Nelson (XIV)

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Charaimg nelson.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Chin Breaker - close Bk.gif / Fd.gif + C.gif 

Belly Smash - close Bk.gif / Fd.gif + D.gif

Command Moves A.gif

I found an opening (Combination A) - Fd.gif + A.gif

Your belly! (Combination A) - Bk.gif + A.gif

Your neck! (Combination A) - Fd.gif + B.gif

Command Moves B.gif
Scoop out! (Combination B) [Commnad Moves A.gif ] - Fd.gif + B.gif
Not yet! (Combination B) [Commnad Moves A.gif ] - Bk.gif + B.gif
Up! (Combination B) [Commnad Moves A.gif ] - Up.gif + B.gif
Down! (Combination B) [Commnad Moves A.gif ] - Dn.gif + B.gif
Command Moves C.gif
It's over! (Combination C) [Command Moves B.gif ] Fd.gif + C.gif
Wrench open! (Combination C) [Command Moves B.gif ] Bk.gif + C.gif
Lay down! (Combination C) [Command Moves B.gif ] Up.gif + C.gif
Reap! (Combination C) [Command Moves B.gif ] Dn.gif + C.gif
Command Moves D.gif
Forward! (Combination D) [Command Moves B.gif ] Fd.gif + D.gif
Backward! (Combination D) [Command Moves B.gif ] Bk.gif + D.gif

Special Moves

A step into victory! - Hcf.gif + B.gif / D.gif (*)

I will hit ya until you do down! - close, Hcb.gif, Fd.gif + A.gif / C.gif (*)

Super Special Moves

Mighty Punch - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Invisible Punch - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Victory Punch - Qcf.gifDf.gifQcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Normals

Standing

  • st. A: A standing jab that's a good anti-air against short hops. This move whiffs on some crouching characters. Start up of 6F and -1 on block.
  • st. B: A straight punch that is safe on block (+2). Can be used during neutral as a poke & to also anti-air hops.
  • st. C: This long ranged punch has slow start-up but has great horizontal range. This punch can stuff hops & incoming offense, so you can use this defensively as a poke, a max mode confirm and blowback bait. 9F start-up.
  • st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.

Close

  • cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
  • cl. B: Whiffs on some crouching characters but it's 0F (neutral) on block and it can be linked into his crouching A or B. Can be chained into his command normals.
  • cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
  • cl. D: This special cancel-able close ranged uppercut can be used as a frame trap tool, hit confirm & is safe on block.

Crouching

  • cr. A: Same as his Far A. 4F start-up and -1 on block, can be linked after crouching B or Far A then you can command normal from it.
  • cr. B: Hits low, links into crouching A & SUPER easy to hit confirm with. 5F start-up & -2 on block good use for pokes.
  • cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
  • cr. D: Great ranged sweep and special cancel-able

Jumping

  • j. A: A very good air to air normal & great at checking opponents out & keeping them honest on the ground. Even though there's not much after you can get beside neutral being reset.
  • j. B: Hits twice coming down & you can whiff the second coming down to mixup. Good offense/pressure tool.
  • j. C: Your to go to jump normal with it being VERY active. Use it.
  • j. D: A jumping uppercut that hits at an upward angle.

Blowback

  • st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
  • j. CD: Very strong, straight, horizontal punch that can be used as an air-to-air normal.

Throws

Chin Breaker - (b/f+C) close

  • Nelson grabs the opponent to deliver two hooks across their face. They are knocked back toward the corner of the screen.
  • Can be broken
  • Soft knockdown

Belly Smash - (b/f+D) close

  • Nelson grabs the opponent, turns them around, then punches them in the stomach then punches the back of their head. The opponent lands at Nelson's feet.
  • Can be broken
  • Hard knockdown

Command Moves A

I found an opening! - (f+A)

  • A right hook to the body that can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Not safe on block

Your belly! - (back+A)

  • A left uppercut to the body.
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Not safe on block

Your neck! - (f+B)

