Difference between revisions of "The King of Fighters '94/Andy Bogard"
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{{CharNavbox 94}} | {{CharNavbox 94}} | ||
{| style="margin-right:1em;" align="left" | |||
| {{TOClimit|3}}__TOC__ | |||
|} | |||
<section begin="image"/>[[File:Andy_KOF94.png|right|thumb|600px]]<section end="image"/> | |||
<br clear=all> | |||
==Introduction== | ==Introduction== | ||
Andy is a very strong, very well-rounded character with dominant tools in all parts of the match. Unfortunately, he's still overshadowed by Terry. Such is life. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* Has an infinite | * Has an infinite | ||
* | * Very good stun output, and can force a stun off a decent range of starters | ||
* Suite of excellent normals allows him to dominate neutral | |||
* Has a great fireball | |||
* Has one of the only true 1f invincible dps in the game | |||
* Zaneiken is +8 on block, a true blockstring out of anything cancellable, and leaves the target close: once he's in, he's never going away | |||
* Zaneiken also happens to be his main combo tool and what he uses for his infinite, meaning you don't have to hitconfirm with this character | |||
| cons= | | cons= | ||
* Infinite is corner only, so he needs to get you there | |||
* Lacks good lows, since his 2B is uniquely unrewarding | |||
* He's not Terry | * He's not Terry | ||
}} | }} | ||
==Movelist== | ==Movelist== | ||
'''Throws''' | |||
Kakaekomi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] / [[image:d.gif]] | |||
'''Special Moves''' | |||
Shoryudan - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Hishouken - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Zaneiken - charge briefly [[image:db.gif]] then [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Kuuha Dan - charge briefly [[image:db.gif]] then [[image:uf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
'''Desperation Move''' | |||
Chou Reppa Dan - charge briefly [[image:dn.gif]] then [[image:qcf.gif]] + [[image:b.gif]] + [[image:d.gif]] | |||
==Normals== | ==Normals== | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_ClA | | moveId = Andy_ClA | ||
| description = | | description = One of Andy's many lights with identical frame data to each other. Not chainable, so not worth it. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Clb | | moveId = Andy_Clb | ||
| description = | | description = Good fast chainable light. Better to stick to 2A, though, since you can charge Zaneiken while mashing that. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Clc | | moveId = Andy_Clc | ||
| description = | | description = Fast and damaging cl.C. 2C has it beat due to being able to charge Zaneiken during it, though. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Cld | | moveId = Andy_Cld | ||
| description = | | description = Genuinely amazing anti-air. Fast, super disjointed, and even beats crossups! If someone's landing on you, press D and you'll probably win the interaction. | ||
}} | }} | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Fa | | moveId = Andy_Fa | ||
| description = | | description = Same frame data as cl.A, but not special cancellable. Good if you just want to put a hitbox in front of you due to its speed and lack of recovery. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Fb | | moveId = Andy_Fb | ||
| description = | | description = Far-reaching, but unrewarding poke. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Fc | | moveId = Andy_Fc | ||
| description = | | description = Bad on hit and block. Outclassed entirely by 2C. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_Fd | | moveId = Andy_Fd | ||
| description = | | description = Another move that is outclassed by 2C. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_2a | | moveId = Andy_2a | ||
| description = | | description = Awesome chainable crouching jab. Fast, disjointed, and plus, making it excellent to just do every time you're close enough to land it. Chain it into itself, then charge cancel into 2C, then cancel that into Zaneiken A. Your go-to blockstring and your go-to combo, both in one neat package. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_2b | | moveId = Andy_2b | ||
| description = | | description = Uniquely bad 2B. Not cancellable at all, making it a pretty unrewarding low option. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_2c | | moveId = Andy_2c | ||
| description = | | description = Amazing poke. Extremely fast and safe for its range. If you have charge, cancel it into Zaneiken to either (re)start pressure or end your combo. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_2d | | moveId = Andy_2d | ||
| description = | | description = Good sweep. Can low profile a lot of things. | ||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_ja | | moveId = Andy_ja | ||
| description = | | description = Pretty good air-to-air that's outclassed by his jumping heavies. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_njb | | moveId = Andy_njb | ||
| description = | | description = Also outclassed by his jumping heavies. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_jb | | moveId = Andy_jb | ||
| description = | | description = Still outclassed by his jumping heavies. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_jc | | moveId = Andy_jc | ||
