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Nelson

Started by desmond_kof, July 18, 2016, 03:16:34 AM

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desmond_kof

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Chin Breaker -  close ;bk / ;fd +  ;c
Belly Smash - close ;bk / ;fd + ;d

Command Normals
I found an opening! -   ;fd+  ;a
Your belly! -    ;bk +  ;a
Your neck! -  ;fd +  ;b
      Scoop Out! -   ;fd +  ;b
      Not Yet! -  ;bk +  ;b
      Up! -  ;up +  ;b
      Down! -  ;dn +  ;b
              It's Over! -  ;fd +  ;c
              Wrench Open! -  ;bk +  ;c
              Lay Down! -  ;up +  ;c
              Reap! -  ;dn +  ;c
              Forward! -  ;fd +  ;d
              Backward! -  ;bk +  ;d

Special Moves
A step into victory - ;hcf+ ;b / ;d  (*)
I will hit ya until you go down - close ;hcb ,  ;fd+ ;a / ;c (*)

Super Special Moves
Mighty Punch - ;qcf ;qcf + ;a/ ;c (!)
Invisible Punch - ;qcf ;qcf + ;b/ ;d (!)

Climax Desperation Move
Victory Punch - ;qcf ;hcb + ;a + ;c (ground or air)
"Do not place so much importance on winning. The fight itself has value."

Coliflowerz

Anyone find a significant use for Invisible Punch (qcf x2 K)? It crumples so you get oki i guess...? But it's annoying to combo into and slower than the punch super, and i haven't been able to integrate it much
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

Untold_Legacy

Quote from: Coliflowerz on July 21, 2016, 11:40:17 AM
Anyone find a significant use for Invisible Punch (qcf x2 K)? It crumples so you get oki i guess...? But it's annoying to combo into and slower than the punch super, and i haven't been able to integrate it much

Nothing important if you juggle into it you get a reset off it but that doesn't warrant using it. I think it might have some invinc or it is purely something meant for when you are out of the range of your qcf x2 punch.

takgillo

New to kof in general does any of you guys have his bnb

Diavle

Quote from: Coliflowerz on July 21, 2016, 11:40:17 AM
Anyone find a significant use for Invisible Punch (qcf x2 K)? It crumples so you get oki i guess...? But it's annoying to combo into and slower than the punch super, and i haven't been able to integrate it much

It has slightly more range than the P super so could be good for punishing attacks after blocking.

So far I only use it for advanced canceling from the P super, does solid damage.

KrsJin

Quote from: Diavle on July 21, 2016, 08:25:21 PM
Quote from: Coliflowerz on July 21, 2016, 11:40:17 AM
Anyone find a significant use for Invisible Punch (qcf x2 K)? It crumples so you get oki i guess...? But it's annoying to combo into and slower than the punch super, and i haven't been able to integrate it much

It has slightly more range than the P super so could be good for punishing attacks after blocking.

So far I only use it for advanced canceling from the P super, does solid damage.
Yeah, was going to say the only time I favor it over P super is for punishing. If you're wanting to burn two meters, EX qcf x2 K super is the best punish I found for if you happen to block a guard cancel blow back attack.

its_chubby

Just an example of corner meaty overhead and what you can do off of it. You can also whiff cancel the overhead into a low before it lands if they get too used to watching for the overhead.

https://www.youtube.com/watch?v=jidzaICz0YI

shinefist

Quote from: takgillo on July 21, 2016, 07:35:26 PM
New to kof in general does any of you guys have his bnb

A good bnb is sC, f+A, f+B, f+C. Tack on a sD in the corner.

A decent mix up is sC, f+A, b+B, f+D, b+B, f+D, end with another attack into hcf+B.

The mix up is a bit tricky to begin with as you change sides with every b+B, f+D. This is good to get you started though. I believe this is correct as only played him twice.

KrsJin

Quote from: its_chubby on July 21, 2016, 08:52:18 PM
Just an example of corner meaty overhead and what you can do off of it. You can also whiff cancel the overhead into a low before it lands if they get too used to watching for the overhead.

https://www.youtube.com/watch?v=jidzaICz0YI
Whiffing the overhead is dirty, can go back into another overhead with  ;up ;b or go low with  ;dn ;b. I like that idea, going to steal that, thanks! (Nice video for example, too).

Man Nelson is going to make people want to uppercut so much I think. Going to become a real guessing game in those mixup/reset scenarios.

its_chubby

Quote from: KrsJin on July 22, 2016, 02:18:08 AM
Quote from: its_chubby on July 21, 2016, 08:52:18 PM
Just an example of corner meaty overhead and what you can do off of it. You can also whiff cancel the overhead into a low before it lands if they get too used to watching for the overhead.

https://www.youtube.com/watch?v=jidzaICz0YI
Whiffing the overhead is dirty, can go back into another overhead with  ;up ;b or go low with  ;dn ;b. I like that idea, going to steal that, thanks! (Nice video for example, too).

