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Andy Bogard (Arcade Version)

Started by nilcam, October 27, 2010, 06:14:06 AM

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nilcam



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.

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.

Rex Dart

#1
If I may ask, why the change from directions ( ;dn ;df ;fd ) to abbreviations (qcf)?

Thanks for (re)organizing these topics.

nilcam

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.

Aenthin

Explains why page 2 suddenly just had 1 topic this morning...

Can anyone give the properties of his normals?

Kane317

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.




Rex Dart

#5
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.

Aenthin

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)

metaphysics

If you get 2 db, F+A, you should be able to A version dp after iirc
" you fight well in the old style"

krazykone123

Wiki template is finished folks.

Eripio69

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

MUSOLINI

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?
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Ash

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

MUSOLINI

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?).
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Adnan

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?
~~~

metaphysics

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
" you fight well in the old style"