Difference between revisions of "The King of Fighters XIV/Meitenkun"

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=Throws=
=Throws=


* (Throw description)
'''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


* (Throw description)
'''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=
=Command Moves=

Revision as of 17:53, 7 October 2016

Charaimg meitenkun.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Feint Makura - close Bk.gif / Fd.gif + C.gif 

Makura Bomb - close Bk.gif / Fd.gif + D.gif

Command Normals

Nezou Rangeki  - Fd.gif + B.gif

Special Moves

Makura Nage - Qcb.gif + A.gif / C.gif (*)

Sen-Siss Hou - charge briefly Bk.gif then Fd.gif + A.gif / C.gif (*)

Sen-Siss Hou (Follow Up) [Sen-Siss Hou] A.gif / C.gif

Geki Hou - charge briefly Dn.gif then Up.gif + A.gif / C.gif (*)

Ressen Kyaku - in air, Qcb.gif + B.gif / D.gif (*)

Super Special Moves

Chou Geki Hou - Qcf.gifQcf.gif + A.gif / C.gif (!)

Hakuchuu Musou - Qcf.gifQcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Daimeiten Hou - 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

Normals

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

Close

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

Crouching

  • cr. A: This decently ranged crouching light punch can be chained easily into itself, cr. B, st. B, and cl. B.
  • cr. B: 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, and is special cancel-able. Hits low.
  • cr. C: Meitenkun sweeps the opponent with his pillow. Great range, decent speed & is special cancel-able. Hits low.
  • cr. D: This crouching heavy kick can be used as an anti-air at a close to mid-range.

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. Best used as an air-to-air attack.

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

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)

1 meter

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

(place combo description here)

2 meters

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

(place combo description here)

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

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina