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The King of Fighters 2002 UM/Andy Bogard: Difference between revisions
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* Can be followed up with down, down + A/C, OTG | * Can be followed up with down, down + A/C, OTG | ||
Facelift Smash - df + A | '''Facelift Smash:''' - df + A | ||
* A two hit mid attack that thrust diagonally | * A two hit mid attack that thrust diagonally |
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
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Videos
Andy Master Class
Match Videos