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The King of Fighters XIV/Nelson

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Chin Breaker - close / +  

Belly Smash - close / +

Command Moves

I found an opening (Combination A) - +

Your belly! (Combination A) - +

Your neck! (Combination A) - +

Command Moves
Scoop out! (Combination B) [Commnad Moves ] - +
Not yet! (Combination B) [Commnad Moves ] - +
Up! (Combination B) [Commnad Moves ] - +
Down! (Combination B) [Commnad Moves ] - +
Command Moves
It's over! (Combination C) [Command Moves ] +
Wrench open! (Combination C) [Command Moves ] +
Lay down! (Combination C) [Command Moves ] +
Reap! (Combination C) [Command Moves ] +
Command Moves
Forward! (Combination D) [Command Moves ] +
Backward! (Combination D) [Command Moves ] +

Special Moves

A step into victory! - + / (*)

I will hit ya until you do down! - close, , + / (*)

Super Special Moves

Mighty Punch - + / (!)

Invisible Punch - + / (!)

Climax Super Special Moves

Victory Punch - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

I found an opening! - (f+A)

  • A right hook to the body that can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Not safe on block

Your belly! - (back+A)

  • A left uppercut to the body.
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Not safe on block

Your neck! - (f+B)

  • A punch that is aimed at the opponent's lower body.
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Hits overhead
  • Neutral on block

Command Moves B

Scoop Out! - (f+B)

  • A close ranged uppercut aimed at the opponent's chin.
  • Can cancel into other Command Moves B & C or Max Mode or his Super Special Moves.
  • Not safe on block

Not Yet! - (back+B) (if in air)

  • An uppercut that knocks the opponent in the air. Can be used the juggle the opponent.
  • Can cancel into other Command Moves B & C or Max Mode or his Super Special Moves.

Up! - (Up+B)

  • Nelson hooks punch downward.
  • Hits overhead
  • Can cancel into other Command Moves B & C or Max Mode or his Super Special Moves.

Down! - (down+B)

  • Nelson crouches down to punch the opponent's lower leg
  • Hits low.
  • Can cancel into other Command Moves B & C or Max Mode or his Super Special Moves.

Command Moves C

It's Over! - (f+C)

  • Nelson delivers two quick punches; a downward swinging hook & an uppercut that launches the opponent in the air.
  • Juggles the opponent briefly
  • Cancels from Command Moves B
  • Not cancel-able


Wrench Open! - (back+C)

  • Nelson charges up briefly to deliver a powerful straight punch that twists his cyber arm.
  • Guard breaks blocking opponents
  • Cancels from Command Moves B
  • Not cancel-able


Lay Down! - (up+C)

  • Nelson hops towards the opponent to deliver a strong downward swinging punch aimed at the top of the opponent's head.
  • Hits overhead
  • Cancels from Command Moves B


Reap! - (down+C)

  • Nelson spins around to deliver a crouching hook aimed at the opponent's lower body
  • Hits low
  • Cancels from Command Moves B

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)

Notation

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


The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina