Difference between revisions of "The King of Fighters XIV/Love Heart"

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=Throws=
=Throws=
'''Strike Brain''' - (b/f+C) close


* (Throw description)
* Love Heart does a combination of a judo outside leg trip & a 'Rock Bottom' side slam. The opponent and Love Heart recover at the same time.
* Can be broken
* Hard knockdown


'''Goodbye Chicken''' - (b/f+D) close


* (Throw description)
* Love Heart throws the opponent over her shoulder, then kicks them towards the corner of the screen
* Can be broken
* Hard knockdown


=Command Moves=
=Command Moves=

Revision as of 16:05, 20 December 2016

Charaimg love.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Strike Brain - close Bk.gif / Fd.gif + C.gif 

Goodbye Chicken - close Bk.gif / Fd.gif + D.gif

Command Normals

Love Heel - Bk.gif + B.gif

Special Moves

Sky Anchor - Qcf.gif + B.gif / D.gif (*)

Rush Heart - Qcf.gif + A.gif / C.gif (*)

Peace Slash - Qcb.gif + A.gif / C.gif (*)

Rising Heart - Dp.gif + A.gif / C.gif (*)

Super Special Moves

Elision Wave - Qcf.gifQcf.gif + A.gif / C.gif (!)

Sky Love Arrow - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Senku Buster Sword - Hcb.gif Hcb.gif + A.gifC.gif

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

Love Heart is best described as a mid-range "footsie" monster, who has a tool to easily whiff punish pretty much any kind of attack in KOF XIV. Her st.B is a great all-purpose poke, and her cr.C has fearsome range for punishing whiffed normals with a long-ranged combo. Her Rush Heart special ducks under high fireballs, and her Sky Anchor special flies over ground fireballs and slides. Her Peace Slash special destroys fireballs, allowing her to "cut" through them to clear the screen with the A version, or whiff punish with the C version. She has a good DP to defend herself with, though her normal anti-air requires spacing management to make it work. lastly, she can convert relatively minor Sky Anchor or Peace Slash combos to bigger damage very easily, since her Elysion Wave super can hit OTG.

Love's execution requirements are fairly low, making her suitable for beginning players as well as experienced players. However, since her specials are unsafe on block, it will be important for Love players to go into training mode and practice hit-confirming so that they don't "autopilot" to punishable special moves. She functions very well in any team order due to her strong ability to keep control of the neutral game without needing lots of meter to defend herself.

Normals

Standing

  • st. A: A jab that can be chained into her other standing/crouching light normals and can be used as an anti-air. Special cancel-able but only can combo into light kick Sky Anchor (qcf+B). -1F on block.
  • st. B: A quick horizontal round kick aimed at the opponents mid-section. Good range, good speed, best used as a mid-ranged poke, not cancel-able. -3F on block.
  • st. C: This cancel-able uppercut moves Love Heard forward slightly which can be used to preemptively stop incoming hops. Can cancel into her Love Heel command normal (back + B) but might miss at certain distances.
  • st. D: This kick has a sharp angle which makes it great to use as an anti-air, and mid-range poke. Not cancel-able, and may whiff on short crouching characters. -10F on block.

Close

  • cl. A: This smack is chain-able into her other standing/crouching light normals, and is special cancel-able. Can combo into her light kick Sky Anchor (qcf+B) and light punch Rising Heart (dp+A). +1 on block.
  • cl. B: A side kick aimed at the opponent's lower leg. Hits low. Special cancel-able but not chain-able into her standing/crouching light normals. Neutral on block.
  • cl. C: Looks fairly similar to her st. C. Special cancel-able. -3F on block.
  • cl. D: A close forward split kick. Has more damage than cl. C, and can connect easier from a jump-in attack into her f+B command normal attack.

Crouching

  • cr. A: A special cancel-able crouching jab that can only combo into her light kick Sky Anchor (qcf+B) & light punch Rising Heart (dp+A). Chain-able into her other standing/crouching light normals. +1F on block.
  • cr. B: Chain-able into her other standing/crouching light normals. Good to use as a low hit combo start and poke. Not special cancel-able. Neutral on block.
  • cr. C: This crouching punch has a very, very long horizontal reach and lowers Love Heart's body down very low. Good to use as a long poke that can lead into large damage because of its special cancel property.
  • cr. D: This sweep has more range than cr. B and is special cancel-able on hit/block. Soft knockdown. -3F on block.

