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The King of Fighters XIV/Antonov: Difference between revisions
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=Special Moves= | =Special Moves= | ||
''' | '''Whale Stream ''' - (qcb + A/C) | ||
* | * A telegraphed dash punch by the flexmaster. | ||
* Both versions are Super cancelable. | |||
* A-version is safe on block due to pushback. | |||
* C-version has brief upper/mid-level autoguard and causes counter-wire, but is really too slow and unsafe to be useful. | |||
'''EX:''' Fast and safe, with upper/mid-level autoguard, and complete projectile immunity. | |||
''' | '''Vertical Macho''' - (dp+A/C) | ||
* A jumping chest-bump followed by a double punch. | |||
* Both version are cancelable into air qcf+P at the pinnacle (before the follow-up). | |||
* A-version has a forward hitbox and combos on crouching opponents up close. | |||
* C-version has total upper body invincibility and jumps higher. | |||
''' | '''EX:''' Has full invincibility, hits crouchers and causes a wallbounce. Isn’t cancelable. | ||
'''Gigantic Back Press ''' - (hcb+B/D) | |||
* Antonov shoves his back hard into the opponent. | |||
* B-version is an actual tackle. Super cancelable and unsafe (-10). | |||
* D-version is the Back Press, a feint that grabs. A key mixup tool. | |||
'''EX:''' A faster tackle that causes wallsplat. Still unsafe. | |||
''' | '''Bering Wave''' - (qcf+A/C) | ||
* ( | * Antonov lands with a groundpound sending out shockwaves. | ||
* Very vulnerable on the way down. | |||
* The shockwave is a projectile, thus negates other projectiles. | |||
* Only hits in front. | |||
* Is unsafe up close, but used in poking range, or meaty setups, you get +frames. | |||
* C-version is a feint, and can be performed a lot closer to the ground (using Tiger Knee-input) to easily hop over ground projectiles. | |||
'''EX''': Can be performed ridiculously close to the ground, hits low and is always +f on block. Has increased range and counts as an EX projectile as well. | |||
'''EX | |||
: | |||
=Super Special Moves= | =Super Special Moves= |
Revision as of 21:24, 7 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: Straight jab, covers a lot of air. Duckable. Cancels into f+A or Supers.
- st. B: An amazing poke for it’s reach and speed (7f). Cancelable into f+A and Specials for mixups, as well as MAX Mode combos.
- st. C: Great reaching high poke. It’s slow and duckable, but it’s hurtbox barely expands during startup. Use it to control air while outreaching pokes.
- st. D: An even greater reaching high poke. Puts the opponent in a juggle-able state which can be taken advantage of by MAX canceling. Duckable and very exposed.
Close
- cl. A: Fast elbow to checks hops with. Cancelable.
- cl. B: Quick front kick with good activation range. Cancelable.
- cl. C: His fastest heavy and main combostarter (7f).
- cl. D: Slow high -kick with strange properties. Forces stand on hit, and chains into s.C or s.D for a small combo. Alone it is Super/MAX cancelable.
Crouching
- cr. A: His fastest (4f) move. Short, but chains easily from cr.B and is cancelable.
- cr. B: Very long low poke that’s +2 on block. Cancelable and chains into other light attacks, but hardly combos into anything but Supers or MAX Mode.
- cr. C: Somewhat slow and stubby poke, but cancels into combos and mixups.
- cr. D: Hits overhead. Is slower than most but has extreme range. 1st hit is MAX cancelable, and 2nd is Super cancelable. Causes a hard knockdown that get’s a corner safejump.
Jumping
- j. A: His fastest, furthest reaching, pure air-to-air.
- j. B: Another air-to-air.
- j. C: Works as a deep jump-in, and instant overhead. Cancelable into qcf+P.
- j. D: A powerful advancing poke, as it outranges a lot of pokes and anti-airs.
Blowback
- st. CD: Very slow poke (19f). Has mid-level autoguard on frames 11-14. Use just outside of the opponent’s range to whiff-cancel into shenanigans.
- j. CD: A slow pinwheel kick that covers both air and ground. Should be used as soon as you leave ground. On block it let’s you press on with your slower normals.
Throws
President Lift - (b/f+C) close
- Antonov lifts up and drops the opponent on their head.
- Can be broken
- Hard knockdown. Sets up a corner safejump.
President Toss - (b/f+D) close
- Antonov swiftly tosses the opponent across the screen.
- Can be broken
- Soft knockdown.
Command Moves
President Binta - (f+A)
- A huge, telegraphed hand slap.
- Special cancelable, even on it’s own.
- Can also be feint canceled prematurely, usually into hcb+D dash grab.
- Forces stand.
Special Moves
Whale Stream - (qcb + A/C)
- A telegraphed dash punch by the flexmaster.
- Both versions are Super cancelable.
- A-version is safe on block due to pushback.
- C-version has brief upper/mid-level autoguard and causes counter-wire, but is really too slow and unsafe to be useful.
EX: Fast and safe, with upper/mid-level autoguard, and complete projectile immunity.
Vertical Macho - (dp+A/C)
- A jumping chest-bump followed by a double punch.
- Both version are cancelable into air qcf+P at the pinnacle (before the follow-up).
- A-version has a forward hitbox and combos on crouching opponents up close.
- C-version has total upper body invincibility and jumps higher.
EX: Has full invincibility, hits crouchers and causes a wallbounce. Isn’t cancelable.
Gigantic Back Press - (hcb+B/D)
- Antonov shoves his back hard into the opponent.
- B-version is an actual tackle. Super cancelable and unsafe (-10).
- D-version is the Back Press, a feint that grabs. A key mixup tool.
EX: A faster tackle that causes wallsplat. Still unsafe.
Bering Wave - (qcf+A/C)
- Antonov lands with a groundpound sending out shockwaves.
- Very vulnerable on the way down.
- The shockwave is a projectile, thus negates other projectiles.
- Only hits in front.
- Is unsafe up close, but used in poking range, or meaty setups, you get +frames.
- C-version is a feint, and can be performed a lot closer to the ground (using Tiger Knee-input) to easily hop over ground projectiles.
EX: Can be performed ridiculously close to the ground, hits low and is always +f on block. Has increased range and counts as an EX projectile as well.
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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