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The King of Fighters XIV/King of Dinosaurs

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Dyna Bomb - close / +

Dyna Buster - close / +

Command Normals

Rex Head - +

Yucatan Punch - +

Special Moves

Zetsumetsu Hurricane - + / *

Assault Raptor - + / *

Ankylo Hammer - + / *

Ankylo Hammer (Brake) - after or Ankylo Hammer,

Giga Compy - + / *

Super Special Moves

Super Zetsumetsu Hurricane - + /  !

Dinner of Dinosaur - + /  !

Climax Desperation Move

Tyra Mosa Dread Carno Gaoh! - +

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

The King of Dinosaurs is a slow, "power"-style grappler like Daimon or Maxima. Since he lacks the mobility to be highly aggressive like Clark or Ramon, the King must rely on slow, careful movements to provoke his opponents into making big, punishable mistakes. In exchange for his low mobility, he has several armored normal and special attacks with which to deflect projectiles, jump-ins, and pokes and attempt a free punish. He also has a fast command grab to punish otherwise minor mistakes, and a long-ranged jump D with which to poke or lock off air space. He gains even more and better armored and punishment tools in MAX mode via his EX Assault Raptor and EX Zetsumetsu Hurricane. With that said, the King's low mobility is his biggest problem by far -- he has some good offensive and defensive moves, but can seriously struggle against many opponents to gain or keep the ranges where they work best. His combos are simple enough for beginners to perform, but the difficulty of his neutral game makes him better suited for experienced players who can work better around his limitations.

Normals

Standing

Far A: Minus on block. This jab reaches so high it will whiff on all crouching and even many standing opponents (e.g. Mai), but its height and range nonetheless make it a very safe, fast short-notice anti-air and hop check.

Far B: Minus on block, but special-cancellable. Does not hit low. Will combo to A Zetsumetsu Hurricane at all but its absolute maximum range, but can't be hit-confirmed since it doesn't chain from anything. Still, a good potential footsie and punishment tool due to this property.

Far C: Has upper-body autoguard a few frames after startup. Minus on block, super-cancellable. Besides slapping slow pokes like stand C's and D's, it can also be used to slap away high projectiles such as Mai's, Robert's, and Andy's. Besides its vulnerability to lows, its major weakness is that it will whiff on crouching opponents.

Far D: Hits high, but starts up slowly. Minus on block. Despite its range and height, the slow startup of this move generally makes it a less reliable poke and anti-air than the King's st.C and cr.C.

Close

Close A: Minus on block, but special/super-cancellable and chains to command normals. The frame disadvantage of this move can be overcome by chaining to KoD's Rush combo (3 hits), which is actually positive on block. Fast enough to get a ground hit after a corner st.CD.

Close B: Minus on block, but special-cancellable. Comparable activation range to cl.A.

Close C: Slow, but special/super-cancellable and chains to command normals. Primarily combo filler, but chokes off a decent amount of space right in front of KoD to stuff the startup of jumps.

Close D: Forces stand on hit. Minus on block, but special/super-cancellable. The force-stand property doesn't actually do KoD much good, and its slow startup means it's a ground punish starter only. From C/D jump-ins, use cl.C instead.

Crouching

Crouching A: Minus on block. Special/super-cancellable and chains to command normals. Has good range for a c.A, but reaches so high that it can be low-profiled at max range by long-ranged cr.B's like Iori's and Sylvie's.

Crouching B: Minus on block, hits low, chains to cr.A and cl.A for combos and blockstrings. A good move, but KoD's low mobility makes it challenging to stay in and pressure with this move like other grapplers can.

Crouching C: Has upper-body autoguard a few frames after startup. Unsafe on block, not whiff-cancellable, but special/super-cancellable and chains to command normals. Can be very fairly compared to Birdie's c.MP from Street Fighter V, a great anti-air normal that can even hit behind KoD, beating crossups and frontal jump-ins alike. Its short horizontal range and long recovery make it vulnerable to whiff punishment, though. Beating early hop-ins can also be difficult without practice.

Crouching D: 2 hits, both inflict a soft knockdown. 1st hit special-cancellable. 2nd hit minus on block. Both hits are a true blockstring. Not bad so long as the move makes contact, but dangerous on whiff because of how long the animation lasts.

Jumping

Jump A: Fast, long-ranged, and decently active, but its hitbox is so high in the air that it's very difficult to air-to-air many hop attacks with this move. Best reserved for very high air-to-air defense; otherwise, stay on the ground and anti-air with b+A, cr.C, or st.A.

Jump B: A nice deep jump-in, and despite how it looks, actually a better low jump air-to-air than j.A. It has a similar active window and enough speed and a protected-enough hurtbox to reliably stop many air-to-air attacks that lack the extreme range of a j.D (in which case the King can frequently win from a vertical jump if he jumped higher than Iori).

Jump C: The King's deepest jump-in. Mostly a combo starter and frontal jump-in, but can be a decent air-to-air from a high vertical jump as well. Can cross up if you aim to hit the opponent with Dino's ass.

Jump D: The King's most reliable jump zoning move, with huge horizontal range to protect his hurtbox. Its only drawback is that it doesn't reach very deep, so it's prone to whiffing on crouching opponents if done too early from a jump. Mix this move in with empty vertical and backward hops and you may see some opponents land on it.

Blowback

Stand CD: Not a whole lot of range by Dino's standards, but it's decently fast and positive on block, which is rare for Dino. Midscreen, you can run up and get a qcb+D bite for an OTG combo.

Jumping CD: Not a good crossup move despite how it looks (sorry Zangief fans), but is quite fast for a Dino normal, making it a decent air-to-air and good, safe hop pressure tool. Hop after your opponent does a big hop attack and let it rip for best whiff-punishment results.

