Author Topic: Andy Bogard  (Read 5021 times)

solidshark

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Andy Bogard
« on: December 13, 2015, 03:42:19 PM »


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

(*) = EX OK
(!) = MAX OK

Throws
Kakaekomi Nage (Forward) - (Close) ;bk / ;fd +  ;c

Kakaekomi Nage (Backward) - (Close) ;bk / ;fd + ;d

Command Normals
Hirateuchi - ;fd + ;a

Genei Shiranui - (Air) ;dn + ;d

Special Moves
Zan-ei Ken - ;db ;fd + ;a / ;c (*)

Kuuha Dan - ;hcf + ;b / ;d  (*)
  ∟ Brake - ;b ;d
  ∟ (While in Air) Genei Shiranui - ;dn + ;d

Shouryuu Dan - ;dp + ;a / ;c (*)

Hishou Ken - ;qcb + ;a / ;c (*)

Super Special Moves
Chou Reppa Dan - ;qcb ;hcf + ;b / ;d (!)

Zetsu * Hishou Ken - ;dn ;df ;fd ;fd ;df ;dn ;db ;bk  + ;a / ;c (!)

Climax Desperation Move
ChoShinSoku * Zan-ei Ken - ;qcb ;hcf + ;a ;c (Ground or Air)

Wiki page: http://dreamcancel.com/wiki/index.php?title=Andy_Bogard_(XIV)
Wiki google doc: https://docs.google.com/document/d/1ptpflacglus18Z2WtF1DlfDO3tqLvQIZauTN4Y83uJk/edit
« Last Edit: May 23, 2017, 03:12:40 AM by desmond_kof »
"You had guts kid; now clean them up off the pavement"
-Terry Bogard, 1995

Coliflowerz

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Re: Andy Bogard
« Reply #1 on: August 24, 2016, 02:58:51 AM »
Andy seems really solid but there's a sort of diminishing return the more meter you pump into him, since getting climax cancels is tricky with him. You have to land all the hits of his supers if you want them to be worth the meter, and that's easier said than done.

st. A = No, Negative
cl. A = Cancel, Negative
cr. A = Cancel, Even

st. B = Cancel, Positive
cl. B = Cancel, Even
cr. B = Cancel, Even

st. C = Super Cancel, Negative
cl. C = Cancel, Even
cr. C = Cancel, Even

st. D = Super Cancel, Negative
cl. D = Cancel, Negative
cr. D = Cancel, Negative

CD = Negative

B > D target combo, doesn't matter if close or far

f. A = 55/60, Cancel, Even

(air) d. D = Quick drop
can be done from hcf K

db~f A = 60/80
Slightly negative
Goes about half screen
Combos from lights

db~f C = 60/80
Slightly negative
Goes about 2/3 screen
Slower than A version

db~f AC = 140
Slightly negative
wallsplats
Goes slightly further than C version

qcb A = 65/60
Slow fireball
Slightly negative at point blank
Can be juggled after if hits airborne opponent

qcb C = 65/60
Faster than A version
Slightly negative at point blank

qcb AC = 70
Very slow and larger fireball
Useful for approaching

dp A = 80/40
Fast dp
no invuln

dp C = 125/100
Slower
Invuln

dp AC = 182
Double Uppercut
Invuln

hcf B = 103/90
Can cancel into d. D for juggles in corner
Can Break at beginning for launcher (35/30)
Very unsafe

hcf D = 134/120
Moves Andy further
Angled higher, allowing for 4 hits

hcf BD = 163
Angled higher, allowing for 5 hits
d. D after 4th hit allows for juggles

qcb~hcf K = 198
Can be tricky to land all hits in juggles

qcb~hcf BD = 311
Start up invuln

qcf~hcb P = 180
Combos well after elbow

qcf~hcb AC = 326
Much larger hitbox makes getting all hits much easier
Can be tricky Climax canceling in juggles

qcb~hcf AC = 450
Very fast
No invuln
Fullscreen
Can combo after elbow in corner without canceling

Meterless
cr. B x3 xx db~f A = 136/170
cl. C (2) xx f. A xx hcf D (Brake) > dp C = 223/225
CD xx qcb A = 130/160

