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The King of Fighters XV/Gato

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The King of Fighters XV

OverviewStrategyDataCombosReplays

This cold and calculated master-class fighter always strays away from the pack. He set out for vengeance after his mother died at the hands of his father. Though he wishes to go his own way, B. JENET was able to convince him to join the team as she has some info on his father’s whereabouts.
Jump: 40f
Hop: 32f
Backdash: 22f
Run Speed Ranking: 3

Gameplay Overview

The fiendish top tier of Garou returns to KOF XV. Gato is an extremely fast rushdown type whose gameplan revolves around his "demon flips"- Wind Fang and Backdraft Fang. By performing these special moves, Gato will launch himself into the air, where you can follow up with a button to perform one of four unique moves. Gato has a full set of four moves for each of his two stances, totaling eight special moves, each with EX versions. Correctly using these demon flips allows Gato to effortlessly work his way in against his opponent, where can then run a powerful mixup game. In the corner, Gato can demon flip into a high, low, command grab, pressure reset, a divekick... you name it. If that's not enough, he can also consistently convert these options into big damage, which builds him great meter very easily. As a final cherry 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 unconventional, it is far from bad and gives him a huge amount of options in neutral and pressure. Successfully learning his kit opens the door to peerless pressure and mixup.

Ultimately, Gato's moveset covers all the bases you could possibly want in KOF XV, thus making him an incredibly solid character that is hard to contest.


Gato is a mix-up character with very tricky options, limited only to the user's imagination, who can use those openings to deliver immense damage.
Pros Cons
  • Demon Flip Neutral: Having two demon flip specials in 214 A/C and 214 B/D, with four follow-ups each, Gato has a versatile arsenal of moves to work with to get in or counter the opponent's responses. The A/C series are all utility moves, while the B/D series are all strikes.
  • Pressure God: Due to his extremely powerful demon flip specials and great air normals, Gato has unprecedented offensive capability. His myriad of options for opening up an enemy includes empty lows, divekicks, command grabs, airdashes, stagger and more
  • Meter Efficiency: With his 0.5 and 1 bar combos, Gato can dish out big damage while also being able to build a good chunk back, allowing for him to spend his due again and again
  • Strong Conversions: Gato has many buttons that cancel into special moves, granting him a scary combo game off of stray pokes or punishes with his 5C/2C
  • Safe Gameplan: Gato has great frame data on his normals and specials, allowing him a remarkable amount of safety in running his gameplan.
  • Weak Against Zoning: Gato lacks consistent tools to deal with projectiles or long ranged options, requiring him to take risks on defense and even offense
  • Lacking in anti-airs: Against airborne opponents, Gato does not have any anti-air normals and either has to meet them in the air and/or commit to using DP.
  • Demon Flip Commitment: The risk of using the demon flip follow-ups is heavily detrimental if the opponent guesses right and/or it whiffs, but before that the opponent can react to the flip itself and mash Gato out of it
  • Poor Light Conversions: The only EX followup Gato gets from a non cl.A light is an EX demon flip IF you are close enough, which is not the case in most scenarios. This relegates Gato to a meterless ender or a super that will deal subpar damage compared to the rest of the cast. This is a big downside that hurts his ability to threaten the opponent with scary damage from stray hits.


Movelist

(*) = EX OK

(!) = MAX OK

Throws

Extinction Leg - (close) / +

Great Spiral - (close) / +

Command Normals

Chinbreaker - +

Tranquil Kick - +

Special Moves

Quaking Fang - + / (*)

┗Piercing Fang + /

Wild Fang - + / (*)

┗Brake - [ or EX Wild Fang]
┗Vortex Fang -
┗Whirling Fang -
┗Arrow Fang -
┗Sliding Fang -

Backdraft Fang - + / (*)

┗Brake - [ or EX Backdraft Fang]
┗Swift Fang -
┗Counterattack Fang - [in time with opponent's attack]
┗Cipher Fang -
┗Fang of Darkness -

Lightning Fang - + / (*)

┗Brake - [ Lightning Fang]

Super Special Moves

Freeze Fang - + / (!)

Dragon Fang - + / (!)

Climax Super Special Moves

Flaming Serpent's Fang - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

(Anywhere) 2B > 2A > 236A~6P
(Anywhere) 2B > c. A > 2C, 236C~6P
(Corner) c. C > 6A > 214D~B, 623D~AB, 236C~6P

= 126 dmg
= 201 dmg
= 326 dmg

1 Meter

(Anywhere) 2B > 2A > 236A > 236236D
(Anywhere) 2B > c. A , 2C > 236AC, 214BD~B, 623D~AB, 236C~6P
(Corner) Far C > 236AC, 214D~B, 214BD~A, 214B(Whiff)~B, 623D~AB, 236C~P

= 263 dmg
= 364 dmg
= 460 dmg

2 Meters

(Anywhere) 2B > 2A > 236A > 236236AC
(Anywhere) 2B > c. A , 2C > 236AC, 214BD~B, 623D~AB, 236C > 236236D
(Corner) c. C > 6A > 236AC, 214D~B, 214BD~A, 214B(Whiff)~B, 623D~AB, 236C > 236236A/C

= 391 dmg
= 454 dmg
= 556 dmg

Normals

Far Standing Normals

far A

far A
f.A
f.A
25 Mid special 6 4 11 0 -2 - 30 60
  • A safe, low-commital poke.

Disjointed at and under his fingers. Meaning it can counterpoke anything. Priority be damned. Excellent range, hits crouchers, and special cancellable, but a 236A from it will whiff at max range.

far B

far B
f.B
f.B
30 Mid super 7 4 13 -2 -4 - 30 60
  • Safe poke with decent range. Decent for light kick mash into Maxmode.

far C

far C
f.C
f.C
70 Mid special 8 4 23 -6 -6 - 70 120
  • You will inadvertantly get this if you're slightly out of range to land close C, but it functions pretty much the same.

Another great, cancelable normal. This time it's hitconfirmable, but a bit slower overall.

far D

far D
f.D
f.D
80 Mid super 12 5 15 +1 -1 - 70 120
  • A slow, long-ranged poke. Its high angle makes it ideal for catching early hops at a safe distance. Curiously, this move is super cancellable. It will combo into 236236D.

Close Standing Normals

close A

close A
cl.A
cl.A
25 Mid command 4 3 6 +6 +4 - 30 60
  • Combo glue, pressure reset, stagger tool and hop check.

Quick button with large frame advantage that links into cl.C, cl.D, and cr.C up close. A necessary button for converting from cr.B into a highly damaging combo.

close B

close B
cl.B
cl.B
30 Low command 5 4 8 +3 +1 - 30 60

close C

close C
cl.C
cl.C
70 Mid command 4 4 15 +2 0 - 70 120
  • Very fast button, but has a horrible amount of pushback, often pushing Gato out of range for a 6A. Although slower, cl.D is often the better option.

close D

close D
cl.D
cl.D
80 (40*2) Mid command 6 6 19 -1 -3 - 70 (35*2) 120 (60+60)
  • More combo-friendly than close C. Deals two hits, making it easier to confirm from while also leaving the opponent close enough for 6A to land most of the time.

Crouch Normals

crouch A

crouch A
2A
2A
25 Mid command 4 4 7 +4 +2 - 30 60
  • Safe pressure tool and combo glue like most crouch As.

crouch B

crouch B
2B
2B
30 Low super 4 4 10 1 -1 - 30 60
  • Decent low starter. Not cancellable on its own but it chains into crouch A which has similar range.

crouch C

crouch C
2C
2C
70 Mid command 6 3 21 -3 -5 - 70 120
  • Long-ranged punish tool. Curiously has the same startup as far A, but its hitstun allows it to combo into more things. Has better range but is also easier to punish.
  • Links from (cr.B,) cl.A on any character. Very important for converting lights.

