Antonov is a character who uses brute force to deal damage. He used to be able to do a ton of silly yet very damaging loops but sadly it got nerfed but at least they gave him the ability to OTG with his super. Low combo potential and I really hoped that Antonov would have been able to juggle after his specials since with certain setups, he can put the opponent in a very high juggle state but yeah… it doesn’t reward you with anything no matter how high or low the opponent is.
Ryo’s combos are very troublesome due to multiple segments being character specific due to different hurtboxes. Ryo got a nice buff to his combos and that being his EX Zanretsuken being an anywhere juggle (I invented that term by the way. Yes, shameless plugging). While it does extend his combos, a lot of his EX moves can only be used once in a combo, still hindering his combo potential but luckily a lot of his moves put the opponent in a juggle state, still being able to dish out some cool combos… if you’re in the corner.
Persona Entertainment is back with crazy combos using King of Fighters XIV‘s Iori Yagami & Hein! Damage, high amounts of meter, and interesting setups are the motif of these combo videos!
There’s been two major changes to Iori ever since I’ve made the earlier video for him. He can now juggle with his EX rekkas. Although the third hit of it can only connect once, the first two will always hit making Iori’s juggle potential increase dramatically. The second change, while nothing really major for combo videos, is Iori being able to super cancel off the second hit of his dp C. No idea why they didn’t put this in since day one since it’s been a staple since forever.
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. He can also special cancel his jump D now for extra damage. I decided to shorten some combos with less repetitions of his CD loops so the video doesn’t drag on for too long, only doing them for max damage.
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.