The King of Fighters 2002/Andy: Difference between revisions

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== Movelist ==
== Movelist ==


'''Command Normals:'''<br>
== Command Normals ==
 
1. Uwa Agito - f+B<br>
1. Uwa Agito - f+B<br>
- has frame disadvantage even if it hits<br>
* Andy performs a slow hop kick forward which is not cancellable by itself
- overhead<br>
* very risky to throw this move out by itself because it has a frame disadvantage even if it hits, unless it is spaced
- free cancellable out of into qcf+K(air)<br>
* overhead
- can be used to evade low attacks such as sweeps
* cancellable if cancelled into
 
 
2. Age Men - df+A
* Andy performs a diagonally upward thrust with his arms, which can work well as a pre-emptive anti-air against the startup of jumpins
* if it hits an airborn opponent, they will be knocked into the air and can be further juggled
* cancellable on the first hit


2. Age Men - df+A<br>
- cancellable on the first hit<br>
- free cancellable out of on the second hit


'''Special Moves:'''<br>
== Special Moves ==
1. Hishou Ken - qcb+A<br>
 
1. Hishou Ken - qcb+A
* Andy releases a small burst of energy in front of him, which has limited range
* has good recovery on block
* opponent is in a jugglable state after getting hit with this move
 
 
2. Geki Hishou Ken - qcb+C
* Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits
* not possible to punish on block if the opponent has no stock and it is difficult to guard roll behind him, unless the opponent does so on the first hit. It's a good chipping tool if opponent has no stock


2. Geki Hishou Ken - qcb+C<br>
- Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits<br>
- not possible to punish on block and it is difficult to guard roll behind him, unless the opponent do so on the very first hit


3. Shouryuu Dan - dp+P<br>
3. Shouryuu Dan - dp+P<br>
- supercancellable on the first hit<br>
* Andy performs a rising uppercut attack with good startup priority
- free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)<br>
* dp+A doesn't rise as high and has much better recovery than dp+C, though technically both are punishable
- hard knockdown on the last hit
* supercancellable on the first hit though technically you will do about a jab's worth of damage since the majority of the qcb hcf+K DM will whiff
* free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
* hard knockdown on the last hit
 


4. Yami Abise Geri - rdp+K<br>
4. Yami Abise Geri - rdp+K<br>

Revision as of 04:07, 23 July 2010

Movelist

Command Normals

1. Uwa Agito - f+B

  • Andy performs a slow hop kick forward which is not cancellable by itself
  • very risky to throw this move out by itself because it has a frame disadvantage even if it hits, unless it is spaced
  • overhead
  • cancellable if cancelled into


2. Age Men - df+A

  • Andy performs a diagonally upward thrust with his arms, which can work well as a pre-emptive anti-air against the startup of jumpins
  • if it hits an airborn opponent, they will be knocked into the air and can be further juggled
  • cancellable on the first hit


Special Moves

1. Hishou Ken - qcb+A

  • Andy releases a small burst of energy in front of him, which has limited range
  • has good recovery on block
  • opponent is in a jugglable state after getting hit with this move


2. Geki Hishou Ken - qcb+C

  • Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits
  • not possible to punish on block if the opponent has no stock and it is difficult to guard roll behind him, unless the opponent does so on the first hit. It's a good chipping tool if opponent has no stock


3. Shouryuu Dan - dp+P

  • Andy performs a rising uppercut attack with good startup priority
  • dp+A doesn't rise as high and has much better recovery than dp+C, though technically both are punishable
  • supercancellable on the first hit though technically you will do about a jab's worth of damage since the majority of the qcb hcf+K DM will whiff
  • free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
  • hard knockdown on the last hit


4. Yami Abise Geri - rdp+K
- Andy rolls backwards, creating a flame in front of him, acting as a reasonable anti-air
- the move is very slow so it shouldn't be used as a reversal
- rdp+D does a bit more damage than rdp+B, but comes out slower
- free cancellable out of
- rdp+D has a lot of startup invincibility

5. Kuuha Dan - hcf+K
- only sometimes punishable on block by throws but can be rolled behind and punished easily
- free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)

6. Gekiheki Haisui Shou - hcf+P
- an unblockable attack that acts somewhat like a throw, but can be rolled out of
- if you do the move when not in range, or when they are in block stun such that a throw would not work, then this move will not show a whiff animation and instead either Zan'ei Ken db f+P or close A/C will come out
- last hit knocks the opponent into the air
- free cancellable out of on all four hits

