Hein Quick Combo Guide - The King of Fighters XIV (KOFXIV)
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v1.02
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Guide for Hein'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!
Additional notes:
This character was very fun to crack! His combo potential is very minimal, as you can probably tell. But he excels at finding ways to get small little combos at many different opportunities, whether it's off a dive kick, fireball, or overhead in the corner. If combos aren't your thing Hein might be perfect for you.
Before anyone asks, no, you can't cancel the last hit of his Queen super into Climax. Because of this, tacking on meter into Hein will usually net diminishing returns; I would only Climax cancel if I really need to kill off a character.
If you get only one thing out of this video, please make it the little section on combo starters. Hein's strength lies there.
Hein is probably best as your second character. He doesn't build meter that well, and he needs a bit of meter to do work, since he has no meterless reversal and pretty bland meterless damage. But he doesn't deal explosive damage like your average anchor character, so he's best on second.
Transcript:
http://pastebin.com/MC7WnUHK
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
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:
Iron Blue Intention - Castlevania: Judgment
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