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The King of Fighters XIV/Love Heart: Difference between revisions
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* cr. B, cr. Ax2, qcf+B, [SC] qcfx2+P = (216 DMG) | * cr. B, cr. Ax2, qcf+B, [SC] qcfx2+P = (216 DMG) | ||
* cr. B, cr. | * cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, qcb+C = (343 DMG) { 1000 } | ||
* cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, run, dp+AC = (359 DMG) { 1500 } | |||
* cl. D, b+B, qcb+C, [SC] qcfx2+P = (395 DMG) | * cl. D, b+B, qcb+C, [SC] qcfx2+P = (395 DMG) |
Revision as of 19:04, 1 September 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
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
Love Heart is best described as a mid-range "footsie" monster, who has a tool to easily whiff punish pretty much any kind of attack in KOF XIV. Her st.B is a great all-purpose poke, and her cr.C has fearsome range for punishing whiffed normals with a long-ranged combo. Her Rush Heart special ducks under high fireballs, and her Sky Anchor special flies over ground fireballs and slides. Her Peace Slash special destroys fireballs, allowing her to "cut" through them to clear the screen with the A version, or whiff punish with the C version. She has a good DP to defend herself with, though her normal anti-air requires spacing management to make it work. lastly, she can convert relatively minor Sky Anchor or Peace Slash combos to bigger damage very easily, since her Elysion Wave super can hit OTG.
Love's execution requirements are fairly low, making her suitable for beginning players as well as experienced players. However, since her specials are unsafe on block, it will be important for Love players to go into training mode and practice hit-confirming so that they don't "autopilot" to punishable special moves. She functions very well in any team order due to her strong ability to keep control of the neutral game without needing lots of meter to defend herself.
Normals
Standing
- st. A: A jab that can be chained into her other standing/crouching light normals and can be used as an anti-air. Special cancel-able but only can combo into light kick Sky Anchor (qcf+B). -1F on block.
- st. B: A quick horizontal round kick aimed at the opponents mid-section. Good range, good speed, best used as a mid-ranged poke, not cancel-able. -3F on block.
- st. C: This cancel-able uppercut moves Love Heard forward slightly which can be used to preemptively stop incoming hops. Can cancel into her Love Heel command normal (back + B) but might miss at certain distances.
- st. D: This kick has a sharp angle which makes it great to use as an anti-air, and mid-range poke. Not cancel-able, and may whiff on short crouching characters. -10F on block.
Close
- cl. A: This smack is chain-able into her other standing/crouching light normals, and is special cancel-able. Can combo into her light kick Sky Anchor (qcf+B) and light punch Rising Heart (dp+A). +1 on block.
- cl. B: A side kick aimed at the opponent's lower leg. Hits low. Special cancel-able but not chain-able into her standing/crouching light normals. Neutral on block.
- cl. C: Looks fairly similar to her st. C. Special cancel-able. -3F on block.
- cl. D: A close forward split kick. Has more damage than cl. C, and can connect easier from a jump-in attack into her f+B command normal attack.
Crouching
- cr. A: A special cancel-able crouching jab that can only combo into her light kick Sky Anchor (qcf+B) & light punch Rising Heart (dp+A). Chain-able into her other standing/crouching light normals. +1F on block.
- cr. B: Chain-able into her other standing/crouching light normals. Good to use as a low hit combo start and poke. Not special cancel-able. Neutral on block.
- cr. C: This crouching punch has a very, very long horizontal reach and lowers Love Heart's body down very low. Good to use as a long poke that can lead into large damage because of its special cancel property.
- cr. D: This sweep has more range than cr. B and is special cancel-able on hit/block. Soft knockdown. -3F on block.
Jumping
- j. A: A jumping jab that points straight forward, horizontally. Good to use as an air-to-air. Can be low profile anti-air by the opponent.
- j. B: This short ranged knee can be used as a cross-up and used as a ground-to-air attack.
- j. C: A jumping fierce chop. Good to as a jump-in attack.
- j. D: This jumping forward kick is best used as an air-to-air attack.
Blowback
- st. CD: This spinning back hand smack can be special cancelled to add range to those special moves and can combo into her qcf+C in the corner.
- j. CD: This jumping smack can be used in air-to-ground situations.
Throws
- (Throw description)
- (Throw description)
Command Moves
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)
- cr.B, cr.Ax2, qcf+B, back+B = (171 DMG) -
(low confirm)
- cl. D, back+B, qcb+C = (235 DMG)
(max damage starter into max damage finisher)
Corner Only
- st. CD, qcf+A, dp+C = (244 DMG)
- st. CD, qcb+C, dp+A = (234 DMG)
- st. CD, qcf+A, qcb+C, dp+A = (300 DMG)
1 meter
Anywhere
- cr. B, cr. Ax2, qcf+B, [SC] qcfx2+P = (216 DMG)
- cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, qcb+C = (343 DMG) { 1000 }
- cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, run, dp+AC = (359 DMG) { 1500 }
- cl. D, b+B, qcb+C, [SC] qcfx2+P = (395 DMG)
- cl. D, b+B, qcb+C, [SC] qcfx2+D, run, b+B = (403 DMG)
(no need to run to connect the b+B if performed in the corner)
- cl. D, b+B, [BC] cl. D, b+B, qcf+BD, qcf+AC, qcb+C = (423 DMG) { 1000 }
- st. CD, qcfx2+C = (245 DMG)
Corner only
- cr.B, cr.Ax2, [BC] cl.C, qcf+BD, qcf+AC, qcb+C, dp+A = (358 DMG) { 1000 }
- cl.D, b+B, [BC] cl.D, b+B, qcf+BD, qcf+AC, qcb+C, dp+A = (450 DMG) { 1000 }
- st.CD, qcb+C (2), dp+A [SC] qcfx2+K, b+B = (334 DMG)
- st.CD, [BC] cl.D, b+B, qcf+BD, qcf+AC, qcb+C, dp+A = (371 DMG) { 1000 }
- st.CD, qcf+A, qcb+C, dp+A [SC] qcfx2+K, b+B = (393 DMG)
- j.CD, qcfx2+P = (175 DMG)
- j.CD (counter hit), qcb+C (2), dp+A [SC] qcfx2+K, b+B = (395 DMG)
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)