Jumping

  • j. A: A jumping jab that points straight forward, horizontally. Good to use as an air-to-air. Can be low profile anti-air by the opponent.
  • j. B: This short ranged knee can be used as a cross-up and used as a ground-to-air attack.
  • j. C: A jumping fierce chop. Good to as a jump-in attack.
  • j. D: This jumping forward kick is best used as an air-to-air attack.

Blowback

  • st. CD: This spinning back hand smack can be special cancelled to add range to those special moves and can combo into her qcf+C in the corner.
  • j. CD: This jumping smack can be used in air-to-ground situations.

Throws

Strike Brain - (b/f+C) close

  • Love Heart does a combination of a judo outside leg trip & a 'Rock Bottom' side slam. The opponent and Love Heart recover at the same time.
  • Can be broken
  • Hard knockdown

Goodbye Chicken - (b/f+D) close

  • Love Heart throws the opponent over her shoulder, then kicks them towards the corner of the screen
  • Can be broken
  • Hard knockdown

Command Moves

Special Moves

Notation Key (*) = EX OK

(!) = MAX OK


Super Special Moves

Climax Super Special Moves

Combos

0 meter

  • (place combo here) = (place damage amount here)

(place combo description here)

  • cr.B, cr.Ax2, qcf+B, back+B = (171 DMG) -

(low confirm)

  • cl. D, back+B, qcb+C = (235 DMG)

(max damage starter into max damage finisher)


Corner Only

  • st. CD, qcf+A, dp+C = (244 DMG)
  • st. CD, qcb+C, dp+A = (234 DMG)
  • st. CD, qcf+A, qcb+C, dp+A = (300 DMG)

1 meter

Anywhere

  • cr. B, cr. Ax2, qcf+B, [SC] qcfx2+P = (216 DMG)
  • cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, qcb+C = (336 DMG) { 1000 }
  • cr. B, cr. A, cr. B, [BC] cr.C, qcf+BD, qcf+AC, run, dp+AC = (352 DMG) { 1500 }
  • cl. D, b+B, qcb+C, [SC] qcfx2+P = (395 DMG)
  • cl. D, b+B, qcb+C, [SC] qcfx2+D, run, b+B = (403 DMG)

(no need to run to connect the b+B if performed in the corner)

  • cl. D, b+B, [BC] cl. D, b+B, qcf+BD, qcf+AC, qcb+C = (423 DMG) { 1000 }
  • st. CD, qcfx2+C = (245 DMG)

Corner only

  • cr.B, cr.A, cr.B, [BC] cr.C, qcf+BD, qcf+AC, qcb+C, dp+A = (363 DMG) { 1000 }
  • cl.D, b+B, [BC] cl.D, b+B, qcf+BD, qcf+AC, qcb+C, dp+A = (450 DMG) { 1000 }
  • st.CD, qcb+C (2), dp+A [SC] qcfx2+K, b+B = (334 DMG)
  • st.CD, [BC] cl.D, b+B, qcf+BD, qcf+AC, qcb+C, dp+A = (371 DMG) { 1000 }
  • st.CD, qcf+A, qcb+C, dp+A [SC] qcfx2+K, b+B = (393 DMG)
  • j.CD, qcfx2+P = (175 DMG)
  • j.CD (counter hit), qcb+C (2), dp+A [SC] qcfx2+K, b+B = (395 DMG)

2 meters

Anywhere

  • cr.B, cr.A, cr.A, qcf+B [SC] qcfx2+AC = (358 DMG)
  • cl.D, b+B, qcb+C [SC] qcfx2+AC = (467 DMG)

No corner

  • st.CD, qcf+D (miss), qcfx2+AC = (322 DMG)

(Must be half screen or closer to combo both hits of the super)

Corner only

  • cl.D, b+B, qcb+C [SC] qcfx2+BD, b+B = (528 DMG)
  • st.CD, wait, qcb+C (2), dp+A [SC] qcfx2+BD, b+B = (403 DMG)
  • st.CD, qcf+A, qcb+C (2), dp+A [SC] qcfx2+BD, b+B = (456 DMG)
  • j.CD, qcfx2+AC = (357 DMG)

3 meters

Anywhere

  • cr.B, cr.A, cr.A, qcf+B [SC] qcfx2+A/C [AC] qcfx2+BD, dash, b+B = (470 DMG)
  • cl.D, b+B, qcb+C [SC] qcfx2+A/C [AC] qcfx2+BD, dash, b+B = (616 DMG)

No corner

  • st.CD, qcf+D (miss), hcbx2+AC = (435 DMG)

Corner only

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

Videos

External Links

Discussion Threads

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The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

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