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The King of Fighters XIV/Luong: Difference between revisions
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==2 meters== | ==2 meters== | ||
* | * close D, f+B MAX cancel, close D, hcb+B, EX hcb+K, hop forward EX qcb+K, qcf+A, qcfhcb+K = 542 damage. | ||
Be sure to hold up and then fling the control stick quickly in a quarter circle back motion for the EX qcb+K. | |||
* close D, f+B MAX cancel, close D, hcb+B, EX hcb+K, qcf+A, qcf+B Super cancel qcfhcb+K = 593 damage. | |||
The reason why there is no f+B after the Max cancel is because by the time Luong prepares to perform her EX DM in the combo, the Max Mode timer would run out and she would end using the regular version instead. | |||
==3 meters== | ==3 meters== |
Revision as of 06:52, 31 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 |
cr.C, f+B, hcb+D, qcf+B = 222 dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Luong is one of the new comers of the KOF series, debuting in KOFXIV on Team Kim. Luong utilizes a stylized variation of Teakwondo. Luong is a relative unique yet simple character to play as she has only a few special moves with her normals backing her up very nicely. In a lot of ways, some of Luong's tendencies in her game play may remind the player of the character known as Yamazaki as she has a lot of tricks to take advantage of in the neutral while fighting at the mid range. At longer distances, the player will have to plan their offensive approach carefully while keeping the opponent at bay with qcf+B or qcf+P. She can also delay her qcf+B or qcf+P if the player holds the K button and she can also cancel it altogether by pressing D while delaying it. This is a good way to threaten the opponent with a mid range poke or potential mix-up. Luong can also force mistakes out of the opponent and the begin implementing a barrage of attacks from up close. Luong is a decent character for players who wish to take a simple yet effective route or play a lot of mind games while getting a lot of damage off of well-placed pokes and close range combo opportunities.
Normals
Standing
- st. A:
Appears neutral on block. Hits high. Luong will strike the opponents face with her palm. Does not chain. Will cancel into special moves.
- st. B:
-1 on block (?). Slightly disadvantageous but safe. Hits high. Luong does a high side kick. Does not chain. Does not cancel into special moves.
- st. C:
Surprisingly, there is only a slight disadvantage on this normal when blocked. Hits mid. Luong leans forward a little to perform a strike with her palm. Does not chain. Does not cancel into special moves.
- st. D:
Very negative on block but the push back makes it somewhat safe. Hits high. Luong will do a leaning high roundhouse kick. Does not chain. Does not cancel.
Close
- cl. A
Neutral on block. Luong will deliver a palm strike to the opponents midsection from up close, using her inner arm. Does not chain into itself or other light normals. Chains into command moves. Cancels to special moves.
- cl. B
-2 on block. Safe. Casually kicks the opponents ankle, using her back leg. Does not chain into itself or any other light normals. Chains into command moves. Cancels to special moves.
- cl. C
Minus on block but is safe. This is a 2-hit close heavy punch. Luong actually starts off by performing her close light normal animation but then she quickly performs a upper palm strike to the opponents facial area. Both hits will cancel into special moves and will also chain into command moves. Can be very useful for Max Canceling.
- cl. D
Minus on block but is safe on block. Luong delivers a nasty low kick the opponents leg (it is not an actual low, however). Cancels into special moves. Chains into command moves. It should be noted that while this has shorter range, it also leads to more damage in longer combos.
Crouching
- cr. A
-1 on block. Will hit mid. Luong strikes the opponents leg with her palm, using her outer arm. Chains into itself and other light normals. Cancels into special moves.
- cr. B
Neutral on block. Hits low. A low kick done while crouching. Chains into itself and other light normals. This move will actually cancel into special move. Very good hit-confirming tool.
- cr. C
Minus on block but is relatively safe. Hits mid. Luong chops upward with a knife hand towards the opponent midsection. Chains into command moves. Cancels into special moves. Can be a decent anti-air, along with far st.D.
- cr. D
Minus on block but is considered relatively safe at certain distances. Unsafe at point blank. Hits low. Luong does a sweep motion, while performing the splits for a moment. This is actually one of Luong more useful normals as it has quite a bit of range and can whiff cancel into her other special moves. Cancels into special moves and even chains into her command moves (the later which can also be done on whiff).
