Orochinagi

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Nelson

TEAM South America

General

Video Guide

 

Misc:

 

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Normals

Credit: EVB Marshall Law KOF Nelson Guide

 

LP “Light Punch”

 


 

LK “Light Kick”

Notes


 

HP “Heavy Punch”

Notes


 

HK “Heavy Kick”

 


 

HPHK “CD Blowback”

Command Normals

Throws
HP throw knocks back and opponent can recover
HK throw is a true knock down with a free mixup on wake up

 

Combinations and Strings Primer

#WHOSNELSON???? by @CoolzInferno

In the King of Fighters 14 demo, most of the characters are arguably pretty straightforward. Straight forward in the sense that they have like 1-2 command normals and a handful of specials that do things.

Nelson on the other hand has a crazy intimidating list of strings and combinations and his specials are a command dash and a command grab. If you try to look a little bit closer at his command list it makes a little more sense, he has Combinations LP through HK.

And you can go from Combination LP ? Combination LK ? Combination HP or HK.

That is true, but that’s also a very linear flowchart that doesn’t actually demonstrate exactly how his moves are able to be chained entirely. So after spending a couple of hours labbing about and trying to figure out how it all worked (after finding out something did work by sheer accident in mashing), I thought it’d be worthwhile to actually break it down into guide form.

For the purposes of this guide I’m renaming all of Nelson’s combinations, because they make much more sense with actual names rather than “Combination X”

Combination A – Starter

Combination B – Mid

Combination C – Ender

Combination D – Transitions

So in terms of general rules:

So this basically means instead of just doing Combination ABC or ABD, you’re actually able to do something like ABD, BD, C within the scope of one String Series.

Note: that if you try to do ABBD and try to do another B after the D-Dash, it won’t work (because you’ve already hit the 2 Mid limit)

Combination A – Starter Properties

backLP – Fastest starter, shortest range, but will combo off of chain lights.

Your basicest low starter BnB off of c.LK is c.LK, c.LP, backLP xx STRINGS.

My personal go to:

c.LK, c.LP, backLP, backLK,fwdHK, backLK,fwdHK, Air Reset


fwdLP – Starter that advances horizontally.

Can be used as a poke similar to Kyo Bodiga, typically used in combo after cl.HP (cl.HP,fwdLP xx STRINGS).

Will not combo off of c.LP, too slow.


fwdLK – Overhead starter that has to be blocked high and then leads to STRINGZ. A basic 50-50 mixup can be used between this and c.B after the air reset mixup.


Combination B – Mid Properties

*NOTE* these only come out after starters.

fwdLK – Mid punch. Doesn’t really advance very far forward. No particularly interesting properties.

I’d say “combo filler” but this does the same damage is backLK which can also be done twice in a combo.

Standing reset dash gimmick filler?


backLK – Uppercut launcher. Is the starter to biggest damage and also sick air resets. Things that work after backLK:

-Basic Combination C Enders (fwdHP, upHP)

fwdHK, backLK, fwdHK, backLK (fwdHP_HP_qcfqcfLP/HP)

fwdHK, backLK, fwdHK, stand HP xx hcfLK (air reset)

-Other Stuff.


down+LK – Low shin punch. Low mixup/combo filler. Close enough it’ll combo into backLK

(only one Transition possible as you’ve used 2 mids already).

Will generally always combo into fwdHP


up+LK – Overhead Punch. Overhead Mixup option. Will not combo from starters, but can combo after it lands

(e.g. u+LK, backLK, fwdHK; up+LK, fwdLK, fwdHP etc.)

There are gaps between Starters & upLK so the opponent may be able to mash out of it with a normal.


Combination C – Enders

*NOTE* these can be done after Mids OR Transitions.

fwdHP – Double punch thing. Kinda launches but not very high. Can combo with Climax midscreen but nothing else?

In the corner you can do:

[ backLK, fwdHK ] x2, fwdHP and air reset after, but you don’t get a left-right mixup off it.


upHP – Overhead like Terry’s POWAHDUNK punch. Hard knockdown. Comboes from backLK.


downHP – Arm sweep aka Low spinny sweepy punch thing. Slow low. Knocks down. Doesn’t lead to much. Don’t see this being too useful.


backHP – Straight – Dudley’s 3S Corkscrew Blow. Slow start up. Very interruptible, but breaks guard on block and allows followup (~11 frame window to do something after its blocked)


Combination D – Transitions

fwdHK – Forward Dash. Similar range to hcf+LK.


backHK – Short Backwards Hop – Hops backwards.


Random Tech/Other Stuff:

Basic Nerd Air Reset: Starter xx backLK, fwdHK, backLK, fwdHK, Stand HP,hcf+LK.

Depending on the timing of the Stand HP you’ll end up left/right of them after the hcf+LK air reset and can then do fwdLK/c.LK as a high low left right mixup.


You can empty cancel into transitions as a ghetto movement option (think Laura SFV V-Skill Dash. Kinda.)

e.g. backLP, backLK~backHK~fwd+LK~fwd+HK

would do a short whiff animation for initial punches, hopback, dash forward.


fwdA~fwdB~fwdD~fwdB~fwdD would do a double dash that will go almost full screen.

You can also use it to hopback after your offensive options to reset pressure/avoid punishment/go back to Neutral and other things.

 

Specials

K “name” [EX]

Notes:


 

HCBP “name” [EX]

Notes:


 

Supers & Climax

 

qcf x2 P “Mighty Punch” [Max]

 

qcf x2 K “Invisible Punch”


 

Climax

QCFHCBx2 PP “Victory Punch” 

 

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Best Combos

 

Combo/ Set play by Erin

Combo by Yagami RR


 

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Nelson by DC

Nelson by CN

Stun

Stun (maybe Dino specific)

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Strategy

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Kara roll setup by Bubblan

 

 

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You can read this data at your leisure if you get the app


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