Corner
cl. C (1) xx f. A xx hcf D (3) xx d. D > dp C = 277/285
CD > hcf D (3) xx d. D > dp C = 253/290

1 Bar
cr. B x3 xx db~f A xx qcf~hcb P = 277/170
cl. C (1) xx f. A xx db~f C xx qcf~hcb P = 293/175

Corner
cl. C (1) xx f. A xx hcf D (3) xx d. D > db~f A xx qcf~hcb P = 355/265
CD > db~f C xx qcf~hcb P = 267/180

cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > db~f AC = 379/200

Corner
cr. B xx st. B xx st. D xx MAX > cl. D xx df~f AC > hcf D (3) xx d. D > dp AC = 449/290
3rd position
cr. B xx st. B xx st. D xx MAX > cl. D xx df~f AC > hcf BD (4) xx d. D > dp AC = 458/200

2 Bar
cr. B x3 xx db~f A xx qcf~hcb AC = 384/170
cl. C (1) xx f. A xx hcf D (Brake) > dp A xx qcf~hcb AC = 434/165

Corner
cl. C (1) xx f. A xx hcf D (3) xx d. D > dp A xx qcf~hcb AC = 471/225
CD > hcb B (2) xx d. D > dp A xx qcf~hcb AC = 426/200

cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > qcb C xx qcb~hcf BD = 448/260

Corner
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > hcf B (2) xx d. B > dp A xx qcf~hcb AC = 558/300
3rd position
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > hcf BD (3) xx d. B > dp A xx qcf~hcb AC = 574/240

3 Bar
cr. B x3 xx db~f A xx qcb~hcf AC = 496/170
cl. C (1) xx f. A xx hcf D (4) xx qcb~hcf AC = 543/215
CD xx qcb A > qcb~hcf AC = 490/160

Corner
cl. C (1) xx f. A xx hcf D (3) xx d. D > dp C xx qcb~hcf AC = 569/285
CD > hcf D (3) xx d. D > dp C xx qcb~hcf AC = 523/290

cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > qcb C xx qcb~hcf AC = 600/260

Corner
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > hcf D (3) xx d. B > dp C (2) xx qcb~hcf AC = 631/370
2nd position
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > hcf D (3) xx d. B > dp C (3) xx qcb~hcf AC = 644/390
3rd position
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > hcf BD (4) xx d. B > dp C (3) xx qcb~hcf AC = 656/300

4 Bar
cr. B x3 xx db~f A xx qcf~hcb P xx qcb~hcf AC = 569/170
cl. C (1) xx f. A xx db~f C xx qcf~hcb P xx qcb~hcf AC = 608/175

Corner
cl. C (1) xx f. A xx hcf D (3) xx d. D > db~f A xx qcf~hcb P xx qcb~hcf AC = 625/265
CD > db~f C xx qcf~hcb P xx qcb~hcf AC = 559/180

5 Bar
cr. B x3 xx db~f A xx qcf~hcb AC xx qcb~hcf AC = 654/170
cl. C (1) xx f. A xx db~f C xx qcf~hcb AC xx qcb~hcf AC = 701/175

cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > qcb C xx qcb~hcf BD xx qcb~hcf AC = 673/260

Corner
cr. B xx st. B xx st. D xx MAX > cl. D xx db~f AC > db~f C xx qcf~hcb AC xx qcb~hcf AC = 732/280
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Pix

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Re: Andy Bogard
« Reply #2 on: August 30, 2016, 03:17:44 AM »
From vids I've seen posted some people are having trouble getting good midscreen MAX combos with him, so I'll just post here that whiffing A elbow after EX elbow usually gives the best options imo. DPs will connect after, but the best damage seems to be a second A elbow which can be SC'ed into punch super or climax for between 500 to a top of about 650 damage for 2-3 meter. All 1000 MAX.

NeoMasamune

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Re: Andy Bogard
« Reply #3 on: August 31, 2016, 05:55:33 AM »
I was asked to post this here. It was a guide that I made for a different forum. This is a (continually?) revised version of the guide based on feedback from the forum, here, and from catching my own mistakes. Sorry if there is repeated information here, I'm just going to post it as whole. Feel free to use any of the content for whatever you like (including the wiki).
------
Hi! This is my first attempt at making a guide like this. The other day somebody asked for some help with Andy in a topic, so I spent some time in training mode and posted my findings. I've expanded on those finding a little bit here. Note that I am in no way an expert, what lies below is just the info that I could come up with on my own.

I decided to use a modified version of the Dream Cancel notation, to make it a bit simpler for newcomers to this game franchise.

NOTATION
u, ub, and uf = up, up-back, and up forward respectively
b = back
f = forward
d, db, and df = down, down-back, and down forward respectively
qcf = quarter circle forward (or down, down-forward, forward)
qcb = quarter circle back (or down, down-back, back)
hcf = half circle forward (or back, down-back, down, down-forward, forward)
hcb = half circle backward (or forward, down-forward, down, down-back, back)
dp = dragon punch motion (or forward, down, down-forward)
rdp = reverse dragon punch motion (or back, down, down-back)

cl. = close standing version of the button
st. = far standing version of the button
cr = crouching version of the button
j. = jumping or hopping version of the button
LP = Light Punch
LK = Light Kick
HP = Heavy Punch
HK = Heavy Kick
(x hits) denotes how many hits you should let the button do before chaining or cancelling
(whiff) denotes that the attack should miss
Blowback = Blowback Attack, which is Heavy Punch + Heavy Kick
Roll = Evasive Roll, which is Light Punch + Light Kick
x/x = A slash denotes that either button works in that situation

[MAX] = Max mode activation, which is Light Kick + Heavy Punch
[SC] = Super Cancel, where you do the super move during a special move
[AC] = Advanced Cancel, where you do a LVL2 super move during a normal super move
[CC] = Climax Cancel, where you do the climax super move during a super move or LVL2 super move

EX before an attack denotes that it is special move done in max mode with both punches or both kicks.
LVL2 before a super move denotes that it is the 2 bar version of a super move done with both punches or both kicks.
Climax before a super move denotes that it is the 3 bar climax super move.

When I say on hit, I just mean that the move made contact with the opponent, so even if they blocked it it would still be a hit. If the move needs to be unblocked I will say connected.



Some Notes On KoF14
KoF14 mainly features chains (as opposed to Links as in Street Fighter 4 or 5), so stringing attacks together shouldn't be too difficult.
As in most 2D fighting games, airborne attacks count as overheads, so they have to be blocked standing (except for jumping blowback attacks, they are an exception).
Andy doesn't have any, but if a character has a command normal that hits overhead, it loses the overhead property if you chain into it.
This game features input buffering, if you are cancelling from one thing into another, and they have overlapping directional inputs, more often than not you can skip re entering them. With Andy, his qcb+LP [SC] qcb hcf+LK cancel can be entered by qcb+LP hcf+LK.
When talking about frames, in this guide I mainly only mention on block. Plus on block means you can act again first before they get a chance to, and minus on block means that they get to act first before you get a chance to.
KoF14 features 4 different types of jumps, full jump, super jump, hop/short jump, and hyper hop/super short jump. You'll definitely want to learn how to perform all of them. The tutorial covers them, but my advice on hops and hyper hops is to quickly press down after the upward direction. It helps prevent you from holding up for too long resulting in a full jump. Also, while running any jumps or hops automatically become super jumps and hyper hops.
A crossup is an attack that hits the opponent as you are jumping over them, forcing the opponent to block as if you were on the opposite side from where you jumped. In KoF14 you can't crossup your opponent in the corner.
Normally you can't throw while you are running, but if you press b+HP/HK during your run when you are in range it will work.
If you perform a roll (LP+LK) at the same time as you hit the ground after a soft knockdown, you will roll back to your standing position.

