The King of Fighters XIV
KOF XIV is the first entry of the KOF series on the PS4, moving away from the sprites from XII & XIII and using a new 3D (2.5D) graphical base. XIV seems to be a mix of elements from '98, '02, and XIII, while still using KOF-standard systems, and including systems new to KOF like Just Defend (from Garou), and new properties, such as CD wall-splat (different from counter-wire).
The game is now at version 3.10! Changes to our wiki will be worked on through the version's lifespan. Patch notes here: http://www.snkplaymore.co.jp/us/games/kof-xiv/news/KOF-XIV_patch_ver.3.10_en.pdf
Because of the frequent updates of KOFXIV, we use google docs in conjunction with our wiki here to have the community update pages. Here is how to help: http://dreamcancel.com/2018/04/how-you-can-help-update-the-king-of-fighters-xiv-wiki-for-version-3-0/
A - Light Punch
B - Light Kick
C - Strong Punch
D - Strong Kick
CD - Blowback Attack
P - With either Light Punch or Strong Punch
K - With either Light Kick or Strong Kick
AB - Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward
GCAB - Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter
GCCD - Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter. Often referred as CD Counter
cl.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as cl.C are always the close version
Far D - Standing far D
cr.B - Crouching or down B
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
j. - Jump/jumping - Press and hold up-back/up/up-forward
Hyperjump - Press down-back/down/down-forward, then quickly press and hold up-back/up/up-forward
Hop - Tap up-back/up/up-forward
Hyperhop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward
cl. – Close – Close standing attack (e.g. cl.C)
cr. – Crouch – Crouching attack (e.g. cr.B)
st. – Stand – Standing attack (e.g. st.B)
bb. – Backdash – Tap back twice quickly
ff. - Dash - Tap forward twice quickly
qcf - 236 - d/df/f - Quarter circle forward
qcb - 214 - d/db/b - Quarter circle backward
hcf - 41236 - b/db/d/df/f - Half circle forward
hcb - 63214 - f/df/d/db/d - Half circle backward
dp - 623 - f/d/df - Dragon Punch motion
rdp - 421 - b/d/db - Reverse Dragon Punch motion
tk - 2369 - d/df/f/uf - Tiger Knee Motion
, hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
~ b~f - 6 - Hold back then press forward
~ d~u - 8 - Hold down then press up
~ db/f - 1,6 - press down back then forward
~ d/u - 2,8 - press down then up
, d,d - 2,2 - press down twice
,, f/b/f - 6,4,6 - press forward back forward
qcb hcf - 2141236 - Quarter circle back half circle forward
qcf hcb – 2363214 – d/df/f/df/d/db/b – Quarter circle forward half circle back
,,~ f/f~d/f – 66 – Running charge
Hit detection notes
Although other sources may have different definitions, hit detection for this wiki is defined by the following:
Overhead - An attack that must be blocked high.
Mid - An attack that can be blocked either high or low.
Low - An attack that must be blocked low.
[SC] – Super Cancel
[AC] – Advance Cancel
[BC] - Max Mode Cancel
[CC] - Climax Cancel
Fighting Game Terminology
Press Forward twice to dash. Hold forward on the control stick or pad in order to continue running forward. The character will run towards the opponent. As long as the player keeps the directional button held down, they will run forward until the player puts the control stick or pad back in neutral. Warning: There is a slight delay upon stopping the run regularly. However, you can prevent the delay by pressing an attack button or by crouching under normal circumstances. Take advantage of the run in order to close the gap between yourself and the opponent or to implement an offensive approach. The run speed of each of the characters will vary.
NEW KOF XIV (3.10) RUN SPEED TIER LIST BY ANTINOMY
-Bandeiras, Vanessa, Mature, Luong, Sylvie, Heidern
-Choi, Billy, Angel, Ramon, Joe, Terry, Kyo, Benimaru, Kukri, Iori, Andy, Kensou, Robert, K', Love, Nakoruru, Oswald, B. Mary, Hein, Leona
-Vice, Alice, Mui Mui, Zarina, Mian
-Tung, Clark, Kim, Ryo, Nelson, Antonov, Ralf, Geese, King, Najd
-Yamazaki, Whip, Yuri, Gang Il, Athena, Mai, Kula, Meitenkun, Maxima
-Xanadu, KOD, Daimon, Verse
Backdashing is done by pressing back on the control stick or twice. The character will move backward a certain distance to quickly move away from the opponent. The distance and the speed of the backdash will vary between the characters, along with their animations. In many cases, when you perform a backdash, you are in a midair state.
Jumps and Hops
In KOF XIV, there are 4 different types of jumps:
- Normal Jump - Press up regularly. This is a traditional jump.
- Hyperjump - Quickly press down and then up on the control pad or stick. This is essentially a super jump.
- Hop - Lightly tap up. The character will hop upwards a very short distance.
- Hyperhop - Quickly press down but then tap up lightly. The character quickly jumps slightly off of the ground an a higher speed.
Additional Notes: You can not block while you are in midair. Some moves may only be available while the character is in midair.
