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The King of Fighters XV/Andy Bogard/Strategy: Difference between revisions
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GunMetalXIV (talk | contribs) Created page with "==General Gameplan== ==Neutral== ==Pressure== ==Defense== ==Safejumps== ==Countering Andy== ==External Resources== {{Navbox XV}} Category:The King of Fighters XV" |
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==General Gameplan== | ==General Gameplan== | ||
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==Pressure== | ==Pressure== | ||
==Mixups== | |||
'''Post 214236K Reset''' | |||
:If Andy lands in the corner after hitting an aerial opponent with 214236K, he can juggle the opponent with one hit of cl.5C and cancel into a whiffed 4/6A to tack on some extra damage and leave himself +1 and out of throw range as the opponent air resets. Omitting the 6A gives more frame advantage (+11) but will not push Andy out of throw range. Andy can alternatively get a safejump off of his most common combos into 214236K which can be read in the Safejumps section. | |||
==Defense== | ==Defense== | ||
==Safejumps== | ==Safejumps== | ||
'''4F Safe''' | |||
* (after opponent techs 236A near corner) '''(hyper)hop''' - Autotimed. | |||
* (after back throw near corner) '''2B, (hyper)hop''' - Autotimed. | |||
<ul><li> (after combo into 236C > 214236K) '''236A, 2B, hyperhop/superjump''' - Autotimed. Hyperhop is a 4F safejump. If the opponent was not carried to the corner, Andy can superjump for a crossup (reactable) that causes many buffered reversals to whiff. Can do 236A or 2B first depending on preference. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|jtnLUwwSMVI}}</div></ul> | |||
<ul><li> (after corner combo into 41236K(3) > j2D, 623C(1) > 214236K) '''2C, 2B, hop''' or '''5CD (> 236A) hop''' - Autotimed. 2C, 2B and 5CD are simpler, adding 236A will build some meter. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|TfqHQDb-vbA}}</div></ul> | |||
* (after combo into 214236BD) '''(super)jump, (super)jump''' - Autotimed. Use superjumps to reach from max distance, otherwise normal jumps work fine. '''Does not work from juggled 236214P 214236BD Advanced Cancel or from corner juggles after 236AC'''. | |||
<ul><li> (after corner combo into 236AC, 41236K(3) > j2D, 623A > 214236BD) '''cl.5A/5B/2A, hop, jump''' - Autotimed. Can shuffle the order of the actions for personal preference. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|AFYUu0MuRHg}}</div></ul> | |||
'''6F Safe''' | |||
* (after forward throw in corner) '''backdash, hyperhop''' - Autotimed. | |||
==Countering Andy== | ==Countering Andy== | ||
:Do not let an Andy player get away with the expensive gimmick of Climax Cancelling the second hit of his 623C (DP) on block to make it "safe". He is -1 in this situation and can be punished by throws. | |||
:Nakoruru can punish Andy's 236A on block in any context with her 623AC. Other characters have moves that can punish it but are spacing dependent and risky, like Kyo's 623AC. | |||
==External Resources== | ==External Resources== | ||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:Andy Bogard]] | |||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 10:38, 21 November 2023
General Gameplan
Neutral
Pressure
Mixups
Post 214236K Reset
- If Andy lands in the corner after hitting an aerial opponent with 214236K, he can juggle the opponent with one hit of cl.5C and cancel into a whiffed 4/6A to tack on some extra damage and leave himself +1 and out of throw range as the opponent air resets. Omitting the 6A gives more frame advantage (+11) but will not push Andy out of throw range. Andy can alternatively get a safejump off of his most common combos into 214236K which can be read in the Safejumps section.
Defense
Safejumps
4F Safe
- (after opponent techs 236A near corner) (hyper)hop - Autotimed.
- (after back throw near corner) 2B, (hyper)hop - Autotimed.
- (after combo into 236C > 214236K) 236A, 2B, hyperhop/superjump - Autotimed. Hyperhop is a 4F safejump. If the opponent was not carried to the corner, Andy can superjump for a crossup (reactable) that causes many buffered reversals to whiff. Can do 236A or 2B first depending on preference.
- (after corner combo into 41236K(3) > j2D, 623C(1) > 214236K) 2C, 2B, hop or 5CD (> 236A) hop - Autotimed. 2C, 2B and 5CD are simpler, adding 236A will build some meter.
- (after combo into 214236BD) (super)jump, (super)jump - Autotimed. Use superjumps to reach from max distance, otherwise normal jumps work fine. Does not work from juggled 236214P 214236BD Advanced Cancel or from corner juggles after 236AC.
- (after corner combo into 236AC, 41236K(3) > j2D, 623A > 214236BD) cl.5A/5B/2A, hop, jump - Autotimed. Can shuffle the order of the actions for personal preference.
6F Safe
- (after forward throw in corner) backdash, hyperhop - Autotimed.
Countering Andy
- Do not let an Andy player get away with the expensive gimmick of Climax Cancelling the second hit of his 623C (DP) on block to make it "safe". He is -1 in this situation and can be punished by throws.
- Nakoruru can punish Andy's 236A on block in any context with her 623AC. Other characters have moves that can punish it but are spacing dependent and risky, like Kyo's 623AC.