Meitenkun Quick Combo Guide - The King of Fighters XIV (KOFXIV)
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v1.02
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Guide for Meitenkun'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:
You must omit qcb A in the corner Max Mode combos against:
Mian
Meitenkun
Gang-Il
Nakoruru
MuiMui
Athena
Kensou
Yuri
Choi
Tung
Chin
If you aren't very comfortable with charging, get comfortable. Playing Meitenkun probably isn't nowhere near as difficult as playing Ash or Leona in XIII, but it will still take some good charge partitioning in order to be able to pull off his combos consistently. Master the cl. C xx f. B into charge, and master holding a back charge for as long as possible, even during other moves. Do all this, while being mobile, offensive, and having projectiles/st. Cs/CDs out there on the field... and you will have a decent Meitenkun.
I'm quite sleepy while writing this so I can't remember everything I wanted to say. So just ask me questions in the comments \(^o^;;
Meitenkun is commonly played on point because of how effective his gameplan can be. But his damage though... do take that into consideration.
Transcript:
http://pastebin.com/hg1f5fUv
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 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
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