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The King of Fighters XV/Andy Bogard/Strategy: Difference between revisions
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→Safejumps: removing outdated video and replacing with text of the still-relevant parts |
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==Countering Andy== | ==Countering Andy== | ||
:Do not let an Andy player get away with the expensive gimmick of Climax Cancelling the second hit of 623C 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== |
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 623C 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.