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The King of Fighters XIV/Angel

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Movelist

(*) = EX OK

(!) = MAX OK


Throws

Tekitou Rush - close / +

Shadow Behead - close / +

Command Normals

Middle Spin - +

Heavy Knee Attack - in air, +

Special Moves

Red Sky - + / *

Mad Murder - + / *

Unchain Start

Unchain • Low - +
Unchain • Heel - +
Unchain • Tornado - + /
Unchain • Blow - + / *
Unchain • Step - + / *
Unchain Circle
Circle • Upper - after Unchain Start, + /
Circle • Sobat - after Unchain Start, + /
Circle • Under Blow - after Unchain Start, + /
Circle • High - after Unchain Start, + /
Circle • Hammer Blow - after Unchain Start, + /
Circle • Assault - after Unchain Start, + /
Special Unchain Circle
Circle • Feint - after Unchain Circle,
Circle • Feint (Forward) - after Unchain Circle, +
Circle • Feint (Backward) - after Unchain Circle, +
Unchain Finish
Finish • Lariat - after Unchain Circle or Special Unchain Circle, +
Finish • Straight - after Unchain Circle or Special Unchain Circle, +
Finish • Rolling - after Unchain Circle or Special Unchain Circle, + /
Finish • Neck Cutter - after Unchain Circle or Special Unchain Circle, +
Finish • Grapple Kick - after Unchain Circle or Special Unchain Circle, +

Super Special Moves

Real Rave - + /  !

Blue Monday Counter - , + / !

Climax Desperation Move

Ascension Time - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

cl.D > f+B > hcb+K = 203 dmg
cr.B > cr.A > bf+K ~ d+P ~ f+K ~ qcf+C = 196 dmg
cr.B > cr.A > bf+K (1) ~ f+P ~ ff+P, hcb+K = 209 dmg

1 Meter

Low, Anywhere
Anywhere
Corner

cr.B > cr.A > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+P = 302 dmg
cl.D > f+B (1) > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+P = 357 dmg
cl.D > f+B (1) > qcb+P ~ u+K ~ ff+P, bf+K ~ f+K ~ u+P, b,dp+P = 409 dmg

2 Meters Anywhere cr.B > cr.A > bf+K (1) ~ d+P ~ ff+P, bf+K ~ f+K > b,dp+AC = 400 dmg

Gameplay Overview

Health: 1000

Considerably the most technical character among the roster, Angel can be domineering as she is difficult to use. As her normals are fairly decent, Angel shines in terms of offensive pressure, resets and mix up game mostly with her Unchain attacks. Your patience will be tested against zoners as well as characters with better normals such as Daimon, Geese, Benimaru and such. But when you get in, do as much damage as possible or get your opponent in a position to where they have to keep guessing.

Normals

Standing

  • st. A - Quick 4f jab. Fairly useful against close hops. Cancellable.
  • st. B - 6f high kick. Good tool in terms of anti airs. Super/climax cancellable.
  • st. C - Far reaching elbow. Can anti air some situations. Super/Climax Cancellable.
  • st. D - Angled roundhouse kick. Questionable anti air.


Close

  • cl. A - Fast 4f elbow. Cancellable.
  • cl. B - Quick 5f shin kick. Looks low but actually a mid. Cancellable.
  • cl. C - Hard body blow. Cancellable.
  • cl. D - High knee. Cancellable.


Crouching

  • cr. A - Quick crouching jab. Cancellable.
  • cr. B - Low hitting kick. Super/Climax cancellable.
  • cr. C - Two handed launcher. Cancellable. Best to cancel as this is -25 on block.
  • cr. D - Low sweep. Cancellable.


Jumping

  • j. A - Downward elbow which can be followed up with the Heavy Knee attack from a regular jump.
  • j. B - Air knee. Often used for safe jump situations. Good tool for air to air.
  • j. C - Dedicated crossup elbow.
  • j. D - Diagonal downward hard kick. Potential for knifing into crouching opponents attempting to low profile anti-air.


Blowback

  • st. CD - Far reaching straight punch. Cancellable with the exception of command move. Most ranged of Angel’s normals.
  • j. CD - Semi horizontal knockdown kick.

Throws

Tekitou Rush - (b/f+C) close

  • Forward throw involving a 3 hit combo attack. Soft knockdown.

Shadow Behead - (b/f+D) close

  • Back throw involving a quick dash behind as Angel snaps the opponent’s neck as she kick their back. Hard knockdown.

Command Moves

Middle Spin - (f + B)

  • A 2 hit unique move that is special, super, and climax cancellable on either hit. First hit can combo into Mad Murder from a distance.

