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  • :<kbd>AND = </kbd>{{Character Label|The King of Fighters '98 UMFE|Andy Bogard|48px|Kof98umfe andy.jpg|lab :<kbd>ATH = </kbd>{{Character Label|The King of Fighters '98 UMFE|Athena Asamiya|48px|Kyo98umfeathena.jpg
    2 KB (422 words) - 14:16, 1 December 2020

Page text matches

  • :<kbd>AND = </kbd>{{Character Label|The King of Fighters '98 UMFE|Andy Bogard|48px|Kof98umfe andy.jpg|lab :<kbd>ATH = </kbd>{{Character Label|The King of Fighters '98 UMFE|Athena Asamiya|48px|Kyo98umfeathena.jpg
    2 KB (422 words) - 14:16, 1 December 2020
  • ...vorite character from Garou: Mark of the Wolves, Hotaru appears as a bonus character in the PS2 & PS3/PSN version, based off her Neo Geo Battle Coliseum appeara
    285 bytes (46 words) - 20:08, 8 April 2020
  • ...racter (i.e. the one who is closer to the portrait of the currently active character) ...ter (the one who is further away from the portrait of the currently active character)
    2 KB (292 words) - 17:03, 17 May 2020
  • {{The Last Blade 2 Character Subnav|char=Kouryu|sub=1}}
    85 bytes (11 words) - 22:41, 19 October 2023
  • {{The Last Blade 2 Character Subnav|char=Kouryu|sub=1}}
    85 bytes (11 words) - 22:42, 19 October 2023
  • {{The Last Blade 2 Character Subnav|char=Kouryu|sub=1}}
    85 bytes (11 words) - 22:42, 19 October 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:09, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:09, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 10:13, 15 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:11, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:11, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:11, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:12, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:12, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:13, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:13, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:13, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:14, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:14, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:14, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:15, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:16, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:16, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:16, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:16, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:17, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:10, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:12, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:12, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:14, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:15, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:15, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (199 words) - 08:17, 13 April 2023
  • {{MoveData-KOFXIII | character = | moveId = {{MoveData-KOFXIII | character = | moveId =
    2 KB (198 words) - 08:14, 13 April 2023
  • {{MoveData-KOF94 | character = Kim Kaphwan | moveId = kim_cla {{MoveData-KOF94 | character = Kim Kaphwan | moveId = kim_clb
    9 KB (941 words) - 15:52, 5 August 2023
  • {{MoveData-KOF94 | character = Chang Koehan | moveId = chang_cla {{MoveData-KOF94 | character = Chang Koehan | moveId = chang_clb
    9 KB (917 words) - 15:52, 5 August 2023
  • {{MoveData-KOF94 | character = Clark Still | moveId = Clark_cla {{MoveData-KOF94 | character = Clark Still | moveId = Clark_clb
    10 KB (1,093 words) - 20:09, 5 August 2023
  • {{MoveData-KOF94 | character = Lucky Glauber | moveId = Lucky_cla {{MoveData-KOF94 | character = Lucky Glauber | moveId = Lucky_clb
    10 KB (1,098 words) - 17:01, 26 July 2023
  • ...t-updates</ref><br/>September 20, 2018 (EU) || Arcade Stick support added, character balance, Thief Arthur added to the roster. ...y-missx-dlc-functionality-patch-update</ref><br/>November 15, 2018 (EU) || Character balance, MissX added to the roster.
    1 KB (145 words) - 15:06, 27 May 2020
  • {{MoveData-KOF94 | character = Ralf Jones | moveId = Ralf_cla {{MoveData-KOF94 | character = Ralf Jones | moveId = Ralf_clb
    10 KB (1,091 words) - 19:49, 5 August 2023
  • {{MoveData-KOF94 | character = King | moveId = King_cla {{MoveData-KOF94 | character = King | moveId = King_clb
    11 KB (1,138 words) - 02:45, 6 August 2023
  • {{MoveData-KOF94 | character = Yuri Sakazaki | moveId = Yuri_cla {{MoveData-KOF94 | character = Yuri Sakazaki | moveId = Yuri_clb
    11 KB (1,127 words) - 00:41, 6 August 2023
  • {{MoveData-KOF94 | character = Brian Battler | moveId = Brian_cla {{MoveData-KOF94 | character = Brian Battler | moveId = Brian_clb
    10 KB (1,047 words) - 01:23, 4 August 2023
  • {{MoveData-KOF94 | character = Mai Shiranui | moveId = Mai_cla {{MoveData-KOF94 | character = Mai Shiranui | moveId = Mai_clb
    10 KB (1,074 words) - 01:47, 6 August 2023
  • {{MoveData-KOF94 | character = Heidern | moveId = Heidern_cla {{MoveData-KOF94 | character = Heidern | moveId = Heidern_clb
    11 KB (1,157 words) - 18:59, 5 August 2023
  • {{MoveData-KOF94 | character = Choi Bounge | moveId = choi_cla {{MoveData-KOF94 | character = Choi Bounge | moveId = choi_clb
    10 KB (1,127 words) - 15:54, 5 August 2023
  • {{MoveData-KOF94 | character = Takuma Sakazaki | moveId = Takuma_cla {{MoveData-KOF94 | character = Takuma Sakazaki | moveId = Takuma_clb
    11 KB (1,176 words) - 01:21, 13 November 2023
  • {{MoveData-KOF94 | character = Robert Garcia | moveId = Robert_cla {{MoveData-KOF94 | character = Robert Garcia | moveId = Robert_clb
    11 KB (1,148 words) - 15:06, 6 August 2023
  • {{MoveData-KOF94 | character = Ryo Sakazaki | moveId = Ryo_cla {{MoveData-KOF94 | character = Ryo Sakazaki | moveId = Ryo_clb
    12 KB (1,248 words) - 01:20, 13 November 2023
  • {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_cla {{MoveData-KOF94 | character = Heavy D! | moveId = HeavyD_clb
    9 KB (1,002 words) - 16:59, 26 July 2023
  • {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_sta {{MoveData-KOFXIII | character = Goro Daimon | moveId = daimon_stb
    6 KB (631 words) - 18:31, 17 April 2023
  • ...er of stocks increases, certain additional actions become available to the character: ...accumulated by a character who was knocked out will carry over to the next character. Super meter can be gained by:
    4 KB (630 words) - 05:27, 17 September 2021
  • {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_sta {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_stb
    6 KB (663 words) - 18:24, 17 April 2023
  • {{MoveData-KOFXIII | character = Joe Higashi | moveId = joe_sta {{MoveData-KOFXIII | character = Joe Higashi | moveId = joe_stb
    6 KB (635 words) - 17:55, 18 April 2023
  • {{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_5a {{MoveData-SSVI | character = Rasetsumaru | moveId = rasetsumaru_5b
    12 KB (1,357 words) - 01:13, 1 May 2023
  • {{MoveData-SSVI | character = Iroha | moveId = iroha_5a {{MoveData-SSVI | character = Iroha | moveId = iroha_5b
    13 KB (1,547 words) - 11:18, 30 April 2023
  • {{MoveData-SSVI | character = Sankuro | moveId = sankuro_5a {{MoveData-SSVI | character = Sankuro | moveId = sankuro_5b
    13 KB (1,555 words) - 11:19, 30 April 2023
  • ...a short distance backwards. There is a brief period of recovery where your character is vulnerable to strikes, but they are fully immune to throws. The window t ...position (though whether or not this is beneficial mainly depends on your character), but you are susceptible to throws. The window to perform ukemi is short b
    4 KB (620 words) - 17:32, 28 April 2024
  • {{MoveData-SSVI | character = Suija | moveId = suija_5a {{MoveData-SSVI | character = Suija | moveId = suija_5b
    14 KB (1,607 words) - 06:28, 13 February 2023
  • {{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_cla {{MoveData-KOF94 | character = Sie Kensou | moveId = Kensou_clb
    11 KB (1,247 words) - 02:24, 15 August 2023
  • {{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_cla {{MoveData-KOF94 | character = Athena Asamiya | moveId = Athena_clb
    12 KB (1,347 words) - 17:36, 26 July 2023
  • {{MoveData-SSVI | character = Enja | moveId = enja_5a {{MoveData-SSVI | character = Enja | moveId = enja_5b
    13 KB (1,450 words) - 19:46, 25 January 2024
  • {{MoveData-KOF94 | character = Benimaru Nikaido | moveId = Benimaru_cla {{MoveData-KOF94 | character = Benimaru Nikaido | moveId = Benimaru_clb
    12 KB (1,268 words) - 15:14, 2 October 2023
  • ...to neutral, then quickly press and hold the forward direction to make the character run. Once the run animation has started, it is possible to continue it by ...erial reset state. Distance traveled, duration, and recovery time vary by character. During a backdash, it is possible to execute some command normals and spe
    4 KB (632 words) - 04:54, 19 September 2021
  • {{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5a {{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5b
    17 KB (2,027 words) - 01:16, 20 January 2024
  • {{MoveData-SSVI | character = Gen-An | moveId = genan_5a {{MoveData-SSVI | character = Gen-An | moveId = genan_5b
    15 KB (1,648 words) - 18:08, 16 November 2023
  • {{MoveData-SSVI | character = Charlotte | moveId = charlotte_5a {{MoveData-SSVI | character = Charlotte | moveId = charlotte_5b
    17 KB (1,831 words) - 06:00, 4 March 2024
  • {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_cla {{MoveData-KOF98FE | character = Orochi Yashiro | moveId = oyashiro_clb
    13 KB (1,489 words) - 23:53, 21 February 2023
  • {{MoveData-KOF94 | character = Goro Daimon | moveId = Daimon_cla {{MoveData-KOF94 | character = Goro Daimon | moveId = Daimon_clb
    10 KB (1,196 words) - 03:32, 11 November 2023
  • {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_cla {{MoveData-KOF94 | character = Chin Gentsai | moveId = Chin_clb
    11 KB (1,309 words) - 01:53, 1 October 2023
  • {{MoveData-SSVI | character = Andrew | moveId = andrew_5a {{MoveData-SSVI | character = Andrew | moveId = andrew_5b
    19 KB (2,211 words) - 06:45, 13 February 2023
  • {{MoveData-SSVI | character = Zankuro | moveId = zankuro_5a {{MoveData-SSVI | character = Zankuro | moveId = zankuro_5b
    17 KB (1,876 words) - 11:15, 2 September 2023
  • {{MoveData-KOFXIII | character = EX Kyo | moveId = exkyo_sta {{MoveData-KOFXIII | character = EX Kyo | moveId = exkyo_stb
    17 KB (2,103 words) - 11:50, 25 August 2023
  • {{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_cla {{MoveData-KOF94 | character = Kyo Kusanagi | moveId = Kyo_clb
    12 KB (1,355 words) - 01:45, 1 October 2023
  • {{MoveData-KOF94 | character = Andy Bogard | moveId = andy_cla {{MoveData-KOF94 | character = Andy Bogard | moveId = andy_clb
    12 KB (1,487 words) - 16:52, 11 November 2023
  • {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_cla {{MoveData-KOF94 | character = Joe Higashi | moveId = joe_clb
    13 KB (1,479 words) - 16:51, 11 November 2023
  • ...ay that was left out of the Arcade release, Robert Garcia returns as bonus character in the PS2 & PS3/PSN version of KOF XI. His moveset is based off of his mov
    327 bytes (55 words) - 20:08, 8 April 2020
  • {{MoveData-SSVI | character = Yumeji | moveId = yumeji_5a {{MoveData-SSVI | character = Yumeji | moveId = yumeji_5b
    18 KB (2,109 words) - 02:41, 2 December 2023
  • {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_cla {{MoveData-KOF94 | character = Terry Bogard | moveId = terry_clb
    13 KB (1,499 words) - 15:48, 5 August 2023
  • {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_sta {{MoveData-KOFXIII | character = Benimaru Nikaido | moveId = benimaru_stb
    15 KB (1,610 words) - 18:16, 23 August 2023
  • ==KOF 98 UM FE Character Guides by MashItOut== ...f the 98 UM FE roster. These videos can serve as a quick introduction to a character and what some of their tools, setups, and combos are.
