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[[Image:Andy.png]]
{{CharNavbox XIII}}
{| class="wikitable" style="float:right; margin-left:10px;"
|-
|[[File:XIII_Andy_Profile.png|350px]]
<center><font size="4"><b>Andy Bogard</b></font></center>
|-
|-
| [[File:XIII_Andy.gif]]
|}
{{TOClimit|3}}
 
 
==Movelist==
 
'''Throws'''
 
Kakaekomi Nage - [[image:bk.gif]]/[[image:fd.gif]] + [[image:c.gif]]/[[image:d.gif]] close
 
 
'''Command Normals'''
 
Hirateuchi - [[image:fd.gif]] + [[image:a.gif]]
 
Target Combo - [[image:b.gif]],[[image:d.gif]]
 
 
'''Special Moves'''
 
Shoryudan - [[image:dp.gif]] + [[image:a.gif]]/[[image:c.gif]] *
 
Hishoken - [[image:qcb.gif]] + [[image:a.gif]]/[[image:c.gif]] *
 
Kuuhaden - [[image:hcf.gif]] + [[image:b.gif]]/[[image:d.gif]] *
::Brake - [[image:b.gif]] + [[image:d.gif]]
 
Zaneiken - [[image:db.gif]] [[image:fd.gif]] + [[image:a.gif]]/[[image:c.gif]] *
 
'''Desperation Moves'''
 
Choreppadan - [[image:qcb.gif]],[[image:hcf.gif]] + [[image:b.gif]]/[[image:d.gif]] *
 
Gekihishoken - [[image:qcf.gif]],[[image:hcb.gif]] + [[image:a.gif]]/[[image:c.gif]]
 
 
'''Neomax'''
 
ChoShinSoku Zaneiken - [[image:qcb.gif]],[[image:hcf.gif]] + [[image:a.gif]]+[[image:c.gif]]
 
:[http://www.youtube.com/watch?v=9DwRNDOTz_g Andy's Move List Video]
 
{| border="1" align="center" style="font-size:90%"
|+
== Quick Combo Reference ==
 
|-
| '''0 Stock, No Drive Gauge'''
|
Anywhere<br/>
Low, Anywhere<br/>
Low, Anywhere<br/>
|
j.D, s.C, f.A, hcf+B/D [Brake], dp+C = 312 dmg<br/>
d.B, s.B, s.D, db,f+C = 198 dmg<br/>
d.Bx2, f.A, hcf+K~BD, dp+C = 231 dmg<br/>
|-
 
| '''1 Stock, No Drive Gauge'''
|
Corner<br/>
Anywhere<br/>
Low, Anywhere<br/>
|
j.D, s.C, f+A, hcf+B/D [Brake], db,f+A, db,f+AC, dp+C = 449 dmg<br/>
j.D, s.C, f+A, hcf+B/D [Brake], qcf,hcb+A/C = 386 dmg<br/>
d.B, s.B, s.D, qcf~hcb+P = 313 dmg<br/>
|-
| '''0 Stock, 1+ Drive Gauge'''
|Anywhere
|far C, db,f+C [DC] hcf+B/D [Brake], run forward, dp+C = 288 dmg
|-
|}
 
 
==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.''"
 
==Gameplay Overview==
Andy is easily able to hold his own against any character in the game. He's able to control the pace of the fight quite well, and can position himself wherever he pleases with his set of moves that give him high mobility, invulnerability, pressure or zoning. He's able to suit nearly any playstyle, as he's one of the better characters in nearly every aspect of the game, with a set of meterless tools that make him more versatile than practically any other character. He is truly meant to be on first in a team, as he's got all of his tools already without meter, and having additional meter mostly just gives him slightly better damage.
 
{{StrengthsAndWeaknesses
| pros=
* Safe pressure
* Extremely quick meter building
* Invulnerable meter-less C shoryu which deals tons of damage
* Long, easy hit confirms
* Far C can be cancelled into Zaneiken, which can in turn be drive-cancelled into Kuuhaden Brake, making Andy able to do great damage from a far normal
* crouch D is one of the highest priority pokes in the game, and gives a knockdown
* Good meter-less damage mid-screen
* High damage with little meter and drive in the corner
| cons=
* Does not scale up very well with meter since the removal of invulnerability on EX Kuuhaden
* Lackluster DMs
* Short ranged standing normals
* Can have difficulty landing crossups on extremely low crouchers like Kula or Chin
* Weak okizeme setups outside of normal throw
}}


==Normals==
==Normals==


====Standing====
===Far Standing Normals===
[[Image:Andy_Far_Normals.png]]
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_sta
|description=Quick palm-strike. Can stop short hops
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_stb
|description=A short kick with decent range.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_stc
|description=A strong punch with great range. Quite useful.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_std
|description=A roundhouse kick. A bit slow compared to his far C above.
}}
 
===Close Standing Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_clc
|description=Downward elbow strike with limited range.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_cld
|description=Strong kick aimed upwards. Can be used as an anti-air.
}}
 
===Crouching Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_cra
|description=A crouching short punch.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_crb
|description=A crouching kick, with great speed. Essential for combos and poking.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_crc
|description=A crouching punch aimed forward.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_crd
|description=A crouching kick that knocks down standing opponents. Fast and meaty. Recommended.
}}
 
===Jumping Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_ja
|description=Short palm-strike aimed downward.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_jb
|description=A jumping kick aimed forward, giving it good range for air-to-air.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_jc
|description=Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_jd
|description=A strong kick aimed downward. Great for jump-ins, and cross-ups.
}}
 
===Blowback Normals===
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_stcd
|description=A quick round-house kick.
}}
==== ====
{{FrameDataCargo-KOFXIII
|moveId=andy_jcd
|description=A hard kick, aimed forward. Good for ground to air, but it might whiff on crouching opponents if performed too early.
}}
 
==Throw==
====Kakaekomi Nage====
{{FrameDataCargo-KOFXIII
|moveId=andy_throw
|description=Andy grabs opponent and flings them forward (or back).
}}
 
==Command Normals==
====Hirate Uchi====
{{FrameDataCargo-KOFXIII
|moveId=andy_f+a
|description=Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Can combo into ANY of Andy's specials, DMs, or even his NeoMax. Learn to love this move.
}}
====Target Combo====
{{FrameDataCargo-KOFXIII
|moveId=andy_b>d
|description=This is a special combination where Andy links his standing B and standing (far) D. Before in the arcade version, in this link, far D was NOT cancel-able at all. Now in the console version, it is. You can place any of his specials, DMs, and even his Neomax (yes) from this link. You can also start it as a low attack as d.b, s.b, far D. You may also use this link to go into HD mode with Overall this gives Andy a bit more easier 'comboability', than just using his d.bx2, f+A or d.b, d.a, f+A which can be a bit tricky, timing wise.
}}
 
== DM ==
 
=====<font style="visibility:hidden; float:right">↓↙←A</font>=====
{{MoveData
|image=KOFIII_Andy_↓↙←A.png
|caption=
|name=
|input=↓↙←A
|data=
{{AttackData-KOFXIII
|Startup=17
|Active=-
|Recovery=29
|Adv. Hit= +2
|On Block= -1
}}
}}
 
=====<font style="visibility:hidden; float:right">↓↙←C</font>=====
{{MoveData
|image=KOFIII_Andy_↓↙←C.png
|caption=
|name=
|input=↓↙←C
|data=
{{AttackData-KOFXIII
|Startup=16
|Active=-
|Recovery=32
|Adv. Hit= -1
|On Block= -4
}}
}}
 
=====<font style="visibility:hidden; float:right">↓↙←AC</font>=====
{{MoveData
|image=KOFIII_Andy_↓↙←AC.png
|caption=
|name=
|input=↓↙←AC
|data=
{{AttackData-KOFXIII
|Startup=11
|Active=-
|Recovery=29
|Adv. Hit=Knockdown
|On Block= -1
}}
}}
 
=====<font style="visibility:hidden; float:right">→↓↘A</font>=====
{{MoveData
|image=KOFIII_Andy_→↓↘A.png
|caption=
|name=
|input=→↓↘A
|data=
{{AttackData-KOFXIII
|Startup=5
|Active=11
|Recovery=32
|Adv. Hit=Knockdown
|On Block= -23
}}
}}
 
=====<font style="visibility:hidden; float:right">→↓↘C</font>=====
{{MoveData
|image=KOFIII_Andy_→↓↘C.png
|caption=
|name=
|input=→↓↘C
|data=
{{AttackData-KOFXIII
|Startup=7
|Active=11
|Recovery=45
|Adv. Hit=Knockdown
|On Block= -35
}}
}}
 
=====<font style="visibility:hidden; float:right">→↓↘AC</font>=====
{{MoveData
|image=KOFIII_Andy_→↓↘AC.png
|caption=
|name=
|input=→↓↘AC
|data=
{{AttackData-KOFXIII
|Startup=5
|Active=7,(10),11
|Recovery=43
|Adv. Hit=Knockdown
|On Block= -33
}}
}}
 
=====<font style="visibility:hidden; float:right">←↙↓↘→B</font>=====
{{MoveData
|image=KOFIII_Andy_←↙↓↘→B.png
|caption=
|name=
|input=←↙↓↘→B
|data=
{{AttackData-KOFXIII
|Startup=15
|Active=38
|Recovery=16
|Adv. Hit=Knockdown
|On Block= -4
}}
}}
 
=====<font style="visibility:hidden; float:right">>  BD(Brake)</font>=====
{{MoveData
|image=KOFIII_Andy_  BD(Brake).png
|caption=
|name=
|input=>  BD(Brake)
|data=
{{AttackData-KOFXIII
|Startup=15
|Active=2
|Recovery=20
|Adv. Hit=Knockdown
|On Block= -6
}}
}}
 
