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The King of Fighters XIV/Antonov: Difference between revisions
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=Gameplay Overview= | =Gameplay Overview= | ||
'''Health: 1100''' | |||
Antonov is a bulky poking character with big burst damage (due to his qcfx2+BD launcher), that can harass his opponents by canceling his s.B poke into either dash punch (qcb+A) or dash grab (hcb+D) mixups. | |||
As a tall character, his s.A is an excellent anti-air. While his heavy normals also/mainly covers a lot of air (and s.D leads to MAX mode combos) they must be done preemptively and carry certain risk. | |||
His j.D and j.CD are great for approaching. j.D has great range as an advancing poke, and plays into a high/low game with cr.B, while his j.CD is slower/shorter but has greater air-to-air potential and blockstun enough to go for slower buttons and mixups after. | |||
For dealing with projectiles he can use the shockwave of his air qcf+P slam to either negate them preemptively or to pressure at a range after jumping over one (this is also when using the feint comes into play). Entering MAX mode lets you completely crush all projectile use with both qcb+AC and the EX shockwave. | |||
MAX mode in general makes Antonov a much scarier opponent, with a proper reversal in dp+AC (that wallbounces for damaging combos), aforementioned projectile countering and general EX shockwave shenanigans, and he can *still* confirm his overhead/lows. | |||
'''More on poking pressure and mixups:''' | |||
s.B -> qcb+A / hcb+D mixups are potent but interruptable. | |||
s.B -> s.B whiff-punishes interruption attempts, great MAX starter. | |||
s.B -> f+A is a frametrap on hit, use against careless mashers. | |||
cr.B has the same mixups as s.B, but both combos and frametraps into itself. | |||
cl.C, delay f+A, qcb+A is the recommended frametrap. | |||
cl.C, f+A feint cancel hcb+D grab is the easy version. | |||
cl.C, f+A late cancel hcb+D grab is harder, extra effective combined with the delay f+A frametrap where it can also outrange and whiff-punish some interruption attempts. | |||
Any corner qcfx2+K combos can be ended with a j.C, qcf+A meaty shockwave for immediate wakeup pressure. | |||
cr.B / cr.D(1 hit) -> MAX is a basic high-low | |||
… -> cr.B / j.C (instant overhead) is a follow up high-low mixup. | |||
… … -> j.C can be canceled into qcf+AC for a quick (yet interruptable) low that’s +f on block. | |||
=Normals= | =Normals= |
Revision as of 15:36, 3 June 2017
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Bering Wave - (in air) + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
cl.C, f+A, qcb+A = 190 dmg |
1 Meter |
Anywhere |
cl.C, f+A, qcb+A, qcfx2+K = 292 dmg |
2 Meters |
Anywhere |
cl.C, f+A, qcb+A, qcfx2+BD, s.D = 509 dmg |
Gameplay Overview
Health: 1100
Antonov is a bulky poking character with big burst damage (due to his qcfx2+BD launcher), that can harass his opponents by canceling his s.B poke into either dash punch (qcb+A) or dash grab (hcb+D) mixups.
As a tall character, his s.A is an excellent anti-air. While his heavy normals also/mainly covers a lot of air (and s.D leads to MAX mode combos) they must be done preemptively and carry certain risk.
His j.D and j.CD are great for approaching. j.D has great range as an advancing poke, and plays into a high/low game with cr.B, while his j.CD is slower/shorter but has greater air-to-air potential and blockstun enough to go for slower buttons and mixups after.
For dealing with projectiles he can use the shockwave of his air qcf+P slam to either negate them preemptively or to pressure at a range after jumping over one (this is also when using the feint comes into play). Entering MAX mode lets you completely crush all projectile use with both qcb+AC and the EX shockwave.
MAX mode in general makes Antonov a much scarier opponent, with a proper reversal in dp+AC (that wallbounces for damaging combos), aforementioned projectile countering and general EX shockwave shenanigans, and he can *still* confirm his overhead/lows.
More on poking pressure and mixups:
s.B -> qcb+A / hcb+D mixups are potent but interruptable. s.B -> s.B whiff-punishes interruption attempts, great MAX starter. s.B -> f+A is a frametrap on hit, use against careless mashers.
cr.B has the same mixups as s.B, but both combos and frametraps into itself.
cl.C, delay f+A, qcb+A is the recommended frametrap. cl.C, f+A feint cancel hcb+D grab is the easy version. cl.C, f+A late cancel hcb+D grab is harder, extra effective combined with the delay f+A frametrap where it can also outrange and whiff-punish some interruption attempts.
