Getting Started
Basic Controls
Game Modes
Online Play
Miscellaneous
Normal Moves
Press the punch or kick button to execute a normal attack.
Attacks can vary depending on the proximity to the opponent.
Blow Back
Press the heavy punch and heavy kick buttons together to execute a Blow Back.
On the ground, this will execute a Standing Blow Back, blowing your opponent to other side of the screen.
The opponent is stunned after a Blow Back, letting you following up with a combo. Furthermore, mid-air execution will execute a Jumping Blow Back.
This won't blow the opponent across the screen, but using it as a counter hit lets you follow up.
Counter hit: A counter hit occurs when your attack lands during the opponent's attack action (some actions do not allow for counter hits).
Shatter Strike
Enter the command input ↓↘→ while pressing heavy punch and heavy kick to consume one power gauge bar and execute a Shatter Strike.
(The command is universal for all characters.)
Shatter Strike is a counter move that can be initiated while guarding against an attacking opponent.
Landing one recovers half a power gauge and briefly renders the opponent defenseless.
Read your opponent and unleash a Shatter Strike for a chance to turn the tables.
Advance Strike
Enter the command input ↓↙← while pressing heavy punch and heavy kick to consume half a power gauge bar and execute an Advance Strike.
(The command is universal for all characters.)
Like a Shatter Strike, an Advance Strike is an offensive maneuver initiated while guarding against an attacking opponent.
Start-up is slow, but you'll recover half a power gauge bar on hit and block. You will also be able to act first if the move is blocked.
If the opponent attempts a throw during your Advance Strike, a counter will occur—leaving them temporarily defenseless.
Read enemy throws/blows well and use the Advance Strike mechanic to stop them in their tracks.
Special Moves
Each character has Special Moves that can be activated with a combination of directional inputs and buttons. Some moves have variations for light and heavy button inputs.
EX Special Moves
These powered-up Special Moves are executed by consuming half a power gauge, or a small amount of the MAX Mode gauge while in MAX Mode. Activate by executing a Special Move command with two punch or two kick buttons. (The required button inputs change depending on the Special Move. EX Special Moves have more power and improved properties compared to normal Special Moves.) You can use EX Special Moves as long as you have gauge, but each activation will consume gauge.
Super Special Moves
Activate a higher level Special Move by consuming one power gauge bar, or a specific amount of the MAX Mode gauge while in MAX Mode.
Some moves have variations for light and heavy button inputs.
MAX Super Special Moves
Activate a higher level Super Special Move by consuming two power gauge bars, or a specific amount of your MAX Mode gauge + one power gauge bar while in MAX Mode.
Activate by executing a Super Special Move command with two punch or two kick buttons.
(The buttons pressed change depending on the Super Special Move.)
Climax Super Special Moves
The ultimate Special Move unleashed by consuming three power gauge bars. Each character has only one Climax Super Special Move, acting as a trump card that can turn the tide of a battle.
Using it in MAX Mode will consume only one power gauge bar, as well as the remainder of the MAX Mode gauge.
Rush
By repeatedly pressing light punch when you're close to a opponent, the character activates a combo that leads to a Special Move.
A Rush starts with a light punch, then continues with any normal move buttons.
The button pressed in the fourth and final combo input changes the Rush action.
4th Button | Executed Action | Condition |
---|---|---|
Light Punch | Strongest move according to gauge |
3+ power gauge bars: Climax Super Special Move
2 power gauge bars: MAX Super Special Move 1 power gauge bar: Super Special Move Uses no power gauge: Special Move |
Light Kick | Special Moves | None |
Heavy Punch | Super Special Move | 1+ power gauge bar(s) needed |
Heavy Kick | MAX Super Special Move | 2+ power gauge bars needed |
Throws & Counter Throws
Enter the throw command near an opponent to execute an unblockable throw.
Some characters can execute throws in mid-air. Entering a throw command the moment an opponent throws you lets you execute a Counter Throw.
*Special Move throws cannot be countered.
Guard
Block opponent attacks by pressing the directional button in the opposite direction of your opponent's attack.
