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The King of Fighters XV/Andy Bogard/Strategy: Difference between revisions
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* (after combo into 236C 214236BD) '''(super)jump, (super)jump''' - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine. '''Does not work from juggled 236214P 214236BD Advanced Cancel'''. | * (after combo into 236C 214236BD) '''(super)jump, (super)jump''' - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine. '''Does not work from juggled 236214P 214236BD Advanced Cancel'''. | ||
* (after corner combo into 41236K(3) j2D 623A 214236BD) '''cl.5A/5B/2A, hop, jump''' - 4F safe. Can mix up the order of the actions for personal preference. | * (after corner combo into 236AC 41236K(3) j2D 623A 214236BD) '''cl.5A/5B/2A, hop, jump''' - 4F safe. Can mix up the order of the actions for personal preference. | ||
<ul><li> (after corner combo into 41236K(3) j2D 623C(1) 214236K) '''2C 2B hop''' or '''5CD (xx 236A) hop''' - 4F safe. 2C 2B and 5CD are simpler, adding 236A will build some meter. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|TfqHQDb-vbA}}</div></ul> | <ul><li> (after corner combo into 41236K(3) j2D 623C(1) 214236K) '''2C 2B hop''' or '''5CD (xx 236A) hop''' - 4F safe. 2C 2B and 5CD are simpler, adding 236A will build some meter. <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|TfqHQDb-vbA}}</div></ul> |
Revision as of 06:04, 15 November 2023
General Gameplan
Neutral
Pressure
Mixups
Post 214236K Reset
- If Andy lands in the corner after hitting an aerial opponent with 214236K, he can juggle the opponent with one hit of cl.5C and cancel into a whiffed 4/6A to tack on some extra damage and leave himself +1 and out of throw range as the opponent air resets. Omitting the 6A gives more frame advantage (+11) but will not push Andy out of throw range. Andy can alternatively get a safejump off of his most common combos into 214236K which can be read in the Safejumps section.
Defense
Safejumps
- (after combo into 236C 214236K) 2B 236A hyperhop/superjump - Hyperhop is a 4F safejump. If the opponent was not carried to the corner, Andy can superjump for a crossup (reactable) that causes many buffered reversals to whiff. Does not work from 5CD starter.
- (after combo into 236C 214236BD) (super)jump, (super)jump - 4F safe. Use superjumps to reach from max distance, otherwise normal jumps work fine. Does not work from juggled 236214P 214236BD Advanced Cancel.
- (after corner combo into 236AC 41236K(3) j2D 623A 214236BD) cl.5A/5B/2A, hop, jump - 4F safe. Can mix up the order of the actions for personal preference.
- (after corner combo into 41236K(3) j2D 623C(1) 214236K) 2C 2B hop or 5CD (xx 236A) hop - 4F safe. 2C 2B and 5CD are simpler, adding 236A will build some meter.
Countering Andy
External Resources