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The King of Fighters XIV/Shun'ei
Movelist
Throws
Command Normals
Special Moves
Thruster Vision • Front - in air, + / (*)
Thruster Vision • Back - in air, + / (*)
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
Far A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancel-able to supers or BC Max Mode activation.
Far B: A middle height side kick. A good, low risk poke. His front foot rises a lot for the kick, so it pseudo low crushes unless the low can reach his back foot. Only cancel-able to supers or BC Max Mode activation
Far C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. The hurtbox seems hard to hit, but the hitbox seems skinny. Only BC Max Mode cancel-able.
Far D: A long range, decently quick roundhouse. Feels strong for controlling hop/run space. No lower hitbox, however. Only BC Max Mode cancel-able
Close
Close A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.
Close B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.
Close C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.
Close D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling.
Crouching
Crouching A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Cancel-able to pretty much everything.
Crouching B: A standard low kick. Kind of slow for a cr.B (6f). Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.
Crouching C: An anti-air angled elbow. Forces standing on hit. Seems fine as an anti-air.
Crouching D: A sweep with a little more range than cr.B. Soft knockdown. Special/f+b/BC Max Mode cancel-able.
Jumping
Jump A: An air-to-air jab. His farthest horizontal jumping normal.
Jump B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommened to stick to j.D for crossups.
Jump C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high.
Jump D: A good air-to-ground. Crosses up, but you’ll have to work pretty hard to do it on standing opponents.
Blowback
Stand CD: A jumping kick. Low crushes. Slightly unsafe, can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.
Jumping CD: A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height.
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
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)