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The King of Fighters XV/Dolores

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The King of Fighters XV

OverviewStrategyDataCombosReplays

A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.
Jump: 40f
Hop: 32f
Backdash: 23f
Run Speed Ranking: 7

Movelist

(*) - EX OK

(!) - MAX OK

Throws

Salaba - (close) / +

Maran - (close) / +

Command Normals

Hilzuni - +

Target Combo - (close) >

Special Moves

Burj - + / (*)

Qafas Qabl - + / (*)

Qafas Khalfi - + / (*)

Nesh - + / (*)

Altariq - + / / / (*)

Super Special Moves

Ghadab - + / (!)

Hadir - + / (!)

Climax Super Special Move

Khalaq ai'ard - ++

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Dolores is an unorthodox character who uses projectiles to harass from afar, and a series of unique resets and a very powerful command grab to mix up close.
Pros Cons
  • Excellent Pressure: Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. Altariq/Teleport also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.
  • Huge Toolbox: Dolores can zone and grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly depending on the matchup or situation.
  • Tons of Knockdowns: Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki. Alternatively, Dolores can spend 0.5 bars to perform 22AC or 22BD to instantly close the gap on her opponent and resume pressure.
  • Great Buttons: Good buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.
  • Surprisingly Easy: Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity.
  • Poor Defense: Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre.
  • Execution Heavy at High Levels: Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match.
  • Consistency issues: Alongside difficult execution her more optimized combos become even harder or outright impossible at certain parts of the screen. Namely combos that utilize Qafas Qabl and Qafas Khalfi and are just outside the corner.


Dolores enters into KOFXV with a massive kit and serious damage potential backing her up. Though you would expect her to zone from her ground spikes, where they truly shine is in harassing opponents into playing into her footsie range, where her large buttons shine to supply great keepout. When she lands a solid hit, Dolores can access high damage combos that leave her with great oki. Very uniquely, Dolores does not need the corner to have great access to resetting pressure due to 236B. As it spacing traps lights, Dolores enforces a much riskier abare situation for her opponent. Due to this, her massive command grab becomes an extreme threat as it will catch an attempt to roll out, and even some slower buttons depending on if the opponent's standing lights can reach. A jump forward can also be caught with her anti airs, so disengaging is most characters only option. As such, her pressure is very ambiguous, very safe, and given her great ability to play 'basic kof' thanks to her confirms, very consistent. Be patient, find an opening, and then run them down. If you like how that sounds, Dolores is for you.

Normals

Far Standing Normals

Far A

stand A
f.A
f.A

25 Mid special 5 5 10 0 -2 N/A 30 60
  • Short hop stopper.
  • Cancel-able, so anti-air combos are possible.

Far B

stand B
f.B
f.B

30 Mid - 6 4 12 -1 -3 N/A 30 60
  • Great poke / hop stopper. It's only drawback is that it's duckable.

Far C

stand C
f.C
f.C

70 Mid special 9 4 22 -5 -7 N/A 70 120
  • Big, cancel-able poke.
  • Despite its looks it's a normal like any other. Very few active frames too.

Far D

stand D
f.D
f.D

80 Mid super 10 4 21 -4 -6 N/A 70 120
  • Massive poke. This cannot be ducked and it can stuff short hop startup but not the jump itself most of the time. Good for quick max confirms.

Close Standing Normals

Close A

close A
cl.A
cl.A

25 Mid command 4 3 7 +5 +3 N/A 30 60
  • Huge frame advantage, allowing you to link into Close C after.

Close B

close B
cl.B
cl.B

30 Mid Y 5 3 10 +2 0 N/A 30 60
  • Not bad, but overshadowed by her other great close normals.

Close C

close C
cl.C
cl.C

70 (40+30) Mid 1,2 5 2 (4) 2 19 0 -2 N/A 80 (40+40) 120 (60+60)
  • Fast and hits twice, making it a good hitconfirm.

Close D

close D
cl.D
cl.D

80 Mid - 6 6 18 -3 -5 N/A 70 120
  • Part of her Close D > C target combo.
  • On it's own it's a situational anti-air, and not a very good one.

