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The King of Fighters 2002 UM/Andy Bogard: Difference between revisions

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* A short range fast blast of energy that whips from Andy's hand
* A short range fast blast of energy that whips from Andy's hand
* Recovery on block is so-so
* Recovery on block is not great
* Can juggle the opponent afterward
* Can juggle the opponent afterward


Line 50: Line 50:
'''Syo Ryu Dan''' - dp + A/C
'''Syo Ryu Dan''' - dp + A/C
* Super cancellable
* Super cancellable
 
* A version hits 4 times, while the C version hits 5
* a bit of invincibility at the start but has poor recovery if blocked or whiffed
* Hard knockdown on both versions, able to follow up with down, down + P


'''Sonic Split''' - hcf + B/D
'''Sonic Split''' - hcf + B/D


* Andy's patented corkscrew arch kick that is hard to punish up close (but can be rolled thru) but sometimes punishable if performed far
* good priority through its animation, can be used as a preemptive anti air


'''Dam Breaker Punch''' - close, hcf + A/C
'''Dam Breaker Punch''' - close, hcf + A/C


* Proximity unblockable throw with good range
* able to juggle the opponent afterward


Shiranui Shadow - in air, qcf + B/D
Shiranui Shadow - in air, qcf + B/D

Revision as of 02:29, 21 October 2011

Throws

Original Iron Press - f/b + C

Wrap-around Slam - f/b + D


Command Moves

Chin Raiser: - f + B

  • A slow overhead
  • Can be canceled out of if canceled into
  • Hard knockdown on hit
  • Can be followed up with down, down + A/C, OTG

Facelift Smash - df + A

  • A two hit mid attack that thrust diagonally
  • First hit cancel-able into into supers and specials
  • Can be used as an anti-air preemptively

Special Moves

Zan Ei Ken - charge db~f + A/C

  • A version is super cancellable
  • A version has fast recovery if whiffed but bad recovery on block
  • A version travels less than half screen while C version travels full screen
  • Can be canceled into qcf + A/C on block

> Shippu Oh Ken - during Zan Ei Ken, qcf + A/C

  • Super cancellable


Hisho Ken - qcb + A

  • A short range fast blast of energy that whips from Andy's hand
  • Recovery on block is not great
  • Can juggle the opponent afterward

Geki Hisho Ken - qcb + C

  • The ball stays out for around 5 hits, its good for chipping when enemy has zero stocks
  • safe on block but can be guard rolled to punish him from behind

Syo Ryu Dan - dp + A/C

  • Super cancellable
  • A version hits 4 times, while the C version hits 5
  • a bit of invincibility at the start but has poor recovery if blocked or whiffed
  • Hard knockdown on both versions, able to follow up with down, down + P

Sonic Split - hcf + B/D

  • Andy's patented corkscrew arch kick that is hard to punish up close (but can be rolled thru) but sometimes punishable if performed far
  • good priority through its animation, can be used as a preemptive anti air

Dam Breaker Punch - close, hcf + A/C

  • Proximity unblockable throw with good range
  • able to juggle the opponent afterward

Shiranui Shadow - in air, qcf + B/D

> Shiranui Shadow Downward Jab - During Shiranui Shadow, A/C

> Shiranui Shadow Uppercut Crush - During Shiranui Shadow, B/D

  • Super cancellable


Darkness Kick - rdp + B/D


Kunai Bullet - close to downed opponent, d d + B/D

Desperation Moves

Super Sonic Swirl - qcb, db, f + B/D

Zan Ei Comet Punch - qcb hcf + B/D


Super Desperation Move

Super Sonic Swirl - qcb, db, f + BD


HSDM

Zan Ei Super Sonic Swirl - qcf x 2 + AC

> Additional attack, BCD


Discussion Threads

Discuss at Dream Cancel

Videos

Andy Master Class


Match Videos

vs K' (#1)

vs Yuri (#1)

vs Whip (#1)