=====<font style="visibility:hidden; float:right">←↙↓↘→D</font>=====
{{MoveData
|image=KOFIII_Andy_←↙↓↘→D.png
|caption=
|name=
|input=←↙↓↘→D
|data=
{{AttackData-KOFXIII
|Startup=17
|Active=52
|Recovery=16
|Adv. Hit=Knockdown
|On Block= -49
}}
}}
 
=====<font style="visibility:hidden; float:right">>  BD(Brake)</font>=====
{{MoveData
|image=KOFIII_Andy_  BD(Brake).png
|caption=
|name=
|input=>  BD(Brake)
|data=
{{AttackData-KOFXIII
|Startup=17
|Active=2
|Recovery=20
|Adv. Hit=Knockdown
|On Block= -6
}}
}}
 
=====<font style="visibility:hidden; float:right">←↙↓↘→BD</font>=====
{{MoveData
|image=KOFIII_Andy_←↙↓↘→BD.png
|caption=
|name=
|input=←↙↓↘→BD
|data=
{{AttackData-KOFXIII
|Startup=12
|Active=38
|Recovery=17
|Adv. Hit=Knockdown
|On Block= 0
}}
}}
 
=====<font style="visibility:hidden; float:right">↙,→A</font>=====
{{MoveData
|image=KOFIII_Andy_↙,→A.png
|caption=
|name=
|input=↙,→A
|data=
{{AttackData-KOFXIII
|Startup=11
|Active=4
|Recovery=19
|Adv. Hit=Knockdown
|On Block= -8
}}
}}


'''st. A''' - Quick palm-strike. Can stop short hops.  
=====<font style="visibility:hidden; float:right">↙,→C</font>=====
* Cancellable
{{MoveData
* Hit Detection: High
|image=KOFIII_Andy_↙,→C.png
* Damage: 25
|caption=
|name=
|input=↙,→C
|data=
{{AttackData-KOFXIII
|Startup=16
|Active=6
|Recovery=21
|Adv. Hit=Knockdown
|On Block= -9
}}
}}


'''st. B''' - A short kick with decent range.
=====<font style="visibility:hidden; float:right">↙,→AC</font>=====
* Can't be canceled. (But please see command normals for more info on this move.)
{{MoveData
* Hit Detection: High.
|image=KOFIII_Andy_↙,→AC.png
* Damage: 30
|caption=
|name=
|input=↙,→AC
|data=
{{AttackData-KOFXIII
|Startup=11
|Active=8
|Recovery=13
|Adv. Hit=Knockdown
|On Block= -3
}}
}}


'''st. C''' - A strong punch with great range. Quite useful.
== SDM/NeoMAX ==
* Cancellable.
* Hit Detection: High
* Damage: 80


'''st. D''' - A roundhouse kick. A bit slow compared to his far C above.
=====<font style="visibility:hidden; float:right">↓↙←,←↙↓↘→B/D</font>=====
* Can't be canceled.
{{MoveData
* Hit Detection: High.
|image=KOFIII_Andy_↓↙←,←↙↓↘→B/D.png
* Damage: 80
|caption=
|name=
|input=↓↙←,←↙↓↘→B/D
|data=
{{AttackData-KOFXIII
|Startup=10
|Active=48
|Recovery=29
|Adv. Hit=Knockdown
|On Block= -50
}}
}}


=====<font style="visibility:hidden; float:right">↓↙←,←↙↓↘→BD</font>=====
{{MoveData
|image=KOFIII_Andy_↓↙←,←↙↓↘→BD.png
|caption=
|name=
|input=↓↙←,←↙↓↘→BD
|data=
{{AttackData-KOFXIII
|Startup=14
|Active=47
|Recovery=34
|Adv. Hit=Knockdown
|On Block= -47
}}
}}


====Close Normals====
=====<font style="visibility:hidden; float:right">↓↘→,→↘↓↙←A/C</font>=====
[[Image:Andy_Close_Normals.png]]
{{MoveData
|image=KOFIII_Andy_↓↘→,→↘↓↙←A/C.png
|caption=
|name=
|input=↓↘→,→↘↓↙←A/C
|data=
{{AttackData-KOFXIII
|Startup=10
|Active=21,(5),9
|Recovery=21
|Adv. Hit=Knockdown
|On Block= -11
}}
}}


'''cl. C''' - Downward elbow strike with limited range.
=====<font style="visibility:hidden; float:right">↓↙←,←↙↓↘→AC</font>=====
* Cancellable
{{MoveData
* Hit Detection: High
|image=KOFIII_Andy_↓↙←,←↙↓↘→AC.png
* Damage: 70
|caption=
|name=
|input=↓↙←,←↙↓↘→AC
|data=
{{AttackData-KOFXIII
|Startup=2
|Active=8
|Recovery=14
|Adv. Hit=Knockdown
|On Block= -14
}}
}}


'''cl. D''' - Strong kick aimed upwards. Can be used as an anti-air.  
=====<font style="visibility:hidden; float:right">air ↓↙←,←↙↓↘→AC</font>=====
* Hit Detection: High
{{MoveData
* Damage: 70
|image=KOFIII_Andy_air ↓↙←,←↙↓↘→AC.png
|caption=
|name=
|input=air ↓↙←,←↙↓↘→AC
|data=
{{AttackData-KOFXIII
|Startup=3
|Active=5
|Recovery=Until Landing+2
|Adv. Hit=Knockdown
|On Block= +11
}}
}}


====Standing====


====Crouching====
[http://2.bp.blogspot.com/-dReM-ISPbho/U9ephvDac_I/AAAAAAAAAnA/BbRWz3F67q4/s1600/1.png '''s.A'''] - 25 damage, cancel-able, hits mid. Quick palm-strike. Can stop short hops. 5 frames of start-up, 0 frame on block.
[[Image:Andy_Crouch_Normals.png]]


'''cr. A''' - A crouching short punch.  
[http://1.bp.blogspot.com/-HCyoBQPdjD4/U9epmBa44sI/AAAAAAAAAoI/QKRnz7xvebY/s1600/2.png '''s.B'''] - 30 damage, chain-able into s.D, hits mid. A short kick with decent range. 6 frames of start-up, -1 frame on block.
* Chain/Cancellable
* Hit Detection: High
* Damage: 25


'''cr. B''' - A crouching kick, with great speed. Essential for combos and poking.  
[http://2.bp.blogspot.com/-Sd5SarINqlI/U9epqjNp0LI/AAAAAAAAAqI/705BfyaCKVA/s1600/5.png '''far C'''] - 80 damage, cancel-able, hits mid. A strong punch with great range. Quite useful. 9 frames of start-up, -5 frames on block.
* Chain/Cancellable
* Hit Detection: Low
* Damage: 30


'''cr. C''' - A crouching punch aimed forward.  
[http://1.bp.blogspot.com/-eTebJ6fMvSA/U9epsIHxKUI/AAAAAAAAAp0/QyDpBavoqbc/s1600/8.png '''far D''']
* Cancellable
[http://2.bp.blogspot.com/-cieFx_K8cTE/U9epsgIikhI/AAAAAAAAAp8/1rcBPJfJNr8/s1600/9.png '''far D'''] - 80 damage, hits mid. A roundhouse kick. A bit slow compared to his far C above. 10 frames of start-up, -5 frames on block.
* Hit Detection: High
* Damage: 70


'''cr. D''' - A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.
====Close Normals====
* Can't be canceled.
* Hit Detection: Low
* Damage: 80


[http://3.bp.blogspot.com/-NrV_pyXfnGY/U9eppxvA6mI/AAAAAAAAApQ/9B5IItnv9qA/s1600/3.png '''s.C'''] [http://2.bp.blogspot.com/-VQno7gq7XU0/U9epqG9_c6I/AAAAAAAAApY/frHp4yWziWY/s1600/4.png '''s.C'''] - 55+30 damage, cancel-able, hits mid. Downward elbow strike with limited range. 3 frames of start-up, second hit is -1 frame on block.


====Jumping====
[http://4.bp.blogspot.com/-apFssOt_aRM/U9eprOjuHcI/AAAAAAAAApk/5BNna7n6ICQ/s1600/6.png '''s.D''']
[[Image:Andy_Jump_Normals.png]]
[http://2.bp.blogspot.com/-WgcSDsGNo7s/U9eprcR8d9I/AAAAAAAAAps/3zsXHldaVeE/s1600/7.png '''s.D'''] - 70 damage, hits mid. Strong kick aimed upwards. Can be used as an anti-air. 5 frames of start-up, -3 frames on block.


'''j. A''' - Short palm-strike aimed downward.
====Crouching====
* Hit Detection: Mid
* Damage: 45(40)


'''j. B''' - A jumping kick aimed forward, giving it good range for air-to-air.
[http://1.bp.blogspot.com/-n3-zG6uVG5c/U9ephlwNuHI/AAAAAAAAAm8/hCUngYg0ugw/s1600/10.png '''d.A:'''] 25 damage, chain/cancel-able, hits mid. A crouching short punch.  
* 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.
[http://1.bp.blogspot.com/-nDOU1ckn6uE/U9ephnmInqI/AAAAAAAAAm4/jt7_a7djuH4/s1600/11.png '''d.B:'''] 30 damage, chain/cancel-able, hits low. A crouching kick, with great speed. Essential for combos and poking.  
* Hit Detection: Mid
* Damage: 72(70)


'''j. D''' - A strong kick aimed downward. Great for jump-ins, and cross-ups.
[http://2.bp.blogspot.com/-PLlTHoyYRSI/U9epih_zkgI/AAAAAAAAAnQ/Q0QC_m3jn50/s1600/12.png '''d.C:'''] 70 damage, cancel-able, hits mid. A crouching punch aimed forward.  
* Hit Detection: Mid
* Damage: 70(68)


[http://2.bp.blogspot.com/-naha7By1Kao/U9epi-XJzmI/AAAAAAAAAnM/EOExjN0HHoU/s1600/13.png '''d.D:'''] 80 damage, hits low. A crouching kick that knocks down standing opponents. Fast and meaty. Recommended.


