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=Special Moves=
=Special Moves=


'''name of special move''' - (place motion here example qcf + A/C)
'''Red Sky''' - (hcb + B/D)


* (description here)
* Quick dash attack that results in a guaranteed throw when it connects resulting in a hard knockdown.
* Both B and D versions have the same startup (15f) and block advantage (-4). Max distance of both is about ¾ of the screen.
* Typically used as a combo ender if not going for reset.
'''EX:''' Faster startup (11f), same block advantage, and more damage.


* (description here)


* (description here)
'''Mad Murder''' - (rdp + B/D)


'''EX:''' (description here)
* Command grab that launches opponent to the air.
* Creates opportunities for juggles and resets.
* Can be comboed from a very cl. B (as in you have to be breathing on them). Considering that startup is 14f. However Real Rave Super will whiff!
'''EX:''' Faster startup (9f), more damage, launches opponent higher in the air and has invincibility (3f?)  


'''name of special move''' - (place motion here)
==Unchain Start==


* (description here)
''* Series of beginning attacks to go into Angel’s offensive roulette of Unchain Circle Attacks.''


* (description here)
:∟ '''Unchain Low''' - (df + B)  


* (description here)
* A low kick which moves her slightly forward.


'''EX:''' (description here)
:∟ '''Unchain Heel''' - (df + D)  


'''name of move''' - (motion here)
* An overhead kick.


* (description here)
:∟ '''Unchain Tornado''' - (back, towards + B/D)  


* (description here)
* A 2 hit spinning high kick.
* There is a chance that the 1st hit can whiff crouching opponents, even more so with short height.


* (description here)


'''EX:''' (description here)
:∟ '''Unchain Blow''' - (qcb + A/C)
* A body blow that can take the opponent to a juggle state on hit while going into Unchain Circle attacks.
* Both versions have the same startup (16f), however A version has pushback and block advantage is -5f while C version has minimal pushback and block advantage is -2. If you decide not to continue with the attack in the corner you can do a quick normal in the corner from the C version for mixup/reset purpose.
* EX version has a slow startup (27f) but it can guard break or put opponent in crumble state on hit. On juggle it will just knock them away. Also you can’t go into Circle attacks after this.


::'''name of follow up move''' - (motion here)


::* (description here)
:'''Unchain Step''' - (hcf + A/C)  
     
* A command dash that goes into Unchain Circle attacks. Max distance of the dash is around ½ screen. If the opponent is within proximity of the dash, Angel will dash to other side of opponent except if opponent is in corner.
:::'''name of follow up move''' - (motion here)
* EX version makes Angel’s dash slightly faster with a slightly bigger proximity window and possible invincibility(?). Max distance is about ¾ of screen.


:::* (description here)


* EX: (description here)
==Unchain Circle==


'''name of move here''' - (motion here)
''* When an Unchain Start has been initiated, Unchain Circle extends the attack. While in Circle Angel has the option to use up to 6 alternating attacks. So after the start, if the follow up is a punch attack then the next will be a kick and vice versa. Directional input is considered as well so if an up attack is used the next attack has to be any direction but that one or an Unchain Finish or a super/climax cancel. Grounded and juggled state is also considered with conditional exception. Example: If Angel lands a Start with a Circle from the ground that put the opponent in the air, her options become very limited in terms of juggling.''
''* Unchain Step can be used within Unchain Circle, however Angel will be limited to 1 Circle attack.''


* (description here)
:: ∟ '''Circle Upper (after Unchain start)''', (up + A/C)  
* The palm uppercut of the Circle. If juggled this attack can slightly extend an opponent’s air time. Safest among the Circle attacks with block advantage at -3.
* Can follow up after this attack will be any kick attack with a different direction, a Finish, a super or climax cancel.
* Also forces a crouching opponent to stand on hit.


* (description here)


* (description here)
:: ∟ '''Circle Sobat (after Unchain start)''', (towards + B/D)
*An overhead jump kick that moves Angel forward. This attack is the conditional exception in terms of juggling. Some of Angel’s hard hitting combos involve juggling with this attack getting used twice (3 times in Max mode).
*A risky attack with a block advantage of -16. But since it is an overhead it is a good way to get an opponent off guard if you whiff a low attack if they stay in crouch position.


'''EX:''' (description here)
* Can follow up with a punch attack of non forward direction, or super/climax cancel.


'''name of move''' - (motion here)


* (description here)
::∟ '''Circle Under Blow (after Unchain start)''', (down + A/C)  
* A quick low punch to extend offense. Marginal risk with block advantage of -7 but there is a bit of pushback to consider.
* Can follow up with a kick attack of different direction, or super/climax cancel.


