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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
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.
- Can combo from cl.C, cr. C or cl.D
- Not safe on block
Your belly! - (back+A)
- A left uppercut to the body.
- Fast start-up, can combo from Nelson’s crouching & standing chain-able light normals
- 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.
- Too slow start-up to combo from Nelson’s normals
- 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 & can cancel into Command Moves C & D
- Not safe on block
Not Yet! - (back+B)
- An uppercut that knocks the opponent in the air. Can be used the juggle the opponent. Leads to big damage & reset mixups.
- Can cancel into other Command Moves B & can cancel into Command Moves C & D
Up! - (Up+B)
- Nelson steps forward then hooks punch downward.
- Hits overhead
- Can cancel & combo into other Command Moves B & can cancel into Command Moves C & D
- Doesn’t combo from Command Move starters
Down! - (down+B)
- Nelson crouches down to punch the opponent's lower leg
- Hits low.
- Can cancel & combo into other Command Moves B (if close enough) & can cancel into Command Moves C & D
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
- Hard knockdown
- Cancels from Command Moves B. Combos from b+B.
Reap! - (down+C)
- Nelson spins around while moving forward to deliver a crouching hook aimed at the opponent's lower body
- Hits low
- Soft knockdown
- Cancels from Command Moves B
Command Moves D
Forward! - (f+D)
- Nelson crouches down & dashes forward quickly. Similar in range to hcf+B.
- Cancels from Command Moves B
Backward! - (back+D)
- Nelson takes a big step back away from the opponent. Range similar to his backdash
- Cancels from Command Moves B
Special Moves
A step into victory - (hcf+B/D)
- Nelson ducks down to dash forward quickly towards the opponent
- Light kick version travels close to 1/2 screen distance
- Heavy kick version travels close to 3/4 screen distance
- Both versions have high body invincibility
EX: Travels at a 1/2 screen distance, and has full body invincibility throughout the animation.
I will hit ya until you go down! - (hcb,f+A/C) close
- Nelson grabs, then punches the opponent repeatedly (7 hits) in the mid-section to finish off with an uppercut. The opponent lands a half screen away.
- An instant command grab but not a 1 frame command grab.
- Can combo from his special cancel-able crouching & standing light & heavy normal attacks (except cr. D), and from Command Moves A
- Hard knockdown
EX: More damaging, slightly increased range
Super Special Moves
Mighty Punch - (qcf, qcf+A/C)
- Nelson stands still to deliver a very fast but short ranged uppercut. Crumples the opponent when hit. The opponent lands at Nelson's feet.
- Can be used as a combo finisher & as an anti-air or reversal attack
- -1 frame on block which makes it extremely difficult to punish for some characters
- Hard knockdown
Max: Nelson follows up the uppercut with a fast swinging haymaker that knocks the opponent to the wall of the screen. When whiffed, the follow-up punch does not release. Faster & more damaging than the normal Super version.
Invisible Punch - (qcf, qcf+B/D)
- Nelson stands still to release a visually un-detectable punch that hits the opponent multiple times. Crumples the opponent when hit. The opponent lands at Nelson's feet.
- Can be used as a combo finisher
- Unsafe on block.
- Hard knockdown
Max: Faster, more damaging & hard to punish if blocked.
Climax Super Special Moves
Victory Punch - (qcf, hcb+AC)
- Nelson rushes forward then punches the opponent repeatedly while circling around them. Nelson finishes the opponent with fierce uppercut that tosses them across the edge of the screen.
- Best used as a combo finisher or as an anti-air
- Nelson travels around a 3/4ths screen distance towards the opponent
- Does not have any invincibility
- Unsafe on block
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
Frame Data
Videos
Nelson Slow Motion Hitboxes
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
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