KOFXIV King of Fighters BnB Combos Guide

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KOFXIV-BnB-Combos-Guide

 Dream Cancel King of Fighters XIV BNB Combos Guide Version 1.00

Simple easy combos for characters in King of Fighters XIV (v2.01)

cr. = crouching

st. = standing

cl. = close

f = forward or towards the opponent

x2 or x3 = 2 times or 3 times

tk = tiger knee motion

SC = super cancel

MMC = Max Mode Cancel

~ = sequentially

  • = simultaneously 

P = Any punch

K = any kick

A = light punch

B = light kick

C = heavy punch

D = heavy kick

CD = Blowback

a jump-in attack can be used as a starter for many of these combos for more damage and a easier confirm.

KYO

Mid Screen:

Cr.B Cr.A – ↘+D ↓↘→+D,D →↘↓↙←+K

Cr.B – Cr.A – ↘+D – ↓↘→+B,B – ↓↘→+A, ↓↘→+A, K

Cr.B Cr.A [↓↘→+A ↓↘→+A A]

cl.C – f.B ↓↘→+D,D →↘↓↙←+K

Corner:

(corner) Cr.B Cr. A ↘+D – ↓↘→+D,D [↓↘→+A →↘↓↙←+P – P]

(corner) Cl.C ↘+D ↓↘→+D,D ↓↘→+A ↓↘→+A (SC) – ↓↙←↙↓↘→+P

BENIMARU

Mid Screen:

Cr.B x3 ↓↘→+D +K

Cl.D →↘↓↙←, →+P

Anywhere MAX:

(1-bar) Cr.B, Cr.B, St.B – MAX – Cl.C – ↓↘→+AC – dash →+B – ↓↙←+A, ↓↘→+BD~↓+K

Corner MAX:

(1-bar) Cr.B, Cr.B, St.B – MAX – Cl.C – ↓↘→+AC, →+B – ↓↙←+A – ↓↘→+B, ↓↘→+KK~d,u+K

DAIMON

Mid Screen:

cl.C ↘+C →↘↓↙←, →+A or C

cl.C ↘+C ↓↙←+B →↓↘ B or D

cr.A or cl.D, st.B, ↘+C, ↓↙←+B, →↘↓↙← →+A or C

MaxMode:

Cl.C ↘+C (MMC) Cl.C ↘+C →↘↓↙←, →+A+C

Cl.C ↘+C (MMC) Cl.C ↘+C →↓↘+AC ↘+C ←↙↓↘→+A+C (1 bar)

20IORI

Cl. C →+A ↓↙←+C x3 

Cr. B Cr. A ↓↙←+A x3 

Cr. B Cl. B →+A ↓↙←+A x3

Cl. C →↘↓↙←+D

(Close) →↘↓↙←,→+P Cr. C ↓↙←+P x3

MATURE

Cr. B Cl.B(2hit) or Cr.B x2 Cr.A ↓↙←+C x 3 (Optional = SC into ↓↙←↙↓↘→+K)

CD ↓↙←+D

VICE

Cl.D →+A ↓↙←+C ↓↘→+P (Optional = SC into ↙↓↘→↗↑↓+P)

Cr.B x2 Cr.A ↓↙←+C ↓↘→+P (Optional = SC into ↙↓↘→↗↑↓+P)

TERRY

Meterless:

cl.C[2hits] or cl.C[1hit], ↘+C or cr.B, cr.A, ↘+C

  • then ↓↙←+A or ↓↙←+B or ↓↘→+C or ←↙↓↘→+B or charge ↓, ↑+A

Max Mode:

Ground Normal or Command Normal or Common string [MMC]

  • then Cl.C[2hits] or cl.C[1hit], ↘+C or cr.B, cr.A, ↘+C
    • then ↓↙←+BD, ←↙↓↘→+B, charge ↓,↑+AC [near or in corner]
    • then ←↙↓↘→+BD, ↓↘→+A, ↓↙←+AC [away from corner]
    • then ←↙↓↘→+BD, ↓↙←+BD, ↓↙←+A [away from corner]

1 Stock:

After [Meterless] last hit, SC [into any super]

cr.Bx3, st.B, ↓↘→x2+B or D

cr.A or cr.C or cl.C or cl.D, f.A, SC [into any super]

ANDY

Cr.B x3 ↙~→+A 

Cl.C(2hit) →+A ←↙↓↘→+D (Brake) →↓↘+C 

JOE

Mid Screen:

Cl.D ←+B →+B ←↙↓↘→+D (Optional = Delay SC into ↓↘→↓↘→+P)

Cr.B Cr.B Far.A ←+B →+B ←↙↓↘→+D (Optional = Delay SC into ↓↘→↓↘→+P or ↓↘→↓↘→+B+D)

Corner: 

CD ←↙↓↘→+A Far.A ←+B →+B ←↙↓↘→+D (Optional = Delay SC into ↓↘→↓↘→+P)

MaxMode:

Cl.D ←+B →+B (MMC) Cl.D ←+B →+B ←↙↓↘→+AC or ←↙↓↘→+B+D

Cl.D ←+B →+B (MMC) Cl.D ←+B →+B AC repeatedly ←↙↓↘→+B+D or  ←↙↓↘→+D (SC) ↓↘→↓↘→+P (2 Bar) or ←↙↓↘→+D (CC) ↓↘→↓↘→+B+D (3 Bar)

NELSON

Cr.B Cr.A ←+A ←+B →+D ←+C(While facing right = →+C)

ZARINA

Cr.B Cr.A ↘+C(1hit) →↓↘+D or →↘↓↙←+C (Optional = SC into ↓↘→↓↘→+P)

(Corner) Cl.D ↘+C(1hit) →↘↓↙←+C →↓↘+D

BANDEIRAS

Cr.B x(1~2) Cl.B ↓↘→+A/C
Cr.B Cl.A →+A ↓↘→+A/C
Cr.B x(1~2) Cl.A →+A ←↙↓↘→+B/D
Cl.C (1 hit) →+A ←↙↓↘→+D ↓↘→+C
Cl.D (1 hit) →+A ↓↘→+A ↓↙←↓↙←+A+C ←↙↓↘→+D ←↙↓↘→+B ↓↘→+A
Cr.B Cr.A →+A ↓↙←↓↙←+C ←↙↓↘→+D ↓↘→+C


RALF

Cr.B ↘+A ←↙↓↘→+C(No bars)

Cr.B ↘+A ←↙↓↘→+C (SC) ↓↘→↓↘→+A/C(1 bar)

Cl.D ↘+A (MMC) Cl.D ↘+A →↘↓↙←+B+D ←↙↓↘→+C(1st hit) ↓↙←↙↓↘→+B+D (2 Bars)

Cl.D ↘+A (MMC) Cl.D ↘+A ←↓↙+AC ↓↙←↙↓↘→+B+D(2 Bars)

CLARK

Cr.B x2 ←↙↓↘→+D

Cr.B x2 charge ←, →+A

Cl.C(1 hit) ←↙↓↘→+D

Cr.C charge ←, →+C >> →↓↘+C

(Corner) Cr.B   Cr.A A or C repeatedly Cr.C

Cl.C (MMC) Cl.C (1 hit) ←↙↓↘→+BD ←↙↓↘→+AC >> follow up (1 bar)

Cl.C (MMC) Cl.C (1 hit) AC repeatedly →↘↓↙←→↘↓↙←+AC (2 bar)

Cl.C – MAX – Cl.C (1 hit) – AC repeatedly – ←↙↓↘→+D – ↓↘→+P – →↘↓↙←→↘↓↙←+P (2bar)

Cr.C charge ←, →+C(2hit) (SC) ←↙↓↘→←↙↓↘→+K (AC) →↘↓↙←→↘↓↙←+AC (3 bar)

LEONA

Cl.D →+B (In air)↓↙←+C charge↓, ↑+C (Optional SC into ↓↙←↙↓↘→+B/D or ↓↙←↙↓↘→+AC)

Cr.B (Cr.B) Cr.C →+B (In air)↓↙←+C charge↓, ↑+C (optional SC into ↓↙←↙↓↘→+B/D or ↓↙←↙↓↘→+AC. omit one cr.B if too far or you hopped in with a button.)

Cr.B (Cr.B) Cr.A →+B (In air)↓↙←+C charge↓, ↑+C  (same confirm without link and cr.C whiffs on block. Less dmg.)

nj.D or forward hop j.A – – V-Slasher.( Instant overhead combo.)

CD charge ←, →+D >> →+D in air, ↓↘→↘↓↙← +P

Corner:

j.CD Counterhit. TK V-Slasher (Works on both ground and air hit.)

RAMON

Cl.C ↘B ←↙↓↘→+A/C

Cl.C ↘+B →↓↘+D >> →↓↘+D >> ↓↓+P (SC) →↘↓↙←→↘↓↙←+P

Cl.C ↘+B (MMC) Cl.C ↘+B →↓↘+KK →↓↘+D >> →↓↘+D >> ↓↓+P (SC) →↘↓↙←→↘↓↙←+P

ANGEL

Cl. C/D or cr.Bx2, cr. A →+B(1hit)   ←,→+k (1) ↓+P   →,→+A, →↘↓↙←K (0 bars, anywhere)

Cl. C/D →+B(1hit) ←,→+k (1)   ↓+P   →,→+A, ←,→+K(1hit)   →+K ↑+P, →↘↓↙←K (0 bars, corner only)

KING OF DINOSAURS

Cr.B – Cr.A – ↓↘→+A – (Optional = SC 1st hit of ↓↘→+A into ↓↘→↓↘→+K)

Far.B – →↘↓↙←+A

Far B – ↓↘→+A (when grab doesn’t reach)

CD – ↓↘→+D(Whiff) – ↓↙←+K

K’

Cr.Bx2 ↓↘→+C, f+C followup

cr.B, cl.A ↓↘→+A~f+D, ↓↙←+K > ↓↙←+K (whiff), →↓↘+A (meterless propevr confirm)

cl. C(1), →+A, (→↓↘+C or ↓↘→+C, f+C followup)

(corner) cr.Bx2, ↓↘→+A, →+D followup, ↓↙←+K (whiff ↓↙←+k slide followup), →↓↘+A (optional SC to ↓↘→↓↘→+P/AC or ↓↘→↘↓↙←+ac)

Cr.Bx2 or 3, (MMC), cl.D (whiff first hit of ↓↙←+B+D), ↓↙←+B+D slide, ↓↘→+P, →+D followup, ↓↙←+K (whiff ↓↙←+K slide followup), →↓↘+A+C

MAXIMA 


Cr.B, cr.A, ↘+C ↓↙←+A [Optional: ↓↘→↓↘→+A/C or AC] (Must be right next to opponent)
cr.C, ↘+C ↓↙←+A  [Optional: ↓↘→↓↘→+A/C or AC]
st.C (1 hit), ↘+C ↓↙←+A [Optional: ↓↘→↓↘→+A/C or AC]
Cl.B, ↘+C ↓↙←+A [Optional: ↓↘→↓↘→+A/C or AC]
Far D, ↓↙←+A+C+B (Max Cancel Special), ↓↙←+A [Optional: ↓↘→↓↘→+BD]

KULA

Cr.B x (1~3), st.B (Do f+B instead), →↓↘+C – An easy way to do cr.Bx3, st.B, →↓↘+C
Cr.B, cl.A, cr.B, st.B →↓↘+C – Hit f+B, qcf+C instead of st.B, →↓↘+C
Cl.C (1 hit) →+A ↓↙←+B, f+D, →↓↘+A/C [Optional: ↓↘→↓↘→+A/C or AC with C →↓↘ only]
Far C ↓↙←+B, f+D →↓↘+A/C [Optional: ↓↘→↓↘→+A/C or AC with C →↓↘ only]
Cr.B x (2), st.B, BC (MMC), Cl.C(1 hit), →+A ↓↘→+AC, forward forward (run slightly), ↓↙←+BD, →↓↘+C
 

