JuiceboxAbel

KOF XV System Mechanics [Work In Progress]

Nov 20th, 2021 (edited)
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  1. ------------------------------------------------------------------------------------------------------------------------------------------
  2. SHORT AND TO THE POINT, JUICE!
  3. Are you experienced with KOF? Here are the changes from 14!
  4. ------------------------------------------------------------------------------------------------------------------------------------------
  5. - backdashes put you in a counter hit state
  6. - wakeup throw to beat meaty attacks is now always available to the defender, including on air resets, hard knockdowns, and after GC roll
  7. - GC Blowback has more startup when used against jumping/airborne normals and specials
  8. - the counter hit anti-air juggle state window for non-CD attacks has widened significantly, many characters can now anticipate their antiair will counter hit and score a strong conversion with standard anti-air normals
  9. - all level 3 supers (climaxes) have the same input - qcb,hcf+HP+HK (2141236+HP+HK)
  10. - yes, Kyo's reverse DP + kick move now requires an extra direction, it is 4214+K.
  11. - universal health has returned (technically a change from KOF 14)
  12. - raw max mode gives buffs (+25% damage, more guard gauge depletion) quickmax does not
  13. ------------------------------------------------------------------------------------------------------------------------------------------
  14. TELL ME EVERYTHING, JUICE!
  15. Are you new to KOF? If so, here is the information on various mechanics!
  16. ------------------------------------------------------------------------------------------------------------------------------------------
  17. ### KOF's Four Jumps ###
  18. - King of Fighters games have four different types of jumps
  19. - press any upwards direction to jump (7/8/9)
  20. - press any upwards direction *then quickly release/return to neutral* to hop (75/85/95)
  21. - press any downwards direction, then any upwards direction to super jump (1/2/3 then 7/8/9)
  22. - press any downwards direction, then any upwards direction *then quickly release/return to neutral* to hyper hop (1/2/3 then 75/85/95)
  23. >> there is no vertical hyper hop or super jump (28 and 285 are not any different from 8 and 85)
  24. - after inputting a jump, if you are hit in the next 4 frames, it will count as a normal hit on the ground (there are 4 pre-jump frames)
  25. - the input window for hops is 4 frames. if you press an upwards direction for 5 frames or more, it will not be a hop.
  26. - all 4 jumps have a 1 frame recovery on landing. any perfectly timed attack can catch a jump with a grounded hit ("trip"). using an attack while jumping does not increase this recovery in the majority of cases.
  27. >> some but not all jumping command normals and air special moves have additional landing recovery
  28. -----
  29. ### Running ###
  30. - input forward, forward (66) to run
  31. - you can hold forward to continue running
  32. - you can switch to down-forward (3) and continue running as well, useful for some charge special moves
  33. - if you hop while running, it will become a hyper hop
  34. - if you jump while running, it will become a super jump
  35. - you can cancel a run at any time with any action, with two exceptions:
  36. >> at the beginning of a run, if you switch your input to back (4), your character will briefly continue their run, and you cannot guard during this brief period. What this means is, you cannot instantly guard out of the beginning of a run. However, you *can* instantly do anything else.
  37. >> if you are running at the opponent and are in throw range, pressing HP or HK will not grant a throw. An input trick is needed to throw from a run (see the "Input Tricks/Mechanics" section below). However, you can use this to your advantage when punishing highly punishable attacks like reversals. Run at them before you punish, this prevents you from accidentally throwing the opponent, which is commonly a very ineffective and low-damage punish.
  38. -----
  39. ### Blowback ###
  40. - HP+HK
  41. - often referred to as "CD" (this is a reference to the ABCD buttons on a NeoGeo arcade cabinet)
  42. - think of Blowback like a fifth button (light punch, heavy punch, light kick, heavy kick, blowback)
  43. - you have a standing blowback and a jumping blowback, but there is no crouching blowback
  44. >> the majority of the standing blowbacks in the game can be cancelled on hit, guard, or whiff
  45. - if a standing blowback hits a grounded opponent, they travel full screen and bounce off of the wall. You can combo them from this state.
  46. >> it is possible by cancelling standing blowback into certain special moves, or by using max mode, to score a restand combo after the wallbounce
  47. - jumping blowback knocks the opponent down on any hit
  48. - jumping blowback causes more guardstun than your jumping heavy attacks, allowing you more time for mixups
  49. - jumping blowback is NOT an overhead like your other jumping attacks
  50. -----
  51. ### Roll and Quickrise ###
  52. - LP+LK
  53. - Roll was officially called "Emergency Evasion"
  54. - you can roll forwards or backwards
  55. - to roll backwards, hold back (4) and press LP+LK
  56. - forward and back rolls take the exact same amount of time, and the entire cast's rolls are exactly the same [so far]
  57. - Rolls are strike invincible on frame 1. This is a decent reversal option, an option for avoiding fireballs, and gives you a way to avoid death from chip damage
  58. - Rolls can be thrown at any point for their entire duration, and there is a recovery period at the end where you can be fully punished
  59. /// [VERIFY] the recovery period at the end of the roll seems bigger in this game
  60. - if you are knocked down, you can press LP+LK as you hit the ground to get up faster, this is a Quickrise.
