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The King of Fighters XIV/Verse
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Midscreen |
hcb+K, st.C, f+A, rdp+A = 201 dmg |
1 Meter |
Midscreen |
hcb+K, st.C, f+A, qcf+C, qcfx2+P = 338 dmg |
2 Meters |
Midscreen |
hcb+K, st.C, f+A, qcf+C, qcfx2+PP = 433 dmg |
Gameplay Overview
Verse is a bulky zoner with a handbag of dastardly mixups from almost anywhere on the map. With 2 different height fireballs, a command grab that hit 3/4 across the screen, a sliding sweep that can reach even further, an anti-air that can easily combo into super or hard knockdown, and auto-guard on his st.D, he can keep his opponent at bay. He's got invincible reversal supers, a 2 hit cr.C, a command normal that jumps but can hit low, a teleport, a cross-up, 275 damage off of a cr.B and an overhead that combos into an OTG super.
This all comes at the expense of speed however, which is why Verse spends more time pelting the opponent where he stands then weaving in and out of combat. Or he can just grab them and and carry them to their doom. Whichever is most convenient.
Normals
Standing
- st. A: 25 damage. Basic jab. Kind of slow on startup for a jab, but decent range. May whiff on smaller characters. Barely negative on block.
- st. B: 30 damage. Verse kicks up and forward. Decent range, same height as far LP. More negative on block than far LP.
- st. C: 70 damage. Verse sends a powerful uppercut forward, sending the opponent up in the air. This move has a lot of start up and is very negative on block, but pushes you to half screen. Can be used as an anti-air, but better just saving it for combos. Special cancel-able and chains into cr.A, cr.B, and Star Crash.
- st. D: 80 damage. Verse performs a spinning kick from a massive distance. This move is barely negative on block, huge startup, but has autoguard until the active hitbox comes out.
Close
- cl. A: 25 damage. Quick little jab. 0 on block, but hitbox is lower than it appears.
- cl. B: 30 damage. Verse lifts a knee. Short range but fast. Maybe +1 on block.
- cl. C: 70 damage. Verse chops down at his opponent, yielding hard knockdown. While slow to hit and minus on block, this does hit overhead. Super cancel it for extra damage.
- cl. D: 78 damage. 2 hits, 40 damage each before scaling. Verse lifts a knee and kicks. 0 on block, quick startup. Nice button, cancellable on both hits.
Crouching
- cr. A: Stumpy punch used for your hit confirm. Fast and plus on block.
- cr. B: 30 damage. Nice range, quick, only like -1 on block. Hits low.
- cr. C: 100 damage. 2 hits, 30 on the first and 70 on the second. Good damage and decently safe on block. It pushes Verse back to halfscreen on block. Cancellable on both hits.
- cr. D: 80 damage. Verse's sweep. This move is plus on block at max range, minus at close range. Holding down back will make him slide significantly shorter, while holding down forward will make him slide significantly further.
Jumping
- j. A: 45 damage. Verse places both hands below and in front of him. Good jump away button, fast and nice range. This does 40 damage if hopped.
- j. B: 45 damage. Verse lifts a knee. Super short range, but ok hop button. This does 40 damage if hopped.
- j. C: 70 damage. Verse flexes both arms on either side of him. This button hits crossup if done with a full jump, but can be kind of slow and short ranged.
- j. D: 70 damage. Verse kicks his legs out. Nice horizontal range, but a little slow. Good for jumping in.
Blowback
- st. CD: 75 damage. Verse lunges his body forward, body checking the opponent. Huge range. The closer you are to your opponent on startup, the less safe this move is.
- j. CD: 90 damage. Verse gives a shoulder ram in the air. This move has stubby range and hits mid. It can be useful for air-to-air, or pressuring a blocking opponent.
Throws
Giga Power Bomb - (b/f+C) close
- Can EASILY be broken.
- Hard knockdown at roughly st.D range.
Brain Stem Buster - (b/f+D) close
- Can be broken
- Hard knockdown about at the edge of cr.C range.
Command Moves
Star Crash - - (f+B)
- Verse flips forward then stomps on the ground.
- Special cancels when Verse lands, and used for some combos.
- Landing has a low hitbox, and can sometimes cross-up the opponent.
Special Moves
Hate Knuckle - (qcb + A/C)
- Verse walks forward, sending a series of fists a short distance in front of him. Verse's walk starts instantly, but the fists don't start for a little bit after. The fists stop certain projectiles.
- This special is super cancellable after a fist hits. Be careful on the timing.
- A version does 111 dmg, 6 hits, and has the fastest start up. C version is a bit slower and safer
EX: 175 damage. 10 hits, 20 damage each before scaling. Safe on block and quick start up.
Stray Hand - (qcf + A/C)
- Verse's fireball. He shoots a fiery hand forward. It moves decently fast, and gives soft knockdown on hit.
- Both A and C version do 60 dmg. A version is higher and flies over crouchers, while C version is lower but a bit slower
EX: 2 hits, 65 each. This version shoots the high fist followed by the low one.