  • A punch that is aimed at the opponent's lower body.
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Hits overhead
  • Neutral on block

Command Moves B

Scoop Out! - (f+B)

  • A close ranged uppercut aimed at the opponent's chin.
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D
  • Not safe on block

Not Yet! - (back+B) (if in air)

  • An uppercut that knocks the opponent in the air. Can be used the juggle the opponent.
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D

Up! - (Up+B)

  • Nelson hooks punch downward.
  • Hits overhead
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D

Down! - (down+B)

  • Nelson crouches down to punch the opponent's lower leg
  • Hits low.
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D

Command Moves C

It's Over! - (f+C)

  • Nelson delivers two quick punches; a downward swinging hook & an uppercut that launches the opponent in the air.
  • Juggles the opponent briefly
  • Cancels from Command Moves B
  • Not cancel-able

Wrench Open! - (back+C)

  • Nelson charges up briefly to deliver a powerful straight punch that twists his cyber arm.
  • Guard breaks blocking opponents
  • Cancels from Command Moves B
  • Not cancel-able

Lay Down! - (up+C)

  • Nelson hops towards the opponent to deliver a strong downward swinging punch aimed at the top of the opponent's head.
  • Hits overhead
  • Cancels from Command Moves B

Reap! - (down+C)

  • Nelson spins around to deliver a crouching hook aimed at the opponent's lower body
  • Hits low
  • Cancels from Command Moves B

Command Moves D

Forward! - (f+D)

  • Nelson crouches down & dashes forward quickly
  • Cancels from Command Moves B

Backward! - (back+D)

  • Nelson takes a big step back away from the opponent.
  • Cancels from Command Moves B

Special Moves

A step into victory - (hcf+B/D)

  • Nelson ducks down to dash forward quickly towards the opponent
  • Light kick version travels close to 1/2 screen distance
  • Heavy kick version travels close to 3/4 screen distance
  • Both versions have high body invincibility

EX: Travels at a 1/2 screen distance, and has full body invincibility throughout the animation.


I will hit ya until you go down! - (hcb,f+A/C) close

  • Nelson grabs, then punches the opponent repeatedly (7 hits) in the mid-section to finish off with an uppercut. The opponent lands a half screen away.
  • An instant command grab but not a 1 frame command grab.
  • Can combo from his special cancel-able crouching & standing light & heavy normal attacks (except cr. D), and from Command Moves A
  • Hard knockdown

EX: More damaging, slightly increased range

Super Special Moves

Mighty Punch - (qcf, qcf+A/C)

  • Nelson stands still to deliver a very fast but short ranged uppercut. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  • Can be used as a combo finisher & as an anti-air or reversal attack
  • -1 frame on block which makes it extremely difficult to punish for some characters
  • Hard knockdown

Max: Nelson follows up the uppercut with a fast swinging haymaker that knocks the opponent to the wall of the screen. When whiffed, the follow-up punch does not release. Faster & more damaging than the normal Super version.


Invisible Punch - (qcf, qcf+B/D)

  • Nelson stands still to release a visually un-detectable punch that hits the opponent multiple times. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  • Can be used as a combo finisher
  • Unsafe on block.
  • Hard knockdown

Max: Faster, more damaging & hard to punish if blocked.

Climax Super Special Moves

Victory Punch - (qcf, hcb+AC)

  • Nelson rushes forward then punches the opponent repeatedly while circling around them. Nelson finishes the opponent with fierce uppercut that tosses them across the edge of the screen.
  • Best used as a combo finisher or as an anti-air
  • Nelson travels around a 3/4ths screen distance towards the opponent
  • Does not have any invincibility
  • Unsafe on block

Combos

  • (any special information about the character combos if needed)

Notation

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

1 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

NelsonKOFXIVFrameData.png

Videos

THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:

KoF XIV Demo Ver. Nelson Max Mode Mixup Options

External Links

Discussion Threads

Discuss at Dream Cancel


The King of Fighters XIV
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge