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The King of Fighters XV/Andy Bogard/Strategy

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The King of Fighters XV

OverviewStrategyDataCombosReplays

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

Andy Bogard Safe Jumps by B Cole
  • (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.
  • (after combo into 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 or from corner juggles after 236AC.
  • (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

Safe Jumps and other tech by Teiga


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The King of Fighters XV
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