XANADU

Cr.A – Cr.A – Cr.A – Far.B – ↓↙←+A

Cr.A – Cr.A – Far.B – →+A – ↓↙←+C

Cr.B – ↓↙←+A or →+A –  ↓↙←+C

Cl.D – ↓↙←+C

CHANG

Cr.A – Cr.A – ↘+A or P repeatedly

Cl.D – →↘↓↙←, →+P

CD – hold ← briefly, →+C

CHOI

Cr. B(x2), cr. A, charge ↓ briefly, +C

jump down+B, st. AAAA

RYO

Cr.B – Cr.B – Cr.A – →↘↓↙←+B

Cr.B – Cr.C – →↓↘+C or ↓↘→+C – (Optional = SC into ↓↘→↘↓↙←+P)

→,←,→+C – →↘↓↙←+B or →↓↘+C(Corner only)

(Corner) Cr.C – ↓↘→+C – →↘↓↙←+B

→+A – →,←↙↓↘→+P (1bar)

ROBERT

cr.B, cr.B, cr. B, →↘↓↙←+B

(j.C/D) cl.C,→+B ←↙↓↘→+K

(corner) (j.D/C) cl.C, →+A, ↓↙←+D, →↓↘+C

YURI

cr.B, cr.B, st.B xx →↘↓↙←+K (works at any range that st.B still hits from)

cr.B, cr.B, st.B xx →↓↘+P

1-bar MAX anywhere:

cr.B, cr.B, st.B MAX cl.C – ↓↙←+AC, dash dp+A (1 hit), cr.C – →↓↘+BD, AC

cr.B, cr.B, st.B MAX cl.C – ↓↙←+AC, hyperhop D, →↓↘+BD, AC (easier than previous)

NAKORURU

cr. B, cr. B, cr. A,↓↘→A st. B (air reset)

cr. B, cr. B, cr. A,↓↘→A st. B ↓↘→D (air reset into meaty bird)

cr. B, cr. B, cr. A,↓↘→A ↓↘→↓↘→B

Cr. C, ↓↘→+A (optional super cancel into ↓↘→↓↘→+K or ↓↘→↓↘→+BD)

MUIMUI

cr.Bx3, st. B qcf+D

Cl.C →+A ↓↙←+C x 3

(starter) (MMC) cl. C, →+A, ↓↙←+AC, ↓↘→+AC, ↓↘→+B (1 bar midscreen)

(starter) (MMC) cl. C, →+A, →↘↓↙←+BD, ↓↙←+C, ↓↙←+C, (delay) ↓↙←+C, ↓↘→+AC, ↓↘→+B (1 bar corner)

LOVE HEART

Cr. B, cr. A x2, ↓↘→+B, ←+B

Cr.C ↓↙←+C  (Optional  SC to ↓↘→↓↘→+P)

KIM

-anywhere-

Cr. C, ↓↙←+D (optional) ↓↘→↓↘→+B, →→+A – ↓↙←+D

cr.B, cr.B, cr.B xx charge d,u+K  (B version works anywhere, D is more damage but spacing dependent)

GANG-IL

cr.B, cr.A, ↓↓+K~→↓↘+P

cl.D →↓↘+D(Hold ↗ for Jump Cancel) – (In air)↓↙←+D, ↓↓+K

→+B, st.B ↓↓+K~→↓↘+P

LUONG

cl.D →+B →↘↓↙←+D, CD (0 bar, anywhere)

cl.D →+B →↘↓↙←+D, ↓↘→+A, →↘↓↙←+B, ↓↘→+B (0 bar, corner)