Use this interchangeably with his other pokes to set up a wall in the midrange that is incredibly hard to get around, and with almost every punch hit converting into pressure or a combo. You should get really good at confirming this.

crouch D

crouch D
2D
2D
80 Low command 9 4 20 SKD (25: Tech / 52: Non-tech) -5 - 70 120
  • A fast sweep with respectable range. Great for poking and for quick punishes. This move is cancellable, allowing you to extend pressure with command hop shenanigans.

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 hop

40 High - 5 5 1 on ground - - 30 30 50

jump jump

45 High - 5 7 1 on ground - - 30 30 60
  • Air-to-air.

Jump B

jump B
j.B
j.B
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 hop

40 High - 6 5 1 on ground - - 30 30 50

jump jump

45 High - 6 9 1 on ground - - 30 30 60
  • Gato's deepest jump-in. This is also his crossup.

Probably your best jump-in tool.

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 hop

70 High - 8 7 1 on ground - - 70 70 100

jump jump

70 High - 8 8 1 on ground - - 70 70 120
  • Fairly high up for a jump-in. Will high profile moves like Burn Knuckle.

Jump D

jump D
j.D
j.D
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 hop

70 High - 8 6 1 on ground - - 70 70 100

jump jump

70 High - 8 7 1 on ground - - 70 70 120
  • Has long reach and reaches slightly below him, making it useful for both air-to-air and jump-in purposes. This has an extended hurtbox before the active frames making it easier to counterpoke so be careful.

Rush

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 - - -5 -7 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 5 - - -4 -6 - 30 180 (60+60+60)
  • Please learn real combos.

Blowback

Blowback

Blowback
CD
CD
75 Mid special 17 4 24 Wall Splat - HKD (gnd) (72 to 87) -5 - 100 160
  • Has decent range and steps forward, making it an asset in pressure.

Shatterstrike

Shatterstrike
236CD
236CD
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Gato already has a reversal so this is only really useful for combo extensions.

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 hop

80 Mid - 13 7 1 on ground SKD - - 80 120

jump jump

90 Mid - 13 7 1 on ground SKD - - 80 140
  • Has good priority as you would expect, but not the best reach. Instead, vertical range downward is where this move excels, making it ideal for pressure. This and j.D are your main air normals in neutral, but like j.D the hurtbox is extended before the active frames.

Throws

Extinction Leg

Extinction Leg
(close) 4/6C
(close) 4/6C
100 N/A - 1 1 0 HKD (46) Unblockable - 0 0
  • Hard knockdown. You have enough time to run up and pressure after this move.

Great Spiral

Great Spiral
(close) 4/6D
(close) 4/6D
100 N/A - 1 1 0 HKD (24) Unblockable - 0 0
  • Hard knockdown. Also allows Gato to pressure afterwards. Gato's throws are good so make sure you're using run up throw in his pressure.

Command Moves

Chinbreaker

Chinbreaker
6A
6A
Startup
Active
45 High [Mid] super [special] 24 [15] 4 19 [17] -2 [0] -4 [-2] - 40 80 [40]
  • An overhead when done raw, but combo glue when cancelled into. It doesn't have great range, which is an issue in both cases.

Tranquil Kick

Tranquil Kick
6B
6B
60 Mid - 10 4 17 [20] 0 [-3] -2 [-5] - 40 80
  • A hop kick that goes over lows, including small ground fireballs such as Power Wave. It doesn't combo into anything and doesn't give you a knockdown. It's effective as one of Gato's anti-air hop tools. It's also useful as anti-air against specific jump angles.