Throws

Dyna Bomb - (b/f+C) close

  • KoD grabs the opponent and throws them into the wall
  • Can be broken
  • Soft knockdown. Can OTG with Giga Compy, but only if the opponent fails to tech roll. Will un-corner the opponent if they are deep in the corner when thrown with Dyna Bomb.

Dyna Buster - (b/f+D) close

  • Mesozoic German suplex.
  • Can be broken
  • Hard knockdown. Switches sides with the opponent.

Command Moves

Rex Head - f + A

  • Overhead when performed standalone. Blockable high/low when chained into. Combos from C/D normals.
  • Not special-cancellable, but is super-cancellable and MAX-cancellable for a combo
  • Minus but safe on block. Soft knockdown on air hit


Yucatan Punch - b + A

  • Can only hit aerial opponents, but is special/super-cancellable
  • Inflicts float state on air hit, can juggle with anything afterwards
  • Has upper-body autoguard a few frames after startup, but can be safe jumped by hop attacks if activated too late. Nevertheless, one of the King's best anti-air attacks

Special Moves

Zetsumetsu Hurricane - hcb + A/C

  • A version starts up fastest, can combo from A/B normals
  • C version starts up slower but has full-body autoguard shortly after startup throughout active frames
  • Hard knockdown, but leaves KoD a fair distance away from his opponent. Still, his most damaging 0-bar combo ender

EX: Starts up fast like A version, moves forward about 1/4 screen, full-body(?) autoguard. Great for plowing through pokes for a knockdown


Ankylo Hammer - qcf + A/C

  • A version starts up faster, does 2 hits, recovers faster. Combos from A/B normals. Soft knockdown on 2nd hit. Can cancel with Break on 1st hit.
  • C version starts up slower, does 3 hits, recovers slower. Hard knockdown on 3rd hit. Can cancel with Break on 2nd hit.
  • 2nd hit of C version will hit opponents OTG for a re-float. All(?) hits super-cancellable, but non-MAX Dinner of Dinosaur will not juggle fully.

EX: 3 hits, 3rd hit inflicts wall bounce. Combo filler.

Break - AB
  • Cancels Ankylo Hammer before the final hit
  • Recovery is safe(?) but not instant; all versions are minus on block when canceled with Break


Assault Raptor - qcf + B/D

  • B version flies a short distance forward, D version flies farther
  • Cannot hit aerial or crouching opponents, very punishable on whiff
  • (description here)

EX: (description here)


Giga Compy - qcb + B/D

  • Hits opponent OTG
  • (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

Rush Auto Combo

Meterless: Surprisingly good because the 3rd hit is positive on block, and it ends in A Zetsumetsu Hurricane for good damage on hit. A good blockstring tool if you stop on the 3rd hit.

1 Meter: Still good if you stop on the 3rd hit on block, but wasteful on hit because it goes straight to Dinner of Dinosaur.

EX: See above. Less damage lost from MAX Dinner of Dinosaur, but still meter-inefficient on hit.

0 meter

  • cr.B, cr.A, hcb+A (197 DMG)
  • cr.B, cl.A, Rush Combo (224 DMG)

(0-bar version only. Builds around 20% of a bar, so be wary of accidental super)

  • st.B, qcf+A, (AB) (58/94 DMG)

(Max-range poke combo. Cancel with AB if st.B 2nd hit won't reach)

  • st.B, hcb+A (182 DMG)

(More damage than st.B, qcf+A, but is much less safe if st.B is blocked)

  • cl.D, qcf+C (191 DMG)
  • cl.D, qcf+C, AB, cr.D (218 DMG)

(Less damage than a Hurricane combo, but leaves opponent much closer)

  • cl.D, hcb+A (232 DMG)
  • st.CD, ff, qcb+B/D (189 DMG)

(Very hard if Dino is more than 1/2 screen from his opponent. Can cancel st.CD to Assault Raptor (whiff) to make it slightly easier)

  • b+A (air hit), st.CD (146 DMG)

(Corner only)

  • b+A (air hit), qcf+C, AB, cr.C (204 DMG)
  • st.CD, cl.A, hcb+A (242 DMG)
  • st.CD, cl.A, Rush Combo (269 DMG)

(0-bar version only)

1 meter

  • cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+A/C (284 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC (275 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcb+BD (309 DMG)

(Must cancel the BC auto-dash ASAP with cl.C)

  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC (357 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcb+BD (391 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+AC (300 DMG)
  • f+A, BC, cl.D, qcf+AC, qcb+BD (334 DMG)
  • b+A (air hit), BC, b+A, qcf+AC (255 DMG)

(Near corner)

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC, qcb+B/D (335 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (417 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (360 DMG)

(Corner only)

  • b+A (air hit), BC, b+A, qcf+AC, qcf+C (315 DMG)
  • st.CD, cl.A, qcf+A, hcbx2+A/C (329 DMG)
  • st.CD, BC, st.CD, cr.C, hcb+AC (329 DMG)

2 meters

  • cr.B, cr.A, qcf+A, SC, hcbx2+AC (377 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (428 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (510 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (453 DMG)
  • b+A (air hit), BC, b+A, qcf+C (2 hits), SC, qcfx2+BD (438 DMG)

(Corner only)

  • st.CD, BC, st.CD, cr.C, f+A, hcbx2+AC (476 DMG)

3 meters

  • cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+BD (459 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (493 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (575 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+C, (2 hits), SC, hcbx2+BD (518 DMG)
  • b+A (air hit), BC, b+A, qcf+C (2 hits), SC, hcbx2+BD (526 DMG)

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

External Links

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