Okay, Now, on to the show :D



Andy's Normals

st.LP - Barely Minus on block, super cancellable on hit
cl.LP - Slighly Minus on block, cancellable on hit
cr.LP - Even on block, cancellable on hit
j.LP - Whiffs on crouching opponents. Cannot crossup. Will chain into any close or crouching normal (even cr.HK, but it's tight)

st.LK - Barely Plus on block, cancellable on hit
cl.LK - Even on block, cancellable on hit
cr.LK - Even on block, cancellable on hit
j.LK - Whiffs on crouching opponents. Cannot crossup. Will chain into any close or crouching normal (even cr.HK, but it's tight)

st.HP - Minus on block, super cancellable on hit
cl.HP (2 hit) - Even on block, cancellable on first or second hit
cr.HP - Even on block, cancellable on hit or whiff
j.HP - Hits crouching opponents. Cannot crossup. Will chain into any close or crouching normal except for cl.HK

st.HK - Minus on block, super cancellable on hit
cl.HK - Slightly minus on block, cancellable on hit
cr.HK - Minus on block, cancellable on hit, causes soft knockdown when connected
j.HK - Hits crouching opponents. Can crossup. Will chain into any close or crouching normal

st.Blowback - Minus on block, cancellable on hit or whiff, causes wall splat when connected, using whiffed LP elbow on block to maintain pressure seems good if the blowback connected either point blank or right at the tip (anywhere in between will cause you to hit them)
j.Blowback - Not an overhead, hits crouching opponents, on block will chain into any close or crouching normal except
for cl.HK. When connected they are put in a non juggle state ending in a soft knock down. When connected as a counter hit they are put in a juggle state
state that allows for one normal hit, or a special move with any cancels after it, or a super move with any cancels after
it, if you don't hit them again it ends in a soft knockdown. (For example you could totally land a counter hit Blowback in the corner, and then do qcb+LP [SC] LVL2 qcb hcf+LK+HK [CC] Climax qcb hcf+LP+HP for 5 bars if you wanted to)



Andy' Command Normals

Hirate Uchi
f+LP - Even on block, cancellable on hit

Genei Shiranui
in air d+HK - Drops Andy to the ground off of a full or super jump, or off hcf+k on hit or whiff



Andy's Normal Throws

Kakaekomi Nage (Forward Throw)
f or b+HP - causes soft knockdown

Kakaekomi Nage (Backward Throw)
f or b+HK - causes soft knockdown



Andy's Special Moves

Zan-ei Ken or Elbow (No upper or lower body invincibility on startup)
db-f+LP - Minus on block, super cancellable on hit, causes soft knockdown, good for closing distance if you can space it to whiff
db-f+HP - Minus on block, super cancellable on hit, causes soft knockdown, good for closing distance if you can space it to whiff
EX db-f+LP+HP - Minus on block, causes wall splat on hit
*Note* you can enter the command for this attack a bunch of different ways. db, b, f+P works as does hcf+P (or db, qcf+P) which is the way I do it.

Kuuha Dan or Flying Kick (No upper or lower body invincibility on startup)
hcf+LK - Really minus on block (even when using d+HK or LK+HK Brake), super cancellable on hit into his Climax, causes soft knockdown from first hit
hcf+HK - Really minus on block (even when using d+HK or LK+HK Brake), super cancellable on hit into his Climax, causes soft knockdown from first hit
EX hcf+LK+HK - Really minus on block (even when using d+HK or LK+HK Brake), causes soft knockdown from first hit

Kuuha Dan Brake or Flying Kick Brake
LK+HK after first hit of hcf+K, stops Andy and if the hcf+k connected the opponent is put in a juggle state that allows for one close or crouching normal except for cr.HK, or a dp+HP that is super cancellable on the third hit into his Climax.

Hishou Ken or Fireball (No upper or lower body invincibility on startup)
qcb+LP - Minus on block when close, super cancellable on startup, medium speed projectile, when full screen Andy can act when the fireball is 3/4 to the other side, if it hits an airborne opponent it puts them in a juggle state ending in a soft knockdown
qcb+HP - Minus on block when close, super cancellable on startup, fast speed projectile, when full screen Andy can act right when the fireball reaches the other side, if it hits an airborne opponent it puts them in a juggle state ending in a soft knockdown
EX qcb+LP+HP - Barely minus on block when close, slow speed projectile, when full screen Andy can act when the fireball is 1/4 to the other side, if it hits an airborne opponent it puts them in a juggle state ending in a soft knockdown