* (description here)


* (description here)
::∟ '''Circle High (after Unchain start)''', (up + B/D)
* A quick high roundhouse kick as another means of extending offense. Second safest Circle attack with block advantage of -4.
* Can follow up with a punch attack of different direction, or super/climax cancel.


'''EX:''' (description here)
 
::∟ '''Circle Hammer Blow (after Unchain start)''', (towards +  A/C)
* A 2 hit overhead punch for catching crouching opponents. Good tool for mixups despite having the second longest startup of Circle attacks (20f).
* Can follow with a kick attack of non forward direction, or a super/climax cancel.
 
::∟ '''Circle Assault (after Unchain start)''', (down + B/D)
* A vaulting low kick that moves Angel forward about ⅓ of the screen. Riskiest of the Circle attacks as it has a 24f startup, however if your timing is right it can hop over ground projectiles like Iori.
* Can follow up with a punch attack of a different direction, or a super/climax cancel.
==Special Unchain Circle==
 
'''* A series of feint attacks that can be are done after Circle attacks, but before Unchain Finish. As Angel spins around, there is projectile invincibility when timed right and it’s another means of keeping range with your attacks. However, you can get thrown out but you are able to super/climax cancel during this.''
 
 
::∟ '''Circle Feint (after Unchain Circle)''', (A+B)
 
* Angel spins while in a neutral position.
 
 
::∟ '''Circle Feint (Forward) (after Unchain Circle)''', (towards + A+B)
 
* Angel spins as she hops forward about ¼ of the screen.
   
::∟ '''Circle Feint (Backward) (after Unchain Circle)''', (back + A+B)
* Angel spins as she hops backwards about ¼ of the screen.
 
 
==Unchain Finish==
 
''* As the name suggests, these are attack enders of Angel’s offensive roulette.''
 
 
:::∟ '''Finish Lariat (after Unchain Circle or Special Unchain Circle)''', (f,f + A)
 
* A high punch that launches the opponent in the air. Depending on positioning, you can go into a new Unchain set that can juggle (usually Tornado) or go for a reset or just catch them with Red Sky.
* Riskiest of the striking finish with block advantage of -12. So, a good tool in terms of hit confirmation.
 
 
:::∟ '''Finish Straight (after Unchain Circle or Special Unchain Circle)''', (f,f + C)
 
* A slow unblockable straight punch that can bounce your opponent off the wall. Hard knockdown.
* Very risky ender with a startup of 27f, spacing/positioning would be very important if you want to employ this. Also, a good way to gauge your opponent’s reactions.
 
 
:::∟ '''Finish Rolling (after Unchain Circle or Special Unchain Circle)''', (f, f + B/D)
 
* A 3 hit cartwheel ender. All 3 hits are overheads. Strangely the first 2 hits can force a crouching opponent to stand and the 3rd hit is a hard knockdown.
* This is ender is a mixed bag because it has a slow startup (21f) but is the safest of striking enders with a block advantage of -5. Consider spacing/positioning.
 
:::∟ '''Finish Neck Cutter (after Unchain Circle or Special Unchain Circle)''', (qcf + A)
 
* A command grab where Angel jump in the air twist the opponent’s neck. Hard knockdown.
* A tool to consider for the purpose of mix ups. Startup is 21f so again consider spacing/positioning.
 
:::∟ '''Finish Grapple Kick (after Unchain Circle or Special Unchain Circle)''', (qcf + C)  
* A command grab where Angel drop kicks your opponent in the gut. Arguably a 1f startup, this is a good ender for meterless ground combos. Hard knockdown.


=Super Special Moves=
=Super Special Moves=

Revision as of 02:53, 1 June 2017

Movelist

(*) = EX OK

(!) = MAX OK


Throws

Tekitou Rush - close / +

Shadow Behead - close / +

Command Normals

Middle Spin - +

Heavy Knee Attack - in air, +

Special Moves

Red Sky - + / *

Mad Murder - + / *

Unchain Start

Unchain • Low - +
Unchain • Heel - +
Unchain • Tornado - + /
Unchain • Blow - + / *
Unchain • Step - + / *
Unchain Circle
Circle • Upper - after Unchain Start, + /
Circle • Sobat - after Unchain Start, + /
Circle • Under Blow - after Unchain Start, + /
Circle • High - after Unchain Start, + /
Circle • Hammer Blow - after Unchain Start, + /
Special Unchain Circle
Circle • Feint - after Unchain Circle,
Circle • Feint (Forward) - after Unchain Circle, +
Circle • Feint (Backward) - after Unchain Circle, +
Unchain Finish
Finish • Lariat - after Unchain Circle or Special Unchain Circle, +
Finish • Straight - after Unchain Circle or Special Unchain Circle, +
Finish • Rolling - after Unchain Circle or Special Unchain Circle, + /
Finish • Neck Cutter - after Unchain Circle or Special Unchain Circle, +
Finish • Grapple Kick - after Unchain Circle or Special Unchain Circle, +

Super Special Moves

Real Rave - + /  !