  61. - Quickrise is invincible for its duration and has no recovery window/is not punishable.
  62. /// See "Throw Invincibility" below for the one negative aspect of Quickrise
  63. -----
  64. ### Backdash ###
  65. - back, back (44)
  66. - invincible to Lows
  67. - airborne on the very first frame (if you are hit, you will flip backwards, as if you were anti-aired)
  68. - puts you in a Counter Hit state [new in XV!]
  69. /// traditionally backdashes have been a decent reversal option. the new counter hit state does change the situation a bit against opponents who know how to take advantage of it
  70. -----
  71. ### Throws ###
  72. - classic one-button throw style
  73. - while very close to the opponent, input forward or back (6 or 4), plus HP or HK to attempt a throw
  74. - you can escape a throw with exact same input (you cannot escape command throws, like Shermie's hcf+P (41236+P))
  75. - the throw break window lasts a few frames after the throw has initially connected
  76. - you can escape throws as long as you are not in a roll, and not in the recovery of a special move or super
  77. - normal throws do 100 damage (10% of a full health bar)
  78. - some but not all throws grant hard knockdowns
  79. - if the opponent isn't close enough, or is in a throw immune state, you will merely get your HP or HK attack (there is no throw whiff animation)
  80. - throws are *instant* (start in one frame)
  81. - when waking up from a knockdown, inputting a throw can beat perfectly-timed meaty attacks if the opponent is too close to you.
  82. >> if a throw and a strike connect at the exact same time, the throw wins by default, and this is also true of command throws. The strike will win only if it is throw immune/out of range. However, the defender may still be able to break a normal throw depending on the circumstance
  83. /// in previous KOFs, you could only use a wake-up throw to beat meaty attacks if you used a quickrise. KOF XV has changed this and wake-up throw is now always available to the defender
  84. -----
  85. ### Throw Invincibility ###
  86. - you are immune to throws after a hard knockdown, air reset, after GC roll, and after exiting any guardstun
  87. >> [VERIFY] this throw immune period lasts a significant amount of time, my guess is around 10 frames
  88. - if you press a button while throw immune, you are still throw immune
  89. - the only way to surrender throw invincibility is by using a Roll, which becomes instantly throw-able
  90. - you do not have throw invincibility if you quickrise from a knockdown. this creates a situation where you can be thrown or hit at the exact same time
  91. -----
  92. ### Just Guard/Just Defense ###
  93. - there is a white flash when you succeed
  94. - you can JD multiple attacks in a row, if you return to neutral before each guard
  95. - guard gauge loss cut in half
  96. - extra meter gain
  97. /// no other effects currently noticed. Does not increase or reduce pushback, does not affect frame advantage
  98. -----
  99. ### Guard Cancels ### (GC Roll and GC Blowback)
  100. - you can use Roll (LP+LK) or Blowback (HP+HK) while in guardstun
  101. - both cost 1 meter to use
  102. - GC Roll allows you to escape a tricky defensive situation, and can also be used to punish an opponent who predictably cancel into special moves at the end of their attack strings
  103. - GC Blowback delivers a counterattack that knocks the opponent away
  104. - GC Blowback does 5 damage and yes it can KO the opponent
  105. - GC Blowback can't be cancelled like a usual blowback
  106. - depending on timing and other factors, a GC Blowback can be guarded, and can then be fully punished
  107. >> against jumping attacks/airborne specials, GC Blowback has more startup [new/possibly an intentional universal nerf]
  108. -----
  109. ### Counter Hits ###
  110. - hit an opponent during the startup of a command normal, a hop attack, a special move, or a super to score a Counter Hit
  111. - you can also score a Counter Hit against the recovery frames of command grabs
  112. - 25% bonus damage
  113. - Counter Hit Blowback (HP+HK) causes a fully combo-able juggle state until they hit the ground. this is true of ground blowback used as an antiair, and jumping blowback in general
  114. - Counter Hits against an airborne opponent put them in a very brief juggle state regardless of the attack used
  115. >> technically this very brief juggle state was in some previous KOFs, however the timing window is bigger than it has ever been, it will be worth exploring conversions.
  116. >>> for example, Counter Hit anti-air standing LP xx EX qcf+K with Kyo
  117. -----
  118. ### Input Tricks/Mechanics ###
  119. - special moves that have a dp input (623) can be done with alternative motions. This is sometimes useful in order to cancel them into particular supers.
