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

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'''Chou Geki Hou''' - (qcf, qcf + P)
'''Chou Geki Hou''' - (qcf, qcf + P)


* Meitenkun jumps straight up in the air, then unleashes a quick burst of yellow energy around him (looks like a gold psych burst).
* 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 an anti-air against far hops or jumps.
* Best used as reversal. Has start-up invincibility until he explodes in the air.


* Easy to super cancel after landed hit Sen-Siss Hou follow up (charge back then forward + P, P) in the corner
* 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, wider range, fully invincible
'''Max:''' Faster start-up, higher damage, wider range, fully invincible


=Climax Super Special Moves=
=Climax Super Special Moves=

Revision as of 18:01, 19 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

Nezou Rangeki - (f+B)

  • Meitenkun falls backward, to kick the opponent.
  • Used during combos after cl. C, or cl. D.
  • Hits overhead by itself

Special Moves

Makura Nage - (qcb + A/C)

  • Meitenkun throws a slow illuminated pillow at the opponent.
  • Light punch (A) version travels horizontally
  • Heavy punch (C) version travels upward, diagonally
  • The slow movement of the projectile for both angles makes it a very useful neutral zoning tool.

EX: A very fast horizontal pillow that negates fireballs, and puts the opponent in a juggle state if bit.

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

  • Meitenkun rushes forward with a fierce thrust punch. Has good start-up speed but has no invincibility. Very unsafe on block.
  • 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 a 2 second charge that travels at a 3/4th screen distance and does 80 damage. The longest charge is around 3/5 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

EX: Much faster start-up, uses the level 1 charge time, safer on block, puts the opponent in a juggle state

Sen-Siss Hou (Follow Up) - (A/C)
  • This punch follow-up knocks the opponent away a fair amount from Meitenkun. Not safe on block 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.

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

  • Energy briefly surrounds Meitenken while he stands up straight.
  • Has two levels depending on charge time. Level 1 is the quickest charge time: has no invincibility, but has fast start-up & does 80 damage. Level 2 is a 2/3 second charge time: has brief invincibility, & more range. Both versions are unsafe on block.
  • Can negate projectiles
  • Best used during combos or as strictly an anti-air at a close range.

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

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) while the heavy kick version can do up to 5 hits, while braking Meitenken slightly in the air before moving towards the opponent.

EX: Faster start-up, travels similar to the heavy kick version but has a longer distance and does more damage and hits. Also puts the opponent in a juggle-able state.

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.
  • 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

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

Meitenkun Quick Combo Guide

Kof XIV Meitenkun Combos

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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