Dream Cancel Forum
King of Fighters XIII => Character Discussion => Andy Bogard => Topic started by: nilcam on October 27, 2010, 05:14:06 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/andy.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Normals
Standing
st. ;a - Quick palm-strike. Can stop short hops.
- Cancellable
- Hit Detection: High
- Damage: 25
st. ;b - A short kick with decent range.
- Can't be canceled. (But please see command normals for more info on this move.)
- Hit Detection: High.
- Damage: 30
st. ;c - A strong punch with great range. Quite useful.
- Cancellable.
- Hit Detection: High
- Damage: 80
st. ;d - A roundhouse kick. A bit slow compared to his far C above.
- Can't be canceled.
- Hit Detection: High.
- Damage: 80
Close Normals
cl. ;c - Downward elbow strike with limited range.
- Cancellable
- Hit Detection: High
- Damage: 70
cl. ;d - Strong kick aimed upwards. Can be used as an anti-air.
- Hit Detection: High
- Damage: 70
Crouching
cr. ;a - A crouching short punch.
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr. ;b - A crouching kick, with great speed. Essential for poking.
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30
cr. ;c - A crouching punch aimed forward.
- Cancellable
- Hit Detection: High
- Damage: 70
cr. ;d - A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.
- Can't be canceled.
- Hit Detection: Low
- Damage: 80
Jumping
j. ;a - Short palm-strike aimed downward.
- Hit Detection: Mid
- Damage: 45(40)
j. ;b - A jumping kick aimed forward, giving it good range for air-to-air.
- Hit Detection: Mid
- Damage: 45(40)
j. ;c - Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
- Hit Detection: Mid
- Damage: 72(70)
j. ;d - A strong kick aimed downward. Great for jump-ins, and cross-ups.
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
;c ;d - A quick round-house kick.
- Cancellable
- Hit Detection: High
- Damage: 75
j. ;c ;d - A hard kick, aimed forward.
- Hit Detection: High
- Damage: 90(80)
GC ;c ;d - Same animation as his normal blowback.
- Hit Detection: High
- Damage: 10
Throw
;bk / ;fd + ;c / ;d = Kakaekomi Nage
Andy grabs opponent and flings them forward (or back).
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Normals
;fd + ;a = Hirateuchi
Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Learn to love this move.
- Cancellable
- Hit Detection: High
- Damage: 55
;b , ;d
This is a special combination where Andy links his standing B and standing (far) D. However, outside of HD mode, he can't follow up this combination with anything. The only purpose this serves is as a lead-in to HD combos (i.e. B -> D -> HD -> B -> D -> etc.). The benefit of this is that it gives you more time to hit-confirm before starting your HD combo, and the range of the moves are better. [Close C is so short-range, that it's easy for the second one to wiff (i.e. close C -> f+A -> HD -> close C wiffs, ruining your combo).]
- Can't be canceled, except in HD mode.
- Hit Detection: High
- Damage: 30,80
Throw
;bk / ;fd + ;c / ;d = Kakaekomi Nage
Command Normals
;fd + ;a = Hirateuchi
Special Moves
;dp + ;a / ;c = Shoryudan *
;qcb + ;a / ;c = Hishoken *
;hcf + ;b / ;d = Kuuhaden *
> ;b ;d = Brake
(charge) ;db, ;fd + ;a / ;c = Zaneiken *
Desperation Moves
;qcb ;hcf + ;b / ;d = Choreppadan *
;dn ;df ;fd ;fd ;df ;dn ;db ;bk + ;a / ;c = Gekihishoken
Neomax
;qcb ;hcf + ;a ;c (ground or air) = ChoShinSoku Zaneiken
Andy's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Andy_Bogard_(XIII)).
Console changes:
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
* Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.
Producer Yamamoto says:
We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.
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If I may ask, why the change from directions ( ;dn ;df ;fd ) to abbreviations (qcf)?
Thanks for (re)organizing these topics.
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I was clearing out old posts and accidentally forgot to tick the Locked Topics Only box so all of the neglected character threads were lost. I'm working on getting them back in order as I type.
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Explains why page 2 suddenly just had 1 topic this morning...
Can anyone give the properties of his normals?
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Normals:
s.A, s.C, s.D are cancelable
Far A, Far C are cancelable
d.A, d.B, d.C are cancelable
Anything else, does not cancel.