  120. >> dp+P (623+P) can also be done as f~hcf+P (641236+P) or hcb~f+P (632146+P)
  121. - some characters (a good example is Kyo) may want to use a special move with the input qcf+P (236+P) while running. However, inputting qcf+P (236+P) from a run will trigger a dp+P (623+P) command.
  122. >> to avoid this, while running, input qcf~uf+P (2369+P). This will give you a qcf+P (236+P) special. special moves that end in down-forward (3) cannot come out if you input up-forward (9).
  123. - when inputting a special move or a super, you can press and hold the button, and the game will continuously check if the special/super is possible for a significant amount of time (my guess is 15 to 20 frames). This allows you to pre-buffer specials and supers for situations like combos, guard punishment, and reversals. [this is commonly referred to as the "button hold trick"/"button holding"]
  124. - there is a two-frame lenience on simultaneous button presses
  125. >> this applies to roll, blowback, taunt, Max Mode, EX specials, and Level 2/Level 3 supers
  126. - to do an "instant" throw from a run, follow these inputs:
  127. >> run > be very close the opponent > back (4), then HP or HK
  128. >> the HP or HK must be immediate after you input back (4), otherwise you may walk out of throw range unintentionally
  129. - Taunt is LP+HK! (it has no effect)
  130. -----
  131. ### Health, Guard Gauge, Stun, and Timer ###
  132. - all characters have 1000 health
  133.  
  134. - beneath your Health is a Guard Gauge
  135. - whenever you guard an attack, this meter depletes
  136. - if you avoid guarding attacks, over time it recovers
  137. - if it completely empties, your guard is broken and you are vulnerable for a little over one full second
  138. - the opponent can hit you with anything they want and the damage is not scaled/reduced
  139.  
  140. - hitting the opponent repeatedly without doing high damage can cause a stun ("dizzy")
  141. - stun will recover over time if you are not hit. you can recover stun while guarding attacks
  142. - if your opponent is stunned, your followup attacks count as part of the same combo and will do scaled/reduced damage
  143.  
  144. - the round timer shows '60' by default
  145. - this lasts 90 real seconds, each 'tick' of the timer is 1.5 real seconds
  146. - round ends when the timer would move to -1. When the timer hits 00, the round is not yet over
  147. - timer pauses during super freeze, quickmax activations, and climax super cinematics
  148. -----
  149. ### Life Gain ###
  150. - when you win a round, your character is rewarded with life gain based on how much time was remaining:
  151. > 60 - 42: +30% health
  152. > 41 - 30: +25% health
  153. > 29 - 18: +15% health
  154. > 17 - 00 OR a timeout win: +10% health
  155. -----
  156. ### Meter, and how to build and spend it ###
  157. - at the bottom of the screen is your meter, sometimes referred to as Power Stocks or simply "bars"
  158. - you can spend meter on the following actions:
  159. > EX special move - costs 0.5 stocks
  160. > Super - costs 1 stock
  161. > Max/EX Super - costs 2 stocks (sometimes called level 2 super)
  162. > Climax Super - costs 3 stocks (sometimes called level 3 super)
  163. > guard cancel roll or blowback - costs 1 stock
  164. > shatter strike - costs 1 stock
  165. > max mode/quickmax activation - costs 2 stocks
  166.  
  167. - Many special moves can be cancelled into supers of any strength
  168. - there is no additional cost to do a super cancel
  169.  
  170. - Most supers can be cancelled into a more expensive one
  171. - canceling a Super into an EX Super is called an Advanced Cancel
  172. - canceling any Super into a Climax is called a Climax Cancel
  173. - there are no additional costs to do these cancels
  174.  
  175. - meter builds when your attacks hit or are guarded, and also when you are hit or guard attacks
  176. - you can build up to 3 stocks on your first character, 4 stocks on your second character, and 5 on your final character.
  177. - you can also build meter by using special moves, most of them build meter even if they do not make contact
  178. >> throwing a fireball is an exception to this rule. fireballs must make contact otherwise you build no meter
  179. - attacks and specials being guarded builds you slightly more meter than if they hit
  180. - if you are guarding or being hit by attacks, you build (very roughly) half of the meter that your opponent is building
  181. ///in general, playing aggressively builds more meter than playing defensively.
  182. - if you lose a round, you gain 1 stock automatically.
  183. -----
  184. ### Damage (Combo) Scaling ###
  185. - "scaling" refers to the mechanic where later hits of a combo do reduced damage compared to the normal amount of damage when used on their own
  186. - each hit after the first will deal 5% less of its original damage
  187. - 100% > 95% > 90% > 85% > etc.
