A | B | C | D | |
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1 | KOF 14 / KOF XIV Frame Data and Hitbox Gallery [Dream Cancel] / [Battlepage] | |||
2 | ||||
3 | Just Defense Window = 9F before Hit | |||
4 | ||||
5 | Short Hop: Hold or tap u/uf/ub for 1 to 4 frames. | |||
6 | Jump: Hold u/uf/ub for 5 frames or more. | |||
7 | ||||
8 | Forward/ Back Hyper Hop: Tap db/d/df or during run then hold or tap uf/ub for 1 to 4 frames. | |||
9 | Forward/ Back Hyper Jump: Tap db/d/df or during run then hold or tap uf/ub for 5 frames or more. | |||
10 | ||||
11 | Jump (hop / hyper hop / jump / hyper jump) Startup = 4F / During Startup, Throw Invincibility | |||
12 | Backstep (Back Dash) has no Startup = From 1F of Startup, Aerial State | |||
13 | ||||
14 | Recovery for Landing Ground From Jump = 1F | |||
15 | Empty Jump = Can Cancel into Special Move after Landing Ground <- Removed in 2.0 Version. | |||
16 | ||||
17 | Input Buffer for Normal Moves = 4F // Input Buffer for Special / Super Special Moves = 13F | |||
18 | Hit Advantage = Guard Advantage + 2F (There are some exceptions) | |||
19 | Tech(Break) Normal Throw = 12F | |||
20 | ||||
21 | Full Invincible Frames = Hit + Throw + Projectile Invincibility | |||
22 | After Block/ Aerial Recovery (Reset) /Wake Up from Knockdown = 10 Frame Throw Invincibility (You not be thrown during the throw invincibility window.) | |||
23 | While in the throw invincibility window, you can regular throw an opponent starting from the 5th frame. | |||
24 | After Block Throw Invincibility GIF Example | |||
25 | After Reset Throw Invincibility GIF Example | |||
26 | After Knockdown Throw Invincibility GIF Example | |||
27 | ||||
28 | 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. | |||
29 | ||||
30 | Short hop CD and j. CD has different amount of guard stun. | |||
31 | Deep j. CD creates the most guard stun that allows characters to frame-trap 23 or less start-up framed overheads. | |||
32 | Hop CD and j. CD Guard (f) Difference Chart | |||
33 | ||||
34 | Wakeup Speed (Includes the first hittable frame): 25 | |||
35 | ||||
36 | Proximity Box Detection (OHD) = A hitbox that looks for the opponent's hurtbox to activate an attack animation. Proximity Attack Box. | |||
37 | ||||
38 | HDK = Hard Knockdown | |||
39 | SDK = Soft Knockdown | |||
40 | ||||
41 | Every Super/Max Super/Climax Super has 1F pre-motion before Flash. | |||
42 | Due to 1F pre-motion, lots of Supers are only 1F Invincible. (Don't get upset by no invincibility on your char's super) | |||
43 | ||||
44 | When Hit by Ground CD = Wall Splat (Cause Crumble State after Splat to the Wall) | |||
45 | After Hit/Grab by Some moves = Cause Wall bounce / Ground Bound on Hit for Additional Hits | Always Check Updates for Changes | ||
46 | Most of Command Grabs or Super/Climax Super Moves = Can't do Recovery Roll | |||
47 | SOURCE : staroceans(@star123us) | |||
48 | Big Size Chars (Get Hit even though it whiffs on others) : Daimon, KOD, Xanadu, Chang, Maxima, Antonov, Verse | SOURCE : RIM (NicoNico) | ||
49 | Small Size Chars (Whiff some aerial hits during Combos) : Mian, Gang-il, choi, Tung, Meitenkun, Mui-Mui, Nakoruru | SOURCE : 更新お知らせ用(@SennenWar) | ||
50 | Light Weight Female Chars = Mian Nakoruru, Mui-Mui, Athena, Yuri | SOURCE : Gatoray(@gatoray_kof), 딸기파이(Battle Page) | ||
51 | SOURCE : James Anderson(@Reiki_Kito) | |||
52 | 3F Normal Move = Ryo (Crouch C), Mai (Close A) | SOURCE : Klaus(@KlausYing) | ||
53 | Chars with No 4F moves = Maxima, Zarina, Joe, Kukri, Sylvie, Bandeiras, Meitenkun, Xanadu, Chang, KOD, Verse | SOURCE : Violent Nicolas Cage(@WakeUpSavagery) | ||
54 | 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: | ||
55 | Notable Special Moves that -4F on Guard = King (EX Tornado Kick), Mature (Lk/EX Metal Massacre), Robert (6A) Angel (Red Sky) | Ahmed O. (@Amedo310) | ||
56 | Discord: Amedo#2792 | |||
57 | All Start-Up frames include the first active frame. | KOFXIV Hitbox Viewer | By Loïc Petit (@WydD) | |
58 |