Heavy Knee Attack - (down + D) (if in air)

  • Special air attack that can also be done from a backdash or a follow up after j. A (not a hop but regular or hyper jump). Keep in mind the j. A to Heavy Knee target combo is somewhat character specific. Example: the target combo would work against Gang-Il but not Leona since both have close to similar height (in neutral). Command has been made more lenient with db or df also being allowed for input.

Special Moves

Red Sky - (hcb+B/D)

  • Quick dash attack that results in a guaranteed throw when it connects resulting in a hard knockdown.
  • Both B and D versions have the same startup (15f) and frame advantage (-4). Max distance of both is about ¾ of the screen.
  • Typically used as a combo ender if not going for a reset.

EX: Faster startup (11f), same frame advantage, and more damage. Possesses projectile invincibility while she is invisible.


Mad Murder - (rdp+B/D)

  • Command grab that launches the opponent into the air.
  • Creates opportunities for juggles and resets.
  • Can be comboed from a very close cl. B (as in you have to be point blank).
  • 14f startup.
  • Increased damage scaling as of 3.10.
  • Also possible to combo into from the first hit of Middle Spin.


EX: Faster startup (9f), more damage, launches opponent higher in the air and has invincibility (3f?)

Unchain Start

* Series of starter attacks to go into Angel’s offensive roulette of Unchain Circle Attacks.

Unchain Low - (df+B)
  • A low kick which moves her slightly forward.


Unchain Heel - (df+D)
  • An overhead kick.


Unchain Tornado - (back, forward + B/D)
  • A 2 hit spinning high kick that can combo from lights.
  • There is a chance that the 1st hit can whiff on crouching opponents, even more so with short characters.


Unchain Blow - (qcb+A/C)
  • A body blow that puts the opponent into a juggle state on hit and can be followed up with Unchain Circle attacks.
  • Both versions have the same startup (16f). The A version has pushback and is -5 on block, while the C version has minimal pushback and is -2. If you decide not to continue with the attack in the corner you can do a quick normal in the corner from the C version for mixup/reset purposes.
  • EX version has a slow startup (27f) but it guard breaks on block and puts the opponent into a crumple state on hit. Does not lead into Unchain Circle attacks unlike the non-EX versions. Soft knockdown on juggle.


Unchain Step - (hcf + B/D)
  • A command dash that leads into the Unchain Circle series. Max distance of the dash is around ½ screen. If the opponent is within proximity of the dash, Angel will dash to other side of opponent except if opponent is in corner.
  • Can also be cancelled into from Unchain Circle attacks, however Angel is limited to only one Unchain Circle attack if she does this.
  • EX version makes Angel’s dash slightly faster with a slightly bigger proximity window. Max distance is about ¾ of screen.

Unchain Circle

* These moves can be used after an Unchain Start on hit, block, or even whiff. There are 6 Unchain Circle attacks, and Angel can cancel from one Unchain Circle to another into an Unchain Finish, on hit, block, and whiff. However, this is kept in check by three rules; Angel cannot use a Punch Unchain Circle or a Kick Unchain Circle twice in a row (so she has to alternate between Punch and Kick), Angel cannot cancel into an Unchain Circle that has the same directional input as the one she is cancelling from (she can't do d+K into d+P, for example), and she cannot use an Unchain Circle that she has already used once before in the sequence.

* Unchain Step can be used within Unchain Circle, however Angel will be limited to 1 Circle attack afterward regardless of if she follows the rules.


Circle Upper (after Unchain Start), (up + A/C)
  • A short ranged palm uppercut. If juggled this attack can slightly extend an opponent’s air time. Safest among the Circle attacks with frame advantage at -3.
  • Can follow up after this attack with any Unchain Circle Kick attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled.
  • Forces a crouching opponent to stand on hit.


Circle Sobat (after Unchain Start), (forward + B/D)
  • An overhead jump kick that moves Angel forward. This attack is the conditional exception in terms of juggling. Some of Angel’s hard hitting combos involve juggling with this attack getting used twice (3 times in Max mode).
  • A risky attack with a frame advantage of -16. You can try for a risky overhead, easier if you quickly whiff cancel another low hitting Unchain Circle (such as d+P) into this one.
  • When hitting a grounded opponent, Angel's only option that will combo is Finish Grapple Kick (qcf+C).
  • Can follow up with any Unchain Circle Punch attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled, though Real Rave or Ascension Time won't combo unless this move hits an airborne opponent.


Circle Under Blow (after Unchain Start), (down + A/C)
  • A quick low punch to extend offense. Marginal risk with frame advantage of -7 but there is a bit of pushback to consider.
  • Can follow up with any Unchain Circle Kick attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled.