====Blowback Attack====
====Jumping====
[[Image:Andy_CD.png]]


'''CD''' - A quick round-house kick.  
[http://3.bp.blogspot.com/-w52YqbdExXU/U9epkRW-xMI/AAAAAAAAAns/069cbCrr9_8/s1600/16.png '''j. A:'''], [http://1.bp.blogspot.com/-7tZzMhsQ08E/U9epkLbKx1I/AAAAAAAAAng/5y--_YdTjfo/s1600/15.png'''hop A'''] 45(40) damage, hits overhead. Short palm-strike aimed downward.  
* Cancellable
* Hit Detection: High
* Damage: 75


[[Image:Andy_JCD.png]]
[http://4.bp.blogspot.com/-vX1v1OHYVaY/U9eplbqAvwI/AAAAAAAAAn4/iAOTW0UH2tI/s1600/18.png'''j. B:'''], [http://2.bp.blogspot.com/-cEsdkg1wLjw/U9epknhAa-I/AAAAAAAAAnw/JJtmPeEgHyc/s1600/17.png'''hop B'''] 45(40) damage, hits overhead. A jumping kick aimed forward, giving it good range for air-to-air.


'''j. CD''' - A hard kick, aimed forward.  
[http://2.bp.blogspot.com/-rzWxXjGJmzk/U9epmXVr85I/AAAAAAAAAoQ/rI-_1HnAVyU/s1600/20.png '''j. C:'''], [http://4.bp.blogspot.com/-KRp-bcp4_Ig/U9epl6iLyCI/AAAAAAAAAoE/QQx7EVmfI3g/s1600/19.png '''hop C'''] 72(70) damage. hits overhead. Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
* Hit Detection: High
* Damage: 90(80)


[[Image:Andy_GCCD.png]]
[http://2.bp.blogspot.com/-dzTmD7rR00k/U9epnVwhxVI/AAAAAAAAAog/pDPknPR9PjQ/s1600/22.png '''j. D:'''], [http://2.bp.blogspot.com/-TR-cqFQm-E0/U9epnPZ7x-I/AAAAAAAAAoY/-VLtLgLd-fI/s1600/21.png'''hop D'''] 70(68) damage, hits overhead. A strong kick aimed downward. Great for jump-ins, and cross-ups.


'''GCCD''' - Same animation as his normal blowback. 
====Blowback Attack====
* Hit Detection: High
* Damage: 10


==Throw==
[http://2.bp.blogspot.com/-yN5Fd7gihME/U9epjBau69I/AAAAAAAAAnU/B2MQ9oXH3n4/s1600/14.png '''CD:'''] 75 damage, cancel-able, hits mid. A quick round-house kick.
[[Image:Kakaekomi_Nage.png]]


'''Kakaekomi Nage (b/f+C/D)'''
[http://3.bp.blogspot.com/-MXX069Yfbn8/U9epos_a1lI/AAAAAAAAAo4/rnZjSnBLVlk/s1600/25.png '''j. CD:''']
- Andy grabs opponent and flings them forward (or back).  
[http://3.bp.blogspot.com/-23LgqFWpV2g/U9eppFeENlI/AAAAAAAAApA/Kp-IKb1iRSY/s1600/26.png '''j.CD (2)'''][http://2.bp.blogspot.com/-2S5A4nUg3R8/U9epny_iaOI/AAAAAAAAAoo/ArqYh8Wu_p4/s1600/23.png '''hop CD'''] [http://3.bp.blogspot.com/-4O7o3YaqUOw/U9epoO3IRjI/AAAAAAAAAow/m5ZEeOMZr-s/s1600/24.png '''hop CD (2)''']- 90(80) damage, hits mid. A hard kick, aimed forward. Good for ground to air, but it might whiff on crouching opponents if performed too early.
* Can be broken
* Hit Detection: Throw
* Damage: 100


'''GCCD:''' 10 damage, hits mid. Same animation as his normal blowback.


==Command Moves==
==Command Moves==
[[Image:Hirateuchi.png]]
'''Hirateuchi = (f+A)'''
- Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Can combo into ANY of Andy's specials, DMs, or even his NeoMax. Learn to love this move.
* Cancellable
* Hit Detection: High
* Damage: 55


[http://2.bp.blogspot.com/-_A_u-EzbYYY/U9eppTtOGvI/AAAAAAAAApM/547hnPCA00g/s1600/27.png '''Hirateuchi = (f+A)''']
* 55 damage, cancel-able, hits mid.
Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Can combo into ANY of Andy's specials, DMs, or even his NeoMax. Learn to love this move.


'''B,D'''
'''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).]
* 30+76 damage, cancel-able, hits mid.
* Can't be canceled, except in HD mode.
This is a special combination where Andy links his standing B and standing (far) D. Before in the arcade version, in this link, far D was NOT cancel-able at all. Now in the console version, it is. You can place any of his specials, DMs, and even his Neomax (yes) from this link. You can also start it as a low attack as d.b, s.b, far D. You may also use this link to go into HD mode with Overall this gives Andy a bit more easier 'comboability', than just using his d.bx2, f+A or d.b, d.a, f+A which can be a bit tricky, timing wise.
* Hit Detection: High
* Damage: 30,80


==Special Moves==
==Special Moves==
[[Image:Shoryudan.png]]


'''Shoryudan = (dp+P)''' - Andy leaps upwards, spinning his arms around him. Great as an anti-air or a combo-ender. (Be cautious however, as it is surprisingly easy to drive-cancel this move into his Zaneiken [db,f + P].) A version comes out faster, C version does more damage and has more vertical reach.  
'''Shoryudan = (dp+P)''' - Andy leaps upwards, spinning his arms around him. Great as an anti-air or a combo-ender. (Be cautious however, as it is surprisingly easy to drive-cancel this move into his Zaneiken [db,f + P].) A version comes out faster, C version is invulnerable, does more damage and has more vertical reach.  


(EX) Shoryudan = (dp+AC) - The EX version looks like the A-version and C-version done together is rapid succession. Comes out very fast, and does sizable damage.
'''(EX) Shoryudan = (dp+AC)''' - The EX version looks like the A-version and C-version done together is rapid succession. Comes out very fast, covers lots of distance and does sizable damage with TONS of invulnerability.
* Drive- / Super-Cancellable
* Drive- / Super-Cancellable
* Hit Detection: High
* Hit Detection: High
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[[Image:Hishoken.png]]
[http://4.bp.blogspot.com/-7hpoJjWklS0/U9-kadZTPJI/AAAAAAAACPA/nshrV6YON_s/s1600/Andy.png '''Hishoken = (qcb+P) - '''] Andy throws out a full-screen fireball. As you would imagine, you use this move to pester opponents who are far away, or in blockstrings. A version recovers faster, C version travels faster.  
 
'''Hishoken = (qcb+P) - ''' Andy throws out a full-screen fireball. As you would imagine, you use this move to pester opponents who are far away, or in blockstrings. A version comes out faster, C version travels faster.  


(EX) Hishoken = (qcb+AC) - EX version is faster, more damaging, and beats normals projectiles. (Cancels other EX projectiles, and loses to DM projectiles.)
[http://2.bp.blogspot.com/-isAeOldwlBg/U9-kafJ3PyI/AAAAAAAACPI/6QctUySAzPc/s1600/Andy+ex.png '''(EX) Hishoken = (qcb+AC)'''] - EX version is faster, more damaging, knocks down on it and beats normals projectiles. (Cancels other EX projectiles, and loses to DM projectiles.)
* Super-Cancellable
* Super-Cancellable
* Hit Detection: High
* Hit Detection: High
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[[Image:Kuuhaden.png]]
'''Kuuhaden = (hcf+K) - ''' Andy kicks through the air in an arc. The D version does more hits and travels in a wider arc. The B version travels in a much less wider arc. The hitbox can cause the D version to cross-up on standing opponents who are standing close to the end of the arc. The reason this move is awesome is because you can "Brake" it after first hit. This cancels the move after the first hit, which sends the opponent into the air. You can follow-up with Shoryudan (dp + P), Zeneiken (db,f + P) fireball DM (qcf,hcb + P) and others. In the corner, this move offers even more combo goodness.  
 
'''Kuuhaden = (hcf+K) - ''' Andy kicks through the air in an arc. The D version does more hits and travels in a wider arc. The reason this move is awesome is because you can "Brake" it after first hit. This cancels the move after the first hit, which sends the opponent into the air. You can follow-up with Shoryudan (dp + P), Zeneiken (db,f + P) fireball DM (qcf,hcb + P) and others. In the corner, this move offers even more combo goodness.  


[[Image:Break.png]]
On block, the D version is more unsafe than the B version, but not by much. You will need to punish both of these versions point-blank with a very fast normal attack (like Kyo's s.C) or a special move (like Kyo's EX dp). The distance for punishing this move is very crucial, because if you block only the very last hit, you wont be able to punish it.


'''Break = (hcf+K, BD)'''
'''Break = (hcf+K, BD)''' This move is unsafe on block, so try not to use it in blockstrings. To the unfamiliar player, it may look safe, but it really isn't. They will have to be very quick to punish it cleanly, so any fast crouching or standing normals or fast reversal type moves will be able to knock it out while in recovery.


