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continues where KOF14 left off. Therefore, it only makes sense that the new series protagonist, Shun'ei, plays a central role in the game. However, while Meitenkun rejoins Shun'ei on this new journey, their mentor Tung Fu Rue decides to sit out. So instead, the two boys are mentored by the flamboyant Benimaru.
It's a satisfying feeling seeing Benimaru, the most celebrated KOF victor in the games' history, oversee the series' new young heroes. Furthermore, you'll discover that this unlikely trio makes a fantastic fighting team!
Stat And Move List Key
Abbreviation |
Meaning |
---|---|
LP |
Light Punch |
LK |
Light Kick |
HP |
Heavy Punch |
HK |
Heavy Kick |
[EX] |
The move has an EX version, activated by pressing two of the corresponding 🌳attack button. |
[MAX] |
The move has a MAX version, activated ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚby pressing two of the corresponding attack button🐟. |
[Midair] |
The c🅺haracter must be air-bound to p𓂃erform the move. |
[Close-range] |
The character must ꦛbe in cꦏlose-range to the opponent to perform the move. |
[Charge] |
The corresponding directional input must stay held for a brief period before proceeding to the following direcꦉtional input. |
All the stats in this article come from . This site is an excellent resource for new and veteran players to learn more about their fighters, as well as pick up juicy bits of story that you can't find anywhere else!
All stat grades are rated out of five, represented visually (with green squares) and numerically.
Shun'ei's Stats And Move List
Stats
Attack |
🟩🟩🟩🟩⬛ (4/5) |
---|---|
Defense |
🟩🟩⬛⬛⬛ (2/5) |
Reach |
🟩🟩🟩⬛⬛ (3/5) |
Speed |
🟩🟩🟩🟩🟩 (5/5) |
Beginner Score |
🟩🟩🟩🟩⬛ (4/5) |
Move List
Command Moves |
|
---|---|
Sky Axe |
➡️ + LK |
Ground Hammer |
➡️ + LP |
Target Combo 1 |
Press in order (from far away) HP • HP |
Special Moves |
|
---|---|
Scarlet Phantom [EX] |
⬇️↙️⬅️ + LP or HP |
Aqua Spear [EX] |
⬇️↘️➡️ + LP or HP |
Rising Efreet [EX] |
➡️⬇️↘️ + LP or HP |
Blau Wing [EX] |
[midair] ⬇️↘️➡️ + LP or HP |
Thruster Vision • Front [EX] |
[Midair] ⬇️↘️➡️ + HK |
Thruster Vision • Back [EX] |
[Midair] ⬇️↙️⬅️ + HK |
Thruster Vision • Slant |
[Midair] ⬇️↘️➡️ + LK |
Thruster Vision • Under |
[Midair] ⬇️↙️⬅️ + LK |
Super Special Move |
|
---|---|
Gaianic Burst [MAX] |
⬇️↘️➡️⬇️↘️➡️+ LP or HP |
Specter Extension [MAX] |
⬇️↘️➡️⬇️↘️➡️ + LK or HK |
Climax Super Special Moves |
|
---|---|
Phantom Singulation |
⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws |
|
---|---|
Buster Knee Kick |
[close-range] ⬅️ or ➡️+ HP |
Aerial Leg Throw |
[close-range] ⬅️ or ➡️+ HK |
Meitenkun's Stats And Move List
Stats
Attack |
🟩🟩⬛⬛⬛ (2/5) |
---|---|
Defense |
🟩🟩🟩🟩🟩 (5/5) |
Reach |
🟩🟩⬛⬛⬛ (2/5) |
Speed |
🟩🟩🟩⬛⬛ (3/5) |
Beginner Score |
🟩🟩🟩⬛⬛ (3/5) |
Move List
Command Moves |
|
---|---|
Nezou Rangeki |
➡️ + LK |
Chinzankou |
⬅️ + LP |
Special Moves |
|
---|---|
Makura Nage [EX] |
⬇️↙️⬅️ + LP or HP |
Sen-Siss Hou [EX] |
[charge ⬅️] ➡️ + LP or HP |
↳ Sen-Siss Hou (Follow Up) |
[Sen-Siss Hou] LP or HP |
Geki Hou [EX] |
[charge ⬇️] ⬆️ + LP or HP |
Ressen Kyaku [EX] |
[Midair] ⬇️↙️⬅️ + LK or HK |
Super Special Moves |
|
---|---|
Chou Geki Hou [MAX] |
⬇️↘️➡️⬇️↘️➡️ + LP or HP |
Hakuchuu Musou [MAX] |
⬇️↘️➡️⬇️↘️➡️ + LK or HK |
Climax Super Special Moves |
|
---|---|
Seikaku Meitengyobu |
⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws |
|
---|---|
Feint Makura |
[close-range] ⬅️ or ➡️+ HP |
Makura Bomb |
[close-range] ⬅️ or ➡️+ HK |
Benimaru's Stats And Move List
Stats
Attack |
🟩🟩🟩⬛⬛ (3/5) |
---|---|
Defense |
🟩🟩🟩🟩⬛ (4/5) |
Reach |
🟩🟩🟩🟩⬛ (4/5) |
Speed |
🟩🟩🟩🟩⬛ (4/5) |
Beginner Score |
🟩🟩🟩🟩🟩 (5/5) |
Move List
Command Moves |
|
---|---|
Jackknife Kick |
➡️ + LK |
Flying Drill |
[midair] ⬇️ + HK |
Special Moves |
|
---|---|
Iai-Geri [EX] |
⬇️↘️➡️ + LK or HK |
↳ Inazuma Sandan-Geri |
[Iai-Geri] ⬇️⬆️ + LK or HK |
Raimeitou [EX] |
⬇️↙️⬅️ + LP or HP |
Raijinken [EX] |
⬇️↘️➡️ + LP or HP |
Air • Raijinken [EX] |
[midair] ⬇️↘️➡️ + LP or HP |
Benimaru Collider [EX] |