Circle High (after Unchain Start), (up + B/D)
  • A quick, short ranged high roundhouse kick as another means of extending offense. Second safest Circle attack with frame advantage of -4.
  • Can follow up with any Unchain Circle Kick attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled.


Circle Hammer Blow (after Unchain Start), (forward + A/C)
  • A 2 hit overhead punch for catching crouching opponents. Good tool for mixups despite having the second longest startup of Circle attacks (20f).
  • Can follow up with any Unchain Circle Kick attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled.


Circle Assault (after Unchain Start), (down + B/D)
  • A vaulting low kick that moves Angel forward about ⅓ of the screen. Riskiest of the Circle attacks as it has a 24f startup, however if your timing is right it can hop over grounded projectiles like Iori's and Terry's.
  • Can follow up with any Unchain Circle Punch attack with a different direction or an Unchain Finish, and can be Super/Climax Cancelled.

Special Unchain Circle

* A series of feint attacks that can done after any Unchain Circle, regardless if it hits or not. Angel is invincible during the twirl portion of the animation, but she can still be thrown out of it. Can be used to maneuver through punish attempts or as a pressure extender if your opponent has been conditioned to not expect it.


Circle Feint (after Unchain Circle), (A+B)
  • Angel spins in place.


Circle Feint (Forward) (after Unchain Circle), (forward + A+B)
  • Angel spins as she hops forward about ¼ of the screen.


Circle Feint (Backward) (after Unchain Circle), (back + A+B)
  • Angel spins as she hops backwards about ¼ of the screen.

Unchain Finish

* These attacks can be used after Unchain Circle attacks on hit, block, or whiff and will end the Unchain series.


Finish Lariat (after Unchain Circle or Special Unchain Circle), (ff+A)
  • A lariat that launches the opponent in the air. Depending on positioning, you can go into a new Unchain set that can juggle (usually Tornado) or go for a reset or just catch them with Red Sky.
  • Risky on block due to it being -12. Best used in combos after hit confirming.


Finish Straight (after Unchain Circle or Special Unchain Circle), (ff+C)
  • A slow, unblockable heavy punch that wallbounces the opponent. Hard knockdown.
  • Very risky ender with a startup of 27f, spacing/positioning is very important if you want to employ this. Also a good way to gauge your opponent’s reactions. Possible follow-ups vary depending on screen position. Midscreen, you can get Unchain Tornado into Circle Sobat (best used if you want to Super Cancel into Real Rave), though since the timing varies depending on where exactly Angel is on the screen, Red Sky will also work well.


Finish Rolling (after Unchain Circle or Special Unchain Circle), (ff+B/D)
  • A 3 hit cartwheel ender. All 3 hits are overheads. Strangely the first 2 hits can force a crouching opponent to stand and the 3rd hit is a hard knockdown.
  • This is ender is a mixed bag because it has a slow startup (21f) but is the safest of the Unchain Finishes with a frame advantage of -5. Consider spacing/positioning.


Finish Neck Cutter (after Unchain Circle or Special Unchain Circle), (qcf+A)
  • A command grab where Angel jumps in the air and twists the opponent’s neck. Hard knockdown.
  • Mixup tool. Startup is 21f so again consider spacing/positioning.


Finish Grapple Kick (after Unchain Circle or Special Unchain Circle), (qcf+C)
  • A command grab where Angel grabs the opponent and launches off of their body, sending them sprawling onto the ground. Arguably a 1f startup, this is a good ender for meterless ground combos. Hard knockdown.

Super Special Moves

Real Rave - (b, dp + A/C)

  • Angel dashes and execute multiple hits if connected. 9 hits for level 1. 15 hits for level 2.
  • Extended combo ender. Damage goes by how much meter is used.


Blue Monday Counter - (b, dp + B/D)

  • Angel’s counter stance. Even though she is positioned with her knee to air, this is a full body counter where she can get up to 3f of physical invincibility.
  • When activated, she grabs your opponent, slams them to the ground, and ends with an elbow drop to the chest.
  • Startup and damage determined by meter used. Level 1 has a 4f startup with 200 damage. Level 2 has 1f startup with 350 damage.

Climax Super Special Moves

Ascension Time - (qcf, qcf + B+D)

  • Angel’s Level 3 cinematic super. She flips to the air and comes down with 2 overhead kicks.
  • The 1st hit must connect for max damage.
  • Basically your ultimate combo ender.

Combos

  • Used simple to most common Angel combos.
  • Max cancel combos were considered using a point (1st of team) character with a 1000 (minimum) MAX mode gauge.