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I want to contribute!
<snip - moved to first post. Thanks! -nilcam>
Hope this is useful for people. Also, might I suggest using spoiler tags to make the character pages a bit easier to navigate?
EDIT: But I guess this board doesn't support spoiler tags? Oh well. It was just an idea.
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50% Drive, 2 Meters
In the corner: cl.C, f+A, hcf+BD, db,f+AC [DC] hcf+B, BD (break), db,f+A (x2)
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If you get 2 db, F+A, you should be able to A version dp after iirc
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Wiki template is finished folks.
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Since Zaeniken needs a charge how is it done 3 times in a row at 0.12 in the following video?
http://www.youtube.com/watch?v=oImSEAa5MGM&feature=player_embedded
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it doesnt need a charge. it never needed a charge expcept for a very few games that i cant remember right now.
also anybody know the numbers for this combo:
jump ;d, ;c, ;fd ;a, ;bk ;db ;dn ;df ;fd ;d, ;b ;d, ;db ;fd ;a, ;db ;fd ;a, ;bk ;db ;dn ;df ;fd ;d, neomax since it can be done in the air.
again im very interrested in combos that are non hd. straight combos using ex moves to still be able to do nm, or just combos using dc cancels into dm or ex dm for max damage. so far i only remember 1 combo vid using a character and a lot of the possible combos, both hd and non hd combos. too bad most if not all) combo vids consist of hd mode combos.
soo, anybody from ai gonna make a combo vid anytime soon?
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The hcf+D won't combo at the end unless you drive cancel, if you drive cancel, then you won't have the bar for neomax =( That combo would need to be in HD mode
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ok what about instead of doing the last hcf+D you go for the dp+C as that always hits) and cancel the dp into nm? since nm can be done in the air its possible to do dp or ex dp into nm. or just dp (in the first hit or 2) into ex dm. too bad the hcf wont combo afterwards for my initial combo.
also we need more combo vids like that dude made (shen?).
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This is more of a general question, but could someone outline to me why Andy's so good in XIII? He was (and still is, I think) one of the more common characters used, from what I can gather from youtube. Someone told me he's a good first character for the team, because he's good a building meter. Is that the only reason?
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Imo the reason he's so good is because he's easy to pick up. Has really good priority normals, high damaging combos, easy to hit confirm with comand nornals , very useful and effective supers, fast neo max that can be done in air or ground. And that's the gist
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Some corrections:
- Andy's Zaneiken doesn't need to be charged.
- The motion for Gekihishoken is qcf,hcb+P.
I've hit a bit of a wall in my Andy training. The key to his long corner juggles and his HD combos is Zaneiken --DC--> Kuuhaden (breaking) -> something else. [db,f+P (DC) hcf+K, BD]
My trouble is that I can't break the Kuuhaden with the correct timing. I either break it too early and fail to re-juggle my opponent, or I miss the window and can't break it at all.
Obviously, practice is the only way to get this down, but does anyone have any advice on this? I'm really sick of messing this combo up.
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Some corrections:
- Andy's Zaneiken doesn't need to be charged.
- The motion for Gekihishoken is qcf,hcb+P.
I've hit a bit of a wall in my Andy training. The key to his long corner juggles and his HD combos is Zaneiken --DC--> Kuuhaden (breaking) -> something else. [db,f+P (DC) hcf+K, BD]
My trouble is that I can't break the Kuuhaden with the correct timing. I either break it too early and fail to re-juggle my opponent, or I miss the window and can't break it at all.
Obviously, practice is the only way to get this down, but does anyone have any advice on this? I'm really sick of messing this combo up.
From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
If you're breaking hcf+B and still missing, the opponent is too high. I would recommend doing a combo that you don't need to wait for him to fall lower.
(corner) j.C, C, f+A -> hcf+K -> BD -> [db~f+A x2 -> DC hcf+K -> BD]x3 or 4
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From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
You're mistaken, no charging for Andy this year.
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From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
You're mistaken, no charging for Andy this year.
Booo, I want that for Ash
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From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
You're mistaken, no charging for Andy this year.
Booo, I want that for Ash
It's called San Culotte ;) If his Nivose (c.d~u+B), didn't require a charge, it'll be too much coz isn't it a 3 framer? I mean a freaking light poke is usually 4 frames!
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From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
You're mistaken, no charging for Andy this year.
Booo, I want that for Ash
It's called San Culotte ;) If his Nivose (c.d~u+B), didn't require a charge, it'll be too much coz isn't it a 3 framer? I mean a freaking light poke is usually 4 frames!
Just joking sir!
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From what I know he still has to charge for zaneiken, just that it's like half as long as most charge characters. I might be mistaken though.
You're mistaken, no charging for Andy this year.
I don't remember Andy ever having a charge for that move
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Some corrections:
- Andy's Zaneiken doesn't need to be charged.
- The motion for Gekihishoken is qcf,hcb+P.
I've hit a bit of a wall in my Andy training. The key to his long corner juggles and his HD combos is Zaneiken --DC--> Kuuhaden (breaking) -> something else. [db,f+P (DC) hcf+K, BD]
My trouble is that I can't break the Kuuhaden with the correct timing. I either break it too early and fail to re-juggle my opponent, or I miss the window and can't break it at all.
Obviously, practice is the only way to get this down, but does anyone have any advice on this? I'm really sick of messing this combo up.
Try double tapping to help break your canceled hop kick! Works for me =P
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Try double tapping to help break your canceled hop kick! Works for me =P
NO WONDER the button is broken today at Alex's arcade! haha.
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The few times I messed around with Andy I just do it immediately afterwards, but Mr KOF is definitely the Andy user to ask.
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Try double tapping to help break your canceled hop kick! Works for me =P
NO WONDER the button is broken today at Alex's arcade! haha.
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The few times I messed around with Andy I just do it immediately afterwards, but Mr KOF is definitely the Andy user to ask.
Kunio double taps just about everything, probably why he rarely drops combos
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Kunio double taps just about everything, probably why he rarely drops combos
Really? I gotta pay attention next time coz double tapping with Duo Lon would give you weird overlaps especially with his d.A/f.A/qcf+As... I thought he would be even more precise than most ppl. Wait are you sure, the way he was teaching me his DL, he wasn't double tapping.
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I just started playing Andy today and what i did to break the kick was press BD right after doing hcf+B. I buffered it and it broke perfectly everytime for me.
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Kunio double taps just about everything, probably why he rarely drops combos
Really? I gotta pay attention next time coz double tapping with Duo Lon would give you weird overlaps especially with his d.A/f.A/qcf+As... I thought he would be even more precise than most ppl. Wait are you sure, the way he was teaching me his DL, he wasn't double tapping.
I don't know how I can be not sure. I saw it him doing it everytime I look at his hands when he plays. I think he doesn't do it for light chains since they're fast , but mostly everything else he double taps.
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Okay, another Andy question.
If you're breaking his kick, is there any difference between the ;b and ;d versions? Is the timing affected, or the height of the juggle, or anything like that?
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Rex, I don't think there's any difference between the B and D version if you'e breaking it.
What are you you guys doing as an HD with Andy? I'm just doing this.
St.C, f+A, (HD), st.C, f+A, hcf+K, (BD, db/f+A, db/f+A, (DC) hcf+K)x2, db/f+A (DC) dp+C, max cancel.
I don't know if I formatted that right but that's the gist of what I'm using. Is that the most damaging one? Also does anyone know any that work full screen?
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Rex, I don't think there's any difference between the B and D version if you'e breaking it.
What are you you guys doing as an HD with Andy? I'm just doing this.
St.C, f+A, (HD), st.C, f+A, hcf+K, (BD, db/f+A, db/f+A, (DC) hcf+K)x2, db/f+A (DC) dp+C, max cancel.
I don't know if I formatted that right but that's the gist of what I'm using. Is that the most damaging one? Also does anyone know any that work full screen?
That's the standard HD combo you want to use. If it's midscreen I believe you only do one db~f+A and dash to repeat. If you want more damage, just mix in EX db~f+P.
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I've been wondering this for a while but is hcf+K, BD safe on block?
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I've been wondering this for a while but is hcf+K, BD safe on block?
Not against DECENT players lol. Definitely not safe against grapplers =P
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I've been watching some more Japanese videos and they just let hcf+K rip. I'm gonna assume it's safe to just let it fly? Also how do I time a cross up j.D ): I am so horrible at that.
