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The King of Fighters XIV/Andy Bogard

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Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kakaekomi Nage (Forward) - / +

Kakaekomi Nage (Backward) - / +

Command Normals

Hirateuchi - +

Genei Shiranui - (air) +

Special Moves

Zan-ei Ken - + / (*)

Kuuha Dan - + / (*)

|__Brake -

|__(while in air) Genei Shiranui - +

Shouryuu Dan - + / (*)

Hishou Ken - + / (*)

Desperation Moves

Chou Reppa Dan - + / (!)

Zetsu * Hishou Ken - + / (!)

Climax Desperation Move

ChoShinSoku * Zan-ei Ken - + (ground or air)

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Hirate Uchi - - (f+A)

  • Andy throws out a strong palm thrust. Mainly used during combos after his cl. C or any of his close standing and crouching normals. Even on block, cancel-able on hit


Genei Shiranui - (down + D) (in air)

  • This move drops Andy to the ground off of a full or super jump, or off hcf+K on hit or whiff.

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)

Misc

Videos

External Links

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina