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The King of Fighters XIV/Xanadu

5,891 bytes added, 15:50, 27 November 2019
'''The Pleasure''' - (hcb + B/D)
* Xanadu charges forward to full screen and scoops up his opponent, cradling them before crushing them and throwing them to the floor. This is a silly command grab and you can't combo into it.
* Running command grab
* Both versions have the same damage output (130) and travels 3/4th screen distance towards the opponent
* Landing it will net you a safe jump.
'''EX:''' This version has autoguard and actually grabs fullscreen, whereas light kick and heavy kick versions don't actually grab at fullscreen.
'''The Rage''' - (qcf + B/D)
* Xanadu roars at his opponent, dealing a series of hits depending on how close he is to the opponent. This is a big hitbox, rather than a projectile. This move has a moderately long startup, so it can't only be comboed intofrom a standing CD near the corner, but is plus on block with every version. A natural frametrap after a far B, and in the corner you can follow up with qcf+P or qcf,qcf+P to juggle.
* Can juggle the opponent if hit in the corner.
* (any special information about the character combos if needed)
[ Notation]
===Rush Auto Combo===
'''Meterless:''' Xanadu punches the opponent 3 times and ends with The Sorrow for a hard knockdown. 152 damage.
'''1 Meter:''' Xanadu punches the opponent 3 times and ends with his The Distress super for a hard knockdown. 218 damage.
'''EX:''' Xanadu punches the opponent 3 times and ends with his EX The Distress super for a hard knockdown, has to be started in Max mode. 353 damage.
==0 meter==
* Cl.C, f+A xx qcb+C = (place 228 DMG)Meterless punish combo here) . His f+A command normal whiffs on crouch for most of the cast, so don’t use this unless you know it’s going to hit by confirming off of a jump-in or punishing something.  * cr.A, cr.A, s.B xx qcb+A = (place damage amount here157 DMG)(place combo description here)Basic hitconfirm off of his cr.A. Hits crouchers. Can put a f+A after s.B for more damage if you confirm they aren’t crouching. Mostly safe as the qcb+A pushes you far enough outside of most punish ranges, but does leave the opponent at advantage on block. It spaces you perfectly to counterpoke with another s.B xx qcb+A though, so you can really bully some characters with this on block.
==1 meter==
* Cl.C, f+A xx qcb+C (place 3 hits) [SC] qcf,qcf+P = (337 DMG)Simple super cancel punish combo here. Does more damage than going into max mode.  * cr.A, cr.A, s.B xx qcb+A (1 hit) [SC] qcf,qcf+P = (place damage amount here258 DMG)Super cancel from cr.A if you land it on a crouching opponent, just make sure you super cancel the qcb+A immediately. If it lands 2 hits, you’ll whiff the super and eat a huge punish. ===Max Mode===  * cr.A, cr.A, s.B [BC] cl.D (place 2 hits) xx qcb+AC, cr.D xx f+A xx qcb+A = (283 DMG)Max mode cancel combo description herefrom cr.A. Gives a hard knockdown, works at any team position. * cr.A, cr.A, s.B [BC] cl.D (2 hits) xx qcb+AC, cr.D xx f+A xx qcf+BD, qcb+A = (303 DMG)Corner-only max mode combo. The timing is a bit odd; you have to do the cr.D very slightly late in order to get the qcb+A to connect at the end. Gives a hard knockdown, works at any team position. Hop D gives a safejump afterwards.
