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The King of Fighters '98 UMFE/Andy Bogard
Introduction
Andy is mostly a rushdown character wtih plenty of mixups and movement tools. In neutral Andy has some adequate pokes to control his space with, but in general his goal is to get in with universal movement options as well as his grounded dashing attack and divekick move, which let him approach pretty easily. Up close Andy has access to low confirms, a nice crossup, an overhead, and most importantly a proximity unblockable that launches the opponent for setups or combos. When played in Ultimate mode with the roll and Extra mode meter selected, he also gains access to some very damaging combos. Andy's main weakness is a lack of long range tools to fight with.
Andy | EX Andy | |
---|---|---|
Gameplan differences |
Andy has better rushdown capabilities and better mix-up |
EX Andy has a more well-rounded and generally safer toolkit |
Combo differences |
Andy has very high damage while in Max Mode or QM and using Attack Cancel Roll, while still having above average meterless damage. He also has access to corner-to-corner routes |
EX Andy has more consistent meterless and metered routes thanks to rekkas and better supers, as well as being less executionally demanding. |
Neutral |
Andy has good midscreen tools like 214A, and better movement thanks to j.236K, which has delayed follow-ups so opponents can't never be sure if it's safe to punish or not. |
EX Andy has a fullscreen presence, including an unblockeable thanks to the fireball + command grab trick, and this same grab is great for punishing roll/dodge happy opponents |
Preferred System Mechanics |
Andy necessitates both Extra and Attack Cancel Roll to shine, and has poor meter build in neutral while only really wanting to use QM, but in return gets amazing reward for a single use of Quick Max without necessarily having to leave Max Mode |
EX Andy has more general confirms, builds meter easily, but also has better super routes, so while he generally prefers Extra thanks to granting him access to an overhead route and better reward from his rekkas, he is much more flexible than regular Andy |
Changes from Previous Versions
98 to 98UM
Normals:
- cl.D has 5 frames less recovery
- 5D has 1 less frame startup and 3 frames less recovery
- 2D has 1 less frame startup
- 6B has 6 frames less recovery
- 3A's first hit can now be special- or super-cancelled
Special moves:
- 214C was added as a new move
- 41236P has 1 frame more startup
- j.236K's K followup now knocks down
- 236+D now has less recovery
98UM to 98UMFE
Normals:
- cl.C's hitbox changed so that it doesn't whiff against short characters
Specials:
- 16+C got increased startup but less recovery
Normal Moves
Close
- cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.
- cl.B: Hits a bit lower than cl.A so it will hit low crouchers. Cancelable.
- cl.C: One of Andy's fastest attacks at 3f and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.
- cl.D: Hits high up, so it can be useful as a close-range anti-air.
Standing
- 5A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on most crouchers (except large ones).
- 5B: Good neutral poke, excellent at stopping hops. Whiffs on regular and smaller crouchers.
- 5C: Long-ranged poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.
- 5D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery this move is best avoided.
Crouching
- 2A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.
- 2B: Your main low combo option. Comes out fast and is cancelable so it's a great normal. Also has nice low profiled hurtbox. Chainable and cancelable.
- 2C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.
- 2D: long range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up. Has nice low profiled hurtbox. And hits quite high for a low, making it an pretty decent anti air.
Jumping
- j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and tall crouchers.
- j.B: A kick that hits high up. Good air-to-air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.
- nj.B: Similar to j.B but the hitbox extends further down, so it will hit every croucher except the tiny ones.
- j.C: Excellent priority straight in front of him. Good for air-to-airs and also works as a jump-in normal.
- j.D: Andy's main jump-in normal. Long range and has good priority in front of him and a little bit below him, so it works both as a air-to-air and jump-in.
- nj.D: Almost exactly the same as j.D but with slightly less forward priority.
CD Normals
- 5CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.
- j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range so it's not a great normal; however, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.
Throws
Original Iron Press: 4/6C (close)
- Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. Sends them 80% of the screen and deals a hard knockdown.
Wrap-around Slam: 4/6D (close)
- Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.
Command Moves
Chin Raiser: f+B
- An overhead move when done raw, but it loses that property when canceled into.
- Hits above him and then in front of him, so it can both anti-air and hit a grounded opponent.
- Leaves the opponent standing on hit.
