Persona Entertainment is back with crazy combos using King of Fighters XIV‘s Ryuji Yamazaki! Lots of powerful, high damaging combos of different meter restrictions throughout!
Initially I wasn’t too impressed when I watched the trailers for Yamazaki but after trying him out, I felt he was well thought out for the KoF XIV system. While most of the characters would have to get into raw max mode to accomplish more, for Yamazaki he generally accomplishes more by going into the traditional max mode cancel from a normal. Height plays a very important role in his juggles because even a slight height increase opens up new juggles that normally would be too slow to connect. He does poison and it’s not calculated into the damage counter so I ignored it and followed the digits when it came to non 100% max damage combos. All his specials have a specific purpose so sadly I couldn’t fit them all into one video such as putting his projectile reflector, counter and multiple max mode activiations to use.
It’s been a while since we’ve seen our friend Persona Entertainment bring us some crazy King of Fighters XIV combo videos! Now that it is version 2.0, he has given us some combo concepts for Rock Howard!
Rock’s pretty balanced in terms of combo potential but the main factor that seperates his combos is whether you add in his command throw juggles or not considering they’re very difficult to pull off. If you’re able to pull them off, his combo potential increases dramatically. My main complaint regarding Rock’s combo potential is that he should have been able to continue a juggle after his qcb A. It would at least be more rewarding to brake his command throw if the opponent is flying towards the corner. If SNK were to take out Rock’s throw loops (please don’t, they’re difficult enough to pull off!), I would at least want SNK to compensate by adding more juggle potential to some of his specials.
I wouldn’t be surprised if Vice wins the award for least combo potential out of the entire roster. I’ve pretty much tried to think of every way possible, even with hit trades and special setups and couldn’t find anything noteworthy. I think the video speaks for itself.
The new patched version of King of Fighters XIV (version 1.04) has inspired Persona Entertainment to create a new combo video for Hein!
The latest balance patch allowed Hein to Climax cancel during the last hit of his super (yet still can’t advance cancel it for some strange reason), allowing his damage output to increase quite dramatically. Other than that there wasn’t any changes to his combo potential although I did miss out on adding a few things such as a juggle that requires very tight timing and a few optimizations here and there.
Finding the max damage for Kukri was difficult so it took several revisions (and obviously recaptures) until I was completely out of ideas on how to gain more damage. Even without his stuns, he can do a lot of stylish stuff. For some reason his combos remind me of KoF XIII’s Duo Lon…
I purposely avoided Iori during the demo because everyone seems to be having a ton of fun with his combo potential but considering the amount of low combo potential characters I’ve been messing with for the full version, I believe it was time to get my hands on something more “KoF XIII”ish. His combos might look intimidating compared to the other more simple characters but in my opinion the main difficult part is doing the juggles from his new super. The first projectile need to be the weak version since you recover faster but it has to hit from the opponents back. The next projectile has to be the strong version so it can catch the opponent before they land onto the ground. In order to continue the loop, you would also need to be distanced far enough to recover fast enough from the projectiles. Everything else in the video is pretty self explanatory.
PersonaEntertainment shows us some crazy combos using King of Fighters XIV’s Goro Daimon in this video!
Notes from Persona:
Want to know why there aren’t many Daimon combo videos around? Because he doesn’t have much combo potential. I obviously don’t like characters with little combo potential but Daimon’s combos are unique in a way that depending on what you do, it takes different combo routes which you will notice in his max damage combos. It was very difficult coming up with ten combos for the video but I think this would be a good video for people who want to learn how to play him because these combos tend to be more on the practical side than impractical.
PersonaEntertainment shows us some crazy combos using King of Fighters XIV’s Chin Gentsai in this video!
Notes from Persona:
What happens when you have a ton of singular attacks and can follow up after them? You get a ton of overall damage. Chin’s combos might look brain dead easy to perform but there’s still some rather precise timing thats needed. There’s also a bit of variety in terms of trying to get more damage. For example, Chin’s C version of his Tetsuzankou comes out slower but does more damage yet it can’t connect for the A version of Getsuga Chougeki which is obviously much faster than his C version yet can connect from his C version. Basically saying… you have to think out of the box a bit on what can combo or not, depending on the startup of the move.
PersonaEntertainment shows us some crazy combos using King of Fighters XIV’s Terry Bogard in this video!
Notes from Persona:
Terry is pretty straightforward while doing solid damage and not needing very much execution meaning even though I generally don’t aim for practical combos, with a few adjustments you can be landing most of these in an actual match with ease.
Not much has changed for her from the demo but those few changes does make quite a big difference in terms of how her combos now work. She can’t restand the opponent from a CD and she can only connect close D after her qcf AC if it hits late (stand C still works as normal). With how many times I’ve analyzed her combos, I hope this would eventually turn into a “final version” in the future without me having to add or change anything.