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The King of Fighters XIV/King: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A: | * st. A: Quick speed, good horizontal range, good for stopping incoming hops & to use as a close range poke. Hits some crouching opponents. Not cancel-able. | ||
* st. B: A thrust kick aimed at the opponent's shins. Doesn't hit low. Has autoguard during the start. Not cancel-able. | * st. B: A thrust kick aimed at the opponent's shins. Doesn't hit low. Has autoguard during the start. Not cancel-able. | ||
* st. C | * st. C: A fast, fierce punch that can stop incoming hops similar to st. A, but has more recovery. Whiffs on crouching opponents. Not cancel-able. | ||
* st. D | * st. D: This inverted roundhouse kick can stop incoming jumping attacks and hops. It can also hit crouching opponents. Not cancel-able. | ||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: This cancel-able elbow hook can chain into King's other light close and standing normals. | ||
* cl. B | * cl. B: Hits low, cancel-able but doesn't chain into other light normals. | ||
* cl. C | * cl. C: A close cancel-able uppercut that is good for starting combos. Also good to use incase an opponent wants to jump directly over you. | ||
* cl. D | * cl. D: A two-hit cancel-able kick that is good to use during combos. Inflicts more damage than close C. | ||
'''Crouching''' | '''Crouching''' |
Revision as of 20:53, 23 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
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: Quick speed, good horizontal range, good for stopping incoming hops & to use as a close range poke. Hits some crouching opponents. Not cancel-able.
- st. B: A thrust kick aimed at the opponent's shins. Doesn't hit low. Has autoguard during the start. Not cancel-able.
- st. C: A fast, fierce punch that can stop incoming hops similar to st. A, but has more recovery. Whiffs on crouching opponents. Not cancel-able.
- st. D: This inverted roundhouse kick can stop incoming jumping attacks and hops. It can also hit crouching opponents. Not cancel-able.
Close
- cl. A: This cancel-able elbow hook can chain into King's other light close and standing normals.
- cl. B: Hits low, cancel-able but doesn't chain into other light normals.
- cl. C: A close cancel-able uppercut that is good for starting combos. Also good to use incase an opponent wants to jump directly over you.
- cl. D: A two-hit cancel-able kick that is good to use during combos. Inflicts more damage than close C.
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
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)