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The King of Fighters XIV/Mui Mui: Difference between revisions

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=Throws=
=Throws=


* (Throw description)
'''Daientou''' -  (b/f+C) close


* Mui Mui grabs the opponent's wrist to throws them across the screen.
* Can be broken
* Soft knockdown


* (Throw description)
'''Hien Nage''' - (b/f+D) close
* Mui Mui punches the opponent's torso, then tosses them over her shoulder. The opponent lands at the corner of the screen.
* Can be broken
* Hard knockdown


=Command Moves=
=Command Moves=

Revision as of 18:23, 10 September 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Daientou - close / +  

Hien Nage - close / +

Command Normals

Nouten Kudaki  - +

Special Moves

Hien-Ryu Ken - + / (*)

Ryusougeki - + / (*)

Ryusougeki • Derivation 1 [Ryusougeki or ] - + /
Ryusougeki • Derivation 2 [Ryusougeki or ] - + /
Ryusougeki • Derivation 2-1 [Ryusougeki • Derivation 2 or ] - + /
Ryusougeki • Derivation 2-2 [Ryusougeki • Derivation 2 or ] - + /

Ryusenshu - + / (*)

Doraryutotshu - close, + / (*)

Super Special Moves

Higi • Chouryuha - + / (!)

Enten-Gouryuha - + / (!)

Climax Super Special Moves

Seiryutenmei - +

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

Normals

Standing

  • st. A: Mui Mui quickly punches the opponent in the mid-section. Good to use as a close ranged poke. Neutral on block. Not cancel-able.
  • st. B: This is a long ranged side kick that is special cancel-able. Useful as a mid-to close ranged poke or to use during combos. Can chain out of her other crouching & standing light normals.
  • st. C: Mui Mui steps forward to deliver a strong punch aimed at the opponent's mid-section. Outstanding poking tool, can whiff punish very well. Can be beaten out & evaded by some crouching normal attacks (or command attacks).
  • st. D: This hopping kick is Mui Mui's best anti-air normal. Can evade a fair amount of low attacks & ground skimming projectiles. Whiffs on crouching opponents.

Close

  • cl. A: An special cancel-able elbow strike that can chain into Mui Mui's other standing & crouching normals.
  • cl. B: This special cancel-able kick aimed at the opponent's leg, you might not see very often because you will need to be VERY close to the opponent in order for it to come out. Most of the time, st. B will activate instead.
  • cl. C: Mui Mui punches the opponent with both of her fists. Special cancel-able & activates much farther out than the rest of her close normals, this makes it easier to combo from MAX Mode cancels & hitting from run ups & jump-in attacks.
  • cl. D: A special cancel-able splits kick that reaches above her head. Can be used to anti-air opponents attempting to jump over Mui Mui's head. More damaging than cl. C when used in combos, but it is much harder to use for MAX mode cancels, especially mid-screen. The timing is extremely tight going from lights into a MAX mode cancel into this kick.

Crouching

  • cr. A: This cancel-able crouching punch can be chained into Mui Mui's other standing & crouching light normals.
  • cr. B: This special cancel-able crouching light kick is good to use a hit confirm combo starter because it can easily chain into her standing & crouching light normals, or to just use as a close range poke. Hits low.
  • cr. C: Mui Mui crouches down to hit the opponent's lower leg. Does not hit low. Special cancel-able & good to use as a poke or to hit confirm starter into combos.
  • cr. D: A good ranged cancel-able sweep. Hits low.

Jumping

  • j. A: A straight arm short horizontal punch. Can be used as an air-to-air.
  • j. B: This horizontal kick has more range than j. A. Great to use as an air-to-air & can cross-up as well.
  • j. C: A jumping punch that leans forward, & can cross-up at certain distances.
  • j. D: A sharp downward angled kick that makes it much easier to confirm into combos than j. C. Can easily cross up opponents.

Blowback

  • st. CD: Mui Mui steps forward to headbutt the opponent. Great range & speed. Special & whiff cancel-able.
  • j. CD: Mui Mui performs a horizontal flying head butt. Good to use as an air-to-air attack during hops, or as a ground-to-air attack during hops. Can be low profiled by the opponent's low height crouching attacks if performed too high & too early during the jump or hop.

Throws

Daientou - (b/f+C) close

  • Mui Mui grabs the opponent's wrist to throws them across the screen.
  • Can be broken
  • Soft knockdown

Hien Nage - (b/f+D) close

  • Mui Mui punches the opponent's torso, then tosses them over her shoulder. The opponent lands at the corner of the screen.
  • Can be broken
  • Hard knockdown

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)

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

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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