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The King of Fighters XIV/Xanadu

981 bytes added, 17:49, 11 October 2016
Special Moves
=Special Moves=
'''Notation KeyThe Sorrow'''- (*qcb + A/C) = EX OK
(!) = MAX OK* Xanadu runs forward, waving his arms like a windmill. This move can catch aerial opponents, and has a decently quick startup.
* Light punch (A) version: 97 damage, 2 hits dealing 50 damage each before scaling. If the first hit misses, the opponent will not be knocked down. Xanadu travels 40% of the screen. Combos from lights & is the best way to combo into most of his supers. If you hit an airborne opponent, you just get one hit. Unsafe on block.
 
* Heavy punch (C) version: 124 damage, 4 hits dealing 30 damage each and 40 on the last hit before scaling. If the first 3 hits miss, the opponent will not be knocked down. Xanadu travels halfway across the screen. Slower than the light punch (A) version. Super cancel before 4th hit for best results. More difficult to punish than the light punch version.
 
* All versions hard knockdown for a good cross up set up. Jump forward for a cross up j. D.
 
'''EX:''' More damaging. Incredibly unsafe on block. Xanadu travels full-screen length.
=Super Special Moves=
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