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The King of Fighters XV/Meitenkun: Difference between revisions
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|description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump. | |description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= * Can cross up | |description2= * Can cross up | ||
A quick air kick. Can cross up and also functions as a fast anti air. | A quick air kick. Can cross up and also functions as a fast anti air. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space. | |description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description= | |description= | ||
Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox. | Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=meitenkun_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is on the feet. | |||
}} | }} | ||
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|name=Nezou Rangeki | |name=Nezou Rangeki | ||
|input=4/6B | |input=4/6B | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description=* Values in [] indicate cancel data | |description=* Values in [] indicate cancel data | ||
* Standing overhead | * Standing overhead | ||
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|name=Makura Nage | |name=Makura Nage | ||
|input=214A/C/AC | |input=214A/C/AC | ||
| | |hitboxCaptions= A Version, , C Version, , EX Version | ||
|description3=* A and EX version travels forward, C version travels diagonally upwards | |description3=* A and EX version travels forward, C version travels diagonally upwards | ||
*C version causes air reset on air hit | *C version causes air reset on air hit | ||
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|name=Sen-Siss Hou | |name=Sen-Siss Hou | ||
|input=[4]6A/C/AC | |input=[4]6A/C/AC | ||
| | |hitboxCaptions= A Version / C Version Level 1, C Version Level 2, C Version Level 3, EX Version | ||
|description4=* Combos from lights | |description4=* Combos from lights | ||
*Duration of [4] charge upgrades the special to travel further, faster, and do more damage | *Duration of [4] charge upgrades the special to travel further, faster, and do more damage | ||
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|name=Sen-Siss Hou (Follow up) | |name=Sen-Siss Hou (Follow up) | ||
|input=[4]6AC~A/C | |input=[4]6AC~A/C | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description4=* Can be delayed | |description4=* Can be delayed | ||
* Causes a hard knockdown from level 2 and 3 [4]6P. | * Causes a hard knockdown from level 2 and 3 [4]6P. | ||
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|name=Geki Hou | |name=Geki Hou | ||
|input=[2]8A/C/AC | |input=[2]8A/C/AC | ||
|hitboxCaptions= A Version / C Version Level 1, C Version Level 2, C Version Level 3,, EX Version | |||
|description4=* Reversal and anti-air option | |description4=* Reversal and anti-air option | ||
* Much harder to punish than basically every other reversal in the game. | * Much harder to punish than basically every other reversal in the game. | ||
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|name=Ressen Kyaku | |name=Ressen Kyaku | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3=* Values in [] indicate when move is performed after a backdash | |description3=* Values in [] indicate when move is performed after a backdash | ||
* EX version causes a hard knockdown | * EX version causes a hard knockdown | ||
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|name=Chou Geki Hou | |name=Chou Geki Hou | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=* Invincible start-up | |description2=* Invincible start-up | ||
Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. | Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. (recuperation rate is 1 per frame sleeping) | ||
}} | }} | ||
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|name=Hakuchuu Musou | |name=Hakuchuu Musou | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|hitboxCaptions= Normal Version, , , ,Max Version | |||
|description2= | |description2= | ||
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|description= | |description= | ||
Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P. | Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P. (recuperation rate is 1 per frame sleeping) | ||
}} | }} | ||
Latest revision as of 20:42, 3 October 2024
The King of Fighters XV | |

Hop: 34f
Backdash: 23f
Run Speed Ranking: 7
Movelist
(*) = EX OK
(!) = MAX OK
[Input] = Hold input briefly.
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Nezou Rangeki - /
(in cancels only) +
Special Moves
Ressen Kyaku - +
/
(*) (Midair Only)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Meitenkun is a defensive charge character who demands respect thanks to his high level of space control. | |
Pros | Cons |
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Normals
Far Standing Normals
far A
f.A
f.A |
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far B
f.B
f.B |
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far C
f.C
f.C |
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far D
f.D
f.D |
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Close Standing Normals
close A
cl.A
cl.A |
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close B
cl.B
cl.B |
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close C
cl.C
cl.C |
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close D
cl.D
cl.D |
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Crouch Normals
crouch A
2A
2A |
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crouch B
2B
2B |
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crouch C
2C
2C |
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crouch D
2D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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jump D
j.D
j.D |
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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AdvanceStrike
Advancestrike
214CD
214CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Feint Makura
(close) 4/6C
(close) 4/6C |
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Makura Bomb
(close) 4/6D
(close) 4/6D |
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Command Moves
Nezou Rangeki
4/6B
4/6B |
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Chinzankou
4A
4A |
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Special Moves
Makura Nage
Makura Nage
214A/C/AC
214A/C/AC |
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Sen-Siss Hou
Sen-Siss Hou
[4]6A/C/AC
[4]6A/C/AC |
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Sen-Siss Hou (Follow up)
[4]6AC~A/C
[4]6AC~A/C |
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Geki Hou
Geki Hou
[2]8A/C/AC
[2]8A/C/AC |
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Ressen Kyaku
Ressen Kyaku
j.214B/D/BD
j.214B/D/BD |
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Super Special Moves
Chou Geki Hou
Chou Geki Hou
236236A/C/AC
236236A/C/AC |
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Hakuchuu Musou
Hakuchuu Musou
236236B/D/BD
236236B/D/BD |
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Climax Super Special Moves
Seikaku Meitengyobu
Seikaku Meitengyobu
2141236CD
2141236CD |
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Misc
2.11 Patch Notes
Mostly frame data changes and a few other noticeable changes.
- All versions of Follow-Up to C/EX Sen-Siss Hou: Active frames increased from 4 to 8. Recovery frames decreased from 29 to 25.
- Hp Geki Hou Lv2: Charge time decreased from 80 to 60 frames.
- Hp Geki Hou Lv3: Charge time decreased from 120 to 90 frames.
- Normal and Max Chou Geki Hou: Can cancel into climax on hit.
Quick Reference for Invincible Moves
- Geki Hou (Charge 2,8A/C/AC):
- Level 1: Full Strike: 1 to 4 (4 Frames)/ Upper Body: 5 to 14 (10 Frames)
- Level 2: Full Strike: 1 to 6 (6 Frames) / Upper Body: 7 to 14 (8 Frames)
- Level 3: Full Body: 1 to 4 (4 Frames)/ Full Strike: 5 to 9 (5 Frames)/ Upper Body: 10 to 14 (5 Frames)
- EX: Full Body: 1 to 6 (6 Frames)/ Full Strike: 7 to 9 (3 Frames)/ Upper Body: 10 to 14 (5 Frames)
- Chou Geki Hou (236236A/C): Full Body: 1 to 12 (12 Frames)
- Max Chou Geki Hou (236236AC): Full Body: 1 to 13 (13 Frames)
- Hakuchuu Musou (236236B/D): Full Body: 1 to 9 (9 Frames)
- Max Hakuchuu Musou (236236BD): Full Body: 1 to 11 (11 Frames)
- Seikaku Meitengyobu (2141236CD): Full Body: 1 to 17 (17 Frames)
Alternate Colors
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Videos

The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|