Andy Bogard Quick Combo Guide - The King of Fighters XIV (KOFXIV)
-Please read the description-
v1.02
Guide for Andy's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!
Footnotes:
* = Andy's elbow is done with db~f P, but to make this super cancel easier, just do a hcf P for the elbow, then to a qcb P to get the super.
Additional notes:
Very good character to start out with. Optimizing Andy's damage with different amounts of meter can be a little mentally taxing; you have to adjust your combo in tiny ways a lot. If you find a way you're comfortable with, just use it! You don't have to cancel only the 2nd hit of a hcf B for 2 meters instead of the 3rd hit like you normally would if you want. You won't be getting the optimal amount of damage, but at least you won't drop it.
Note that although the combos involving whiffing an A elbow are listed as an anywhere on-screen combo, technically in the corner if you try to whiff and elbow, then the elbow will just. But that's fine, the combo can still go on as normal.
Remember that if you ever land a CD in the corner, you can do the corner combos listed here, just starting with the hcf B. I didn't include them in the video because they felt kind of redundant. I'm trying my best to trim the fat in these vids.
Andy is fantastic in any team position. His low meter combos are quite solid and his neutral is strong enough to survive without horribly high damage. And if he's in the later positions, he gets access to tons of EX fireballs and fantastic corner damage.
Transcript:
http://pastebin.com/EqLuS0td
Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch( b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move
BGM:
Ryu's Determination (Ryu Hayabusa's Theme) - Warriors Orochi 3
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