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Created page with "{{CharNavbox XIII}} {{TOClimit|3}} ==Idle== ===Stand=== ===Crouch=== ===Hop=== ===Jump=== ===Walk=== ===Run=== ===Backdash=== ===Wake-up=== ===Recovery Roll=== ==Normals== ===Far Standing Normals=== ====st.A==== {{MoveData-KOFXIII | character = | moveId = | name = | input = | input2 = | images = | hitboxes = | damage = | guard = | cancel = | startup = | active = | recovery = | hitadv = | blockadv = | invul = | display = 250px }} ===Close Standing N..." |
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===Far Standing Normals=== | ===Far Standing Normals=== | ||
====st.A==== | ====st.A==== | ||
{{MoveData-KOFXIII | character = | {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_sta | ||
| name = | | name = stand A | ||
| input = | | input = st.A | ||
| input2 = A | |||
| images = | |||
| hitboxes = | |||
| damage = 25 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 9 | |||
| hitadv = +2 | |||
| blockadv = 0 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.B==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_stb | |||
| name = stand B | |||
| input = st.B | |||
| input2 = B | |||
| images = | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 6 | |||
| active = 4 | |||
| recovery = 10 | |||
| hitadv = +1 | |||
| blockadv = -1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.C==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_stc | |||
| name = stand C | |||
| input = st.C | |||
| input2 = C | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 9 | |||
| active = 7 | |||
| recovery = 17 | |||
| hitadv = -3 | |||
| blockadv = -5 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====st.D==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_std | |||
| name = stand D | |||
| input = st.D | |||
| input2 = D | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 10 | |||
| active = 5 | |||
| recovery = 19 | |||
| hitadv = -3 | |||
| blockadv = -5 | |||
| invul = | |||
| display = 250px | |||
}} | |||
===Close Standing Normals=== | |||
====cl.C==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_clc | |||
| name = close C | |||
| input = cl.C | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 85 (55+30) | ||
| guard = | | guard = Mid | ||
| cancel = | |||
| startup = 3 | |||
| active = 2, 4 | |||
| recovery = 16 | |||
| hitadv = +1 | |||
| blockadv = -1 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cl.D==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_cld | |||
| name = close D | |||
| input = cl.D | |||
| input2 = | |||
| images = | |||
| hitboxes = | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 16 | |||
| hitadv = -1 | |||
| blockadv = -3 | |||
| invul = | |||
| display = 250px | |||
}} | |||
===Crouch Normals=== | |||
====cr.A==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_cra | |||
| name = crouch A | |||
| input = cr.A | |||
| input2 = 2A | |||
| images = | |||
| hitboxes = | |||
| damage = 25 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 7 | |||
| hitadv = +4 | |||
| blockadv = +2 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.B==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_crb | |||
| name = crouch B | |||
| input = cr.B | |||
| input2 = 2B | |||
| images = | |||
| hitboxes = | |||
| damage = 30 | |||
| guard = Low | |||
| cancel = | |||
| startup = 4 | |||
| active = 5 | |||
| recovery = 8 | |||
| hitadv = +2 | |||
| blockadv = 0 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.C==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_crc | |||
| name = crouch C | |||
| input = cr.C | |||
| input2 = 2C | |||
| images = | |||
| hitboxes = | |||
| damage = 70 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 7 | |||
| active = 7 | |||
| recovery = 19 | |||
| hitadv = -5 | |||
| blockadv = -7 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====cr.D==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_crd | |||
| name = crouch D | |||
| input = cr.D | |||
| input2 = 2D | |||
| images = | |||
| hitboxes = | |||
| damage = 80 | |||
| guard = Low | |||
| cancel = | |||
| startup = 8 | |||
| active = 4 | |||
| recovery = 22 | |||
| hitadv = SKD | |||
| blockadv = -7 | |||
| invul = | |||
| display = 250px | |||
}} | |||
===Jump Normals=== | |||
====j.A==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_ja | |||
| name = jump A | |||
| input = j.A | |||
| input2 = | |||
| images = | |||
| hitboxes = | |||
| damage = 45 | |||
| guard = High | |||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 33: | Line 221: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
====j.B==== | |||
=== | {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_jb | ||
| name = jump B | |||
{{MoveData-KOFXIII | character = | | input = j.B | ||