Blue Monday Counter - , + / !

Climax Desperation Move

Ascension Time - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

Considerably the most technical character among the roster, Angel can be domineering as she is difficult to use. As her normals are fairly decent, Angel shines in terms of offensive pressure, resets and mix up game mostly with her Unchain attacks. Your patience will be tested against zoners as well as characters with better normals such as Daimon, Geese, Benimaru and such. But when you get in, do as much damage as possible or get your opponent in a position to where they have to keep guessing.

Normals

Standing

  • st. A
  • st. B
  • st. C
  • st. D

Close

  • cl. A
  • cl. B
  • cl. C
  • cl. D

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD

Throws

Tekitou Rush - (b/f+C) close

  • Forward throw involving a 3 hit combo attack.

Shadow Behead - (b/f+D) close

  • Back throw involving a quick dash behind as Angel snaps the opponent’s neck as she kick their back. Hard knockdown.

Command Moves

Middle Spin - (f + B)

  • A 2 hit unique move that is special, super, and climax cancellable on either hit.

Heavy Knee Attack - (down + D) (if in air)

  • Special air attack that can also be done from a backdash or a follow up after j. A (not a hop but regular or hyper jump). Keep in mind the j. A to Heavy Knee target combo is somewhat character specific. Example: the target combo would work against Gang-Il but not Leona since both have close to similar height (in neutral).

Special Moves

Red Sky - (hcb + B/D)

  • Quick dash attack that results in a guaranteed throw when it connects resulting in a hard knockdown.
  • Both B and D versions have the same startup (15f) and block advantage (-4). Max distance of both is about ¾ of the screen.
  • Typically used as a combo ender if not going for reset.

EX: Faster startup (11f), same block advantage, and more damage.


Mad Murder - (rdp + B/D)

  • Command grab that launches opponent to the air.
  • Creates opportunities for juggles and resets.
  • Can be comboed from a very cl. B (as in you have to be breathing on them). Considering that startup is 14f. However Real Rave Super will whiff!

EX: Faster startup (9f), more damage, launches opponent higher in the air and has invincibility (3f?)

Unchain Start

* Series of beginning attacks to go into Angel’s offensive roulette of Unchain Circle Attacks.

Unchain Low - (df + B)
  • A low kick which moves her slightly forward.


Unchain Heel - (df + D)
  • An overhead kick.


Unchain Tornado - (back, towards + B/D)
  • A 2 hit spinning high kick.
  • There is a chance that the 1st hit can whiff crouching opponents, even more so with short height.


Unchain Blow - (qcb + A/C)
  • A body blow that can take the opponent to a juggle state on hit while going into Unchain Circle attacks.
  • Both versions have the same startup (16f), however A version has pushback and block advantage is -5f while C version has minimal pushback and block advantage is -2. If you decide not to continue with the attack in the corner you can do a quick normal in the corner from the C version for mixup/reset purpose.
  • EX version has a slow startup (27f) but it can guard break or put opponent in crumble state on hit. On juggle it will just knock them away. Also you can’t go into Circle attacks after this.


Unchain Step - (hcf + A/C)
  • A command dash that goes into Unchain Circle attacks. Max distance of the dash is around ½ screen. If the opponent is within proximity of the dash, Angel will dash to other side of opponent except if opponent is in corner.
  • EX version makes Angel’s dash slightly faster with a slightly bigger proximity window and possible invincibility(?). Max distance is about ¾ of screen.


Unchain Circle

* When an Unchain Start has been initiated, Unchain Circle extends the attack. While in Circle Angel has the option to use up to 6 alternating attacks. So after the start, if the follow up is a punch attack then the next will be a kick and vice versa. Directional input is considered as well so if an up attack is used the next attack has to be any direction but that one or an Unchain Finish or a super/climax cancel. Grounded and juggled state is also considered with conditional exception. Example: If Angel lands a Start with a Circle from the ground that put the opponent in the air, her options become very limited in terms of juggling.

* Unchain Step can be used within Unchain Circle, however Angel will be limited to 1 Circle attack.