Man Nelson is going to make people want to uppercut so much I think. Going to become a real guessing game in those mixup/reset scenarios.

You can also cancel the overhead into a command grab. I plan to test if you can use the whiff cancelling into backdash to bait dps decently. But for now i'm having too much fun finding ways to get into this meaty overhead. this combo actually works a decent ways from the wall and gets the 1 reset stun. Probably better not to lvl2 super in it though.

https://www.youtube.com/watch?v=HOVoVH71NQI

Coliflowerz

#10
Quote from: Untold_Legacy on July 21, 2016, 06:05:09 PMI think it might have some invinc or it is purely something meant for when you are out of the range of your qcf x2 punch.

Tested it, the punch super is the one with the invuln. I think the crumple is going to be whats valuable, but a lot of Nelson's higher level BNB's involve a launch, which makes this super useless. I'm wondering if there's something to it that we don't know, like anywhere juggle or something (which i dont think it has)

Little shoutout to this guy, nice little Nelson vid
https://www.youtube.com/watch?v=E8nvTtnxpEY
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

KrsJin

I'm really starting to realize how much stuff Nelson cannot punish without his EX  ;dn ;df ;fd X2 ;k super. (Is that even the right way to describe it? Is it like Super Max DM or something, I dunno). A lot of stuff leaves the opponent out of range of his quicker punishes. I think having two bars on hand might be really important for Nelson to remain a threat at all times. With that, I plan to put him in the 2nd character position.

Does anyone know the actual properties on his STEP TOWARD VICTORY ! ! ! ! ! (ducking)? I know it has invincibility on it to some extent for both projectiles and strikes. And I know there's an ex version (Maybe just quicker startup/further distance traveled than LK?)

Coliflowerz

#12
Quote from: KrsJin on July 22, 2016, 08:46:21 PM
I'm really starting to realize how much stuff Nelson cannot punish without his EX  ;dn ;df ;fd X2 ;k super. (Is that even the right way to describe it? Is it like Super Max DM or something, I dunno). A lot of stuff leaves the opponent out of range of his quicker punishes. I think having two bars on hand might be really important for Nelson to remain a threat at all times. With that, I plan to put him in the 2nd character position.

Does anyone know the actual properties on his STEP TOWARD VICTORY ! ! ! ! ! (ducking)? I know it has invincibility on it to some extent for both projectiles and strikes. And I know there's an ex version (Maybe just quicker startup/further distance traveled than LK?)

Yeah i think it'll be his main punish tool. He doesn't eat up too much meter anyway so it might not be a bad idea to hold onto it... but it's two bars, and we have to consider that.

The EX version has a lot more invincibility than the regular ones; you can wake up with it. It's also much faster and i think goes further.


So this is pretty cool; Nelson can juggle two  ;dn ;df ;fd ;dn ;df ;fd ;k ;k s
https://youtu.be/egKjz-VDS4U?t=123
I do nothing but post KOFXIV tech so gimme a follow if you like that
https://twitter.com/coliflowerz
https://www.youtube.com/user/Coliflowerz

ottomatic

I made this to show a plausible use for  ;dn ;df ;fd x2 ;k ;k

https://youtu.be/2wxeHcP6WmU

After that specific guard break setup only two things can hit before they recover, SDM invisible punches and climax, invisible punches does need a small step forward to succeed in that situation though. Aside from that it seems to be more of a whiff punish super than anything else, mighty punch gets combos and invul for reversal, invisible punches gets distance and speed for punish.

shinefist

Quote from: KrsJin on July 22, 2016, 08:46:21 PM
I'm really starting to realize how much stuff Nelson cannot punish without his EX  ;dn ;df ;fd X2 ;k super. (Is that even the right way to describe it? Is it like Super Max DM or something, I dunno). A lot of stuff leaves the opponent out of range of his quicker punishes. I think having two bars on hand might be really important for Nelson to remain a threat at all times. With that, I plan to put him in the 2nd character position.

Does anyone know the actual properties on his STEP TOWARD VICTORY ! ! ! ! ! (ducking)? I know it has invincibility on it to some extent for both projectiles and strikes. And I know there's an ex version (Maybe just quicker startup/further distance traveled than LK?)

A step towards victory is also a super cancel, so he can get in close with hcf+K then just do another qcf and a button for the DM. I find hcf+K, qcf+K, advanced cancel works well.

Here's a simple combo for players getting into nelson and want some easy damage, it's a confirm too. dB, dA, b+A, qcf,qcf+K, advanced cancel/climax.
After the b+A you get lots of time to do the qcf,qcf+K