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The King of Fighters XIV/Nelson: Difference between revisions

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'''Standing'''
'''Standing'''


* st. A: A standing jab that's a good anti Air against short hops. Sadly this move whiffs  
* st. A: A standing jab that's a good anti-air against short hops. This move whiffs on some crouching characters. Start up of 6F and -1 on block.  
crouching opponents. Start up of 6F and -1 on block.  


* st. B: A punch that is safe on block (+2) but whiffs on crouching opponents. Can be used during neutral as a poke & to also anti-air hops  
* st. B: A straight punch that is safe on block (+2). Can be used during neutral as a poke & to also anti-air hops.


* st. C: This long ranged punch has a start-up of 9F which is kinda slow BUT the range this normal stuffs hops, incoming offense so you can use this for defense, poke, max mode confirm and blowback
* st. C: This long ranged punch has slow start-up but has great horizontal range. This punch can stuff hops & incoming offense, so you can use this defensively as a poke, a max mode confirm and blowback bait. 9F start-up.
bait.  


* st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.
* st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.
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* cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
* cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).


* cl. B: Whiffs on crouching opponents but it's 0f on block and it can be linked into his crouching A or B. Can be chained into his command normals.
* cl. B: Whiffs on some crouching characters but it's 0F (neutral) on block and it can be linked into his crouching A or B. Can be chained into his command normals.


* cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
* cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.


* cl. D:
* cl. D: This special cancel-able close ranged uppercut can be used as a frame trap tool, hit confirm & is safe on block.


'''Crouching'''
'''Crouching'''
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* cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
* cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.


* cr. D:  
* cr. D: Great ranged sweep and special cancel-able


'''Jumping'''
'''Jumping'''
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* j. C: Your to go to jump normal with it being VERY active. Use it.
* j. C: Your to go to jump normal with it being VERY active. Use it.


* j. D: A jumping uppercut that hits at an angle.
* j. D: A jumping uppercut that hits at an upward angle.


'''Blowback'''
'''Blowback'''
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* st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
* st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.


* j. CD: Very strong air to air normal.
* j. CD: Very strong, straight, horizontal punch that can be used as an air-to-air normal.


=Throws=
=Throws=

Revision as of 16:07, 12 September 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Chin Breaker - close / +  

Belly Smash - close / +

Command Moves

I found an opening (Combination A) - +

Your belly! (Combination A) - +

Your neck! (Combination A) - +

Command Moves
Scoop out! (Combination B) [Commnad Moves ] - +
Not yet! (Combination B) [Commnad Moves ] - +
Up! (Combination B) [Commnad Moves ] - +
Down! (Combination B) [Commnad Moves ] - +
Command Moves
It's over! (Combination C) [Command Moves ] +
Wrench open! (Combination C) [Command Moves ] +
Lay down! (Combination C) [Command Moves ] +
Reap! (Combination C) [Command Moves ] +
Command Moves
Forward! (Combination D) [Command Moves ] +
Backward! (Combination D) [Command Moves ] +

Special Moves

A step into victory! - + / (*)

I will hit ya until you do down! - close, , + / (*)

Super Special Moves

Mighty Punch - + / (!)

Invisible Punch - + / (!)

Climax Super Special Moves

Victory Punch - +

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: A standing jab that's a good anti-air against short hops. This move whiffs on some crouching characters. Start up of 6F and -1 on block.
  • st. B: A straight punch that is safe on block (+2). Can be used during neutral as a poke & to also anti-air hops.
  • st. C: This long ranged punch has slow start-up but has great horizontal range. This punch can stuff hops & incoming offense, so you can use this defensively as a poke, a max mode confirm and blowback bait. 9F start-up.
  • st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.

Close

  • cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
  • cl. B: Whiffs on some crouching characters but it's 0F (neutral) on block and it can be linked into his crouching A or B. Can be chained into his command normals.
  • cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
  • cl. D: This special cancel-able close ranged uppercut can be used as a frame trap tool, hit confirm & is safe on block.

Crouching

  • cr. A: Same as his Far A. 4F start-up and -1 on block, can be linked after crouching B or Far A then you can command normal from it.
  • cr. B: Hits low, links into crouching A & SUPER easy to hit confirm with. 5F start-up & -2 on block good use for pokes.
  • cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
  • cr. D: Great ranged sweep and special cancel-able

Jumping

  • j. A: A very good air to air normal & great at checking opponents out & keeping them honest on the ground. Even though there's not much after you can get beside neutral being reset.
  • j. B: Hits twice coming down & you can whiff the second coming down to mixup. Good offense/pressure tool.
  • j. C: Your to go to jump normal with it being VERY active. Use it.
  • j. D: A jumping uppercut that hits at an upward angle.

Blowback

  • st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
  • j. CD: Very strong, straight, horizontal punch that can be used as an air-to-air normal.

Throws

name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

=Command Moves A= TEST EDIT

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Command Moves B

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Command Moves C

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Command Moves D

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move' - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

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

THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:

KoF XIV Demo Ver. Nelson Max Mode Mixup Options

External Links

Discussion Threads

Discuss at Dream Cancel


The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina