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The King of Fighters '98 UMFE/Andy Bogard: Difference between revisions
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== Throws == | == Throws == | ||
'''Original Iron Press:''' b/f + C | '''Original Iron Press:''' b/f+C | ||
* Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. | * Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown. | ||
'''Wrap-around Slam:''' b/f + D | '''Wrap-around Slam:''' b/f+D | ||
* Regular throw, techable. Andy throws the opponent | * Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown. | ||
== Command Moves == | == Command Moves == |
Revision as of 00:39, 12 October 2021
Introduction
Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.
Changes from previous versions
98 to 98um
Normals:
- cl.D has 5 frames less recovery
- st.D has 1 less frame startup and 3 frames less recovery
- cr.D has 1 less frame startup
- f+B has 6 frames less recovery
- df+A's first hit can now be special or super cancelled
Special moves:
- qcb+C was added as a new move
- hcf+P has 1 frame more startup
- j.qcf+K's K followup now knocks down
- qcf+D now has less recovery
98um to 98umfe
Normals:
- cl.C's hitbox changed so that it doesn't whiff against short characters
Specials:
- db,f+C got increased startup but less recovery
Normal Moves
Close
- cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.
- cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable but not chainable.
- cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.
- cl.D: Hits high up, so it can be useful as a close range anti-air.
Stand
- st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).
- st. B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers.
- st. C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.
- st. D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.
Crouch
- cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.
- cr.B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Chainable and cancelable.
- cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on whiff and contact.
- cr.D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up.
Jump
- j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers.
- j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.
- nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.
- j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.
- j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.
- nj.D: Almost exactly the same as j.D but with slightly less forward priority.
Blowback
- st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers.
- j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.
Throws
Original Iron Press: b/f+C
- Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.
Wrap-around Slam: b/f+D
- Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.
Command Moves
Chin Raiser: f + B
- an overhead move when done raw but it loses that property when cancelled into.
- Hits above him at first and then in front of him so it can both anti air and hit grounded opponent.
- leaves the opponent standing on hit.
- can be combo'd out of with a quick max cancel.
- the raw version is safe on block against everything but 1f command grabs when point blank. The cancelled into version is more punishable though.
Facelift Smash: df + A
- a two hit move that hits in front and diagonally above Andy.
- good to use in combos and blockstrings as you can special cancel out of it.
- the second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.
- the second hit has a good anti airing hitbox and you can cancel it into fireball for a juggle if it hits.
Special Move
Hishou Ken - qcb + A
- a short ranged energy blast that hits about a halfscreen distance.
- good as a poke and blockstring ender
- also good as a combo ender.
- pretty punishable on whiff.
Geki Hishou Ken - qcb + C
Dam Breaker Punch - hcf + A/C (near)
Sonic Split - hcf + B/D
Syo Ryu Dan - dp + A/C
Zen ei Ken - db, f + A/C
> Ga dan kou - qcf + A/C
Shiranui Shadow - qcf + B/D (in air)
> Downward Jab - A/C while landing
> Uppercut Crush - B/D while landing
Desperation Moves
Flying Comet Punch - qcf x 2 + A/C
Super Sonic Swirl - qcb,db,f + B/D
Combos
0 Stock
Low
- cr.B, df+A, qcb+A
- cr.B, cr.A/cl.B/cl.A, dp+C
- cr.B, df+A, db,f+A, qcf+P
Anywhere
- (jump-in), cl.C, qcb+A
- (jump-in), cl.C, db,f+A, qcf+P
- (jump-in), cl.C(1), hcf+A, df+A, superjump j.CD
Corner
- (jump-in), cl.C(1), hcf+A, j.qcf+K > P, dp+A
1 Stock
Low
- cr.B, cr.A/cl.A, qcfx2+A
- -Note: you can do cr.B, cl.A, qcfx2+A as cr.B, qcf+A, qcf+A for an easier cancel
Anywhere
- (jump-in), cl.C(1), qcfx2+A
- -Note: you can do this as (jump-in), qcf+C, qcf+A for an easier cancel
Quick Max
Anywhere
- (jump-in), cl.C(1), hcf+A, ABC, qcb,db,f+K
- cr.B, ABC, cl.C(1), hcf+A, any follow up.
Overhead
- f+B, ABC, cl.C(1), hcf+A, df+A, superjump j.CD
Corner
- Same starters above into hcf+A, j.qcf+K > P, df+A, superjump j.CD
Roll Cancel
You need to use Ultimate mode(roll and ex meter) to use these specific combos.
- Same starters above into hcf+A, run df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.CD or j.D
- or finish it with df+A(1), qcb, db, f+K
3 Stock/2 Stock Max/Low Health 1 Stock Extra Mode
- In any 1 stock combo, replace qcfx2+A with qcfx2+AC or qcb,db,f+K with qcb,db,f+BD