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The King of Fighters XV/Andy Bogard: Difference between revisions
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<br>'''Backdash:''' 22f | <br>'''Backdash:''' 22f | ||
<br>'''Run Speed Ranking:''' 5 | <br>'''Run Speed Ranking:''' 5 | ||
</big></div>]]<section end="image"/> | </big></div>]]<section end="image"/> | ||
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| pros= | | pros= | ||
* '''Solid''': His complete moveset allows Andy to effectively exploit the holes in his opponent's game. His fireball is above average in almost every category, all his combos end in knockdowns, 623C is fully invincible and jump CD does everything else. You will always have the tools for the job. | * '''Solid''': His complete moveset allows Andy to effectively exploit the holes in his opponent's game. His fireball is above average in almost every category, all his combos end in knockdowns, 623C is fully invincible and jump CD does everything else. You will always have the tools for the job. | ||
* '''Strong AAs''': Along with his more specialized AAs, f. | * '''Strong AAs''': Along with his more specialized AAs, f.5C, c.5D and neutral hop CD are incredible tools for controlling airspace from almost every attack angle. Predictive full jumps from opponents expecting a fireball are easily crushed by a 623C. | ||
* '''Strong Air Presence''': Jump CD, Jump C, and Jump D all have strong air-to-air and air-to-ground potential. Combined with the ability to modify his higher jump arcs, your opponents will quickly learn to respect Andy's potential in the air. | |||
* '''Difficult to Punish''': While almost all of Andy's tools leave him negative on block, they provide significant pushback. Most of his normals are also cancellable on block, providing more pushback from a late cancel fireball or Zaneiken. | * '''Difficult to Punish''': While almost all of Andy's tools leave him negative on block, they provide significant pushback. Most of his normals are also cancellable on block, providing more pushback from a late cancel fireball or Zaneiken. | ||
* '''Meter Independent''': While his corner damage is certainly reliant on meter, he does not need to spend bar to make any of his matchups winnable. | * '''Meter Independent''': While his corner damage is certainly reliant on meter, he does not need to spend bar to make any of his matchups winnable. | ||
| cons= | | cons= | ||
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* '''No Frame Traps''': Close B is Andy's only normal that is more than +1 on block. | * '''No Frame Traps''': Close B is Andy's only normal that is more than +1 on block. | ||
* '''Poor Pokes''': Andy's ground normals are stubby compared to most other characters. | * '''Poor Pokes''': Andy's ground normals are stubby compared to most other characters. | ||
* ''' | * '''Lackluster Oki''': Andy's only combo enders that give hard knockdowns are supers, so he often finds himself returning to neutral if he's not spending meter. Andy also lacks mixup tools such as a grounded overhead. | ||
}} | }} | ||
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| | | | ||
Low confirm <br/> | Low confirm <br/> | ||
Anywhere / Low confirm <br/> | |||
Anywhere <br/> | Anywhere <br/> | ||
Corner / Low confirm <br/> | |||
Corner <br/> | Corner <br/> | ||
| | | | ||
2B > cl.5B > f.5B > 236A = 121 dmg<br/> | 2B > cl.5B > f.5B > 236A = 121 dmg<br/> | ||
2B > cl.5A > f.5A > 426.K [Brake], 623.C = 215 dmg <br/> | |||
Close C > 6A > 426K > BD > 623C = 258 dmg<br/> | Close C > 6A > 426K > BD > 623C = 258 dmg<br/> | ||
2B > 5B > 5D > 426.D (3 hits) > 2D, 623.C = 293 dmg <br/> | |||
Close C > 6A > 426K (3 hits) > 2D > 623C = 312 dmg<br/> | Close C > 6A > 426K (3 hits) > 2D > 623C = 312 dmg<br/> | ||
|- | |- | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Dedicated air-to-air button. | |description2=* Dedicated air-to-air button. | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Dedicated air-to-air button. | |description2=* Dedicated air-to-air button. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Very short range and few active frames. Reliably hits crouchers if you time it right. | |description2=* Very short range and few active frames. Reliably hits crouchers if you time it right. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Great jump-in button. Crosses up easily too. | |description2=* Great jump-in button. Crosses up easily too. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_236cd | |moveId=andy_236cd | ||
|description= | |||
*Placeholder | |||
}} | |||
====Advance Strike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_214cd | |||
|description= | |description= | ||
*Placeholder | *Placeholder | ||
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|name=Kakaekomi Nage (Forward) | |name=Kakaekomi Nage (Forward) | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* | |description=* Tosses the opponent just shy of the whole screen. Sets up for a 214A midscreen. | ||
}} | }} | ||
===Kakaekomi Nage (Backward)=== | ===Kakaekomi Nage (Backward)=== | ||
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|name=Kakaekomi Nage (Backward) | |name=Kakaekomi Nage (Backward) | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* | |description=* Tosses the opponent just shy of the whole screen. Sets up for a 214A midscreen, or a safejump in the corner with 2B and a hop. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_6a | |moveId=andy_6a | ||
|captions=Raw - Startup Upper Body Invuln,, Cancel, | |||
|description= | |description= | ||
* Has a good amount of upper body invulnerability, letting him easily slip past fast moving high projectiles. | * Has a good amount of upper body invulnerability, letting him easily slip past fast moving high projectiles. | ||
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* Movement tool used to shorten the length of his full jumps. | * Movement tool used to shorten the length of his full jumps. | ||
* Can also be cancelled into from jA, jC or during 426K. | * Can also be cancelled into from jA, jC or during 426K. | ||
* Has a minimum height requirement so cannot be used during a backdash. This limitation is bypassed when cancelled into. | |||
}} | }} | ||
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|moveId=andy_236a,andy_236c,andy_236ac | |moveId=andy_236a,andy_236c,andy_236ac | ||
|name=Zan-ei Ken | |name=Zan-ei Ken | ||
|captions=A Proxy, A Strike, C Proxy, C Strike, AC Proxy, AC Strike | |||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
Andy rushes forward with an elbow strike. The hitbox triggers upon entering proximity of the opponent, with unique recovery if it does. This means that the move cannot be spaced to gain frame advantage. Frame data assumes the opponent is point blank for instant proximity contact. | |||
* C version can be | * '''A''' version is -5 on block, but has too much pushback to be able to be punished by any 5-frame button. Takes 26 frames to whiff. | ||
* | * '''C''' version is unsafe, but can be kara-canceled into non-EX specials. Takes 41 frames to whiff. | ||
* '''EX''' version wallsplats and is Andy's only hard knockdown outside of grabs and supers. Takes 37 frames to whiff. | |||
Andy's | Zan-ei Ken is Andy's approach tool, pressure tool, combo extender, and combo finisher all in one. It is a very fast move with low recovery that makes it easy for Andy to close the distance. The heavy version can whiff cancel into non-EX specials, allowing Andy to create small mixups or build meter with other specials, such as with fireballs. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_41236b,andy_41236d,andy_41236bd | |moveId=andy_41236b,andy_41236d,andy_41236bd | ||
|captions= B Version (Hitbox),,,,, D Version,,,, EX Version | |||
|name=Kuuha Dan | |name=Kuuha Dan | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3=* An arcing flying kick. | |description3=* An arcing flying kick. | ||
* Can be aborted either before (~BD) or after ( | * Can be aborted either before (~BD) or after (j2D) leaving the ground. | ||
* Cancelable into Climax. | * Cancelable into Climax. | ||
* If the B version gets blocked you have a mixup between letting the last hit rock or | * If the B version gets blocked you have a mixup between letting the last hit rock or j2D canceling it, landing and throwing the waiting opponent. | ||
* The D version has some projectile invulnerability. It's also a little safer. | * The D version has some projectile invulnerability. It's also a little safer. | ||
}} | }} | ||
===Kuuha Dan (Brake)=== | ===Kuuha Dan (Brake)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Hishou Ken | |name=Hishou Ken | ||
|input=214A/C/AC | |input=214A/C/AC | ||
|captions= Normal Version (Hitbox),, EX Version | |||
|description3= | |description3= | ||
* The fireball is a staple of Andy's moveset. | * The fireball is a staple of Andy's moveset. | ||
* EX version is very slow moving. | * EX version is very slow moving and has increased durability. | ||
}} | }} | ||
