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The King of Fighters XIV/Xanadu: Difference between revisions
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=Super Special Moves= | =Super Special Moves= | ||
'''The Satisfaction''' - (qcfx2+P) | |||
* A souped up version of '''The Rapture'''. Xanadu does the Rapture motion a few times rather than just once. This means an opponent could get caught even after the first The Rapture motion misses. | |||
* Somewhat of a unreliable anti-air option because all the hits wont connect on an airborne opponent mid-screen. | |||
* Xanadu stomps in between the two Rapture motions. This stomp is a low attack. | |||
* Punish-able on block and if whiffed | |||
* Deals 179 damage. | |||
* Hard knockdown | |||
'''Max:''' More damage, performs 3 Rapture motions (with stomps that must be blocked crouching in between). | |||
'''The Distress''' - (qcfx2+K) | |||
* Xanadu smacks the opponent in front of him 3 times. The opponent flies towards the corner of the screen. Knocks down airborne opponents immediately. Standing or crouching opponents will take all hits from this super. | |||
* Can combo from cancel-able standing and crouching light and heavy normal attacks. | |||
* Has no invincibility | |||
* Hard knockdown | |||
* Punish-able on block and if whiffed | |||
'''Max:''' Faster start-up, more damage, hits 4 times. | |||
=Climax Super Special Moves= | =Climax Super Special Moves= |
Revision as of 17:52, 21 December 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
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
Normals
Standing
- st. A: Xanadu hooks a hand forward. It's a pretty slow move with stubby range, but it's safe on block. Special cancel-able, whiffs on some crouching opponents.
- st. B: Xanadu kicks forward and inches toward his opponent. Big range, safe on block. Special cancel-able
- st. C: Xanadu steps forward with a shove at his head level. Slow button and moves Xanadu forward. Possible anti-air but it could cross under jumps. A bit minus on block, but can hit opponent from almost half screen. Has auto-guard frames during the start.
- st. D: Xanadu steps forward about 25% of the screen and headbutts his opponent. This move is super slow on startup, but safe on block. Xanadu's head has auto-guard and can power through projectiles. Super cancel-able.
Close
- cl. A: Xanadu raises a hand upward. Decent range and hits pretty high off the ground, quick and safe. Can chain into cr. A, and st. B, and is special cancel-able.
- cl. B: Xanadu raises his knee. Quick start-up, safe on block, & special cancel-able.
- cl. C: Xanadu hits the opponent's midsection. This move comes out a little faster than most of his normals, and is pretty safe on block. Special cancel-able.
- cl. D: Xanadu headbutts his opponent twice. The move is pretty quick to start and is safe on block, and unless the opponent is jumping, both hits should connect. Special cancel-able.
Crouching
- cr. A: Xanadu pokes his opponent (literally). This move is pretty fast to come out, is plus on block, and has great range (for Xanadu). Can chain easily into self for an easy hit confirm into a special move.
- cr. B: Xanadu slides on his knees about 20% of the screen forward. This move hits low, but is slow on start up, and INCREDIBLY unsafe on block. Be careful with this one. Cancelling it into Finding will make it (a little) safer.
- cr. C: Xanadu's sweep. He crawls at the ground, looking for his contact lenses. This move has two hitboxes, both dealing 70 damage. Only one can hit. If the second hit misses, this move is very unsafe. This move is cancel-able and can be used to fake people out (e.g.: Cancel from the first swipe into The Pleasure so they block low and get hit by The Pleasure)
- cr. D: Xanadu kicks up at the air. This is a nice anti-air because it knocks the enemy further up into the air, albeit a bit minus on block.
Jumping
- j. A: Xanadu strikes his palm forward. A nice fast button but kind of stubby. This move does 40 damage if shorthopped.
- j. B: Xanadu sticks his legs out downward and diagonally. This is a big hitbox but is a little slow to come out. Press this button to jump in if you like. This move does 40 damage if shorthopped.
- j. C: Xanadu forces both palms out in front of him. This is kind of slow to come out, but it can probably beat most things in the air. Use at your own discretion.
- j. D: Xanadu dives his head down. Slow on start up, but hits downward and crosses up easily.
Blowback
- st. CD: Xanadu swipes up from the ground and hits the enemy. It's slow on startup and, despite its animation, hits mid.
- j. CD: Xanadu does a jump body splash. He has a big hitbox but it's pretty slow.