Shouryuu Dan or Dragon Punch (All versions have upper body invincibility on startup, LP version has no lower body invinicility on startup but HP and EX LP+HP versions do)
dp+LP - Really minus on block, super cancellable on first hit, causes soft knockdown
dp+HP - Really minus on block, super cancellable on first hit or into his air Climax on the third hit, causes soft knockdown
EX dp+LP+HP - Really minus on block, puts them in a juggle state ending in a soft knockdown (the only thing I've found that can juggle the opponent is a well timed cr.LP in the corner which can lead into resets)



Andy's Super Moves

Chou Reppa Dan or Kick Super (LK and HK versions have no upper or lower body invincibilty on startup but EX LK+HK version does)
qcb hcf+LK - Really minus on block, climax cancellable on or after the first hit, causes hard knockdown
qcb hcf+HK - Really minus on block, climax cancellable on or after the first hit, causes hard knockdown
LVL2 qcb+hcf+LK+HK - Really minus on block, climax cancellable on or after the first hit, causes hard knockdown

Zetsu-Hishou Ken or Fireball Super (No upper or lower body invincibility on startup)
qcf hcb+LP - Really minus on block, advanced cancellable into LVL2 Kick Super or climax cancellable on or after the first hit, causes hard knockdown
qcf hcb+HP - Really minus on block, advanced cancellable into LVL2 Kick Super or climax cancellable on or after the first hit, causes hard knockdown
LVL2 qcf hcb+LP+HP - Really really minus on block, climax cancellable on or after the first hit

Chou-Shin-Soku-Zan-ei Ken or Climax (No invincibility on startup)
Climax qcb hcf+LP+LK - Really minus on block, causes hard knockdown
in air Climax qcb hcf+LP+LK - Really minus on block, causes hard knockdown



Andy's Chains (that I've found at least)

cr.LP, cr.LP, cr.LP
cr.LP, cr.LP, st.LP
cr.LP, cr.LP, st.LK, st.HK
cr.LP, cl.LP, f+LP
cr.LP, cr.LK, cr.LP
cr.LP, cr.LK, cr.LK, cr.LK
cr.LK, cr.LK, cr.LK, cr.LK
cr.LK, cr.LK, st.LP
cr.LK, cr.LK, st.LK, st.HK
cr.LK, cl.LK, f+LP
cr.LK, cr.LP, cr.LK, cr.LK
cr.LK, cr.LP, st.LK, st.HK
cr.LK, cr.LP, cr.LP
cl.LK, cl.HK
cl.LK, f+LP
st.LK, st.HK
cl.HP (1 hit), f+LP
cl.HP (2 hits), f+LP



Andy's Movement (Work in Progress)

Andy has the third highest tier of runspeed in KoF14 (see https://pbs.twimg.com/media/CqlJi1uWgAA0_mc?format=jpg&name=large). Andy's hop won't go overtop of a standing opponent, except for Choi. You can use the elbow special move to move andy across the screen. Your goal is to whiff with the elbows though, as they are minus on block.



Andy's Neutral (Work in Progress)

His cr.HK doesn't have super great range. His st.Blowback has the most range of any of his normals (second best is st.HK). They are both minus, but it seems to be safe enough if you space it correctly. His various hop attacks seem to work well at discouraging players from hopping at you if done pre emptively, and are good for pressure (especially his hopping Blowback). He can use his cr.HK to low profile under non-grounded projectiles with proper timing. He can zone decently with his fireballs using his dragon punch to punish any jump or hop ins. His EX fireball can be used to help you approach your opponent.



Andy's Anti Airs vs Jumps and Hops (Work in Progress)

Most of Andy's normals, special moves, and super moves will at least trade on jump or hop ins. Some that won't work well are st.LK on hops or jumps, and almost all his crouching moves (his cr.HK can work if spaced well on jump in, but not a hop in). Obviously his dragon punches are very good.



Andy's Mixups (Work in Progress)

In mid screen you can mixup between his hop overhead attacks, empty hop into low, empty hop into throw, his jump HK crossup, run up throw and his running close and crouching attacks. When you've conditioned them to crouch hop at them, and when you've conditioned them to stand run up throw or run up/empty hop and crouching attack them.
In the corner you can do all of these except for the cross up HK.




Andy's (Non Max Mode) Combo Starters (My favourites at least)

Off a run in or empty hop/jump - either 1) cr.LK, cl.LK, f+LP or 2) cl.HP (2 hits), f+LP.
Off a hop or jump in - j.HP/HK, cl.HP (1 hit), f+LP



Andy's Max Mode Combo Starters (My favourites at least)

Off a run in or empty hop/jump - either 1) cr.LK, cl.LK, f+LP, [MAX], or 2) cl.HP (2 hits), f+LP, [MAX]
Off a hop or jump in - j.HP/HK, cl.HK, [MAX]



Andy's Combos (My favourites at least)

Thanks to Pix for pointing out that you can use LP Elbow to approach the wall splat after an EX Elbow from mid screen. Max mode corner combos involving EX Elbow into LP Elbow should work from anywhere now. The execution is a bit tricky, but you just have to whiff one LP Elbow after the EX Elbow wall splat, but before the rest of the combo I have written.
Thanks to Scrubtrash for pointing out that LK Flying combos into LP Elbow :)


A note on the combos: All 3 bars and under combos assume Andy is in first position, so any time you see cl.HP (1 hit) in one of those combos you could replace it with cl.HP (2 hit) if you want.

Midscreen with no meter
cr.LK, cl.LK, f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP for 235 damage off a low
cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP for 245 damage off a close HP
j.HP/HK, cl.HP (1 hit), f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP for 280 damage off a jump or hop in

Corner with no meter
cr.LK, cl.LK, f+LP, hcf+HK (3 hits), in air d+HK, dp+HP for 285 damage off a low
cl.HP (2 hits), f+LP, hcf+HK (3 hits), in air d+HK, dp+HP for 295 damage off a close HP
j.HP/HK, cl.HK, hcf+HK (3 hits), in air d+HK, dp+HP for 336 damage off a jump or hop in

Midscreen with 1 bar of meter
cr.LK, cl.LK, f+LP, [MAX], cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), EX dp+LP+HP for 309 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), EX dp+LP+HP for 319 damage off a close HP
cr.LK, cl.LK, f+LP, qcb.LP [SC] qcb hcf+LK/HK for 318 damage off a low
cl.HP (2 hits), f+LP, qcb.LP [SC] qcb hcf+LK/HK for 328 damage off a close HP
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), EX dp+LP+HP for 366 damage off a jump or hop in
j.HP/HK, cl.HK, qcb.LP [SC] qcb hcf+LK/HK for 373 damage off a jump or hop in

Corner with 1 bar of meter
cr.LK, cl.LK, f+LP, [MAX], cl.HP (1 hits), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, EX dp+LP+HP for 409 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (1 hit), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, EX dp+LP+HP for 419 damage off a close HP (does more starting with cl.HK but it is harder to confirm)
j.HP/HK, cl.HK, [MAX], cl.HP (1 hits), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, EX dp+LP+HP for 474 damage off a jump or hop in
*Note* You can do cl.HP (2 hits) after max mode activation, but the timing is tight for the final EX DP if you are first position, and off the st.HP and cr.LK it actually does less damage. Off the jump in it does 2 more damage.
*Note 2* Any corner combo that ends with EX Dragon Punch can have an additional well timed cr.LP added on at the end that does 8 more damage (9 more damage for the jump in combo), the timing is tricky but it gives you a potential reset.

Midscreen with 2 bars of meter
cr.LK, cl.LK, f+LP, qcb.LP [SC] LVL2 qcb hcf+LK+HK for 403 damage off a low
cl.HP (2 hits), f+LP, qcb.LP [SC] LVL2 qcb hcf+LK+HK for 413 damage off a close HP
j.HP/HK, cl.HK, qcb+LP [SC] LVL2 qcb hcf+LK+HK for 463 damage off a jump or hop in
cr.LK, cl.LK, f+LP, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 406 damage off a low (sometimes they fall out of the fireball though)
cl.HP (2 hits), f+LP, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 416 damage off a close HP (sometimes they fall out of the fireball though)
j.HP.HK, cl.HK, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 468 damage off a jump or hop in (sometimes they fall out of the fireball though)
--Slightly harder execution--
cr.LK, cl.LK, f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+LP [SC] LVL2 qcf hcb+LP+HP for 429 damage off a low
cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+LP [SC] LVL2 qcf hcb+LP+HP for 439 damage off a close HP
j.HP/HK, cl.HP (1 hit), hcf+HK (1 hit), LK+HK (Brake, dp+LP [SC] LVL2 qcf hcb+LP+HP for 474 damage off a jump or hop in
--2 bar corner combos that work from the mid screen--
cr.LK, cl.LK, f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP (whiff), db-f+LP [SC] LVL2 qcf hcb+LP+HP for 486 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP (whiff), db-f+LP [SC] LVL2 qcf hcb+LP+HP for 496 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm)
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP (whiff), db-f+LP [SC] LVL2 qcf hcb+LP+HP for 543 damage off a jump or hop in

