Andy Bogard, despite not being the poster child, plays the most traditional fireball-and-uppercut game in Real Bout 2. A strong defensive character, he has lots of powerful zoning tools and moves that can get him out of tight situations. He's fairly cut-and-dry even compared to the other characters that share his archetype, but his strong points truly shine when a patient and calculated player is controlling him.
Pros
Cons
Good fireball traps and zoning
Can anti-air from afar with Shoryudan
Long range High Avoid attack that can convert easily into further damage
Versatile Breakshots
Lame offense with no high/low threat
Most normals are average at best
His fireball doesn't travel the full length of the screen and only has one speed
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
4
8
4
0
HL
Y
-
-
n.5A (within 46 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
4
8
4
0
HL
Y
-
-
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
7
5
10
1
-3
HL
Y
-
-
n.5B (within 53 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
5
6
9
1
-3
HL
Y
-
-
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
N
-
-
n.5C (within 52 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10,10
-
8
2,3
20
3
-3
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
8
-
5
5
7
4
0
HL
Y
-
-
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
5
6
9
1
-3
L
Y
-
-
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
8
6
20
KD
-6
L
Y
-
-
Command
Rising Palm 3A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
7
2,9
20
-5
-11
HL
Y
-
-
Command
Falling Roll Kick 6B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
12
2,3
20
3
-3
HL
N
-
-
Lean Down Kick 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
10
6
23
-3
-9
HL
Y
-
-
Jumping
j.A
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
8
-
5
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
8
-
5
till landing
6
+8
+4
H
N
-
-
Neutral Jump
8
-
5
8
6
+8
+4
H
-
-
-
Diagonal Jump
8
-
5
10
6
+8
+4
H
-
-
-
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
10
-
6
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
10
-
6
till landing
6
+8
+4
H
N
-
-
Neutral Jump
10
-
6
6
6
+8
+4
H
Y
-
-
Diagonal Jump
10
-
6
8
6
+8
+4
H
Y
-
-
j.C
Neutral Jump/HopDiagonal Jump/Hop
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
19
-
8
8
8
+15
+9
H
N
-
-
Diagonal Hop
19
-
8
8
8
+15
+9
H
N
-
-
Neutral Jump
19
-
8
6
8
+15
+9
H
Y
-
-
Diagonal Jump
19
-
8
6
8
+15
+9
H
Y
-
-
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
9
5
20
-1
12
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
10
4,5
16
1
-5
L
Y
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
24
3
13
3
1
H
N
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
20
4
16
1
-1
L
N
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
24
4
11
12
-2
HL
N
-
-
Throw
Uchimata 4/6C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
26
-
-
-
-
-
-
-
-
-
-
Feints
Feint Choreppa Dan 2BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
32
-
-
-
-
-
-
Feint Hi Sho Ken 2AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
18
-
-
-
-
-
-
Feint Zanei Ken 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
18
-
-
-
-
-
-
Special Moves
Hi Sho Ken/Geki Hi Sho Ken 214A/C
A versionC version