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

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'''Standing'''
 
'''Standing'''
  
* st. A: A standing jab that's a good anti Air against short hops. Sadly this move whiffs  
+
* st. A: A standing jab that's a good anti-air against short hops. This move whiffs on some crouching characters. Start up of 6F and -1 on block.  
crouching opponents. Start up of 6F and -1 on block.  
 
  
* st. B: A punch that is safe on block (+2) but whiffs on crouching opponents. Can be used during neutral as a poke & to also anti-air hops  
+
* st. B: A straight punch that is safe on block (+2). Can be used during neutral as a poke & to also anti-air hops.
  
* st. C: This long ranged punch has a start-up of 9F which is kinda slow BUT the range this normal stuffs hops, incoming offense so you can use this for defense, poke, max mode confirm and blowback
+
* st. C: This long ranged punch has slow start-up but has great horizontal range. This punch can stuff hops & incoming offense, so you can use this defensively as a poke, a max mode confirm and blowback bait. 9F start-up.
bait.  
 
  
 
* st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.
 
* st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.
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* cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
 
* cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
  
* cl. B: Whiffs on crouching opponents but it's 0f on block and it can be linked into his crouching A or B. Can be chained into his command normals.
+
* cl. B: Whiffs on some crouching characters but it's 0F (neutral) on block and it can be linked into his crouching A or B. Can be chained into his command normals.
  
 
* cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
 
* cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
  
* cl. D:
+
* cl. D: This special cancel-able close ranged uppercut can be used as a frame trap tool, hit confirm & is safe on block.
  
 
'''Crouching'''
 
'''Crouching'''
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* cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
 
* cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
  
* cr. D:  
+
* cr. D: Great ranged sweep and special cancel-able
  
 
'''Jumping'''
 
'''Jumping'''
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* j. C: Your to go to jump normal with it being VERY active. Use it.
 
* j. C: Your to go to jump normal with it being VERY active. Use it.
  
* j. D: A jumping uppercut that hits at an angle.
+
* j. D: A jumping uppercut that hits at an upward angle.
  
 
'''Blowback'''
 
'''Blowback'''
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* st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
 
* st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
  
* j. CD: Very strong air to air normal.
+
* j. CD: Very strong, straight, horizontal punch that can be used as an air-to-air normal.
  
 
=Throws=
 
=Throws=
  
'''name of throw''' -  (b/f+C) close
+
'''Chin Breaker''' -  (b/f+C) close
  
* (description)
+
* Nelson grabs the opponent to deliver two hooks across their face. They are knocked back toward the corner of the screen.
 
* Can be broken
 
* Can be broken
* (soft or hard knockdown)
+
* Soft knockdown
  
'''name of throw''' - (b/f+D) close  
+
'''Belly Smash''' - (b/f+D) close  
* (description)
+
* Nelson grabs the opponent, turns them around, then punches them in the stomach then punches the back of their head. The opponent lands at Nelson's feet.
 
* Can be broken
 
* Can be broken
* (soft or hard knockdown)
+
* Hard knockdown
  
=Command Moves A= TEST EDIT
+
=Command Moves A=
  
'''name of command normal''' - - (place motion here example f+A)
+
'''I found an opening!''' - (f+A)
* (description here)
 
  
 +
* A right hook to the body that can cancel into Command Moves B or Max Mode or his Super Special Moves.
  
'''name of command normal''' - (motion here) (if in air)
+
* Can combo from cl.C, cr. C or cl.D
  
* (description here)
+
* Not safe on block
  
 +
'''Your belly!''' - (back+A)
  
'''name of motion''' - (motion here)
+
* A left uppercut to the body.
 +
 
 +
* Fast start-up, can combo from Nelson’s crouching & standing chain-able light normals
 +
 
 +
* Can cancel into Command Moves B or Max Mode or his Super Special Moves.
 +
 
 +
* Not safe on block
 +
 
 +
'''Your neck! ''' - (f+B)
 +
 
 +
* A punch that is aimed at the opponent's lower body.
 +
 
 +
* Can cancel into Command Moves B or Max Mode or his Super Special Moves.
 +
 
 +
* Too slow start-up to combo from Nelson’s normals
 +
 
 +
* Hits overhead
 +
 
 +
* Neutral on block
  
* (description here)
 
 
==Command Moves B==
 
==Command Moves B==
  
'''name of command normal''' - - (place motion here example f+A)
+
'''Scoop Out!''' - (f+B)
* (description here)
 
  
 +
* A close ranged uppercut aimed at the opponent's chin.
  
'''name of command normal''' - (motion here) (if in air)
+
* Can cancel into other Command Moves B & can cancel into Command Moves C & D
  
* (description here)
+
* Not safe on block
  
 +
'''Not Yet!''' - (back+B)
  
'''name of motion''' - (motion here)
+
* An uppercut that knocks the opponent in the air. Can be used the juggle the opponent. Leads to big damage & reset mixups.
  
* (description here)
+
* Can cancel into other Command Moves B & can cancel into Command Moves C & D
  
===Command Moves C===
+
'''Up!''' - (Up+B)
  
'''name of command normal''' - - (place motion here example f+A)
+
* Nelson steps forward then hooks punch downward.
* (description here)
 
  
 +
* Hits overhead
  
'''name of command normal''' - (motion here) (if in air)
+
* Can cancel & combo into other Command Moves B & can cancel into Command Moves C & D
  
* (description here)
+
* Doesn’t combo from Command Move starters
  
 +
'''Down!''' - (down+B)
  
'''name of motion''' - (motion here)
+
* Nelson crouches down to punch the opponent's lower leg
  
* (description here)
+
* Hits low.
  
===Command Moves D===
+
* Can cancel  & combo into other Command Moves B (if close enough) & can cancel into Command Moves C & D  
  
'''name of command normal''' - - (place motion here example f+A)
+
===Command Moves C===
* (description here)
 
  
 +
'''It's Over!''' - (f+C)
 +
* Nelson delivers two quick punches; a downward swinging hook & an uppercut that launches the opponent in the air.
  
'''name of command normal''' - (motion here) (if in air)
+
* Juggles the opponent briefly
  
* (description here)
+
* Cancels from Command Moves B
  
 +
* Not cancel-able
  
'''name of motion''' - (motion here)
+
''' Wrench Open!''' - (back+C)  
  
* (description here)
+
* Nelson charges up briefly to deliver a powerful straight punch that twists his cyber arm.
  
=Special Moves=
+
* Guard breaks blocking opponents
  
''name of special move''' - (place motion here example qcf + A/C)
+
* Cancels from Command Moves B
  
* (description here)
+
* Not cancel-able
  
* (description here)
+
'''Lay Down!''' - (up+C)
  
* (description here)
+
* Nelson hops towards the opponent to deliver a strong downward swinging punch aimed at the top of the opponent's head.
  
'''EX:''' (description here)
+
* Hits overhead
  
 +
* Hard knockdown
  
'''name of special move''' - (place motion here)
+
* Cancels from Command Moves B. Combos from b+B.
  
* (description here)
+
'''Reap!''' - (down+C)
  
* (description here)
+
* Nelson spins around while moving forward to deliver a crouching hook aimed at the opponent's lower body
  
* (description here)
+
* Hits low
  
'''EX:''' (description here)
+
* Soft knockdown
  
 +
* Cancels from Command Moves B
  
 +
===Command Moves D===
  
'''name of move''' - (motion here)
+
'''Forward!''' - (f+D)
 +
* Nelson crouches down & dashes forward quickly. Similar in range to hcf+B.
  
* (description here)
+
* Cancels from Command Moves B
  
* (description here)
+
'''Backward!''' - (back+D)
  
* (description here)
+
* Nelson takes a big step back away from the opponent. Range similar to his backdash
  
'''EX:''' (description here)
+
* Cancels from Command Moves B
  
::'''name of follow up move''' - (motion here)
+
=Special Moves=
  
::* (description here)
+
'''A step into victory ''' - (hcf+B/D)
     
 
:::'''name of follow up move''' - (motion here)
 
  
:::* (description here)
+
* Nelson ducks down to dash forward quickly towards the opponent
  
* EX: (description here)
+
* Light kick version travels close to  1/2 screen distance
  
 +
* Heavy kick version travels close to 3/4 screen distance
  
'''name of move here''' - (motion here)
+
* Both versions have high body invincibility
  
* (description here)
+
'''EX:''' Travels at a 1/2 screen distance, and has full body invincibility throughout the animation.
  
