Difference between revisions of "The King of Fighters 2002 UM/Andy Bogard"

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==Command Moves==
==Command Moves==
'''Chin Raiser:''' - f + B
'''Chin Raiser:''' - f + B


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* Can be canceled out of if canceled into
* Can be canceled out of if canceled into


* Hard knockdown on hit
* Hard knockdown on hit by itself.
 
* Can go under lows when active but not during the start-up.


* Can be followed up with down, down + A/C, OTG
* Can be followed up with down, down + A/C, OTG

Revision as of 18:15, 24 April 2013

Andy.jpg

Normals

Close

  • cl. A, B, C are cancel-able.
  • cl. A, B are chain-able.
  • cl. A is neutral frames on block
  • cl. C hits twice and can be canceled on the first or second hit.
  • cl. C the first hit can be canceled into his df+A or df+B command normals.
  • cl. D can be used to stop hops and opponents from trying to jump over you at a very close range. It can also stop opponents from trying to jump out of the corner.


Stand

  • Far A and Far B is good for stopping mid to close range incoming hops.
  • Far A and Far B whiffs on all crouching opponents except for Goro, Maxima and Chang
  • Far A, B, C, and D are not cancel-able.
  • Far C is a good mid-range poke.
  • Far D sometimes activates as cl. D at a medium to close range.


Close

  • cr. A, B, C are whiff cancel-able and cancel-able on hit or block.
  • cr. A & B are chain-able.
  • cr. B is ideal for starting low hit confirming combos, and is a decent ranged poke as well.
  • cr. D is a very far ranged sweep but is not whiff cancel-able or cancel-able on hit or on block.
  • cr. D has a very low profile as well and can be used to anti-air jumps and superjumps.


Jump

  • j. A and D can cross-up opponents. j. D is more easier to cross-up than j. A.
  • j. A and C are cancel-able into his qcf+K in the air
  • Neutral j. A, B, C and D are good for stopping incoming jumps and superjumps.
  • j. A, C, D are good for air-to-ground attacks.
  • j.B is great for air-to-air attacks but whiffs completely on crouching opponents except for Goro, Maxima and Chang.


Blowback Attack

  • st. CD can be whiff and cancelled on hit or on block.
  • st. CD can be used to preemptively stop jumps or superjumps if timed properly.
  • j.CD is good for air-to-air attacks or air-to-ground attacks.

Throws

Original Iron Press: - (f/b + C) close

  • Andy grabs the opponent, lifts then slams them to the ground then kicks them soccer ball kicks them away.
  • Can be broken
  • Hard knockdown

Advice: This throw provides Andy with a great amount of time for proper okizeme. He can run, jump them cross them up with j.D or run up and empty hop into a crouching B (for a low attack) or empty hop into his command throw (hcf+P).


Wrap-around Slam: - (f/b + D) close

  • Andy grabs the opponent then toss them almost a full screen away
  • Can be broken
  • Tech-able/Soft knockdown

Command Moves

Chin Raiser: - f + B

  • A slow overhead
  • Can be canceled out of if canceled into
  • Hard knockdown on hit by itself.
  • Can go under lows when active but not during the start-up.
  • 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 + B+D

  • A much better and faster version of his normal DM that does a great deal of damage (around 40%).
  • Easier to juggle with after his hcf + A/C
  • Still unsafe on block, so you better hit them with this

HSDM

Zan Ei Super Sonic Swirl: - qcf x 2 + AC

> Additional attack, B+C+D

  • His dash which looks like a db, f + P has very fast start up but can be interrupted at full screen range by a few special moves which have autoguard or invincibility frames at start, like Ryo's dp + P or K' dp + C, or Kyo's dp + P
  • Once blocked, Andy will keep dashing and he will be open to punishment until his B+C+D is activated
  • B+C+D will juggle, and do a couple of hits after the super connects
  • If the follow up has poor recovery if misses
  • If the qcf x 2 + A+C is used to juggled after a hcf + P, the B+C+D follow might miss if mistimed
  • Damage depends sometimes on how many hits the B+C+D followup receives. If it's followed up too soon, it may only release a single hit with poor damage. If it is follow up with the opponent in the air as a juggle, then it may hit up to 6 to 7 hits and output a high amount of damage.

Discussion Threads

Discuss at Dream Cancel

Videos

Andy Master Class


Match Videos

vs K' (#1)

vs Yuri (#1)

vs Whip (#1)