For those interested in learning Angel, Coliflowerz has created a very simple tutorial that explains all of her moves in easy-to-follow detail!
My baby! Very strange things happen to Angel scaling wise when it comes to her supers; some of the oddly short combos are a result of that. As you can tell by the video length, she has a lot of combo variety, all useful in some way because of her multitude of combo starters. I apologize if this video isn’t terribly interesting because of the repetition, but I hope you learn something!
For an even more in-depth tutorial on Angel’s Unchain basics, please check out Spiidi’s video here: https://www.youtube.com/watch?v=NTeNn…
Coliflowerz is showing you the basics of Geese Howard gameplay in King of Fighters XIV! Normals, special moves, super special moves, combos and more are explained thoroughly in this tutorial video!
Geese is a fairly unique character combo wise because he can get extra damage off of OTG (off the ground) hits. It’s important to see where you can get those pick-ups, but sometimes it’s best to not go for them, as they put your opponent out of the corner. Use your best judgment!
Some of Geese’s midscreen max combos are really tricky. There are two aspects that take some time getting used to: whiffed canceled f. A, and hyper hop qcb AC. I like to think of the whiffed canceled f. A as one motion (in other words, d. D~f. A), but be sure to avoid hitting the df spot on your stick, so you don’t accidentally get a qcf. The hyper hop qcb AC doesn’t really have a trick to it, you just gotta practice.
Coliflowerz is back with a new quick combo guide, showing basics of Ryo Sakazaki gameplay in King of Fighters XIV! Normals, special moves, super special moves, and more are explained thoroughly in this tutorial video!
Ryo feels really… lacking in this game. But just like in XIII his level 2 ranbu super is absolutely monstrous, so little confirms are going to be your main goal, or those sweet corner combos with 3-5 bars.
You’ll notice he doesn’t really have any Max combos past 2 bars. That’s because, quite frankly, his Climax is terrible; really hard to combo into, and not even that worth it if you do. So… yeah not many of those. Thankfully his 1 and 2 bar MAX combos hurt a ton.
I really want to emphasize that even though I show Ryo cancelling into super with dp C in this vid, you’re probably going to be using qcf A as your special instead, so you can properly hit confirm into the super. Use dp C as a punish, that’s it.
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.
Coliflowerz helps out new Terry Bogard players with this new gameplay tutorial! Normal attacks, command normals, special moves & super special moves are explained quickly in this video! Couple of useful bread and butter combos are performed as well, to help you get started!
Guide for Terry’s basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!