Special Moves

Quaking Fang

Quaking Fang
236A/C/AC
236A/C/AC
Turn on the blender
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

60 Mid super 12 3 21 -3 -5 - 60 60

C C

80 Mid super 16 3 21 -3 -5 - 80 80
  • Generic combo tool. Moves Gato forward a bit. Super cancellable. Not very safe but can be spaced. One cool thing about this move is that it destroys normal fireballs.

AC AC

80 Mid - 15 3 22 Crumple - HKD (+101) -8 - 0 80
  • A crumple with the same speed as a Shatter Strike. Moves Gato forward considerably, letting him link easily into launchers. Destroys EX fireballs. Unsafe.
Piercing Fang
236A/C~6A/C
236A/C~6A/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

A A

40 Mid - 7 9 20 SKD (25: Tech / 52: Non-tech) - Close -10 (Close) to -2 (Max Range) - 40 40

C C

40 Mid - 9 9 22 SKD (23: Tech / 50: Non-tech) - Close -12 (Close) to -4 (Max Range) - 40 40
  • A soft knockdown followup which isn't safe either. Not special cancellable. You can run up after this move and continue pressure.
  • Note that the input is now simply 6P instead of 66P. Inputting 66P may result in this move failing to launch.

EX EX

70 Mid - 9 9 19 HKD (66) - Close -9 (Close) to -1 (Max Range) - 0 60
  • This move results in a sliding hard knockdown. You get more okizeme from this than you do from simply linking 236AC into 623D, but if you have meter to spend or you're in the corner then there's not much reason to use this at all.

Wind Fang

Wind Fang
214B/D/BD~AB
214B/D/BD~AB
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

40 Mid super 9 4 34 (10 on ground) -17 -19 - 40 40
  • One of two command hops. This hop has strike followups. This version travels a short distance, making it useful in blockstrings.

D D

40 Mid - 15 4 40 (10 on ground) SKD (14: Tech / 54: Non-tech) -25 - 40 40
  • Leaps higher and travels further than the light version. Gato stomps before either version, but this version will launch on hit, making it useful for juggles.

D~AB D~AB

- Mid - 15 - - SKD (40: Tech / 80: Non-tech) +1 - - -
  • This brake will only work if the move makes contact with the opponent. Launches on hit, leading to some juggle potential.

BD BD

40 low - 9 4 40 (10 on ground) SKD (14: Tech / 54: Non-tech) -25 - 0 40
  • Destroys normal and EX fireballs, but not super fireballs. Travels slightly less far than the heavy version.

BD~AB BD~AB

- low - 9 - - SKD (41: Tech / 81: Non-tech) +2 - - -
  • This brake will work even if the move whiffs. It's not really useful to attempt fakeouts with this move, however. Note that the game does not allow you to juggle this move into EX Whirling Fang and vice versa.

Wind Fang Followups

Vortex Fang
214B/D/BD~A
214B/D/BD~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

B B

60 Mid - 5 12 12 on ground -4~ -6~ - 40 60

D D

60 Mid - 5 12 12 on ground -4~ -6~ - 40 60
  • A ki blast directed at the ground, with the hitbox not reaching very high upward. Destroys normal fireballs. Gato leaps back after this move and the advantage on its own isn't great, but it is active enough to the point that using it as a meaty with the right setup can lead Gato plus.

BD BD

60 Mid - 5 12 7 on ground SKD -3~ - 40 80
  • Also destroys EX fireballs. More advantage on block. This move juggles the opponent but it's only really useful in the corner where it can then link into EX Whirlwind Fang. Also hits OTG, which is guaranteed after sweep or K super.
Whirling Fang
214B/D/BD~B
214B/D/BD~B
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

50 Mid - 4 3 8 on ground SKD (34: Tech / 74: Non-tech)~ -10~ - 40 60

D D

50 Mid - 4 3 8 on ground SKD -11~ - 40 60
  • An upward kick suited for juggles.

BD BD

60 Mid - 4 3 8 on ground SKD -12~ - 0 40
  • Launches the opponent higher for better combos.
Arrow Fang
214B/D/BD~C
214B/D/BD~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

B B

60 High - 10 Active until on ground 15 +3~ -1~ - 40 60

D D

60 High - 10 Active until on ground 15 +3~ -1~ - 40 60
  • A divekick overhead. Doesn't knock grounded opponents down and is negative on block unless spaced. Causes an air reset if it hits airborne opponents.

BD BD

100 High - 10 Active until on ground 18 SKD -3~ - 0 80
  • Juggles but can only follow up in the corner.
Sliding Fang
214B/D/BD~D
214B/D/BD~D
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 Low super 5 10 16 SKD (28: Tech / 55: Non-tech) - Close -7 (Close) to 2 (Max Range) - 80 80

D D

80 Low super 5 10 16 SKD (28: Tech / 55: Non-tech) -7 - 80 80
  • Once Gato touches the ground he slides forward for about half the screen. Like most slides it's only safe if spaced correctly, and it hits low.

BD BD

100 Low - 5 8 18 SKD (41: Tech / 68: Non-tech) -3 - 0 100
  • Leads to a juggle instead of a super cancel, making it potentially more meter efficient. Travels a bit further and is safer, but Gato takes a while to land from his EX command hops so keep that in mind. If Gato managed to cross over the opponent during the hop then this will course correct instead of sliding further away.

Backdraft Fang

Backdraft Fang
214A/C/AC~AB
214A/C/AC~AB
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

40 Mid super 9 4 34 (10 on ground) -17 -19 - 40 40
  • One of two command hops. This hop has utility followups. Identical to 214B but has a slightly different vocal cue.

C C

40 Mid super 15 4 40 (10 on ground) SKD (14: Tech / 54: Non-tech) -25 - 40 40
  • Identical to 214D but has a slightly different vocal cue.

C~AB C~AB

- Mid - 15 - - SKD (40: Tech / 80: Non-tech) +1 - - -
  • Identical.

AC AC

40 low - 9 4 40 (10 on ground) SKD (14: Tech / 54: Non-tech) -25 - 0 40
  • Identical to EX Wind Fang, complete with the same vocal cue.

AC~AB AC~AB

- low - 9 - - SKD (41: Tech / 81: Non-tech) +2 - - -
  • Identical.

Backdraft Fang Followups

Swift Fang
214A/C/AC~A
214A/C/AC~A
- N/A - - - 5 on ground - - - 0 0
  • A forward airdash which travels quite far and has fast startup. Gato's air normals are all good so this is very useful for extending pressure, but much like in most anime games this airdash can be easily stuffed. The EX version of this move allows Gato to attack far earlier into the airdash.
Counterattack Fang
214A/C/AC~B
214A/C/AC~B
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/C A/C

120 N/A - 6 11 12 on ground SKD - - 40 -

AC AC

140 N/A - 3 11 12 on ground Wall Bounce - HKD - - 0 -
  • A counter attack. Gato will block a single hit then lunge his palms out for a soft knockdown. This is not a catch counter, so the opponent isn't guaranteed to actually get hit by this. Thankfully it has enough invincibility after the counter triggers to go through even multi-hit attacks. The EX version causes a wall bounce that can be followed up with additional combos.
Cipher Fang
214A/C/AC~C
214A/C/AC~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

A/C A/C

100 N/A - 7 8 31 on ground HKD (63) Unblockable - 0 0

AC AC

140 N/A - 7 8 31 on ground HKD (63) Unblockable - 0 0
  • A leaping command grab. Easy to set up from most blocked normals. On hit Gato throws the opponent fullscreen and it's a soft knockdown, effectively ending your turn. The EX version causes a hard knockdown.
Fang of Darkness
214A/C/AC~D
214A/C/AC~D
- N/A - - 25 - - - Full Body 1 to 5 (5 Frames) [Full Body 1 to 20 (20 Frames) - EX] - The moment Gato touches the ground for slide. 0 0
  • A fake version of Sliding Fang, but it really shouldn't be used as such, as the sound cue is different unless you use the EX version. Instead, this move is generally good for baiting reversals of all sorts, as Gato safely leaps back while the shadow slides forward.

Lightning Fang

Lightning Fang
623B/D/BD
623B/D/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

B B

115 (40+15*3+30) Mid super 7 6 (2) 2 (4) 2 (4) 2 (4) 2 53 (25 on ground) SKD (10: Tech / 50: Non-tech) -62 Full Body: 1 to 9 (9 Frames) 75 (15+15+15+15+15) 40
  • Gato's reversal. No version of Lightning Fang has particularly good range, but they reach high up. This move results in a soft knockdown.

D D

150 (60+15*4+30) Mid super 9 6 (2) 2 (4) 2 (4) 2 (4) 2 (15) 3 49 (25 on ground) HKD (30) -76 - 90 (15+15+15+15+15+15) 60

D~AB D~AB

- Mid - 9 - - SKD (43: Tech / 70: Non-tech) -5 - - -
  • This looks like a better version of 623B, dealing more damage and resulting in a hard knockdown. However, it is not a reversal. Rather, it is a combo tool where you either go for the hard knockdown or use its brake for juggles. The full move gives a 4f safejump with an immediate hop after.

BD BD

170 (60+15*4+50) Mid - 5 6 (2) 2 (4) 2 (4) 2 (4) 2 (15) 3 49 (25 on ground) HKD (30) -76 Full Body: 1 to 9 (9 Frames) 0 60
  • Faster than the light version and deals more damage. Also acts as a reversal. Same knockdown advantage as 623D, so it also gives a 4f safejump with an immediate hop after.

Super Special Moves

Freeze Fang

Freeze Fang
236236A/C/AC
236236A/C/AC
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 (50+150) Mid advanced, climax 5 3 39 HKD (34) -23 Full Body: 1 to 4 (4 Frames) 0 0

C C

200 (50+150) Mid advanced, climax 7 6 39 HKD (34) -23 Full Body: 1 to 6 (6 Frames) 0 0

AC AC

350 (50+100+200) Mid climax 8 3 39 HKD (33) -23 Full Body: 1 to 10 (10 Frames) 0 0
  • A 5f super with good range, allowing it to punish moves which are otherwise quite safe. Cancellable after Gato lands on his feet.
  • Level 2 is Climax Cancellable after the last hit, even if it doesn't look like it.

Dragon Fang

Dragon Fang
236236B/D/BD
236236B/D/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

B B

190 (70+20*5) Mid advanced, climax 7 4 (13) 11 71 (19 on ground) HKD (48) -43 Full Body: 1 to 10 (10 Frames) 0 0

D D

190 (70+20*5) Mid advanced, climax 17 4 (13) 11 71 (19 on ground) HKD (48) -43 Full Body: 1 to 20 (20 Frames) 0 0

BD BD

340 (90+20*10+50) Mid climax 5 4 (13) 22 78 (25 on ground) HKD (43) -63 Full Body: 1 to 13 (13 Frames) 0 0
  • A fully-vertical reversal. The heavy version slides forward a bit before attacking, while the light version rises in place. Generally in combos you'll want to use the C version, as the A will often whiff(C version might be too slow for some juggle combo enders though). If you're going for an Advanced Cancel then start with this super.
  • Level 2 deals more hits than 236236AC so it scales more.

Climax Super Special Moves

Flaming Serpent’s Fang

Flaming Serpent’s Fang
2141236CD
2141236CD
440 (80+110+20*5+150) Min: 220 Mid - 10 10 (22) 10 50 HKD (43) -29 Full Body: 1 to 17 (17 Frames) 0 0
  • Moves very far forward. Unusually safe when done raw, which is good to know if you're trolling.

Misc

Alternate Colors

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


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