| description = | | description = Frame 2, notably disjointed jump-in normal. Worse for crossups than j.D, so that's often the better choice, but the disjoint can let you beat some anti-air attempts. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_njd | | moveId = Andy_njd | ||
| description = | | description = Crazy fast, very big air-to-air. Another of Andy's many solid ways to stop jumps. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_jd | | moveId = Andy_jd | ||
| description = | | description = Very fast jump-in. Reliable crossup with a solid hitbox. | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_CD | | moveId = Andy_CD | ||
| description = | | description = Extremely fast for a CD, and special cancellable. Also pretty disjointed. Another solid poking option for Andy's arsenal. | ||
}} | }} | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = Andy_jCD | | moveId = Andy_jCD, andy_njcd | ||
| | | description2 = The same great j.D as before, but now it knocks down. | ||
}} | }} | ||
==Universal Mechanics== | |||
===Kakaekomi Nage=== | |||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
|moveId= | |moveId=andy_throw | ||
| | |description= Pretty regular throw. Launches them very far, bringing them closer to the corner, and leaves you more than plus enough for oki. C and D versions are identical. | ||
}} | }} | ||
=== | ===Defensive Attack=== | ||
{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
|moveId= | | moveId = andy_defensiveattack | ||
| | | description = It's a defensive attack. | ||
}} | }} | ||
==Special Moves== | |||
===Shoryudan=== | ===Shoryudan=== | ||
Line 161: | Line 156: | ||
|hitbox= | |hitbox= | ||
|hitbox2= | |hitbox2= | ||
| | |description2= A real frame 1 invuln dp. Good as an anti-air and reversal, just as you'd expect. | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|hitbox2= | |hitbox2= | ||
| | |description2= Great fireball. Fast, very easy to make plus, can't be hopped over by low-crushing moves like Terry's Crack Shoot, and the same recovery as lesser fireballs to boot. A strong neutral option. | ||
}} | |||
===Zaneiken=== | |||
{{FrameDataCargo-KOF94 | |||
|moveId=andy_16A,andy_16C | |||
|input = [1]6A/C | |||
|image=KOF94_Andy_16AC.png | |||
|hitbox= | |||
|hitbox2= | |||
|description2= God elbow. A version is fast in addition to being plus on block and on hit, meaning Andy downbacking from halfscreen implicitly threatens all the space in front of him. An excellent move for combos: the A version enables his infinite and keeps pressure going on normal hit, while the C version does extra stun for forcing stuns off a jump in starter. Great for pressure: if they blocked 2A or 2C, you can make them hold Zaneiken A and get back in their face, with plus frames to spare. All-around very useful. | |||
}} | |||
===Kuuha Dan=== | |||
{{FrameDataCargo-KOF94 | |||
|moveId=andy_19B,andy_19D | |||
|input = [1]9B/D | |||
|image=KOF94_Andy_16BD.png | |||
|hitbox= | |||
|hitbox2= | |||
|description2= Weird gimmicky spin kick thing. Not worth it to combo into, since it requires charge, and if you have charge, you should combo into Zaneiken instead. Plus on block if the final hitbox connects, but said final hitbox has a nasty tendency to not do that at certain spacings. Covers the airspace in front of him, but too slow to be useful as a reaction anti-air. Not necessarily bad, but it's hard to recommend using this move. | |||
}} | }} | ||
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{{FrameDataCargo-KOF94 | {{FrameDataCargo-KOF94 | ||
| moveId = andy_2236BD | | moveId = andy_2236BD | ||
| description = | | description = Safe if they don't challenge it and very difficult to challenge/punishing if you challenge unsuccessfully. The invincibility frames might have some utility for memes. Usable yolo move. | ||
| phases = | | phases = | ||
}} | }} | ||
{{Navbox '94}} | |||
[[Category:Andy Bogard]][[Category:The King of Fighters '94]] |
Latest revision as of 15:16, 6 October 2023
Introduction
Andy is a very strong, very well-rounded character with dominant tools in all parts of the match. Unfortunately, he's still overshadowed by Terry. Such is life.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Throws
Special Moves
Zaneiken - charge briefly then + /
Kuuha Dan - charge briefly then + /
Desperation Move
Chou Reppa Dan - charge briefly then + +
Normals
Close Standing Normals
Close A
cl.A
cl.A |
---|
Close B
cl.B
cl.B |
---|
Close C
cl.C
cl.C |
---|
Close D
cl.D
cl.D |
---|
Far Standing Normals
Far A
f.A
f.A |
---|
Far B
f.B
f.B |
---|
Far C
f.C
f.C |
---|
Far D
f.D
f.D |
---|
Crouch Normals
Crouching A
2A
2A |
---|
Crouching B
2B
2B |
---|
Crouching C
2C
2C |
---|
Crouching D
2D
2D |
---|
Jump Normals
Jumping A
j.A
j.A |
---|
Neutral Jump B
nj.B
nj.B |
---|
Jumping B
j.B
j.B |
---|
Jumping C
j.C
j.C |
---|
Neutral Jump D
nj.D
nj.D |
---|
Jumping D
j.D
j.D |
---|
Blowback Normals
Standing CD
5CD
5CD |
---|
Jumping CD
j.CD
j.CD |
---|
Universal Mechanics
Kakaekomi Nage
Kakaekomi Nage
4/6 C/D when close
4/6 C/D when close |
---|
Defensive Attack
Defensive Attack
6A/B while blocking
6A/B while blocking |
---|
Special Moves
Shoryudan
Shoryudan
236A/C
236A/C |
---|
Hishouken
Hishouken
214A/C
214A/C |
---|
Zaneiken
Zaneiken
[1]6A/C
[1]6A/C |
---|
Kuuha Dan
Kuuha Dan
[1]9B/D
[1]9B/D |
---|
Desperation Moves
Chou Reppa Dan
Chou Reppa Dan
[2]236BD
[2]236BD |
---|