Corner with 2 bars of meter
cr.LK, cl.LK, f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 486 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 496 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm)
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP for 543 damage off a jump or hop in
--Slightly harder execution--
cr.LK, cl.LK, f+LP, [MAX], cl.HP (1 hit), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, dp+LP [SC] LVL2 qcf hcb+LP+HP for 541 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (1 hit), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, dp+LP [SC] LVL2 qcf hcb+LP+HP for 551 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm)
j.HP/HK, cl.HK, [MAX], cl.HP (1 hit), f+LP, EX db-f+LP+HP, hcf+HK (3 hits), in air d+HK, dp+LP [SC] LVL2 qcf hcb+LP+HP for 599 damage off a jump or hop in
*Note* You can do cl.HP (2 hits) after max mode activation, but the timing is tight for the final EX DP if you are first position. Doing cl.HP (2 hits) nets 4 more damage off a low or cl.HP (2 hits), and 9 more damage off a jump in.

Midscreen with 3 bars of meter
cr.LK, cl.LK, f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP (3 hits) [SC] in air Climax qcb hcf+LP+HP for 527 damage off a low
cl.HP (2 hits), f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP (3 hits) [SC] in air Climax qcb hcf+LP+HP for 537 damage off a close HP
j.HP/HK, cl.HP (1 hit), f+LP, hcf+HK (1 hit), LK+HK (Brake), dp+HP (3 hits) [SC] in air Climax qcb hcf+LP+HP for 572 damage off a jump or hop in

Corner with 3 bars of meter
cr.LK, cl.LK, f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, hcf+HK (4 hits) [SC] in air Climax qcb hcf+LP+HP for 571 damage off a low
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, hcf+HK (4 hits) [SC] in air Climax qcb hcf+LP+HP for 581 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm)
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, hcf+HK (4 hits) [SC] in air Climax qcb hcf+LP+HP for 632 damage off a jump or hop in

Midscreen with 4 bars of meter
cr.LK, cl.LK, f+LP, qcb.LP [SC] qcb hcf+LK/HK [CC] in air Climax qcb hcf+LP+HP for 633 damage off a low (Climax cancel on the 11th hit of combo)
cl.HP (2 hits), f+LP, qcb.LP [SC] qcb hcf+LK/HK [CC] in air Climax qcb hcf+LP+HP for 643 damage off a close HP (Climax cancel on the 11th hit of combo)
j.HP/HK, cl.HK, qcb.LP [SC] qcb hcf+LK/HK [CC] in air Climax qcb hcf+LP+HP for 710 damage off a jump or hop in (Climax cancel on the 10th hit of combo)

Corner with 4 bars of meter
I'm kind of stuck with figuring out anything good for here.

Midscreen with 5 bars of meter
cr.LK, cl.LK, f+LP, qcb.LP [SC] LVL2 qcb hcf+LK+HK [CC] in air Climax qcb hcf+LP+HP for 679 damage off a low (Climax cancel on the 17th hit of combo)
cl.HP (2 hits), f+LP, qcb.LP [SC] LVL2 qcb hcf+LK+HK [CC] in air Climax qcb hcf+LP+HP for 689 damage off a close HP (Climax cancel on the 17th hit of combo)
j.HP/HK, cl.HK, qcb.LP [SC] LVL2 qcb hcf+LK+HK [CC] in air Climax qcb hcf+LP+HP for 795 damage off a jump or hop in (Climax cancel on the 14th hit of combo)
*NOTE* Sometimes this combo does less damage, and I don't know why...here is a video showing the combo and a version that does less for some reason https://www.youtube.com/watch?v=1USbKvVbjqw It seems to be based on the timing of the fireball cancel into super. If the fireball connects before the superflash you get the big damage. If not then do the climax cancel on the 15th hit of the combo instead and you will get 782 damage which is close to the optimal damage.


