Basically as long as you can Connect F+A you can combo his DM
so cr a x2-x3 F+A, DM
cr b, cr a F+A DM
C, F+A DM
in the corner you can do C, CD into DM
Basically as long as you can Connect F+A you can combo his DM
so cr a x2-x3 F+A, DM
cr b, cr a F+A DM
C, F+A DM
in the corner you can do C, CD into DM
^suhweet man thanx… i gotta go practice some of this stuff and add it to my arsenal…
Put some combos in Andy’s wiki page: http://www.shoryuken.com/wiki/index.php/Andy_Bogard_(KOF_XII)
I know fuck all about Andy so I have no idea if he can do more off normal hits. Good shit on the corner CC ending with cd, upkick break, cd xx whatever. It does more than the Arcadia CC.
i want to know how do you guy do that rolling dive kick and then uppercut, i tried to do it but the uppercut wont come out…
You break his Kuuhadan (hcf+B/D, then B+D on the starting frames) then follow with his Shoryudan (dp+A/C).
If that’s what you’re talking about (idk because Andy doesn’t have any “dive” kick actually ^^).
thanks i’ll try that out when i get home.
yeah, you gotta canel out of his rolling kick when he is on his hands (just press both kicks) then you just do his uppercut… you can also hit with his low dash elbow…
Another cool thing about zaneiken is the fact it can be used AGAINST projectile games. IE; you do a cC to clash on someones projectile, right into zaneiken. From certain ranges I believe you can literally punish someone on their recovery frames of that single projectile…
He can also dpC on a projectile, and clash onto it, then do a quick short jump into someone attacking right for a combo. I am trying to craft this into use, so I could get like, dpC on a projectile, air jump cancel immediately into jD, cB, ca, fwdA, super etc move. This is strict because of spacing, but it comes very quickly if done correctly, and at the worst scenario, you at least get screen advantage and pressure.
He can even inch in, so NO standard projectiles are good vs andy.
IE, he does cC, clashes onto a projectile, then does qcfB, BD cancel, he’s taking no chip damage and is moving right in via cancel. This is SUPER good because that move recovers immediately, and has hit priority before doing so. So say it ever connects via anti air, you get a free follow up. Andy rules.
I found all this stuff while testing ideas in training, many characters probably have these awesome depth related properties.
gee whiz… andy has the best anti air normal in XII… his standing HK(D) can swat jump ins with ease… and as an added bonus once it stops a jumper you can connect with a variety of special moves… i.e. his dp, his fireball, his DM, or his LP elbow… but if your opponent recovers quick enough after the s.HK they won’t be hit by any of the follow up moves so you gotta be fast
j.D can be used as a crossup.
If you are comboing into hcf+K, BD midscreen, instead of adding a dp+A at the end, it’s possible to run some reset mixups. Some examples:
c.A, db~f+A - resets opponent and you crossup to the otherside with the db~f+A
c.C, db~f+A - looks very similar to the above but you will not cross them up
c.A, CD (full charge) - c.A leaves you in range for a guard crush CD
c.A, CD (half charge), db~f+P or dp+P - catch an opponent who thinks they can stuff your CD attempt.
I do believe those CCs were mentioned not joint but were mentioned and I do believe you have to use C to get 4 hits. Rather than A
They were mentioned but it’s alright. It’s pretty nice work for someone to have a giant list of combos.
Here is something I don’t see listed yet.
After Andy’s throw it sets up a perfect mix up using super jump.
With varied timings on the superjump and the j.D off of it you have a ton of mix ups after throw.
Cross up, cross up low, high, low, cross up low whiff (Do it slightly early and it whiffs)>throw/CC mix up, b+CD (If you think they are going to mash on DP.)
It’s a pretty sweet mix up. His throw puts them at the perfect distance.
Nice find this can add to his Zaneiken mixup because perfect timing to just miss the Zaneiken can be a free grab… even though Zaneiken is safe on block most people don’t realize this so that is a free b.CD most of the time.
Speaking of the Parry attack this can be a lifesaver against certain DMs.
Can you explain [C/c.C/D] (CH)?
C-Standing C
c.C- Crouching C
D-Standing D
CH-Counter Hit
i was doing resets didnt know how to cross up properly good stuff
you guys did all the hard work for me how can i repay the love lol