JUst wanted to start a thread for one my favourite characters in KOF. wanted to trade advice and strats with the best, if they're here, of course. OK, let's see.
i like to use Andy's +K. i find it to be a great anti Air as well as good at avoiding projectiles. It's a risky move if blocked though but it works great for a bulldog type game where you pressure your ooponent, keep them blocking.
His CD i find is also one of his best moves. VEry useful.
My basic combos are C, +A In a corner that combo is gold!
Jumping D, C, +a also.
+C, +A, f,qcf+C, very fun and i use it more times than I thought i would. strictly a corner ocmbo though. Otherwise after the +A I just use a +C
Any other Andy tips. Maybe some BC combos as well, cause i have no BC stuff for Andy.
2k2 Andy Bogard
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You don't?! Are you kidding me?
Ok, first of all I thought he had lost his +A juggability in the corner. Gotta try that. +B is now less reliable in comparison with his D version as the latter pushes the opponent further than B version which can be punished with ease.
I also didn't know you could combo +C after dwnfwd+A juggle. Most interesting. I stick to j.C (j.D does not hit, weird...) as the combo finisher.
Oh, yeah, but on with his BC combo. It's not too easy and you should be close to a corner or the last moves will whiff. j.C, c.D xx BC, c.C (1 hit), +P (2 hits IIRC) xx +B (2 hits, again) XX +C - C SC into , + (B)D.
far A and close C are good pokes, still, but you're prone to be molested to death by Billy's c.A. Stand B is a classic good anti-air poke but not as fast as Beni's or Chris'. + A is an unreliable anti-air. In fact, Andy should be blocking air attacks and rather pressuring the opponent or he's dead.
New A Zeineken (sp? +bck + A) still confuses people to this day as it Andy barely reaches half of the screen. Therefore, can be used a not-abusable mind-game by walking and then crushing the oponent's block with + P or force them to block again by using A Zainken (sp?) or punish them with its follow-up if they jumped.
Andy's C grab bug has been fixed, no more free stock by kicking people in the air.
Gotta find a good use to +C.
EDIT: All against all! *head bangs*
Ok, first of all I thought he had lost his +A juggability in the corner. Gotta try that. +B is now less reliable in comparison with his D version as the latter pushes the opponent further than B version which can be punished with ease.
I also didn't know you could combo +C after dwnfwd+A juggle. Most interesting. I stick to j.C (j.D does not hit, weird...) as the combo finisher.
Oh, yeah, but on with his BC combo. It's not too easy and you should be close to a corner or the last moves will whiff. j.C, c.D xx BC, c.C (1 hit), +P (2 hits IIRC) xx +B (2 hits, again) XX +C - C SC into , + (B)D.
far A and close C are good pokes, still, but you're prone to be molested to death by Billy's c.A. Stand B is a classic good anti-air poke but not as fast as Beni's or Chris'. + A is an unreliable anti-air. In fact, Andy should be blocking air attacks and rather pressuring the opponent or he's dead.
New A Zeineken (sp? +bck + A) still confuses people to this day as it Andy barely reaches half of the screen. Therefore, can be used a not-abusable mind-game by walking and then crushing the oponent's block with + P or force them to block again by using A Zainken (sp?) or punish them with its follow-up if they jumped.
Andy's C grab bug has been fixed, no more free stock by kicking people in the air.
Gotta find a good use to +C.
EDIT: All against all! *head bangs*
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