DiamondDust132‘s tutorials shows basics of the characters in King of Fighters XIV by explaining their normals attacks, command normals, special moves, Super Special moves, best pokes, combos and general gameplan. In this tutorial video, Bandeiras Hattori is showcased and explained thoroughly:
Check out this latest Quick Guide by Coliflowerz breaking down Bandeiras! The video explains his normals attacks, properties on his special moves, and a few combos are demonstrated! Excellent for players who are curious about Bandeiras’ gameplay approach!
Such a fun character!
Bandeiras has a lot of complexities going on when it comes to comboing as him that looks difficult on paper, but not too bad in practice (after all from a visual standpoint it’s just him kneeing his opponent repeatedly). There’s a couple of specific things I want to note.
After landing a hcf D, you generally have a couple of options. qcf C is your most damaging ender midscreen, and gives you a hard knockdown that you can work with. cr. C lets you do a mix-up afterwards. cr. D gives you a soft knockdown that you can also work with (try doing a command grab as they tech roll). In the corner, you can get a hcf B into a cl. C, which will actually be your most damaging option. The link juggle is a little tight though; feel free to just end with qcf C in those situations.
His level 1 smoke bomb is probably the super you’ll be using in neutral a lot. Against most characters you can combo afterward with a hcf D; a couple of the smaller characters will drop too soon unless you use the weaker C version of the bomb instead. But even against regular characters, if they’re too far away you won’t be able to land anything. That’s why you have to do the specific string of cr. B xx cr. A xx qcf A in order to get that combo; using f. A or something will push them too far back.
Level 2 bomb is super easy to combo after. You’ll see in the combos that have you start with smoke bomb, I say you can use either f. A or qcf A; when super canceling, they’re almost interchangable, and it’s based on your playstyle. If you tend to end your strings with f. A, then you get a little less damage is you do get the confirm (usually a 15 point difference or so) but you get a little more flexibility since it’s cancelable. qcf A nets you more damage and is kinda easier to cancel into super off of, but your pressure strings become more predictable. Both are safe so it’s not a huge decision you’ll have to make. But the option is there!
His midscreen MAX combo is actually really finnicky. The timing for landing the hcf B can be pretty difficult. To it too early, you’ll miss. Do it too late, you won’t have enough time to get anything after, so then it’s kind of pointless. The corner ones are pretty easy thankfully. Because of this, when I play Bandi, I tend to use non-max mode smoke bomb combos midscreen, and the MAX combos in the corner.