Learn the core gameplay mechanics of The King of Fighters XV, including controls, movement, combat, and special moves. Dominate your opponents with this comprehensive guide.
This guide covers the fundamental gameplay mechanics of The King of Fighters XV, assuming you have read this section. This information is crucial for understanding the 1 Player Mode.
Main Screen / UI
The King of Fighters XV plays like a wrestling game. The objective is to deplete your opponent's health to zero and then execute a successful pin attempt. If the opponent cannot break the pin before the count of three, they are defeated. In a 2 Player battle, the loser can immediately re-enter the match with full health by continuing.
If the timer reaches zero, a continue is required to regain full health and re-enter the match. In a 2 Player match, both players lose, and continuing restores full health to both.
The power meter indicates your monster's progression towards becoming stronger. You begin at level 1 and can reach up to level 3. Each level requires 10 power-ups, which are acquired through successful grabs. Upon leveling up, your monster's color changes, and their beam attack deals increased damage.
Controls
A = Punch
B = Kick
C = Run
For players using a 6-button controller, hold the MODE button while turning on the game for proper functionality. Otherwise, switch to a 3-button controller.
Pressing A and B executes strikes with low damage. These attacks will only knock down an opponent after four consecutive hits. Pressing C initiates a forward run (or by pressing forward twice). To retreat, press back twice.
Jumping / Pinning
To jump, simultaneously press A + B. You can jump in eight directions. Jumping can be used to pick up airborne planes for throwing at opponents. It also serves as an escape mechanism, providing invincibility at the start of the jump. The CPU may attempt this if attacked while getting up from a knockdown, but you can hit them before they jump.
When an opponent is downed, press A while near them to attempt a pin. Ensure you are close to the opponent (slightly above or below their body) for a successful pin attempt.
An opponent with remaining health can always break out of a pin. If pinned with no health, their ability to break free is limited, depending on the stage and difficulty. Human players can break out of a pin only twice when they have no health, achieved by rapidly mashing buttons during the pin attempt.
Grabbing / Coin Flip
Grabbing is a core mechanic. Walking into an opponent initiates a clinch. If you win the clinch, you can perform one of four grabs or throw the opponent into the electric fence for a follow-up attack. Most grabs result in a power-up drop, except for the Body Slam (performed by pressing A during a clinch).
Clinch outcomes are random; you have no control over winning or losing a clinch when initiating contact. Each clinch is essentially a coin flip. A safer grab method involves picking up a downed opponent.
Monster weight affects grabs. Heavier monsters like Rockey may resist grabs, allowing the opponent to counter. Rockey is the heaviest, Beetle Mania the lightest, with Geon and Astro Guy in between.
Knocked Down / Dizzy
While downed, rapidly mash buttons to speed up your monster's recovery. When an opponent is knocked down, you can attempt a pin (press A nearby), strike them (press B), perform a jump attack (press C while close), or pick them up (press B while above/below their body).
Picking up an opponent with B initiates a clinch, often resulting in a win and another grab opportunity. This is efficient for quick progression but carries risks if the clinch fails.
Situation 1: The opponent immediately gets up when you attempt a pickup. This occurs after approximately three knockdowns, where opponents get up instantly, even with no health.
Situation 2: The opponent gains clinch advantage. In 2 Player battles, the second player can grab here. Against the CPU, the clinch usually ends without follow-up, though they might occasionally grab.
When grabbing an opponent, they may become dazed and unable to act until the state wears off. You cannot initiate a clinch during this time. A dash attack or beam is recommended.
Dash Attacks
Execute dash attacks by pressing A or B while running forward. While some monsters have superior dash attacks, all deal damage and knock down opponents. This is a primary tactic against the CPU. Timing a dash attack to hit as the CPU gets up can prevent them from jumping away, due to the invincibility frames at the start of a jump.
Beam
The beam is a projectile attack available to all characters.
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