Edit: Self answer, letting it rip hasn't harmed me yet! cross up j.D is still weird but i'm hitting it somehow!
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i've been seing in match vids about the ;db~ ;fd ;a , can it be used to dash across the screen safely? like without the attack animation on the end?
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i've been seing in match vids about the ;db~ ;fd ;a , can it be used to dash across the screen safely? like without the attack animation on the end?
You just do the move, the animation is still there but the move is just pretty quick.
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i've been seing in match vids about the ;db~ ;fd ;a , can it be used to dash across the screen safely? like without the attack animation on the end?
This is a great way to move across the screen specially after you throw your opponent.
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i've been seing in match vids about the ;db~ ;fd ;a , can it be used to dash across the screen safely? like without the attack animation on the end?
This is a great way to move across the screen specially after you throw your opponent.
It's great at building meter too! Too bad they didn't give him a Zaneiken that teleports him backwards :)
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Little miss :
;dn ;df ;fd ;fd ;df ;dn ;db ;bk + ;a / ;c = Gekihishoken
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;dn ;df ;fd ;fd ;df ;dn ;db ;bk + ;a / ;c = Gekihishoken
I totally thought i had poor execution because i was doing qcb x2 a/c for a good 30mins thinking why isn't it coming out.
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Man, that same mistake was mentioned at the top of page 2. C'mon, mods.
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Little miss :
;dn ;df ;fd ;fd ;df ;dn ;db ;bk + ;a / ;c = Gekihishoken
;dn ;df ;fd ;fd ;df ;dn ;db ;bk + ;a / ;c = Gekihishoken
I totally thought i had poor execution because i was doing qcb x2 a/c for a good 30mins thinking why isn't it coming out.
Man, that same mistake was mentioned at the top of page 2. C'mon, mods.
Sorry guys, thanks for noticing.
FIXED!
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Man, that same mistake was mentioned at the top of page 2. C'mon, mods.
Damn you mods!
I'll take responsibility, my bad guys ;)
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I'm just gonna post this here since I'm not sure where to do it. When I was playing in the tournament earlier today I tried to dp 4-5 jump ins but for some reason I got a fireball. Any ideas on how that happened?
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I'm just gonna post this here since I'm not sure where to do it. When I was playing in the tournament earlier today I tried to dp 4-5 jump ins but for some reason I got a fireball. Any ideas on how that happened?
lol... that's probably cause you screwed up and didn't input a DP motion properly... even if you do f~qcf you'll still get a DP... so you must have missed the "f" in the beginning... only other explanation is you did f~hcf... that would give you a FB...
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The problem with that theory is you think Andy's fireball is a qcf motion. Andy's fireball is a qcb motion which is why I'm asking about it.
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that makes no sense then... it's not like Tekken where you have to do f~n~d~d/f+triangle... you just slide f~d~d/f+A/C... so no idea what happened there...
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I'm just gonna post this here since I'm not sure where to do it. When I was playing in the tournament earlier today I tried to dp 4-5 jump ins but for some reason I got a fireball. Any ideas on how that happened?
Something like this :
http://www.youtube.com/watch?v=vHtazhv2DBw#t=35s
You're doing the dp move too late, you're opponent is considered behind you so you're doing a fireball instead of a dp.
http://www.youtube.com/watch?v=vHtazhv2DBw#t=240s
Here is doing the dp move a bit too late too ...
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Today I confirmed that this will be the character that I will learn when I buy the game, I was whipping with him today
Still, sad that his low d was nerfed
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Just one question how do you pick the ninja costumed Andy? :D When I pick him only the regular andy colors are there o.O but When I saw the wiki there's a ninja andy or something... just curious!!
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start at color choice.
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Today I confirmed that this will be the character that I will learn when I buy the game, I was whipping with him today
Still, sad that his low d was nerfed
It was too good to begin with, I'm glad it got nerfed =)
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start at color choice.
Thanks a loot! I'm looking forward to learning him further right now I'm only having problems with jump + ;d, std+ ;c, fwd+ ;a, hcf+ ;k, ;b+ ;d, db-f + ;a, db-f+ ;a [DC] hcf+K
I'm having probs with the last paaaart :( kinda hard to cancel but I'm practicinggg.
Will it matter which kick I use for his lift-off move?
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start at color choice.