(EX) Kuuhaden = (hcf+BD) - The EX version does more hits, with the final hit leaving the opponent in a juggle state. Common follow-ups are cr. D or fireball DM (qcf,hcb + P). [Note: You can't Brake the EX version.]
'''(EX) Kuuhaden = (hcf+BD)''' - The EX version does more hits, with the final hit leaving the opponent in a juggle state. Common follow-ups are cr. D, shoryu or fireball DM (qcf,hcb + P). [Note: You can't Brake the EX version.] This move also damages the guard gauge immensely.
* Drive- / Super-Cancellable
* Drive- / Super-Cancellable
* Hit Detection: High
* Hit Detection: High
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'''Zaneiken (db~f+P)''' - Andy dashes forward, delivering an elbow strike. Unlike previous versions of this move, it's not a charge in XIII. In addition to an attack, the speed of this move can allow you to move across the screen quicker, or cross under a juggled opponent. It can be Drive- and Super-cancelled, which effectively extends the range of all your moves. Long story short: amazing.
'''Zaneiken (db~f+P)''' - Andy dashes forward, delivering an elbow strike. Unlike previous versions of this move, it's not a charge in XIII. In addition to an attack, the speed of this move can allow you to move across the screen quicker, or cross under a juggled opponent. It can be Drive- and Super-cancelled, which effectively extends the range of all your moves. Long story short: amazing. This move is punishable by some characters, but not all, and it almost always costs meter to punish.


(EX) Zeniken = (db~f+AC) - EX version is safe on block and does more damage.  
'''(EX) Zeniken = (db~f+AC)''' - EX version is safe on block and does more damage, as well as traveling faster and farther.  
* Drive- / Super-Cancellable
* Drive- / Super-Cancellable
* Hit Detection: High
* Hit Detection: High
* A Damage: 70; C Damage: 80; EX Damage: 150
* A Damage: 70; C Damage: 80; EX Damage: 150


==Desperation Moves==
==Desperation Moves==
[[Image:Choreppadan.png]]


'''Choreppadan = (qcb hcf+K)''' - Andy sails through the air in an arc, on fire. This is the DM version of his Kuuhaden (hcf + K), and the more powerful of the two. It's a bit difficult to work into combos, though, so it isn't used all that often.  
'''Choreppadan = (qcb hcf+K)''' - Andy sails through the air in an arc, on fire. This is the DM version of his Kuuhaden (hcf + K), and the more powerful of the two. It's a bit difficult to work into combos, though, so it isn't used all that often. If used in the corner after hcf+B/D [Brake], then a dp+A, dp+AC or even a NeoMax can be linked after this DM.


(EX) Choreppadan = (qcb hcf+BD) - More hits, more damage, more invincibility. What's not to like?  
'''(EX) Choreppadan = (qcb hcf+BD''') - More hits, more damage, more invincibility. What's not to like?  
* MAX Cancellable
* MAX Cancellable
* Hit Detection: High
* Hit Detection: High
* Damage: 18 x 11; EX Damage: 15 x 23
* Damage: 18 x 11; EX Damage: 15 x 23


[[Image:Gekihishoken.png]]


'''Gekihishoken = (qcf hcb+P)''' - Andy creates a giant energy ball with one hand, which hits multiple times, and then strikes it with the other hand knocking the opponent down. This is basically a DM version of Hishokoken (qcb + P). While it's range isn't amazing, it covers more distance on start-up than his kick DM (qcb, hcf + K), so it's useful for ending most full-screen juggle combos.  
'''Gekihishoken = (qcf hcb+P)''' - Andy creates a giant energy ball with one hand, which hits multiple times, and then strikes it with the other hand knocking the opponent down. This is basically a DM version of Hishokoken (qcb + P). While it's range isn't amazing, it covers more distance on start-up than his kick DM (qcb, hcf + K), so it's useful for ending most full-screen juggle combos.  
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* Hit Detection: High
* Hit Detection: High
* Damage: 15 x 8, 60
* Damage: 15 x 8, 60


==Neomax==
==Neomax==
[[Image:Cho Shin Soku Zaneiken.png]]


'''Cho Shin Soku Zaneiken = (qcb hcf+AC)''' ground/air - Andy dashes forward (almost full screen) at incredible speed with an elbow strike. If it connects, the screen goes black and the music goes silent. Seconds later, the opponent is slammed against the corner of the screen for massive damage. This is what a NeoMax is all about. Not only is it great (and easy to use) in combos, but also excellent at punishing just about ANYTHING your opponent does. They rolled at full-screen? NeoMax time. Whenever you have 3 meters and 100% drive, keep this option in mind. And don't forget it can also be used in the air. (And this goes doubly true if you happen to be playing against an Andy with 3 meters / 100% drive.)  
'''Cho Shin Soku Zaneiken = (qcb hcf+AC)''' ground/air - Andy dashes forward (almost full screen) at incredible speed with an elbow strike. If it connects, the screen goes black and the music goes silent. Seconds later, the opponent is slammed against the corner of the screen for massive damage. This is what a NeoMax is all about. Not only is it great (and easy to use) in combos, but also excellent at punishing just about ANYTHING your opponent does. They rolled at full-screen? NeoMax time. Whenever you have 3 meters and 100% drive, keep this option in mind. And don't forget it can also be used in the air. (And this goes doubly true if you happen to be playing against an Andy with 3 meters / 100% drive.)  
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* Damage: 450
* Damage: 450


== Mixups ==


==Combos==
* d.B, s.B, s.D, qcb+A, superjump forward j.D is a crossup setup every time.


Andy's combos generally have two starters. The following combos are all begun with one of these two:
* normal throw (anywhere but into the corner), db,f+A, jump forward j.D will be a crossup, hop forward j.D will not crossup. Amazing mixup after throw.
* j D, cl C -> f + A
* cr B x 1~2 -> f+ A


* d.B, d.B, forward jump j.D will be a crossup every time.


===No Meter / No Drive===
* Not so much a mixup as a tool, still another way to open up defenses extremely well: The blockstring of j.CD, s.B, s.D, hcf+BD deals over 2/3 of the guard gauge and is completely safe on block (+0 or better). Do not do this if the opponent has meter, as hcf+BD is extremely punishable with A+B Guard Cancel.
- Full Screen
* -> hcf + K, BD -> db,f + A
* -> hcf + K, BD -> dp + A


- Corner
* -> hcf + K, BD -> db,f + A -> dp,f + A -> dp + A


== Combos ==
===f + A Combos===


===1 Meter / No Drive===
'''1.)''' d.B x 1~2 -> f + A
- Full Screen
* -> hcf + K, BD -> qcf,hcb + P
* -> hcf + BD -> d D
* -> hcf + BD (dash) dp + C


'''2.)''' j D, s. C -> f + A


===1 Meter / 50% Drive===
'''3.)''' d.B, d.A -> f + A
- Full Screen
* -> db,f + A -(DC)-> dp + AC
* -> db,f + A -(DC)-> qcf,hcb + P
* -> db,f + A -(DC)-> hcf + BD -> d D


- Corner
''NOTE: first damage number is from the first combo starter, 2nd damage number is from second.''
* -> db,f + A -(DC)-> hcf + BD -> db,f + A -> dp + C
* -> hcf + K, BD -> db,f + A -> db,f + A -(DC)-> hcf + K, BD -> db,f + A -> qcf,hcb + P




===2 Meters / No Drive===
'''No Stock, No Drive Gauge -'''
- Full Screen
* -> hcf + BD -> qcf,hcb + P


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


===3 Meters / 100% Drive===
-> hcf+K~BD, hcf+D = 228/290 dmg (best for corner carry)
- Full Screen
* -> hcf + K, BD -> qcb,hcf + AC


-> hcf+K~BD, dp+C = 231/293 dmg


==Miscellaneous==
-> hcf+K~BD, db~f+A, db~f+A, dp+A = 278/340 dmg (corner only)
===Character Sprite===
[[Image:Andy_sprite.gif]]


===Colors===
[[Image:Andy_Colors.png]]


'''Ninja Colors'''
'''1 Stock, No Drive Gauge -'''


[[Image:Ninja_Colors.png]]
-> hcf+K~BD, qcf,hcb+P = 312/417 dmg


===Other===
-> hcf+BD, d.D = 307/369 dmg
[[Image:Andy_Taunt.png]]


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


[[Image:Andy_Other_Animations.png]]
-> hcf+K~BD, db~f+AC, db~f+A, dp+C = 387/453 dmg
:* Only connects from the 2nd and 3rd combo starter, d.B, st.B, s.D makes the hcf+K~BD whiff


'''First Row:''' Standing/Crouching/Evasive Roll


'''Second Row:''' Walking (forward/Walking (Backward)/Safe Roll
'''0 Stock, 1+ Drive Gauge -'''


'''Third Row:''' Running/Back Step/Throw Break
j.D, cl.C, f+A, hcf+B~BD, db,f+C [DC] dp+C = 350 dmg


'''Fourth Row:''' Standing Guard/Crouching Guard/Guard Crush
(j.C/D), s.C, f+A, hcf+B~BD, db~f+A, db~f+A, dp+A, DC, hcf+B~BD, *slight delay* db~f+A, db~f+AC, dp+C = 514 dmg (corner only)


'''Fifth Row:''' Dizzy/Downed/Hyper Drive Activation
:* This combo builds 1 stock after the last db~f+A hits. The stock wont be build when starting empty if you don't use the jumping attack, but it will still connect if you already have a small amount of meter already built.