    2 KB (343 words) - 17:19, 15 January 2023
  • {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Ca {{MoveData-KOF98FE | character = Kyo Kusanagi | moveId = Kyo_Cb
    18 KB (2,129 words) - 20:12, 2 December 2023
  • ...96, Mr. Big makes a rare KOF appearance as a PS2 & PS3/PSN exclusive bonus character.
    374 bytes (60 words) - 20:07, 8 April 2020
  • {{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_sta {{MoveData-KOFXIII | character = Kyo Kusanagi | moveId = kyo_stb
    15 KB (1,721 words) - 09:19, 25 August 2023
  • {{MoveData-KOFXIII | character = Shen Woo | moveId = shen_sta {{MoveData-KOFXIII | character = Shen Woo | moveId = shen_stb
    16 KB (1,946 words) - 19:36, 7 June 2023
  • ...re 3 EX characters, 12 new NESTS characters, 7 new bosses, and an original character "called" Nameless. ...uts, new stages for all teams and bosses, new re-done theme songs, and new character art and HUD. All while staying true to the core 3-on-3 system which should
    3 KB (368 words) - 16:30, 18 May 2023
  • Character Name: Self-explanatory. ...of strength the fighter has left before he is knocked-out. Every time your character gets hit or blocks special attacks, this gauge gradually depletes. In Story
    6 KB (1,024 words) - 14:08, 7 October 2023
  • [[File:SNKH Character Profile.png|right]] {{#ev:youtube|Vthzdrr671s|||'''SNK Heroines - Character Combos''' by [https://twitter.com/AriaMikado Mikadok]|frame}}
    8 KB (874 words) - 02:50, 25 May 2020
  • {{MoveData-KOF02UM | character = Heidern | moveId = heidern_cla {{MoveData-KOF02UM | character = Heidern | moveId = heidern_clb
    17 KB (2,328 words) - 22:31, 7 April 2024
  • ...ng makes an appearance in the PS2 and PS3/PSN version of KOF XI as a bonus character. his moveset is mainly based off of his appearance in Neo Geo Battle Colise
    375 bytes (67 words) - 20:07, 8 April 2020
  • {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_cla {{MoveData-KOF98FE | character = Iori Yagami | moveId = iori_clb
    18 KB (2,075 words) - 00:11, 20 November 2023
  • ..., often, overshadowed by his limitations as a character. Basically he is a character whose moves you have to abuse to survive.
    3 KB (448 words) - 23:02, 7 April 2020
  • {{MoveData-KOFXV | character = Elisabeth Blanctorche | moveId = elisabeth_cla {{MoveData-KOFXV | character = Elisabeth Blanctorche | moveId = elisabeth_clb
    26 KB (2,352 words) - 23:33, 2 October 2023
  • {{MoveData-KOF98FE | character = Joe Higashi | moveId = joe_sta
    581 bytes (70 words) - 15:04, 19 February 2023
  • {{MoveData-KOFXV | character = Luong | moveId = luong_cla {{MoveData-KOFXV | character = Luong | moveId = luong_clb
    22 KB (2,271 words) - 02:09, 3 October 2023
  • {{MoveData-KOFXV | character = Orochi Yashiro | moveId = oyashiro_cla {{MoveData-KOFXV | character = Orochi Yashiro | moveId = oyashiro_clb
    24 KB (2,369 words) - 00:30, 1 February 2024
  • {{MoveData-KOFXV | character = Kukri | moveId = kukri_cla {{MoveData-KOFXV | character = Kukri | moveId = kukri_clb
    27 KB (2,853 words) - 23:36, 2 October 2023
  • {{MoveData-KOFXV | character = Yashiro Nanakase | moveId = yashiro_cla {{MoveData-KOFXV | character = Yashiro Nanakase | moveId = yashiro_clb
    24 KB (2,366 words) - 18:07, 5 February 2024
  • {{MoveData-KOFXV | character = Krohnen | moveId = krohnen_cla {{MoveData-KOFXV | character = Krohnen | moveId = krohnen_clb
    22 KB (2,247 words) - 23:47, 2 October 2023
  • {{MoveData-KOFXV | character = Ash Crimson | moveId = ash_cla {{MoveData-KOFXV | character = Ash Crimson | moveId = ash_clb
    25 KB (2,438 words) - 10:13, 2 May 2024
  • {{MoveData-KOFXV | character = Sylvie Paula Paula | moveId = sylvie_cla {{MoveData-KOFXV | character = Sylvie Paula Paula | moveId = sylvie_clb
    28 KB (2,829 words) - 04:26, 9 December 2023
  • {{MoveData-KOFXV | character = Shermie | moveId = shermie_cla {{MoveData-KOFXV | character = Shermie | moveId = shermie_clb
    28 KB (2,708 words) - 16:28, 12 February 2024
  • {{MoveData-KOFXV | character = King | moveId = king_cla {{MoveData-KOFXV | character = King | moveId = king_clb
    23 KB (2,247 words) - 23:21, 20 December 2023
  • {{MoveData-KOFXV | character = Chris | moveId = chris_cla {{MoveData-KOFXV | character = Chris | moveId = chris_clb
    28 KB (2,587 words) - 00:18, 3 October 2023
  • {{MoveData-KOFXV | character = Antonov | moveId = antonov_cla {{MoveData-KOFXV | character = Antonov | moveId = antonov_clb
    24 KB (2,344 words) - 18:16, 20 April 2024
  • {{MoveData-KOFXV | character = Leona Heidern | moveId = leona_cla {{MoveData-KOFXV | character = Leona Heidern | moveId = leona_clb
    28 KB (2,706 words) - 01:00, 24 November 2023
  • {{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_cla {{MoveData-KOFXV | character = Omega Rugal | moveId = orugal_clb
    25 KB (2,402 words) - 23:46, 5 December 2023
  • {{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_cla {{MoveData-KOFXV | character = King of Dinosaurs | moveId = kod_clb
    25 KB (2,410 words) - 00:41, 3 October 2023
  • {{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_cla {{MoveData-KOFXV | character = Ryo Sakazaki | moveId = ryo_clb
    23 KB (2,277 words) - 21:34, 7 February 2024
  • {{MoveData-KOFXV | character = Kula Diamond | moveId = kula_cla {{MoveData-KOFXV | character = Kula Diamond | moveId = kula_clb
    27 KB (2,912 words) - 23:53, 2 October 2023
  • {{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_cla {{MoveData-KOFXV | character = Blue Mary | moveId = bluemary_clb
    29 KB (2,808 words) - 02:18, 26 December 2023
  • ...023<ref>https://x.com/SNKPofficial/status/1724352217698955510</ref> || New character release : Hinako + New Theme + Few minor bug correction ...f>https://twitter.com/SNKPofficial/status/1701143539726660019</ref> || New character release : Duo Lon + New Theme + Full cast balance patch
    7 KB (959 words) - 15:44, 30 January 2024
  • {{MoveData-KOFXV | character = Terry Bogard | moveId = terry_cla {{MoveData-KOFXV | character = Terry Bogard | moveId = terry_clb
    29 KB (2,720 words) - 00:56, 19 March 2024
  • {{MoveData-KOFXV | character = Maxima | moveId = maxima_cla {{MoveData-KOFXV | character = Maxima | moveId = maxima_clb
    25 KB (2,660 words) - 19:17, 30 March 2024
  • {{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_cla {{MoveData-KOFXV | character = Meitenkun | moveId = meitenkun_clb
    27 KB (2,553 words) - 03:43, 7 March 2024
  • {{MoveData-KOFXV | character = Orochi Shermie | moveId = oshermie_cla {{MoveData-KOFXV | character = Orochi Shermie | moveId = oshermie_clb
    27 KB (2,585 words) - 12:26, 26 March 2024
  • {{MoveData-KOFXV | character = Ryuji Yamazaki | moveId = yamazaki_cla {{MoveData-KOFXV | character = Ryuji Yamazaki | moveId = yamazaki_clb
    26 KB (2,424 words) - 20:40, 24 January 2024
  • {{MoveData-KOFXV | character = Whip | moveId = whip_cla {{MoveData-KOFXV | character = Whip | moveId = whip_clb
    28 KB (2,707 words) - 11:49, 31 December 2023
  • ==Character Matchups==
    2 KB (385 words) - 14:21, 16 April 2023
  • {{MoveData-KOFXV | character = Orochi Chris | moveId = ochris_cla {{MoveData-KOFXV | character = Orochi Chris | moveId = ochris_clb
    26 KB (2,570 words) - 11:32, 22 April 2024
  • {{MoveData-KOFXV | character = Joe Higashi | moveId = joe_cla {{MoveData-KOFXV | character = Joe Higashi | moveId = joe_clb
    28 KB (2,699 words) - 01:25, 3 October 2023
  • {{MoveData-KOFXV | character = Dolores | moveId = dolores_cla {{MoveData-KOFXV | character = Dolores | moveId = dolores_clb
    25 KB (2,670 words) - 02:03, 11 April 2024
  • {{MoveData-KOFXV | character = Gato | moveId = gato_cla {{MoveData-KOFXV | character = Gato | moveId = gato_clb
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  • {{MoveData-KOFXV | character = Ralf Jones | moveId = ralf_cla {{MoveData-KOFXV | character = Ralf Jones | moveId = ralf_clb
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward, and can be used to recover from knockdowns (In Extra Mode) Dodge, AB will make a character stand and evade an attack briefly, pressing an attack button during Dodge w
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  • {{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_cla {{MoveData-KOFXV | character = B.Jenet | moveId = bjenet_clb
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  • {{MoveData-KOFXV | character = Heidern | moveId = heidern_cla {{MoveData-KOFXV | character = Heidern | moveId = heidern_clb
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  • {{MoveData-KOFXV | character = Goenitz | moveId = goenitz_cla {{MoveData-KOFXV | character = Goenitz | moveId = goenitz_clb
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  • {{MoveData-KOFXV | character = Billy Kane | moveId = billy_cla {{MoveData-KOFXV | character = Billy Kane | moveId = billy_clb
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward ...l clash. The resulting clash results in reduced damage (30%) taken by each character. When a clash occurs, both characters will hop away from each other but thi
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  • {{MoveData-KOFXV | character = Hinako | moveId = hinako_fa {{MoveData-KOFXV | character = Hinako | moveId = hinako_fb
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  • {{MoveData-KOFXV | character = Clark Still | moveId = clark_cla {{MoveData-KOFXV | character = Clark Still | moveId = clark_clb
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  • ...er of stocks increases, certain additional actions become available to the character: ...e, if character A had 1 stock out of 3 when they were KO'ed, then the next character will have 2 stocks out of 4. Meter can be gained by:
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  • {{MoveData-KOFXV | character = Darli | moveId = Darli_cla {{MoveData-KOFXV | character = Darli | moveId = Darli_clb
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  • {{MoveData-KOFXV | character = Robert Garcia | moveId = robert_cla {{MoveData-KOFXV | character = Robert Garcia | moveId = robert_clb
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  • {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_cla {{MoveData-KOFXV | character = Vanessa | moveId = vanessa_clb
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  • ::Your character will run forward until you let go of forward or you reach your opponent. ::Your character will hop backwards.
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  • {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_cla {{MoveData-KOFXV | character = Mai Shiranui | moveId = mai_clb
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  • {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_cla {{MoveData-KOFXV | character = Benimaru Nikaido | moveId = benimaru_clb
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  • {{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_cla {{MoveData-KOFXV | character = Haohmaru | moveId = Haohmaru_clb
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  • {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_cla {{MoveData-KOFXV | character = Shingo Yabuki | moveId = shingo_clb
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  • {{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_cla {{MoveData-KOFXV | character = Kim Kaphwan | moveId = kim_clb
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  • {{MoveData-KOFXV | character = Duo Lon | moveId = duolon_cla {{MoveData-KOFXV | character = Duo Lon | moveId = duolon_clb
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  • {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_cla {{MoveData-KOFXV | character = Andy Bogard | moveId = andy_clb
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  • {{MoveData-KOFXV | character = Geese Howard | moveId = geese_cla {{MoveData-KOFXV | character = Geese Howard | moveId = geese_clb
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  • {{MoveData-KOFXV | character = Najd | moveId = najd_cla {{MoveData-KOFXV | character = Najd | moveId = najd_clb
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  • .... Certain projectiles with less range). Backdash invulnerability varies by character. * Turns your character around in the air
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  • {{MoveData-KOFXV | character = Ángel | moveId = angel_cla {{MoveData-KOFXV | character = Ángel | moveId = angel_clb
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  • {{MoveData-KOFXV | character = K' | moveId = k_cla {{MoveData-KOFXV | character = K' | moveId = k_clb
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  • {{MoveData-KOFXV | character = Shun'ei | moveId = shunei_cla {{MoveData-KOFXV | character = Shun'ei | moveId = shunei_clb
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  • ...ey will continue to run. There is a minimum length limit during which your character is completely vulnerable. It is still possible to cancel the run into a cro ...me spent in the air, and recovery vary depending on the character. If your character possesses a move that can be during a hop, they can do it while backdashing
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  • {{MoveData-KOFXV | character = Ramón | moveId = ramon_sta {{MoveData-KOFXV | character = Ramón | moveId = ramon_stb
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  • {{MoveData-KOFXV | character = Isla | moveId = isla_cla {{MoveData-KOFXV | character = Isla | moveId = isla_clb
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  • {{MoveData-KOFXV | character = Chizuru Kagura | moveId = chizuru_cla {{MoveData-KOFXV | character = Chizuru Kagura | moveId = chizuru_clb
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  • {{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_cla {{MoveData-KOFXV | character = Athena Asamiya | moveId = athena_clb
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  • {{MoveData-KOFXV | character = Yuri Sakazaki | moveId = yuri_cla {{MoveData-KOFXV | character = Yuri Sakazaki | moveId = yuri_clb
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  • {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_cla {{MoveData-KOFXV | character = Iori Yagami | moveId = iori_clb
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  • ...bar drops to 3 increments (30%) or lower the bar will turn orange then the character will be able to perform an HSDM. ...maximum number of stocked super levels varies depending on the position of character in the order of the team as follows:
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  • {{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_cla {{MoveData-KOFXV | character = Nakoruru | moveId = Nakoruru_clb
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  • ...ari's. Playing this character means you have mirror matches, matching your character and skill type (Power, Speed, EX). ...ri or Hagure, then Hagure will become Akari using the mode Hagure chose at character select (ignoring the opponent's mode choice entirely).
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  • {{MoveData-KOFXV | character = Rock Howard | moveId = rock_cla {{MoveData-KOFXV | character = Rock Howard | moveId = rock_clb
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  • {{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_st0 {{MoveData-KOF02UM | character = Kyo Kusanagi | moveId = kyo_cr0
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  • The character cancels the attack with a roll forward. Useful only for advanced combos (br
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  • {{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cla {{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_clb
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  • ...ferent moves and playstyles, making a 17-character roster effectively a 34-character roster. With it came the highlight of Samsho 4 - the CD combo system, or SC ...n NeoGeo already had rollback. Supposedly, though, Cham Cham is a mid-tier character with Slash being slightly better.
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  • ...nt if used poorly. Distance traveled, duration, and recovery time vary by character, and can also be altered by canceling a run into a roll, which generally in ...lling animation is completely invincible and has no recovery time, but the character is immediately throwable, unlike after taking the knockdown and waking. A
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  • Last Blade is a weapon-based fighting game with focuses of character variation and power type. Power Mode allows the character to have more damaging strikes, and deal block damage when opponent blocks.
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  • ...any worries. Second System will not tell you how to perform every move the character has either, notably Ryo's Haoh Shou Kou Ken, but gives you the majority of
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  • ...ck Items will damage or knock down your opponent. SP Item effects vary per character. ...sing either up or down + Item Button with an item in stock will allow your character to use it in battle. For some items, pressing left or right + Item Button w
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  • The character will run towards the opponent. As long as the player keeps the directional 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 opponen
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  • '''Character Rankings by Yosaku4399''' ...that good, whereas Yuri is much stronger, or Terry being arguably the best character in the game with good buttons, easy stun combos, and great pressure.
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  • ''Click on the character's icon to be taken to their wiki page.
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  • ...o what it can take. If it takes one too many hits, it’ll shatter, and your character will be left stunned. It should be noted that guarding against supers doesn ...slowly replenish on its own, and will replenish faster as you fight. If a character isn’t currently active, their SP will replenish faster still.
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  • * crouching A chains into itself up to 2~3 times (depending on character), and can chain to crouching B. * Keep in mind that Shishioh is a playable boss character who has been toned down, thus missing both a special move and a DM, so do n
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  • ...using, etc., just keep in mind the FE differences that can be found on the character's wiki page while watching. ==High-Level Character Footage==
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  • ==Important Character-Specific Tech== Mickey is the only character in the game with an untechable grab. Mix this with the fact that you can gr
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  • ==Character Select==
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  • ==Important Character-Specific Tech==
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  • ==Important Character-Specific Tech== ...p instead of Kishin Geki to secure unstoppable damage. Unfortunately, some character can beat this unblockable jump-in with a grab.
