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The King of Fighters XIV/Antonov

7,139 bytes added, 20:04, 17 December 2019
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Low, Anywhere<br/>
Low, Anywhere<br/>
(Combo 1) cl.C, f+A, qcb+A = (damage number here) dmg<br/>(Combo 2) = (damage number here) dmg<br/>(Combo 3) = (damage number here) = 231 190 dmg<br/>
| '''1 Meter'''
Low, Anywhere<br/>
(Combo 1) cl.C, f+A, qcb+A, qcfx2+K = (damage number here) 292 dmg<br/>(Combo 2) cl.C, f+A, qcb+A, qcfx2+K, s.D, cr.B = (damage number here) 378 dmg<br/>(Combo 3) cr.B, cr.B MAX cl.C, f+A, hcb+BD, qcb+AC = (damage number here) 331 dmg<br/>
| '''2 Meters'''
|Anywhere<br/>Corner<br/>|(Combo 1) cl.C, f+A, qcb+A, qcfx2+BD, s.D = 509 dmg<br/>cl.C, f+A, qcb+A, qcfx2+BD, s.D, dp+C = (damage number here) 595 dmg<br/>
=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.
* 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. BC: 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. CD: 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.
* st. D
* cl. A: Fast elbow to checks hops with. Cancelable.  * cl. B: Quick front kick with good activation range. Cancelable.
* cl. BC: His fastest heavy and main combostarter (7f).
* cl. D: Slow high -kick with strange properties. Forces stand on hit, and chains into s. Cor s.D for a small combo. Alone it is Super/MAX cancelable.
* cl. D
* 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. CD: 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.
* cr. D
* j. A: His fastest, furthest reaching, pure air-to-air.  * j. B: Another air-to-air.
* j. BC: Works as a deep jump-in, and instant overhead. Cancelable into qcf+P.
* j. CD: A powerful advancing poke, as it outranges a lot of pokes and anti-airs.
* j. D
* 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.
'''name of throwPresident Lift''' - (b/f+C) close
* (description)Antonov lifts up and drops the opponent on their head.
* Can be broken
* (soft or hard Hard knockdown). Sets up a corner safejump.
'''name of throwPresident Toss''' - (b/f+D) close * (description)Antonov swiftly tosses the opponent across the screen.
* Can be broken
* (soft or hard Soft knockdown).
=Command Moves=
'''name of command normalPresident Binta''' - - (place motion here example f+A)* (description here)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)
'''name of command normal''' * A telegraphed dash punch by the flexmaster. * Both versions are Super cancelable. * A- (motion here) (if in air)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.
* (description here)'''EX:''' Fast and safe, with upper/mid-level autoguard, and complete projectile immunity.
'''name of motionVertical Macho''' - (motion heredp+A/C)
* A jumping chest-bump followed by a double punch. * Both version are cancelable into air qcf+P at the pinnacle (description herebefore 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.
=Special Moves='''EX:''' Has full invincibility, hits crouchers and causes a wallbounce. Isn’t cancelable.
'''name of special move''' - (place motion here example qcf + A/C)
* (description here)
* '''Gigantic Back Press ''' - (description herehcb+B/D)
* Antonov shoves his back hard into the opponent. * B-version is an actual tackle. Super cancelable and unsafe (description here-10). * D-version is the Back Press, a feint that grabs. A key mixup tool.
'''EX:''' (description here)A faster tackle that causes wallsplat. Still unsafe.
'''name of special moveBering Wave''' - (place motion hereqcf+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 (description hereusing Tiger Knee-input)to easily hop over ground projectiles.
* (description here)'''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.
* (description here)=Super Special Moves=
'''EX:Tunguska Bomber''' - (description hereqcfx2 + A/C)
* Antonov jumps up then dives down at an angle. If it touches the enemy he unleashes three strikes.
* Got start-up invincibility, and some projectile invincibility, but doesn’t travel far.
'''name of move''' - (motion here)* Has trouble comboing on crouching opponents, and connecting all hits on airborne opponents.
* (description here)Hard knockdown.
* (description here)'''Max:''' Does five hits. More projectile invincibility. Combos on crouching opponents better.
