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The King of Fighters XIV/K': Difference between revisions
Line 151: | Line 151: | ||
=Throws= | =Throws= | ||
''' | '''Spotpile''' - (b/f+C) close | ||
* | * K' grabs and elbows his opponent into the ground for a hard knockdown allows for a safe jump and oki setup | ||
* Can be broken | * Can be broken | ||
* | * Hard knockdown | ||
''' | '''Knee Strike''' - (b/f+D) close | ||
* | * K’ bounces his opponent off his knee. Can be tech rolled and doesn’t allow for a setup. | ||
* Can be broken | * Can be broken | ||
* | * Soft knockdown | ||
=Command Moves= | =Command Moves= |
Revision as of 03:17, 21 September 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
K’ general game plan is to able to control the neutral with ein trigger and be able to harass the opponent in the corner.. With good jumping normals and an easy confirmable cr. B, he can dish out a lot of damage with easy confirms. K’ combos require a good level of execution to be able to maximize his max mode combos.
Normals
Standing
- st. A: Whiffs against crouchers. Hitbox around hand, useful anti-hop normal 4F startup. Short active frames. Recovers very fast. +1F on block, +3F on hit.
- st. B: Whiffs on airborne opponents. Far reach, hitbox around foot, good for neutral poke/max mode confirm 8F startup. Short active frames/generous max mode activation time -4 on block. Not safe, but difficult to punish.
- st. C: Hits hops. Whiffs against full jumps Very long reach. Hitbox around arm. Strong poke 10F startup. Long active frames/hitstun. Very slow. Use sparingly -4 on block. Not safe, but difficult to punish due to pushback.
- st. D: Hits airborne/standing opponents. Whiffs on crouchers. Hitbox around the leg. Decent vertical and horizontal range. Good anti-air. 9F startup. Great hitstun for Max Mode. Slow poke or punisher. -2 on block.
Close
- cl. A: An elbow attack that can anti air opponents really up close. Special cancellable.
- cl. B: A shin kick. Special cancellable.
- cl. C: 2-hit fierce normal that be used to hit confirm into max mode. Special cancellable.
- cl. D: Special cancellable and hits as a low.
Crouching
- cr. A: Special cancellable. Chain cancellable.
- cr. B: Special cancellable and a great footsie tool. It is the go-to button for K’ combos. Chain cancellable.
- cr. C: Anti air tool with a shabby vertical hitbox and a harmful hurtbox. Special cancellable.
- cr. D: A long range sweep that is special cancellable.
Jumping
- j. A: A short range air to air/air to ground normal.
- j. B: A fast and reliable horizontal air to air normal.
- j. C: A strong vertical jump-in tool to pressure opponents.
- j. D Jack-of-all trades tool that be used as both an air to air tool as well as an air to ground tool. Not as fast as Benimaru’s j. D, but has an arcing hitbox.
Blowback
- st. CD: A decent-ranged diagonal blowback move that causes a wallsplat on grounded opponents.
- j. CD: A great jump-in tool used to pressure opponents. Has a downwards vertical hitbox.
Throws
Spotpile - (b/f+C) close
- K' grabs and elbows his opponent into the ground for a hard knockdown allows for a safe jump and oki setup
- Can be broken
- Hard knockdown
Knee Strike - (b/f+D) close
- K’ bounces his opponent off his knee. Can be tech rolled and doesn’t allow for a setup.
- Can be broken
- Soft knockdown
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
Special Moves
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
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
Videos
K' Quick Combo Guide - The King of Fighters XIV (KOFXIV)
KoF XIV for Dummies - Beginner's guide to playing K'
K' Master Class
K' Slow Motion Hitboxes
Contributors
External Links
Discussion Threads
Discuss at Dream Cancel