'''Last Row:''' Win Pose/Knock Out/Time Up Pose
'''1 Stock, 1+ Drive Gauge -'''


==Links & References==
-> db~f+A (DC), dp+AC = 252/343 dmg
'''Technical Reference'''


http://www.youtube.com/watch?v=TJ5qVBA3QjU
-> 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)
-> hcf+K~BD, db~f+C [DC] qcf~hcb+P = 362/424 dmg
- j.C, s.D, f+A, hcf+B (BD) db-f+A, db-f+AC, dp+C [DC] hcf+B (BD), db-f+C, dp+C = 553 dmg
'''2 Stock, No Drive Gauge -'''
-> hcf+BD -> qcf~hcb+P = 357/446 dmg
- j.C, st.D, f+A, hcf+K~BD, db~f+AC, db~f+AC, dp+C = 530 dmg (corner only)
'''2 Stock, 1 Drive Gauge -'''
-> hcf+K~BD, db~f+C [DC] qcb~hcf+BD = 449/511 dmg
-> hcf+B~BD, db~f+AC, db~f+A, dp+C [DC] hcf+B~BD, db~f+AC, db~f+A, dp+A 525/587 dmg (corner only)
'''3 Stock, No Drive Gauge -'''
-> hcf+K~BD, db~f+AC, qcb~hcf+BD = 505/567 dmg (corner only)
'''3 Stock, 2 Drive Gauge -'''
-> hcf+K~BD, db~f+AC [DC] qcb~hcf+BD = 483/556 dmg
-> hcf+K~BD -> qcb~hcf+AC = 492/555 dmg
-> hcf+K~BD, db~f+AC, db~f+A, dp+C [DC] hcf+K~BD, db~f+AC, db~f+AC, dp+C = 597/659 dmg
===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 Stock, 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 Stock, 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 Stock, 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
- d.B, s.B, far D, db~f+C (DC) db~f+AC, dp+C = 410 dmg (corner only)
'''2 Stock, 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 Stock, No Drive Guage'''
- d.B, s.B, far D, hcf + B+D, db~f + A+C, dp + A+C = 436 dmg (corner only)
'''2 Stock, 1+ Drive Gauge'''
- s.B, s.B, far D, db~f + A+C (SC), qcb~hcf+K = 393 dmg (corner only)
- s.B, s.B, far D, db~f + C (DC), hcf + B+D, dp + A+C = 378 dmg (corner only)
- s.B, s.B, far D, db~f+C (DC) db~f+AC, qcf~hcb+P = 484 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)
===HD Combos===
A.(st.C, f+A) or B.(cr.B, cr.A, f+A) or C.(cr.B, st.B, st.D) -> HD to activate
'''0 Stock:'''
(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, (HDC) hcf+B~BD, db~f+A, dp+C:
A. (596 dmg), B. (551 dmg), C. (579 dmg)
(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(1 hit), (HDC) hcf+B~BD, db~f+A, dp+C:
A. (593 dmg), B. (545 dmg), C.(573 dmg)
'''1 Stock:'''
(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D,  dp+A:
A.(655 dmg), B. (613 dmg), C.(641 dmg)
(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(1 hit), (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D, dp+A:
A.(652 dmg), B. (607 dmg), C.(635 dmg)
'''2 Stock:'''
(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, dp+A(3 hits), (Neomax Cancel) air qcb, hcf+AC:
A.(784 dmg), B. (747 dmg), C.(775 dmg)
(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(3 hits),(Neomax Cancel) air qcb, hcf+AC:
A.(780 dmg), B. (737 dmg), C.(764 dmg)
(Corner Only) -  s.D, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x4, (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D,  dp+A:
A.(715 dmg), B. (671 dmg), C.(699 dmg)
'''3 Stock:'''
(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+A, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, qcb, hcf+AC:
A.(835 dmg), B. (788 dmg), C.(816 dmg)
(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+AC, db~f+A, dp+C(3 hits),(Neomax Cancel) air qcb, hcf+AC:
A.(828 dmg), B. (779 dmg), C.(807 dmg)
(Corner Only) -  s.D, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x4, dp+A(3 hits), (Neomax Cancel) air qcb, hcf+AC:
A.(849 dmg), B. (805 dmg), C.(833 dmg)
(Corner Only) -  s.D, hcf+B~BD, db~f+A, db~f+AC, dp+C(1 hit), (HDC) hcf+B~BD, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x2, dp+C(3 hits), (Neomax Cancel) air qcb, hcf+AC:
A.(859 dmg), B. (810 dmg), C.(838 dmg)
'''4 Stock:'''
(Corner Only) -  s.D, [db~f+C/ hcf+C], (HDC) [db~f+AC/ hcf+AC], [db~f+A/ hcf+A], (HDC) [db~f+AC/ hcf+AC], db~f+A, dp+C(1hit), ((HDC) hcf+B~BD, db~f+C)x2,  dp+C(3 hits), (Neomax Cancel) air qcb, hcf+AC:
A.(955 dmg), B. (900 dmg), C.(928 dmg)
==Tips==
'''Frame Traps and Links'''
*'''(L)''' = Link, can be a frame trap as well.
*"(n) frame gap" = The amount of frames that opponent has to counter a frame trap.
1.) st. A > cl. C - 3 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.
2.) st. A > cr. B - 4 frame gap between st. A and cr. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.
3.) cr. A > cl. C '''(L)''' - 1 frame gap between st. A and cl. C.
4.) st. B > cl. C - 4 frame gap between st. B and cl. C.
5.) cr. B > cl. C - 3 frame gap between cr. B and cl. C.
6.) last hit of hcf+BD > cr. A - 4 frame gap between the last hit of hcf+BD and cr. A.
7.) last hit of hcf+BD > cr. B - 4 frame gap between the last hit of hcf+BD and cr. B.
8.) last hit of hcf+BD > cl. C - 3 frame gap between the last hit of hcf+BD and cl. C.
'''Evading Projectiles and Certain Moves with cr. B, and cr. D'''
Andy's cr. B, and cr.D gives him a rather low profile which can be useful to evade certain projectiles, special moves, normals and command moves.
1.) Andy's qcb+A with cr. B and cr. D.
2.) Ash's b~f+C with cr. B and cr. D.
==Strategies==
===Far Range===
===Mid Range===
===Close Range===
'''Cornered Opponent'''
'''Cornered'''
===With No Meter/No Drive===
===With 1+ Meter/No Drive===
===With No Meter/50%-100% Drive===
===With 1+ Meter/50%-100% Drive===
===Best Team Position?===
==Character Matchups==
'''Andy Bogard'''
'''Ash Crimson'''
'''Athena Asamiya'''
'''Benimaru Nikaido'''
'''Billy Kane'''
'''Chin Gentsai'''
'''Clark Still'''
'''Duo Lon'''
'''Elisabeth Branctorche'''
'''Goro Daimon'''
'''Hwa Jai'''
'''Iori Yagami (Claw)'''
'''Iori Yagami (Flame)'''
'''Joe Higashi'''
'''K' '''
'''Kim Kaphwan'''
'''King'''
'''Kula Diamond'''
'''Kyo Kusanagi (XIII) (mirror match)'''
'''Kyo Kusanagi (NESTS)'''
'''Leona Heidern'''
'''Mai Shiranui'''
'''Mature'''
'''Maxima'''
'''Raiden'''
'''Ralf Jones'''
'''Robert Garcia'''
'''Ryo Sakazaki'''
'''Saiki'''
'''Shen Woo'''
'''Sie Kensou'''
'''Takuma Sakazaki'''
'''Mr. Karate'''
'''Terry Bogard'''
''''Vice'''
'''Yuri Sakazaki'''
==Move Metadata==
{| style="color:#FFFFFF; background-color:#0066CC;" border="9" cellpadding="5" cellspacing="1"
!Move || Damage || Stun || Startup || On Guard || Remarks
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.A
| 25 || 3 || 5 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.A
| 25 || 3 || 4 || +2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!far A
| 25 || 3 || 5 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.A
| 45 || 3 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop A
| 40 || 3 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.B
| 30 || 3 || 6 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.B
| 30 || 3 || 4 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.B
| 45 || 3 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop B
| 40 || 3 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.C 1
| 55 || 4 || 3 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.C 2
| 32 || 2 || - || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.C
| 70 || 7 || 7 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!far C
| 80 || 7 || 9 || -5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.C
| 72 || 7 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop C
| 70 || 7 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.D
| 70 || 7 || 5 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.D
| 80 || 7 || 8 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!far D
| 80 || 7 || 10 || -5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.D
| 70 || 7 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop D
| 68 || 7 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.CD
| 75 || 10 || 14 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.CD
| 90 || 8 || 11 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop CD
| 80 || 8 || 10 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Hirateuchi (f+A)
| 55 || 6 || 11 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Kakaekomi (Throw)
| 100 || 0 || 1 || - || Hard knock down
|- style="color:#003366; background-color:#99CCFF;" align="left"
!GCCD
| 4 || 0 || 13 || -15 ||start with 13F against Weak attacks,
with 18F against normals,
with 17F by low-hitting jump-in
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Zan'eiken (db~f+A)
| 60 || 8 || 11 || -8 || Move 24F
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Zan'eiken (db~f+C)
| 80 || 8 || 16 || -9 || Move 33F
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Shoryudan, 1st hit (dp+A)
| 40 || 4 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Shoryudan 2nd and 3rd hits (dp+A)
| 20 || 2 || - || -23 || 1 hit on guard
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Shoryudan, 1st hit (dp+C)
| 70 || 6 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Shoryudan 2nd and 3rd hits (dp+C)
| 30 || 2 || - || -32 || 1 hit on guard
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Hishouken (qcb+A)
| 60 || 6 || 17 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Hishouken (qcb+C)
| 60 || 6 || 16 || -4 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B Kuuhadan First hit (hcf+B)
| 30 || 4 || 15 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Break B Kuuhadan (hcf+B~BD)
| 30 || 3 || 15 || - || - 6 At start
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B Kuuhadan, 2nd and 3rd hits (hcf+B)
| 35 || 4 || - || -4 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Kuuhadan Break (hcf+D~BD)
| 30 || 4 || 17 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!2-5 D Kuuhadan (hcf+D)
| 35 || 4 || - || -5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Zan'eiken (db~f+AC)
| 150 || 0 || 11 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Shoryudan, 1st hit (dp+AC)
| 30 || 0 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Shoryudan, 2nd and 3rd hits hit (dp+AC)
| 30 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Shoryudan, 4.5 hits (dp+AC)
| 45 || 0 || - || -33 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Hishouken (qcb+AC)
| 120 || 0 || 11 || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Kuuhadan First hit (hcf+BD)
| 35 || 0 || 12 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Kuuhadan 2.5. hits (hcf+BD)
| 35 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Kuuhadan, last hit (hcf+BD)
| 45 || 0|| - || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Choreppadan, 1st hit (qcb~hcf+K)
| 22 || 0 || 39(10) || - || Stop time 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Choreppadan, 2-9 hits (qcb~hcf+K)
| 22 || 0 || - || -50 || Freeze 29, Close
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Gekihishoken = (qcf~hcb+P)
| 15 || 0 || 39(10) || - || Stop time 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Gekihishoken, 2-11 hits (qcf~hcb+P)
| 15 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Gekihishoken, last hit (qcf~hcb+P
| 60 || 0 || - || -11 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!(EX) Choreppadan (qcb~hcf+BD)
| 15 || 0 || 43 (14) || - || Stop time 29
|- style="color:#003366; background-color:#99CCFF;" align="left"
!(EX) Choreppadan, 2-23 hits (qcb~hcf+BD)
| 15 || 0 || - || -35 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Cho Shin Soku Zaneiken = (qcb~hcf+AC)
| 450 || 0 || 47(2) || -14 || Stop time 45
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Air Cho Shin Soku Zaneiken = (Air qcb~hcf+AC)
| 450 || 0 || 47(2) || +3 || Stop time 45
|}
==Videos==
'''Andy Master Class'''
{{#ev:youtube|u1DpwGi9Enk}}
'''Andy Hit Boxes'''
{{#ev:youtube|-Lg8GiUGkAA}}
----
'''Andy's Safe Jump Setups'''
http://www.youtube.com/watch?v=biHvQZ2PeQM (from 0:00 to 1:15)
==Contributors==
[http://dreamcancel.com/forum/index.php?action=profile;u=85 Matt Alder]
[http://dreamcancel.com/forum/index.php?action=profile;u=84 Steamwolf]
[http://dreamcancel.com/forum/index.php?action=profile;u=597 Demoninja]
[http://dreamcancel.com/forum/index.php?action=profile;u=151 Rex Dart]
[http://dreamcancel.com/forum/index.php?action=profile;u=16 Desmond Delaghetto] [http://dreamcancel.com/forum/index.php?topic=1961.msg44339#msg44339]


==Discussion Threads==
==Discussion Threads==
Discuss at [http://dreamcancel.com/forum/index.php?topic=282.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?board=78.0 Dream Cancel]
 
==External Links==
 
http://iplaywinner.com/kofxiii-characters/andy-bogard.html


{{Navbox XIII}}
{{Navbox XIII}}
[[Category:The King of Fighters XIII]]
[[Category:The King of Fighters XIII]]
[[Category:Andy Bogard]]

Latest revision as of 18:42, 17 April 2023

The King of Fighters XIII

OverviewStrategyDataCombos

Andy Bogard


Movelist

Throws

Kakaekomi Nage - / + / close


Command Normals

Hirateuchi - +

Target Combo - ,


Special Moves

Shoryudan - + / *

Hishoken - + / *

Kuuhaden - + / *

Brake - +

Zaneiken - + / *

Desperation Moves

Choreppadan - , + / *

Gekihishoken - , + /


Neomax

ChoShinSoku Zaneiken - , + +

Andy's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Anywhere
Low, Anywhere
Low, Anywhere

j.D, s.C, f.A, hcf+B/D [Brake], dp+C = 312 dmg
d.B, s.B, s.D, db,f+C = 198 dmg
d.Bx2, f.A, hcf+K~BD, dp+C = 231 dmg

1 Stock, No Drive Gauge

Corner
Anywhere
Low, Anywhere

j.D, s.C, f+A, hcf+B/D [Brake], db,f+A, db,f+AC, dp+C = 449 dmg
j.D, s.C, f+A, hcf+B/D [Brake], qcf,hcb+A/C = 386 dmg
d.B, s.B, s.D, qcf~hcb+P = 313 dmg

0 Stock, 1+ Drive Gauge Anywhere far C, db,f+C [DC] hcf+B/D [Brake], run forward, dp+C = 288 dmg


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."

Gameplay Overview

Andy is easily able to hold his own against any character in the game. He's able to control the pace of the fight quite well, and can position himself wherever he pleases with his set of moves that give him high mobility, invulnerability, pressure or zoning. He's able to suit nearly any playstyle, as he's one of the better characters in nearly every aspect of the game, with a set of meterless tools that make him more versatile than practically any other character. He is truly meant to be on first in a team, as he's got all of his tools already without meter, and having additional meter mostly just gives him slightly better damage.

[ Info Needed ]
Pros Cons
  • Safe pressure
  • Extremely quick meter building
  • Invulnerable meter-less C shoryu which deals tons of damage
  • Long, easy hit confirms
  • Far C can be cancelled into Zaneiken, which can in turn be drive-cancelled into Kuuhaden Brake, making Andy able to do great damage from a far normal
  • crouch D is one of the highest priority pokes in the game, and gives a knockdown
  • Good meter-less damage mid-screen
  • High damage with little meter and drive in the corner
  • Does not scale up very well with meter since the removal of invulnerability on EX Kuuhaden
  • Lackluster DMs
  • Short ranged standing normals
  • Can have difficulty landing crossups on extremely low crouchers like Kula or Chin
  • Weak okizeme setups outside of normal throw


Normals

Far Standing Normals

stand A
st.A
A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 5 4 9 +2 0 -

Quick palm-strike. Can stop short hops

stand B
st.B
B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Mid - 6 4 10 +1 -1 -

A short kick with decent range.

stand C
st.C
C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid - 9 7 17 -3 -5 -

A strong punch with great range. Quite useful.

stand D
st.D
D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Mid - 10 5 19 -3 -5 -

A roundhouse kick. A bit slow compared to his far C above.

Close Standing Normals

close C
cl.C
cl.C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
85 (55+30) Mid - 3 2, 4 16 +1 -1 -

Downward elbow strike with limited range.

close D
cl.D
cl.D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid - 5 6 16 -1 -3 -

Strong kick aimed upwards. Can be used as an anti-air.

Crouching Normals

crouch A
cr.A
2A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 4 4 7 +4 +2 -

A crouching short punch.

crouch B
cr.B
2B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
30 Low - 4 5 8 +2 0 -

A crouching kick, with great speed. Essential for combos and poking.

crouch C
cr.C
2C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 Mid - 7 7 19 -5 -7 -

A crouching punch aimed forward.

crouch D
cr.D
2D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
80 Low - 8 4 22 SKD -7 -

A crouching kick that knocks down standing opponents. Fast and meaty. Recommended.

Jumping Normals

jump A
j.A
j.A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
45 High - 5 8 - - - -

Short palm-strike aimed downward.

jump B
j.B
j.B


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
45 High - 4 8 - - - -

A jumping kick aimed forward, giving it good range for air-to-air.

jump C
j.C
j.C


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
72 High - 5 5 - - - -

Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.

jump D
j.D
j.D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
70 High - 6 8 - - - -

A strong kick aimed downward. Great for jump-ins, and cross-ups.

Blowback Normals

stand CD
st.CD
CD


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
75 Mid - 14 4 22 SKD -3 -

A quick round-house kick.

jump CD
j.CD
j.CD


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
90 Mid - 11 7 - SKD - -

A hard kick, aimed forward. Good for ground to air, but it might whiff on crouching opponents if performed too early.

Throw

Kakaekomi Nage

Kakaekomi Nage
b/f+C/D when close to the opponent
4/6C/D when close to the opponent


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
100 - - - - - - - -

Andy grabs opponent and flings them forward (or back).

Command Normals

Hirate Uchi

Hirate Uchi
f+A
6A


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
55 Mid - 11 6 21 -6 -8 -

Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Can combo into ANY of Andy's specials, DMs, or even his NeoMax. Learn to love this move.

Target Combo

Target Combo
B > D
B > D


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
96 (30+76) Mid - 6 4 10 - - -

This is a special combination where Andy links his standing B and standing (far) D. Before in the arcade version, in this link, far D was NOT cancel-able at all. Now in the console version, it is. You can place any of his specials, DMs, and even his Neomax (yes) from this link. You can also start it as a low attack as d.b, s.b, far D. You may also use this link to go into HD mode with Overall this gives Andy a bit more easier 'comboability', than just using his d.bx2, f+A or d.b, d.a, f+A which can be a bit tricky, timing wise.

DM

↓↙←A

↓↙←A
File:KOFIII Andy ↓↙←A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 17 - 29 +2 -1 -
↓↙←C

↓↙←C
File:KOFIII Andy ↓↙←C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 - 32 -1 -4 -
↓↙←AC

↓↙←AC
File:KOFIII Andy ↓↙←AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 - 29 Knockdown -1 -
→↓↘A

→↓↘A
File:KOFIII Andy →↓↘A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 11 32 Knockdown -23 -
→↓↘C

→↓↘C
File:KOFIII Andy →↓↘C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 11 45 Knockdown -35 -
→↓↘AC

→↓↘AC
File:KOFIII Andy →↓↘AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 7,(10),11 43 Knockdown -33 -
←↙↓↘→B

←↙↓↘→B
File:KOFIII Andy ←↙↓↘→B.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 38 16 Knockdown -4 -
> BD(Brake)

> BD(Brake)
File:KOFIII Andy BD(Brake).png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 2 20 Knockdown -6 -
←↙↓↘→D

←↙↓↘→D
File:KOFIII Andy ←↙↓↘→D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 17 52 16 Knockdown -49 -
> BD(Brake)

> BD(Brake)
File:KOFIII Andy BD(Brake).png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 17 2 20 Knockdown -6 -
←↙↓↘→BD

←↙↓↘→BD
File:KOFIII Andy ←↙↓↘→BD.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 12 38 17 Knockdown 0 -
↙,→A

↙,→A
File:KOFIII Andy ↙,→A.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 4 19 Knockdown -8 -
↙,→C

↙,→C
File:KOFIII Andy ↙,→C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 6 21 Knockdown -9 -
↙,→AC