Notation

Rush Auto Combo

Meterless: Simple auto combo ending with a hard knockdown. Ender depends on meter. No meter ends with Red Sky. 138 dmg. (up to 220 with a jump in)

1 Meter: 1 meter ends with level 1 Real Rave. 219 dmg. (up to 292 with a jump in)

EX: 2 meters end with Level 2 Real Rave. Must have max mode activated. 355 dmg. (up to 406 with a jump in)

  • Reminder: you are NOT able to Advance Cancel or Climax Cancel from a Rush Combo

0 meter

  • cl. D , f+B (both hits), hcb+K = 203 dmg (up to 278 with a jump in)

(Simple anywhere combo ending in a hard knockdown.)


  • cl. D, f+B (1st hit), df+B, down+punch, towards+K, qcf+C = (260 dmg)

(up to 327 with a jump in. Introductory Unchain combo. See Angel Trial Mode Level 1. Hard Knockdown.)


  • cr. B, cr. A, b,f+K (1st hit), down+punch, ff+A, hcb+K (209 dmg)

(Intermediate Unchain combo. If close enough, you can substitute cr A for cl A or cl B. Also you have the option of hitting any regular attack after + finish for mixup/reset opportunities.)


  • *midscreen* crossup j. C, cl.B, qcb+P, f+K, up+P, hcf+K, up+K, hcf+K, f+K, ff+A, hcb+K = (347 dmg)

(Advanced Unchain combo requiring 2 Unchain Steps. Timing is critical. Just take into account there are options to do variations of a combo like this.)


Corner Only

  • cl. D, f+B (1st hit), qcb+P, up+K, ff+A, b,f+K, f+K, up+P, hcb+K = 352 dmg. (up to 407 with jump in)

(Advanced Unchain combo. Be aware of timing. 3 opportunities for reset/mixup either from qcb+C with a quick normal, after ff+A finish with any normal, or even after the up+P with any normal. So many choices in terms of offense.)

1 meter

-Combos ending with rave super.

  • cl. D, f+B (1st hit), qcb+P, f+K, b,dp+P = 338 dmg (up to 393 with jump in)
  • cl. D, f+B (1st hit), b,f+K, down+P, ff+A, b,f+K, f+K, b+dp+P = 357 dmg (up to 413 with jump in)

-Max Cancel Combos

  • cr. B, cr. B, max cancel (BC), cl. D, f+B (1st hit), rdp+BD, b,f+K, f+K, up+P, hcf+BD, f+K, ff+A, hcb+K = (332 dmg)

(A fast combo from light normals, most often implemented into a max cancel. Depends on position. If midscreen you would have to quickly dash after EX command throw.)

  • crossup j. C, cl. D, f+B (both hits), max cancel (BC) cl. D, f+B (1st hit), rdp+BD, b,f+K, f+K, up+P, hcf+BD, f+K, ff+A, hcb+K = (421 dmg)

2 meters

Ending in level 2 rave.

  • crossup j. C, cl. D, f+B (first hit), qcb+P, f+K, b,dp+AC = (502 dmg)
  • cl. D, f+B (1st hit), b,f+K, down+P, ff+A, b,f+K, f+K, b,dp+AC = (455 dmg) (up to 505 with jump in)

Max cancel ending with level 1 rave.

  • cr. B, cr. B, cl. B max cancel (BC), cl. D, f+B (1st hit), rdp+BD, b,f+K, f+K, up+P, b,dp+P = (355 dmg)

3 meters

  • rdp+K, qcfx2+BD = (466 dmg)
  • cl. D, f+B (1st hit), b,f+K, down+P, ff+A, b,f+K, f+K, qcfx2+BD = (530 dmg) (up to 569 with jump in)

4 meters

  • cl. D, f+B (1st hit), qcb+P, f+K, b,dp+P, qcfx2+BD = (622 dmg) (up to 646 with jump in)

(Climax cancel at last hit of rave super.)

5 meters

  • cl. D, f+B (1st hit), b,f+K, down+P, ff+A, b,f+K, f+K, b,dp+AC, qcfx2+BD = (650 dmg) (up to 700 with jump in)

(Climax cancel at second to last hit of rave super.)

Misc

Unchain Diagram

Unchain Diagram #2


Frame Data

Angel KOFXIV Frama Data Link

Videos

KoF XIV: Angel Beginner Breakdown

Angel (Not So) Quick Combo Guide - The King of Fighters XIV (KOFXIV)

ANGEL Beginner's Guide! - KOF14 - All You Need To Know!

KoF XIV for Dummies - Beginner's guide to playing Angel

Angel Slow Motion Hitboxes

KOF XIV 2.0 Angel compilation

アンヘル 基本コンボ集 ver1.12 Angel Basic Combos 【KOF14 KOFXIV】

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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