Difference between revisions of "XV Broken/Meitenkun"
(→Normals: Fixed image size sliders and some formatting redundancy) |
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==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_fa | |moveId=meitenkun_fa | ||
|size = 18% | |||
|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description=A quick swipe. Surprisingly large, this is great for stopping hops. | |description=A quick swipe. Surprisingly large, this is great for stopping hops. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_fb | |moveId=meitenkun_fb | ||
|size = 18% | |||
|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
Line 115: | Line 117: | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_fc | |moveId=meitenkun_fc | ||
|size = 18% | |||
|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
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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. | 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. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_fd | |moveId=meitenkun_fd | ||
|size = 18% | |||
|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
Line 135: | Line 138: | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_cla | |moveId=meitenkun_cla | ||
|size = 18% | |||
|description= * Plus on block | |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. | Quick elbow jab. Meitenkun's most plus on block normal, though unfortunately he's out of range for a close heavy on block. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_clb | |moveId=meitenkun_clb | ||
|size = 18% | |||
|description= | |description= | ||
A small kick. Neutral on block, but otherwise not very notable. | A small kick. Neutral on block, but otherwise not very notable. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_clc | |moveId=meitenkun_clc | ||
|size = 18% | |||
|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. | 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. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_cld | |moveId=meitenkun_cld | ||
|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. | ||
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===Crouch Normals=== | ===Crouch Normals=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_2a | |moveId=meitenkun_2a | ||
|size = 18% | |||
|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description= A crouching jab. Has longer range than 2B and is chainable into itself making for easy confirms. | |description= A crouching jab. Has longer range than 2B and is chainable into itself making for easy confirms. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_2b | |moveId=meitenkun_2b | ||
|size = 18% | |||
|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|description=A crouching kick. Hits low with decent range. | |description=A crouching kick. Hits low with decent range. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_2c | |moveId=meitenkun_2c | ||
|size = 18% | |||
|name=crouch C | |name=crouch C | ||
|input=2C | |input=2C | ||
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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. | 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. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_2d | |moveId=meitenkun_2d | ||
|size = 18% | |||
|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
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===Jump Normals=== | ===Jump Normals=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_ha,meitenkun_ja | |moveId=meitenkun_ha,meitenkun_ja | ||
|size = 18% | |||
|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump. | |description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_hb,meitenkun_jb | |moveId=meitenkun_hb,meitenkun_jb | ||
|size = 18% | |||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
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A quick air kick. Can cross up and also functions as a fast anti air. | A quick air kick. Can cross up and also functions as a fast anti air. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_hc,meitenkun_jc | |moveId=meitenkun_hc,meitenkun_jc | ||
|size = 18% | |||
|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space. | |description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space. | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=meitenkun_hd,meitenkun_jd | |moveId=meitenkun_hd,meitenkun_jd | ||
|size = 18% | |||
|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D |
Revision as of 12:50, 2 September 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
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 |
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Normals
Far Standing Normals
far A
f.A
f.A |
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far B
f.B
f.B |
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far C
f.C
f.C |
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far D
f.D
f.D |
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Close Standing Normals
close A
cl.A
cl.A |
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close B
cl.B
cl.B |
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close C
cl.C
cl.C |
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close D
cl.D
cl.D |
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Crouch Normals
crouch A
2A
2A |
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crouch B
2B
2B |
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crouch C
2C
2C |
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crouch D
2D
2D |
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Jump Normals
jump A
j.A
j.A |
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jump B
j.B
j.B |
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jump C
j.C
j.C |
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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
4/6B
4/6B |
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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 |
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