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The King of Fighters XIV/Andy Bogard: Difference between revisions
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Kuuha Dan - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | Kuuha Dan - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | ||
:Brake - [[image:b.gif]] [[image:d.gif]] | |||
:(while in air) Genei Shiranui - [[image:dn.gif]] + [[image:d.gif]] | |||
Shouryuu Dan - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | Shouryuu Dan - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) |
Revision as of 19:05, 31 August 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Kakaekomi Nage (Forward) - / +
Kakaekomi Nage (Backward) - / +
Command Normals
Special Moves
Desperation Moves
Climax Desperation Move
ChoShinSoku * Zan-ei Ken - + (ground or air)
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A quick standing palm thrust. Good for stopping incoming hops. Whiffs on short crouching opponents. Barely minus on block, super cancel-able on hit.
- st. B: Andy performs a quick thrust kick. Good to use as a close ranged poke. Barely plus on block, cancel-able on hit.
- st. C: Andy performs a swinging chop. Minus on block, super cancel-able on hit.
- st. D: Andy performs a roundhouse kick aimed at the opponents face. Can be used as a ground anti-air against hops at a mid-range distance. Minus on block, super cancel=able on hit.
Close
- cl. A: Andy quick chops the opponent's neck. Slightly Minus on block, cancel-able on hit. Can chain into his other standing and crouching light normals.
- cl. B: Andy knees the opponent's chin. Even on block, cancel-able on hit.
- cl. C: A close hook punch that hits twice. Even on block, cancel-able on first or second hit.
- cl. D: Andy performs a close splits kick. Slightly minus on block, cancel-able on hit.
Crouching
- cr. A: Andy performs a crouching back hand punch. Even on block, cancel-able on hit. Chain-able into his other standing/crouching light normals.
- cr. B: This quick crouching light kick is good to start combos or to poke with at a close range. Even on block, cancel-able on hit. Chain-able into his other standing/crouching light normals. Hits low.
- cr. C: Andy performs a horizontal palm thrust. Even on block, cancel-able on hit or whiff.
- cr. D: Andy crouches down to kick the opponent's upper leg area that sweeps the opponent. Minus on block, cancel-able on hit, causes soft knockdown when connected
Jumping
- j. A: Andy performs a jumping palm thrust. Whiffs on crouching opponents. Cannot cross-up. Will chain into any close or crouching normal (even cr. HK, but it's tight)
- j. B: Andy performs a swinging forward kick. Best used as an air-to-air attack, or to anti-air if neutral jumped. Whiffs on crouching opponents. Cannot cross-up. Will also chain into any close or crouching normal (even cr. HK, but it's tight)
- j. C: A jumping slap. Short range. Hits some crouching opponents. Cannot cross-up. Will chain into any close or crouching normal except for cl. D.
- j. D: This kick has good horizontal range and points downward slightly. Good to use as a jump-in attack. Hits crouching opponents. Can cross-up. Will chain into any close or crouching normal. Hits low.
Blowback
- st. CD: Andy performs a full swinging roundhouse kick. Minus on block, cancel-able on hit or whiff, causes wall splat when connected, using whiffed LP elbow on block to maintain pressure seems good if the blowback connected either point blank or right at the tip (anywhere in between will cause you to hit them)
- j. CD: Andy performs a swinging heel kick. Hits mid. Hits crouching opponents, on block will chain into any close or crouching normal except for cl. HK. When connected they are put in a non juggle state ending in a soft knock down. When connected as a counter hit they are put in a juggle state.
Throws
Kakaekomi Nage (Forward) - (b/f+C) close
- Andy grabs the opponent, then throws them toward the corner of the screen.
- Can be broken
- Soft knockdown
Kakaekomi Nage (Backward) - (b/f+D) close
- Same as the Kakaekomi Nage (Forward), but the opponent is thrown the opposite direction
- Can be broken
- Soft knockdown
Command Moves
Hirate Uchi - - (f+A)
- Andy throws out a strong palm thrust. Mainly used during combos after his cl. C or any of his close standing and crouching normals. Even on block, cancel-able on hit
Genei Shiranui - (down + D) (in air)
- This move drops Andy to the ground off of a full or super jump, or off hcf+K on hit or whiff.
