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The King of Fighters XV/Andy Bogard/Strategy: Difference between revisions

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==Mixups==
==Mixups==
'''Post 214236K Reset'''
'''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 slightly plus and out of throw range as the opponent air resets. Andy can alternatively get a safejump off of his most common combos into 214236K which can be read in the Safejumps section.
: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==
{{#ev:youtube|BxgAiKJyf7Y|||'''Andy Bogard Safe Jumps by B Cole'''|frame}}


<ul><li> (after combo into 236C 214236K) '''2B 236A hyperhop/superjump jD''' - 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. '''Does not work from 5CD starter'''. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|jtnLUwwSMVI}}</div></ul>
'''4F Safe'''


* (after juggle into 214236BD) '''(super)jump, (super)jump''' - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine. '''Does not work from juggled 236214P 214236BD Advanced Cancel'''.
* (after opponent techs 236A near corner) '''(hyper)hop''' - Autotimed.


<ul><li> (after corner combo into 41236K(3) j2D 623C(1) 214236K) '''cl.5D 2B hop jD''' - 4F safe. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|_6cRqFPQFSY}}</div></ul>
* (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==
{{#ev:youtube|lJemyH6hV54|||'''Safe Jumps and other tech by Teiga'''|frame}}





Latest revision as of 10:38, 21 November 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.

External Resources

Navigation

The King of Fighters XV
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