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward
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  • *Every character has 200 pixels of health. |+ Character Data
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  • ==Important Character-Specific Tech== ...his specials can be unsafe. Like Ryo, Robert is a very fundamentals based character, even with his slide kick, and other characters with different gimmicks can
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  • ==Character Select==
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  • ...tionally, four new characters have been introduced and there is one secret character, resulting in a total of 41 characters in the arcade version. The console p
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  • Ryo is the purest character in the game. He doesn't have any broken or unintended tools (unless you dig ...ly using his air fireballs. He can use Zanretsu-Ken on wakeup to stop some character's pressure and his DP to beat jumping characters. Zanretsu-Ken can also wor
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  • Yuri is by no means the strongest character in the game, but she does have some tools that help her win some matchups. ...t slam has a long recovery if blocked and can get easily punished. Against character with strong, quick throws, against Micky with an untechable throw, not havi
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  • ...does his qcf x2 + K, which has more priority. A/C rapidly can stop certain character's rushdown, like Hanzo's teleport to j.B rush down tactics. ...ng needs to get as much damage done as possible. Since he's a rather small character, he does have some advantages over other characters. He can go under some p
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward ...e.g Kyo's dp+P [1hit], [DC] qcf+P...) --> dp+P~P (Liz seems to be the only character that can do this outside of HD)
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  • AB - Evade, which causes your character to step into the background and dodge incoming attacks
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  • *this is a normal jump where your character jumps pretty high into the air. You can cancel jumps to air normals, comman ...tell that a jump was a superjump by the afterimages that appears behind a character during it.
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  • ...layers defensive options. They universally last 33f. From frames 1-24, the character is completely invincible to every move except for throws and command grabs. ...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 t
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  • All around good character. Very mashable 2B, great super, divekick, and some stuns.
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  • This is Clark Steel form the Ikari Warriors team. A great grappling character, good mobility and good * Nice range (character or so), good damage and comboable.
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  • ...to training mode and inputting a run, then holding down or down-back: your character will start crouching the instant they are able to stop running. ...h will make your character continue to hold their guard stance. While your character is in this guard stance animation, you cannot be thrown by either command g
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  • Najd is a mid-range character that has a lot of speed and fast attacks. [https://www.youtube.com/watch?v=EbhKUrqEno0 【ENG】KOF XV DLC|NAJD|Character Breakdown]
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  • ...one hit of damage, but is vulnerable to deflects. Only recommended if your character doesn't have any use for WFTs or meditation, but appreciates the burst dama ...strike which is essentially a suped-up heavy slash. During the attack your character can absorb one hit of anything (even WFTs) and continue the attack uninterr
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  • ...pecially in such a fast paced game like KOF. In most other games with this character archetype, this charge requirement is compensated for by having very short When the flame is onscreen, if the opponent is about three character lengths away, they will enter a blocking animation if they hold back, preve
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward
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  • ...ve gone with a normal jump. Tapping 9 for only 1 frame will result in your character not jumping at all. '''Avoid''' - 5AB dodges, making the character completely invulnerable and intangible for 39 frames. Dodging has no recove
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  • John is a very fast and agile character, but he has too many weaknesses holding him back that it is hard to have hi ...aracters with lots of links between his normal attacks, making him an easy character to get basic combos with. He also has a very fast throw that launches the o
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  • * '''Character Specific Ender* =''' These combos can end with 623C~6K on everyone ''EXCEPT ...'''OR''' 623C~6K* || 195 '''OR''' 225 || 110 '''OR''' 190 || || Corner || Character Specific Ender*
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  • A blatantly unfinished character. Despite that, not actually that bad strength-wise.
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  • * (any special information about the character combos if needed) (2nd/3rd position character)
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  • Not the greatest character.
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  • ...requires a bit of practice. With these aspects in mind, Luong is a strong character who likes to play in mid-to-close range neutral and using feints to bait en ...ing out the enemies mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.
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  • ...to training mode and inputting a run, then holding down or down-back: your character will start crouching the instant they are able to stop running. ...crouching guard, forcefully keeping their guard stance active: while your character is in this guard stance animation, you cannot be thrown by either regular g
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  • The coolest thing about KoFXIII is that every character is good! You can play anyone you want! Of course, some characters are bette ...and how your character works. The very first thing you should do with your character is to learn their max damage, no meter, midscreen combo. Start this combo w
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  • ...sh and duckable. This makes Antonov a meter-''enjoying'', high risk-reward character.
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  • ''Click on any character to be taken to their wiki page.''
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  • ...the name "Invincible Dragon." Does everything in the game better than your character.
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  • ...ertain match-ups but you won't be seeing anyone winning because of <Insert character here>, with the grand exception of maybe if you're using Tung or Cheng. ...juggle from and ridiculous juggle game to use with it. He is also the only character with both a rising attack and a pursuit.
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  • ...o the name "Mightiest Tiger." Does everything in the game better than your character.
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  • ...has access to super cancels I.e canceling a special move into a dm. Every character has at least one special that can be canceled this way, a few have more tha Speed Mode allows the character to cancel normals into other normals, dealing less damage and only deals bl
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  • In the arcade version he is the only character who has access to 0 Spirit, which makes his already-cheap WFT quite the hor ...tably performs his WFT, which you should then block and punish unless your character has something better. Find ways to exploit the AI with gimmicks and abuse t
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  • *from close range the move has two hits, from further than about two character distances away it will only hit once *will hit an aerial opponent about 1/3 a screen away, a standing opponent a character length away and will whiff on crouching opponents.
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  • ...auto-guard correctly, but once you have it down Maxima can be a rewarding character that makes the opponent regret confronting the cyborg. ...Be aware though that the df + C will whiff at distances of about 75% of a character and above. Also puts the opponent into a hard knockdown state.
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  • ...and do a considerable amount of damage. Not only that, they can extend any character's combo (there are videos on YouTube showcasing this). Be careful though- i * Mars People is a very interesting character in that he is capable to do both zone and rush and has the right tools to d
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  • ...will have your character jump, and holding down in any direction has your character crouch. Walking, running and backdashing are the same as SamSho 5SP, includ ...a general rule of thumb, however these can vary slightly depending on the character. These normals will also auto-correct to face your opponent if you run unde
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  • Standing Height varies based on the character. Tall characters are typically prey to higher moves than shorter characters Crouching Height varies based on the character but is sometimes unintuitive. Most tall characters stay relatively tall whi
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  • ...empts. His dominance of the close and mid-range makes him a very effective character.}} ...cancel roll the first hit, and throwing Geese when he is cornered, here's character specific stuff characters can use to punish him.
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  • ...haracter roll forward, pressing it in the backward direction will make the character roll backward The character will run towards the opponent. As long as the player keeps the directional
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  • Rage is the meter system of Samurai Shodown. When the meter is full your character will gain a damage boost and, unless you are using I Spirit or a custom VII ...denoting greater Rage build. The 'Rage duration' notes how much raw time a character will stay in Rage.
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  • Malin is a pretty fast character. She's also the only one who can Super Jump the entire Screen. Which is per If she's your Leader, always use her as a second character. She's strong enough to not be in first, and is even more dangerous with St
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  • ...air. Her fireballs, along with her multiple anti-airs, can make her a hard character to approach, and she also has multiple good defensive options to deal with |+Character Comparison
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  • ...s are a lot quicker. The timing of when to cancel 2C also changes for each character. As a midscreen combo, you need all 5 levels for it to connect.
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  • <!--[[Category:CHARACTER NAME GOES HERE]]-->
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  • * (any special information about the character combos if needed) ...k max if you feel more comfortable, it doesn’t change damage too much. 2nd character position)
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  • ...his opponent’s guard gauge substantially without overextending. Tung is a character that is a great pick for anyone of any level! He can teach you how space yo
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  • Tag Shift - AC(first character)BD(second character)
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  • ...s whiff punishable if the confirm is blocked low. This is universal; every character seems to have ways to create space by whiffing certain normals or specials. - Cancel all throw attempts into moves that get your character airborne (ideally safe) in case KoD uses armor throw <br>
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  • ...most of the cast in XIV, and thus is generally considered to be a low tier character. Regardless of such, Whip does have qualities to her worth noting, but requ * (any special information about the character combos if needed)
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  • ...cel.com/wiki/index.php?title=KOFXIII_Console_Frame_Data Back to Frame Data Character Page]
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  • ''Image-Map version of the character roster, click on a character's icon to be taken to their page''
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  • Battery: A character that can build meter quickly and effectively ...which looks like Angel's qcb+P stomp), or an animation that looks like the character is sliding across the ground. All moves that have the animation that looks
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  • ...cel.com/wiki/index.php?title=KOFXIII_Console_Frame_Data Back to Frame Data Character Page]
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  • ...cel.com/wiki/index.php?title=KOFXIII_Console_Frame_Data Back to Frame Data Character Page]
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  • ...rmals become very useful for setting up mixups. He's typically a rush down character but can zone his opponent well with his 6A/j.6A. His 6B also prevents oppon | intro = {{Character Label|The_King_of_Fighters_XIII|Duo Lon}} is an versatile rushdown charcter
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  • Shen is an interesting character. His moves do good damage, but many of them are also very safe on block. ...his crouching C and far D. In other words, Shen is a very straightforward character that requires the player to constantly be on the offense.
