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The King of Fighters XIV/King

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hold Rush - close / +  

Hook Buster - close / +

Command Normals

Sliding - +

Special Moves

Venom Strike - + / (*)

Tornado Kick - + / (*)

Trap Shot - + / (*)

Super Special Moves

Surprise Rose - + / (!)

Silent Flash - + / (!)

Climax Super Special Moves

Illusion Dance - air OK, +

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: Quick speed, good horizontal range, good for stopping incoming hops & to use as a close range poke. Hits some crouching opponents. Not cancel-able.
  • st. B: A thrust kick aimed at the opponent's shins. Doesn't hit low. Has autoguard during the start. Not cancel-able.
  • st. C: A fast, fierce punch that can stop incoming hops similar to st. A, but has more recovery. Whiffs on crouching opponents. Not cancel-able.
  • st. D: This inverted roundhouse kick can stop incoming jumping attacks and hops. It can also hit crouching opponents. Not cancel-able.

Close

  • cl. A: This cancel-able elbow hook can chain into King's other light close and standing normals.
  • cl. B: Hits low, cancel-able but doesn't chain into other light normals.
  • cl. C: A close cancel-able uppercut that is good for starting combos. Also good to use incase an opponent wants to jump directly over you.
  • cl. D: A two-hit cancel-able kick that is good to use during combos. Inflicts more damage than close C.

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD

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)

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