- Can be combo-ed out of with a Quick MAX cancel.
- The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.
- When late-canceled into, it maintains its overhead property, allowing you to surprise your opponent with an overhead.
Facelift Smash: df+A
- A two-hit move that hits in front and diagonally above Andy.
- Good to use in combos and blockstrings, as you can special cancel out of it.
- The second hit can whiff at further ranges and when pushed out too much in combos. It always whiffs on low crouchers.
- The second hit has a good anti-airing hitbox and you can cancel it into fireball for a juggle if it hits.
Special Move
Hishou Ken: 214A
- An energy blast that hits about a halfscreen distance.
- Good as a poke and blockstring ender, also good as a combo ender.
- Pretty punishable on whiff.
Geki Hishou Ken: 214C
- A large energy ball that stays active for a long time.
- Good to deal some pretty safe chip damage, since it has long range and the pushback it has makes it fairly safe on block.
- It is very easy to punish it with guard cancel roll though, so if the opponent has meter use it carefully.
- Very hard to jump over, but can be easily rolled through on whiff.
Dam Breaker Punch: 41236A/C (close)
- Andy's proximity unblockable that launches the opponent for juggle followups.
- Key move for both his mixup and combo game, with good reward on landing it.
- Has no invincibility and fairly long start up, so it has to be timed well when used as a mixup tool.
Sonic Split: 41236B/D
- A multi-hitting attack where Andy does goes through the air in an arc. A version starts up faster and travels shorter than the C version.
- Has fairly slow startup and is punishable on block in most situations.
- Has good air-to-air hitboxes while flying in the air.
- Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.
- Can go over fireballs while in the air.
Syo Ryu Dan: 623A/C
- Andy's dragon punch move.
- A version has startup invincibility but none on the active frames.
- C version has invincibility on startup and the first active frame, so it can be used as a reversal.
- C version starts up 1 frame slower than A version, but it has better anti-airing hitboxes on top of the invincibility, so it is the one to use most of the time.
- A version has less recovery than the C version so it's a bit safer on block and whiff.
- On trade the A version launches the opponent up into the air, allowing Andy to do a followup attack.
Zen Ei Ken: 16A/C
- A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.
- His most damaging and reliable combo ender, as it will combo from pretty much all of his cancelable attacks.
- Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.
- A version can be used as a decent mobility option to travel forwards quickly.
- Ga Dan Kou:
236A/C (during 16+A/C hit)
- Causes soft knockdown and adds extra damage.
- Makes the move slightly more safe on block, but it's still easily punishable.
Shiranui Shadow: j.236B/D
- Andy does a diving move in the air.
- The initial dive hits mid, and he can then choose to do either of his two followups or do nothing.
- Useful for changing your aerial trajectory.
- Can be used as a tricky move to block by jumping over the opponent so you switch sides and then doing the dive.
- This move is key to a few of Andy's more advanced combos.
- Can also be done as close to the ground as possible. This is good for sneaking in a long reaching overhead with the K followup.
- Downward Jab:
A/C during j.236B/D
- Andy does a mid-hitting palm strike after the dive.
- Combos from the dive and creates a true blockstring on block if done right away.
- Fairly safe when properly spaced.
- Uppercut Crush:
B/D during j.236B/D
- Andy does a downwards arching kick from the dive.
- Hits overhead.
- Hot a true blockstring from the dive, so it leaves you open to reversals.
- The big problem with this followup is that it's less safe than the other one and since that one hits mid, there's actually no mixup from this. The opponent can always block the whole thing standing regardless of followup.
Desperation Moves
Flying Comet Punch: qcfx2+A/C
- Andy does a series of punches
- Kinda hard to combo into, since it very easily whiffs after a bit of pushback; most reliable combo starters for it are two lights or cr.C.
- A and MAX versions don't have much invincibility, but the C version has more and can be used as a reversal.
- MAX version does more damage but doesn't combo any easier.
Super Sonic Swirl: qcb,db,f+B/D
- A DM version of his hcf+K move. Andy travels at an arc in the air but he now has flames engulfing him. B version travels shorter than the D version.
- Doesn't have invincibility, so it can't be used as a reversal.
- Can be combo-ed into if done after attacks with very little pushback, or after his proximity unblockable.
