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The King of Fighters XV/Andy Bogard/Strategy
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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.
- (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