Special Moves
Zan-ei Ken - (db~f+A/C)
- Andy dashes forward quickly to deliver a power elbow strike.
- Minus on block, super cancel-able on hit, causes soft knockdown, good for closing distance if you can space it to whiff
- Light punch version (A) travels at a half screen distance
- Heavy punch version (C) travels at a 3/4ths screen distance & is more unsafe on block than the light punch version.
- You can enter the command for this attack a bunch of different ways. db, b, f+P works as does hcf+P (or db, qcf+P).
EX: Minus on block, causes wall splat on hit.
Kuuha Dan - (hcf+B/D)
- Andy launches quickly from the ground to perform a corkscrew kick that curves down towards the opponent.
- Very unsafe on block (even when using down+D or B+D Brake), super cancel-able on hit into his Climax, causes soft knockdown from first hit
- The heavy kick version travels a longer distance than the light kick version
EX: More damaging than the normal version. Travels faster than the normal version. Unsafe on block (even when using down+D or B+D Brake), causes soft knockdown from first hit
- Kuuha Dan (Brake) - (B+D)
- Press LK+HK (B+D) after first hit of hcf+K. It stops Andy during the animation of Kuuha Dan & if the hcf+K connected, the opponent is put in a juggle state that allows for one close or crouching normal (except for cr. D), or a dp+C that is super cancel-able on the third hit into his Climax.
Hishou Ken - (qcb+A/C)
- Andy throws a round, illuminated energy ball towards the opponent.
- The light punch version is minus on block when close, super cancel-able on startup, has medium speed and when thrown full screen, Andy can move around when the fireball is 3/4 to the other side. If it hits an airborne opponent, it puts them in a juggle state ending in a soft knockdown.
- The heavy punch version is similar to the light punch version but travels at a faster speed.
EX: Barely minus on block when close, travels at a slow speed & when thrown full screen, Andy can move around when the fireball is a 1/4th screen distance to the other side. If it hits an airborne opponent it puts them in a juggle state ending in a soft knockdown.
Shouryuu Dan - (dp+A/C)
- Andy performs a sharp angled, jumping swinging chop. Good to use as an anti-air or to finish combos. Unsafe if blocked & whiffed.
- Both light punch, heavy punch & EX versions have upper body invincibility on startup.
- The light punch version is super cancel-able on first hit and causes soft knockdown.
- The heavy punch version inflicts more damage than the light punch version and is super cancel-able on first hit or into his air Climax on the third hit. Causes a soft knockdown.
EX: More damage, hits 5 times, has lower body invincibility.
Super Special Moves
Chou Reppa Dan - (qcb~hcf+K)
- Andy performs a much faster and damaging version of Reppa Dan, surrounded by blue flames.
- Best used as a combo finisher.
- Unsafe on block, climax cancel-able on or after the first hit.
- Causes a hard knockdown.
Max:Faster startup and has more damage than the normal version. Very unsafe on block, climax cancel-able on or after the first hit and causes hard knockdown.
Zetsu-Hishou Ken - (qcf~hcb+P)
- Andy unleashes a short ranged, but powerful super projectile.
- Best used as a combo finisher.
- Very unsafe on block. Can be advanced cancelled into Max Chou Reppa Dan or climax cancelled on or after the first hit.
- Causes hard knockdown
Max: Same range as the normal version but more damaging. Very unsafe on block. Climax cancel-able on or after the first hit.
Climax Super Special Moves
Chou-Shin-Soku-Zan-ei Ken - (qcb~hcf+A+C) (can be performed in the air)
- Andy performs a much faster and powerful version of his Zan-ei Ken. The opponent is carried to the corner of the stage.
- Best used as a combo finisher, or to punish the opponents slow whiffed moves.
- Unsafe on block, causes hard knockdown
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
Contributors
External Links
Discussion Threads
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