[close-range] ➡️↘️⬇️↙️⬅️➡️ + LP or HP |
Super Jinrai Kick [EX] |
➡️⬇️↘️ + LK or HK |
Super Special Moves |
|
---|---|
Rai-Kou Ken [MAX] |
⬇️↘️➡️⬇️↘️➡️ + LP or HP |
Benimaru Rising Shot [MAX] |
⬇️↘️➡️⬇️↘️➡️ + LK or HK |
Climax Super Special Moves |
|
---|---|
Raiha Jim-Ou Ken |
⬇️↙️⬅️↙️⬇️↘️➡️ + [HP + HK] |
Normal Throws |
|
---|---|
Catch and Shoot |
[close-range] ⬅️ or ➡️+ HP |
Front Suplex |
[close-range] ⬅️ or ➡️+ HK |
Spinning Knee Drop |
[Midair] ⬅️ or ➡️+ HP |
Team Strategy Guide
Team Hero boasts three distinct fighters: Shun'ei, his best friend Meitenkun, and their chaperone Benimaru. They make an excellent team to start with since their accessibꦍle yet diverse playstyles feed into each other reasonably well.
Right away, you'll notice that each member of Team Hero has specific strengths and weaknesses. For example, Shun'ei is a solid offensive character with less defensive skills. Meanwhile, Meitenkun utilizes defensive trapping tactics at the expense of reach and strength. Finally, Benimaru functions as an all-rounder with a diverse🍌 set and excellent ౠjuggling capabilities.
So, how do they function together as a team? Let's break it down one member at a time.
Shun'ei Strategy Guide
Shun'ei fits best in a position that benefits from a potent offense. However, his Thruster Vision special moves also add to his speed and give him much control over space. He can make a solid mid or closer with these aspects in mind.
Furthermore, Shun'ei's Super Special moves are effortless to cancel into each other. Therefore, if you save him for last, you could rac𝓰k up enough power gauge to string together devastating combos that can wipe out your opponents and deliver🔯 you a comeback.
Approaching an opponent with Shun'ei can feel somewhat vulnerable. For instance, even with his Thunder Vision skills, he is open to anti-air attacks. Therefore, use Aqua Spear if you need some space from your opponent. This attack has solid range and can s🎐low down your opꩲponent with a knockdown.
Meitenkun Strategy Guide
Meitenkun is the most challenging character to learn in Team Hero. Therefore, if charge characters aren't your thing, you may not want him in a pivotal position, such as a closer.
However, if you can handle Meitenkun, he can offer many benefits in battle. That's because Meitenkun can get a lot done with less power gauge. For instance, Meitenkun's special moves, like Makura Nage, Sen-Siss Hou, and Geki Hou, flow well into each other. You can use these moves to trap your opponent into a long juggle with the right timing.
If you consider Meitenkun's advantages, there's a solid argument to make him your point. First, you won't need too much gauge to use some of his best features. Furthermore, if you wanted to play more cautiously, you could activate most of his attacks out of a block. Lastly, since his attack power is lower, losing him in an earlier round will not detriment your game.
Benimaru Strategy Guide
Benimaru can successfully work in any position. If you need a fighter who you'll feel comfortable with early in a match, Benimaru makes a great point. Meanwhile, you can place him in mid if you need someone to deliver KOs and protect your finisher. Lastly, if you need a fighter who you can easily play under pressure and deal significant damage, Benimaru makes a strong finisher.
Furthermore, he has a shallow learning curve, meaning new play꧑ers will benefit from putting him in a position where he will get the mos﷽t playtime.
Benimaru is very malleable and plays into offensive and defensive strategies equally well. For instance, if you prefer a rushdown approach, you can string a range of combos together that incorporate Benimaru's powerful Raijinken. However, you can also punish players with moves like the Super Jinrai Kick if they get too close for comfort.
The only drawback to consider when playing as Benimaru is that some of his attacks, particularly his Heavy Raijinken, have a slow startup. There🌞fore, try to use his skills mindfully to avoid getting punished by a count🦩er.