SNK is adding new DLC characters to The King of Fighters 15, starting with Shingo Yabuki on January 20th. Before that, a new patch is live with several balance adjustments. It aims to improve the performance of lesser-used characters and nerf the stronger fighters and moves. However, it contains adjustments that apply to the entire roster.
In terms of features, players can now change Battle Settings in the rooms before confirming the fight. Member Selection has a renewed design, and the KOF Staff Roll BGM Collection jacket is available in DJ Station.
The Power gauge now accumulates during MAX Mode and dashing no longer causes the character’s head to move forward. A bug that caused fighters to guard after stopping from a dash has also been resolved. Counter Throws are no longer usable during regular attacks, blowback recovery and command moves. The distance between characters following a counter throw is the same for everyone.
For more details, check out some of the patch notes below. You can learn more about individual fighting adjustments here.
THE KING OF FIGHTERS 15 Patch Ver.1.62
Member Selection
- Renewed design.
Room Match
- Can now change the Battle Settings from within the room before confirming to fight.
DJ STATION
- Added the jacket for KOF Staff Roll BGM Collection.
- Added the track Still Green -KOF 15 ver. to THE KING OF FIGHTERS 15 jacket.
Battle Announcer
- Resolved an issue where, under certain circumstances, the commentator would say
something different than what was happening during the match.
Other
- Resolved various minor issues
All Characters
MAX Mode
- Power gauge now accumulates during MAX mode.
Dashing
- The hurtbox for characters’ heads no longer move forward.
- Resolved an issue that prevented some characters from guarding immediately after stopping at a certain time during a dash.
Crouching LK for All Characters
- No longer hits in-air opponents.
Blow Back
- Increased combo scaling value.
Guard Cancel Blow Back
- Cannot be followed up.
Counter Throw
- Counter throws are no longer possible to be performed during normal attacks, command moves,
and blow back recovery. - Distance between characters after a counter throw is now the same for all characters.
Normal Air Throws
- All characters, besides Clark, have the same horizontal grab range.
*Clark has a larger horizontal grab range than each of the other characters.
Special Moves (moves with →↓↘ inputs) for all characters
- Reduced command input window duration.
*This adjustment will make it harder for accidental →↓↘ inputs.
Special Moves (throws) for all characters
- Except for some techniques, the power gauge now increases by 50 on throw startup.
- Increased all recovery frames on whiff except for some techniques