7. Gen'ei Shiranui - qcf+K(air)
- free cancellable into

7a. Gen'ei Shiranui: Shimo Agito - P (after Gen'ei Shiranui qcf+K(air)) - low attack
- supercancellable but qcb hcf+P whiffs
- free cancellable out of

7b. Gen'ei Shiranui: Uwa Agito - K (after Gen'ei Shiranui qcf+K(air))
- has horrible recovery time if blocked
- overhead
- free cancellable out of into qcf+K(air)

8. Zan'ei Ken - db f+P
- an alternate motion for this move is to just do hcf+P. If you are not in throw range, this move will come out instead of the Gekiheki Haisui Shou hcf+P
- db f+A goes less than half screen distance, while db f+C goes a full screen length. db f+A is faster and can combo off of strong attacks and df+A, unlike db f+C.
- supercancellable
- free cancellable into
- free cancellable out of

8a. Shippuu Ouken - qcf+P (after Zan'ei Ken db f+P)
- supercancellable but all DMs whiff anyway
- free cancellable out of although all attacks whiff anyway

DMs:
1. Zan'ei Ryuusei Ken - qcb hcf+P
- Andy does a Zan'ei Ken that comes out very quickly. If the first hit connects, he will attack with a burst of energy similar to his qcb+A
- very low damage, but comes out very fast and has very good recovery time

2. Chou Reppa Dan - qcb hcf+K

SDMs:
1. Chou Reppa Dan - qcb hcf+BD

HSDM:
1. Zan'ei Shitou Reppa Dan - qcfx2+AC
- can be followed up by...

1a. Hiryuu Bakuha Dan - BCD (after Zan'ei Shitou Reppa Dan qcfx2+AC)

Combos

Anywhere

1. Close C(1)/Crouch C, qcb+A - 18%
2. Crouch B, df+A(1), qcb+A/(db f+A, qcf+A) - 20%/25%
3. Close C(1), hcf+P, run df+A, hyper Jump C/D - 40% 4. Close C(1), hcf+P, run df+A(1), BC, run df+A(1), qcfx2+AC, BCD - 60%
5. Close C(1), hcf+P, run df+A(1), BC, run df+A(1), qcb+A, df+A, jump B


Corner

1. Close C(1), f+B, qcf+K(air), K/P - 25-30%
2. Close C(1), f+B, qcf+K(air), K, (S)qcb hcf+B - 55%
3. Close C(1), hcf+P, df+A(1), rdP+D - 45%
4. Close C(1), qcb+A, df+A(1), qcb+A, Jump C/D - 40%
5. Crouch B, df+A(1), qcb+A, Far C - 33% 6. Crouch B, df+A(1), BC, run Close C(1), hcf+P, (C)hcf+B(1), (C)db f+A, (C)hcf+B(5), (C)qcf+K(air), P(Buffer:qcb+P), (S)qcb hcf+K/BD(Buffer:qcf+K/BD) - 80%


Notes

  • cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, jump A, jump C
  • CD is cancellable into command moves, specials and DMs


Strategies

- In the corner, doing close C(1), qcb+C puts the opponent into block stun. It is difficult to guard roll this move since Andy gets pushed back and the opponent's guard roll will make him roll back into the ball. It can be guard rolled on the first hit and punished. Thus, it is best to use this when the opponent does not have any stock, which will guarantee 5 ticks of chip damage, and is not punishable in any way, if they blocked the close C(1). Since Andy will be the first character, the opponent won't have stock, so this strategy could be used more often.


Andy Throw Glitch

Andy has a strange glitch involving his b/f+C throw. The throw itself has two parts - the slam to the ground, followed by the kick. It is possible to cancel the kick into maxmode. Doing this creates a glitch in which Andy can move through the opponent's sprite. Since the throw is a hard knockdown, you can setup some ambigious crossups by just positioning your character on top of the opponent's sprite on wakeup, then in the last moment, walking back or forth and immediately doing close C.

The glitch also has some applications in the corner. If the opponent is in the right corner and is crouch blocking, they have to crouch block his close C as expected - by holding downback. However, in the left corner, the opponent has to actually hold downforward to block it

The glitch effect ends when Andy is hit with an attack or blocks it, as well as if he executes a normal throw, command normal, special move or DM. Rolling also ends the glitch state.