Difference between revisions of "The King of Fighters XIV/King of Dinosaurs"

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'''Standing'''
'''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.  
* st. 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.
* st. 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.
* st. 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.  
* st. 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'''


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.
* cl. 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.
* cl. 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.
* cl. 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. Forces stand, but significantly slower to start up than cl.C. From C/D jump-ins, use cl.C instead.
* cl. D: Forces stand on hit. Minus on block, but special/super-cancellable. Forces stand, but significantly slower to start up than cl.C. From C/D jump-ins, use cl.C instead.


'''Crouching'''
'''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.
* cr. 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.
* cr. 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.
* cr. 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.
* cr. 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'''
'''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.
* j. 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).
* j. 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.  
* j. 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.
* j. 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'''
'''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.
* st. 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.
* j. 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=
=Throws=

Revision as of 23:32, 15 August 2016

Charaimg kod.png

Movelist

(*) = EX OK

(!) = MAX OK


Throws

Dyna Bomb - close Bk.gif / Fd.gif + C.gif

Dyna Buster - close Bk.gif / Fd.gif + D.gif

Command Normals

Rex Head - Fd.gif + A.gif

Yucatan Punch - Bk.gif + A.gif

Special Moves

Zetsumetsu Hurricane - Hcb.gif + A.gif / C.gif *

Assault Raptor - Qcf.gif + B.gif / D.gif *

Ankylo Hammer - Qcf.gif + A.gif / C.gif *

Ankylo Hammer (Brake) - after A.gif or C.gif Ankylo Hammer, A.gif B.gif

Giga Compy - Qcb.gif + B.gif / D.gif *

Super Special Moves

Super Zetsumetsu Hurricane - Hcb.gif Hcb.gif + A.gif / C.gif !

Dinner of Dinosaur - Qcf.gif Qcf.gif + B.gif / D.gif !

Climax Desperation Move

Tyra Mosa Dread Carno Gaoh! - Hcb.gif Hcb.gif + B.gif D.gif

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

  • st. 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.
  • st. 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.
  • st. 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.
  • st. 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

  • cl. 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.
  • cl. B: Minus on block, but special-cancellable. Comparable activation range to cl.A.
  • cl. 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.
  • cl. D: Forces stand on hit. Minus on block, but special/super-cancellable. Forces stand, but significantly slower to start up than cl.C. From C/D jump-ins, use cl.C instead.

Crouching

  • cr. 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.
  • cr. 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.
  • cr. 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.
  • cr. 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

  • j. 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.
  • j. 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).
  • j. 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.
  • j. 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

  • st. 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.
  • j. 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. 1st and 2nd hits super-cancellable, but non-MAX Dinner of Dinosaur will not juggle fully.

EX: 3 hits, 3rd hit inflicts wall bounce. Unsafe on block. Cannot be cancelled with Break. Combo filler.

Break - AB
  • Cancels Ankylo Hammer before the final hit
  • Breaking A version is -3(?) on block, safe to all non-grab punishment. Breaking C version is unsafe to A/B normals and fast cl.C/D's.


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
  • Mostly useless, but occasionally useful to whiff punish ground fireballs (Iori, Terry)

EX: Will grab crouching opponents. Significantly faster to start up and travels farther at a faster speed. A very good long-range punish on projectiles at neutral, but not projectile-invulnerable.


Giga Compy - qcb + B/D

  • Hits opponent OTG. Can hit standing or crouching opponents, blockable mid. Hard knockdown.
  • Flings opponent behind and away from KoD (about a screen length)
  • A damaging combo ender when using it won't uncorner your opponent

EX: Faster startup, easier to use after midscreen hard knockdowns like EX Ankylo Hammer inflicts.

Super Special Moves

Super Zetsumetsu Hurricane - hcb, hcb + A/C

  • Both grabs very fast (1f)? startup. Not invulnerable. If opponent is not already within range when KoD activates the super, he'll run forward a short distance, continuing to look for the grab.
  • Has a ton of active frames due to KoD's running animation, so it can actually be a legit whiff punish, or just grab players who impulsively hold down-back after a big whiff.
  • KoD runs forward about 1/4 screen before he gives up on the grab. Very punishable on whiff, of course.

MAX: More damage, same startup speed, same distance travelled, still no invulnerability.


Dinner of Dinosaur - qcf, qcf + B/D

  • Startup is not invulnerable. Gap between the 4th and final hits where you can slip in a 1f grab and punish.
  • Massively unsafe on block or guard-cancel roll. Only useful as combo filler/ender.
  • Will hit aerial opponents, but opponent will frequently fall out of the last hits unless the juggle is carefully engineered.

MAX: Adds an additional hit that hits overhead.

Climax Super Special Moves

Tyra Mosa Dread Carno Gaoh! - hcb, hcb + BD

  • Fully invulnerable startup
  • Reaches high, but slow startup makes it vulnerable to safe jump setups
  • Carries opponent about 1/3 stage on success

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. Positive on hit as well.

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)

Near corner

  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC, qcf+C(2nd), SC, qcfx2+B/D, qcf+C (2 hits) (490 DMG)

(The final hit of Dinner of Dinosaur must land to complete this combo. Super cancel late but not too late)

(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)

Near corner

  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC, [qcf+C(2nd), SC, qcfx2+B/D] x 2, qcf+C (578 DMG)

(The final hit of Dinner of Dinosaur must land to complete this combo. Super cancel late but not too late)

4 meters

No corner

  • cr.B, cr.A, qcf+A(1), SC, qcfx2+B/D(4), CC, hcbx2+BD (526 DMG)
  • cl.D, f+A, SC, qxfx2+B/D(4), CC, hcbx2+BD (605 DMG)
  • b+A (air hit), qcf+C(2), SC, qcfx2+B/D(1), CC, hcbx2+BD (547 DMG)

Near corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (530 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (612 DMG)

5 meters

  • cr.B, cr.A, qcf+A(1), SC, qcfx2+BD(4), CC, hcbx2+BD (544 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (553 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (635 DMG)

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