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  • ...rushdown but still requires insight into fighting game fundamentals - If a character has a command move, they can normal cancel a close standing C (Hard Punch) A counter hit happens when a character is hit during the startup or active animations of an attack, as well as dur
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  • : Ukyo becomes much stronger as a character if you can consistently do this combo and also mix up the number of 2Ds use
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  • ...+C will build a little meter and set up a Daimon unblockable (depending on character). If Daimon has an unblockable HSDM setup against the character he is fighting against and if they have a lot of health(preferably near ful
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  • ...pursuit is almost as damaging as Geese's, and all around he's just a nasty character to face off against when someone knows how to play as him. He has anti-mele [http://gitr.web.fc2.com/character/yamazaki/dl1.html Lvl 1]
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  • ...epeatedly press standing light punch when you're close to an opponent, the character will activate a combo that leads to a Special Move. The final attack will v ...inst a player and the input the command for the said OTG move in order for character to get extra damage.
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  • ...ard+C/D is generally preferred. If the opponent is out of throw range, the character will instead perform a st.C/D depending on the button pressed. In general, ...the word "Counter" popping on the screen and the lighter blue color of the character's hurtbox. On counter hit, the damage and the [[The_King_of_Fighters_2002_U
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  • ...give precise indicators of combo damage. Not that it matters, 'cause this character has an infinite. It'll win you the round no matter how much random damage s
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  • ...0 || 4.0 || 7%/13% || Anywhere || Pretty much ''the'' 4-bar combo for this character, 1250 and 1500 Quick Max. ....0 || 17% || Corner || Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner, and 236BD must be directly from cl.C or 2
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  • ...n begin implementing a barrage of attacks from up close. Luong is a decent character for players who wish to take a simple yet effective route or play a lot of ...other noteworthy element is that it cause Luong to move forward by about 1 character width. She can also whiff cancel this move into a special move and it cover
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  • Andy is a very strong, very well-rounded character with dominant tools in all parts of the match. Unfortunately, he's still ov ...t he uses for his infinite, meaning you don't have to hitconfirm with this character
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  • * Max Mode (Quick) now pauses time for a brief moment before your character automatically runs forward. ...ve. Holding the button(s) will buffer the input and queue it up when your character becomes actionable. How long the input is held depends on the move so it i
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  • ...r can vary greatly depending on how he is utilized making him an effective character for a multitude of playstyles. As a seasoned KOF player may have come to ex
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  • Returning to the series after being absent since KOF 2002, Chris is a character whose defining feature is his speed, and by extension, being quite tricky t ...movement allows him to dictate the pace of a match in a way that no other character really can. In addition, his jump CD, a normal notorious in past titles for
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  • ...on =Krauser is a character with an unusual moveset, combining a big-bodied character's huge normals and specials for midrange control, a grappler's command grab
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  • ...aracter crossing over from the Million Arthur series. She’s an interesting character, as she brings over a few mechanics that definitely differentiate her from ...s her similar in functionality to a more traditional “anime” fighting game character. This in turn leads to the second thing she has that changes up her playsty
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  • Not a great character overall. Her moves feel clunky (not smooth on execution), she feels a bit s
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  • : Backhit infinite. By some merciful miracle, Basara is the only character who this combo does not work against. But Basara has other infinites to wor
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  • Producer Yamamoto says: ''"He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, ...low up players for using badly timed projectiles. Clark is a very powerful character with a relatively simple game plan. Clark also can make use of CD attack pr
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  • ...3C > 214236P || 475'''/'''582 || 370'''/'''470 || 2 || || Anywhere || 3rd Character. A bit more damage and a bit more corner carry than the above combo. ...214236P, 623C || 515'''/'''622 || 345'''/'''550 || 2 || || Corner || 3rd Character. Works from Mid-screen. Does less damage than the above combo due to Quick
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  • Talk about the character as a whole. Describe their gameplan and whatever else feels appropriate.
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  • {{The Last Blade 2 Character Intro|char=Kouryu|sub=0|content= You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. If y
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  • As stated on the Overview page; Billy is a read-based character that forces knowledge check situations and has to capitalize on them. Most ...hit which he can do. One good Shatter Strike is enough to take down half a character after which you can try to leverage another
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  • * (any special information about the character combos if needed) Discuss at [add character section link here Dream Cancel]
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  • Eiji is a very weak character with poor special moves and decent normals. His main gameplan is to force m
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  • ...all game. Regardless, when Vice controls the field she is a very rewarding character sporting high damage and incredible mixup. This is a universal technique that can used with any character with a command grab. Since the first few frames of running are automatic, y
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  • ...cusing on breaking the opponent's guard, however, because depending on the character it can be an up hill battle. What this does, however, is help Dio close in ...s setups for using his A, B, C move. Some setups can work depending on the character, as some opponents have moves with high priority that can stop certain setu
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  • ...d. Benimaru's mixup potential is worse compared to other iterations of the character, making it tricky for him to confirm into a Quickmode into Climax combo as
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  • | description =EX Terry is a character with tools for every distance, like a fireball for long distances and solid |+Character Comparison
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  • Antonov is a bulky poking character with big burst damage (due to his qcfx2+BD launcher), that can harass his o As a tall character, his s.A is an excellent anti-air. While his heavy normals also/mainly cove
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  • ...pears yet again in the PS2 & Japanese PS3/PSN version of KOF XI as a bonus character.
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  • {{SUBPAGENAME}} is a defensive rushdown character who can easily contest his own space with his variety of far-reaching norma ...duced, and Naeryo Chagi (6B) now combos from heavies, making Kim an easier character to get into while retaining his high damage output. You don't need high exe
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  • > land then throw (c+d) Depending on the character, resets neutral or gives you free okizeme
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  • ...fastest overhead in the game, use it. If you want to get better with this character, don’t be afraid to experiment with certain sequences to see what works a As with any other character, shatter strike is an option.
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  • ...ead in the game, and a guard point attack that launches on hit. Brian is a character best played with the Extra mode dash, as he can do his air spin from it and
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  • Kensou is a well-rounded versatile character who has access to a fireball and some good anti air tools. Kensou can check * (any special information about the character combos if needed)
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  • {{The Last Blade 2 Character Subnav|char=Kouryu|sub=1}}
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  • Joe is a character who has good long range normals as well as a strong toolset to control the * (3rd character, 1500 max only) cr.B, cr.A, b.B, BC(quick max), s.CD, hcf.D, ACx4, hcb.BD,
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  • ...a multihit kick, an overhead and lastly a sand teleport. Kukri is a simple character suitable for beginners, but he does have tricky corner combos and mixups to * A: Teleports about one character width forward.
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  • ...ning he is vastly overpowered and is as such banned. He is the only banned character according to [https://srk.shib.live/w/NeoGeo_Battle_Coliseum the Shoryuken
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  • Haohmaru is more or less the same character he was in V Special. You still have your big boy 5C and everything around i ...range. Anti-airs in Samurai Shodown are generally not very reliable (your character is an exception), so there's not much most opponents can do besides commit
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  • ...tle their opponent. Boss characters are banned and you can't pick the same character twice or with his EX version (e.g. EX Robert, Orochi Chris). ...o hold yet another meter, the max being 5 meters while being on their last character. Gaining meter is done by attacking the opponent, taking damage from the op
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  • * '''Character Specific Route# =''' This route '''only''' works the characters listed belo ...36C, 236A, 6A > 623A, 214K, cl.C || 494 || 560 || 1 || 70% || Corner || '''Character Specific Route#''' Optimal corner combo with massive stun damage.
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  • ...making an experienced player difficult to predict. If you're looking for a character that can let you go in and decide matches in the blink of an eye through fr * The best pressure out of any character in the game, consistently resetting safely into mixups with hitconfirms on
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  • ...nded as a prequel to Samurai Shodown VI, with the ending dialogue for each character alluding to their appearance in the next game. Some V Perfect-exclusive col ...me characters: Triangle Get Off, which is essentially a wall jump but your character falls instead of jumps. Everyone with a Triangle Jump has access to this ne
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  • Kyo Kusanagi is the central character to the King of Fighters narrative. Born with the ability to wield orange fl ...--> QCF + C, HCB + C, Quick Shift, link an early jump attack with whatever character you tag in and link after the jump in.
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  • ...different distances on standing or crouching opponents, as well as having character specific crossup possibility *safe on block and pushes Lin back a character distance away
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  • ...4236CD || 560'''/'''656 || 240'''/'''290 || || || Anywhere || 2nd or 3rd Character. Must do cl.C as close to the opponent as possible after the Quick Max for ...dl.236A, 214B > 214236CD || 582 || 380 || || 0.1 || Corner || 2nd or 3rd Character.
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  • * Sylvie shoots out a bolt of electricity that goes out a couple character lengths. If it hits, she slams her opponent into the ground. This can easil {{Costumes-SNKH|Character=SNKH Sylvie}}
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  • ...ollowups, increasing her total command normal count to 9, the most for any character in the series. These command normals can be used for mixups (6AA, 6AD, 3CD) ...close to you, it's over. She has all the command grabs you could want in a character—frame-1, running, fully invincible—with some excellent anti-airing opti
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  • Shermie is a classic example of a strike/throw character. Your main goal with Shermie is to keep your opponent on their toes with gr ...e strongest characters to partner Shermie with. Miss X is already a strong character to begin with because of her tools, and you gain access to two of the most
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  • ...ariety of styles. He doesn't have the overwhelming strengths of a top tier character but Terry is more than equipped to handle just about anything the RB2 cast
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  • * Kyo functions the best either as point or 2nd. As a point character, Kyo is excellent in building (and spending) meter. Your opponent also lac ==Character Matchups==
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  • | intro = '''''{{SUBPAGENAME}} is a tricky hybrid character with smothering mixup rushdown and a bevy of powerful zoning normals.''''' * '''No Meterless Reversal''': Surprising nobody, the mixup-oriented character has to rely on supers for an invincible reversal. Thankfully, Duo Lon only
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  • |+Character Comparison ...what other system mechanics you use her, making her a very flexible point character.'''<br>
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  • ...ndrome" (which is generally a term that general translates to a final boss character being absurdly difficult with AI that will constantly read the players inpu Overall, Geese is a powerful character recommended for players with decent reactions and a strong knowledge of KOF
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  • * (any special information about the character combos if needed) Discuss at [add character section link here Dream Cancel]
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  • ...above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air ...y powerful character that fits the bill for anyone looking for a high tier character for their team.
