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The King of Fighters XIII/Andy Bogard: Difference between revisions

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==Normals==
==Normals==


====Standing====
st. A - Quick palm-strike. Can stop short hops.
* Cancellable
* Hit Detection: High
* Damage: 25
st. B - A short kick with decent range.
* Can't be canceled. (But please see command normals for more info on this move.)
* Hit Detection: High.
* Damage: 30
st. A - A strong punch with great range. Quite useful.
* Cancellable.
* Hit Detection: High
* Damage: 80
st. D - A roundhouse kick. A bit slow compared to his far C above.
* Can't be canceled.
* Hit Detection: High.
* Damage: 80
====Close Normals====
cl. C - Downward elbow strike with limited range.
* Cancellable
* Hit Detection: High
* Damage: 70
cl. D - Strong kick aimed upwards. Can be used as an anti-air.
* Hit Detection: High
* Damage: 70
====Crouching====
cr. A - A crouching short punch.
* Chain/Cancellable
* Hit Detection: High
* Damage: 25
cr. B - A crouching kick, with great speed. Essential for poking.
* Chain/Cancellable
* Hit Detection: Low
* Damage: 30
cr. C - A crouching punch aimed forward.
* Cancellable
* Hit Detection: High
* Damage: 70
cr. D - A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.
* Can't be canceled.
* Hit Detection: Low
* Damage: 80
====Jumping====
j. A - Short palm-strike aimed downward.
* Hit Detection: Mid
* Damage: 45(40)
j. B - A jumping kick aimed forward, giving it good range for air-to-air.
* Hit Detection: Mid
* Damage: 45(40)
j. c - Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
* Hit Detection: Mid
* Damage: 72(70)
j. D - A strong kick aimed downward. Great for jump-ins, and cross-ups.
* Hit Detection: Mid
* Damage: 70(68)
====Blowback Attack====
CD - A quick round-house kick.
* Cancellable
* Hit Detection: High
* Damage: 75
j. CD  - A hard kick, aimed forward.
* Hit Detection: High
* Damage: 90(80)
GCCD - Same animation as his normal blowback. 
* Hit Detection: High
* Damage: 10


==Throw==
==Throw==
'''b/f + C/D = Kakaekomi Nage'''
'''b/f + C/D = Kakaekomi Nage'''
Andy grabs opponent and flings them forward (or back).


* Can be broken
* Hit Detection: Throw
* Damage: 100


==Command Moves==
==Command Moves==
'''f + A = Hirateuchi'''
'''f + A = Hirateuchi'''
Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Learn to love this move.
* Cancellable
* Hit Detection: High
* Damage: 55


B,D
This is a special combination where Andy links his standing B and standing (far) D. However, outside of HD mode, he can't follow up this combination with anything. The only purpose this serves is as a lead-in to HD combos (i.e. B -> D -> HD -> B -> D -> etc.). The benefit of this is that it gives you more time to hit-confirm before starting your HD combo, and the range of the moves are better. [Close C is so short-range, that it's easy for the second one to wiff (i.e. close C -> f+A -> HD -> close C wiffs, ruining your combo).]
* Can't be canceled, except in HD mode.
* Hit Detection: High
* Damage: 30,80


==Special Moves==
==Special Moves==

Revision as of 19:45, 30 October 2010

Normals

Standing

st. A - Quick palm-strike. Can stop short hops.

  • Cancellable
  • Hit Detection: High
  • Damage: 25

st. B - A short kick with decent range.

  • Can't be canceled. (But please see command normals for more info on this move.)
  • Hit Detection: High.
  • Damage: 30

st. A - A strong punch with great range. Quite useful.

  • Cancellable.
  • Hit Detection: High
  • Damage: 80

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

  • Can't be canceled.
  • Hit Detection: High.
  • Damage: 80


Close Normals

cl. C - Downward elbow strike with limited range.

  • Cancellable
  • Hit Detection: High
  • Damage: 70

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

  • Hit Detection: High
  • Damage: 70

Crouching

cr. A - A crouching short punch.

  • Chain/Cancellable
  • Hit Detection: High
  • Damage: 25

cr. B - A crouching kick, with great speed. Essential for poking.

  • Chain/Cancellable
  • Hit Detection: Low
  • Damage: 30

cr. C - A crouching punch aimed forward.

  • Cancellable
  • Hit Detection: High
  • Damage: 70

cr. D - A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.

  • Can't be canceled.
  • Hit Detection: Low
  • Damage: 80

Jumping

j. A - Short palm-strike aimed downward.

  • Hit Detection: Mid
  • Damage: 45(40)

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

  • Hit Detection: Mid
  • Damage: 45(40)

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

  • Hit Detection: Mid
  • Damage: 72(70)

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

  • Hit Detection: Mid
  • Damage: 70(68)

Blowback Attack

CD - A quick round-house kick.

  • Cancellable
  • Hit Detection: High
  • Damage: 75

j. CD - A hard kick, aimed forward.

  • Hit Detection: High
  • Damage: 90(80)

GCCD - Same animation as his normal blowback.

  • Hit Detection: High
  • Damage: 10

Throw

b/f + C/D = Kakaekomi Nage Andy grabs opponent and flings them forward (or back).

  • Can be broken
  • Hit Detection: Throw
  • Damage: 100

Command Moves

f + A = Hirateuchi Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Learn to love this move.

  • Cancellable
  • Hit Detection: High
  • Damage: 55

B,D This is a special combination where Andy links his standing B and standing (far) D. However, outside of HD mode, he can't follow up this combination with anything. The only purpose this serves is as a lead-in to HD combos (i.e. B -> D -> HD -> B -> D -> etc.). The benefit of this is that it gives you more time to hit-confirm before starting your HD combo, and the range of the moves are better. [Close C is so short-range, that it's easy for the second one to wiff (i.e. close C -> f+A -> HD -> close C wiffs, ruining your combo).]

  • Can't be canceled, except in HD mode.
  • Hit Detection: High
  • Damage: 30,80

Special Moves

dp + A/C = Shoryudan (EX)


qcb + A/C = Hishoken (EX)


hcf + B/D = Kuuhaden (EX) > BD = Brake


(charge) db, f + A/C = Zaneiken (EX)


Desperation Moves

qcb, hcf + B/D = Choreppadan (EX)


qcb x2 + A/C = Gekihishoken


Neomax

qcb, hcf + AC (ground or air) = ChoShinSoku Zaneiken


Combos