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The King of Fighters XIII/Andy Bogard

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File:Andy sprite.gif


Throws

Kakaekomi Nage - / + / close


Command Normals

Hirateuchi - +

Target Combo - ,


Special Moves

Shoryudan - + / *

Hishoken - + / *

Kuuhaden - + / *

Brake - +

Zaneiken - + / *

Desperation Moves

Choreppadan - , + / *

Gekihishoken - , + /


Neomax

ChoShinSoku Zaneiken - , + +

Andy's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Anywhere
Low, Anywhere
Low, Anywhere

j.D, s.C, f.A, hcf+B/D [Brake], dp+C = 312 dmg
d.B, s.B, s.D, db,f+C = 198 dmg
d.Bx2, f.A, hcf+K~BD, dp+C = 231 dmg

1 Stock, No Drive Gauge

Corner
Anywhere
Low, Anywhere

j.D, s.C, f+A, hcf+B/D [Brake], db,f+A, db,f+AC, dp+C = 449 dmg
j.D, s.C, f+A, hcf+B/D [Brake], qcf,hcb+A/C = 386 dmg
d.B, s.B, s.D, qcf~hcb+P = 313 dmg

0 Stock, 1+ Drive Gauge Anywhere far C, db,f+C [DC] hcf+B/D [Brake], run forward, dp+C = 288 dmg


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."

Gameplay Overview

Andy is easily able to hold his own against any character in the game. He's able to control the pace of the fight quite well, and can position himself wherever he pleases with his set of moves that give him high mobility, invulnerability, pressure or zoning. He's able to suit nearly any playstyle, as he's one of the better characters in nearly every aspect of the game, with a set of meterless tools that make him more versatile than practically any other character. He is truly meant to be on first in a team, as he's got all of his tools already without meter, and having additional meter mostly just gives him slightly better damage.

Gameplay Notes

Pros

  • safe pressure
  • great cross-up setups
  • extremely quick meter building
  • invulnerable meter-less C shoryu which deals tons of damage
  • long, easy hit confirms
  • far C can be cancelled into Zaneiken, which can in turn be drive-cancelled into Kuuhaden Brake, making Andy able to do great damage from a far normal
  • crouch D is one of the highest priority pokes in the game, and gives a knockdown
  • good meter-less damage mid-screen
  • high damage with little meter and drive in the corner

Cons

  • Does not scale up very well with meter since the removal of invulnerability on EX Kuuhaden
  • DMs that border on being entirely useless
  • can have difficulty landing crossups on extremely low crouchers like Kula or Chin

Normals

Standing

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

s.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. Good for ground to air, but it might whiff on crouching opponents if performed too early.

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, hits mid.

This is a special combination where Andy links his standing B and standing (far) D. Before in the arcade version, in this link, far D was NOT cancel-able at all. Now in the console version, it is. You can place any of his specials, DMs, and even his Neomax (yes) from this link. You can also start it as a low attack as d.b, s.b, far D. You may also use this link to go into HD mode with Overall this gives Andy a bit more easier 'comboability', than just using his d.bx2, f+A or d.b, d.a, f+A which can be a bit tricky, timing wise.

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 is invulnerable, 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, covers lots of distance and does sizable damage with TONS of invulnerability.

  • 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 recovers faster, C version travels faster.

(EX) Hishoken = (qcb+AC) - EX version is faster, more damaging, knocks down on it 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 B version travels in a much less wider arc. The hitbox can cause the D version to cross-up on standing opponents who are standing close to the end of the 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.

On block, the D version is more unsafe than the B version, but not by much. You will need to punish both of these versions point-blank with a very fast normal attack (like Kyo's s.C) or a special move (like Kyo's EX dp). The distance for punishing this move is very crucial, because if you block only the very last hit, you wont be able to punish it.

Break = (hcf+K, BD) This move is unsafe on block, so try not to use it in blockstrings. To the unfamiliar player, it may look safe, but it really isn't. They will have to be very quick to punish it cleanly, so any fast crouching or standing normals or fast reversal type moves will be able to knock it out while in recovery.

(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, shoryu or fireball DM (qcf,hcb + P). [Note: You can't Brake the EX version.] This move also damages the guard gauge immensely.

  • 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. This move is punishable by some characters, but not all, and it almost always costs meter to punish.

