Benimaru Nikaido Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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The King of Fighters XIV
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Guide
Duration: 9:01
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v1.03

Guide for Benimaru'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:
Beni got no changes this patch so I could've totally made a guide for him lol

Bracket damage in MAX combos is based off cl. D xx MAX starter.

Very strong character with long as hell MAX combos. He has a lot of variations available, so I tried to keep them simple. From my experience, when I play Beni i go for hcb~f AC to start my MAX combos when I'm midscreen, and qcf AC when I'm in the corner, so although you might be able to squeeze more damage by using different starters, I tried to keep all the MAX combos with those rules so you don't have to remember all these different combos in a match for each amount of meter.

Note that qcb A and qcb C can be interchangeable at times with the MAX mode corner combos, so if you want you can just stick with either one of those. Note that with qcb A you usually will have to delay the f. B a bit.

qcf K is not always interchangeable however! If i specify the strength be sure to use that strength. qcf B is slower but recovers faster, and qcf D is the opposite. So it can be very important!

Canceling his qcfx2 P super on the last hit can be really tricky. If you got it down to a T then use it, but I personally avoid those combos to avoid dropping it.

I didn't really bother to include his stun combos, and I don't think I plan on for any character. Although Beni's stun combos are the least situational out of most of the characters in the game, I've found it's usually safer and just as, if not more damaging, to go for regular combos.

Let me know how you like the new format!

Transcript:
http://pastebin.com/bbiGRT4m

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:
Aggression and Victory (Polnareff's Theme) - Jojo's Bizarre Adventure: All Star Battle







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