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The King of Fighters XIV/Blue Mary: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A | * st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able | ||
* st. B | * st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able | ||
* st. C | * st. C: Hits twice. Only super cancelable. Moves her hitbox forward. | ||
* st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE! | |||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: Plus on block. | ||
* cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block | |||
* cl. | * cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head. | ||
* cl. C | * cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C) | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A | * cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block. | ||
* cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter. | |||
* cr. | * cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm | ||
* cr. | * cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode | ||
'''Jumping''' | '''Jumping''' | ||
* j. A | * j. A: Good for air-to-air. Can't cross up. | ||
* j. B: Little range. Can cross up | |||
* j. | * j. C: Best air-to-air based off animation. Can't cross up | ||
* j. | * j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent. | ||
'''Blowback''' | '''Blowback''' | ||
* st. CD | * st. CD: Can cancel ending frames into her command normals. | ||
* j. CD | * j. CD: Great hit box for jump in pressure. | ||
=Throws= | =Throws= |
Revision as of 22:40, 19 April 2018
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Straight Slicer - charge briefly then + / (*)
Super Special Moves
Climax Super Special Move
Normals
Standing
- st. A: Standard jab. Whiffs on some characters crouching. Slightly negative. Cant cancel into command normals. Special cancel-able
- st. B: More range than st.A. Great poke. Hits crouches. More negative than st.A on block. Cant cancel into command normals. Not special cancel-able
- st. C: Hits twice. Only super cancelable. Moves her hitbox forward.
- st. D: Great range. Crushes lows. Not command/special/super cancel-able. CANNOT CANCEL INTO MAX MODE!
Close
- cl. A: Plus on block.
- cl. B: Hits low. Can cancel into itself. Point blank cl.B, cl.B, cr.B works. Can cancel into command normals (wont combo). Special/super cancel-able. Negative on block
- cl. C: Hits twice. Command/special cancel-able. Doesnt hit very high above her head.
- cl. D: Zero on block. command/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)
Crouching
- cr. A: Hits mid. Slightly less range than cr.B. command/special/super cancel-able. plus on block.
- cr. B: Hits low and fast. Lowers her crouching hitbox a lot. Can't command/special cancel. Standard max-mode starter.
- cr. C: Hits mid. Lowers hitbox plus moves her forward a bit maybe her best button to use after max mode confirm
- cr. D: Hits low and fast. Great range. Very punishable on block so beware. Can only cancel into maxmode
Jumping
- j. A: Good for air-to-air. Can't cross up.
- j. B: Little range. Can cross up
- j. C: Best air-to-air based off animation. Can't cross up
- j. D: Best jump in normal. Can only cross up standing opponents. Hitbox dependent.
Blowback
- st. CD: Can cancel ending frames into her command normals.
- j. CD: Great hit box for jump in pressure.
Throws
Lock Kick - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
Viktor Throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
Hammer Arch - - (f+A)
- (description here)
Double Rolling - (back or towards + B)
- (description here)
Climbing Arrow - (df + B)
- (description here)
Special Moves
Straight Slicer - (charge briefly back, then towards + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
- Crab Clutch ( D Straight Slicer) - (qcf + B/D)
- (description here)
- Stun Fang (EX Straight Slicer) - (qcf + A/C)
- (description here)
EX: (description here)
Vertical Arrow - (dp + B/D)
- (description here)
- (description here)
- (description here)
EX: (description here)
- M. Snatcher (Vertical Arrow) - (dp + B/D)
- (description here)
EX: (description here)
Spin Fall - (qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- M. Spider (Spin Fall) - (qcf + A/C)
- (description here)
EX: (description here)
Real Counter - (qcb + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
- Backdrop Real (Real Counter) - (qcf + A/C)
- (description here)
EX: (description here)
M. Breaker - (dp + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
M. Typhoon - (hcb, hcb + B/D)
- (description here)
- (description here)
- (description here)
Max:
M. Splash Rose - (qcf~hcb + A/C)
- (description here)
- (description here)
- (description here)
Max:
Climax Super Special Moves
M. Dynamite Swing - (qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
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
- (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
Contributors
External Links
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