Any corner qcfx2+K combos can be ended with a j.C, qcf+A meaty shockwave for immediate wakeup pressure.
cr.B / cr.D(1 hit) -> MAX is a basic high-low … -> cr.B / j.C (instant overhead) is a follow up high-low mixup. … … -> j.C can be canceled into qcf+AC for a quick (yet interruptable) low that’s +f on block.
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
name of throw - (b/f+C) close
- (description)
- Can be broken
- (soft or hard knockdown)
name of throw - (b/f+D) close
- (description)
- Can be broken
- (soft or hard knockdown)
Command Moves
name of command normal - - (place motion here example f+A)
- (description here)
name of command normal - (motion here) (if in air)
- (description here)
name of motion - (motion here)
- (description here)
Special Moves
name of special move - (place motion here example qcf + A/C)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of special move - (place motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
- name of follow up move - (motion here)
- (description here)
- name of follow up move - (motion here)
- (description here)
- EX: (description here)
name of move here - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
name of move - (motion here)
- (description here)
- (description here)
- (description here)
EX: (description here)
Super Special Moves
name of move - (motion here)
- (description here)
- (description here)
- (description here)
Max:
- follow up move - (motion if possible qcfx4 + B/D)
- (description here)
- (description here)
- (description here)
Climax Super Special Moves
name of move - (motion here qcf, qcf + B+D)
- (description here)
- (description here)
- (description here)
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cr.B, cr.B, dp+C (162 DMG)
(standing/point blank only)
- cl.C/cr.C, f+A, qcb+A (190 DMG)
Corner Only
- st. CD, st. D, cr. B (167 DMG)
(air reset)
1 meter
- cl.C/cr.C, f+A, qcfx2+A (289 DMG)
(place combo description here)
- cr.B, cr.B, qcfx2+C (220/360 DMG)
- cr.B, cr.B, qcfx2+B (166/328 DMG)
- cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+B (292 DMG)
- cl.C/cr.C, f+A, BC cl.C/cr.C, f+A, hcb+BD, dash, qcb+AC (399 DMG)
Corner Only
- cr.B, cr.B, qcfx2+B, st.D, cr.B (258 DMG)
(air reset)
- cl.C/cr.C, f+A, qcb+A, qcfx2+A (342 DMG)
- st. CD, hcb+B, qcfx2+B, st.D, cr.B (328 DMG)
- cl.C/cr.C, f+A, qcb+A, qcfx2+B, st.D, cr.B (378 DMG)
- cl.C/cr.C, f+A, BC, cl.C/cr.C, f+A, hcb+BD, dp+AC (393 DMG)
- cl.C/cr.C, f+A, BC, cl.C/cr.C, f+A, hcb+BD, hcb+BD, dp+A (472 DMG)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
- st. CD, qcb+A (whiff) qcfx2+A/C (227/358 DMG)
(near corner)
- st. CD, qcb+A (whiff), qcfx2+BD (330 DMG)
(near corner)
Corner Only
- st. CD, hcb+B, [SC] qcfx2+BD (391 DMG)
- st. CD, hcb+B, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (480 DMG)
- cl.C/cr.C, f+A, qcb+A, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (544 DMG)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
- cr.B, cr.B, hcbx2+AC (470 DMG)
- cl.C/cr.C, f+A, qcfx2+A, [AC] qcfx2+BD (499 DMG)
- cl.C/cr.C, f+A, qcb+A, [AC] hcbx2+AC (579 DMG)
- st.CD, qcb+A, (whiff) hcbx2+AC (464 DMG)
- cl.C/cr.C, f+A, [BC] cl.C/cr.C, f+A, hcb+BD, dash, qcfx2+BD (500 DMG)
(works in corner, just omit the dash)
Corner Only
- cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] qcfx2+BD (537 DMG)
4 meters
- cl.C/cr.C, f+A, qcb+A [SC] qcfx2+B, hcbx2+AC (656 DMG)
(don't super cancel the level 1 super)
Corner Only
- cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] hcbx2+AC (635 DMG)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
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