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v2.01 (Recorded in 2.00 but everything except the combo during the intro still works the same)
Guide for Rock'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:
Something I forgot to note is that his f. A can avoid high attacks.
He doesn't have much complicated stuff, but the wallbounce of his qcb AC can make some things tricky. You'll get a feel for when to use a [d]~u C - AB after the wallbounce with some practice.
Not much to say, hopefully you guys enjoy!
Transcript: pastebin.com/r...
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: Theme of Batsu - Tatsunoko vs. Capcom
8 сен 2024