Difference between revisions of "XV Broken/Meitenkun"
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*EX version launches | *EX version launches | ||
Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, | Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, traveling low enough to be unable to be low profiled under by most moves. This sets up Meitenkun's zoning game. He can use this to keep opponents out while anti airing with [2]8P or tagging rolls with [4]6P, or follow behind it to set up an offense. The C version travels diagonally upwards, capable of catching jumps pre-emptively. On air hit, it causes an air reset making it unable to be comboed after. The EX version travels horizontally at a much faster speed than the A version, and causes a juggle state. This can be used as a combo starter or to go through other regular projectiles. | ||
When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option. | When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option. | ||
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* EX version goes through projectiles | * EX version goes through projectiles | ||
Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance. It can be safe at certain spacings, but that can be difficult to properly utilize due to | Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance. It can be safe at certain spacings, but that can be difficult to properly utilize due to its second trait. The longer you hold the 4 input, the stronger the special becomes, with 3 separate levels of strength. Each level causes the special to do more damage and travel further. Because of the variation of distance travelled, it's very difficult to space this to hit near the end of the active frames to be safe unless you're very aware of how long you've been charging. The charge times are as follows: | ||
30f-80f = Level 1 | 30f-80f = Level 1 | ||
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120f+ = Level 3 | 120f+ = Level 3 | ||
The A version is always Level 1, so if you want to just pressure, use that version. | |||
The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos. | The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos. | ||
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|description4=* Reversal and anti-air option | |description4=* Reversal and anti-air option | ||
* Much harder to punish than basically every other reversal in the game. | * Much harder to punish than basically every other reversal in the game. | ||
Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after. | Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after. The A version is always Level 1, though unlike the lunge punch you don't really want to use the lower levels if you can help it. | ||
The EX version causes a long juggle allowing for conversions when it hits. | The EX version causes a long juggle allowing for conversions when it hits. | ||
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* EX version causes a hard knockdown | * EX version causes a hard knockdown | ||
A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. | A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. EX autocorrects if you're over the opponent, allowing for some tricky crossup scenarios. | ||
You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one. | You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one. |
Revision as of 08:27, 19 January 2023
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
(close) 4/6C
(close) 4/6C |
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Makura Bomb
(close) 4/6D
(close) 4/6D |
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Command Moves
Nezou Rangeki
4/6B
4/6B |
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Chinzankou
4A
4A |
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Special Moves
Makura Nage
214A/C/AC
214A/C/AC |
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Sen-Siss Hou
[4]6A/C/AC
[4]6A/C/AC |
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Sen-Siss Hou (Follow up)
[4]6AC~A/C
[4]6AC~A/C |
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Geki Hou
[2]8A/C/AC
[2]8A/C/AC |
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Ressen Kyaku
j.214B/D/BD
j.214B/D/BD |
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Super Special Moves
Chou Geki Hou
236236A/C/AC
236236A/C/AC |
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Hakuchuu Musou
236236B/D/BD
236236B/D/BD |
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Climax Super Special Moves
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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