really nice option if you feel it will reach.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_qcf+cd<br />
|description=<br />
* Same pros as her raw blowback but now it's armoured. Jumpers beware. Wallbounce is great for Luong too for 214B pickups.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hcd,luong_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too.<br />
}}<br />
<br />
==Throws==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Sen<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 100<br />
|stun= 0<br />
|startup= 1<br />
|active=<br />
|recovery=<br />
|hitAdv= +38<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Luong wraps her legs around the opponents neck and throws them past midscreen, allowing j.214B/D/BD shenanigans for okizeme.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Chou<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 100<br />
|stun= 0<br />
|startup= 1<br />
|active=<br />
|recovery=<br />
|hitAdv= +45<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Basically just forward throw but now backwards, more plus allowing for even MORE j.214B/D/BD shenanigans. Throws them midscreen distance since it moves backwards.<br />
*<br />
*<br />
}}<br />
}}<br />
==Command Moves==<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Tsui<br />
|input=6B<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 70<br />
|stun= 60<br />
|startup= 24<br />
|active=<br />
|recovery=<br />
|hitAdv= -3<br />
|blockAdv= -1<br />
|hitbox=<br />
|invul= <br />
|description= * Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use. <br />
*<br />
*<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
===Geki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d<br />
|input=236A/B/C/A+C <br />
(A/B/C hold OK)<br />
|description4= <br />
* Can hold A/B/C to delay the kick until release<br />
* Delay stance can be cancelled into other follow-ups after ??F<br />
<br />
Luong quickly kicks her leg in three different directions.<br />
* A version aims upwards. Whiffs on crouchers but is effective versus jumpers and used in juggles. Great anti air and can snipe people with ease making it frustrating to fight versus.<br />
<br />
* B version is a forward slash. Less range than it looks like it has but still great. Not as useful compared to A or C but has its place in stopping people from running at you and for ending juggles where you cannot do A or 214A/C.<br />
<br />
* C version is a low strike. This will be your main pressure ender for safe blockstrings since the pushback is immense and it reaches far. Not really good for juggles but shines in being safe and a good block check. Being even on hit greatly benefits it too.<br />
<br />
* EX Geki is really good. One of the best punishers in the game since its 2 frames and has decent range. Don't overestimate its range though since the multi hits will whiff if you go too far out. Side switches and gives hard knockdown on hit allowing for mixups on the opponents wakeup. Will be one of your most important moves since this is a one of a kind type move and no other character has this unique benefit.<br />
|description5=<br />
* Luong dash cancels her Geki stance. Although this doesn't build meter whereas Geki would, this move is more utilised for mixups and for mobility. While it's not that fast, it can be a good tool to catch a blocking opponent off guard and gives them more to be worried about. Don't overuse this on block though since opponents will start to stuff your dash and punish you heavily. Geki stance is counter hit vulnerable so learning how to do the dash cancel instantly will be key for this move to be as effective as possible.<br />
|description6=<br />
* Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what your'e about to do.<br />
<br />
}}<br />
}}<br />
<br />
===Ren===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ren<br />
|input=j.214B/D/BD<br />
|data=<br />
{{AttackData-KOFXV<br />
|version=B<br />
|damage= 80<br />
|stun= 80<br />
|startup= 13<br />
|active=<br />
|recovery=<br />
|hitAdv= +32<br />
|blockAdv= -1~+8<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=D<br />
|damage= 80<br />
|stun= 80<br />
|startup= 18<br />
|active=<br />
|recovery=<br />
|hitAdv= +30~+40<br />
|blockAdv= -4~+4<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=BD<br />
|damage= 80<br />
|stun= 0<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|hitAdv= +39~+49<br />
|blockAdv= -13~+1<br />
|hitbox=<br />
|invul= <br />
|description= <br />
*Luong's best move. I cannot stress enough how important this move is.<br />
*All versions crossup yet do not hit overhead despite being air only.<br />
<br />
* B version will be your go to version of this move due to how fast it is and how plus on block it can potentially be. When tiger kneed this move is completely unreactable but the drawback to this is it can only be performed in the air so using it on wakeup is preferred compared to blockstrings. On hit you can go into a juggle with EX 214BD or go for nasty setups. <br />
<br />
* D version is good but slower and less plus on block but to make up for it has a bigger hitbox and keeps her suspended in the air for a bit. Same pros mostly apply, has its uses where B version may not reach in time for the opponents wakeup.<br />
<br />
* EX Ren is unique because on hit the opponent isn't knocked back, they are put in place for juggles with 214B after making it a great way to open someone up. The trade-off is far worse frame data than the other two versions but this move certainly has its place. Due to its ridiculous speed too, this is a great option for short hops.<br />
<br />
}}<br />
}}<br />
===Rin===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Rin<br />
|input=214B/D/BD<br />
|data=<br />
{{AttackData-KOFXV<br />
|version=B<br />
|damage= 40<br />
|stun= 50<br />
|startup= 14<br />
|active=<br />
|recovery=<br />
|hitAdv= +42<br />
|blockAdv= -10<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=D<br />
|damage= 50<br />
|stun= 50<br />
|startup= 18<br />
|active=<br />
|recovery= <br />
|hitAdv= +44<br />
|blockAdv= -8<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=BD<br />
|damage= 87<br />
|stun= 0<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|hitAdv= +48<br />
|blockAdv= -25<br />
|hitbox=<br />
|invul= <br />
|description= * All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone.<br />
<br />
* B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable.<br />
<br />
* D version whilst less useful will still have its place. D version is slower but on hit launches the opponent higher allowing for more juggle options. Cannot be comboed into from lights but only heavies making it more niche and a harder move to use without good hits. Although less minus on block, I don't encourage using it in blockstrings since she <br />
has safer tools.<br />
<br />
* EX version is super good and in my opinion one of her most important tools. The EX version as a starter is good but where it truly shines is at the start of juggles which I will delve into with the combo section. <br />
<br />
}}<br />
}}<br />
<br />
===Kou===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Rin<br />
|input=214A/C/AC<br />
|data=<br />
{{AttackData-KOFXV<br />
|version=A<br />
|damage= 78<br />
|stun= 30<br />
|startup= 10<br />
|active=<br />
|recovery=<br />
|hitAdv= +28<br />
|blockAdv= -9<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=C<br />
|damage= 97<br />
|stun= 40<br />
|startup= 20<br />
|active=<br />
|recovery= <br />
|hitAdv= +74<br />
|blockAdv= -5<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=AC<br />
|damage= 97<br />
|stun= 0<br />
|startup= 13<br />
|active=<br />
|recovery=<br />
|hitAdv= +79<br />
|blockAdv= -12<br />
|hitbox=<br />
|invul= <br />
|description=<br />
<br />
* A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses.<br />
<br />
* C version is your main way to get hard knockdowns without super, in her 0.5 combos this becomes your main ender and is incredibly effective. Since you are so ridiculously plus you can practically set anything up. Can be used midscreen or corner for good oki but in midscreen they get knocked back hard so you cant really set anything up compared to corner. <br />
<br />
* EX version is reeeeeeeeeeeally good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner you will sideswitch due to the wallbounce so be careful to not auto pilot. Really not much else to say other than midscreen this extends your combos well and gives you strong damage with minimal meter.<br />
<br />
}}<br />
}}<br />
<br />
==Super Special Moves==<br />
===Tou===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Tou<br />
|input=236236B/D/BD<br />
|data=<br />
{{AttackData-KOFXV<br />
|version=B/D<br />
|damage= 180<br />
|stun= 0<br />
|startup= 17<br />
|active=<br />
|recovery=<br />
|hitAdv= +67<br />
|blockAdv= -17<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=AC<br />
|damage= 320<br />
|stun= 0<br />
|startup= 9<br />
|active=<br />
|recovery=<br />
|hitAdv= +58<br />
|blockAdv= -26<br />
|hitbox=<br />
|invul= <br />
|description= <br />
* Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure.<br />
<br />
}} <br />
}}<br />
<br />
===Tei===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Tei<br />
|input=236214B/D/BD<br />
|data=<br />
{{AttackData-KOFXV<br />
|version=B/D<br />
|damage= 190<br />
|stun= 0<br />
|startup= 12<br />
|active=<br />
|recovery=<br />
|hitAdv= +25<br />
|blockAdv= -11<br />
|hitbox=<br />
|invul= <br />
}}<br />
{{AttackData-KOFXV<br />
|version=AC<br />
|damage= 340<br />
|stun= 0<br />
|startup= 5<br />
|active=<br />
|recovery=<br />
|hitAdv= +29<br />
|blockAdv= -17<br />
|hitbox=<br />
|invul= <br />
|description= * This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown.<br />
<br />
* Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal. No special attributes here either.<br />
<br />
}}<br />
}}<br />
<br />
===Ben===<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ben<br />
|input=214236CD<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 427<br />
|stun= 0<br />
|startup= 11<br />
|active=<br />
|recovery=<br />
|hitAdv= +25<br />
|blockAdv= -31<br />
|hitbox=<br />
|invul= <br />
|description= *It would be so easy to make an ass joke here. <br />
<br />
*Luongs climax super is nothing special except for its risque contents. No I will not make an ass joke. Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right.<br />
<br />
}} <br />
}}<br />
==Misc==<br />
Earlier on, I mentioned doing her 66 dash cancel as fast as possible. Here's how.<br />
<br />
When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. As of now, I haven't found any use for this in combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.<br />
<br />
==Videos==<br />
{{#ev:youtube|opNubV7j1Tc|||'''Luong Reveal Trailer'''|frame}}<br />
<br />
<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Luong]]</div>Jotamidehttps://dreamcancel.com/w/index.php?title=XV_Broken/Kyo_Kusanagi&diff=45808XV Broken/Kyo Kusanagi2022-03-05T00:57:47Z<p>Jotamide: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<br />
{{TOClimit|3}} <br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an XYZ charcter who does QWE using ASDF.<br />
| pros=<br />
* Pro #1<br />
* Pro #2<br />
| cons=<br />
* Con #1<br />
* Con #2<br />
}}<br />
Kyo is a rushdown character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo.<br />
<br />
Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position and is a good choice for both KOF beginners and veterans alike.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
A quick shoulder-level punch. Hits high enough to effectively jab hops out of the air. Pretty safe to throw out, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
Kyo sticks his leg out for a kick. A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than f.D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|description=<br />
* Can be cancelled into specials, even on whiff.<br />
Stepping gut punch. This normal doesn't have as much range as f.B, but it does more damage and is special in that it moves Kyo forward and can be cancelled into specials on hit/block for pressure or combos. Can also be whiff cancelled to increase the effective range of specials, most notably his rekkas.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
Spinning kick. Has the longest range and most damage of Kyo's far normals, and it also moves him forward a small bit. Similar to f.B, very useful for hitting hops that come up short and checking space for a little more damage. Despite the appearance, this move does NOT low crush effectively, if even at all.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
Elbow jab, and one of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into c.C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low<br />
Shin kick. Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with c.A and 2A<br />
* Can be linked into from c.A<br />
<br />
Kyo delivers a quick uppercut. c.C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
Kyo crescent kicks the opponent. This move doesn't see as much use as c.C due to being 4 frames slower on startup, though it does more damage than c.C to compensate. It can cancel into everything c.C can, though it doesn't have the anti-air capabilities that c.C has. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Placeholder<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|description=<br />
* Two hits, both low<br />
* First hit is cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|description=<br />
* Strong ambiguous crossup tool<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. This move has a handful of different uses. It can crossup the opponent, allowing for ambiguous crossups depending on the setup. It slams aerial opponents back down to the ground in a hard knockdown, letting you set up okizeme. Finally, it can be done during a backdash to slightly extend travel distance and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' hits 8 times, reaches its max range the fastest, and does the most damage. <br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. Seems to be even more unsafe on block than the B version as it tends to leave Kyo at point blank while at the punishable frame advantage.<br />
}}<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|description3=<br />
* Placeholder<br />
}}<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk<br />
|input=B/D after Shiki Kai B/D<br />
|description2=<br />
* Placeholder<br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|description=<br />
* Rekka starter<br />
* Destroys projectiles<br />
* '''BODEGA'''<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. It also possesses autoguard frames during its startup, meaning it can plow through pokes and some projectiles if timed properly. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
<br />
In optimized corner combos, Aragami can act as an extra juggle after a D Kai by landing it a little meaty on the falling opponent, and then either linking into itself again and continuing the rekka chain for an ender, or linking into a DP to finish the combo.<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
* '''MOERO'''<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|description=<br />
*placeholder<br />
}}<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|description=<br />
*placeholder<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Yanosabi (2)<br />
|description=<br />
*placeholder<br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|description2=<br />
* Placeholder<br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c_63214p,kyo_236ac_63214p<br />
|input=236C/AC~63214A/AC<br />
|description2=<br />
* Placeholder<br />
}}<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c_63214p_6p,kyo_236ac_63214p_6p<br />
|input=236C/AC~63214A/C~6A/C<br />
|description2=<br />
* Placeholder<br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c_63214p_6p_623p,kyo_236ac_63214p_6p_623p<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Placeholder<br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|description3=<br />
*EX is a command grab<br />
}}<br />
<br />
==Super Special Moves==<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=qcb,hcf+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=182 Shiki<br />
|input=qcfx2+A/C<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
<br />
<br />
{{MoveData<br />
|image=<br />
|caption=<br />
|name=Ura 1212 Shiki • Yakumo<br />
|input=qcb,hcf+CD<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage=<br />
|stun=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|hitAdv=<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Enter move description here.<br />
*<br />
*<br />
}}<br />
}}<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>Jotamide