Difference between revisions of "XV Broken/Meitenkun"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Meitenkun Profile.png|thumb|With pillow in hand, this sleepy young fighter is a master of the hidden martial arts technique, Hyakkyokuminminken, or Eight Extremities Slumber Fist. The family he knows today is his mentor Tung Fu Rue and fellow disciple/best friend Shun'ei. He is considered by many to be Tung's secret weapon, as the extent of his explosive power and technique is a mystery to all.]] | <section begin="image"/>[[File:KOFXV Meitenkun Profile.png|thumb|With pillow in hand, this sleepy young fighter is a master of the hidden martial arts technique, Hyakkyokuminminken, or Eight Extremities Slumber Fist. The family he knows today is his mentor Tung Fu Rue and fellow disciple/best friend Shun'ei. He is considered by many to be Tung's secret weapon, as the extent of his explosive power and technique is a mystery to all.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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* '''Charge Character''': ... which makes some options not available without proper charge. As such, Meitenkun must turtle in order to be able to react. | * '''Charge Character''': ... which makes some options not available without proper charge. As such, Meitenkun must turtle in order to be able to react. | ||
* '''Slow Fireball''': Makura Nage's one weakness is that its slow, meaning its very easy to hop at close range. | * '''Slow Fireball''': Makura Nage's one weakness is that its slow, meaning its very easy to hop at close range. | ||
* '''Slow in General''': | * '''Slow in General''': Slow run speed, slow DP, and slow normals make Meitenkun feel somewhat sluggish all around. | ||
* '''Meterless Combos''': Without meter, Meitenkun's combos are mediocre at best. They deal low damage and have poor corner carry. | * '''Meterless Combos''': Without meter, Meitenkun's combos are mediocre at best. They deal low damage and have poor corner carry. | ||
* '''Bad Pressure''': As a tradeoff for the best zoning and defense in the game, with great neutral as well, Meitenkun's pressure is among the worst in the game. Though his fireball pressure may seem great at first, Meitenkun's stubby lights, high pushback, bad confirms and reliance on charge make his offense much worse than other characters in general. | * '''Bad Pressure''': As a tradeoff for the best zoning and defense in the game, with great neutral as well, Meitenkun's pressure is among the worst in the game. Though his fireball pressure may seem great at first, Meitenkun's stubby lights, high pushback, bad confirms and reliance on charge make his offense much worse than other characters in general. | ||
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Meitenkun slides forward with his foot. Hits low like the animation implies, but cannot be cancelled except into Max mode. Has further range than his 2B. Although it has variable frame advantage at proper spacing, Meitenkun has trouble capitalizing on it. | Meitenkun slides forward with his foot. Hits low like the animation implies, but cannot be cancelled except into Max mode. Has further range than his 2B. Although it has variable frame advantage at proper spacing, Meitenkun has trouble capitalizing on it. | ||
The start up of this attack is similar to the start up if his 214A, and thus it can serve as a feint for his projectile. Meitenkun also moves forward slightly adding to it's extended reach. This allows you check ground approaches from opponents who are dashing at you, or attempting to escape the corner. | |||
}} | }} | ||
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|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 | 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 can be cancelled into special moves as early as frame 12, giving Meitenkun a pseudo-step command normal. However, the kick itself cannot be cancelled. | ||
}} | }} | ||
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|size = 18% | |size = 18% | ||
|description= | |description= | ||
A small kick. Neutral on block, | A small kick. Neutral on block and 4 frame start-up, making this his fastest normal. | ||
}} | }} | ||
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|size = 18% | |size = 18% | ||
|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. | 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. Can hit quite high giving Meitenkun more control over vertical space when up close or cornered. | ||
}} | }} | ||
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*EX version launches | *EX version launches | ||
Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, | Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, traveling low enough to be unable to be low profiled under by most moves. This sets up Meitenkun's zoning game. He can use this to keep opponents out while anti airing with [2]8P or tagging rolls with [4]6P, or follow behind it to set up an offense. The C version travels diagonally upwards, capable of catching jumps pre-emptively. On air hit, it causes an air reset making it unable to be comboed after. The EX version travels horizontally at a much faster speed than the A version, and causes a juggle state. This can be used as a combo starter or to go through other regular projectiles. | ||
When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option. | When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option. | ||
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* EX version goes through projectiles | * EX version goes through projectiles | ||
Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance | Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance while being safe at certain spacings. This special move as a special trait; the longer you hold the 4 input, the stronger the special becomes, with 3 separate levels of strength. Each level causes the special to do more damage and travel further. The charge times are as follows: | ||
30f-80f = Level 1 | 30f-80f = Level 1 | ||
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120f+ = Level 3 | 120f+ = Level 3 | ||
The A version is always Level 1, so if you want to just pressure, use that version. | |||
The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos. | The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos. | ||
All versions including EX can advance over certain grounded projectiles such as Power Wave thanks to the small hop as part of the lunge. This hop does not translate to giving the move a 'low crush' status, it'll still trade with big lows like Khronen 2C or Yashiro 2D. | |||
Many characters cannot deal with this nearly as well as others in neutral. Namely, characters without fast reversals or command grabs. Learn which characters can blow through this move on reaction and ones that can't, and play the matchup accordingly. | Many characters cannot deal with this nearly as well as others in neutral. Namely, characters without fast reversals or command grabs. Learn which characters can blow through this move on reaction and ones that can't, and play the matchup accordingly. | ||
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|description4=* Reversal and anti-air option | |description4=* Reversal and anti-air option | ||
* Much harder to punish than basically every other reversal in the game. | * Much harder to punish than basically every other reversal in the game. | ||
Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after. | Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after. The A version is always Level 1, though unlike the lunge punch you don't really want to use the lower levels if you can help it. | ||
The EX version causes a long juggle allowing for conversions when it hits. | The EX version causes a long juggle allowing for conversions when it hits. | ||
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* EX version causes a hard knockdown | * EX version causes a hard knockdown | ||
A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. | A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. EX autocorrects if you're over the opponent, allowing for some tricky crossup scenarios. | ||
You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one. | You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one. |
Revision as of 03:35, 28 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
[Input] = Hold input briefly.
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Nezou Rangeki - / (in cancels only) +
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 a defensive charge character who demands respect thanks to his high level of space control. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
far A
f.A
f.A |
---|
far B
f.B
f.B |
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far C
f.C
f.C |
---|
far D
f.D
f.D |
---|
Close Standing Normals
close A
cl.A
cl.A |
---|
close B
cl.B
cl.B |
---|
close C
cl.C
cl.C |
---|
close D
cl.D
cl.D |
---|
Crouch Normals
crouch A
2A
2A |
---|
crouch B
2B
2B |
---|
crouch C
2C
2C |
---|
crouch D
2D
2D |
---|
Jump Normals
jump A
j.A
j.A |
---|
jump B
j.B
j.B |
---|
jump C
j.C
j.C |
---|
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Feint Makura
(close) 4/6C
(close) 4/6C |
---|
Makura Bomb
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Nezou Rangeki
4/6B
4/6B |
---|
Chinzankou
4A
4A |
---|
Special Moves
Makura Nage
214A/C/AC
214A/C/AC |
---|
Sen-Siss Hou
[4]6A/C/AC
[4]6A/C/AC |
---|
Sen-Siss Hou (Follow up)
[4]6AC~A/C
[4]6AC~A/C |
---|
Geki Hou
[2]8A/C/AC
[2]8A/C/AC |
---|
Ressen Kyaku
j.214B/D/BD
j.214B/D/BD |
---|
Super Special Moves
Chou Geki Hou
236236A/C/AC
236236A/C/AC |
---|
Hakuchuu Musou
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Moves
Seikaku Meitengyobu
2141236CD
2141236CD |
---|