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The King of Fighters XIV/Meitenkun: Difference between revisions
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=Normals= | =Normals= | ||
'''Standing''' | |||
* st. A (-1F): Meitenkun throws out a soft looking swipe. Can be used to stop incoming hops at a close range. Is Super (MAX) and Climax cancel-able only. | * st. A (-1F): Meitenkun throws out a soft looking swipe. Can be used to stop incoming hops at a close range. Is Super (MAX) and Climax cancel-able only. | ||
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* st. D (1F): This side kick has very brief lower body invincible during the start, moves Meitenkun forward, & can be used as an preemptive anti-air. Is Super (MAX) and Climax cancel-able only. | * st. D (1F): This side kick has very brief lower body invincible during the start, moves Meitenkun forward, & can be used as an preemptive anti-air. Is Super (MAX) and Climax cancel-able only. | ||
'''Close''' | '''Close''' | ||
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* cr. D (-2F): This crouching heavy kick can be used as an anti-air at a close to mid-range. It can be canceled into Specials (MAX) and Climax. | * cr. D (-2F): This crouching heavy kick can be used as an anti-air at a close to mid-range. It can be canceled into Specials (MAX) and Climax. | ||
'''Jumping''' | '''Jumping''' | ||
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* j. D: This jumping heavy kick is almost similar to jumping C in range and applicable use. | * j. D: This jumping heavy kick is almost similar to jumping C in range and applicable use. | ||
'''Blowback''' | '''Blowback''' |
Revision as of 13:39, 17 August 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Sen-Siss Hou - charge briefly then + / (*)
Geki Hou - charge briefly then + / (*)
Ressen Kyaku - in air, + / (*)
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 (-1F): Meitenkun throws out a soft looking swipe. Can be used to stop incoming hops at a close range. Is Super (MAX) and Climax cancel-able only.
- st. B (-1F): This very quick sliding toe kick hits low & can't chain or cancel into anything. It also moves Meitenkun forward a bit.
- st. C (-6F): A very strong & fast pillow swing. Covers a great horizontal distance, & is special, whiff, and command cancel-able.
- st. D (1F): This side kick has very brief lower body invincible during the start, moves Meitenkun forward, & can be used as an preemptive anti-air. Is Super (MAX) and Climax cancel-able only.
Close
- cl. A (+2F): A cancel-able elbow that can be chain into cr. A, cr. B & st. B.
- cl. B (0F): This kick aimed at the opponent's mid-section is cancel-able.
- cl. C (-4F): Meitenkun hugs his pillow while delivering a fierce headbutt that is cancel-able.
- cl. D (-8F): This cancel-able heavy kick deals more damage than cl. C & can be used to stop opponents from jumping over you.
Crouching
- cr. A (+2F): This decently ranged crouching light punch can be chained easily into cr. A, cr. B, st. B, and cl. B. It is cancel-able and strangely whiff cancel-able as well.
- cr. B (+1F): This crouching kick doesn't slide against the ground like most crouching light kicks but has decent range & speed. Can be easily chained into cr. A, cl. B, cl. A, st. A, st. B and is special cancel-able. Hits low.
- cr. C (-6F): Meitenkun sweeps the opponent with his pillow. Great range, decent speed & is special cancel-able. Hits low and it can be whiff canceled as well.
- cr. D (-2F): This crouching heavy kick can be used as an anti-air at a close to mid-range. It can be canceled into Specials (MAX) and Climax.
Jumping
- j. A: This jumping punch has a downward angle that can used as a jump-in attack, and is special cancel-able.
- j. B: A horizontal kick that can be used in air-to-air situations. Can be low profiled by very low sweeps and crouching light kicks if timed improperly. Special cancel-able.
- j. C: Can be used either in air-to-air situations or air-to-ground if performed low to the ground.
- j. D: This jumping heavy kick is almost similar to jumping C in range and applicable use.
Blowback
- st. CD: Meitenkun flips his pillow quickly, catches it, then horizontally thrusts it at the opponent. Great range, speed & is whiff cancel-able.
- j. CD: Meitenkun curls up into a ball while in the air. Great air-to-air attack and now a great air-to-ground attack as well.
Throws
Feint Makura - (b/f+C) close
- Meitenkun toss the opponent his pillow, then drop kicks them. The opponent lands at the corner of the screen.
- Can be broken
- Soft knockdown
Makura Bomb - (b/f+D) close
- Meitenkun grabs the opponent's head, then flips over them, knocking them down.
- Can be broken
- Hard knockdown
Command Moves
Nezou Rangeki - (f+B)
- Meitenkun falls backward, to kick the opponent.
- Used during combos after cl. C, or cl. D.
- Hits overhead by itself
Special Moves
Makura Nage - (qcb + A/C)
- Meitenkun throws a slow illuminated pillow at the opponent.
- Light punch (A) version travels horizontally
- Heavy punch (C) version travels upward, diagonally
- The slow movement of the projectile for both angles makes it a very useful neutral zoning tool.
EX: A very fast horizontal pillow that negates fireballs, and puts the opponent in a juggle state if bit.
Sen-Siss Hou - (charge briefly back, then forward+A/C)
- Meitenkun rushes forward with a fierce thrust punch. Has good start-up speed but has no invincibility. Very unsafe on block.
- This move has 3 levels depending on how long you charge back. First level is the quickest charge that travels half-screen distance & does 70 damage. The second level is a 2 second charge that travels at a 3/4th screen distance and does 80 damage. The longest charge is around 3/5 seconds where Meitenkun don't travel full-screen but lands directly next to the opponent if they are separated screen corner to corner & does 100 damage.
- Soft knockdown
EX: Much faster start-up, uses the level 1 charge time, safer on block, puts the opponent in a juggle state
- Sen-Siss Hou (Follow Up) - (A/C)
- This punch follow-up knocks the opponent away a fair amount from Meitenkun. Not safe on block but has a good amount of push-back away from the opponent. Some characters can easily punish this follow-up and others have more trouble.
Geki Hou - (charge briefly down, then up+A/C)
- Energy briefly surrounds Meitenken while he stands up straight.
- Has two levels depending on charge time. Level 1 is the quickest charge time: has no invincibility, but has fast start-up & does 80 damage. Level 2 is a 2/3 second charge time: has brief invincibility, & more range. Both versions are unsafe on block.
- Can negate projectiles
- Best used during combos or as strictly an anti-air at a close range.
EX: More damage, more range (horizontally & vertically), faster start-up, puts the opponent in a juggle state.
Ressen Kyaku - (qcb + B/D) in the air
- Meitenkun performs rapid lighting kicks in the air
- The light kick (B) version does 3 hits (depending on jump height) while the heavy kick version can do up to 5 hits, while braking Meitenken slightly in the air before moving towards the opponent.
EX: Faster start-up, travels similar to the heavy kick version but has a longer distance and does more damage and hits. Also puts the opponent in a juggle-able state.
Super Special Moves
Chou Geki Hou - (qcf, qcf + P)
- Meitenkun jumps straight up in the air, then unleashes a quick, large burst of yellow energy around him (looks like a gold psych burst).
- Best used as reversal. Has start-up invincibility until he explodes in the air.
- Easy to super cancel after landed hit Sen-Siss Hou follow up (charge back then forward + P, P) in the corner
Max: Faster start-up, higher damage, wider range, fully invincible
Hakuchuu Musou - (qcf, qcf + K)
- Meitenkun advances towards the opponent throwing out some slow punches & kicks that ends with a pillow thrust attack. Performs 4 hits & Meitenkun travels half-screen distance towards the opponent.
- No invincibility, slow start-up, unsafe on block
- Some of the attacks negate fireballs
Max: High damage, travels full-screen, performs 8 hits
Climax Super Special Moves
Daimeiten Hou - (hcb, hcb + B+D)
- Meitenkun slides low on the ground (almost full screen distance) towards the opponent to launch them in the air, then blasts them with energy
- Has invincibility during the start, but loses it while he slides
- Hard knockdown
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cr. B, cr. Ax2, charge b~f+P, P (150 DMG lvl 1, 179 DMG lvl 2, 192 DMG lvl 3)
(easy damage from a low hit confirm. You can switch with just cr. A's if you want to confirm from a chainable poke but it wont hit low)
1 meter
- j. D, cl. D, f+B, charge b~f+P, P (275 dmg)
(this combo can come in handy for a quick punish)
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
Frame Data
Videos
Meitenkun Slow Motion Hitboxes
Meitenkun Quick Combo Guide
Kof XIV Meitenkun Combos
External Links
Discussion Threads
Discuss at Dream Cancel