Corner with 5 bars of meter
cr.LK, cl.LK, f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 711 damage off a low (climax cancel on the 26th hit of the combo)
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 721 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm, climax cancel on the 26th hit of the combo)
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 768 damage off a jump or hop in (climax cancel on the 25th hit of the combo)
--Slightly harder execution--
cr.LK, cl.LK, f+LP, [MAX], cl.HP (1 hit), f+LP, EX db-f+LP+HP, hcf+LK (3 hits), in air d+HK, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 761 damage off a low (climax cancel on the 29th hit of the combo)
cl.HP (2 hits), f+LP, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, hcf+LK (3 hits), in air d+HK, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 771 damage off a cl.HP (does more starting with cl.HK but it is harder to confirm, climax cancel on the 29th hit of the combo)
j.HP/HK, cl.HK, [MAX], cl.HP (2 hits), f+LP, EX db-f+LP+HP, hcf+LK (3 hits), in air d+HK, db-f+LP [SC] LVL2 qcf hcb+LP+HP [CC] Climax qcb hcf+LP+HP for 823 damage off a jump or hop in (Climax cancel on the 28th hit of the combo)



Now do note, some of the combos are worth the meter, and others aren't. It's up to you if that extra bar is worth it :) These combos probably aren't even close to optimal, but they are the most optimal ones that I could come up with on my own :D I find that Andy's max mode isn't as useful in the mid screen for anything beyond 1 bar.

But yeah, there we go! I hope that this helps some people, and if anybody has any good input or additions feel free to post them :)
« Last Edit: September 02, 2016, 09:50:08 AM by NeoMasamune »

desmond_kof

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Re: Andy Bogard
« Reply #4 on: August 31, 2016, 09:17:15 PM »
Thanks, NeoMasamune! Great first post. Introduce yourself formally here:

http://dreamcancel.com/forum/index.php?board=9.0

Also I added you and Califlowerz notes in the wiki. I will add combos soon:

http://dreamcancel.com/wiki/index.php?title=Andy_Bogard_(XIV)
"Do not place so much importance on winning. The fight itself has value."

NeoMasamune

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Re: Andy Bogard
« Reply #5 on: September 01, 2016, 08:26:45 AM »
Awesome :) I made an introductory post, thanks for inviting me here.

I've been making minor updates on my above post with new information as I discover or am made aware of it.

Most recently, I was watching WNF, and noticed that Luis Cha was able to juggle off an EX Dragon Punch in the corner, so I've updated the move description, and I added a note to the corner combos that end in EX Dragon Punch. The extra attack adds a little bit of damage, and has the potential for resets, but it has fairly tricky timing.

Edit: I've also elaborated more on the 2 bar "corner" combos that work from anywhere on the screen now thanks to Pix' advice.
« Last Edit: September 01, 2016, 08:46:22 AM by NeoMasamune »

Scrubtrash

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Re: Andy Bogard
« Reply #6 on: September 02, 2016, 12:11:46 AM »
In the corner you can do ...>EX shoulder>hcf+b(all 3 hits)>d+b>A shoulder>EX punch super(>climax)
It does about 11 less damage than the hcf+bd(3) variation after the super but it works on 1st/2nd position and it allows you to connect with climax after.

NeoMasamune

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Re: Andy Bogard
« Reply #7 on: September 02, 2016, 09:52:37 AM »
Thanks Scrubtrash! You helped me break Andy into the 800 club with your advice!

For the 2 bar combos, it is still better to do dragon punch into super.

I'm sure that this advice should help for 4 bar corner combos, but the length of the max mode bar keeps messing me up. I can do sweet combos with it set at 1000, but that would never work in match because first character can't get 4 bars...d'oh.

I made some minor edits to the rest of the stuff as well. Thanks everybody!