Crouch Normals

Crouch A

crouch A
2A
2A

25 Mid command 4 4 7 +4 +2 N/A 30 60
  • Her fastest mashable light attack.
  • Terribly short range.

Crouch B

crouch B
2B
2B

15 Low command 5 6 7 +2 0 N/A 15 30
  • Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example).

Crouch C

crouch C
2C
2C

70 Mid command 6 5 23 -7 -9 N/A 70 120
  • High reaching anti-air. Cancel-able.

Crouch D

crouch D
2D
2D

80 Low command 8 5 20 Soft Knockdown -6 N/A 70 120
  • Whiff cancel-able sweep.

Jump Normals

Jump A

jump A
j.A
j.A

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 5 1 on ground - - N/A 30 50

jump A jump A

45 High - 4 7 1 on ground - - N/A 30 60
  • Quick air-to-air.

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 6 12 1 on ground - - N/A 30 50

jump B jump B

45 High - 6 14 1 on ground - - N/A 30 60
  • Crossup.

Jump C

jump C
j.C
j.C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 10 5 1 on ground - - N/A 70 100

jump C jump C

70 High - 10 7 1 on ground - - N/A 70 120
  • Air-to-air that puts the opponent in a juggle-able state.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 8 4 1 on ground - - N/A 70 100

jump D jump D

70 High - 8 5 1 on ground - - N/A 70 120
  • Very deep jump-in.
  • Crosses up.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 4 - +1 -1 - 30 120 (60+60)

cl.AAX cl.AAX

22 Mid 70 (25+25+25) 14 5 - +0 -2 - 30 180 (60+60+60)
  • Remarkably good frames on hit & block.
  • Can't be delayed to frametrap the opponent.

Blowback

Blowback

Blowback
CD
CD

75 Mid special 14 4 26 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -7 - 100 160
  • Placeholder

ShatterStrike

ShatterStrike
236CD
236CD

75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

AdvanceStrike

AdvanceStrike
214CD
214CD

100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.

jump CD

jump CD
j.CD
j.CD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 17 5 1 on ground Soft Knockdown - - 80 120

jump CD jump CD

90 Mid - 17 7 1 on ground Soft Knockdown - - 80 140
  • Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under.

Throws

Salaba
4/6C
4/6C

100 - - 1 1 0 Hard Knockdown (+64) Unblockable - 0 0
  • Placeholder
Maran
4/6D
4/6D

100 - - 1 1 0 Hard Knockdown (+58) Unblockable - 0 0
  • Placeholder

Command Moves

Forward A

Hilzuni
6A
6A

Raw Version (Hitbox)

Raw Version (Hitbox)
Cancel Version

45 High [ Mid ] special 24 [10] 4 17 [21] 0 [-4] -2 [-6] N/A 40 80
  • Incredible combo/string enabler.

Target Combo

Target Combo 1
Close D>C
Close D>C

127 (80+50) Mid special(2) 9 4 22 Soft Knockdown -13 N/A 110 (70+40) 180 (120+60)
  • More damaging string starter than Close 5 > 6A.
  • Puts the opponent in a juggle-able state.
  • On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that.

Special Moves

Burj

Burj
63214A/C/AC
63214A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 N/A super 20 2 32 Hard Knockdown (+55) Unblockable - 0 0

C C

120 N/A super 20 2 32 Hard Knockdown (+55) Unblockable - 0 0

AC AC

115(20+100) Low - 20 4 27 Launches (else HKD +84) -18 - 0 0
  • Super Cancel-able command grab.
  • A version can be used for tick-throws by late canceling her light normals into it.
  • C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close.
  • EX version is actually a low attack, making it a combo tool more than anything.

Qafas Qabl

Qafas Qabl
236A/C/AC
236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 14 4 (6 when the opponent is in hit state.) 20 Soft Knockdown (41: Tech / 68: Non-tech) -1 - 80 80

C C

65 Mid super 20 4 28 -2 -4 - 80 80

AC AC

97 (50+50) Mid - 20 8 30 Launches - Soft Knockdown (43: Tech / 70 Non-tech) +2 - - 160 (80+80)
  • Dolores uses her mud to push the opponent back.
  • A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark.
  • EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward.
  • Negates projectiles. But EX is needed to negate EX projectiles.

Qafas Khalfi

Qafas Khalfi
236B/D/BD
236B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

65 Mid super 24 4 20 +3 +3 - 80 80

D D

65 Mid super 24 4 22 +4 +4 - 80 80

BD BD

97(50+47) Mid - 20 8 30 Launches - Soft Knockdown (+43: Tech / +70 Non-tech) +2 - 0 160 (80+80)
  • Dolores uses her mud to push the opponent towards her.
  • B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block.
  • D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners.
  • EX version hits first with 236C and then a launching version of 236D.

Nesh

Nesh
4214B/D/BD
4214B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 N/A super 9 7 36 Hard Knockdown (+60) Air Grab Full body against non-projectile air moves: 1 to 10 (10 frames) 0 0

D D

106 (30+80) Mid super 7 9 36 Hard Knockdown (+60) -26 - 0 0

BD BD

140 N/A - 7 4 41 Hard Knockdown (+60) Air Grab Full body against physical air strike: 1 to 8 (8 Frames) 0 0
  • Super Cancel-able anti-air.
  • B version is prefered as it has upper body invincibility.
  • D version hits grounded opponents if close enough, so it has use in combos.
  • EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!

Altariq

Altariq
22A/B/C/D/AC/BD
22A/B/C/D/AC/BD

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A/B/C/D A/B/C/D

- N/A - 41 - - - - Full Body: 11 to 31 (21 Frames) 0 0

AC/BD AC/BD

- N/A - 36 - - - - Full Body: 9 to 26 (18 Frames) 0 0
  • Teleport.
  • Startup indicates total frames until Dolores can move.
  • A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings.
  • B stays in place, and D retreats.
  • AC always moves in front of the opponent outside of all of Dolores' close-range normals in mid-screen, but she can still hit with 2C>6A or 2B>6A.
  • BD always moves behind. Just like her AC version, at mid-screen, Dolores will be in range to immediately do 2C>6A or 2B>6A.
  • Both EX versions are faster than regular teleports and are useful to punish projectiles. These are only useful as reads to projectiles.
Teleport Images

A/B/C/D Teleports:

EX Teleports:

Super Special Moves

Ghadab

Ghadab
214214A/C/AC
214214A/C/AC

Normal Version (Hitbox)

Normal Version (Hitbox)
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

190 N/A advanced, climax 3 2 41 Hard Knockdown (+51) Unblockable Full Body: 1 to 4 (4 Frames) 0 0

C C

190 N/A advanced, climax 3 2 41 Hard Knockdown (+51) Unblockable Full Body: 1 to 4 (4 Frames) 0 0

AC AC

340 N/A MAX 1 2 45 Hard Knockdown(+52) Unblockable Full Body: 1 to 2 (2 Frames) 0 0
  • A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps.
  • MAX version is a 1f grab and can be a threatening situational punisher.

Hadir

Hadir
236236A/C/AC
236236A/C/AC

A Version (Hitbox)

A Version (Hitbox)
C Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 Mid climax 15 8 61 Hard Knockdown(+52) -38 Full Body: 1 to 18 (18 Frames) 0 0

C C

200 Mid climax 15 8 61 Hard Knockdown (+52) -38 Full Body: 1 to 18 (18 Frames) - -

AC AC

350 (150+200) Mid climax 10 8 49 Hard Knockdown (+70) -26 Full Body: 1 to 16 (16 Frames) 0 0
  • A medium range projectile.
  • Doesn't cancel into Ghadab super.

Climax Super Special Moves

Khalaq ai'ard

Khalaq ai'ard
2141236CD
2141236CD

465 (10+(28+0)*16+7) Min: 254 Mid - 5 20 48 Hard Knockdown (+18) -27 Full Body: 1 to 11 (11 Frames) 0 0
  • Another medium range projectile. Unsafe on block at any distance.
  • No time for wake-up pressure after.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Dolores Reveal Trailer
The King of Fighters XV

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Navigation

The King of Fighters XV
System

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Characters