↙,→AC
File:KOFIII Andy ↙,→AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 8 13 Knockdown -3 -

SDM/NeoMAX

↓↙←,←↙↓↘→B/D

↓↙←,←↙↓↘→B/D
File:KOFIII Andy ↓↙←,←↙↓↘→B/D.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 10 48 29 Knockdown -50 -
↓↙←,←↙↓↘→BD

↓↙←,←↙↓↘→BD
File:KOFIII Andy ↓↙←,←↙↓↘→BD.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 14 47 34 Knockdown -47 -
↓↘→,→↘↓↙←A/C

↓↘→,→↘↓↙←A/C
File:KOFIII Andy ↓↘→,→↘↓↙←A/C.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 10 21,(5),9 21 Knockdown -11 -
↓↙←,←↙↓↘→AC

↓↙←,←↙↓↘→AC
File:KOFIII Andy ↓↙←,←↙↓↘→AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 2 8 14 Knockdown -14 -
air ↓↙←,←↙↓↘→AC

air ↓↙←,←↙↓↘→AC
File:KOFIII Andy air ↓↙←,←↙↓↘→AC.png
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 3 5 Until Landing+2 Knockdown +11 -

Standing

s.A - 25 damage, cancel-able, hits mid. Quick palm-strike. Can stop short hops. 5 frames of start-up, 0 frame on block.

s.B - 30 damage, chain-able into s.D, hits mid. A short kick with decent range. 6 frames of start-up, -1 frame on block.

far C - 80 damage, cancel-able, hits mid. A strong punch with great range. Quite useful. 9 frames of start-up, -5 frames on block.

far D far D - 80 damage, hits mid. A roundhouse kick. A bit slow compared to his far C above. 10 frames of start-up, -5 frames on block.

Close Normals

s.C s.C - 55+30 damage, cancel-able, hits mid. Downward elbow strike with limited range. 3 frames of start-up, second hit is -1 frame on block.

s.D s.D - 70 damage, hits mid. Strong kick aimed upwards. Can be used as an anti-air. 5 frames of start-up, -3 frames on block.

Crouching

d.A: 25 damage, chain/cancel-able, hits mid. A crouching short punch.

d.B: 30 damage, chain/cancel-able, hits low. A crouching kick, with great speed. Essential for combos and poking.

d.C: 70 damage, cancel-able, hits mid. A crouching punch aimed forward.

d.D: 80 damage, hits low. A crouching kick that knocks down standing opponents. Fast and meaty. Recommended.

Jumping

j. A:, hop A 45(40) damage, hits overhead. Short palm-strike aimed downward.

j. B:, hop B 45(40) damage, hits overhead. A jumping kick aimed forward, giving it good range for air-to-air.

j. C:, hop C 72(70) damage. hits overhead. Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.

j. D:, hop D 70(68) damage, hits overhead. A strong kick aimed downward. Great for jump-ins, and cross-ups.

Blowback Attack

CD: 75 damage, cancel-able, hits mid. A quick round-house kick.

j. CD: j.CD (2)hop CD hop CD (2)- 90(80) damage, hits mid. A hard kick, aimed forward. Good for ground to air, but it might whiff on crouching opponents if performed too early.

GCCD: 10 damage, hits mid. Same animation as his normal blowback.

Command Moves

Hirateuchi = (f+A)

  • 55 damage, cancel-able, hits mid.

Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Can combo into ANY of Andy's specials, DMs, or even his NeoMax. Learn to love this move.

B,D

  • 30+76 damage, cancel-able, hits mid.

This is a special combination where Andy links his standing B and standing (far) D. Before in the arcade version, in this link, far D was NOT cancel-able at all. Now in the console version, it is. You can place any of his specials, DMs, and even his Neomax (yes) from this link. You can also start it as a low attack as d.b, s.b, far D. You may also use this link to go into HD mode with Overall this gives Andy a bit more easier 'comboability', than just using his d.bx2, f+A or d.b, d.a, f+A which can be a bit tricky, timing wise.

Special Moves

Shoryudan = (dp+P) - Andy leaps upwards, spinning his arms around him. Great as an anti-air or a combo-ender. (Be cautious however, as it is surprisingly easy to drive-cancel this move into his Zaneiken [db,f + P].) A version comes out faster, C version is invulnerable, does more damage and has more vertical reach.

(EX) Shoryudan = (dp+AC) - The EX version looks like the A-version and C-version done together is rapid succession. Comes out very fast, covers lots of distance and does sizable damage with TONS of invulnerability.

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • A Damage: 40, 20 x 2; C Damage: 70, 30 x 2; 30 x 2, 30 (60), 45 x 2


Hishoken = (qcb+P) - Andy throws out a full-screen fireball. As you would imagine, you use this move to pester opponents who are far away, or in blockstrings. A version recovers faster, C version travels faster.

(EX) Hishoken = (qcb+AC) - EX version is faster, more damaging, knocks down on it and beats normals projectiles. (Cancels other EX projectiles, and loses to DM projectiles.)

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 60; EX Damage: 120


Kuuhaden = (hcf+K) - Andy kicks through the air in an arc. The D version does more hits and travels in a wider arc. The B version travels in a much less wider arc. The hitbox can cause the D version to cross-up on standing opponents who are standing close to the end of the arc. The reason this move is awesome is because you can "Brake" it after first hit. This cancels the move after the first hit, which sends the opponent into the air. You can follow-up with Shoryudan (dp + P), Zeneiken (db,f + P) fireball DM (qcf,hcb + P) and others. In the corner, this move offers even more combo goodness.

On block, the D version is more unsafe than the B version, but not by much. You will need to punish both of these versions point-blank with a very fast normal attack (like Kyo's s.C) or a special move (like Kyo's EX dp). The distance for punishing this move is very crucial, because if you block only the very last hit, you wont be able to punish it.

Break = (hcf+K, BD) This move is unsafe on block, so try not to use it in blockstrings. To the unfamiliar player, it may look safe, but it really isn't. They will have to be very quick to punish it cleanly, so any fast crouching or standing normals or fast reversal type moves will be able to knock it out while in recovery.

(EX) Kuuhaden = (hcf+BD) - The EX version does more hits, with the final hit leaving the opponent in a juggle state. Common follow-ups are cr. D, shoryu or fireball DM (qcf,hcb + P). [Note: You can't Brake the EX version.] This move also damages the guard gauge immensely.

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • B Damage: 30 (45), 45 x 2; D Damage: 30 (45), 45 x 4; EX Damage: 40 x 5, 50


Zaneiken (db~f+P) - Andy dashes forward, delivering an elbow strike. Unlike previous versions of this move, it's not a charge in XIII. In addition to an attack, the speed of this move can allow you to move across the screen quicker, or cross under a juggled opponent. It can be Drive- and Super-cancelled, which effectively extends the range of all your moves. Long story short: amazing. This move is punishable by some characters, but not all, and it almost always costs meter to punish.

(EX) Zeniken = (db~f+AC) - EX version is safe on block and does more damage, as well as traveling faster and farther.

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • A Damage: 70; C Damage: 80; EX Damage: 150

Desperation Moves

Choreppadan = (qcb hcf+K) - Andy sails through the air in an arc, on fire. This is the DM version of his Kuuhaden (hcf + K), and the more powerful of the two. It's a bit difficult to work into combos, though, so it isn't used all that often. If used in the corner after hcf+B/D [Brake], then a dp+A, dp+AC or even a NeoMax can be linked after this DM.

(EX) Choreppadan = (qcb hcf+BD) - More hits, more damage, more invincibility. What's not to like?

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 18 x 11; EX Damage: 15 x 23


Gekihishoken = (qcf hcb+P) - Andy creates a giant energy ball with one hand, which hits multiple times, and then strikes it with the other hand knocking the opponent down. This is basically a DM version of Hishokoken (qcb + P). While it's range isn't amazing, it covers more distance on start-up than his kick DM (qcb, hcf + K), so it's useful for ending most full-screen juggle combos.

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 15 x 8, 60

Neomax

Cho Shin Soku Zaneiken = (qcb hcf+AC) ground/air - Andy dashes forward (almost full screen) at incredible speed with an elbow strike. If it connects, the screen goes black and the music goes silent. Seconds later, the opponent is slammed against the corner of the screen for massive damage. This is what a NeoMax is all about. Not only is it great (and easy to use) in combos, but also excellent at punishing just about ANYTHING your opponent does. They rolled at full-screen? NeoMax time. Whenever you have 3 meters and 100% drive, keep this option in mind. And don't forget it can also be used in the air. (And this goes doubly true if you happen to be playing against an Andy with 3 meters / 100% drive.)

  • Hit Detection: High
  • Damage: 450

Mixups

  • d.B, s.B, s.D, qcb+A, superjump forward j.D is a crossup setup every time.
  • normal throw (anywhere but into the corner), db,f+A, jump forward j.D will be a crossup, hop forward j.D will not crossup. Amazing mixup after throw.
  • d.B, d.B, forward jump j.D will be a crossup every time.
  • Not so much a mixup as a tool, still another way to open up defenses extremely well: The blockstring of j.CD, s.B, s.D, hcf+BD deals over 2/3 of the guard gauge and is completely safe on block (+0 or better). Do not do this if the opponent has meter, as hcf+BD is extremely punishable with A+B Guard Cancel.


Combos

f + A Combos

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

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

3.) d.B, d.A -> f + A

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


No Stock, No Drive Gauge -

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

-> hcf+K~BD, hcf+D = 228/290 dmg (best for corner carry)

-> hcf+K~BD, dp+C = 231/293 dmg

-> hcf+K~BD, db~f+A, db~f+A, dp+A = 278/340 dmg (corner only)


1 Stock, No Drive Gauge -

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

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

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

-> hcf+K~BD, db~f+AC, db~f+A, dp+C = 387/453 dmg

  • Only connects from the 2nd and 3rd combo starter, d.B, st.B, s.D makes the hcf+K~BD whiff


0 Stock, 1+ Drive Gauge -

j.D, cl.C, f+A, hcf+B~BD, db,f+C [DC] dp+C = 350 dmg

(j.C/D), s.C, f+A, hcf+B~BD, db~f+A, db~f+A, dp+A, DC, hcf+B~BD, *slight delay* db~f+A, db~f+AC, dp+C = 514 dmg (corner only)

  • This combo builds 1 stock after the last db~f+A hits. The stock wont be build when starting empty if you don't use the jumping attack, but it will still connect if you already have a small amount of meter already built.

