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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