-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Mian: Difference between revisions
Coliflowerz (talk | contribs) |
Coliflowerz (talk | contribs) m →Throws |
||
Line 145: | Line 145: | ||
=Throws= | =Throws= | ||
'''Houyokutan''' - (b/f+C Close) | |||
* Throws them fullscreen for a soft knockdown. | * Throws them fullscreen for a soft knockdown. | ||
'''Houbien - (b/f+D Close) | |||
* Throws them fullscreen for a hard knockdown. | * Throws them fullscreen for a hard knockdown. | ||
Revision as of 18:51, 28 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Bienkyu (Forward) - air OK + / (*)
Bienkyu (Backward) - air OK + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
cl. D xx f. B xx dp D = 214 dmg |
1 Meter |
Anywhere |
cl. D xx f. B xx MAX > cl. C xx f. B xx qcf AC > dp BD > cl. C = 338 dmg |
2 Meters | Anywhere | cl. D xx f. B xx MAX > cl. C xx f. B xx qcf AC > qcf~hcb AC = 480 dmg |
Gameplay Overview
Normals
Standing
- st. A = Forward jab. Plus on block and hit. Potentially can anti air hops but unreliable. Not cancelable.
- st. B = Upwards angled kick. Fantastic at anti-airing hops, though a little slow. Slightly negative on hit and block, but nothing to be concerned about. Not cancelable.
- st. C = Far reaching palm strike. A fantastic poke and whiff punish move. Can be canceled into supers. Negative on hit and block.
- st. D = Jumping kick. This is an unusual normal that almost acts like a command normal. Start-up is slow but active for very long and range is quite long. This move is also always positive on hit and only negative by a few frames on block, and both of those values can be made more positive by spacing the move properly. If properly spaced, this move can even link into normals like st. A and cl. C after. This normal can also be used to avoid low normals and fireballs.
Close
- cl. A = Forward jab. Cancels and is neutral on hit and slightly negative on block. Chains into cr. A. Chains from cr. A and cr. B.
- cl. B = Shin kick. Hits low and is a good hit-confirm at closer ranges. Chains from cr. A.
- cl. C = Mid chop. Cancelable, making this your standard heavy combo starter. Fairly fast; can link from a properly spaced st. D. Negative on block.
- cl. D = Upside down kick. Despite it's animation, this move is not an overhead. Much slower than cl. C, but allows for maximum damage punishes. Positive on hit, allowing you to link into st. A afterwards, but that isn't recommended. Slightly negative on block.
Crouching
- cr. A = Low jab. Main's main pressure tool, as it can be chained into itself and into other light normals. Positive on block and hit, and cancelable.
- cr. B = Low kick. Must be crouch blocked, so this is Mian's standard opener. Can be chained only into A normals, but then can be chained back into cr. B (ex. cr. B xx cr. A xx cr. B). Positive on both hit and block.
- cr. C = Uppercut. Makes for an effective anti-air, but it's speed and forward movement makes it better for anti-airing full jumps rather than hops. Cancelable. Negative on hit and block, but the pushback makes it difficult, though still possible, to punish.
- cr. D = Mian's sweep. Fairly fast and can combo from wallsplats such as her CD, even from full screen. Cancelable and negative on block, but the pushback makes it difficult to punish.
Jumping
- j. A = Low angled jab. Active for awhile. Not too useful but maybe good to mix up your air approach.
- j. B = High angled kick. Great for air-to-air, and active a considerable amount of time.
- j. C = Low angled palm. Go to jump in.
- j. D = Drop kick. Great air poke, and serves as a good jump in as well. Start-up is relatively long however.
Blowback
- st. CD = Twin palm strike. Range is similar to st. C.
- j. CD = Very low angled twin palm strike. Fantastic jump in.
Throws
Houyokutan - (b/f+C Close)
- Throws them fullscreen for a soft knockdown.
Houbien - (b/f+D Close)
- Throws them fullscreen for a hard knockdown.
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- cr. B, cr. A, dp+D = (149/140 DMG)
(a low hit confirm into a soft knockdown)
- (j.C/D) cl. C, f+B, dp+D = (204/210 DMG)
(Either start this combo from a jump-in, or use cl. C, f+B as a punish)
- f+B, dp+D = (161/160 DMG)
- qcb+C > run > cr. D = (166/130 DMG)
Corner Only
- st. CD, dp+K = (165/180 DMG)
- st. CD, qcb+C, dp+D = (236/240 DMG)
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
Mian Quick Guide