King of Fighters XIII > Andy Bogard

Any Bogard Combo Thread

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steamwolf:
Combo thread. The goal is to illustrate the most useful combos from the less useful. I'll mostly leave this up to feedback from you guys, as I'm just one guy with rather basic knowledge. I'll post any findings I discover here though and my thoughts. Discuss, see what you guys thinks. Post the most useful combos in red, and the lesser useful ones in black. I'll share what we have thus far on our wiki.


f + A Combos

1.) d.B x 1~2 -> f + A = 107 dmg

2.) j D, s. C -> f + A = 194 dmg

3.) d.b, d.a -> f + A = 102 dmg

NOTE: first damage number is from the first combo start, 2nd damage number is from second.


0 Stock, No Drive Gauge

s.C, f.A, db~f+P = 161/179 dmg

d.B, s.B, s.D, dp+P = 163/179 dmg

d.Bx2, f.A, hcf+K~BD, dp+C = 231 dmg

-> hcf+K~BD, db~f+A = 180/242 dmg

-> hcf+K~BD, hcf+D = 228/290 dmg

-> hcf+K~BD, dp+A = 193/255 dmg

-> hcf+K~BD, db~f+A, db~f+A, dp+A = 278/349 dmg


1 Stock, No Drive Gauge

s.C, f.A, qcb+AC = 215 dmg

d.B, s.B, s.D, qcf~hcb+P = 313 dmg

-> hcf+K~BD, qcf,hcb+P 312/417 dmg

-> hcf+BD, d.D 307/369 dmg

-> hcf+BD (dash), dp+C 294/356


0 Stock, 1+ Drive Gauge

s.C, f.A, db~f+C (DC) hcf+D = 298 dmg


1 Stock, 1+ Drive Gauge -

-> db~f+A (DC), dp+AC = 252/343 dmg

-> db~f+A (DC), qcf~hcb+P = 311/400 dmg

-> db~f+A (DC), hcf+BD, d.D = 295/357 dmg

-> db~f+A (DC), hcf+BD, db~f+A, dp+C = 355/417 dmg (corner only)


2 Stock, No Drive Gauge -

-> hcf+BD -> qcf~hcb+P = 357/446 dmg


3 Stock, 2 Drive Gauge -

-> hcf+K, BD -> qcb~hcf+AC = 492/555 dmg

(more coming soon)


B/D Combos

the B/D combo is: (d.b) s.b, far D.

The far D will automatically chain from the s.b. The d.b is an optional if you would like to start the combo from a low attack. You can also connect a j.C or j. D before the d.b if you are jumping in.

0 Level, No Drive Gauge

- d.b, s.b, far D, qcb + A/C = 181 dmg

- d.b, s.b, far D, dp + A/C = 163/179 dmg

- d.b, s.b, far D, db~f + A/C = 181/198 dmg

- (ONLY d.b), s.b, far D, hcf + B = 213 dmg

- s.b, far D, hcf + B/D = 190/216 dmg

- s.b, far D, hcf + B/D, B+D, dp+A/C = 166/182 dmg

0 Stock, 1+ Drive Gauge

- d.b, s.b, far D, db~f + A/C (DC), dp + A/C = 242/297 dmg

- d.b, s.b, far D, db~f + A/C (DC), hcf + D = 297 dmg


1 Level, No Drive Gauge

- d.b, s.b, far D, qcf + A+C = 232 dmg

- d.b, s.b, far D, dp + A+C = 243 dmg

- d.b, s.b, far D, db~f + A+C = 256 dmg

- d.b, s.b, far D, db~f + A+C, dp + C = 356 dmg

- d.b, s.b, far D, hcf + B+D = 286 dmg

- d.b, s.b, far D, hcf + B+D, dp + P = 327/352 dmg (corner only)

- d.b, s.b, far D, qcf~hcb + P = 313 dmg

- d.b, s.b, far D, qcb~hcf + K = 374 dmg

- d.b, s.b, far D, qcb~hcf + K, dp + P = 321/339 dmg (corner only)


1 Level, 1+ Drive Gauge

- d.b, s.b, far D, db~f + P (DC), dp + A+C = 294 dmg

- d.b, s.b, far D, db~f + A+C (DC), dp + P = 288/256 dmg

- d.b, s.b, far D, db~f + P (DC), qcf~hcb + P = 346/378 dmg


2 Level, No Drive Gauge

- d.b, s.b, far D, db~f + A+C, dp + A+C = 380 dmg (corner only)

- d.b, s.b, far D, hcf + B+D, dp + A+C = 353 dmg (corner only)

- d.b, s.b, far D, hcf + B+D, db~f + A+C, dp + C = 422 dmg (corner only)

- d.b, s.b, far D, qcb~hcf + B+D = 382 dmg

- d.b, s.b, far D, qcb + A+C, dp + A+C = 355 dmg (corner only)


3 Level, No Drive Guage

- d.b, s.b, far D, hcf + B+D, db~f + A+C, dp + A+C = 436 dmg (corner only)


2 Level, 1+ Drive Gauge

- d.b, s.b, far D, db~f + A+C (SC), qcb~hcf+K = 393 dmg (corner only)

- d.b, s.b, far D, db~f + C (DC), hcf + B+D, dp + A+C = 378 dmg (corner only)

Guard break Combos

[corner]j.CD -> st.C -> f+A -> (HD) st.C -> f+A -> db~f+A -> (HDC) hcf+BD (guard crush)

SaveTheDay:
i seem to be having a little bit of trouble with one of andy's meterless combos.
cr.b, cr. b, f.a, hcf.b, bd
whenever i land the f.a the hcf.b misses/ doesn't keep the combo going. am i doing something wrong?

Matt Alder:
both of the cr.B have to be done extremely quickly and then cancelled into f+A. Honestly I would just do cr.B, cr.A, f+A or cr.B, s.A, f+A to make it more reliable. Both cr.A and s.A have more cancellable frames, so it's a bit easier.

SaveTheDay:

--- Quote from: Matt Alder on April 10, 2012, 06:43:40 PM ---both of the cr.B have to be done extremely quickly and then cancelled into f+A. Honestly I would just do cr.B, cr.A, f+A or cr.B, s.A, f+A to make it more reliable. Both cr.A and s.A have more cancellable frames, so it's a bit easier.

--- End quote ---

thanks man! you're right it did help, i'm much more consistent with the combo now.

Arc:
I hope this is the right place to post this.

Not sure if anyone else uses these already, but I was playing around with Andy in practice and found a couple of nice B/D corner specific combos that aren't listed here.

1 Level, 1 Drive Gauge - 

d.b, s.b, far D, db~f+C (DC) db~f+AC, dp+C = 410 dmg

2 Level, 1 Drive Gauge -

d.b, s.b, far D, db~f+C (DC) db~f+AC, qcf~hcb+P = 484 dmg

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