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The King of Fighters XIV/Love Heart: Difference between revisions
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=Gameplay Overview= | =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 | 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 mediocre DP in which she can use to defend herself, although her normal anti-airs require specific spacing to make them work. Lastly, she can convert relatively minor Sky Anchor or Peace Slash combos into bigger damage quite easily, as her Elysion Wave possesses OTG properties. | ||
Love's execution requirements are fairly low, making her suitable for beginning players as well as experienced players. However, since many of her specials are either unsafe on block or susceptible to Guard-Cancel Roll punishes, it is 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 along with how she can inflict decent amounts of damage without requiring large amounts of meter. | Love's execution requirements are fairly low, making her suitable for beginning players as well as experienced players. However, since many of her specials are either unsafe on block or susceptible to Guard-Cancel Roll punishes, it is 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 along with how she can inflict decent amounts of damage without requiring large amounts of meter. |
Revision as of 16:20, 9 January 2017
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 mediocre DP in which she can use to defend herself, although her normal anti-airs require specific spacing to make them work. Lastly, she can convert relatively minor Sky Anchor or Peace Slash combos into bigger damage quite easily, as her Elysion Wave possesses OTG properties.
Love's execution requirements are fairly low, making her suitable for beginning players as well as experienced players. However, since many of her specials are either unsafe on block or susceptible to Guard-Cancel Roll punishes, it is 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 along with how she can inflict decent amounts of damage without requiring large amounts of meter.
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
Strike Brain - (b/f+C) close
- Love Heart does a combination of a judo outside leg trip & a 'Rock Bottom' side slam. The opponent and Love Heart recover at the same time.
- Can be broken
- Hard knockdown
Goodbye Chicken - (b/f+D) close
- Love Heart throws the opponent over her shoulder, then kicks them towards the corner of the screen
- Can be broken
- Hard knockdown
Command Moves
Love Heel - (back+B)
- Love Heart steps on the opponent's foot.
- This move is the usual combo extender and it also presents some possible safe jump setups (example video in Video section).
- Is -2, on block pushes back a large distance therefore use in block strings will keep you safe, on a KD opponent you can use it to stomp them for extra damage (75).
Special Moves
Sky Anchor - (qcf + B/D)
- Flip kick that causes a hard knockdown. Love Heart is in a brief aerial state during the flip.
- Light kick version (B) moves a short distance & is -3 on block
- Heavy kick version (D) moves a longer distance & is -3 on block & inflicts more damage.
- Can combo easily from standing & crouching light & heavy cancel-able normal attacks and her Love Heel command normal attack.
- Super cancel-able
EX: A bit faster but moves the same distance as the heavy kick version, causes ground bounce
Rush Heart - (qcf + A/C)
- This is an uppercut that launches the opponent & can evade certain mid-air projectiles & high aiming moves
- Light punch version travels 40% screen distance
- Heavy punch version travels 1/2 screen distance & inflicts more damage but has slower start-up
- Super Cancel-able
EX: Hits 5 times, travels faster than the normal version & travels at a 75% screen distance towards the opponent
Peace Slash - (qcb + A/C)
- Love Heart creates an energy sword to slash the opponent. Basically used as a combo finisher.
- Can negate projectiles
- Both versions can combo & cancel easily from standing/crouching cancel-able heavy normal attacks
- Light punch version is -11F on block.
- Heavy punch version hits twice. There is a gap in-between the first and second hit. -8 frames on block.
- Super Cancel-able
EX: Slashes 3 times, causes a soft/tech-able knockdown but is -21 on block.
Rising Heart - (dp + A/C)
- Love Heart performs a dragon punch visually similar to Cable's dragon punch in Mvc2.
- Both versions have no invincibility
- Light punch version starts-up in 7 frames
- Heavy punch versions hits twice and travels upward slightly farther than the light punch version
- Both versions can combo and cancel easily from crouching/standing light & heavy normal attacks
- Super Cancel-able
EX: Starts up in 7 frames, and has full body invincibility during that start-up.
Super Special Moves
Elision Wave - (qcfx2+P)
- Love Heart creates an energy ground wave from her energy sword. It knocks the opponent back towards the corner of the screen.
- Has very brief start-up invincibility.
- For 1 bar supers you'll use this since it deals more damage.
- Can Advance cancel, which if you do want to spend the 3 bars, you will use this into Sky Love Arrow for the most damage.
- Can Climax Cancel
- Can OTG the opponent
- Hard knockdown
Max: Hurls out two ground waves. Starts-up a bit faster than the normal version, and inflicts more damage.
Sky Love Arrow - (qcfx2+K)
- Love Heart neutral hops then comes down diagonally to multi-hit dive kick the opponent.
- Light kick version travels close to 1/2 screen distance
- Heavy kick version travels 3/4 screen distance and has faster start-up
- For 2 bar supers, this (Max version) will be the most damage.
- -12 frames on block for all versions
- Punish-able if blocked and if whiffed
- Can Climax Cancel
Max: Travels in-between the distances of the light and heavy kick version. Inflicts more damage, and starts-up in 10 frames.
Climax Super Special Moves
Senku Buster Sword - (hcb, hcb + A+C)
- Love Heart flies across the screen to slash the opponent with her energy sword.
- Travels 3/4 screen distance towards the opponent
- The opponent can't crouch to evade, but can miss if performed during a sliding type move
- Invincible during the start-up and very briefly while Love Heart is in motion
- Hard knockdown
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- 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 = (336 DMG) { 1000 }
- cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, run, dp+AC = (352 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.A, cr.B, [BC] cr.C, qcf+BD, qcf+AC, qcb+C, dp+A = (363 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
Anywhere
- cr.B, cr.A, cr.A, qcf+B [SC] qcfx2+AC = (321 DMG)
- cl.D, b+B, qcb+C [SC] qcfx2+AC = (442 DMG)
- cr. B, cr. A, cr. B [BC] cr. C, qcf+BD, qcf+AC, qcf+A, qcfx2+D (run) back+B = (473 DMG) {1500 Meter}
No corner
- st.CD, qcf+D (miss), qcfx2+AC = (322 DMG)
(Must be half screen or closer to combo both hits of the super)
Corner only
- cl.D, b+B, qcb+C [SC] qcfx2+BD, b+B = (528 DMG)
- st.CD, wait, qcb+C (2), dp+A [SC] qcfx2+BD, b+B = (403 DMG)
- st.CD, qcf+A, qcb+C (2), dp+A [SC] qcfx2+BD, b+B = (456 DMG)
- j.CD, qcfx2+AC = (357 DMG)
3 meters
Anywhere
- cr.B, cr.A, cr.A, qcf+B [SC] qcfx2+A/C [AC] qcfx2+BD, dash, b+B = (470 DMG)
- cl.D, b+B, qcb+C [SC] qcfx2+A/C [AC] qcfx2+BD, dash, b+B = (616 DMG)
No corner
- st.CD, qcf+D (miss), hcbx2+AC = (435 DMG)
Corner only
4 meters
- cr. C, qcb+C (SC), qcfx2+P (CC) hcbx2+AC = (653 DMG)
(good damage from a cr. C hit confirm if you have the meter)
- cl.D, b+B, qcb+C (SC) qcfx2+P, (CC) hcbx2+AC = (669 DMG)
(you can add a jump-in for more damage)
5 meters
- cr. B, cr. A, cr. A, qcf+B (SC) qcfx2+AC (CC) hcbx2+AC = (632 DMG) {1000 Meter}
(good damage from a low light hit confirm if you have the meter)
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