  188. - combo scaling stops at 20%. if you reach 20% scaling (17 hits), the 18th hit and beyond will all still deal 20% of their original damage
  189. - combo scaling stops at 50% for supers. If you are doing a long combo with many hits, supers will still deal 50% of their damage
  190. - some specific hits have higher minimum scaling as an exception to the rule (the final hit of Yashiro's Climax maxes at 75% scaling)
  191.  
  192. - standing blowback, Quickmax activation, and certain Shatter Strikes have additional scaling added to them
  193. >> stand CD and Quickmax both cause an additional 10% scaling
  194. >>> stand CD does 100% > next hit does 85% (instead of 95%) > next hit does 80% > 75% > etc.
  195. >>> heavy punch does 100% > cancel into Quickmax > next hit does 85% (instead of 95%) > next hit does 80% > etc.
  196. >>> as a sidenote, the wallbounce after stand CD does not cause any scaling on its own, all of the scaling comes from the stand CD itself
  197. >> if you cancel into a Shatter Strike in a combo, it causes 25% additional scaling
  198. >>> heavy punch does 100% > cancel into Shatter Strike (this deals 95%) > next hit does 65% (instead of 90%) > 60% > etc.
  199. -----
  200. ### Shatter Strike ###
  201. - costs 1 stock to use
  202. >> refunded half a stock if it hits!
  203. *****there are TWO KINDS of Shatter Strikes: raw and canceled*****
  204. >> raw Shatter Strike has armor frames to help it beat other attacks
  205. >>> this armor is not active for a few frames, so Shatter Strike is not a good reversal
  206. >> if it hits an opponent on the ground, it causes the opponent to crumple in front of you then you may combo from there
  207. >> if it hits an opponent in the air, they will bounce off the opposite wall in a free-juggle state
  208. >> after a raw Shatter Strike grounded crumple, hitting them with a normal will make them backflip and the combo will end. To continue the combo you need to use something that can continue the juggle state (such as Kyo's qcf+K (236+K))
  209. >> there is NO damage scaling on raw Shatter Strike. The next hit will do 100% of its normal damage.
  210. >>> this is still true even if the opponent was hit in the air and wall-bounced
  211.  
  212. >> cancelling into Shatter Strike causes a similar-looking ground crumple, however your next hit will combo normally (they are not airborne)
  213. >> this version causes the extra 25% damage scaling mentioned in the above Damage Scaling section
  214.  
  215. - Shatter Strike shares its animation with your character's standing blowback
  216. - [VERIFY] it may or may not share the same hitboxes and hurtboxes and your character's standing blowback
  217. - Shatter Strike has much more recovery than your standing blowback, it's clearly punishable on block when used up close
  218. - near the tip range, Shatter Strikes might not be punishable in some matchups
  219. -----
  220. ### Max mode and Quickmax ###
  221. - input HP+LK to enter Max Mode
  222. - costs 2 stocks
  223. - a new meter will appear above the Power Stock meter
  224. - this meter slowly drains over time
  225. - in Max Mode, you receive three buffs for a short time:
  226. > your attacks do an additional 25% damage, except EX specials, supers, and shatter strikes
  227. > your attacks take away more of the opponent's Guard Gauge if guarded
  228. > anything that costs meter uses a portion of the Max Mode meter instead of Power Stocks
  229. >> the length of the Max Mode meter is tied to team position
  230. >> Max Mode values for your 1st/2nd/3rd characters are 1000/1250/1500
  231. >> EX moves, GC roll, and GC blowback cost 200 units
  232. >> Shatter Strike costs 400 units
  233. >> Supers cost 500 units
  234. >> Max supers/EX supers cost 500 units + 1 additional stock
  235. >> Climax supers cost the entire gauge + 1 additional stock
  236. >> when using a Super of any kind during Max Mode, the timer stops for the entire duration of the super
  237. >>> if the super can be charged (example: Kyo's qcfqcf+PP super (236236+PP)) the timer is also frozen while charging
  238. >> if you have less Max Mode time remaining than the cost of one of these actions, you can still do it, and then the Max Mode ends
  239.  
  240. - you can cancel ANY ground normal or command normal into Max Mode. Done this way, it is called Quickmax Activation
  241. - Quickmax does NOT grant the 25% damage buff nor the extra Guard Gauge depletion buff
  242. - Quickmax grants you the new meter that drains over time, but at half value (500/625/750)
  243. - Quickmax briefly pauses the game (and the round timer), and causes your character to automatically dash forward
  244. - due to the Quickmax cancel and the auto-dash, you can followup your previous attack with a combo
  245. - [VERIFY] [frame advantage after quickmax?]
  246. ------------------------------------------------------------------------------------------------------------------------------------------
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