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The King of Fighters XIII/Andy Bogard: Difference between revisions
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===2 Meters / No Drive=== | ===2 Meters / No Drive=== | ||
- Full Screen | - Full Screen | ||
* -> hcf + BD -> qcf | * -> hcf+BD -> qcf~hcb+P | ||
===3 Meters / 100% Drive=== | ===3 Meters / 100% Drive=== |
Revision as of 11:51, 16 October 2011
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. C - 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 combos and 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
Kakaekomi Nage (b/f+C/D) - Andy grabs opponent and flings them forward (or back).
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
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
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
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.
(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.
- 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 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.)
- 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 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.
Break = (hcf+K, BD)
(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.]
- 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.
(EX) Zeniken = (db~f+AC) - EX version is safe on block and does more damage.
- 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.
(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
Combos
Andy's combos generally have two starters. The following combos are all begun with one of these two:
- j D, cl C -> f + A
- cr B x 1~2 -> f+ A
No Meter / No Drive
- Full Screen
- -> hcf+K, BD -> db~f+A
- -> hcf+K, BD -> dp+A
- Corner
- -> hcf+K, BD -> db~f+A -> db~f+A -> dp+A
1 Meter / No Drive
- Full Screen
- -> hcf+K~BD -> qcf,hcb+P
- -> hcf+BD -> d.D
- -> hcf+BD (dash) dp+C
1 Meter / 50% Drive
- Full Screen
- -> db~f+A -> (DC) dp+AC
- -> db~f+A -> (DC) qcf~hcb+P
- -> db~f+A -> (DC) hcf+BD -> d.D
- Corner
- -> db~f+A -> (DC) hcf+BD -> db~f+A -> dp+C
- -> hcf+K, BD -> db~f+AC -> db~f+A -> (DC) hcf+K, BD -> db~f+A -> db~f+A -> dp+A
2 Meters / No Drive
- Full Screen
- -> hcf+BD -> qcf~hcb+P
3 Meters / 100% Drive
- Full Screen
- -> hcf+K, BD -> qcb~hcf+AC
Miscellaneous
Character Sprite
Colors
Ninja Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
http://www.youtube.com/watch?v=TJ5qVBA3QjU
Discussion Threads
Discuss at Dream Cancel