The King of Fighters '98/EX Andy: Difference between revisions

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==Combos==
==Combos==
*↓B>↓A>↘A>db,f+P
*↓B>↓A>dp+P
*CloseC>qcf,qcf+P
*↓B>↘A>qcf,qcf+P


Jump C/D, stand C, qcb + A/C
Jumping punch/kick, standing double punch followed by Hishou Ken.


Jump C/D, stand C, f,d,df + A/C
* cr.B, cr.A / cr.B > df + A (2 hits) >
Jumping punch/kick, standing double punch followed by Shouryuu Dan.
** (S)DM qcf qcf + P > P rapidly
Problem : If the Shouryuu Dan is blocked, Andy is very open for combos.
** db f + C > qcf + P (Close. Cancel immediately.)
** db f + A > qcf + P


Jump C/D, stand C, db,f + A/C, qcf + A/C
Jumping punch/kick, standing double punch followed by Zan-ei Ken with the
Zan-ei Ken finisher.


Jump C/D, stand C, hcf + B/D
* (cl.C (1 hit) / cr.C > df + A (2 hits)) / cl.C (2 hit) >
Jumping punch/kick, standing double punch followed by Kuuha Dan. Note that
** (S)DM qcf qcf + P > P rapidly
if Kuuha Dan is blocked, you're open for attacks.
** db f + C > qcf + P (Close. Cancel immediately.)
** db f + A > qcf + P


Jump C/D, df + A, db,f + A/C, qcf + A/C
Jumping punch/kick, Age Omote, followed by Zan-ei Ken (just as the second
punch strikes) and finish with Zan-ei Ken finisher. My favorite!


Jump C/D, df + A, f,d,df + A/C
{{StrategyCorner|
Jumping punch/kick, Age Omote followed by Shouryuu Dan. I don't usually
* MAX: cl.C (1 hit) > df + A (2 hits) > db f + A > qcf + P
do this combo. It happens when I tried to do the Dan Da Dan after the
 
Age Omote and end up with the Shouryuu Dan.
deals ??? than
 
* cl.C (1 hit) > df + A (2 hits) > qcf qcf + P > P rapidly
 
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
}}


Jump C/D, df + A, qcfx2 + A/C Tap punch button.
Jumping punch/kick, Age Omote followed by Dan Da Dan. Tap the punch
buttons for more damage.


Jump C/D, stand C, qcfx2 + A/C Tap punch button.
Jumping punch/kick, standing double punch, followed by Dan Da Dan.
Tap the punch buttons for more damage.
{{Template:The King of Fighters '98: The Slugfest}}
{{Template:The King of Fighters '98: The Slugfest}}
[[Category:The King of Fighters '98: The Slugfest]]
[[Category:The King of Fighters '98: The Slugfest]]

Revision as of 07:06, 10 December 2018

Introduction

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Andy98 colorA.png Andy98 colorB.png Andy98 colorC.png Andy98 colorD.png

Gameplay Overview

Real Bout 2 Andy Bogard its a slightly nerfed version of KOF98 style, he had modified his DM but loss his Command Throw but with his buffed Hisho Ken you can beign more zoning-ful.

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/7 +1/-1 HL
Andy98 clA.png
Snkb.gif 3/5/5 +2/0 HL
Andy98 clB.png
Snkc.gif 2/4*4/20 -4/-6 HL
Andy98 clC1.png
Andy98 clC2.png
Snkd.gif 8/5/24 -9/-11 HL
Andy98 clD.png
Standing Far
Snka.gif 5/5/10 -3/-5 HL
Andy98 stA.png
Snkb.gif 5/5/11 -4/-6 HL
Andy98 stB.png
Snkc.gif 7/8/17 -5/-7 HL
Andy98 stC.png
Snkd.gif 14/3+9/18 0/-2 HL
Andy98 stD1.png
Andy98 stD2.png
Snkc.gif+Snkd.gif 16/5/33 KD/-16 S,Su HL
Andy98 stCD.png
Crouching
Snka.gif 3/5/5 +2/0 HL
Andy98 crA.png
Snkb.gif 4/5/6 +1/-1 L
Andy98 crB.png
Snkc.gif 5/7/18 -5/-7 HL
Andy98 crC.png
Snkd.gif 9/4/24 KD/-10 L
Andy98 crD.png
Jump
Snka.gif 4/8 -/- H
Andy98 jA.png
Snkb.gif 6/11 -/- H
Andy98 jB.png
Snkc.gif 6/5 -/- H
Andy98 jC.png
Snkd.gif 5/9 -/- H
Andy98 jD.png
Snkc.gif+Snkd.gif 10/4 KD/- HL
Andy98 jCD.png
Neutral Jump
Snkb.gif 5/11 -/- H
Andy98 njB.png
Snkd.gif 5/9 -/- H
Andy98 njD.png
Command Normals

f+Snkb.gif

16/4+4/21 -9/-11 H
Andy98 fB1.png
Andy98 fB2.png

df+Snka.gif

7/2*5/22 -7/-9 S,Su L,HL
Andy98 dfA1.png
Andy98 dfA2.png

Special Moves

  • Hishou Ken (qcb + P) -


  • Zan'ei Ken (db f + P > qcf + P) -


  • Shouryuu Dan (dp + P) -


  • Kuuha Dan (hcf + K) -

Desperation Moves

  • Chou Reppa Dan (qcb db f + K) -


  • Hishou Ryuusei Ken (qcf qcf + P > P rapidly) -

Combos

  • cr.B, cr.A / cr.B > df + A (2 hits) >
    • (S)DM qcf qcf + P > P rapidly
    • db f + C > qcf + P (Close. Cancel immediately.)
    • db f + A > qcf + P


  • (cl.C (1 hit) / cr.C > df + A (2 hits)) / cl.C (2 hit) >
    • (S)DM qcf qcf + P > P rapidly
    • db f + C > qcf + P (Close. Cancel immediately.)
    • db f + A > qcf + P


Strategy Corner

  • MAX: cl.C (1 hit) > df + A (2 hits) > db f + A > qcf + P

deals ??? than

  • cl.C (1 hit) > df + A (2 hits) > qcf qcf + P > P rapidly

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.