Press A+B to perform an evasive movement.. Press Forward x2 A+B to roll at a further distance (this is also done while running forward). Press Back+A+B to roll backwards. Rolling is an evasive option that augments players defensive options. Throughout the startup and active frames of the roll mechanic, 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 a few frames of delay on 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.
Just Defend/Instant Block
If you instantly block any move, your character will quickly flash white. You will build a small amount of super meter & while lowering a small amount of guard damage.
Guard Cancel Roll (GCAB)
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.
Guard Cancel CD (GCCD)
While in blocking incoming moves, the player can press C+D to perform the characters blowback attack out of block stun. 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. When a Guard Cancel C+D attack lands, it normally does a very small amount of damage upon sending the opponent reeling backwards. Much like the Guard Cancel Roll, this costs 1 bar of meter.
Wall Splat Blowback Attack
New to King of Fighters XIV is the Wall Splat Blowback that knocks standing opponents hit by a standing blowback (CD) against the wall (or edge of the screen). The opponent is an a crumble state which can allow specific follow-up attack from the attacker. The Wall Splat Blowback only works against standing opponents.
Rush Auto Combo System
If you repeatedly press standing light punch when you're close to an opponent, the character will activate a combo that leads to a Special Move. If the power gauge has 1 or more bars, 1 bar will be used to change a Special Move into a Super Special Move.
If you are in Max mode, the character will perform a MAX Super Special Move instead of a Super Special Move.
A counter hit will take place if you manage to hit the opponent at the startup of their special attacks, command normals, or (hyper)hop attack. Counter hits tend to do a little bit more damage while also adding extra properties to the said move that was used to counter hit the opponent. Some counter hits may be used as actual combo starters or launchers.
Some moves on counter hit will cause the "counter wire" effect which basically consists of a move used on counter hit to cause a wall bouncing state, sending the opponent flying backwards and rebounding off of the corner stage to put into a juggle state for the player to conduct an elaborate combo. It is important to keep in mind that some moves may automatically cause the "counter wire" effect regardless (for example, some EX moves can do this).
On The Ground (OTG)
These are moves that can hit the opponent, even while they are on the ground in a floored position. Some OTG moves will function as striking moves while others will function as grappling moves. These are best used after scoring a hard knockdown against a player and the input the command for the said OTG move in order for character to get extra damage.
Recovery Roll (also known as Tech Roll)
By pressing light punch and light kick at the same time, at the right time after being knocked back by an attack, you can avoid falling to the ground to initiate a soft knockdown. Some combos can be used on fallen opponents, so try using Recovery roll to evade them. However, Recovery cannot be used against some attacks that have hard knockdown properties. In our guide, we will inform you of moves that are hard knockdowns!
While running forward, it will be possible to charge for special moves that require a charge input, even while you are running to some degree. The player can run forward normally but as they run forward, they can hold down+forward on the control stick and/or pad and then they can release notation by pressing up + and then the input the corresponding button. This works very well with charge moves that require a down~charge~up notational input.
Last but not the least, all characters are able to conduct a "running throw." What this implies is that the player can perform a regular throw while running forward. This requires the user to be very close in the opposing characters proximity to instigate the throw. After getting close to them during the run animation, the player can quickly press and hold back and then input either of the two heavy normals. However, the player's character must have already stopped running as the player was holding back while next to the opponent. The reason why this particular skill will be useful in some higher level match is to provide the player with another method of initiating a decent offensive maneuver against a defending player. This is also very useful because of the fact there is no crouch tech.
Enter the command back or forward + heavy punch or heavy kick (b/f+C/D) when near an opponent to execute an unblockable normal throw. Some characters (like Mai for example) can perform mid-air throws.
If you and your opponent enter a throw command at the same time, you can execute a throw dodge or throw break.
- All normal throws are active on frame 1 in every characters' far/close back/forward heavy normals. Same for all normal air throws.
- Air normals, performed with the intention of doing air throws, are command, special, or super cancelable.
Throws after Knockdown (After a tech roll wakeup, a wakeup throw will beat a POINT BLANK meaty, however, not if you slow wake up.)
Wake up from hard knockdown (HKD) or non-teched knockdown: A character waking up from a hkd or non-teched knockdown has ten frames of throw invincibility at the moment they return to neutral. The same character cannot immediately wakeup throw when they return to neutral. Only at the sixth frame of neutral, the waking character can do a normal throw.
- Basically, if one tries to wake up normal throw against a point-blank ground meaty during this situation, the wake-up character's normal throw will lose.
Throwing after Recovery Roll: After recovery roll, a character has no throw invincibility, but they can immediately throw their opponent.
- If one tries to immediately normal throw against a point-blank ground meaty during this situation, the wake-up character's normal throw will win.
- Special Move throws cannot be dodged or broken. In our guide, we will inform you of what throws can be dodged or not.
Command Throw (also known as Command Grab or Special Move Throw)
All command throws have a motion sequence similar to other special moves (example, hcf+K). Some command throws must have your opponent close to them to connect, while some have running animations (example, Clark's Mount Tackle hcf+P). All command throws have whiff animations, and some may be blocked or easily evaded.