Jumping
- j. A
Luong performs a palm strike below. Comes out relatively fast. This move will cross up and will cancel into her air special moves. Useful against grounded opponents.
- j. B
Luong will thrust her inner knee forward. This move will also cross up. Crosses up a lot more easily than j.A. Offers quite a bit of frame advantage on hit for landing light normals a bit more easily. This move will cancel into her air special moves. Both j.A and j.B would be considered very useful for hop pressure and retaining advantage.
- j. C
Performs a uppercut with her outer arm. This looks suspiciously similar to Yamazaki's jumping C. Functions as a decent air-to-air striking move. Seems to come out rather fast. Does not cancel into anything.
- j. D
A martial arts kick. Does not cancel into anything.
Blowback
- st. CD
Luong turns forward and performs frontal roundhouse kick while stepping towards the opponent. Very negative on block but it punishment on block is unlikely to take place due to push back. This move is actually going to play a key role in Luong's offense. Stand CD will come rather quick. Another noteworthy element is that it cause Luong to move forward by about 1 character width. She can also whiff cancel this move into a special move and it cover quite a bit of distance. This move can even be utilized as a combo ender and mix-up or baiting opportunities can arise from whiff canceling this move into her special moves.
- j. CD
Performing a turning frontal martial arts kick while in midair. This move does not cancel into any air special moves.
Throws
- (While next to the opponent) Forward or Back+C
Luong quickly leverages herself onto the opponents head with her legs wrapped around them to twist and perform a frontal slam.
Sends the opponent a short distance away. The opponent is left back-turned on wake after getting up.
Techable / Hard knockdown
- (While next to the opponent) Forward or Back+D
Starts with the same animation as the C version but instead of twisting around, she performs a back flip throw to slam the opponent onto the ground behind her, sending them a short distance away. The opponent will be back-turned after the throw is completed.
Techable / Hard knockdown
Command Moves
Tsui [f+B]
Luong performs an overhead kick with her outer leg.
Has a lot of startup. Combos from close hard normal moves.
This move will not cancel into special moves by itself. It will only cancel into special moves if it was already chained into.
Very useful for confirming into longer combos.
This move can also cancel into DM's or Climax.
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
- close D, f+B, hcb+D, qcf+B Super Cancel qcbhcb+K = 351 damage
Same as the one of the main combo options written on the top page. It is better if you simply use this if you are absolutely sure that this will kill.
- close D, f+B, hcb+D, hcb+B, qcfhcb+K = 402 damage.
CORNER ONLY. The reason why there was no super cancel on qcf+K is because the regular supers will somehow whiff, even in the corner.
- close D, f+B MAX cancel close D, f+B, EX hcb+K, hcb+B, EX qcf+P = 393 damage
Can be done from anywhere. A relatively easy combo for 1 bar.
- close D, f+B MAX cancel close D, f+B, hcb+B, EX hcb+K, qcf+A, st.CD = 382 damage
Another easy combo for 1 bar.
- close D, f+B MAX cancel close D, f+B, hcb+B, EX hcb+K, hyper hop forward + EX qcb+K, qcf+A, st.CD = 430 damage
This combo is a bit difficult to perform at first but it will lead to more damage on success. The player can also choose to end the combo with qcb+B to send the opponent away but for less damage. In either case, Luong has a big advantage from this combo and it also helps her do a lot of damage for very limit resources.
2 meters
- close D, f+B MAX cancel, close D, hcb+B, EX hcb+K, hop forward EX qcb+K, qcf+A, qcfhcb+K = 542 damage.
Be sure to hold up and then fling the control stick quickly in a quarter circle back motion for the EX qcb+K.
- close D, f+B MAX cancel, close D, hcb+B, EX hcb+K, qcf+A, qcf+B Super cancel qcfhcb+K = 593 damage.
The reason why there is no f+B after the Max cancel is because by the time Luong prepares to perform her EX DM in the combo, the Max Mode timer would run out and she would end using the regular version instead.
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)