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 short tutorial on Alice of Team Woman Fighters created by DiamondDust132! It goes over Alice’s general gameplay gameplan & tactics, including normals, special moves, Super Special Moves, Climax, combos & a few hard knockdown setups!
Ra3bones is creating very impressive character breakdown tutorial videos aimed specifically at new players & beginners! Each video explains each characters normal attacks, special moves, super special moves & easy combos to start with! Every video is under 25 minutes long and has time stamps in the description section!
Last month, Gato Ray translated and added English subtitles to a few of the SNKPlaymore produced KOFXIII system tutorial videos that were created and released a year ago.
The “Starter Guide” explains the proper usage for normal attacks in different situations and positions, along with explaining their designed roles in battle. Slightly similar to the explanation of how normals are used offensively and defensively in Dandy J’s Beginners Guide to KOF. The video also visually explains low profile anti-airs, normals that have lower body invincibility properties and how jump-in attacks can stuff grounded anti-air attacks on knocked down opponents.
The “Secret Of Systems” explains late HD activation, alternate guarding, drive guage states, hurtboxes and juggle states while Max Cancelling: