Regular Moves
Pressing the punch or kick button will execute a normal attack.
Attacking when right next to your opponent changes the attack.
Blow Back
By pressing the heavy punch and heavy kick buttons together, you can execute a Blow Back. When executed while on the ground, it will be a Standing Blow Back, and your opponent will be blown to other side of the screen. After an opponent is blown back, they will be stunned and you can continue the attack.
Also, mid-air execution results in a Jumping Blow Back. This won't blow the opponent across the screen, but you can follow-up if it was a counter hit.
*Counter hit: If your attack hits during the opponent's attack action, it becomes a counter hit (there are actions that won't do this).
Special Moves
With a combination of directional and other buttons, each character's special move can be used. Some moves will change when using light or heavy buttons.
EX Special Moves
Activated while in MAX mode if you press both punch or both kick buttons simultaneously after activating a Special Move.
*The buttons that need to be pressed depend on the Special Move. This is a special move with more power and better effects than the normal one. You can activate EX Special Moves as often as you like while there is a MAX mode gauge, but each activation uses the gauge.
Super Special Moves
More advanced Special Moves that can be activated by using 1 bar of the power gauge. Some moves will change when using light or heavy buttons.
MAX Super SP Moves
Even more advanced Super Special Moves can be activated by using 2 bars of the power gauge. Activated by pressing both punch buttons or both kick buttons simultaneously after activating a Super Special Move.
*The buttons that need to be pressed depend on the Super Special Move.
Additionally, if you're in MAX mode, only 1 bar of the power gauge will be used, however MAX mode will end.
*MAX Super SP Moves can be activated during MAX mode without pressing 2 buttons simultaneously.
CLIMAX Super SP Moves
The strongest Special Move that is activated by using 3 bars of the power gauge. Each character is equipped with only one, but they can use it to turn the tide of a battle. Additionally, if you're in MAX mode, only 2 bars of the power gauge will be used, however MAX mode will end.
Rush
By repeatedly pressing □ when you're close to a opponent, the character activates a combo that leads to a Special Move. If the power gauge has 1 or more bars, use 1 bar to change a Special Move into a Super Special Move. Also, if you're in MAX mode and the power gauge has 1 or more bars, use 1 bar to change a Special Move to a MAX Super SP Move.
Throws & Dodging Throws
Enter the command when near an opponent to execute an unblockable throw. Some characters can perform mid-air throws.
Also, if you enter a throw command at the right time when being thrown by an opponent, you can execute a throw dodge.
*Special Move throws cannot be dodged.
Guard
By pressing the directional button opposite of your opponent's direction, you can block attacks. There are standing guards and crouching guards, but there are attacks that can only be blocked by one or the other.
*Guarded regular and command moves do no damage, but Special Moves and Super Special Moves do chip damage.
Also, if you continue guarding attacks, the Guard Crush gauge will be depleted, and if the gauge reaches 0, Guard Crush is activated, leaving the character defenseless for a set time.
Emergency Evasion
An action that avoids an opponent's attack by rolling forward or backward. For just a moment, you are immune to melee attacks and projectiles, but you can't avoid throws.
*You will be slightly vulnerable when the action ends, so you must be wary.
Recovery
By entering the Recovery command at the right time after being knocked back by an attack, you can avoid falling to the ground. Some combos can be used on downed opponents, so try using Recovery to evade. However, Recovery cannot be used against some attacks.
Guard Cancel Blow Back
Activate a Guard Cancel Blow Back by performing a Blow Back when blocking an opponent's attack. The power gauge is depleted by 1 bar, however you become invincible while attacking so that you can counterattack your opponent's advance.
Guard Cancel Emergency Evasion
Activate a Guard Cancel Emergency Evasion by performing an Emergency Evasion when blocking an opponent's attack. The power gauge is depleted by 1 bar, but you become invincible while it's active. You're not vulnerable when it finishes, making it great for counterattacks.
MAX Mode
Activate a Guard Cancel Emergency Evasion by performing an Emergency Evasion when an opponent blocks. The power gauge is depleted by 1 bar, however you become invincible while it's active. and you're not vulnerable when it finishes, making it great for counterattacks.
Cancel
Cancel | Performing this during specific regular moves will cancel the attack into a command move or Special Move. |
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SUPER CANCEL | Performing this during specific Special Moves will cancel the attack into a Super Special Move or a CLIMAX Super SP Move. |
ADVANCED CANCEL | Performing this during specific Super Special Moves will cancel the attack into a MAX Super SP Move.
*The MAX version of the same Super Special Move cannot be canceled into. |
CLIMAX CANCEL | Performing this during specific Super Special moves or MAX Super SP Moves will cancel the attack into a CLIMAX Super SP Move. |
Power Gauge
Power Gauge
A gauge necessary for activating Super Special Moves, MAX mode, Guard Cancels, etc. The gauge increases with every successful attack or guard, and stocks 1 bar once it is maxed out.
Actions that use the Power Gauge
GC Emergency Evasion (forward) | Uses 1 Power Gauge Bar |
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GC Emergency Evasion (backward) | Uses 1 Power Gauge Bar |
Guard Cancel Blow Back | Uses 1 Power Gauge Bar |
SUPER SPECIAL MOVES | Uses 1 Power Gauge Bar |
MAX SUPER SP MOVES | Uses 2 Power Gauge Bars (During MAX mode 1 bar + ends MAX mode) |
CLIMAX Super SP Moves | Uses 3 Power Gauge Bars (During MAX mode 2 bar + ends MAX mode) |
Stock Amounts in Team Battle
Can stock a max of 3 bars for the first person, 4 bars for the second, and 5 bars for the third.
Stock Amounts in Single Battle
Can stock a max of 5 bars.
MAX Mode Gauge
MAX Mode Gauge
It's a gauge necessary to use EX Special Moves, and it's also used by MAX Super SP Moves and CLIMAX Super SP Moves. Can be activated by using 1 bar of the Power Gauge.
Actions that use the MAX Mode Gauge
During MAX | Gradually decreases over time |
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EX SPECIAL MOVES | Uses 200 MAX Mode Gauge |
MAX SUPER SP MOVES | Uses all of MAX Mode Gauge |
CLIMAX Super SP Moves | Uses all of MAX Mode Gauge |
Gauge Amounts in Team Battle
1000 for the first person, 1250 for the second, and 1500 for the third.
Total Gauge Amount in Single Battle
1500 is the maximum amount.
▶︎ THE KING OF FIGHTERS XIV TOP PAGE
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