==2 meters==
* Cl.C, f+A xx qcb+C (place combo here2 hits) [SC] qcf,qcf+AC = (place damage amount here461 DMG)(place combo description here)Combo into his EX DM. Cancelling the qcb+C on the second hit instead of the third gives you max damage; if you cancel on the third hit the first hit of the super will whiff, but the rest will connect so you aren’t missing out on too much damage.  * cr.A, cr.A, s.B xx qcb+A (1 hit) [SC] qcf,qcf+AC = (387 DMG) ===Max Mode=== * cr.A, cr.A, s.B [BC] cl.C, f+A xx qcb+C (2 hits) [SC] qcf,qcf+AC = (401 DMG)Again, omit the f+A if you confirm they are crouching. * cr.A, cr.A, s.B [BC] cl.D (2 hits) xx qcb+AC, cr.D xx qcf,qcf+BD = (426 DMG)Mid-screen max mode super combo, knocks them a fair distance away. Holding uf to jump immediately after, then hyper-hop D after landing gives you a 4f safejump if they were close to the corner.
==3 meters==
* Cl.C, f+A xx qcb+C (place 1 hit) [SC] qcf,qcf+D (3 hits) [SC] qcf,qcf+AC = (542 DMG)Advance cancel punish combo here ===Max Mode=== * Cl.C, f+A [BC] cl.C, f+A xx qcb+A (1 hit) [SC] hcb,hcb+BD = (place 535 DMG)Max mode into climax, less damage amount herethan above but his climax looks cool enough to do this one instead.  * Cr.A, cr.A, s.B [BC] Cl.C, f+A xx qcb+A (1 hit) [SC] hcb,hcb+BD = (461 DMG)(place Max mode combo description here)into climax from cr.A.
==4 meters==
* (place ==5 meters== =Misc= Xanadu has trouble with good zoning and strong pokes. His far heavy normals both have armour but not on startup; use them to poke through opposing normals and headbutt fireballs. Far D leaves you at advantage on block, but it pushes back so far it’s not easy to capitalize. It has great range though and makes a great poke, just be careful on spacing because it’s very slow on startup. Xanadu’s main pressure game revolves around his far B. Landing it gives you a combo here) = (place into qcb+A, and if they block the far B this is a true blockstring that is usually unpunishable by most of the cast. You can confirm the hit and super cancel the qcb+A for extra damage too. On block is where it gets interesting, though. After a blocked far B, you have several options:Cancel into qcb+A for pushback and chip damage, bullying your way to the corner where you can really put in pressure;Cancel into qcf+B for a natural frame-trap if they’re mashing anything non-invincible, and if they don’t mash anything and block the shout you’re left with a lot of frame advantage to continue your pressure;Cancel into hcb+K for a command grab mixup. This works much better in the corner where you don’t have to run as far for the grab. This is risky but makes them want to mash buttons if they get hit by it, which is when you can use option 2 to make them pay for itUse cr.A, cr.A, s.B to get this sequence going. If they’re in the corner, you can juggle off of shout with any of your normals. A good idea is to press A when it lands for an air reset, and you can cancel the A into command grab or another shout to catch them mashing.  Aside from that, Xanadu’s cr.B slides under non-grounded fireballs but doesn’t travel very far. It can be cancelled on hit or block into qcb+A or C for a surprise attack if you’re in range, and the slide itself hits low so you can try to catch them off-guard and cancel into qcb+C for damage amount here). It also conveniently cancels into f+A. Although f+A whiffs on crouchers, if you’re hitting them low with the slide chances are they aren’t crouching. This is still a risk, as f+A is very punishable on whiff. All of his supers, his command grab and his qcb+P special give hard knockdowns. An easy and effective mixup after landing qcb+P is to full jump D after a slight delay, which crosses up and combos into cr.A. If you hop, you’ll land in front instead. The hop is also a safe-jump on most of the cast if timed correctly, and the full jump crossup is a safe jump on characters with very slow reversals. Meaty shout is also a very good option after a hard knockdown to gain a ton of frame advantage and go for another mixup.(place combo description here)
==5 meters==
* (place combo here) = (place damage amount here)(place combo description here)=Frame Data==
[ Xanadu KOFXIV Frama Data Link]
=External Links=
{{Navbox XIV}}
 [[Category:The King of Fighters XIV]][[Category:KOFXIVXanadu]]

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