Antonov (XIV)

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Revision as of 15:36, 3 June 2017 by Desmond Delaghetto (talk | contribs) (Gameplay Overview)
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Charaimg antnov.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

President Lift - close Bk.gif / Fd.gif + C.gif 

President Toss - close Bk.gif / Fd.gif + D.gif

Command Normals

President Binta - Fd.gif + A.gif

Special Moves

Whale Stream - Qcb.gif + A.gif / C.gif (*)

Vertical Match - Dp.gif + A.gif / C.gif (*)

Gigantic Press - Hcb.gif + B.gif (*)

Gigantic Back Press - Hcb.gif + D.gif

Bering Wave - (in air) Qcf.gif + A.gif / C.gif (*)

Super Special Moves

Tunguska Bomber- Qcf.gif Hcf.gif + A.gif / C.gif (!)

Kamchatka Collapse - Qcf.gif Qcf.gif + B.gif / D.gif (!)

Climax Super Special Moves

Moby Dick Burst - Hcb.gif Hcb.gif + A.gif C.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere

cl.C, f+A, qcb+A = 190 dmg

1 Meter

Anywhere
Corner
Low, Anywhere

cl.C, f+A, qcb+A, qcfx2+K = 292 dmg
cl.C, f+A, qcb+A, qcfx2+K, s.D, cr.B = 378 dmg
cr.B, cr.B MAX cl.C, f+A, hcb+BD, qcb+AC = 331 dmg

2 Meters

Anywhere
Corner

cl.C, f+A, qcb+A, qcfx2+BD, s.D = 509 dmg
cl.C, f+A, qcb+A, qcfx2+BD, s.D, dp+C = 595 dmg

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.

Normals

Standing

  • st. A
  • st. B
  • st. C
  • st. D

Close

  • cl. A
  • cl. B
  • cl. C
  • cl. D

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD

Throws

name of throw - (b/f+C) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

name of throw - (b/f+D) close

  • (description)
  • Can be broken
  • (soft or hard knockdown)

Command Moves

name of command normal - - (place motion here example f+A)

  • (description here)


name of command normal - (motion here) (if in air)

  • (description here)


name of motion - (motion here)

  • (description here)

Special Moves

name of special move - (place motion here example qcf + A/C)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of special move - (place motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

name of follow up move - (motion here)
  • (description here)
name of follow up move - (motion here)
  • (description here)
  • EX: (description here)


name of move here - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)


name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

EX: (description here)

Super Special Moves

name of move - (motion here)

  • (description here)
  • (description here)
  • (description here)

Max:

follow up move - (motion if possible qcfx4 + B/D)
  • (description here)
  • (description here)
  • (description here)


Climax Super Special Moves

name of move - (motion here qcf, qcf + B+D)

  • (description here)
  • (description here)
  • (description here)

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: description here

1 Meter: description here

EX: description here

0 meter

  • cr.B, cr.B, dp+C (162 DMG)

(standing/point blank only)

  • cl.C/cr.C, f+A, qcb+A (190 DMG)

Corner Only

  • st. CD, st. D, cr. B (167 DMG)

(air reset)

1 meter

  • cl.C/cr.C, f+A, qcfx2+A (289 DMG)

(place combo description here)

  • cr.B, cr.B, qcfx2+C (220/360 DMG)
  • cr.B, cr.B, qcfx2+B (166/328 DMG)
  • cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+B (292 DMG)
  • cl.C/cr.C, f+A, BC cl.C/cr.C, f+A, hcb+BD, dash, qcb+AC (399 DMG)

Corner Only

  • cr.B, cr.B, qcfx2+B, st.D, cr.B (258 DMG)

(air reset)

  • cl.C/cr.C, f+A, qcb+A, qcfx2+A (342 DMG)
  • st. CD, hcb+B, qcfx2+B, st.D, cr.B (328 DMG)
  • cl.C/cr.C, f+A, qcb+A, 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 (393 DMG)
  • cl.C/cr.C, f+A, BC, cl.C/cr.C, f+A, hcb+BD, hcb+BD, dp+A (472 DMG)

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

  • st. CD, qcb+A (whiff) qcfx2+A/C (227/358 DMG)

(near corner)

  • st. CD, qcb+A (whiff), qcfx2+BD (330 DMG)

(near corner)

Corner Only

  • st. CD, hcb+B, [SC] qcfx2+BD (391 DMG)
  • st. CD, hcb+B, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (480 DMG)
  • cl.C/cr.C, f+A, qcb+A, qcfx2+B, st.D, [BC], hcb+BD, hcb+BD, dp+A (544 DMG)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

  • 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 (579 DMG)
  • 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 (500 DMG)

(works in corner, just omit the dash)

Corner Only

  • cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] qcfx2+BD (537 DMG)

4 meters

  • cl.C/cr.C, f+A, qcb+A [SC] qcfx2+B, hcbx2+AC (656 DMG)

(don't super cancel the level 1 super)

Corner Only

  • cl.C/cr.C, f+A, qcb+A, [SC] qcfx2+A, [AC] hcbx2+AC (635 DMG)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
Kyo Kusanagi · Benimaru · Goro Daimon · Iori Yagami · Mature · Vice · Terry Bogard · Andy Bogard · Joe Higashi · Nelson · Zarina · Bandeiras Hattori · Ralf Jones · Clark · Leona Heidern · Ramon · Angel · King of Dinosaurs · K' · Maxima · Kula Diamond · Xanadu · Chang Koehan · Choi Bounge · Ryo Sakazaki · Robert Garcia · Yuri Sakazaki · Nakoruru · Mui Mui · Love Heart · Kim Kaphwan · Gang-Il · Luong · Shun'Ei · Tung Fu Rue · Meitenkun · Athena Asamiya · Sie Kensou · Chin Gentsai · King · Mai Shiranui · Alice · Geese Howard · Billy Kane · Hein · Sylvie Paula Paula · Kukri · Mian
Antonov · Verse
Vanessa · Rock Howard · Yamazaki · Whip
Oswald · Heidern · Najd · Blue Mary

General: Notation · Frame Data · Movement · Defensive Systems · Offensive Systems · The Power Gauge