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The King of Fighters XIII/Andy Bogard

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File:Andy.pngFile:Andy sprite.gif

Console Changes

-Normal/high jump D has better hitbox for use in crossups.

-Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.

-B>D is a chain combo. Can be canceled.

-Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.

-EX Kuhadan’s invincibility (Ex hcf K) has been taken out.

-Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.

Producer Yamamoto says: "We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out."

Normals

Standing

far A - 25 damage, cancel-able, hits mid. Quick palm-strike. Can stop short hops.

far B - 30 damage, chain-able into s.D, hits mid. A short kick with decent range.

far C - 80 damage, cancel-able, hits mid. A strong punch with great range. Quite useful.

far D - 80 damage, hits mid. A roundhouse kick. A bit slow compared to his far C above.

Close Normals

s.C - 55+30 damage, cancel-able, hits mid. Downward elbow strike with limited range.

s.D - 70 damage, hits mid. Strong kick aimed upwards. Can be used as an anti-air.

Crouching

d.A: 25 damage, chain/cancel-able, hits mid. A crouching short punch.

d.B: 30 damage, chain/cancel-able, hits low. A crouching kick, with great speed. Essential for combos and poking.

d.C: 70 damage, cancel-able, hits mid. A crouching punch aimed forward.

d.D: 80 damage, hits low. A crouching kick that knocks down standing opponents. Fast and meaty. Recommended.

Jumping

j. A: 45(40) damage, hits overhead. Short palm-strike aimed downward.

j. B: 45(40) damage, hits overhead. A jumping kick aimed forward, giving it good range for air-to-air.

j. C: 72(70) damage. hits overhead. Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.

j. D: 70(68) damage, hits overhead. A strong kick aimed downward. Great for jump-ins, and cross-ups.

Blowback Attack

CD: 75 damage, cancel-able, hits mid. A quick round-house kick.

j. CD: 90(80) damage, hits mid. A hard kick, aimed forward.

GCCD: 10 damage, hits mid. Same animation as his normal blowback.

Throw

Kakaekomi Nage (b/f+C/D) close 100 damage, can be broken, causes a hard knockdown. Andy grabs opponent and flings them forward (or back).

Command Moves

Hirateuchi = (f+A)

  • 55 damage, cancel-able, hits mid.

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.

B,D

  • 30+76 damage, cancel-able only in HD mode, hits mid.

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).]

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

f + A 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 Stock, No Drive Gauge -

-> hcf+K~BD, db~f+A = 180/242 dmg

-> hcf+K~BD, dp+A = 193/255 dmg

-> hcf+K~BD, db~f+A, db~f+A, dp+A = 278/349 dmg


1 Stock, No Drive Gauge -

-> hcf+K~BD, qcf,hcb+P

-> hcf+BD -> d.D

-> hcf+BD (dash) dp+C


1 Stock, 1+ Drive Gauge -

-> 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

[corner]-> hcf+K, BD -> db~f+AC -> db~f+A -> (DC) hcf+K, BD -> db~f+A -> db~f+A -> dp+A


2 Stock, No Drive Gauge -

-> hcf+BD -> qcf~hcb+P


3 Stock, 2 Drive Gauge -

-> hcf+K, BD -> qcb~hcf+AC

B/D Combos

the B/D combo is: (d.b) s.b, far D.

The far D will automatically chain from the s.b. The d.b is an optional if you would like to start the combo from a low attack. You can also connect a j.C or j. D before the d.b if you are jumping in.

0 Level, No Drive Gauge

- d.b, s.b, far D, qcb + A/C = 181 dmg

- d.b, s.b, far D, dp + A/C = 163/179 dmg

- d.b, s.b, far D, db~f + A/C = 181/198 dmg

- (ONLY d.b), s.b, far D, hcf + B = 213 dmg

- s.b, far D, hcf + B/D = 190/216 dmg

- s.b, far D, hcf + B/D, B+D, dp+A/C = 166/182 dmg

0 Stock, 1+ Drive Gauge

- d.b, s.b, far D, db~f + A/C (DC), dp + A/C = 242/297 dmg

- d.b, s.b, far D, db~f + A/C (DC), hcf + D = 297 dmg


1 Level, No Drive Gauge

- d.b, s.b, far D, qcf + A+C = 232 dmg

- d.b, s.b, far D, dp + A+C = 243 dmg

- d.b, s.b, far D, db~f + A+C = 256 dmg

- d.b, s.b, far D, db~f + A+C, dp + C = 356 dmg

- d.b, s.b, far D, hcf + B+D = 286 dmg

- d.b, s.b, far D, hcf + B+D, dp + P = 327/352 dmg (corner only)

- d.b, s.b, far D, qcf~hcb + P = 313 dmg

- d.b, s.b, far D, qcb~hcf + K = 374 dmg

- d.b, s.b, far D, qcb~hcf + K, dp + P = 321/339 dmg (corner only)


1 Level, 1+ Drive Gauge

- d.b, s.b, far D, db~f + P (DC), dp + A+C = 294 dmg

- d.b, s.b, far D, db~f + A+C (DC), dp + P = 288/256 dmg

- d.b, s.b, far D, db~f + P (DC), qcf~hcb + P = 346/378 dmg

Guard break Combos

[corner]j.CD -> st.C -> f+A -> (HD) st.C -> f+A -> db~f+A -> (HDC) hcf+BD (guard crush)

Links & References

Technical Reference

http://www.youtube.com/watch?v=TJ5qVBA3QjU


Discussion Threads

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