- Instant throw - Usually has 1 frame of start-up, similar to a normal throw. Examples are Yuri's hcb+B, and Clark's hcf+D.
- Delayed throw - These kinds of throws have long amounts of start-up frames with a running or grabbing animation. Some may have invincibility, or auto-guard frames during that start-up. Examples are Yuri's hcb+D, Robert's hcf+K, Clark's hcf+P, King of Dinosaurs' hcb+C, etc.
Throw Table for Defender against Point Blank Meaty Attacks
|As Defender||Against Meaty Ground Non-throw Invincible Attack||Throw Invincibility Frames||Frames before being able to throw while in neutral|
|Normal Throw After Recovery Roll||✔ (Defender wins)||0||0 (Can throw instantly after recovery roll)|
|Normal Throw After Wakeup from Knockdown||✗(Attacker wins with only strike moves.)||10||5 (Must wait five frames before being able to normal throw.)|
|Normal Throw After Reset||✗(Attacker wins with only strike moves.)||10||5 (Must wait five frames before being able to normal throw.)|
|Command Throw After Recovery Roll||✔ (Defender wins)||0||0 (Can command throw instantly)|
|Command Throw After Wakeup from Knockdown||✔ (Defender wins)||10||0 (Can command throw instantly)|
|Command Throw After Reset||✔ (Defender wins)||10||0 (Can command throw instantly)|
- All moves done immediately after wakeup or reset are throw-invincible for 10 frames.
- Defender's command throw winning against meaty attack depends on its strike invincibility.
The Power Gauge
Bars gain and built in the super meter (power gauge) will give you access to Max Mode, Guard Cancels (AB/CD), Super Special Moves, Max Super Special Moves, & Climax Super Special Moves.
- 1 stock: Guard Cancel Emergency Evasion (Guard Cancel AB Rolls), Guard Cancel Blow Back (CD), Super Special Moves, Max Mode
- 2 stocks: MAX Super Special Moves (During MAX mode 1 bar + ends MAX mode)
- 3 stocks: CLIMAX Super Special Moves (During MAX mode 2 bar + ends MAX mode)
The maximum number of stocked super meters varies depending on the position of character in the order of the team as follows:
- 1st character - 3 Stocks
- 2nd character - 4 Stocks
- 3rd character - 5 Stocks
What is a Super Cancel (SC)?
- A Super Cancel will cancel the attack of a Special Move into a Super Special Move or a CLIMAX Super Special Move.
What is an Advanced Cancel (AC)?
- An Advanced Cancel will cancel the attack of a Super Special Moves into a MAX Super Special Move. The MAX version of the same Super Special Move cannot be canceled into.
What is a Climax Cancel (CC)?
- A Climax Cancel will cancel the attack of a Super Special move or MAX Super Special Move Move into a CLIMAX Super Special Move.
Max Mode (BC)
By pressing light kick + heavy punch together, you will gain access to EX Special Moves, MAX Super Special Move and CLIMAX Super Special Moves. You will need 1 Bar of power gauge to activate it.
What happens during Max Mode?
- The meter gradually decreases over time
- Ex Special Moves uses 200 MAX Mode Gauge
- Max Super Special Moves and Climax Super Special Moves uses all of MAX Mode Gauge
- Both Guard Cancel Blowback & Guard Cancel Roll can be preformed during Max Mode, though neither use any MAX Mode Gauge (They still both use 1 bar of meter, instead)
- Max Mode does NOT let you use a level 1 Super/DM for free, unlike in KOF 2002 UM.
How much Max Mode meter amount during Team Battle?
- 1000 for the first character (point), 1250 for the second (battery), and 1500 for the third (anchor).
Health, Timer, Draws
The clock at default is set at 60 ticks which is 90 real time seconds. If a player wins a round, they will regain certain amounts of health depending on when they knock out the opponent.
- 42+ ticks = 30% health
- 41 to 30 ticks = 25% health
- 29 to 18 ticks = 15% health
- 17 to 0 or timeout = 10% health
Draws happen when both characters have the same amount of health during time out, or when a double KO happens during the last character of each players team but when another double KO happens during the EXTRA round.
The King of Fighters XIV Beginner's Guide: Getting into it
KOF 14 Beginner tutorial series - part 1 - Movement, defence, basics
KoF tutorial Part 1 - Movement and Notation (recorded circa KOFXIV 1.0 Demo)
"How to beat hop CDs" Dirty version
Advanced Tutorials & Guides
KOFXIV Punish Guide - Learn to Punish Over 350 Different Moves and Strings!
KOF XIV Fast Overhead Tech
KOF XIV Invincible Special/EX Moves
KOF XIV Crossup Attack against Standing Opponent
https://www.snk-corp.co.jp/us/games/kof-xiv/ (King of Fighters XIV SNK webpage)
https://www.youtube.com/user/gatoraykof (Youtube channel that posts worldwide major tournament footage and archives)
https://www.youtube.com/channel/UC80oMRBhPk7ObCRZyRUw_-w (Asian KOFXIV tournament video archives)