Stray Scaffold - (hcb + B/D)
- Verse sends both hands out to capture the opponent. The opponent is pulled into a bubble that is moved a short distance toward Verse. The opponent is considered airborne during this time.
- Considered a command grab and will hit roughly 3/4th of the screen. Very useful for resets and catching opponents shaking in their boots.
- It has meaty active frames and can be used to catch jumpers at a distance.
EX: This version is much faster, which allows it to be comboed into
Darkness Collision - (rdp + A/C)
- Verse's "DP". He brings a fiery fist down in front of him, giving his opponent a hard knockdown if it connects.
- This can be used for spacing and anti-air, since it has a tall hitbox, is mostly unpunishable and super cancels for extra damage.
- A version does 78 damage and 2 hits, C version a bit more damage but is slower and more negative on block.
- If used at the tip of st.A's range, when only the last hit connects on a grounded opponent, This move will cause crumple instead of hard knockdown, allowing for much more damaging combos.
EX: 151 damage. 3 hits, 40 on the first hit and 60 on the last two before scaling. Verse steps forward a bit for the first attack and it hits low, but if blocked, can be countered by most jabs before the second and third hits arrive. Opponent bounces a bit allowing for combo followup.
Dark Quanta - (d + AC)
- Verse has a teleport. Depending on what direction you hold, forward or backward, Verse moves in that direction. You can also not choose a direction and simply stay invulnerable for a short while. This move does have a bit of startup and recovery, but can be used to pass through projectiles or chase after a ground tech.
- Forward - ( f )
- Backward - ( b )
Super Special Moves
Verse Run - (qcfX2 + A/C)
- Souped up Stray Hand. Verse shoots a massive hand that flies across the screen at mid height.
- 180 damage and has invuln frames on startup.
Max: 327 damage. 3 hits, 115 damage each before scaling.
Meteor Verse - (qcfx2 + B/D)
- Verse drops a barrage of fists from the sky a fixed distance away from him. This super can hit downed opponents (OTG), like after being hit with cl.C or Darkness Collision.
- Note not all hits will always connect.
- Hits overhead.
Max: A massive barrage of fists drop, dealing 40 damage with the first, dropping by 2 damage with each fist before damage scaling maxes out at 20 damage per fist. This version will rain the fists starting in front of Verse, but eventually hit those at an HK version's distance away as well.
Climax Super Special Moves
Grudge Dimension - (hcbx2 + AC)
- Verse's Climax. After a superflash, Verse charges to almost fullscreen and performs a hitgrab. He then performs a series of punches, similar to Shun'ei's Climax. This move does 472 damage.
- Has invuln on startup.
Combos
- Note, while the cr.C(2) damage value is listed, connecting with only the last hit of the move usually does more damage.
Rush Auto Combo
Meterless: 136 dmg
1 Meter: 223 dmg
EX: 345 dmg
0 meter
- cr.B, cr.A, cr.A, st.A rdp+A = 158 dmg
- cr.B, cr.A, cr.A, st.A, rdp+A, st.C, f+B, rdp+A = 275 dmg
(This combo is immensely challenging, but equally rewarding. VERY spacing dependant.)
- cr.C (or cl.D), rdp+A = 174 dmg
(You can choose to cancel into qcb+A too. it does a little more damage, but knocks them away and is more unsafe on block.)
- hcb+K, st.C, f+B, rdp+A = 201 dmg
(This combo won't work in the corner.)
- hcb+K, st.C, f+B, qcb+A = 217 dmg, usually
(This one will. though if you are too close for some reason, you may need to backdash right after hcb+K.
1 meter
- st.D [BC] cr.C(2), hcb+BD, st.C, f+B, rdp+A = 363 dmg {1000}
(For a standard metric, st.D activate is used for all max mode combos, but cr.C, cl.D, st.B can be used pretty easily too.)
- st.D [BC] cr.C(2), rdp+AC, rdp+A = 309 dmg {1000}
- hcb+K, st.C, f+B, qcf+C, qcfx2+P = 319 dmg
- cr.B, cr.A, rdp+A, qcfx2+K = 268 dmg
- cr.B, cr.A, cr.A, st.A, rdp+A, st.C, f+B, rdp+A, qcfx2+K = 393 dmg
2 meters
- hcb+K, st.C, f+B, qcf+C, qcfx2+AC = 433 dmg
- st.D [BC] cr.C(2), rdp+AC, rdp+A [SC] qcfx2+BD = 554 dmg {1000}
3 meters
- st.D, [BC] cr.C(2), hcb+BD, st.C, f+B, qcf+C, hcbx2+AC = 614 dmg {1000}
4 meters
- hcb+K, st.C, f+B, qcf+C, [SC] qcfx2+P, [CC] hcbx2+PP = 686 dmg
5 meters
- st.D [BC] cr.C(2), rdp+AC, rdp+A [SC] qcfx2+BD [CC] hcbx2+AC = 800 dmg {1000}
Misc
Frame Data
Videos
Verse Slow Motion Hitboxes
Contributors
Some information derived from http://pastebin.com/t5Ph9X6D
Discussion Threads
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