* (description here)
'''EX:Kamchatka Collapse ''' - (description hereqcfx2 + B/D)
::'''name of follow * Antonov kicks up move''' rocks and dust, launching the opponent in the air. * Start- up invincible. * Hits downed opponents (motion here“OTG”). * Follow ups are possible in the corner. * Hard knockdown.
::* (description here) :::'''name of follow up moveMax:''' Faster. Much increased damage. Follow- (motion here)ups are possible anywhere.
:::* (description here)=Climax Super Special Moves=
* EX: '''Moby Dick Burst''' - (description herehcfx2+AC)
* A dash punch covering 3/4ths of the screen. Animation on hit.
* Has lots of invincibility.
'''name of move here''' - (motion here)* Hard knockdown, making qcfx2+BD follow up possible.
* (description here)=Combos=
* (description hereany special information about the character combos if needed)
* (description here)[ Notation]
'''EX:''' (description here)===Rush Auto Combo===
'''Meterless:''' description here
'''name of move1 Meter:''' - (motion description here)
* ('''EX:''' description here)
* (description here)==0 meter==
* cr.B, cr.B, dp+C (description here162 DMG)
'''EX:''' (description herestanding/point blank only)
=Super Special Moves=* cl.C/cr.C, f+A, qcb+A (190 DMG)
'''name of moveCorner Only''' - (motion here)
* st. CD, st. D, cr. B (description here167 DMG)(air reset)
* (description here)==1 meter==
* cl.C/cr.C, f+A, qcfx2+A (289 DMG)(place combo description here)
'''Max:'''* cr.B, cr.B, qcfx2+C (220/360 DMG)
::'''follow up move''' - (motion if possible qcfx4 * cr.B, cr.B, qcfx2+ B(166/D328 DMG)
* cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+B (description here292 DMG)
* cl.C/cr.C, f+A, BC cl.C/cr.C, f+A, hcb+BD, dash, qcb+AC (description here399 DMG)
* (description here)'''Corner Only'''
* cr.B, cr.B, qcfx2+B, st.D, cr.B (258 DMG)
(air reset)
=Climax Super Special Moves=* cl.C/cr.C, f+A, qcb+A, qcfx2+A (342 DMG) * st. CD, hcb+B, qcfx2+B, st.D, cr.B (328 DMG)
'''name of move''' - (motion here qcf* cl.C/cr.C, f+A, qcb+A, qcf 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 (description here393 DMG)
* cl.C/cr.C, f+A, BC, cl.C/cr.C, f+A, hcb+BD, hcb+BD, dp+A (description here472 DMG)
* (description here)==2 meters==
* (place combo here) =Combos=(place damage amount here)(place combo description here)
* st. CD, qcb+A (any special information about the character combos if neededwhiff) qcfx2+A/C (227/358 DMG)(near corner)
[http://dreamcancel* Notation]CD, qcb+A (whiff), qcfx2+BD (330 DMG)(near corner)
===Rush Auto Combo==='''Corner Only'''
'''Meterless:''' description here* st. CD, hcb+B, [SC] qcfx2+BD (391 DMG)
'''1 Meter:''' description here* st. CD, hcb+B, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (480 DMG)
'''EX:''' description here* cl.C/cr.C, f+A, qcb+A, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (544 DMG)
==0 meter3 meters==
* (place combo here) = (place damage amount here)
(place combo description here)
==1 meter==* 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 (place combo here) = (place damage amount here)(place combo description here579 DMG)
==2 meters==* 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 (place combo here) = (place damage amount here500 DMG)(place combo description hereworks in corner, just omit the dash)
==3 meters=='''Corner Only'''
* cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] qcfx2+BD (place combo here) = (place damage amount here)(place combo description here537 DMG)
==4 meters==
* cl.C/cr.C, f+A, qcb+A [SC] qcfx2+B, hcbx2+AC (place combo here656 DMG) = (place damage amount heredon't super cancel the level 1 super'''Corner Only''' * cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] hcbx2+AC (place combo description here635 DMG)
==5 meters==
==Frame Data==
[ Antonov KOFXIV Frama Data Link]
'''Antonov Slow Motion Hitboxes'''
'''Antonov Okizeme'''
=External Links=
=Discussion Threads=
Discuss at [add character section link here Dream Cancel]
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]

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