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The King of Fighters XIV/Meitenkun

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Feint Makura - close / +  

Makura Bomb - close / +

Command Normals

Nezou Rangeki  - +

Special Moves

Makura Nage - + / (*)

Sen-Siss Hou - charge briefly then + /  (*)

Sen-Siss Hou (Follow Up) [Sen-Siss Hou] /

Geki Hou - charge briefly then + /  (*)

Ressen Kyaku - in air, + / (*)

Super Special Moves

Chou Geki Hou - + / (!)

Hakuchuu Musou - + / (!)

Climax Super Special Moves

Daimeiten Hou - +

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

Normals

Standing

  • st. A (-1F): Meitenkun throws out a soft looking swipe. Can be used to stop incoming hops at a close range. Is Super (MAX) and Climax cancel-able only.
  • st. B (-1F): This very quick sliding toe kick hits low & can't chain or cancel into anything. It also moves Meitenkun forward a bit.
  • st. C (-6F): A very strong & fast pillow swing. Covers a great horizontal distance, & is special, whiff, and command cancel-able.
  • st. D (1F): This side kick has very brief lower body invincible during the start, moves Meitenkun forward, & can be used as an preemptive anti-air. Is Super (MAX) and Climax cancel-able only.


Close

  • cl. A (+2F): A cancel-able elbow that can be chain into cr. A, cr. B & st. B.
  • cl. B (0F): This kick aimed at the opponent's mid-section is cancel-able.
  • cl. C (-4F): Meitenkun hugs his pillow while delivering a fierce headbutt that is cancel-able.
  • cl. D (-8F): This cancel-able heavy kick deals more damage than cl. C & can be used to stop opponents from jumping over you.


Crouching

  • cr. A (+2F): This decently ranged crouching light punch can be chained easily into cr. A, cr. B, st. B, and cl. B. It is cancel-able and strangely whiff cancel-able as well.
  • cr. B (+1F): This crouching kick doesn't slide against the ground like most crouching light kicks but has decent range & speed. Can be easily chained into cr. A, cl. B, cl. A, st. A, st. B and is special cancel-able. Hits low.
  • cr. C (-6F): Meitenkun sweeps the opponent with his pillow. Great range, decent speed & is special cancel-able. Hits low and it can be whiff canceled as well.
  • cr. D (-2F): This crouching heavy kick can be used as an anti-air at a close to mid-range. It can be canceled into Specials (MAX) and Climax.


Jumping

  • j. A: This jumping punch has a downward angle that can used as a jump-in attack, and is special cancel-able.
  • j. B: A horizontal kick that can be used in air-to-air situations. Can be low profiled by very low sweeps and crouching light kicks if timed improperly. Special cancel-able.
  • j. C: Can be used either in air-to-air situations or air-to-ground if performed low to the ground.
  • j. D: This jumping heavy kick is almost similar to jumping C in range and applicable use.


Blowback

  • st. CD: Meitenkun flips his pillow quickly, catches it, then horizontally thrusts it at the opponent. Great range, speed & is whiff cancel-able.
  • j. CD: Meitenkun curls up into a ball while in the air. Great air-to-air attack and now a great air-to-ground attack as well.

Throws

Feint Makura - (b/f+C) close

  • Meitenkun toss the opponent his pillow, then drop kicks them. The opponent lands at the corner of the screen.
  • Can be broken
  • Soft knockdown

Makura Bomb - (b/f+D) close

  • Meitenkun grabs the opponent's head, then flips over them, knocking them down.
  • Can be broken
  • Hard knockdown

Command Moves

Nezou Rangeki - (f+B)

  • Meitenkun falls backward, to kick the opponent.
  • Used during combos after cl. C, or cl. D and fast enough to combo off light attacks as well.
  • Hits overhead by itself

Special Moves

Makura Nage - (qcb + A/C)

  • Meitenkun throws a slow illuminated pillow at the opponent. If his DLC costume is selected, he throws a cat instead named Mittenkun and it meows as it’s thrown. It also meows when you win.
  • (A) version travels horizontally (+1F)
  • (C) version travels upward, diagonally at a 45 degree angle (+1F)
  • The slow movement of the projectile for both angles makes it a very useful neutral zoning tool.
  • Is Super Cancel-able

EX: A very fast horizontal pillow that negates fireballs, and puts the opponent in a juggle state if hit (0F).


Sen-Siss Hou - (charge briefly back, then forward+A/C)

  • Meitenkun lunges forward with a fierce thrust punch. Has good start-up speed but has no invincibility. Once he’s lunging he’s invulnerable to low ground projectiles (-7F).
  • This move has 3 levels depending on how long you charge back. First level is the quickest charge that travels half-screen distance & does 70 damage. The second level is about a 1 second charge that travels at a 3/4th screen distance and does 85 damage. The longest charge is around 2 seconds where Meitenkun don't travel full-screen but lands directly next to the opponent if they are separated screen corner to corner & does 100 damage.
  • Soft knockdown
  • Is Super Cancel-able

EX: Much faster start-up, uses the level 1 charge time, safer on block, much larger hit box puts the opponent in a juggle state (-7F). IT does 3 hits for a total of 100 damage and once he’s lunging he’s now full projectile invulnerable.

Sen-Siss Hou (Follow Up) - (A/C)
  • This punch follow-up knocks the opponent away a fair amount from Meitenkun. Not safe on block (-14F) but has a good amount of push-back away from the opponent. Some characters can easily punish this follow-up and others have more trouble.
  • Is Super Cancel-able
  • Ex version is a hard knockdown and regular versions are soft knockdowns.


Geki Hou - (charge briefly down, then up+A/C)

  • Energy briefly surrounds Meitenken while he stands up straight.
  • Has three levels depending on charge time. Level 1 is the quickest charge time of around half a second: has very little invincibility, but has fast start-up & does 80 damage (-16F). Level 2 is a 1 second charge time: has noticeably more invincibility especially after he’s fully standing making it a decent reversal, & more range (-15F). Level 3 is an approximately 2 second charge, fully invincible on start up (-14F). All versions are unsafe on block
  • Can negate projectiles
  • Best used during combos or as strictly an anti-air at a close range.
  • Is Super Cancel-able

EX: More damage, more range (horizontally & vertically), faster start-up, puts the opponent in a juggle state (-8F).


Ressen Kyaku - (qcb + B/D) in the air

  • Meitenkun performs rapid lighting kicks in the air
  • The light kick (B) version does 3 hits (depending on jump height) and the kick will always follow the trajectory of the jump. The heavy kick version can do up to 6 hits, while braking Meitenken slightly in the air before moving towards the opponent. Both back dash versions hits 4 times.

EX: Faster start-up, travels similar to the heavy kick version but has a longer distance and does more damage and hits 4 times. Also puts the opponent in a juggle-able state which can be follow up with Sen-Siss Hou or Geki Hou.

Super Special Moves

Chou Geki Hou - (qcf, qcf + P)

  • Meitenkun jumps straight up in the air, then unleashes a quick, large burst of yellow energy around him (looks like a gold psych burst).
  • Best used as reversal. Has start-up invincibility until he explodes in the air.
  • Will actually sleep if you don’t press anything afterwards. Still very unsafe if you wake him up on block.
  • Easy to super cancel after landed hit Sen-Siss Hou follow up (charge back then forward + P, P) in the corner

Max: Faster start-up, higher damage, wider range, fully invincible

  • Will also sleep if you don’t press anything afterwards. Still very unsafe if you wake him up on block.
  • Midscreen, Chou Geki Hou will combo off Sen-Siss Hou (follow up) (Super cancel) only with a level one Sen-Siss Hou charge.
  • Midscreen, for levels 2-3 Sen-Siss Hou, don’t do the follow up and Super cancel immediately to Chou Geki Hou in order for it to combo.
  • Chou Geki Hou can Super Cancel off the Sen-Siss Hou (follow up) and combo in the corner, regardless of the Sen-Siss Hou level charge.
  • Max Chou Geki Hou can Super cancel after Sen-Siss Hou (follow up) and combo anywhere, regardless of the Sen-Siss Hou level charge.

