Difference between revisions of "XV Broken/Andy Bogard"

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====ShatterStrike====
====ShatterStrike====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=andy_236cd
|moveId=andy_qcf+cd
|description=
|description=
*Placeholder
*Placeholder
Line 199: Line 199:
|caption=
|caption=
|name=Kakaekomi Nage (Forward)
|name=Kakaekomi Nage (Forward)
|input=close 6/4C
|input=(close) b/f+C
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 221: Line 221:
|caption=
|caption=
|name=Kakaekomi Nage (Backward)
|name=Kakaekomi Nage (Backward)
|input=close 6/4D
|input=(close) b/f+D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 245: Line 245:
|caption=
|caption=
|name=Hirate Uchi
|name=Hirate Uchi
|input=4/6A
|input=b/f+A
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 268: Line 268:
|caption=
|caption=
|name=Genei Shiranui
|name=Genei Shiranui
|input=j.2D
|input=j.d+D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 291: Line 291:
|caption=
|caption=
|name=Target Combo 1
|name=Target Combo 1
|input=B D
|input=B > D
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 315: Line 315:
|caption=
|caption=
|name=Zan-ei Ken
|name=Zan-ei Ken
|input=236A/C/AC
|input=qcf+A/C/AC
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 361: Line 361:
|caption=
|caption=
|name=Kuuha Dan
|name=Kuuha Dan
|input=41236B/D/BD
|input=hcf+B/D/BD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 406: Line 406:
|caption=
|caption=
|name=Kuuha Dan (Brake)
|name=Kuuha Dan (Brake)
|input=41236B/D/BD BD
|input=hcf+B/D/BD > BD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 498: Line 498:
|caption=
|caption=
|name=Shouryuu Dan
|name=Shouryuu Dan
|input=623A/C/AC
|input=dp+A/C/AC
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 545: Line 545:
|caption=
|caption=
|name=Chou Reppa Dan
|name=Chou Reppa Dan
|input=2141236B/D/BD
|input=qcb,hcf+B/D/BD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 592: Line 592:
|caption=
|caption=
|name=Zetsu • Hishou Ken
|name=Zetsu • Hishou Ken
|input=2363214A/C/AC
|input=qcf,hcb+A/C/AC
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV
Line 640: Line 640:
|caption=
|caption=
|name=Chou • Shin • Soku • Zan-ei Ken
|name=Chou • Shin • Soku • Zan-ei Ken
|input=2141236CD
|input=qcb,hcf+CD
|data=
|data=
  {{AttackData-KOFXV
  {{AttackData-KOFXV

Revision as of 14:15, 17 February 2022

The King of Fighters XV

OverviewStrategyDataCombosReplays

KOFXV Andy Profile.png

Introduction

Andy set out for revenge after Geese Howard defeated his adopted father, Jeff Bogard, by learning Koppoken (a martial arts style that compliments Andy’s slender frame) and Shiranui-ryuu Ninjutsu. Andy follows a strict moral code and always shows respect regardless of his opponent. Currently, he is in a relationship with Mai Shiranui.

Movelist

Throws

Command Normals

Special Moves

Super Special Moves

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A
XV andy cla ima.png
XV Andy c5A box.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 9 +3 +1 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B
XV andy clb ima.png
XV Andy c5B box.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 8 +4 +2 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C
XV andy clc 1 ima.png
XV andy clc 2 ima.png
XV Andy c5C box.png
XV Andy c5C box 1.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 (35+35) Mid command 4 6 16 +2 -0 - 70 (35+35) 120 (60+60)
  • Placeholder

Close D

close D
cl.D
cl.D
XV andy cld ima.png
XV Andy c5D box.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid special 6 6 14 +1 -1 - 70 120
  • Placeholder

Crouch Normals

Crouch A

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch B

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch C

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Crouch D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A
XV andy ja ima.png
XV Andy hopA box.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High command 5 8 1 on ground - - - 30 50

jump jump

45 High command 5 9 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B
XV andy jb ima.png
XV Andy hopB box.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 7 1 on ground - - - 30 50

jump jump

45 High - 4 8 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C
XV andy jc ima.png
XV Andy hopC box.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High command 5 5 1 on ground - - - 70 100

jump jump

70 High command 5 5 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D
XV andy jd ima.png
XV Andy hopD box.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 6 7 1 on ground - - - 70 100

jump jump

70 High - 6 8 1 on ground - - - 70 120
  • Placeholder

Crouch D

Blowback

Blowback

Blowback
CD
CD
XV andy cd ima.png
XV Andy 5CD box.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 15 4 23 Wall Splat - HKD (gnd) (72 to 89) -4 - 100 160
  • Placeholder

ShatterStrike

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder

jump CD

jump CD
j.CD
j.CD
XV andy hcd ima.png
XV andy jcd ima.png
XV Andy hopCD box.png
XV Andy hopCD box 1.png
XV Andy hopCD box 2.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 12 4 1 on ground SKD - - 80 140

jump jump

90 Mid - 12 6 1 on ground SKD - - 80 160
  • Placeholder


place under here

Throws

Kakaekomi Nage (Forward)

Kakaekomi Nage (Forward)
(close) b/f+C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Kakaekomi Nage (Backward)

Kakaekomi Nage (Backward)
(close) b/f+D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Hirate Uchi

Hirate Uchi
b/f+A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Genei Shiranui

Genei Shiranui
j.d+D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Target Combo 1

Target Combo 1
B > D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Zan-ei Ken

Zan-ei Ken
qcf+A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder

Kuuha Dan

Kuuha Dan
hcf+B/D/BD
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • placeholder
Kuuha Dan (Brake)
hcf+B/D/BD > BD
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • placeholder

Hishou Ken

Hishou Ken
214A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder

Shouryuu Dan

Shouryuu Dan
dp+A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder

Super Special Moves

Chou Reppa Dan

Chou Reppa Dan
qcb,hcf+B/D/BD
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
B - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
D - - - - - - -
  • Placeholder
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
BD - - - - - - -
  • placeholder

Zetsu • Hishou Ken

Zetsu • Hishou Ken
qcf,hcb+A/C/AC
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
C - - - - - - -
  • placeholder
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
AC - - - - - - -
  • placeholder

Climax Super Special Moves

Chou • Shin • Soku • Zan-ei Ken (Air okay)

Chou • Shin • Soku • Zan-ei Ken
qcb,hcf+CD
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
ground - - - - - - -
  • placeholder
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
air - - - - - - -
  • placeholder

Misc

Videos

Andy Bogard Reveal Trailer

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The King of Fighters XV
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