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The King of Fighters XIV/Nelson: Difference between revisions
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'''Standing''' | '''Standing''' | ||
st. A: A standing jab that's a good anti Air against short hops. Sadly this move whiffs | |||
crouching opponents. Start up of 6F and -1 on block. | crouching opponents. Start up of 6F and -1 on block. | ||
st. B: A punch that is safe on block (+2) but whiffs on crouching opponents. Can be used during neutral as a poke & to also anti-air hops | |||
st. C: This long ranged punch has a start-up of 9F which is kinda slow BUT the range this normal stuffs hops, incoming offense so you can use this for defense, poke, max mode confirm and blowback | |||
bait. | bait. | ||
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''' | '''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 crouching opponents but it's 0f 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: | |||
'''Crouching''' | '''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: | |||
'''Jumping''' | '''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 angle. | |||
'''Blowback''' | '''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 air to air normal. | |||
=Throws= | =Throws= |
Revision as of 21:05, 24 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
I found an opening (Combination A) - +
Your belly! (Combination A) - +
Your neck! (Combination A) - +
Special Moves
A step into victory! - + / (*)
I will hit ya until you do down! - close, , + / (*)
Super Special Moves
Climax Super Special Moves
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
Normals
Standing
st. A: A standing jab that's a good anti Air against short hops. Sadly this move whiffs crouching opponents. Start up of 6F and -1 on block.
st. B: A punch that is safe on block (+2) but whiffs on crouching opponents. Can be used during neutral as a poke & to also anti-air hops
st. C: This long ranged punch has a start-up of 9F which is kinda slow BUT the range this normal stuffs hops, incoming offense so you can use this for defense, poke, max mode confirm and blowback bait.
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 crouching opponents but it's 0f 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:
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:
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 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 air to air normal.
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
=Command Moves A= TEST EDIT
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Command Moves B
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Command Moves C
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Command Moves D
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (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:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
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)
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
THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:
KoF XIV Demo Ver. Nelson Max Mode Mixup Options