K' Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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The King of Fighters XIV
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Guide
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v1.04

Guide for K''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:
That took awhile. K' is a pretty complicated character with a ton of tools and combo extensions, particularly in MAX mode. He can take a little bit of execution but if you played him at all in XIII it should be a breeze.

There are three major things I want to discuss. First, his non-MAX combos. As K', you want to land that qcf P - f. D, but since 1.03, the range on f. D has been decreased dramatically. It can be very difficult to land it outside of a punish. The easiest way is to do just one cr. B, but you can't really hitconfirm that. The combo I show here, starting with a cl. D, I recommend you use only as a punish. Focus on hitconfirming into either the slide combo, or MAX combos.

Second, his MAX combos. K' has a lot of ways to vary his combos depending on what special move he starts in. In order to keep things simple, I wanted all of the combos to start with the same special move no matter what amount of meter you use; they would only differ depending on position. so not all of these combos may be optimized, but they'll be easy to comprehend.

Finally, backdash canceling. Getting a little tired (it's 5:00 am right now lol) so I'll be brief: learn it. It's increases your damage by about 30-40 for every one you sneak in there, as opposed to using a grounded one. It makes your corner games ten times more scary. And it's so easy to convert into MAX off of his giant st. B. Leeeearn it

Bracket damage is based off a cl. D xx MAX starter.

Transcript:
http://pastebin.com/fehdFhC9

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:
Jaeger (Naoto Kurogane's Theme) - Blazblue: Central Fiction







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tutorial
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kof14
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