* (description here)
 
  
* (description here)
+
'''I will hit ya until you go down!''' - (hcb,f+A/C) close
  
'''EX:''' (description here)
+
* Nelson grabs, then punches the opponent repeatedly (7 hits) in the mid-section to finish off with an uppercut. The opponent lands a half screen away.
  
 +
* An instant command grab but not a 1 frame command grab.
  
'''name of move''' - (motion here)
+
* Can combo from his special cancel-able crouching & standing light & heavy normal attacks (except cr. D), and from Command Moves A
  
* (description here)
+
* Hard knockdown
  
* (description here)
+
'''EX:''' More damaging, slightly increased range
  
* (description here)
+
=Super Special Moves=
  
'''EX:''' (description here)
+
'''Mighty Punch''' - (qcf, qcf+A/C)
  
=Super Special Moves=
+
* Nelson stands still to deliver a very fast but short ranged uppercut. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  
'''name of move''' - (motion here)
+
* Can be used as a combo finisher & as an anti-air or reversal attack
  
* (description here)
+
* -1 frame on block which makes it extremely difficult to punish for some characters
  
* (description here)
+
* Hard knockdown
  
* (description here)
+
'''Max:''' Nelson follows up the uppercut with a fast swinging haymaker that knocks the opponent to the wall of the screen. When whiffed, the follow-up punch does not release. Faster & more damaging than the normal Super version.
  
'''Max:'''
 
  
::'''follow up move''' - (motion if possible qcfx4 + B/D)
+
'''Invisible Punch''' - (qcf, qcf+B/D)
  
* (description here)
+
* Nelson stands still to release a visually un-detectable punch that hits the opponent multiple times. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  
* (description here)
+
* Can be used as a combo finisher
  
* (description here)
+
* Unsafe on block.
  
 +
* Hard knockdown
 +
'''Max:''' Faster, more damaging & hard to punish if blocked.
  
 
=Climax Super Special Moves=
 
=Climax Super Special Moves=
  
'''name of move''' - (motion here qcf, qcf + B+D)
+
'''Victory Punch''' - (qcf, hcb+AC)
 +
 
 +
* Nelson rushes forward then punches the opponent repeatedly while circling around them. Nelson finishes the opponent with fierce uppercut that tosses them across the edge of the screen.
 +
 
 +
* Best used as a combo finisher or as an anti-air
  
* (description here)
+
* Nelson travels around a 3/4ths screen distance towards the opponent
  
* (description here)
+
* Does not have any invincibility
  
* (description here)
+
* Unsafe on block
  
 
=Combos=
 
=Combos=
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=Misc=
 
=Misc=
 +
 +
==Frame Data==
 +
 +
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=234571819 Nelson KOFXIV Frama Data Link]
  
 
=Videos=
 
=Videos=
 +
 +
'''Nelson Slow Motion Hitboxes'''
 +
{{#ev:youtube|I5K94H13xZs}}
 +
 
THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:
 
THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:
 
{{#ev:youtube|g7V3R09QGds}}
 
{{#ev:youtube|g7V3R09QGds}}
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{{Navbox XIV}}
 
{{Navbox XIV}}
 +
 
[[Category:The King of Fighters XIV]]
 
[[Category:The King of Fighters XIV]]
 +
[[Category:Nelson]]

Latest revision as of 12:02, 20 November 2019

Charaimg nelson.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Chin Breaker - close Bk.gif / Fd.gif + C.gif 

Belly Smash - close Bk.gif / Fd.gif + D.gif

Command Moves A.gif

I found an opening (Combination A) - Fd.gif + A.gif

Your belly! (Combination A) - Bk.gif + A.gif

Your neck! (Combination A) - Fd.gif + B.gif

Command Moves B.gif
Scoop out! (Combination B) [Commnad Moves A.gif ] - Fd.gif + B.gif
Not yet! (Combination B) [Commnad Moves A.gif ] - Bk.gif + B.gif
Up! (Combination B) [Commnad Moves A.gif ] - Up.gif + B.gif
Down! (Combination B) [Commnad Moves A.gif ] - Dn.gif + B.gif
Command Moves C.gif
It's over! (Combination C) [Command Moves B.gif ] Fd.gif + C.gif
Wrench open! (Combination C) [Command Moves B.gif ] Bk.gif + C.gif
Lay down! (Combination C) [Command Moves B.gif ] Up.gif + C.gif
Reap! (Combination C) [Command Moves B.gif ] Dn.gif + C.gif
Command Moves D.gif
Forward! (Combination D) [Command Moves B.gif ] Fd.gif + D.gif
Backward! (Combination D) [Command Moves B.gif ] Bk.gif + D.gif

Special Moves

A step into victory! - Hcf.gif + B.gif / D.gif (*)

I will hit ya until you do down! - close, Hcb.gif, Fd.gif + A.gif / C.gif (*)

Super Special Moves

Mighty Punch - Qcf.gif Qcf.gif + A.gif / C.gif (!)

Invisible Punch - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Victory Punch - Qcf.gifDf.gifQcb.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

Standing

  • st. A: A standing jab that's a good anti-air against short hops. This move whiffs on some crouching characters. Start up of 6F and -1 on block.
  • st. B: A straight punch that is safe on block (+2). Can be used during neutral as a poke & to also anti-air hops.
  • st. C: This long ranged punch has slow start-up but has great horizontal range. This punch can stuff hops & incoming offense, so you can use this defensively as a poke, a max mode confirm and blowback bait. 9F start-up.
  • st. D: A hook punch can be used to whiff punish if possible and max mode cancel. Starts up at 11F and -5 on block.

Close

  • cl. A: One of his fastest normals (4f) and it's pretty safe(-2). It hits crouching opponents and chains into his F+B overhead command normal or crouching B (light kick).
  • cl. B: Whiffs on some crouching characters but it's 0F (neutral) on block and it can be linked into his crouching A or B. Can be chained into his command normals.
  • cl. C: This punch hits twice, which makes it a very easy to hit confirm and can be chained into his command normals.
  • cl. D: This special cancel-able close ranged uppercut can be used as a frame trap tool, hit confirm & is safe on block.

Crouching

  • cr. A: Same as his Far A. 4F start-up and -1 on block, can be linked after crouching B or Far A then you can command normal from it.
  • cr. B: Hits low, links into crouching A & SUPER easy to hit confirm with. 5F start-up & -2 on block good use for pokes.
  • cr. C: This is a very good anti air normal against long jumps and it is cancel-able into anything so that means mixups on the way down. This normal has a 6F start-up and -10 on block.
  • cr. D: Great ranged sweep and special cancel-able

Jumping

  • j. A: A very good air to air normal & great at checking opponents out & keeping them honest on the ground. Even though there's not much after you can get beside neutral being reset.
  • j. B: Hits twice coming down & you can whiff the second coming down to mixup. Good offense/pressure tool.
  • j. C: Your to go to jump normal with it being VERY active. Use it.
  • j. D: A jumping uppercut that hits at an upward angle.

Blowback

  • st. CD: Sends his opponent flying full screen, also cancel-able with special moves. 15F start-up and -4 on block.
  • j. CD: Very strong, straight, horizontal punch that can be used as an air-to-air normal.

Throws

Chin Breaker - (b/f+C) close

  • Nelson grabs the opponent to deliver two hooks across their face. They are knocked back toward the corner of the screen.
  • Can be broken
  • Soft knockdown

Belly Smash - (b/f+D) close

  • Nelson grabs the opponent, turns them around, then punches them in the stomach then punches the back of their head. The opponent lands at Nelson's feet.
  • Can be broken
  • Hard knockdown

Command Moves A

I found an opening! - (f+A)

  • A right hook to the body that can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Can combo from cl.C, cr. C or cl.D
  • Not safe on block

Your belly! - (back+A)

  • A left uppercut to the body.
  • Fast start-up, can combo from Nelson’s crouching & standing chain-able light normals
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Not safe on block

Your neck! - (f+B)

  • A punch that is aimed at the opponent's lower body.
  • Can cancel into Command Moves B or Max Mode or his Super Special Moves.
  • Too slow start-up to combo from Nelson’s normals
  • Hits overhead
  • Neutral on block

Command Moves B

Scoop Out! - (f+B)

  • A close ranged uppercut aimed at the opponent's chin.
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D
  • Not safe on block

Not Yet! - (back+B)

