King of Fighters 15 Update 2.30 Out for ‘Advance Strike’ Mechanic This Jan. 30

King of Fighters 15 Update 2.30

SNK has released King of Fighters 15 update 2.30 (PS5 version 2.003.000) today for a new game mechanic called ‘Advance Strike’. Check out the King of Fighters 15 January 30 patch notes down below.

King of Fighters 15 Update 2.30 Patch Notes | King of Fighters XV Update 2.003.000 Patch Notes | KOF15 Patch Notes for January 30:

Here are some details about Advance Strike.

Introducing “Advance Strike,” a new system designed for proactive offense!

“Advance Strike” is a great new way to fend off throws and physical blows, allowing for even more aggressive plays than those possible with Shatter Strikes. This new mechanic costs half a power gauge bar to perform, but you’ll regain that half bar on both hit and block.

An Advance Strike causes a hard knockdown on hit, leaving you well placed for more offense. Unlike Shatter Strikes, the move gains a counter hitbox against throws partway through; if it lands while the counter is active, your opponent will crumple to the ground (and be prone to follow-ups). Use Advance Strikes to bring the fight to your opponent like never before!

The rest of the patch notes follow.

■ SYSTEM XXXXXX
Story ・Resolved an issue where a cutscene (Duo Lon vs Elisabeth) was not playing.
Other ・Resolved minor issues.

■ General
Advance Strike
・Added “Advance Strike,” performed with [↓↙← + HP+HK].
This new attack mechanic helps you fend off enemy throws.
See the “Advance Strike” tutorial explanation for more details.
Shatter Strike
・Increased combo scaling value.
* No change in scaling value when it hits during a combo.
・Made command input window consistent with [↓↘→ + button] Special Moves.
・Raised input priority so that Super Special Moves will not come out unintentionally.
・Made the attack’s active frames consistent for all characters.
* Extended active frames by 1–2F for Ralf Jones, Isla, Ryuji Yamazaki, and Darli
Dagger.
Anywhere Juggles
・Some moves with Anywhere Juggle properties, like Ryo’s Zanretsuken (EX Ver.),
were hitting crumpled opponents (after a Shatter Strike impact, for example)
on the ground unnaturally.
Adjusted for consistency so that the affected moves will no longer hit in this way.

■ KYO KUSANAGI
Shatter Strike
・Resolved an issue where it would pass through opponents under certain
circumstances.

■ ANDY BOGARD
Chou・Shin・Soku・Zan-ei Ken
・Resolved an issue where, under certain circumstances, the move would not catch
the opponent on hit.

■ YURI SAKAZAKI
Tsubame Otoshi
・Resolved an issue where a Tsubame Otoshi performed immediately after attacks
with high combo scaling (such as Blow Backs) would, on successful hit,
deal damage that ignored the scaling value.
* In line with this adjustment, damage when used during regular combos has been
reduced by about 5.

■ RYUJI YAMAZAKI
Todome
・Move was slightly harder to perform than other [→↘↓↙←→ + button] ones.
Made input properties consistent with those of the others.

■ NAKORURU
Drop from Mamahaha (↑ Input) ・Resolved an issue where players could cancel this into the EX version of
Drop from Mamahaha (→ Input).

■ DARLI DAGGER
Serpentine Breaker (Normal Ver.)
・Can no longer avoid the Level 3 version of this attack using counter moves or
Guard Points.

THE KING OF FIGHTERS XV Patch Ver.2.30

■ NAJD
Far Standing HP ・Can now be canceled into Special Moves.
Crouching HP ・Increased cancel window.
Blade of Purity (HP Ver.)
・Changed damage on the final hit from 60 to 80, and on all other hits from 20 to 15.
* Total damage has changed from 120 to 125.
Unleashed Soul (HP Ver.) ・Changed damage, stun value, and Guard Crush value from 60 to 80.
Anticipated Power (EX Ver.) ・Expanded attack hitbox.
Circling Rotation (In Air) ・Increased the command input window when Super Canceling from Unleashed Soul.

■ DUO LON
Close Standing LP ・Changed attack start-up from 5F to 4F.
Far Standing LP ・Can now be canceled into Command Moves.
Far Standing HP ・Reduced all recovery frames.
Crouching HP
・Expanded attack hitbox.
・Reduced hurtbox.
・Reduced all recovery frames.
Far Standing HK ・Changed attack start-up from 11F to 9F.
Jumping LK
(Normal/Hyper Jumps)
・Expanded attack hitbox.
Jumping Blow Back
・Increased active frames.
・Reduced hurtbox.
Genmuken (Cancel/EX Ver.) ・Changed attack start-up from 12F to 10F.
Air Genmuken (Normal/EX Ver.) ・Reduced hurtbox.
Air Genmukyaku (Normal Ver.) ・Reduced hurtbox.
Air Genmukyaku (EX Ver.)
・Reduced hurtbox.
・Reduced knockback distance on hit.
Hiei Kyaku
・Reduced hurtbox.
・Reduced all recovery frames.
Genmukyaku (LK Ver.)
・Changed attack start-up from 15F to 13F.
・Increased hitstop on hit and block.
・Increased Super Cancel window.
・The power gauge now increases more on hit and block.
Genmukyaku (HK Ver.)
・Increased hitstop on hit and block.
・Increased Super Cancel window.
・The power gauge now increases more on hit and block.
Shaki Juuryuu ① (LP Ver.) ・Reduced all recovery frames.
Juon Shikon (Normal Ver.)
・Increased active frames.
・The power gauge now increases more on hit and block.
Juon Shikon (EX Ver.) ・Can now be canceled into Himou Kyaku.
Hiden Genmu Bakuto Shikon
(Normal Ver.)
・Increased forward charging speed.
Hiden Genmu Onryou Heki
(Normal Ver.)
・Changed attack start-up from 10F to 7F.

Source: SNK (1, 2)

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