Cl. C/D →+B (MMC) Cl. C/D →+B →↘↓↙←+B, →↘↓↙←+B+D, delay ↓↘→+B SC ↓↘→↘↓↙←+B+D (2 bars, Anywhere, Any spot)

SHUN’EI

Cr.B, cr.A, ↓↙←+A (optional SC to ↓↘→↓↘→+k/bd)

Cl.c, →+B, delay air ↓↘→+A, ↓↙←+C (optional SC to ↓↘→↓↘→+K/B+D)

cl. D (2), qcb+A

(corner) Cl.C, →+B, delay (In air)↓↘→+A, →↓↘+C, ↓↙←+A (optional SC to ↓↘→↓↘→+K/B+D or ↓↘→↓↘→+A+C)

TUNG

cr.B, cr.A, ↘+A ↓↙←+A or ↓↘→+A

cr.B, cr.A, ↘+A (MMC) Cl.C, ↘+A ↓↘→+A+C, (In air)↓↙←+A+C, ↓↙←+A

MEITENKUN

Cr. B, cr. A, cr. A, charge back briefly, forward + P

J. C/j.D, cl. C/cl. D, →+B, charge back briefly, forward + P

ATHENA

Cl.C, →+B (In air)↓↙←+D (can SC into →↘↓↙←→↘↓↙←+ac/↓↘→↓↘→+B+D)

Cr.Bx2, →↓↘+C

(starter) (MMC), cl.c, →+B, (In air)↓↙←+bd, ↓↘→↓↘→+BD

KENSOU

Cr.B – Cr.B – →+A – ←↓↙+D – (Optional = SC into ↓↙←↓↙←+P)

Cl.C – →+A – ←↓↙+D – (Optional = SC into ↓↙←↓↙←+P)

(Corner) Cl.D – →+B – ↓↙←+P – ←↓↙+D – (Optional = SC into ↓↙←↓↙←+P)

→↓↘+K – ←↙↓↘→+C

CHIN

Cr.B – Cr.A – Cr.B – St.A – ↓↙←+A

Cl.C – ↘+B,B – ↓↙←+A

CD – ←↙↓↘→+D – ↓↙←↙↓↘→+C (1bar)

 KING

Cr. B, cr. A, →↓↘+K

Cr. B, cr. A, ↘+D, →↘↓↙←+K

J. D, cl. D (2hits), ↘+D, →↘↓↙←+K

cl.C, ↘+D, →↘↓↙←+K. Use this to punish from outside cl.D range. cl.C has more range.

MAI

Cr. B, cr. A, ↓↙←+C

Cr. B, (cl. B, D), ←↙↓↘→+K (can super cancel the 2nd hit into ↓↙←↙↓↘→+K or BD 

ALICE


Cr.B x3, ↓↙←+A x3
cr.B, cr.A, ↓↘→+A, →+C/D
Cl.C, →+B, ↓↘→+A, →+C, ↓↘→↓↘→+A/C or AC
Cl.C, →+B, BC (MMC), Cl.C, →+B, ↓↙←+AC, ↓↙←+A, ↓↘→↓↘→+A+C

GEESE

Cr.B, cr.A, ↓↙←+A

Cl.c, →+A, ↓↙←+C, →+P followup (if in/close to corner you can OTG →↓↘+p)

(corner) Cl.c, →+A, ↓↘→+C (2hit), SC ↓↘→↓↘→+P/↓↘→↓↘→+A+C (OTG ↓↙←↙↓↘→+AC possible after super if you have enough meter), OTG →↓↘+P

Cl.C, →+A (MMC), cl.C, →+A, ↓↙←+A+C,→+P followup, ↓↙←+A+C,→+K followup, OTG →↓↘+P

BILLY

Cr. B, cr. B, st. B, →+A

Cr. B, cr. B, st. B xx →↓↘+B (omit a cr. B for more consistent landing)

Cl. D xx →↓↘+D (for punishes and can add cr. C if done in corner) 

MAX MODE Combos (1000 length)

