King of Fighters XIII > Andy Bogard

Andy Bogard (Console)

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nilcam:


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
Kakaekomi Nage - ;bk / ;fd +  ;c / ;d

Command Normals
Hirateuchi - ;fd + ;a

 ;b , ;d
This is Andy's chain combo.

Throws
Kakaekomi Nage - ;bk / ;fd + ;c / ;d

Command Normals
Hirateuchi - ;fd + ;a

Special Moves
Shoryudan - ;dp + ;a / ;c *

Hishoken - ;qcb + ;a / ;c *

Kuuhaden - ;hcf + ;b / ;d  *
  ∟ Brake - ;b ;d

Zaneiken - (charge) ;db, ;fd + ;a / ;c *

Desperation Moves
Choreppadan - ;qcb ;hcf + ;b / ;d *

Gekihishoken - ;dn ;df ;fd ;fd ;df ;dn ;db ;bk  + ;a / ;c

Neomax
ChoShinSoku Zaneiken - ;qcb ;hcf + ;a ;c (ground or air)

Andy's Wiki entry.

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.

nilcam:
Reserved

nilcam:
Reserved

Saitsuofleaves:
Wow, still no posts on this thread about Andy?  But he's buffed after being top 5 in Arcade.  And he's a Ninja...NINJA!!!!!

Mienaikage:
Even though Andy is my point I've been neglecting his combos, working on him now.

Got a very nice 1 bar 1 drive combo that works from about midscreen all the way up to the corner.

;dn ;b, ;b, ;d xx  ;db ;fd ;c DC ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a + ;c, ;db ;fd ;a, ;fd ;dn ;df ;c

455 for this one (470 if you start with ;d, ;fd ;a) which I think is pretty insane for 1 bar and 1 drive, but it is quite easy to miss the  ;bk ;db ;dn ;df ;fd ;b if you mistime it.

Oh and another tip, if you want to throw out a Hail Mary Neomax always do it off the ground. If you Tiger Knee it (as close to the ground as possible) you will land directly in front of your opponent with a frame advantage. If you do it higher you'll go through them and they probably won't be able to punish you after that either.

Okay, combo list:

[0 Stock, 0 Drive]

;dn ;b, ;b, ;d xx ;dn ;db ;bk ;a (181 dmg, 19 stun) Safest, outside of the corner = best postition for hyper jump crossup ;d on hit or block

;dn ;b, ;b, ;d xx ;db ;fd ;c (198 dmg, 21 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a, ;db ;fd ;a, ;fd ;dn ;df ;a (305 dmg, 41 stun)!!!

(Corner only) ;dn ;b, ;b, ;d xx ;db ;fd ;a, ;fd ;dn ;df ;a (242 dmg, 29 stun)

(Stand only) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b (213 dmg, 25 stun) You need to be point blank for this

(Into corner, stand only) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b,  ;fd ;dn ;df ;a (266 dmg, 33 stun) Need to time the DP quite well to get all 3 hits

;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;d (232 dmg, 29 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;a (263 dmg, 33 stun) Again you need to time the DP to get all 3 hits

(Opponent in corner) ;dn ;db ;bk ;a, ;db ;fd ;c (136 dmg, 14 stun) You need to be perfectly spaced about 2/3 of the screen away for this, directly under the word 'Guard' in 'Guard Gauge', if ;db ;fd ;c is blocked you're too close, if it whiffs, too far.

[1 Stock, 0 Drive]

;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b + ;d, ;dn ;d (stand 330 dmg, crouch 314 dmg, 20 stun)

;dn ;b, ;b, ;d xx ;dn ;df ;fd ;df ;dn ;db ;bk ;a (313 dmg, 13 stun) Opponent cannot tech roll

(Corner only) ;dn ;b, ;b, ;d xx ;db ;fd ;a + ;c ;fd ;dn ;df ;c (356 dmg, 23 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a + ;c, ;db ;fd ;a, ;fd ;dn ;df ;c (416 dmg, 35 stun)

(Into corner) ;dn ;b, ;b, ;d xx ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;c (339 dmg, 23 stun) Works from around midscreen

(Into corner, crouch only) ;dn ;b, ;b, ;d xx ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;db ;fd ;a, ;fd ;dn ;df ;a (341 dmg, 29 stun) Same as the last combo, only works if opponent was crouching

(Into corner) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b + ;d, ;db ;fd ;a, ;fd ;dn ;df ;a (343 dmg, 29 stun) Don't have to be in the corner to start this one, but you do need to be closer to it than the last couple of combos

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;c (358 dmg, 27 stun) You'll need to use the ;fd in the super motion to walk forward slightly or this will not work

;dn ;db ;bk ;a, ;db ;fd ;a + ;c (202 dmg, 6 stun) Works midscreen about 2/3 to 3/4 away from opponent, also functions as a true blockstring

(Opponent in corner) ;dn ;db ;bk ;a, ;db ;fd ;a + ;c, ;fd ;dn ;df ;c (314 dmg, 16 stun)

(Opponent in corner) ;dn ;db ;bk ;a, ;dn ;db ;bk ;a + ;c (174 dmg, 6 stun) Also functions as a true blockstring, I'm just putting this here because it works...

More still to come

Oh, and a combo video:


And the lethality of Andy putting you anywhere near the corner:

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