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The King of Fighters 2002 UM/Andy Bogard

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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 + BD


HSDM

Zan Ei Super Sonic Swirl - qcf x 2 + AC

> Additional attack, BCD


Discussion Threads

Discuss at Dream Cancel

Videos

Andy Master Class


Match Videos

vs K' (#1)

vs Yuri (#1)

vs Whip (#1)