THE KING OF FIGHTERS XV

THE KING OF FIGHTERS XV

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Mr.I Mar 16, 2023 @ 2:40pm
Why do poeple jump so much in KOF XV?
I don't have KOF XV but I happen to watch a lot of online tournaments like TNS.

So there is one thing that really bothers me about jumping: there's no air blocking, no air dash, no double jump in this game. Jumping means you will become an easy target for DP or other anti-air moves right? But I see tournament players frequently jumping (not safe jump on oki but jumping in neutral) at each other. Am I missing something?

I do play some other fighting games, so I understand general theories of traditional Japanese fighting games. But I just can't figure out the motivation of jumping in KOF XV. Someone give me a hint please.
Last edited by Mr.I; Mar 16, 2023 @ 2:44pm
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Showing 1-13 of 13 comments
T13-EU Mar 16, 2023 @ 3:06pm 
Active defense and checking your opponent mostly and some characters just have ridiculous air normals.

Its very much part of the neutral and controlling space baiting reactions and making people whiff rather than just sitting back and getting overrun due to the fast pace of the game.
Mr.I Mar 16, 2023 @ 3:19pm 
Originally posted by T13-EU:
Active defense and checking your opponent mostly and some characters just have ridiculous air normals.

Its very much part of the neutral and controlling space baiting reactions and making people whiff rather than just sitting back and getting overrun due to the fast pace of the game.

I still don't get it. Without double jump or air dash, your trajectory is predictable once you leave the ground. So, if you jump at a DP character, it should be a guaranteed DP right? Isn't the jump-in movement super reactable?
T13-EU Mar 16, 2023 @ 3:30pm 
Reactable but not easy in a fast pace match And there are 4 different jumps (hops hyperhops jump and superjump. So you still have to identify your timing and spacing or risk whiffing a dp.

You also have to stay ready for alot of grounded options at the same slides throws grabs etc, So you're constantly moving to prevent your opponent from pinning you down and being able to establish offence on a sitting target.
Mr.I Mar 16, 2023 @ 3:37pm 
I guess I have some sort of understanding now, but things like this one just don't feel right. :steamsalty:
Last edited by Mr.I; Mar 16, 2023 @ 3:45pm
Amos Mar 16, 2023 @ 4:56pm 
KoF is very fast, that's really all it is.
You can short hop or full hop, and since hopping is so low to the ground you are pretty safe at certain ranges. It lets you run in if they are looking for an anti-air, and vice versa
If you get anti-aired you are generally also not eating too much damage (if they hit you with their safest options. Jabs etc)
For short hop,it will be difficult to perform dp meanwhile you have to prevent the threat of dash 2b.
Dante Mar 17, 2023 @ 2:41am 
.....because this is not SLOW FIGHTER V where one jump takes one year to reach you so you can easily anti air them.
Mr.I Mar 17, 2023 @ 4:04am 
Originally posted by Aemosu:
KoF is very fast, that's really all it is.
You can short hop or full hop, and since hopping is so low to the ground you are pretty safe at certain ranges. It lets you run in if they are looking for an anti-air, and vice versa
If you get anti-aired you are generally also not eating too much damage (if they hit you with their safest options. Jabs etc)

Perhaps this is one of the pieces of puzzles I've been missing: the damage for being anti-aired. Only a few characters can do the "Krohnen thing".
Mr.I Mar 17, 2023 @ 4:18am 
Originally posted by RIck Stewart:
1.- crossups
2.-hops are hard to counter
3.- jump CD has some priority
4.- other things like safe jumps, empty jumps, etc.

Actually, I'm only talking about jump-in movements in neutral, that excludes safe jumps on oki.

Originally posted by RIck Stewart:
You say you understand the theory behind traditional fighting games, which is a good thing, but KOF is very special in terms of framedata, you need to worry about 4 different jumps and your anti air in general has less active frames than jump moves, specially jump CD, so in general if you know what you're doing it worth the risk.

with that being said, what you're saying is true at least in 3 cases in KOFXV today. You're vulnerable against
1.- 4 frames DPs like Ryo's
2.- fireball setups like Ash's or Athena's
3.- Anti Air Grabs like Whip's

But like i said, if you know what you're doing the game is designed to reward hops and jumps.

Now that I've realized only a few characters can do big conversions after an anti-air move, it indeed sounds like that. The risk-reward is not that bad for jump-ins at all, especially for short hop which has relatively low risk.
Last edited by Mr.I; Mar 17, 2023 @ 5:00am
Zen Beoulve Mar 17, 2023 @ 8:15am 
jumping is part of the rock scissors paper game, period.
Paratech2008 Mar 18, 2023 @ 6:01pm 
It's a bad habit I need to break but I've been playing fighting games for over 30 years and being over 50+ years old have difficulty making major changes to how I play which is one reason I don't do online.

Only once on Capcom vs SNK, did I win against a human player who tried pitting his secret evil ken? against my Mai, cammy, Yuri. It was great.

I never saw many Neo Geo MVS games with Art of Fighting 2, Samurai Showdown 2 or 3, and King of Fighters 95/96.
Ilumiknight Mar 18, 2023 @ 8:40pm 
Because it´s a braind dead kangaroo fighting game with a hell lot of frame skips that turns things worse
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Date Posted: Mar 16, 2023 @ 2:40pm
Posts: 13