Hakuchuu Musou - (qcf, qcf + K)

  • Meitenkun advances towards the opponent throwing out some slow punches & kicks that ends with a pillow thrust attack. Performs 4 hits & Meitenkun travels half-screen distance towards the opponent.
  • Some invincibility on slow start-up, unsafe on block (-18F).
  • Some of the attacks negate fireballs

Max: High damage, travels full-screen, performs 8 hits and has more invincibility on start-up (-21F),

Climax Super Special Moves

Daimeiten Hou - (hcb, hcb + B+D)

  • Meitenkun slides low on the ground (almost full screen distance) towards the opponent to launch them in the air, then blasts them with energy
  • Has invincibility during the start, but loses it about halfway during the slide
  • Hard knockdown (-31F).

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cr. B, cr. Ax2, charge b~f+P, P (150 DMG lvl 1, 179 DMG lvl 2, 192 DMG lvl 3)

(easy damage from a low hit confirm. You can switch with just cr. A's if you want to confirm from a chainable poke but it wont hit low)

1 meter

Anywhere

  • j. D, cl. D, f+B, charge b~f+P, P (275 dmg)

(this combo can come in handy for a quick punish)

  • cr. B, cr. A, cr. B, charge b~f P, P (SC) qcfx2+P = (290 DMG/170 STUN)
  • cl. C, f+B, charge b~f+P, P (SC) qcfx2+P = (351 DMG/190 STUN)
  • cr. B, cr. A, f+B [BC] cl. C, f+B, charge b~f+A+C, charge d~u+A+C, charge b~f+P, P = (404 DMG/320 STUN)

To be used as an anti-air

  • charge d~u P, charge b~f+P, P (SC) qcfx2+P = (317 DMG/160 STUN)

Cross Up Anti Air

  • charge d~u+P (SC) qcfx2+P = (251 DMG/80 STUN)

Midscreen

  • cr. B, cr. A, f+B [BC] cl. C, f+B, charge b~f+A+C, charge d~u+A+C, charge b~f+P, charge d~u+P = (422 DMG/360 STUN)
  • cr. B, cr. A, f+B [BC] cl. C, f+B, charge b~f+A+C, charge d~u+A+C, (delay) charge b~f+A+C, charge d~u+P = (430 DMG/290 STUN) {1500 Max Mode}

Near Corner/Corner

  • cr. B, cr. A, f+B [BC] cl. C, f+B, charge b~f+A+C, charge d~u+P, charge d~u+A+C, (omit on small) qcb+A, charge b~f+P, P = (466 DMG/450 STUN) (445 DMG/410 STUN)

Corner

  • st.CD, qcb A, cr. A, cr. B, charge b~f+P, P (SC) qcfx2+P = (365 DMG/310 STUN)
  • cr. B, cr. A, f+B [BC] cl. C, f+B, qcb+A+C, charge b~f+A+C, charge d~u+P, charge d~u+A+C, (omit on small) qcb+A, charge b~f+P,P = (499 DMG/450 STUN) (480 DMG/410 STUN) {1500 Max Mode}

2 meters

  • cr. B, cr. A, cr. B, [b]~f+P,P [SC] qcfx2+AC = (395 DMG/170 STUN)
  • j.D, cl. C, f+B, [b]~f+P,P [S] qcfx2+AC = (505 DMG/190 STUN)

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

Frame Data

Meitenkun KOFXIV Frama Data Link

Videos

Meitenkun combos 2.01

KoF XIV: Meitenkun Beginner Breakdown

Meitenkun Slow Motion Hitboxes

Meitenkun Quick Combo Guide

KOF XIV 2.0 Lacid Meitenkun compilation

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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