Alice Quick Combo Guide - The King of Fighters XIV (KOFXIV)
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v1.04
Guide for Alice''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!
Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.
Additional notes:
Very simple character combo wise... and tool wise honestly. In that sense she might be good for beginners because you'll really learn the game playing as her.
Main tricky part is comboing after qcb BD. The timing for connecting anything other than qcfx2 AC after that move is really tight. You need to delay the qcb BD after the little blanka ball thing she does pretty precisely so she lands soon enough, but still lands all four hits. Honestly if it's too unreliable for you, just stick with the midscreen combos.
You can honestly skip the entire 4 and 5 bar section. Her Climax cancel options are terrible so they are rarely worth the meter.
Bracket damage is based off of cl. D xx f. B xx MAX to cl. D xx f. B starter.
Transcript: http://pastebin.com/aKUbG8QE
Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch (b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move
BGM:
School Battle Theme - Tales of Xillia
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