Difference between revisions of "The King of Fighters XV/FAQ"

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m (→‎How do I get the Garou Terry and Classic Leona costumes?: Added "deluxe" to clarify Classic Leona requires Deluxe Edition in order to obtain it, not just buying it digitally.)
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* The return of fan-favorite characters that had not been in a KOF game for years, such as Chizuru, Yashiro, Chris, Shermie, and Ash.
* The return of fan-favorite characters that had not been in a KOF game for years, such as Chizuru, Yashiro, Chris, Shermie, and Ash.
* '''Rollback netcode.'''
* '''Rollback netcode.'''
* Dash Block is no longer instant compared to XIV. Characters can only start a block on the 15th or up frame of dash.
* Characters can normal throw immediately after waking up from hard knockdown state.


If you had to put it simply, you could say the game plays like a combination of KOF XIII and KOF XIV.
If you had to put it simply, you could say the game plays like a combination of KOF XIII and KOF XIV.
'''Buffer Window'''
One similar feature in KOF XV and XIV, that differentiates from the rest of the 2D series, is the removal of the old 4-frame buffer window for single-button normal attacks and command moves.
When a normal button attack is pressed in XIII and before, the 4-frame buffer window will start and end then the normal attack will begin startup.
Characters can still move and block during this buffer window which allows them to do the old close heavy/block OS.
The buffer window allowed easier execution of command moves, special moves, and two-button moves such as AB roll and CD attack. Special, roll and CD attacks will begin startup instantly.
However, characters' normal attacks are 4 frames slower in non-block neutral situations.
In XV and XIV the buffer window now happens during the startup of normal attacks which means they are just as fast as special moves. KOFXIV has a 1-frame buffer window while KOF XV has a two-frame window for special moves, roll, and CD attacks. Special moves have buffer windows into ex-special and super moves.
''Buffer window example between KOF XIV and KOF XIII:''
-[https://drive.google.com/file/d/1cLg300LzOp3OQ1A9uluaKjJyvMt7FWu8/view Kyo's Heavy K]
-[https://drive.google.com/file/d/1tcv9STYe0ah5K3_90QAOUWeprHupYd7_/view Kyo's Stand CD]
''Buffer window example between KOF XV and KOF 98 Ultimate Match Final Edition:''
- [https://drive.google.com/file/d/1E7NQu-UgGAcv-sjvpXtng3HZDo8Gcy58/view?usp=share_link Kyo's cl. 5C]
- [https://drive.google.com/file/d/17JxPCaI7LS_LJPff7BEQCBWqOkUqmMt_/view?usp=share_link Kyo's Stand CD]
- [https://drive.google.com/file/d/17JxPCaI7LS_LJPff7BEQCBWqOkUqmMt_/view?usp=share_link Normal to CD Buffer window]
- [https://drive.google.com/file/d/1zDmPHB-tQaITHS8eoZJSOnhAr02J-Ff9/view?usp=share_link Normal Throw Buffer Window]
''Visual image for the buffer windows between old KOF, KOFXIV, and KOFXV:''
[[File:KOF_Buffer_Window.png]]


==How big is the roster?==
==How big is the roster?==

Revision as of 18:22, 17 December 2023

How similar is KOF XV to KOF XIV? What are the differences between the two?

On the surface, KOF XV seems like a more refined version of KOF XIV with one or two new system mechanics, but the truth is there are a lot of differences between the two games. A list of the most notable changes includes:

  • Max Mode now costs 2 bars to activate instead of just 1. This applies to both Raw activation and Quick activation.
  • Max Mode (Raw) now increases HP damage and guard bar damage, similar to how it worked in KOF '98.
  • Max Mode (Quick) now pauses time for a brief moment before your character automatically runs forward.
  • EX Moves can now be used outside of Max Mode for half a bar.
  • Shatter Strike was added, and it is inputted with Qcf.gif+C.gifD.gif (236CD). It costs 1 bar to use and it refunds half a bar if it hits. Shatter Strike is a version of the Blowback Attack with super armor that crumples on ground hit and wallbounces on air hit. It can also be canceled into to extend combos, and it deals a large amount of damage to the guard bar if blocked.
  • Climax Super Special Moves now have a universal input of Qcb.gifHcf.gif+C.gifD.gif (2141236CD).
  • Slight moveset adjustments across the cast.
  • The return of fan-favorite characters that had not been in a KOF game for years, such as Chizuru, Yashiro, Chris, Shermie, and Ash.
  • Rollback netcode.
  • Dash Block is no longer instant compared to XIV. Characters can only start a block on the 15th or up frame of dash.
  • Characters can normal throw immediately after waking up from hard knockdown state.

If you had to put it simply, you could say the game plays like a combination of KOF XIII and KOF XIV.


Buffer Window

One similar feature in KOF XV and XIV, that differentiates from the rest of the 2D series, is the removal of the old 4-frame buffer window for single-button normal attacks and command moves.

When a normal button attack is pressed in XIII and before, the 4-frame buffer window will start and end then the normal attack will begin startup.

Characters can still move and block during this buffer window which allows them to do the old close heavy/block OS.

The buffer window allowed easier execution of command moves, special moves, and two-button moves such as AB roll and CD attack. Special, roll and CD attacks will begin startup instantly.

However, characters' normal attacks are 4 frames slower in non-block neutral situations.

In XV and XIV the buffer window now happens during the startup of normal attacks which means they are just as fast as special moves. KOFXIV has a 1-frame buffer window while KOF XV has a two-frame window for special moves, roll, and CD attacks. Special moves have buffer windows into ex-special and super moves.


Buffer window example between KOF XIV and KOF XIII:

-Kyo's Heavy K

-Kyo's Stand CD


Buffer window example between KOF XV and KOF 98 Ultimate Match Final Edition:

- Kyo's cl. 5C

- Kyo's Stand CD

- Normal to CD Buffer window

- Normal Throw Buffer Window

Visual image for the buffer windows between old KOF, KOFXIV, and KOFXV:

KOF Buffer Window.png

How big is the roster?

On launch there will be 39 playable characters to choose from, with at least four DLC teams of three coming afterward for a total of 51 playable characters.

How similar is KOF to [insert fighting game]?

At first glance, KOF seems like Street Fighter but with hops and two less buttons, but when you start playing a match you'll quickly learn that KOF plays pretty differently when compared to Street Fighter, or any other fighting game for that matter. Universal concepts such as neutral, pressure, and okizeme still apply to KOF of course, but KOF puts its own unique spin on these concepts. For example, neutral is a lot more fast-paced than Street Fighter due to the existence of four separate jump options, rolling, running, and whiff cancelling. Combos have the potential to do massive damage if you have the meter to spend. Just about one of the few similarities between KOF XV and SF is that Shatter Strike is somewhat similar to the Focus Attack from Street Fighter IV.

What's a good guide I can watch to get a grasp of the flow of KOF?

One of the best guides for KOF fundamentals is The Beginner's Incomplete Guide by Dandy J. This guide was made before the release of The King of Fighters XII in 2009, but it is still very much applicable to KOF XV outside of system mechanics. You'll learn neutral, combo flow, mixups, command grabs, and other useful things from it. Even once you "get" KOF, it can serve as a good reference if you need to come back to it for whatever reason.

How do I get the Garou Terry and Classic Leona costumes?

Players received Terry's Garou: MOTW costume as an early purchase bonus if they bought the game before March 9, 2022, physical or digital. It is now available as DLC. Leona's classic outfit is available for those who purchase the Digital Deluxe Edition.

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