  • An uppercut that knocks the opponent in the air. Can be used the juggle the opponent. Leads to big damage & reset mixups.
  • Can cancel into other Command Moves B & can cancel into Command Moves C & D

Up! - (Up+B)

  • Nelson steps forward then hooks punch downward.
  • Hits overhead
  • Can cancel & combo into other Command Moves B & can cancel into Command Moves C & D
  • Doesn’t combo from Command Move starters

Down! - (down+B)

  • Nelson crouches down to punch the opponent's lower leg
  • Hits low.
  • Can cancel & combo into other Command Moves B (if close enough) & can cancel into Command Moves C & D

Command Moves C

It's Over! - (f+C)

  • Nelson delivers two quick punches; a downward swinging hook & an uppercut that launches the opponent in the air.
  • Juggles the opponent briefly
  • Cancels from Command Moves B
  • Not cancel-able

Wrench Open! - (back+C)

  • Nelson charges up briefly to deliver a powerful straight punch that twists his cyber arm.
  • Guard breaks blocking opponents
  • Cancels from Command Moves B
  • Not cancel-able

Lay Down! - (up+C)

  • Nelson hops towards the opponent to deliver a strong downward swinging punch aimed at the top of the opponent's head.
  • Hits overhead
  • Hard knockdown
  • Cancels from Command Moves B. Combos from b+B.

Reap! - (down+C)

  • Nelson spins around while moving forward to deliver a crouching hook aimed at the opponent's lower body
  • Hits low
  • Soft knockdown
  • Cancels from Command Moves B

Command Moves D

Forward! - (f+D)

  • Nelson crouches down & dashes forward quickly. Similar in range to hcf+B.
  • Cancels from Command Moves B

Backward! - (back+D)

  • Nelson takes a big step back away from the opponent. Range similar to his backdash
  • Cancels from Command Moves B

Special Moves

A step into victory - (hcf+B/D)

  • Nelson ducks down to dash forward quickly towards the opponent
  • Light kick version travels close to 1/2 screen distance
  • Heavy kick version travels close to 3/4 screen distance
  • Both versions have high body invincibility

EX: Travels at a 1/2 screen distance, and has full body invincibility throughout the animation.


I will hit ya until you go down! - (hcb,f+A/C) close

  • Nelson grabs, then punches the opponent repeatedly (7 hits) in the mid-section to finish off with an uppercut. The opponent lands a half screen away.
  • An instant command grab but not a 1 frame command grab.
  • Can combo from his special cancel-able crouching & standing light & heavy normal attacks (except cr. D), and from Command Moves A
  • Hard knockdown

EX: More damaging, slightly increased range

Super Special Moves

Mighty Punch - (qcf, qcf+A/C)

  • Nelson stands still to deliver a very fast but short ranged uppercut. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  • Can be used as a combo finisher & as an anti-air or reversal attack
  • -1 frame on block which makes it extremely difficult to punish for some characters
  • Hard knockdown

Max: Nelson follows up the uppercut with a fast swinging haymaker that knocks the opponent to the wall of the screen. When whiffed, the follow-up punch does not release. Faster & more damaging than the normal Super version.


Invisible Punch - (qcf, qcf+B/D)

  • Nelson stands still to release a visually un-detectable punch that hits the opponent multiple times. Crumples the opponent when hit. The opponent lands at Nelson's feet.
  • Can be used as a combo finisher
  • Unsafe on block.
  • Hard knockdown

Max: Faster, more damaging & hard to punish if blocked.

Climax Super Special Moves

Victory Punch - (qcf, hcb+AC)

  • Nelson rushes forward then punches the opponent repeatedly while circling around them. Nelson finishes the opponent with fierce uppercut that tosses them across the edge of the screen.
  • Best used as a combo finisher or as an anti-air
  • Nelson travels around a 3/4ths screen distance towards the opponent
  • Does not have any invincibility
  • Unsafe on block

Combos

  • (any special information about the character combos if needed)

Notation

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

Frame Data

Nelson KOFXIV Frama Data Link

Videos

Nelson Slow Motion Hitboxes

THE KING OF FIGHTERS XIV (demo version) Nelson Max Mode Combos/Confirms:

KoF XIV Demo Ver. Nelson Max Mode Mixup Options

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