Thanks a loot! I'm looking forward to learning him further right now I'm only having problems with jump + ;d, std+ ;c, fwd+ ;a, hcf+ ;k, ;b+ ;d, db-f + ;a, db-f+ ;a [DC] hcf+K
I'm having probs with the last paaaart :( kinda hard to cancel but I'm practicinggg.
Will it matter which kick I use for his lift-off move?
Your notation has a lot of extra letters. Jump=j std=st. fwd=f. db-f=db/f. The version you so does not matter.
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Sorry for the long notations I'll keep that in mind! I'm newww thanks for the piece of advice! :D
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No just the shorter notation is easier for you since I expect you to be using it a lot haha.
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HAHAHAHAH alright!! :))
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It's not f.A command move instead of f.C?
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I think it's f+ A after st. C or cr. A/B... ._.
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I think it's f+ A after st. C or cr. A/B... ._.
I'll edit it for you.
Try to observe the existing notation that most of us use when describing combos. I know that those ;a ;b ;c ;d looks handy at times, but when you're listing long combos it looks very cluttered and unorganized. Hence, the reason why you only really see those ;dn ;df ;fd notations being used for the move lists but when described as a long combo people abbreviate it to qcf.
You're new so you'll get the hang of it soon. =)
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ohhh! I get it now. I'll keep that in mind. :D
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First page has been updated with the console changes.
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* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
* Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.
Producer Yamamoto says:
We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.
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Let's see what happens when you combine some of those changes:
The King of Fighters XIII: Andy's New String Does Everything (http://www.youtube.com/watch?v=32Rc14RQGDQ#ws)
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Is that cr.B, st.B, st.D xx Fireball? I thought his target combo wasn't cancellable...
My lawd
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Awesome example bud.
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Let's see what happens when you combine some of those changes:
The King of Fighters XIII: Andy's New String Does Everything (http://www.youtube.com/watch?v=32Rc14RQGDQ#ws)
You can link a neomax after that fireball? Holy hell.
*cough* for some reason I want to run Andy in my team today, not sure why but I just have this urge.
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Hey guys I'm having trouble canceling db/f; b Into hcf;a. I keep getting a super cancel. It's strange cuz I dont have that problem in the arcade just the console version. Anyone else have that problem?
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Hey guys I'm having trouble canceling db/f; b Into hcf;a. I keep getting a super cancel. It's strange cuz I dont have that problem in the arcade just the console version. Anyone else have that problem?
I think it's weirder that you didn't have that problem in arcade seeing how Andy doesn't have a hcf+A move.
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Crap sorry mixed up the notation. I meant hcf;b.
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Oh okay yeah. It's all about going as fast as you can and making sure it's clean. The hcf+B for me comes out before I even see the d/b~f+A hit.
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Hey guys I'm having trouble canceling db/f; b Into hcf;a. I keep getting a super cancel. It's strange cuz I dont have that problem in the arcade just the console version. Anyone else have that problem?
I think it's weirder that you didn't have that problem in arcade seeing how Andy doesn't have a hcf+A move.
Dude, what are you talking about? You can perform Andy's shoulder check by inputting HCF+P OR charging it. I believe it's a new addition to console KOF. I was just doing his HD corner loop using HCF B~BD, HCF+Ax2, etc.
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Dude, what are you talking about? You can perform Andy's shoulder check by inputting HCF+P OR charging it. I believe it's a new addition to console KOF. I was just doing his HD corner loop using HCF B~BD, HCF+Ax2, etc.
What are you talking about? Just because you get the move by inputting hcf+P instead of the actual input does not mean Andy has a hcf+P move. d/b~f+P is not a charge move either.
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LOL I got exposed. I had no idea; I thought it was a charge move with a HCF alternative (not visible in the command list). You live you learn I guess :) My bad!
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Is that cr.B, st.B, st.D xx Fireball? I thought his target combo wasn't cancellable...
My lawd
From my own testing, it seems like technically, the target combo (close B, close D) isn't cancellable by itself. It's only possible to cancel it if you do a cr.B first. Can anybody smart confirm this?
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Time to start on new, clean and console-specific character threads!
Andy's thread: http://dreamcancel.com/forum/index.php?topic=1652.0 (http://dreamcancel.com/forum/index.php?topic=1652.0)