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)

-> hcf+K~BD, db~f+C [DC] qcf~hcb+P = 362/424 dmg

- j.C, s.D, f+A, hcf+B (BD) db-f+A, db-f+AC, dp+C [DC] hcf+B (BD), db-f+C, dp+C = 553 dmg


2 Stock, No Drive Gauge -

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

- j.C, st.D, f+A, hcf+K~BD, db~f+AC, db~f+AC, dp+C = 530 dmg (corner only)


2 Stock, 1 Drive Gauge -

-> hcf+K~BD, db~f+C [DC] qcb~hcf+BD = 449/511 dmg

-> hcf+B~BD, db~f+AC, db~f+A, dp+C [DC] hcf+B~BD, db~f+AC, db~f+A, dp+A 525/587 dmg (corner only)


3 Stock, No Drive Gauge -

-> hcf+K~BD, db~f+AC, qcb~hcf+BD = 505/567 dmg (corner only)


3 Stock, 2 Drive Gauge -

-> hcf+K~BD, db~f+AC [DC] qcb~hcf+BD = 483/556 dmg

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

-> hcf+K~BD, db~f+AC, db~f+A, dp+C [DC] hcf+K~BD, db~f+AC, db~f+AC, dp+C = 597/659 dmg

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 Stock, 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 Stock, 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 Stock, 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

- d.B, s.B, far D, db~f+C (DC) db~f+AC, dp+C = 410 dmg (corner only)


2 Stock, 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 Stock, No Drive Guage

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


2 Stock, 1+ Drive Gauge

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

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

- s.B, s.B, far D, db~f+C (DC) db~f+AC, qcf~hcb+P = 484 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)

HD Combos

A.(st.C, f+A) or B.(cr.B, cr.A, f+A) or C.(cr.B, st.B, st.D) -> HD to activate


0 Stock:

(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, (HDC) hcf+B~BD, db~f+A, dp+C:

A. (596 dmg), B. (551 dmg), C. (579 dmg)


(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(1 hit), (HDC) hcf+B~BD, db~f+A, dp+C:

A. (593 dmg), B. (545 dmg), C.(573 dmg)


1 Stock:

(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D, dp+A:

A.(655 dmg), B. (613 dmg), C.(641 dmg)


(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(1 hit), (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D, dp+A:

A.(652 dmg), B. (607 dmg), C.(635 dmg)


2 Stock:

(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+C, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, dp+A(3 hits), (Neomax Cancel) air qcb, hcf+AC:

A.(784 dmg), B. (747 dmg), C.(775 dmg)


(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+C, dp+C(3 hits),(Neomax Cancel) air qcb, hcf+AC:

A.(780 dmg), B. (737 dmg), C.(764 dmg)


(Corner Only) - s.D, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x4, (HDC) hcf+B~BD, db~f+A, qcb, hcf+B/D, dp+A:

A.(715 dmg), B. (671 dmg), C.(699 dmg)


3 Stock:

(Mid screen to Corner) - s.D, db~f+C, (HDC) hcf+B~BD, db~f+A, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x3, qcb, hcf+AC:

A.(835 dmg), B. (788 dmg), C.(816 dmg)


(Full screen) - s.D, (db~f+C, (HDC) hcf+B~BD)x4, db~f+AC, db~f+A, dp+C(3 hits),(Neomax Cancel) air qcb, hcf+AC:

A.(828 dmg), B. (779 dmg), C.(807 dmg)


(Corner Only) - s.D, db~f+AC, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x4, dp+A(3 hits), (Neomax Cancel) air qcb, hcf+AC:

A.(849 dmg), B. (805 dmg), C.(833 dmg)


(Corner Only) - s.D, hcf+B~BD, db~f+A, db~f+AC, dp+C(1 hit), (HDC) hcf+B~BD, dp+C(1 hit), ((HDC) hcf+B~BD, db~f+C)x2, dp+C(3 hits), (Neomax Cancel) air qcb, hcf+AC:

A.(859 dmg), B. (810 dmg), C.(838 dmg)


4 Stock:

(Corner Only) - s.D, [db~f+C/ hcf+C], (HDC) [db~f+AC/ hcf+AC], [db~f+A/ hcf+A], (HDC) [db~f+AC/ hcf+AC], db~f+A, dp+C(1hit), ((HDC) hcf+B~BD, db~f+C)x2, dp+C(3 hits), (Neomax Cancel) air qcb, hcf+AC:

A.(955 dmg), B. (900 dmg), C.(928 dmg)

Tips

Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > cl. C - 3 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.

2.) st. A > cr. B - 4 frame gap between st. A and cr. B. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.

3.) cr. A > cl. C (L) - 1 frame gap between st. A and cl. C.

4.) st. B > cl. C - 4 frame gap between st. B and cl. C.

5.) cr. B > cl. C - 3 frame gap between cr. B and cl. C.

6.) last hit of hcf+BD > cr. A - 4 frame gap between the last hit of hcf+BD and cr. A.

7.) last hit of hcf+BD > cr. B - 4 frame gap between the last hit of hcf+BD and cr. B.

8.) last hit of hcf+BD > cl. C - 3 frame gap between the last hit of hcf+BD and cl. C.


Evading Projectiles and Certain Moves with cr. B, and cr. D

Andy's cr. B, and cr.D gives him a rather low profile which can be useful to evade certain projectiles, special moves, normals and command moves.

1.) Andy's qcb+A with cr. B and cr. D.

2.) Ash's b~f+C with cr. B and cr. D.

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 5 0
cr.A 25 3 4 +2
far A 25 3 5 0
j.A 45 3 5 -
hop A 40 3 5 -
st.B 30 3 6 -1
cr.B 30 3 4 0
j.B 45 3 4 -
hop B 40 3 4 -
cl.C 1 55 4 3 -
cl.C 2 32 2 - -1
cr.C 70 7 7 -7
far C 80 7 9 -5
j.C 72 7 5 -
hop C 70 7 5 -
cl.D 70 7 5 -3
cr.D 80 7 8 -7
far D 80 7 10 -5
j.D 70 7 6 -
hop D 68 7 6 -
st.CD 75 10 14 -3
j.CD 90 8 11 -
hop CD 80 8 10 -
Hirateuchi (f+A) 55 6 11 -8
Kakaekomi (Throw) 100 0 1 - Hard knock down
GCCD 4 0 13 -15 start with 13F against Weak attacks,

with 18F against normals, with 17F by low-hitting jump-in

A Zan'eiken (db~f+A) 60 8 11 -8 Move 24F
C Zan'eiken (db~f+C) 80 8 16 -9 Move 33F
A Shoryudan, 1st hit (dp+A) 40 4 5 -
A Shoryudan 2nd and 3rd hits (dp+A) 20 2 - -23 1 hit on guard
C Shoryudan, 1st hit (dp+C) 70 6 7 -
C Shoryudan 2nd and 3rd hits (dp+C) 30 2 - -32 1 hit on guard
A Hishouken (qcb+A) 60 6 17 -1
C Hishouken (qcb+C) 60 6 16 -4
B Kuuhadan First hit (hcf+B) 30 4 15 -
Break B Kuuhadan (hcf+B~BD) 30 3 15 - - 6 At start
B Kuuhadan, 2nd and 3rd hits (hcf+B) 35 4 - -4
D Kuuhadan Break (hcf+D~BD) 30 4 17 -
2-5 D Kuuhadan (hcf+D) 35 4 - -5
EX Zan'eiken (db~f+AC) 150 0 11 -3
EX Shoryudan, 1st hit (dp+AC) 30 0 5 -
EX Shoryudan, 2nd and 3rd hits hit (dp+AC) 30 0 - -
EX Shoryudan, 4.5 hits (dp+AC) 45 0 - -33
EX Hishouken (qcb+AC) 120 0 11 -1
EX Kuuhadan First hit (hcf+BD) 35 0 12 -
EX Kuuhadan 2.5. hits (hcf+BD) 35 0 - -
EX Kuuhadan, last hit (hcf+BD) 45 0 - 0
Choreppadan, 1st hit (qcb~hcf+K) 22 0 39(10) - Stop time 29
Choreppadan, 2-9 hits (qcb~hcf+K) 22 0 - -50 Freeze 29, Close
Gekihishoken = (qcf~hcb+P) 15 0 39(10) - Stop time 29
Gekihishoken, 2-11 hits (qcf~hcb+P) 15 0 - -
Gekihishoken, last hit (qcf~hcb+P 60 0 - -11
(EX) Choreppadan (qcb~hcf+BD) 15 0 43 (14) - Stop time 29
(EX) Choreppadan, 2-23 hits (qcb~hcf+BD) 15 0 - -35
Cho Shin Soku Zaneiken = (qcb~hcf+AC) 450 0 47(2) -14 Stop time 45
Air Cho Shin Soku Zaneiken = (Air qcb~hcf+AC) 450 0 47(2) +3 Stop time 45

Videos

Andy Master Class


Andy Hit Boxes


Andy's Safe Jump Setups

http://www.youtube.com/watch?v=biHvQZ2PeQM (from 0:00 to 1:15)

Contributors

Matt Alder

Steamwolf

Demoninja

Rex Dart

Desmond Delaghetto [1]

Discussion Threads

Discuss at Dream Cancel

External Links

http://iplaywinner.com/kofxiii-characters/andy-bogard.html

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