King of Fighters XV on Hit Box - Uncommon Motions


King of Fighters is well-known in having unique and intricate input motions. In this blog we will show you how to simplify and perfect some of the more awkward and less common moves in King of Fighters XV. 

Before continuing with these unique and more difficult moves, we recommend going through and practicing all of the other motions in the game - use our Getting Started in KOF XV blog as a stepping stone.  But if your character has some of these motions in their moveset, we have your back!

Just remember: Unique and complicated motions are part of what makes King of Fighters great!  Sometimes being the person who can consistently execute their moves is the difference between winning and losing, as well as frustration and fun.

Back QCB

 

Back (4)

(Into Quarter Circle Back)
Down (2)
Down+Back (1)
Back (4)

     

Think of this as a Dragon Punch motion but rolling all the way through.  If it feels completely alien, you can experiment with pivoting your wrist and arm slightly to help elevate your finger off of the Down button.  I naturally do this technique on Dragon Punches on Player 2 side to help alleviate some movement off of my Ring Finger, so this is an extension of that.

Now let us try the other direction.

 

Back (4)

(Into Quarter Circle Back)
Down (2)
Down+Back (1)
Back (4)

     
Who would have thought synthesizing our DPs with our QCs was a formal motion?  Just roll all the way through the Dragon Punch and the move is complete.

HCB Forward

 

Forward (6)
Down+Forward (3)
Down (2)
Down+Back (1)

Back (4)

(then)
Forward (6)
     
The trick is coordinating the final input afterwards.  It will be awkward at first, but this is part of what makes KoF's intricacies so iconic.

Forward HCF

 

Forward (6)

(into Half Circle Forward)
Back (4)
Down+Back (1)
Down (2)
Down+Forward (3)
Forward (6)

     
It is an extra tap in the opposite direction after the Half Circle is complete -- just enough to make things tough!  Luckily, versus a lever, on Hit Box we are able to easily cross from Back-to-Forward with our fingers, and with the Jump Button down with our thumb there is no risk of accidentally jumping during this intense motion!  Remember that Half Circles do not have to be perfect inputs.

Back Forward-DP

 

Back (4)
(Into Dragon Punch Motion)

Forward (6)
Down (2)
Down+Forward (3)

     

Once again, it is an extra tiny layer of difficulty to an otherwise familiar motion.  Practice your Dragon Punch motion with our DP in KOFXV blog, and then practice with this extra direction to keep your fingers from jumbling up with each other.  Practice slowly: sloppy practice makes for flubby inputs under pressure!

QCF HCB

QCF HCB - Standard Motion

 

Down (2)
Down + Forward (3)
Forward (6)
Down + Forward (3)
Back + Down + Forward (2)
Back + Down (1)
Back (4)

This standard method is the motion as you expect it.  But did you know this motion is not our recommended input?  Rather than breaking down the way you might expect, read below for our safer alternative shortcuts!

QCF HCB - Quarter Circle Shortcut

 

(Roll QCF)
Down (2)
Down + Forward (3)
Forward (6)
(Roll QCB)
Down (2)
Down + Back (1)

Back (4)

Instead of the full motion, think of the move in terms of quarter circles.  Quarter Circle Forward, then Quarter Circle Back.  This is the most reliable method.  Keep it simple!

Now let us try the other direction.

 

Instead of the full motion, think of the move in terms of quarter circles.  This time Quarter Circle Back, then Quarter Circle Forward.  We already inputted the first input of the Half Circle (at the end of our Quarter Circle), so we do not need to input the same direction over again!

QCF HCB - Slide Shortcut

 

(Roll QCF)

Down (2)
Down + Forward (3)
Forward (6)

(HCF Shortcut - Begin sliding your Index Finger)
Down (2)
Back (4)

(Roll QCF)

(HCB Shortcut - Begin sliding your Index Finger)

Remember the Quarter Circle shortcut?  Here we complete the first Quarter Circle, and then this time on the way back we are skipping the diagonal input for an additional shortcut.

This technique is extremely fast and swaggy.  Not only is it so fast that you can react with a raw Climax, you can maximize your buffer window to walk forward further before ending the motion (the faster the inputs, the longer you can walk before the buffer frames run out).

Beyond reacting with instant supers and showing off, this shortcut is also extremely reliable for consistency in combos.  It is difficult to flub sliding your finger once you get it down, whereas QCF-QCB might feel a little more intense in comparison.

Now let us try the other direction.

 

(Roll QCB)

Down (2)
Down + Back (1)
Back (4)

(HCF Shortcut - Begin sliding with your Middle Finger)
Down (2)
Forward (6)

 

(Roll a QCB)

(HCF Shortcut - Begin sliding with your Middle Finger)

Tip:  Do not slide with your Ring Finger; slide with your Middle Finger!  It is much more comfortable to slide, comparatively.  There is a bit more coordination in that you have to re-press with your Middle Finger after finishing the QCB, but it is well worth it.

 

Between the Getting Started in KOF XV and the motions covered here, you now have a pretty complete working knowledge of KoF motions.  It is up to you to master them.  If this is your first King of Fighters, simple and complex motions might be best foundation you can build from before discovering the endless possibilities with them in gameplay.  Busta Wolf!

Happy Training,

HBDustin

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Explore more How-To content for King of Fighters XV on Hit Box with the "KOF" and "How To Hit Box" tags at the bottom of this post.

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