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The King of Fighters XIV/Najd: Difference between revisions
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[[Category:The King of Fighters XIV]] | [[Category:The King of Fighters XIV]] | ||
[[Category:Najd]] |
Revision as of 20:16, 17 December 2019
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Retribution of the Unknown - Hold then release /
Super Special Moves
Climax Super Special Move
Quick Combo Reference
0 Meter |
Low, Anywhere |
(combo here) = xxx dmg |
1 Meter |
Anywhere |
(combo here) = xxx dmg |
2 Meters |
Anywhere |
(combo here) = xxx dmg |
Gameplay Overview
Health: 950
Normals
Standing
- st. A: This jab can stop incoming close hops. Chains into other standing and crouching light normals. Whiffs on crouching opponents.
- st. B: This kick has more range vertically and horizontally than st. A. Can hit crouching opponents.
- st. C: Najd stays stationary while performing a twisting back hand punch. Whiffs on crouching opponents
- st. D: Najd moves forward slightly while performing a round kick. Has more horizontal range than st. C and has a lower height vertically.
Close
- cl. A: A special cancel-able quick elbow that can chain from other standing/crouching light normals. Links into cl.C.
- cl. B: Not a low kick. Special cancel-able and can be chained from Najd’s other standing /crouching light normals.
- cl. C: Najd twirls around & hits the opponent 4 times. Special cancel-able on the 4th hit.
- cl. D: Hits twice. More damage than cl. C. Special cancel-able on the 1st or 2nd hit.
Crouching
- cr. A: This crouching jab can be chain into itself or other standing and crouching light normals. Special cancel-able as well
- cr. B: A chain-able crouching kick to be used to start combos starting low or as a short ranged poke
- cr. C: MK2 uppercut because it pops the opponent in the air. Can be special cancelled on block or on hit to juggle afterwards Moves Najd forward a bit. Terrible anti-air. Unsafe on block.
- cr. D: A sweep with good horizontal range. Special cancel-able.
Jumping
- j. A: Hits at a downward angle but lacks vertical range.
- j. B: This kick points towards the opponent, horizontally. Good for air-to-air. Can be low profiled if performed too early in her jump arc.
- j. C: Crosses up only.
- j. D: A deep angled jump-in attack or to jump away with defensively. Can be used as an instant overhead.
Blowback
- st. CD: A strong dark stab that moves Najd forward. Wall splats on hit, reliably into qcfx2+AC or last hit of her ex rekka string (qcf+AC, hcb+P, f+P)
- j. CD: Deep angled downward dark stab. Good for starting jump-in pressure or to use as an early air-to-air attack.
Throws
Piercing Malice - (b/f+C) close
- Najd chops the opponent away towards the corner of the screen.
- Can be broken
- Hard knockdown
Blinding Mercy - (b/f+D) close
- Najd swings the opponent around to throw them over her shoulder. The opponent lands close enough to provide good okizeme setups (example, super jump C, safe jump, etc)
- Can be broken
- hard knockdown
Command Moves
Wings of Eternity - (f+A)
- Cancelable poke. Low profiles but is rather slow.
Storm of Valor - (f+C) (in air)
- 2-hit air-to-air that puts the opponent in a juggle state.
Special Moves
Alluring Rains - (hcb + A/C)
- (description here)
- 7f startup
- Hard knockdown for corner pressure
- 110 damage
EX: 4f startup, with invulnerability. Launches the opponent. Slightly longer range
Blades of Purity 1 - (qcf + A/C)
- (description here)
- A version 1st hit is safest being only -5 on block
- Follow ups can be delayed to frametrap opponents
- Any hit of her Rekkas can be canceled into dropkick
- A version is one of her fastest/longest punishers (8f).
- (description here)
EX: Launches the enemy at the end
- Blades of Purity 2 - (hcb + A/C)
- (description here)
- Blades of Purity 3 - (towards + A/C)
- (description here)
EX: (description here)
Vow of Glory - (hcb + B)
- (description here)
- High(air) & Special counter
- 3f startup?
- 100dmg
EX: 1f startup (reversal). 140dmg and a hard knockdown
The Enduring Dream - (hcb + D)
- (description here)
- Mid (grounded pokes) counter
- 3f startup?
- 100dmg
EX: 1f startup (reversal), 140dmg + hard knockdown
Calamity Flash - (hcf + B)
- (description here)
- Low counter
- 3f startup?
- 100dmg
EX: 1f startup (reversal), 140dmg + hard knockdown
Retribution of the Unknown - (Press and release B or D)
- Najd performs a shadow flying kick that travels mid-air horizontally towards the opponent.
- Has different levels depending on how long you press then release the button.
- LVL 1 Drop Kick: 3s - 100 dmg, 100 stun
- Lvl 2 Drop Kick: 10s - 150 dmg, 100 stun
- Lvl 3 Drop Kick: 20s - 200 dmg, 140 stun - Pops straight up for extension
- Lvl 4 Drop Kick: 30s - 250 dmg, 200 stun - Wall bounce
- More info here: https://twitter.com/Reiki_Kito/status/984468476432564224
EX:
- Lv.1 EX Drop Kick: 1.5 sec, 140 Damage - hard knockdown(?)
- Lv.2 EX Drop Kick: 4.5 sec, 180 Damage - Allows cr.C to juggle in corner; allows qcf C to juggle mid-screen.
- Lv.3 EX Drop Kick: 9 sec, 240 Damage -
- Lv.4 EX Drop Kick: 12 sec, 300 Damage - Wall bounce; impossible even for 1500 Max Mode unless raw activation.
- Fully projectile invulnerable
Super Special Moves
Exhale of the Earth - (qcb, qcb + A/C)
- (description here)
- (description here)
- (description here)
Max:
Virtue of Deceit - (qcf, qcf + A/C)
- A shadow arm that reaches ¾ of the screen (EX almost full).
- Counts as a projectile. Lots of active frames making it very hard to get around (a very well timed running roll will do), and is basically unpunishable outside of GCAB.
- Regular version has a little start-up invulnerability. EX is has seemingly fully invincible startup.
- Regular version has 16f startup, and EX has 8f.
Climax Super Special Moves
Scorching Fate - (qcf, hcb + B+D)
- (description here)
- (description here)
- (description here)
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
- (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
Frame Data
Videos
Contributors
External Links
Help improve this wiki by adding suggestions and comments to this google doc: https://docs.google.com/document/d/1C2O_Cxn8Fvi9oIHPl0IWdivnhlMlRjpIToQIjon49A0/edit#
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Discussion Threads
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