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  • ...of new anti-airs. This combination alone would make Amakusa a solid enough character in his own right, but hard knockdowns after every good combo ender, priorit ...s playstyle for a close-range approach and effectively giving you a second character to learn. Although the change itself is instant, the pose he's stuck in tak
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  • | intro = {{SUBPAGENAME}} is a flexible character with a sizable selection of tools and some of the most damaging [[The_King_ *You can combo into this with close C, but it's expensive and you lose a character.
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  • Outside of his pressure, Ramón is a nimble, tricky character with more mobility options than most, packing fast ground speeds, a wall ju ...th j.CD anyway if you want anti-airs. Given Ramón is an obscure, difficult character to use, running him on point also guarantees you get as much experience wit
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  • Gameplay wise 98UMFE can be seen as a big character balance patch to 98UM. Nothing was changed about the system mechanics. A lo ...mber select screen and hold the "Select" button before picking them: their character portrait will change to have a different pose and blue background, and you
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  • | intro = {{SUBPAGENAME}} is a well-rounded "shoto"-esque character with great neutral tools and DP. Ryo is a very simple but well-rounded character who may remind some of Dan from Street Fighter, except stronger. He has bas
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  • ...d techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as w | intro = Luong is a neutral based character who uses her kick specials to harass opponents at long range.
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  • Gameplay wise, Cheng is a very unorthodox, semi-joke character. He has many gimmicks with his command normals and even Sideline attacks, b |description=*Most Character's Sideline attacks are pretty universal about their use, and Cheng is no di
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  • Kazuki is a rushdown character who has terrifying damage potential and good mobility. While he does lack r
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  • ...ks in the shift from SS3 to SS4, Haohmaru is still both an honest midrange character and also a complete and total gorilla. ...ing advantage of the cancel rules of AB sidesteps. Impractical but doable. Character limited.
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  • ...occasional high damage poke that is relatively safe (depending on opponent character) ...stance as a single hit. Mashed version is punishable depending on opponent character.
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  • Kula is a well-rounded character with a plethora of pokes, anti-airs, pressure moves, and damaging specials Other than that, she is a very solid character that new players and veterans alike will enjoy due to her ease of use and t
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  • Ever wanted to play a puppet character with none of the management? Here's Galford, who can send his pet husky to Galford can be considered to be a prototypical puppet character. While Poppy provides him space control, setplay and a strengthened keepawa
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  • ...ddle character. Even if you're advanced, Terry is still a good middle road character because he needs drive in order to do combos and that's not easy for him to ==Character Matchups==
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  • '''Character Difficulty'''
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  • ...ed meditation, which means you can't brag about how weak your gorilla mash character is anymore. '''Enja''' is a slow moving, hard hitting powerhouse of a rushdown character that has the potential to kill opponents in very few touches.
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  • ...after cl.D.f+D because of the pushback. Of course if you can see ending a character's lifebar with that extra chunk of damage, go for it. ...because most times it will prove a waste of meter. Ensure that the second character can build a considerable amount of meter, so that by the time Rock enters t
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  • | intro = Athena is a zoning character. She can annoy her opponents with a variety of projectiles from afar, but s Athena is a strong zoning character who baits her opponents into unsafe methods of approach before punishing.
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  • | intro = {{SUBPAGENAME}} is a close range character with good damage but limited mixups. * '''Limited anti-airs / reversals''': For a close-range / rushdown character, Yashiro has a pretty inconsistent DP that leaves a lot to be desired.
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  • * '''The strongest Nakoruru's ever been; almost flawless character''' ...a circle step. No microwalk is needed for the circle step depending on the character you're facing.
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  • | intro = {{SUBPAGENAME}} is a defensive charge character who demands respect thanks to his high level of space control. ...the EX version leading to incredible damage and oki, this move defines the character entirely and prevents most characters from being able to hop in on him.
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  • EX Kyo/NESTS Kyo appears as a bonus character in the PS2 & PS3/PSN version in KOF XI. His moveset/appearance is based off
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  • | description =Mature is a character that uses her fireballs to setup her game but can also play a pressure base ...y conversions into super from most of her normals. Generally a rather safe character, she can struggle to anti air upclose though use s.a and cr.C when there's
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  • ...ks in the shift from SS3 to SS4, Haohmaru is still both an honest midrange character and also a complete and total gorilla.
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  • Kuroko is a hidden character in the console ports who is meant to function as a sub-boss, similar to his ...es his fans. He can never be unarmed, and as a result he is the only human character with two regular taunts. (On a side note, [[Samurai Shodown VI/Poppy|Poppy]
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  • ...oes a bunch of kicks, then finishes with a flip kick. The opponent lands a character space away from the corner of the screen. * (any special information about the character combos if needed)
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  • '''(EX) = hcb~f+AC''' - The range when she grabs is extended to about a character length. *A version goes 2 character's length, good tool to catch opponents off-guard, can overshoot if the oppo
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  • ...uccess the five characters above him do, despite this though he's a strong character and a great challenge as one of Last Blade 2's most technical characters. ...ombo when used like this as most likely you’d be using it on the way up. A character defining normal. It can cross up but it’s unreliable.
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  • King is a mixed bag character. She can keep an opponent at bay by utilizing her projectile game, though p ...string without canceling it into a special move, you can get punished by a character's fast reversal dp or a cr.B. But if you do decide to cancel it into a spec
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  • |description=Decent ranged poke. Hits about 2-3 character lengths away. {{Costumes-SNKH|Character=SNKH Kula}}
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  • Hein is a brand new, easy to understand character in KOF XIV. While Hein does not possess many special moves, he can work jus '''Hein: Full Character Tutorial'''
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  • {{MoveData-KOFXIII | character = Terry Bogard | moveId = terry_sta
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  • A former final boss of The King of Fighters '96, Goenitz is a character known for his frustratingly oppressive zoning, backed up by an additional s ...with his signature zoning, make Goenitz an all-around fun and challenging character to play.
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  • Saisyu is a rushdown character with some of the most potent pressure in the game, giving him free reign to | intro = '''''Saisyu is a rushdown character with suffocating pressure, compensated for with a mediocre grounded neutral
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  • | intro = '''''{{SUBPAGENAME}} is a versatile and simple character who spends meter for big damage.''''' Light confirm quick max (1st/2nd character)<br/>
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  • ...countered by lows and jumping attacks or any special. It can counter some character specific sweeps that hit higher (example: Iori, Chris, Terry etc) *the range of the throw is roughly a full character distance away from the opponent
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  • ...ity is pretty good, he still has trouble getting through a good projectile character. ...l 6-bar stun combo from a far-spaced jump-in and the opponent at about 3-5 character widths away from the corner.
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  • | intro = {{SUBPAGENAME}} is an all-rounder character with simple combos and game flow. ...is commonly recommended for beginners in KoF. He's a very straightforward character who's easy to pick up and learn. His moves are pretty safe on block and his
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  • Krohnen is a relatively simple character that's accessible for beginners and veterans alike. Overall, Krohnen is a simple, yet solid character who can use his few tools to play a defensive fundamental game using his am
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  • ...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 wor ...you're cornering someone, Terry's got the tools to take a bite out of any character in the cast.
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  • ...relatively safe on block, along with the EX version.Joe is a very powerful character in practice but requires good insight on his ability to zone and make caref * Not necessarily the safest character in the game
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  • ...on top, Gato has good abare and a DP, which is very unusual for a rushdown character to have and makes him infuriating to pressure. While Gato's moveset is unco ...ses you could possibly want in KOF XV, thus making him an incredibly solid character that is hard to contest.
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  • ...l time finally makes his return! Omega Rugal is a solid midrange defensive character with a suite of strong normals and specials. ...rying to get in based on the situation, your opponent's playstyle, and the character matchup.
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  • ...nts just as hard as he can get blown up himself, then Maxima might be your character. Maxima is best played in battery or anchor position, as he performs much b | intro = '''''{{SUBPAGENAME}} is a unique powerhouse character who excels at destroying the opponent with powerful mixups when he gets in.
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  • Considerably the most technical character among the roster, Angel can be domineering as she is difficult to use. As h ...hyper jump). Keep in mind the j. A to Heavy Knee target combo is somewhat character specific. Example: the target combo would work against Gang-Il but not Leon
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  • ...of mistake and punish them with their life. Ash can function ok as a point character, as characters will have less anti-fireball tools when meterless, but he ex * '''Install:''' Sans-Culotte turns Ash from a turtle zoning character into an explosive and high-damage oneshot. During this state, Ash gains acc
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  • =Character Info= * (any special information about the character combos if needed)
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  • *Just generally an unremarkable character
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  • | intro = {{SUBPAGENAME}} is a great all-around character. Joe has tools for zoning and for keeping pressure on an opponent which all * '''Extremely Linear''': Joe is a painfully straightforward character with a simple gameplan with very little variation, requiring strong fundame
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  • ...ry well and has damaging combos that require no meter, making her an ideal character to put first on a team. Her combos won't exceed 4 stocks, except in some ex ...ed by some characters regardless of whether she follows up or not (such as character's with one frame grabs).
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  • ...with many powerful options to exploit during game play. He is a versatile character who has the tools to zone the opponent and/or rush the opponent down. He c ...ng, he can get punished rather hard. You MAY get away with it if a certain character lacks a move that can punish him or if the player doesn't realize that isn'
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  • | intro = {{SUBPAGENAME}} is a rushdown character with very high Max Mode damage. ...rm and no need for BC run, it's clear why he's a common choice for 2nd/3rd character among pros. The said combos do have a few caveats though, but they may very
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  • ...h functional offensive game play. What really makes Mr. Karate a dangerous character is that fact that he literally does have many powerful offensive options un ...haracter sprite spaces while the heavy punch (C) has a range around 3 to 4 character spaces, along with a higher vertical hitbox. This move is best used at the
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  • | description =Athena is a very fast character that can play zoning, space control and aggressive / pressure heavy. She ex ...the opponent, they will land either near the corner of the screen or a few character spaces away from the corner.
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  • ...a consistent Save Shift counter as it may or may not work depending on the character jumping out and the angle and/or range of the Save Shift attack. '''NOTE:''' the crouching B, link crouching Ax2, Pluviose can be character specific sometimes. Meaning that some characters will have to be cornered i
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  • ...s. Now, in KOFXIII, Iori Yagami (often referred to "Claw Iori") is another character transferred successfully from the prequel with much clearer purpose and bet In KOFXIII, Iori is a powerful rush down character who excels at close combat and specialized combos. Iori generally noted for
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  • Athena is a well-rounded character with great normals, special moves, and the most reliable SP item in the gam {{Costumes-SNKH|Character=SNKH Athena}}
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  • ...apply pressure, zone and perform all sorts of aerial tricks. As a fireball character Mai will get to throw more of them without fear of anti fireball supers or Mai is a perfect character for players who want a tool for every situation, who are always on the move
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  • Wolfgang Krauser is a versatile character with several good ways of breaking his opponent's defence. Krauser can also ...um Gale allowing combos into this makes P-Power Krauser an extremely scary character.
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  • Sylvie is a mid-range zoning/pressure character who's big on speed, but short on reach. She has one of the fastest run spee <strong>2nd Character MAX mode 1250</strong>
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  • EX Mai is a poking and zoning character, giving the player a more offensive and movement-oriented variant of Mai's |+Mai vs EX Mai - Character Comparison
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  • ...awkwardly weak damage outside of close range. Still, a solid mid-high tier character overall. ...dash. Generally only punishable by throws, and depending on the opponent's character and available resources getting thrown may or may not be worth risking. Gee
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  • ...squander it when he has so many ways to confirm into it. Rasetsumaru is a character who works chiefly around Rage and the system mechanics of VI allow him to d ...uild it all by constantly being on the offense which is a tall order for a character who doesn't have the best neutral game out there. However, Rasetsumaru can
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  • ...raw power and reach for blistering speed and mix-ups. She is an offensive character through and through, possessing all of the tools to negate the opponent’s ...oruru, even beyond her riskiest tools, she possesses everything a rushdown character could ever want. She has high mobility overall, near-unseeable high/low/thr
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  • ==Character Matchups==
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  • ...ols to use and a fairly linear gameplay. He is a high speed, high mobility character, with very strong cross-ups, mix-ups and vortex potential, although he reli : - Step back slightly (or stay in the same spot depending on the character), then superjump and cross them up with j.D
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  • Hibiki in general is the type of character who uses her long reaching normals to control space, if you've played [[Sam ...character can punish you for it if they wake up neutral, anywhere else is character specific so keep that in mind. Still pretty useful as throws are good, if i
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  • | description =EX Andy is a well-rounded character who leans towards safe pressure and a bit of zoning. He has a fast fireball |+Character Comparison
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  • Rimururu is a keepaway character who can also run a strong setplay game, with both of these qualities owing Rimururu is a keepaway/setplay character who specialises in filling up the screen and locking away the opponent's op
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  • ...of options and dish out really high amounts of damage then Raiden is your character. ...age. Because of those tools, Raiden has the same mixup game that every KoF character has except even deadlier because of how hard he hits.
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  • |+Character Comparison | description =Mai is a midrange poking character with excellent mobility and keepaway strategies. Mai has access to some gre
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  • ...moderate hitbox that Geese can take advantage of at times depending on the character. It's one of the quickest options to use at the end of a block string, whic
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  • Shun'ei is a unique rushdown character that sports an airdash akin to those found in anime fighters (e.g. Guilty G ...+C, qcb+C [SC] qcfx2+BD = (541/571 DMG) {1200/1500 Max Mode} (second/third character only)
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  • ...nding characters after a decent hitconfirm. df+C whiffs on every crouching character except Daimon, Chang, Maxima, Seth, Whip and Xiangfei. You can add a 3rd cr ...tty tough conversion on standing opponents. df+C whiffs on every crouching character except Daimon, Chang, Maxima, Seth, Whip and Xiangfei. '''41~45%'''.
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  • Rock is an all around character with several tools that can deal with any situation. In addition to this, R
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  • ...nt with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against pro First and foremost, Leona is a charge motion based character. This alone begins to differentiate Leona amongst the rest of the cast (asi
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  • ...s more dangerous than what the KOF series implies. If you want a rush down character with larger special move set and utility, Mature is the woman the player sh * Fits very well into any team position as an offensive character
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  • A dominant character with excellent offense, neutral, and damage. Has the same Daimon buttons in
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  • * Benimaru belly-to-belly suplexes the opponent. The opponent lands a character spaces away from Benimaru, and recovers slightly after him allowing for a m * (any special information about the character combos if needed)
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  • ...Sakazaki treads a fine line between being a standard shoto and a rushdown character. He has all the characteristics and hallmarks of a shoto, but lacks the pro ...st defense in the game. Besides having a very fast DP, he is also the only character in the entire roster to have access to parries (6B, 3D) which have very fas
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  • A solid character with some of the best midrange neutral in the business.
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  • ...vely. If you enjoy kicking opponents while they're down then Mizuki is the character for you. ...ge offers a standard defensive option, while air parry is very niche for a character like Mizuki that prefers to stay grounded.
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  • ...light on execution--then Shen Woo's your guy. Shen is a powerhouse kind of character that can spend small to large amounts of meter to spill out massive damage Overall, Shen is a good character for beginners and advanced players who is looking for a good anchor in thei
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  • ...s series ever since his debut in KOF94. Coming back once again as playable character, Kyo sports most of his recognizable moves while having a lot of changes do ...pretty good time adjusting to his iteration in KOFXIV as he is a very fun character to play.
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  • ...+ B (Throw + Kick) are his three only standing normals that can hit every character in the game whether they’re crouching or standing.
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  • Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including ...r free supers, which gets progressively bigger from the first to the third character.
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  • ...ushed back a great deal, making him difficult to punish, unless you have a character that has something very quick and can reach him in time. ...e reflector, but alternatively, you can use this move by placing it over a character's body on their un-techable (hard knockdown) wake up. The active frames are
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  • ...geared for a controlling normal-centric playstyle. Billy excels as a point character but can make use of meter well too as he’s one of the characters to be ab
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  • ..., like the rest of Mary's kit, they are both very unsafe. Mary is a strong character who can be used in any team slot, given her ability to meter dump and her c | intro = '''''{{SUBPAGENAME}} is a rushdown character who can preserve momentum well using mixups and reversals which all result
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  • ...tilize him as an anchor. If you're prepared to zone against a non-fireball character, he's decent enough on point too. The downside though is that against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play due to his (Ch
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  • ...love to roll your opponents and don't care about having bad defense, this character is for you. The universal mechanic shared by every character using their own CD animations. Costs 1 bar to use, but refunds half a bar o
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  • Chin is a weird, gimmicky character, but lacking a lot of the potency his gimmicks have in later games. He's mo
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  • ...almost everything, including his f+B overhead, which is why he is a great character wherever he is placed on the team. ...put him second or third with a character such as Kula making a good first character. One particular useful setup, for minimal damage, is d d+B -> glitch -> f+B
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  • | intro = {{SUBPAGENAME}} is a close range character with high damage, safe moves and a great crossup. * '''Easy''': This is the easiest top tier character in the game who can be learned in a very short time and still be very scary
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  • * The opponent lands two character spaces away from Goro ...ent, then tosses them in the air. Goro steps forward during the toss a few character spaces from his original position.
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  • Hwa Jai is an extremely offensively oriented character. If played properly he should cause opponents to be constantly alert and af ...another character still behind him (if he were on 2nd instead of 3rd), the character following Hwa will almost always have some meter and drive to work with.
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  • Mai is a strong zoning character who combines good ground and air mobility with a strong projectile, some gr ...1st character on your team can perform. 1250 and 1500 indicate 2nd and 3rd character respectively.)
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  • ...pproach game with moves like j.CD, j.C, and Hook Shot, making her a tricky character to defend against. Moves like these and her 2C sweep ensure that her oppone If you are looking for a character that can control a large amount of space and harass opponents from mid-rang
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  • ...d to mix people up; especially small crouchers. Variable wakeup timing per character further complicates things.</li> |+Character Comparison
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  • * st. CD is similar to st. D that it can duck and evade some character's normals but has more horizontal range, and is whiff cancel-able.
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  • ...nces. With Critical Hits, Shingo becomes an extremely dangerous meter-dump character who can obliterate the opponent's health bar with great efficiency. Overall, despite his somewhat weaker attributes, Shingo can be a very strong character when used effectively. He is best put on the Mid or Anchor position, where
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  • ...traditional fireball-and-uppercut game in Real Bout 2. A strong defensive character, he has lots of powerful zoning tools and moves that can get him out of tig
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  • | description =Mary is a rushdown character with an element of risk/reward to her. She has solid air normals to chase w ...sition, but given her risky nature you might want to use a more dependable character as your anchor.}}
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  • ...s while "annoying" your opponents as well as being a very straight-forward character, therefore making it not too difficult to master him. ...s required. This shouldn't be used as a reactive move, as depending on the character and whatever move they're doing, they can trade with this move more times t
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  • * cr. C is an ok anti-air depending on the character you're facing. This move does a good amount of guard damage. Beware of endi ...at a football game. This move can combo depending on the conditions of the character, but its not recommended. Hitting the opponent from behind allows for more
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  • | description =Benimaru is a character with very good normals that can be somewhat easy to use. his game is based ...frames. Has a decent amount of push back if blocked, and Benimaru lands a character space away during recovery.
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  • KOF's iconic main character making his debut appearance. Didn't get bodega until 96 so he's a pretty st
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  • ...dentical otherwise, hop A has good priority and can instant overhead every character but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|low crouc ...ti-air and is her main instant overhead to convert into V-slasher on every character but [[The_King_of_Fighters_2002_UM/Miscellaneous#Crouching_Height|tiny crou
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  • ...p yet freezes the opponent allowing jumpin attacks, it can be used after a character has been killed as they come in to force opponent to block and maintain pre
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  • ...regular throw that sets up into juggles, a decent mind game, he's the only character in the game with both a rising attack and a pursuit and the crowning jewel *Only character in the game with both a rising attack and a pursuit
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  • ...KOF XIV, Rock has seen some tremendous gains that make him an even better character than he already was before. Notably, Rising Tackle, which was formerly a ch Overall, though, Rock is a very versatile, reliable, quick, and damaging character that can work in almost any position. Without meter, he can do plenty of da
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  • ...d physical execution, and should be noted for anyone looking to master the character, as dropping his better combos can cost you precious meter and also put you | intro = '''''K' is a flexible character that is a struggle for others to get past, yet grants great returns on his
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  • ...pful to use as a reversal option or to use to punish wide gaps during some character's blockstrings. It's fast start-up is useful to punish unsafe moves on bloc
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  • | description =Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate |+Character Comparison
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  • You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you d Original Kaede or Unawakened Kaede is generally considered an inferior character compared to his awakened counterpart. This is mainly due to his below-avera
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  • * Iori is by play style a pure rushdown character, but he isn’t without a few tricks up his sleeve. Crouching B is one of t
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  • ! scope="col" | Character
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  • | intro = {{SUBPAGENAME}} is a technical All-Rounder character with good pokes, movement, and fundamental tools. ...a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific.
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  • However, Ukyo is not a character who pokes all day. Ukyo uses his impeccable ground movement to play hit-and ...circle step in close quarters. Air parry is niche in use, especially for a character like Ukyo that mostly stays grounded.
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  • ...of meterless tools that make him more versatile than practically any other character. He is truly meant to be on first in a team, as he's got all of his tools a ==Character Matchups==
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  • cl.C, f+A, dp+D whiffs on every character crouching except Daimon, Chang, Seth, Whip and Xiangfei. : Better damage and oki with dp+D's hard knockdown but it whiffs on every character crouching except Daimon, Chang, Maxima, Seth, Whip and Xiangfei. Default to
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  • ...Chris but with a completely different special movelist. Orochi Chris is a character that trades regular Chris' mixup potential for raw damage output. Chris' fireball super. New move that practically defines the character due to the amazing damage output and combos you get from cancelling into th
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  • ...knockdown, you can setup some ambigious crossups by just positioning your character on top of the opponent's sprite on wakeup, then in the last moment, walking
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  • By all counts, Yashiro represents the very definition of a brawler character. No fantasy gimmicks or magical shenanigans—Yashiro uses nothing but his ...sive damage and hard knockdowns that make Yashiro such an immensely strong character. For these reasons, Yashiro is preferably played on mid or anchor, where he
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  • Basara is a fast but extremely frail character whose best tools carry a considerable amount of risk. The puffball (236D), ...will not. In previous games this was not an issue, as Basara was the only character whose skin colour wouldn't change in Rage (he has no blood flow because he'
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  • ...e you do that you must take a fair amount of hits. Chample is the smallest character in the game but is still incapable of blocking thanks to being locked into
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  • {{Costumes-SNKH|Character=SNKH Jeanne}}
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  • Yumeji is a keepaway character with an assortment of ranged pokes, recoil cancel options and fireballs to Low-hitting kick that slides you a little further than one character width. Can be followed up with a pursuit but should always be followed up b
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  • Yuri Sakazaki is a character that can operate under multiple situations. Another thing to note is that Y ...get over 700+ damage easily for a one bar HD combo. Yuri can outright KO a character with two bars in a full drive meter for a HD combo.
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  • ...Add in a plethora of defensive tools to deter any approach and you have a character who thrives in neutral and can punish mistakes on a dime. While he shines o
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  • You can add a jump-in to every combo. Note that cr.C whiffs on every character crouching except Daimon, Chang, Maxima, Seth, Whip and Xiangfei.<br> ...nreliable max conversion since qcb+A will whiff on standing Choi and every character crouching except Whip and Chang. '''44%'''.
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  • ...rs, Terry takes effective advantage of XIV 's system mechanics. Terry is a character that can hit pretty hard and excel from utilizing fighting game and "KOF sp ...hits once, while the Heavy version hits twice and travels around half of a character more in distance than the Light version.
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  • Kensou is a somewhat different beast, especially now in Console XIII. He a character that is not a master of any discipline but can really hold his own in any. ...1st Character. While Kensou can be pretty flexible on a team order, point character is where he can shine for a couple of reasons. His zoning game becomes a l
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  • ...Unlike Ash Crimson, he is a motion character. Saiki is considered a zoning character who is also relatively versatile, having quite a few anti-airs at his dispo * Not the safest character around
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  • Mai is a well rounded character that has lost some of her pressure and combo options from Real Bout Special
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  • ...specially unique in the ''King of Fighters'' series is that he is the only character with a life-draining command grab. '''Storm Bringer''' (624P[P]), a short-r * '''Charge Character''': Which inherently prevents some of his options from being available on r
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  • ...xecution-heavy with plenty of charge moves and tight cancels, but a strong character for anyone willing to learn her.
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  • | description =Eiji is a very fast poking-focused character. Eiji's neutral control is really strong due to his fast movement speed and
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  • ...but not a huge worry if you are good at playing defensively. If you want a character that is capable of everything without having to make a lot of sacrifices, t ...characters can interrupt with a low-profiling move or reversal, and every character can get a punish if they Guard Cancel Roll the normal you cancelled.
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  • | description =Benimaru is a character well-equipped for both midrange poking and rushdown. He has a great set of Benimaru slightly prefers some aspects of Advanced Mode, but overall is a character that can work well in any mode.
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  • Sogetsu is a setplay character with a great set of pokes to lead his way into it. 2B is a far-reaching, be ...fterwards will be better secured. Sogetsu's setplay is a high point of the character and is fairly open-ended, so get creative.
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  • ...ds an opportunity to begin his terrifying offense. If you're looking for a character with access to explosive robbery potential without giving up the option to ...h reaches deceptively far and hits deceptively quickly. Beats out a lot of character's primary midrange pokes, and as such can serve as a solid whiff punish in
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  • | intro = '''''{{SUBPAGENAME}} is a hybrid zoning and pressure character that controls the pace of the game with fireballs, set ups, and some of the * '''Lightning Kiss''': A character defining move. Mugetsu no Raiun (41236X) works as both a neutral and set up
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  • Shizumaru is a hit-and-run character who is good at poking and baiting while leaving himself safe. This is an ar ...ote your pinky to that button while letting your other fingers control the character just fine. Shizumaru will announce the stage (ichi/ni/san/yon/go) during th
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  • {{Costumes-SNKH|Character=SNKH Mai}}
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  • ...they are knockdown...in the corner you probably can, but depending on the character they might wake up faster than you recover. In previous years this kick had ==Character Matchups==
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  • | intro = Leona is a character with unique tools who can't be pinned down to a single archetypical playsty ...auto-timed safejumps. Due to different reversals and wakeup speeds, it is character specific. It will be added to if more safejumps are discovered.
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  • | description =Mr. Big is both a poking and mixup character, with long reach that he can use to control neutral. He has multiple ways o
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  • | description =Yashiro is a big-buttons poking character with some excellent damage from his good confirms. Yashiro shines when he i
    8 KB (1,410 words) - 20:19, 20 November 2023
  • * (any special information about the character combos if needed)
    9 KB (1,484 words) - 01:54, 23 May 2022
  • ..., her poking tools, and her Neo Max. Overall, Mai is a particularly strong character who will provide players with a very interesting game play style altogether * Great mobility / Arguably the fastest character in the game
    96 KB (17,946 words) - 06:04, 23 June 2023
  • ...nents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage =Character Summary=
    49 KB (8,081 words) - 13:48, 19 April 2023
  • {{Costumes-SNKH|Character=SNKH Nakoruru}}
    12 KB (1,736 words) - 03:27, 10 December 2020
  • Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close ...e poke with good horizontal priority. Has the most reach for any 5A of any character in game by a few pixels. Easily Kaede's best grounded poke due to being inc
    39 KB (6,405 words) - 04:17, 17 April 2024
  • {{The Last Blade 2 Character Intro|char=Akari Ichijo|sub=0|content= * Uses paper talisman to turn into her opponent temporarily (same character and power type). Cannot use DM or SDM as transformed person, and will rever
    23 KB (3,617 words) - 06:30, 14 February 2024
  • ..., and it's been buffed. Looking past these changes Kazuki is still a great character, and the explosive rewards you can get from taking a moment to charge are j ...ement in situations like these is something which defines how you play the character.
    18 KB (3,177 words) - 00:33, 10 January 2024
  • {{Costumes-SNKH|Character=SNKH Terry}}
    11 KB (1,701 words) - 03:35, 10 December 2020
  • {{Costumes-SNKH|Character=SNKH Love Heart}}
    12 KB (1,763 words) - 03:12, 10 December 2020

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