Throws
Dark Pinch - (b/f+C) close
- Xanadu grabs the opponent's leg, then rolls them away to the corner of the screen
- Can be broken
- Hard knockdown
Dust Shoot - (b/f+D) close
- Xanadu lifts the opponent by the waist, then slams them to the ground behind him. The opponent and Xanadu recovers at the same time.
- Can be broken
- Hard knockdown
Command Moves
Finding - (F+A)
- Xanadu claps his hands forward and above him.
- A little difficult to anti air with this.Juggles airborne opponents
- Special Cancel-able
- Negative on block
- Makes Xanadu airborne
- Combos from lights
- Whiffs on many crouching characters
Special Moves
The Sorrow - (qcb + A/C)
- Xanadu runs forward, waving his arms like a windmill. This move can catch aerial opponents, and has a decently quick startup.
- Light punch (A) version: 97 damage, 2 hits dealing 50 damage each before scaling. If the first hit misses, the opponent will not be knocked down. Xanadu travels 40% of the screen. Combos from lights & is the best way to combo into most of his supers. If you hit an airborne opponent, you just get one hit. Unsafe on block.
- Heavy punch (C) version: 124 damage, 4 hits dealing 30 damage each and 40 on the last hit before scaling. If the first 3 hits miss, the opponent will not be knocked down. Xanadu travels halfway across the screen. Slower than the light punch (A) version. Super cancel before 4th hit for best results. More difficult to punish than the light punch version.
- All versions hard knockdown for a good cross up set up. Jump forward for a cross up j. D.
EX: More damaging. Incredibly unsafe on block. Xanadu travels full-screen length. Armor, but not on first frame.
The Rapture - (qcf + A/C)
- Xanadu jumps up and whirls his arms like a windmill a number of times. This is essentially his DP (dragon punch). Has invulnerability.
- Light punch (A) version: 85 damage. Xanadu swipes 3 times, 30 damage each before scaling. He jumps about 20% of the screen. Combos from lights & has little horizontal range.
- Heavy punch (C) version: 123 damage. Xanadu swipes 3 times, 40 damage on each hit with 50 on the last before scaling. He jumps about 40% of the screen. More invuln than A version & has slightly more start up time.
EX: Xanadu swipes 3 times, 60 damage on each hit before scaling. Has more invulnerability than the normal version. Xanadu also has a hitbox when he hits the ground again with this version (that hits low & doesn't combo), dealing 60 damage, but this won't connect if the first part of The Rapture connects.
The Pleasure - (hcb + B/D)
- Xanadu charges forward to full screen and scoops up his opponent, cradling them before crushing them and throwing them to the floor. This is a silly command grab and you can't combo into it.
- Running command grab
- Both versions have the same damage output (130) and travels 3/4th screen distance towards the opponent
EX: This version has autoguard and actually grabs fullscreen, whereas light kick and heavy kick versions don't actually grab at fullscreen.
The Rage - (qcf + B/D)
- Xanadu roars at his opponent, dealing a series of hits depending on how close he is to the opponent. This is a big hitbox, rather than a projectile. This move has a moderately long startup, so it can't be comboed into, but is plus on block with every version.
- Light kick version: 66 damage. 5 hits at 15 damage per hit before scaling.
- Heavy kick version: 87 damage. 7 hits at 14 damage per hit before scaling.
EX: 113 damage. 10 hits at 15 damage per hit before scaling. This version has a fast startup and an extra bit goes beyond the initial shout. But doesn't connect if the initial shout connects. Deals a good amount of guard damage.
Super Special Moves
The Satisfaction - (qcfx2+P)
- A souped up version of The Rapture. Xanadu does the Rapture motion a few times rather than just once. This means an opponent could get caught even after the first The Rapture motion misses.
- Somewhat of a unreliable anti-air option because all the hits wont connect on an airborne opponent mid-screen.
- Xanadu stomps in between the two Rapture motions. This stomp is a low attack.
- Punish-able on block and if whiffed
- Deals 179 damage.
- Hard knockdown
Max: More damage, performs 3 Rapture motions (with stomps that must be blocked crouching in between).
The Distress - (qcfx2+K)
- Xanadu smacks the opponent in front of him 3 times. The opponent flies towards the corner of the screen. Knocks down airborne opponents immediately. Standing or crouching opponents will take all hits from this super.
- Can combo from cancel-able standing and crouching light and heavy normal attacks.
- Has no invincibility
- Hard knockdown
- Punish-able on block and if whiffed
Max: Faster start-up, more damage, hits 4 times.
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)
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