KOF 14 / KOF XIV Frame Data and Hitbox Gallery January 2020 - All Start-Up frames include the first active frame.
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ABCD
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KOF 14 / KOF XIV Frame Data and Hitbox Gallery [Dream Cancel] / [Battlepage]
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Just Defense Window = 9F before Hit
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Short Hop: Hold or tap u/uf/ub for 1 to 4 frames.
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Jump: Hold u/uf/ub for 5 frames or more.
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Forward/ Back Hyper Hop: Tap db/d/df or during run then hold or tap uf/ub for 1 to 4 frames.
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Forward/ Back Hyper Jump: Tap db/d/df or during run then hold or tap uf/ub for 5 frames or more.
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Jump (hop / hyper hop / jump / hyper jump) Startup = 4F / During Startup, Throw Invincibility
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Backstep (Back Dash) has no Startup = From 1F of Startup, Aerial State
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Recovery for Landing Ground From Jump = 1F
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Empty Jump = Can Cancel into Special Move after Landing Ground <- Removed in 2.0 Version.
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Input Buffer for Normal Moves = 4F // Input Buffer for Special / Super Special Moves = 13F
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Hit Advantage = Guard Advantage + 2F (There are some exceptions)
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Tech(Break) Normal Throw = 12F
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Full Invincible Frames = Hit + Throw + Projectile Invincibility
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After Block/ Aerial Recovery (Reset) /Wake Up from Knockdown = 10 Frame Throw Invincibility (You not be thrown during the throw invincibility window.)
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While in the throw invincibility window, you can regular throw an opponent starting from the 5th frame.
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After Block Throw Invincibility GIF Example
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After Reset Throw Invincibility GIF Example
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After Knockdown Throw Invincibility GIF Example
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There is no throw invinciblility after Recovery Roll from Soft Knockdown/ SKD, but one, who rises from recovery roll, can do regular throw at frame 1.
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Short hop CD and j. CD has different amount of guard stun.
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Deep j. CD creates the most guard stun that allows characters to frame-trap 23 or less start-up framed overheads.
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Hop CD and j. CD Guard (f) Difference Chart
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Wakeup Speed (Includes the first hittable frame): 25
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Proximity Box Detection (OHD) = A hitbox that looks for the opponent's hurtbox to activate an attack animation. Proximity Attack Box.
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HDK = Hard Knockdown
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SDK = Soft Knockdown
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Every Super/Max Super/Climax Super has 1F pre-motion before Flash.
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Due to 1F pre-motion, lots of Supers are only 1F Invincible. (Don't get upset by no invincibility on your char's super)
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When Hit by Ground CD = Wall Splat (Cause Crumble State after Splat to the Wall)
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After Hit/Grab by Some moves = Cause Wall bounce / Ground Bound on Hit for Additional HitsAlways Check Updates for Changes
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Most of Command Grabs or Super/Climax Super Moves = Can't do Recovery Roll
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SOURCE : staroceans(@star123us)
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Big Size Chars (Get Hit even though it whiffs on others) : Daimon, KOD, Xanadu, Chang, Maxima, Antonov, VerseSOURCE : RIM (NicoNico)
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Small Size Chars (Whiff some aerial hits during Combos) : Mian, Gang-il, choi, Tung, Meitenkun, Mui-Mui, NakoruruSOURCE : 更新お知らせ用(@SennenWar)
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Light Weight Female Chars = Mian Nakoruru, Mui-Mui, Athena, YuriSOURCE : Gatoray(@gatoray_kof), 딸기파이(Battle Page)
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SOURCE : James Anderson(@Reiki_Kito)
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3F Normal Move = Ryo (Crouch C), Mai (Close A)SOURCE : Klaus(@KlausYing)
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Chars with No 4F moves = Maxima, Zarina, Joe, Kukri, Sylvie, Bandeiras, Meitenkun, Xanadu, Chang, KOD, VerseSOURCE : Violent Nicolas Cage(@WakeUpSavagery)
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Char with 4F Close Normal Move = Gang-Il (Close B), Vice (Close A), Iori (Close C), Kim (Close D), Kyo (Close C), Kula (Close C)If there is question, suggestions, or report errors, please contact:
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Notable Special Moves that -4F on Guard = King (EX Tornado Kick), Mature (Lk/EX Metal Massacre), Robert (6A) Angel (Red Sky)Ahmed O. (@Amedo310)
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Discord: Amedo#2792
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All Start-Up frames include the first active frame.
KOFXIV Hitbox Viewer
By Loïc Petit (@WydD)
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