| name = | |||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 45 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 53: | Line 239: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
=== | ====j.C==== | ||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_jc | |||
{{MoveData-KOFXIII | character = | | name = jump C | ||
| name = | | input = j.C | ||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 72 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| active = | | active = 5 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 72: | Line 257: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
====j.D==== | |||
====j. | {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_jd | ||
{{MoveData-KOFXIII | character = | | name = jump D | ||
| name = | | input = j.D | ||
| input = | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 70 | ||
| guard = | | guard = High | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = | ||
Line 91: | Line 275: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
===Blowback Normals=== | ===Blowback Normals=== | ||
====st.CD==== | ====st.CD==== | ||
{{MoveData-KOFXIII | character = | {{MoveData-KOFXIII | character = Andy Bogard | moveId = Andy_stcd | ||
| name = | | name = stand CD | ||
| input = | | input = st.CD | ||
| input2 = CD | |||
| images = | |||
| hitboxes = | |||
| damage = 75 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 14 | |||
| active = 4 | |||
| recovery = 22 | |||
| hitadv = SKD | |||
| blockadv = -3 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====j.CD==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = Andy_jcd | |||
| name = jump CD | |||
| input = j.CD | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 90 | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 11 | ||
| active = | | active = 7 | ||
| recovery = | | recovery = | ||
| hitadv = | | hitadv = SKD | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
==== | |||
{{MoveData-KOFXIII | character = | ==Throws== | ||
| name = | ====Kakaekomi Nage==== | ||
| input = | {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_throw | ||
| input2 = | | name = Kakaekomi Nage | ||
| input = b/f+C/D when close to the opponent | |||
| input2 = 4/6C/D when close to the opponent | |||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 100 | ||
| guard = | | guard = | ||
| cancel = | | cancel = | ||
Line 128: | Line 333: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
== | |||
==== | ==Command Normals== | ||
{{MoveData-KOFXIII | character = | ====Hirate Uchi==== | ||
| name = | {{MoveData-KOFXIII | character = Andy Bogard | moveId = andy_f+a | ||
| input = | | name = Hirate Uchi | ||
| input = f+A | |||
| input2 = 6A | |||
| images = | |||
| hitboxes = | |||
| damage = 55 | |||
| guard = Mid | |||
| cancel = | |||
| startup = 11 | |||
| active = 6 | |||
| recovery = 21 | |||
| hitadv = -6 | |||
| blockadv = -8 | |||
| invul = | |||
| display = 250px | |||
}} | |||
====Target Combo==== | |||
{{MoveData-KOFXIII | character = Andy Bogard | moveId = Andy_b>d | |||
| name = Target Combo | |||
| input = B > D | |||
| input2 = | | input2 = | ||
| images = | | images = | ||
| hitboxes = | | hitboxes = | ||
| damage = | | damage = 96 (30+76) | ||
| guard = | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 10 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 147: | Line 371: | ||
| display = 250px | | display = 250px | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
==Desperation Moves== | ==Desperation Moves== |
Latest revision as of 18:24, 17 April 2023
Idle
Stand
Crouch
Hop
Jump
Walk
Run
Backdash
Wake-up
Recovery Roll
Normals
Far Standing Normals
st.A
Andy Bogard andy_sta | ||||||||
---|---|---|---|---|---|---|---|---|
st.A
A stand A | ||||||||
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 his. 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 when matching the frame range. |
25 | Mid | - | 5 | 4 | 9 | +2 | 0 | - |
st.B
Andy Bogard andy_stb | ||||||||
---|---|---|---|---|---|---|---|---|
st.B
B stand B | ||||||||
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 his. 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 when matching the frame range. |
30 | Mid | - | 6 | 4 | 10 | +1 | -1 | - |
st.C
Andy Bogard andy_stc | ||||||||
---|---|---|---|---|---|---|---|---|
st.C
C stand C | ||||||||
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 his. 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 when matching the frame range. |
80 | Mid | - | 9 | 7 | 17 | -3 | -5 | - |
st.D
Andy Bogard andy_std | ||||||||
---|---|---|---|---|---|---|---|---|
st.D
D stand D | ||||||||
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 his. 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 when matching the frame range. |
80 | Mid | - | 10 | 5 | 19 | -3 | -5 | - |
Close Standing Normals
cl.C
Andy Bogard andy_clc | ||||||||
---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||
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 his. 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 when matching the frame range. |
85 (55+30) | Mid | - | 3 | 2, 4 | 16 | +1 | -1 | - |
cl.D
Andy Bogard andy_cld | ||||||||
---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||
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 his. 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 when matching the frame range. |
70 | Mid | - | 5 | 6 | 16 | -1 | -3 | - |
Crouch Normals
cr.A
Andy Bogard andy_cra | ||||||||
---|---|---|---|---|---|---|---|---|
cr.A
2A crouch A | ||||||||
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 his. 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 when matching the frame range. |
25 | Mid | - | 4 | 4 | 7 | +4 | +2 | - |
cr.B
Andy Bogard andy_crb | ||||||||
---|---|---|---|---|---|---|---|---|
cr.B
2B crouch B | ||||||||
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 his. 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 when matching the frame range. |
30 | Low | - | 4 | 5 | 8 | +2 | 0 | - |
cr.C
Andy Bogard andy_crc | ||||||||
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cr.C
2C crouch C | ||||||||
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 his. 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 when matching the frame range. |
70 | Mid | - | 7 | 7 | 19 | -5 | -7 | - |
cr.D
Andy Bogard andy_crd | ||||||||
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cr.D
2D crouch D | ||||||||
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 his. 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 when matching the frame range. |
80 | Low | - | 8 | 4 | 22 | SKD | -7 | - |
Jump Normals
j.A
Andy Bogard andy_ja | ||||||||
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j.A
j.A jump A | ||||||||
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 his. 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 when matching the frame range. |
45 | High | - | 5 | 8 | - | - | - | - |
j.B
Andy Bogard andy_jb | ||||||||
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j.B
j.B jump B | ||||||||
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 his. 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 when matching the frame range. |
45 | High | - | 4 | 8 | - | - | - | - |
j.C
Andy Bogard andy_jc | ||||||||
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j.C
j.C jump C | ||||||||
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 his. 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 when matching the frame range. |
72 | High | - | 5 | 5 | - | - | - | - |
j.D
Andy Bogard andy_jd | ||||||||
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j.D
j.D jump D | ||||||||
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 his. 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 when matching the frame range. |
70 | High | - | 6 | 8 | - | - | - | - |
Blowback Normals
st.CD
Andy Bogard Andy_stcd | ||||||||
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st.CD
CD stand CD | ||||||||
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 his. 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 when matching the frame range. |
75 | Mid | - | 14 | 4 | 22 | SKD | -3 | - |
j.CD
Andy Bogard Andy_jcd | ||||||||
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j.CD
j.CD jump CD | ||||||||
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 his. 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 when matching the frame range. |
90 | Mid | - | 11 | 7 | - | SKD | - | - |
Throws
Kakaekomi Nage
Andy Bogard andy_throw | ||||||||
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b/f+C/D when close to the opponent
4/6C/D when close to the opponent Kakaekomi Nage | ||||||||
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 his. 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 when matching the frame range. |
100 | - | - | - | - | - | - | - | - |
Command Normals
Hirate Uchi
Andy Bogard andy_f+a | ||||||||
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f+A
6A Hirate Uchi | ||||||||
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 his. 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 when matching the frame range. |
55 | Mid | - | 11 | 6 | 21 | -6 | -8 | - |
Target Combo
Andy Bogard Andy_b>d | ||||||||
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B > D
B > D Target Combo | ||||||||
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 his. 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 when matching the frame range. |
96 (30+76) | Mid | - | 6 | 4 | 10 | - | - | - |