Any Andy pros out there? What are the pros and cons of this character? What tier do you think he is? Can anyone post useful block strings, setups, etc? I've seen that most people just post combos but I want to learn how to "play" this character, not just focus only on his combos. Like for instance, does he have any safe jump setups? Frame traps? Keep in mind that I'm a SSF4 player so I'm going off of what I know from that game. Does all that apply to KOFXIII as well?
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- If you want a safe jump setup, try landing his throw and then playing around until you get the timing for a deep meaty jumping heavy kick. Andy doesn't have very many ways to get a hard knockdown, but you can react to an unteched knockdown and try to feel one out or play around and find a hitreset that sets up a safejump. Bear in mind that safejump setups aren't quite as important in XIII as opposed to SFIV so don't feel discouraged if you don't get many, just try to keep pressing the advantage and applying pressure, even if passive, to bait unsafe actions and then punish 'em hard.
So Andy doesn't have too many weaknesses, though like I mentioned his jumping options are somewhat linear. More than likely his greatest threat is being outplayed and having one of his tactics countered, though most of his strategies and setups are really solid.Also, a good amount of spacing and 2D fighting game fundamentals apply to KOF and can transfer over from SFIV, though the biggest difference comes down to understanding how normals work--especially with four instead of six buttons--and then learning how hops allow you to attack from more unique angles as opposed to Street Fighter and then implementing them as part of your offense, defense, and neutral game as well as anti-airing them.
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0 · Off Topic Insightful Disagree Agree LikeA lot of the normals in KOF have a standardized frame data. Close normals are a character's fastest attacks which are then followed in speed by light attacks. Crouching light kicks are usually neutral or slightly negative on block and crouching light punches are more advantageous but don't hit low (same as in SF, essentially). Also, even if you don't cancel a close normal on block or hit you're pretty much safe, and you can even continue pressure afterward if the opponent's being really respectful of your offense.
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0 · Off Topic Insightful Disagree Agree LikeHP/C Shoryuudan blows up Billy's foward+A option. Chunk plasma. Kuuhadan is great for beating billy out of his j.CD. Other than those things, you have to pressure billy, force him to go up elevators and punish. Don't let billy bully you.
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