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

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=Throws=
=Throws=


* '''Houyokutan''' - (b/f+C Close)
'''Houyokutan''' - (b/f+C Close)
* Throws them fullscreen for a soft knockdown.
* Throws them fullscreen for a soft knockdown.




* '''Houbien - (b/f+D Close)
'''Houbien - (b/f+D Close)
* Throws them fullscreen for a hard knockdown.
* Throws them fullscreen for a hard knockdown.



Revision as of 18:51, 28 August 2016

Charaimg mian.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Houyokuten - close Bk.gif / Fd.gif + C.gif 

Houbien - close Bk.gif / Fd.gif + D.gif

Command Normals

Ouka-Shu  - Fd.gif + B.gif

Special Moves

Karin - Qcf.gif + A.gif / C.gif (*)

Bienkyu (Forward) - air OK Qcf.gif + B.gif / D.gif (*)

Attack 1 - [Bienkyu (Forward) ] A.gif
Attack 2 - [Bienkyu (Forward) ] B.gif
Attack 3 - [Bienkyu (Forward) ] C.gif
Attack 4 - [Bienkyu (Forward) ] D.gif

Bienkyu (Backward) - air OK Qcb.gif + B.gif / D.gif (*)

Attack 1 - [Bienkyu (Backward) ] A.gif
Attack 2 - [Bienkyu (Backward) ] B.gif
Attack 3 - [Bienkyu (Backward) ] C.gif
Attack 4 - [Bienkyu (Backward) ] D.gif

Hiyoushou - Qcb.gif + A.gif / C.gif (*)

Rasen - Dp.gif + B.gif / D.gif (*)

Super Special Moves

Rangurenbu - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

Hiren Enbu - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Zesshou Shisen Enbu - Hcb.gif Hcb.gif + A.gifC.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Corner

cl. D xx f. B xx dp D = 214 dmg
cr. B xx cr. A xx cr. B xx qcf a = 144 dmg
CD xx qcb C > dp D = 236 dmg

1 Meter

Anywhere
Anywhere
Corner

cl. D xx f. B xx MAX > cl. C xx f. B xx qcf AC > dp BD > cl. C = 338 dmg
cr. B xx cr. A xx cr. B xx qcf A xx qcf~hcb P = 269 dmg
cl. D xx f. B xx MAX > CD xx qcb C > qcf BD - B > dp BD > cl. C = 378 dmg

2 Meters Anywhere cl. D xx f. B xx MAX > cl. C xx f. B xx qcf AC > qcf~hcb AC = 480 dmg

Gameplay Overview

Normals

Standing

  • st. A = Forward jab. Plus on block and hit. Potentially can anti air hops but unreliable. Not cancelable.
  • st. B = Upwards angled kick. Fantastic at anti-airing hops, though a little slow. Slightly negative on hit and block, but nothing to be concerned about. Not cancelable.
  • st. C = Far reaching palm strike. A fantastic poke and whiff punish move. Can be canceled into supers. Negative on hit and block.
  • st. D = Jumping kick. This is an unusual normal that almost acts like a command normal. Start-up is slow but active for very long and range is quite long. This move is also always positive on hit and only negative by a few frames on block, and both of those values can be made more positive by spacing the move properly. If properly spaced, this move can even link into normals like st. A and cl. C after. This normal can also be used to avoid low normals and fireballs.

Close

  • cl. A = Forward jab. Cancels and is neutral on hit and slightly negative on block. Chains into cr. A. Chains from cr. A and cr. B.
  • cl. B = Shin kick. Hits low and is a good hit-confirm at closer ranges. Chains from cr. A.
  • cl. C = Mid chop. Cancelable, making this your standard heavy combo starter. Fairly fast; can link from a properly spaced st. D. Negative on block.
  • cl. D = Upside down kick. Despite it's animation, this move is not an overhead. Much slower than cl. C, but allows for maximum damage punishes. Positive on hit, allowing you to link into st. A afterwards, but that isn't recommended. Slightly negative on block.

Crouching

  • cr. A = Low jab. Main's main pressure tool, as it can be chained into itself and into other light normals. Positive on block and hit, and cancelable.
  • cr. B = Low kick. Must be crouch blocked, so this is Mian's standard opener. Can be chained only into A normals, but then can be chained back into cr. B (ex. cr. B xx cr. A xx cr. B). Positive on both hit and block.
  • cr. C = Uppercut. Makes for an effective anti-air, but it's speed and forward movement makes it better for anti-airing full jumps rather than hops. Cancelable. Negative on hit and block, but the pushback makes it difficult, though still possible, to punish.
  • cr. D = Mian's sweep. Fairly fast and can combo from wallsplats such as her CD, even from full screen. Cancelable and negative on block, but the pushback makes it difficult to punish.

Jumping

  • j. A = Low angled jab. Active for awhile. Not too useful but maybe good to mix up your air approach.
  • j. B = High angled kick. Great for air-to-air, and active a considerable amount of time.
  • j. C = Low angled palm. Go to jump in.
  • j. D = Drop kick. Great air poke, and serves as a good jump in as well. Start-up is relatively long however.

Blowback

  • st. CD = Twin palm strike. Range is similar to st. C.
  • j. CD = Very low angled twin palm strike. Fantastic jump in.

Throws

Houyokutan - (b/f+C Close)

  • Throws them fullscreen for a soft knockdown.


Houbien - (b/f+D Close)

  • Throws them fullscreen for a hard knockdown.

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • cr. B, cr. A, dp+D = (149/140 DMG)

(a low hit confirm into a soft knockdown)

  • (j.C/D) cl. C, f+B, dp+D = (204/210 DMG)

(Either start this combo from a jump-in, or use cl. C, f+B as a punish)

  • f+B, dp+D = (161/160 DMG)
  • qcb+C > run > cr. D = (166/130 DMG)

Corner Only

  • st. CD, dp+K = (165/180 DMG)
  • st. CD, qcb+C, dp+D = (236/240 DMG)

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

Mian Quick Guide

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