Circle Upper (after Unchain start), (up + A/C)
  • The palm uppercut of the Circle. If juggled this attack can slightly extend an opponent’s air time. Safest among the Circle attacks with block advantage at -3.
  • Can follow up after this attack will be any kick attack with a different direction, a Finish, a super or climax cancel.
  • Also forces a crouching opponent to stand on hit.


Circle Sobat (after Unchain start), (towards + B/D)
  • An overhead jump kick that moves Angel forward. This attack is the conditional exception in terms of juggling. Some of Angel’s hard hitting combos involve juggling with this attack getting used twice (3 times in Max mode).
  • A risky attack with a block advantage of -16. But since it is an overhead it is a good way to get an opponent off guard if you whiff a low attack if they stay in crouch position.
  • Can follow up with a punch attack of non forward direction, or super/climax cancel.


Circle Under Blow (after Unchain start), (down + A/C)
  • A quick low punch to extend offense. Marginal risk with block advantage of -7 but there is a bit of pushback to consider.
  • Can follow up with a kick attack of different direction, or super/climax cancel.


Circle High (after Unchain start), (up + B/D)
  • A quick high roundhouse kick as another means of extending offense. Second safest Circle attack with block advantage of -4.
  • Can follow up with a punch attack of different direction, or super/climax cancel.


Circle Hammer Blow (after Unchain start), (towards + A/C)
  • A 2 hit overhead punch for catching crouching opponents. Good tool for mixups despite having the second longest startup of Circle attacks (20f).
  • Can follow with a kick attack of non forward direction, or a super/climax cancel.


Circle Assault (after Unchain start), (down + B/D)
  • A vaulting low kick that moves Angel forward about ⅓ of the screen. Riskiest of the Circle attacks as it has a 24f startup, however if your timing is right it can hop over ground projectiles like Iori.
  • Can follow up with a punch attack of a different direction, or a super/climax cancel.

Special Unchain Circle

'* A series of feint attacks that can be are done after Circle attacks, but before Unchain Finish. As Angel spins around, there is projectile invincibility when timed right and it’s another means of keeping range with your attacks. However, you can get thrown out but you are able to super/climax cancel during this.


Circle Feint (after Unchain Circle), (A+B)
  • Angel spins while in a neutral position.


Circle Feint (Forward) (after Unchain Circle), (towards + A+B)
  • Angel spins as she hops forward about ¼ of the screen.


Circle Feint (Backward) (after Unchain Circle), (back + A+B)
  • Angel spins as she hops backwards about ¼ of the screen.


Unchain Finish

* As the name suggests, these are attack enders of Angel’s offensive roulette.


Finish Lariat (after Unchain Circle or Special Unchain Circle), (f,f + A)
  • A high punch that launches the opponent in the air. Depending on positioning, you can go into a new Unchain set that can juggle (usually Tornado) or go for a reset or just catch them with Red Sky.
  • Riskiest of the striking finish with block advantage of -12. So, a good tool in terms of hit confirmation.


Finish Straight (after Unchain Circle or Special Unchain Circle), (f,f + C)
  • A slow unblockable straight punch that can bounce your opponent off the wall. Hard knockdown.
  • Very risky ender with a startup of 27f, spacing/positioning would be very important if you want to employ this. Also, a good way to gauge your opponent’s reactions.


Finish Rolling (after Unchain Circle or Special Unchain Circle), (f, f + B/D)
  • A 3 hit cartwheel ender. All 3 hits are overheads. Strangely the first 2 hits can force a crouching opponent to stand and the 3rd hit is a hard knockdown.
  • This is ender is a mixed bag because it has a slow startup (21f) but is the safest of striking enders with a block advantage of -5. Consider spacing/positioning.


Finish Neck Cutter (after Unchain Circle or Special Unchain Circle), (qcf + A)
  • A command grab where Angel jump in the air twist the opponent’s neck. Hard knockdown.
  • A tool to consider for the purpose of mix ups. Startup is 21f so again consider spacing/positioning.


Finish Grapple Kick (after Unchain Circle or Special Unchain Circle), (qcf + C)
  • A command grab where Angel drop kicks your opponent in the gut. Arguably a 1f startup, this is a good ender for meterless ground combos. Hard knockdown.

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)

Notation

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

Unchain Diagram

Unchain Diagram #2

Videos

ANGEL Beginner's Guide! - KOF14 - All You Need To Know!

アンヘル 基本コンボ集 ver1.12 Angel Basic Combos 【KOF14 KOFXIV】

KoF XIV for Dummies - Beginner's guide to playing Angel

Angel Master Class

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina