Difference between revisions of "XV Broken/Meitenkun"
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Coliflowerz (talk | contribs) |
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|input=f.C | |input=f.C | ||
|description=* Special Cancellable | |description=* Special Cancellable | ||
Meitenkun swings his pillow. A cancellable far normal that lets Meitenkun establish fireball blockstrings or whiff punishes at a distance. It hits slightly high letting it pre-emptively stop hops, but it tends to go under hops when they're near their apex. | |||
}} | }} | ||
===far D=== | ===far D=== | ||
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|input=f.D | |input=f.D | ||
|description=* Plus on block | |description=* Plus on block | ||
Meitenkun steps forward and does a high kick. This is a unique advancing normal that gives Meitenkun an edge in the ground game. Plus on block and hit ensures Meitenkun gets at least some kind of reward when it lands, although no conversions outside of Quick Max cancels. Can be used to pre-emptively anti air as well. The slight hop Meitenkun does is capable of going over lows, though unless the low has a very short duration, Meitenkun will likely land on the low he's avoiding. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_cla | |moveId=meitenkun_cla | ||
|description= | |description= * Plus on block | ||
Quick elbow jab. Meitenkun's most plus on block normal, though unfortunately he's out of range for a close heavy on block. | |||
}} | }} | ||
====Close B==== | ====Close B==== | ||
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|moveId=meitenkun_clb | |moveId=meitenkun_clb | ||
|description= | |description= | ||
A small kick. Neutral on block, but otherwise not very notable. | |||
}} | }} | ||
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|moveId=meitenkun_clc | |moveId=meitenkun_clc | ||
|description= | |description= | ||
A close headbutt. The start-up for this is longer than his cl.D, which is usually the reverse for most characters. The longer start-up lets Meitenkun buffer 6B early, giving you more time to charge. | |||
}} | }} | ||
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|moveId=meitenkun_cld | |moveId=meitenkun_cld | ||
|description= | |description= | ||
A high angled split kick. This is Meitenkun's fastest heavy normal. The universal pushback on D normals sometimes causes cancels into 6B to whiff on block. Use this for punishes and the occasional anti-air. | |||
}} | }} | ||
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|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description= | |description= A crouching jab. Has longer range than 2B and is chainable into itself making for easy confirms. | ||
}} | }} | ||
===crouch B=== | ===crouch B=== | ||
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|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|description= | |description=A crouching kick. Hits low with decent range. | ||
}} | }} | ||
===crouch C=== | ===crouch C=== | ||
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|input=2C | |input=2C | ||
|description=* Causes a soft knockdown | |description=* Causes a soft knockdown | ||
Meitenkun swings his pillow at his opponent's feet. This is his sweep, which for most characters is usually assigned to their 2D button. Good range for a sweep, with slightly less range than far C, and cancellable on hit and whiff. | |||
}} | }} | ||
===crouch D=== | ===crouch D=== | ||
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|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
|description= | |description=An upside down kick. This is a functional anti-air, but it needs to be done fairly early due to it's speed. Use [2]8P to anti-air instead when possible, but this is good for emergencies when you don't have charge. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2= | |description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2= * Can cross up | ||
A quick air kick. Can cross up and also functions as a fast anti air. | |||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2= | |description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2= | |description2=Air kick. Your best jump in to start combos, although if you want to hit crouchers with this, you have to do it very late, making it prone to anti-airs more than other characters would be. | ||
}} | }} | ||
Revision as of 19:24, 20 April 2022
The King of Fighters XV | |
Movelist
(*) = EX OK
(!) = MAX OK
[Input] = Hold input briefly.
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Ressen Kyaku - + / (*) (Midair Only)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Meitenkun is an XYZ charcter who does QWE using ASDF. | |
Pros | Cons |
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|
Normals
Far Standing Normals
far A
far A
f.A
f.A |
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far B
far B
f.B
f.B |
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far C
far C
f.C
f.C |
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far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
crouch A
crouch A
2A
2A |
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crouch B
crouch B
2B
2B |
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crouch C
crouch C
2C
2C |
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crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Feint Makura
Feint Makura
(close) 4/6C
(close) 4/6C |
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Makura Bomb
Makura Bomb
(close) 4/6D
(close) 4/6D |
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Command Moves
Nezou Rangeki
Nezou Rangeki
6B
6B |
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Chinzankou
Chinzankou
4A
4A |
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Special Moves
Makura Nage
Makura Nage
214A/C/AC
214A/C/AC |
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Sen-Siss Hou
Sen-Siss Hou
[4]6A/C/AC
[4]6A/C/AC |
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Sen-Siss Hou (Follow up)
Sen-Siss Hou (Follow up)
[4]6AC~A/C
[4]6AC~A/C |
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Geki Hou
Geki Hou
[2]8A/C/AC
[2]8A/C/AC |
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Ressen Kyaku
Ressen Kyaku
j.214B/D/BD
j.214B/D/BD |
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Super Special Moves
Chou Geki Hou
Chou Geki Hou
236236A/C/AC
236236A/C/AC |
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Hakuchuu Musou
Hakuchuu Musou
236236B/D/BD
236236B/D/BD |
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Climax Super Special Moves
Seikaku Meitengyobu
Seikaku Meitengyobu
2141236CD
2141236CD |
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Misc
Videos
Navigation
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|