(EX) Zeniken = (db~f+AC) - EX version is safe on block and does more damage, as well as traveling faster and farther.

  • 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. If used in the corner after hcf+B/D [Brake], then a dp+A, dp+AC or even a NeoMax can be linked after this DM.

(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

Mixups

  • d.B, s.B, s.D, qcb+A, superjump forward j.D is a crossup setup every time.
  • normal throw (anywhere but into the corner), db,f+A, jump forward j.D will be a crossup, hop forward j.D will not crossup. Amazing mixup after throw.
  • d.B, d.B, forward jump j.D will be a crossup every time.
  • Not so much a mixup as a tool, still another way to open up defenses extremely well: The blockstring of j.CD, s.B, s.D, hcf+BD deals over 2/3 of the guard gauge and is completely safe on block (+0 or better). Do not do this if the opponent has meter, as hcf+BD is extremely punishable with A+B Guard Cancel.


Combos

f + A Combos

1.) d.B x 1~2 -> f + A

2.) j D, s. C -> f + A

3.) d.b, d.a -> f + A

NOTE: first damage number is from the first combo starter, 2nd damage number is from second.


No Stock, No Drive Gauge -

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

-> hcf+K~BD, hcf+D = 228/290 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 312/417 dmg

-> hcf+BD, d.D 307/369 dmg

-> hcf+BD (dash), dp+C 294/356


1 Stock, 1+ Drive Gauge -

-> db~f+A (DC), dp+AC = 252/343 dmg

-> db~f+A (DC), qcf~hcb+P = 311/400 dmg

-> db~f+A (DC), hcf+BD, d.D = 295/357 dmg

-> db~f+A (DC), hcf+BD, db~f+A, dp+C = 355/417 dmg (corner only)


2 Stock, No Drive Gauge -

-> hcf+BD -> qcf~hcb+P = 357/446 dmg


3 Stock, 2 Drive Gauge -

-> hcf+K, BD -> qcb~hcf+AC = 492/555 dmg

(more coming soon)

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

- d.b, s.b, far D, db~f+C (DC) db~f+AC, dp+C = 410 dmg (corner only)


2 Level, No Drive Gauge

- d.b, s.b, far D, db~f + A+C, dp + A+C = 380 dmg (corner only)

- d.b, s.b, far D, hcf + B+D, dp + A+C = 353 dmg (corner only)

- d.b, s.b, far D, hcf + B+D, db~f + A+C, dp + C = 422 dmg (corner only)

- d.b, s.b, far D, qcb~hcf + B+D = 382 dmg

- d.b, s.b, far D, qcb + A+C, dp + A+C = 355 dmg (corner only)


3 Level, No Drive Guage

- d.b, s.b, far D, hcf + B+D, db~f + A+C, dp + A+C = 436 dmg (corner only)


2 Level, 1+ Drive Gauge

- d.b, s.b, far D, db~f + A+C (SC), qcb~hcf+K = 393 dmg (corner only)

- d.b, s.b, far D, db~f + C (DC), hcf + B+D, dp + A+C = 378 dmg (corner only)

- d.b, s.b, far D, db~f+C (DC) db~f+AC, qcf~hcb+P = 484 dmg (corner only)

Guard break Combos

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

HD Combos

(j.D, s.C, f+A) or (cr.B, cr.A, f+A) or (cr.B, s.B, s.D) -> HD to activate

Quick 2 meter mid-screen HD

- s.D, f+A, hcf+C, DC, dp+C *2/3 hits*, Neomax

Corner 2 meter HD

- s.D, f+A, hcf+B~BD, (d/b~f+A, d/b~f+A, DC, hcf+B~BD)x2, d/b~f+A, dp+C *3 hits*, Neomax

Corner 5 meter HD

- s.D, f+A, (d/b~f+A, DC, d/b~f+AC)x3, d/b~f+A, DC, hcf+B~BD, d/b~f+A, dp+C *3 hits*, Neomax

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

Videos

Andy Master Class

Contributors

Matt Alder

Steamwolf

Demoninja

Rex Dart

Desmond Delaghetto [1]

Discussion Threads

Discuss at Dream Cancel

External Links

http://iplaywinner.com/kofxiii-characters/andy-bogard.html

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