(corner) Cr. B, cr. B, st. B, MAX cancel, cl. D xx →↓↘+BD, ↓↙←+AC, ↓↙←+C, cr. C 

(midscreen) Cr. B, cr. B, st. B, MAX cancel, cl. D, →+B, ↓↙←+AC, ↓↙←+A xx ↓↘→↓↘→+K (replace cl. D with cr. C if opponent is hit crouching)

HEIN

Meterless:

Midscreen:

Cr. B, cr. B, →+A, ↓↘→+A

cl.D > →+A > ↓↘→+C

Corner:

→+B > j.↓↙←+B/D , ↓+C , ↓↘→+C

SYLVIE

(Cr.B, cl.B/cl.C), →+B, ↓↘→+C (optional SC to ↓↘→↓↘→+K/B+D)

(corner)Cr.B, cl.B, →+A, ↓↙←+C, ↓↘→+C, slight delay ↓↘→+D (instead of ↓↘→+D you can cr.D, ↓↘→↓↘→+A+C)

KUKRI

Cr.B – Cr.B – Cr.B – ↓↘→+B

Cr.B – Cr.B – →+A – ↓↘→+D – (Optional = SC into ↓↘→↓↘→+K)

Far D – ↓↘→+C

cl.C – f+A – ↓↘→+D (if cl.C is blocked, switch →+A into ↓↘→+A)

MIAN

Cr.B – Cr.A – Cr.A – →↓↘+D or ↓↘→+A – (SC) – ↓↘→↘↓↙←+P

Cl.C – →+B – →↓↘+D

ANTONOV

cr.B, cr.B, →↓↘+C

cl.C/cr.C, →+A, ↓↙←+A

cl.C/cr.C, →+A,  ↓↘→↓↘→+A

cr.B, cr.B, ↓↘→↓↘→+C (vs standing only)

VERSE

Cr.B, cr.A, ←↓↙+A (optional SC to ↓↘→↓↘→+k/↓↘→↓↘→+BD)

ROCK

Cl.C, →+A, ↓↙←+C

Cr.B (x2) St.B xx ↓↙←+A

VANESSA

Cl.C (2) →+A (2), →↘↓↙←+C

YAMAZAKI

J.D, Cl.C/Cl.D, →+B, →↘↓↙←,→ + P

Cl.C/Cl.D, →+B, B+C, Cl.C, →F+B, ↓↙← + AC, ↓↘→+AC, Cr.D, ↓↙←+C OTG

St.D, B+C, Cl.C, →+B, ↓↙← + AC, ↓↘→ + AC, Cr.D, ↓↙←+C OTG

WHIP

cl.B(x2) cr.B, ←↙↓↘→+C
cl.B(x2) cr.B, ←↙↓↘→+C, ↓↘→↓↘→+K, cr.A
cl.C, →+Ax5

BLUE MARY

cr. Bx2, cr. A, charge ←, →+B

j.D, cl.c, f+B (2), charge ←, →+D, ↓↘→+K

OSWALD

cr. Bx2, cr. A, df+A,  ↓↙←+A, ↓↘→+A~↓↘→+A

NAJD

cr. Bx2, cr. A,↓↘→+A,  →↘↓↙←,+P, →+A


HEIDERN

THANKS

Thanks to all the KOF players who contributed anonymously to this guide.

SOURCES

http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIV (for character guides)

http://dreamcancel.com/forum/index.php?board=116.0 (KOFXIV character forum)

https://discordapp.com/invite/0X8lg0bSkbGAt4O5 (Dream Cancel Discord server)

https://twitter.com/dreamcancelsnk (Dream Cancel Twitter)

https://www.facebook.com/dreamcancelkof/ (Dream Cancel facebook)

http://dreamcancel.com/2016/11/22/the-king-of-fighter-xiv-frame-data-alpha-ver/ (KOFXIV Frame Data)

https://www.snk-corp.co.jp/us/games/kof-xiv/ (SNK’s KOFXIV webpage)