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The King of Fighters XV/Andy Bogard/Strategy: Difference between revisions
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==Safejumps== | ==Safejumps== | ||
{{#ev:youtube|BxgAiKJyf7Y|||'''Andy Bogard Safe Jumps by B Cole'''|frame}} | {{#ev:youtube|BxgAiKJyf7Y|||'''Andy Bogard Safe Jumps by B Cole'''|frame}} | ||
<ul><li> (after combo into 236AC 236C 214236K) '''2B 236A hyperhop | <ul><li> (after combo into 236AC 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. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|jtnLUwwSMVI}}</div></ul> | ||
* (after combo into 236AC 236C 214236BD) '''jump, jump''' - 4F safe. | * (after combo into 236AC 236C 214236BD) '''(super)jump, (super)jump''' - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine. | ||
<ul><li> (after combo into 236AC 41236D(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> | <ul><li> (after combo into 236AC 41236D(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> | ||
Revision as of 18:06, 2 October 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 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.
Defense
Safejumps
- (after combo into 236AC 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.
- (after combo into 236AC 236C 214236BD) (super)jump, (super)jump - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine.
- (after combo into 236AC 41236D(3) j2D 623C(1) 214236K) cl.5D 2B hop jD - 4F safe.
Countering Andy
External Resources