- Can be a decent anti air, as it has good hitboxes for it.
- MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti air.
Combos
General Notes
- In any meter combo, if you have the resources, you can replace qcfx2+A with qcfx2+AC, or qcb,db,f+K with qcb,db,f+BD.
- In any Ultimate Mode-specific combo, if you have the resources, you can replace the df+A, j.D/j.CD ender with df+A(1), qcb,db,f+K.
Meterless
Low
cr.B, df+A, qcb+A
cr.B, cr.A/cl.B/cl.A, dp+C
cr.B, df+A, db,f+A, qcf+P
Mid/Jump-In
(j.X), cl.C, qcb+A
(j.X), cl.C, db,f+A, qcf+P
(j.X), cl.C(1), hcf+A, df+A, j.CD
- The j.CD ender must be done off of a superjump.
Corner
(j.X), cl.C(1), hcf+A, j.qcf+K > P, dp+A
With Meter
Low
cr.B, cr.A/cl.A, qcfx2+A
- You can do this as cr.B, qcf+A, qcf+A for an easier cancel.
Mid/Jump-In
(j.X), cl.C(1), qcfx2+A
- You can do this as (j.X), qcf+C, qcf+A for an easier cancel.
Roll Cancel
(j.X), cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD
- Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).
With Quick MAX
Low
cr.B, ABC, cl.C(1), hcf+A, any follow up
Mid/Jump-In
(j.X), cl.C(1), hcf+A, ABC, qcb,db,f+K
Overhead
f+B, ABC, cl.C(1), hcf+A, df+A, j.CD
- The j.CD ender must be done off of a superjump.
Corner
cr.B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD
- The j.CD ender must be done off of a superjump.
f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A, j.CD
- The j.CD ender must be done off of a superjump.
Roll Cancel
cr.B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD
- Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).
f+B, ABC, cl.C(1), hcf+A, df+A(1), AB(roll cancel), df+A(1), AB, df+A, j.D/j.CD
- Requires a short run after the hcf+A. Requires Ultimate mode (Advanced run, Advanced roll, Extra meter).
Roll Cancel, Near Corner
cr.B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD
j.X, cl.C(1), f+B, ABC, cl.C(1), hcf+A, j.qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD
f+B, ABC, cl.C(1), hcf+A, qcf+K > P, df+A(1), AB (roll cancel), df+A(1), AB, df+A, j.D/j.CD
Strategy & Tips
Unblockable option selects
If you perform the unblockable as hcf P, then when the unblockable is not eligible to be performed, you'll get a zan ei ken instead, which is quite negative on block. Another issue is that if you were running forward and you did a half circle forward P, you will get a DP, against a grabbable or non grabbable opponent.
You can avoid these problems.
You can perform the unblockable as: back, neutral, qcf P. This gives you the unblockable if the opponent is throwable, and a punching normal otherwise. If cancelling to this motion after a normal, then on hit, you get the unblockable, and on block, you get no followup, and on whiff, you also get the unblockable if you did it quickly enough, because Andy's normals are whiff cancellable.. The unblockable can't hit people while rolling, but it has enough forward movement and active frames that it can catch the roll's recovery.
It is also possible to do qcb qcf if done slowly enough.
If you're running forward and doing an option select, make sure to not be too quick, as you have to wait for the forward input to leave the buffer to avoid getting a DP, and whatever you do, never input the down back direction when going for it, lest you get zaneiken against ungrabbable opponents.
Below is a list of some example option selects.
Back C, neutral, qcf
: Gives normal grab if possible. If not, gives standing C. If standing C can combo to unblockable, you get the unblockable. If not, you just get standing C.Back, neutral, qcf C
: Gives you unblockable if possible, otherwise standing C to nothingDown B, qcb qcf C
: Gives you crouching B, and if it hits and you are in range, it combos to unblockable. Otherwise, you just get tthe crouching BDown B, qcb hcf C done slowly
: Same as above
Reversed inputs for the roll cancel combo in the left corner
If you're doing repeated down forward As in the same combo, in the left corner, then after doing the first down forward A, subsequent ones must be performed as down back A. The inputs are reversed. Every other part of the combo is done normally.
Videos
- Baozi's Andy going ham, great video to watch to see just what Andy is capable of with Extra gauge + roll.