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The King of Fighters XIV/Andy Bogard
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Kakaekomi Nage (Forward) - / +
Kakaekomi Nage (Backward) - / +
Command Normals
Special Moves
|__(while in air) Genei Shiranui - +
Desperation Moves
Climax Desperation Move
ChoShinSoku * Zan-ei Ken - + (ground or air)
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: A quick standing palm thrust. Good for stopping incoming hops. Whiffs on short crouching opponents. Barely minus on block, super cancel-able on hit.
- st. B: Andy performs a quick thrust kick. Good to use as a close ranged poke. Barely plus on block, cancel-able on hit.
- st. C: Andy performs a swinging chop. Minus on block, super cancel-able on hit.
- st. D: Andy performs a roundhouse kick aimed at the opponents face. Can be used as a ground anti-air against hops at a mid-range distance. Minus on block, super cancel=able on hit.
Close
- cl. A: Andy quick chops the opponent's neck. Slightly Minus on block, cancel-able on hit. Can chain into his other standing and crouching light normals.
- cl. B: Andy knees the opponent's chin. Even on block, cancel-able on hit.
- cl. C: A close hook punch that hits twice. Even on block, cancel-able on first or second hit.
- cl. D: Andy performs a close splits kick. Slightly minus on block, cancel-able on hit.
Crouching
- cr. A: Andy performs a crouching back hand punch. Even on block, cancel-able on hit. Chain-able into his other standing/crouching light normals.
- cr. B: This quick crouching light kick is good to start combos or to poke with at a close range. Even on block, cancel-able on hit. Chain-able into his other standing/crouching light normals. Hits low.
- cr. C: Andy performs a horizontal palm thrust. Even on block, cancel-able on hit or whiff.
- cr. D: Andy crouches down to kick the opponent's upper leg area that sweeps the opponent. Minus on block, cancel-able on hit, causes soft knockdown when connected
Jumping
- j. A: Andy performs a jumping palm thrust. Whiffs on crouching opponents. Cannot cross-up. Will chain into any close or crouching normal (even cr. HK, but it's tight)
- j. B: Andy performs a swinging forward kick. Best used as an air-to-air attack, or to anti-air if neutral jumped. Whiffs on crouching opponents. Cannot cross-up. Will also chain into any close or crouching normal (even cr. HK, but it's tight)
- j. C: A jumping slap. Short range. Hits some crouching opponents. Cannot cross-up. Will chain into any close or crouching normal except for cl. D.
- j. D: This kick has good horizontal range and points downward slightly. Good to use as a jump-in attack. Hits crouching opponents. Can cross-up. Will chain into any close or crouching normal. Hits low.
Blowback
- st. CD: Andy performs a full swinging roundhouse kick. Minus on block, cancel-able on hit or whiff, causes wall splat when connected, using whiffed LP elbow on block to maintain pressure seems good if the blowback connected either point blank or right at the tip (anywhere in between will cause you to hit them)
- j. CD: Andy performs a swinging heel kick. Hits mid. Hits crouching opponents, on block will chain into any close or crouching normal except for cl. HK. When connected they are put in a non juggle state ending in a soft knock down. When connected as a counter hit they are put in a juggle state.
Throws
Kakaekomi Nage (Forward) - (b/f+C) close
- Andy grabs the opponent, then throws them toward the corner of the screen.
- Can be broken
- Soft knockdown
Kakaekomi Nage (Backward) - (b/f+D) close
- Same as the Kakaekomi Nage (Forward), but the opponent is thrown the opposite direction
- Can be broken
- Soft knockdown
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)