===Shouryuu Dan=== | ===Shouryuu Dan=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_623a,andy_623c,andy_623ac | |moveId=andy_623a,andy_623c,andy_623ac | ||
|captions= A Version (Hitbox),,, C Version,,,, EX Version | |||
|name=Shouryuu Dan | |name=Shouryuu Dan | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|description3=* Reversal/anti-air. | |description3=* Reversal/anti-air. | ||
* C and EX has full invul. | * C and EX has full invul. | ||
* Can be canceled into the air version of his Climax | * Can be canceled into the air version of his Climax. | ||
}} | }} | ||
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===Chou Reppa Dan=== | ===Chou Reppa Dan=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=andy_2141236k,andy_2141236bd | ||
|captions= Normal Version (Hitbox),,,,, Max Version | |||
|name=Chou Reppa Dan | |name=Chou Reppa Dan | ||
|input=2141236B/D/BD | |input=2141236B/D/BD | ||
| | |description2=* Andy's main super for combos. A good ender with a lot of corner carry and can be used for extensions in the corner. | ||
* Cancelable into the air version of his Climax. | * Cancelable into the air version of his Climax but cannot be Advanced Canceled into 236214AC. | ||
* MAX version has invincible startup but Andy can already reversal for free with 623C. | |||
}} | }} | ||
===Zetsu • Hishou Ken=== | ===Zetsu • Hishou Ken=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=andy_2363214p,andy_2363214ac | ||
|captions= Normal Version (Hitbox),, Max Version | |||
|name=Zetsu • Hishou Ken | |name=Zetsu • Hishou Ken | ||
|input=2363214A/C/AC | |input=2363214A/C/AC | ||
| | |description2=* Combo fodder... except it does less damage than 214236K and doesn't have as much corner carry or frame advantage. | ||
* The level 1 version is mostly useful for its Advanced Cancel into 214236BD. The MAX version might just be useless. | |||
* Might accidentally get input instead of 236C~214P. | |||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_2141236cd,andy_j2141236cd | |moveId=andy_2141236cd,andy_j2141236cd | ||
|captions=, Air version<nowiki>,</nowiki> Andy's hurtbox is directly under the hitbox | |||
|name=Chou • Shin • Soku • Zan-ei Ken (Air okay) | |name=Chou • Shin • Soku • Zan-ei Ken (Air okay) | ||
|input=2141236CD/j2141236CD | |input=2141236CD/j2141236CD | ||
|description2=* An extremely fast full screen dash. | |description2=* An extremely fast full screen dash. | ||
* Has no invinciblity whatsoever. | * Has no invinciblity whatsoever. | ||
* Air version will beat Advance Strike. | |||
}} | }} | ||
Latest revision as of 05:08, 9 July 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
Throws
Kakaekomi Nage (Forward) - (close) / +
Kakaekomi Nage (Backward) - (close) / +
Command Normals
Genei Shiranui - + (Midair Only)
Special Moves
Super Special Moves
Climax Super Special Moves
Chou • Shin • Soku Zan-ei Ken - + (Air OK)
Gameplay Summary
Andy Bogard is a straightforward space control character with good movement, who bullies opponents with j.CD, sweeps and fireballs. | |
Pros | Cons |
|
|
Quick Combo Reference
0 Meter |
Low confirm |
2B > cl.5B > f.5B > 236A = 121 dmg |
½ Meter |
Anywhere |
Close C > 6A > 236AC > 236C = 333 dmg |
1 Meter |
Anywhere |
Close C > 6A > 236AC > 236AC = 367 dmg |
2 Meters |
Anywhere |
2C > 236C > 2141236BD = 467 dmg |
Normals
Far Standing Normals
Far A
far A
A
A
|
---|
Far B
far B
B
B
|
---|
Far C
far C
C
C
|
---|
Far D
far D
D
D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
Advance Strike
Advance Strike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX
|
---|
Throws
Kakaekomi Nage (Forward)
Kakaekomi Nage (Forward)
(close) 4/6C
(close) 4/6C
|
---|
Kakaekomi Nage (Backward)
Kakaekomi Nage (Backward)
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Hirate Uchi
Hirate Uchi
4/6A
4/6A
|
---|
Genei Shiranui
Genei Shiranui
j.2D
j.2D
|
---|
Target Combo 1
Target combo 1
B~D
B~D
|
---|
Special Moves
Zan-ei Ken
Zan-ei Ken
236A/C/AC
236A/C/AC
|
---|
Kuuha Dan
Kuuha Dan
41236B/D/BD
41236B/D/BD
|
---|
Kuuha Dan (Brake)
Kuuha Dan (Brake)
41236B/D/BD~BD
41236B/D/BD~BD
|
---|
Hishou Ken
Hishou Ken
214A/C/AC
214A/C/AC
|
---|
Shouryuu Dan
Shouryuu Dan
623A/C/AC
623A/C/AC
|
---|
Super Special Moves
Chou Reppa Dan
Chou Reppa Dan
2141236B/D/BD
2141236B/D/BD
|
---|
Zetsu • Hishou Ken
Zetsu • Hishou Ken
2363214A/C/AC
2363214A/C/AC
|
---|
Climax Super Special Moves
Chou • Shin • Soku • Zan-ei Ken (Air okay)
Chou • Shin • Soku • Zan-ei Ken (Air okay)
2141236CD/j2141236CD
2141236CD/j2141236CD
|
---|
Misc
Alternate Colors