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The King of Fighters XIV/Nelson
Movelist
(*) = EX OK
(!) = MAX OK
Throws
I found an opening (Combination A) - +
Your belly! (Combination A) - +
Your neck! (Combination A) - +
Special Moves
A step into victory! - + / (*)
I will hit ya until you do down! - close, , + / (*)
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
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
Chin Breaker - (b/f+C) close
- Nelson grabs the opponent to deliver two hooks across their face. They are knocked back toward the corner of the screen.
- Can be broken
- Soft knockdown
Belly Smash - (b/f+D) close
- Nelson grabs the opponent, turns them around, then punches them in the stomach then punches the back of their head. The opponent lands at Nelson's feet.
- Can be broken
- Hard knockdown
Command Moves A
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)
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