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

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==Throws==
==Throws==
Original Iron Press - f/b + C


Wrap-around Slam - f/b + D
'''Original Iron Press''': - f/b + C


'''Wrap-around Slam''': - f/b + D


==Command Moves==
==Command Moves==

Revision as of 04:53, 31 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

  • elbow hit unsafe on block

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

  • Super cancellable
  • Hits low
  • unsafe on block, bad recovery

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

  • An overhead spin kick that has bad recovery on block, but knocks down on hit


Darkness Kick: - rdp + B/D

  • B version has a small bit of lower body invincibility at the start
  • C version has more invincibility at the start but not much, starts up slow and Andy flips back farther than B version
  • The blue flame has a high hitbox, so it can be used as a preemptive anti-air but not a good reversal


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

  • enemy must be hard knockdown
  • can whiff if knocked down too far

Desperation Moves

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

  • A super version of Sonic Swirl (obviously) that is not safe on block
  • Has some invincibility frames at the start
  • Can be rolled to evade after the super flash then punished


Zan Ei Comet Punch: - qcb hcf + B/D

  • Hits activate after the initial one connects, so if blocked he does a fast version of his db, f + A/C
  • Can be jabbed out of his dash animation if timed right
  • On block, not safe but he gets pushed back a fair distance...at which he can be swept
  • Damage output is really low, but has a quick start up, and can be comboed into

Super Desperation Move

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

  • A much better and faster version of his normal DM that does a great deal of damage (around 40%).
  • Easier to juggle with after his hcf + A/C
  • Still unsafe on block, so you better hit them with this

HSDM

Zan Ei Super Sonic Swirl: - qcf x 2 + AC

> Additional attack, B+C+D

  • His dash which looks like a db, f + P has very fast start up but can be interrupted at full screen range by a few special moves which have autoguard or invincibility frames at start, like Ryo's dp + P or K' dp + C, or Kyo's dp + P
  • Once blocked, Andy will keep dashing and he will be open to punishment until his B+C+D is activated
  • B+C+D will juggle, and do a couple of hits after the super connects
  • If the follow up has poor recovery if misses
  • If the qcf x 2 + A+C is used to juggled after a hcf + P, the B+C+D follow might miss if mistimed
  • Damage depends sometimes on how many hits the B+C+D followup receives. If it's followed up too soon, it may only release a single hit with poor damage. If it is follow up with the opponent in the air as a juggle, then it may hit up to 6 to 7 hits and output a high amount of damage.

Discussion Threads

Discuss at Dream Cancel

Videos

Andy Master Class


Match Videos

vs K' (#1)

vs Yuri (#1)

vs Whip (#1)