There are standing guards and crouching guards, and some attacks can only be blocked by one or the other.
(Guarding against regular and command moves does no damage, but guarding against Special Moves and Super Special Moves causes chip damage.)
Also, continuously guarding against enemy attacks depletes the Guard Crush gauge.
Having your Guard Crush gauge be completely depleated activates Guard Crush, leaving your character temporarily defenseless.
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
The moment you're knocked back by an attack, enter the Recovery command to avoid being knocked down.
Some moves can be used to follow up on downed opponents, so avoid these with Recovery.
However, some attacks prevent the use of Recovery.
GC Blow Back
Perform a Blow Back when blocking an opponent's attack to activate a Guard Cancel Blow Back.
This consumes one power gauge bar but makes you invincible while attacking, letting you safely counter the opponent.
GC Emergency Evasion
Perform an Emergency Evasion when blocking an opponent's attack to activate a Guard Cancel Emergency Evasion.
This consumes one power gauge bar, but makes you invincible while active and leaves no opening when finished, giving you a chance to counter.
Cancels
Cancel | Entering a command during specific normal moves lets you cancel the action into a command move or Special Move. |
---|---|
Super Cancel | Entering a command during specific Special Moves lets you cancel the action into a Super Special Move or Climax Super Special Move. |
Advanced Cancel | Entering a command during specific Super Special Moves lets you cancel the action into a MAX Super Special Move.
(You can't cancel into the MAX version of the same Super Special Move.) |
Climax Cancel | Entering a command during specific Super Special Moves or MAX Super Special Moves lets you cancel the action into a Climax Super Special Move. |
Power Gauge
Power Gauge
The gauge needed to activate Super Special Moves, MAX Mode, Guard Cancels, and more.
Landing hits or guarding increases the gauge, adding one bar when maxed out.
Team Battle Bars
A max of three bars for the first character, four bars for the second character, and five bars for the third character.
Single Battle Bars
A max of five bars.
MAX Mode
MAX Mode
Consume two power gauge bars to activate MAX Mode.
The MAX Mode gauges appears, slowly draining over time.
Attacks and Guard Crush strength increase, and various moves are available by consuming the MAX Mode gauge.
(Refer to the Gauge Usage for Each Action list for details.)
MAX Mode (Quick)
Activating MAX Mode when you land a regular or command move (or your opponent guards against them) will instead activate MAX Mode (Quick).
This lets you combo immediately into the next action without any openings.
Just remember, neither attack nor Guard Crush strength increase during MAX Mode (Quick).
Also, you start off with less MAX Mode gauge than regular MAX Mode.
MAX Mode Gauge
Shows the time remaining for MAX Mode.
This gauge appears when you consume two power gauge bars to activate MAX Mode.
Total Gauge Amounts in Team Battle
1000 for the first character, 1250 for the second character, and 1500 for the third character.
Total Gauge Amounts in Single Battle
1500 for the one character.
Gauge Usage for Each Action
GC Emergency Evasion (Forward) | One power gauge bar (during MAX Mode, small amount of the MAX Mode gauge) |
---|---|
GC Emergency Evasion (Backward) | One power gauge bar (during MAX Mode, small amount of the MAX Mode gauge) |
Guard Cancel Blow Back | One power gauge bar (during MAX Mode, small amount of the MAX Mode gauge) |
Shatter Strike | One power gauge bar (during MAX Mode, specific amount of the MAX Mode gauge) |
Advance Strike | Half a power gauge bar (during MAX Mode, specific amount of the MAX Mode gauge) |
EX Special Move | Half a power gauge bar (during MAX Mode, small amount of the MAX Mode gauge) |
Super Special Move | One power gauge bar (during MAX Mode, specific amount of the MAX Mode gauge) |
MAX Super Special Move | Two power gauge bars (during MAX Mode, one power gauge bar + specific amount of the MAX Mode gauge) |
Climax Super Special Move | Three power gauge bars (during MAX Mode, one power gauge bar + the rest of the MAX Mode gauge) |
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