Difference between revisions of "XV Broken/Andy Bogard"
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[[File:KOFXV Andy Profile.png|thumb|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.]] | <section begin="image"/>[[File:KOFXV Andy Profile.png|thumb|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. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 44f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 22f | |||
<br>'''Run Speed Ranking:''' 5 | |||
<br>'''[https://replaytheater.app/?game=kofxv&c1=Andy+Bogard Replays]''' | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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Chou • Shin • Soku Zan-ei Ken - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]] (Air OK) | Chou • Shin • Soku Zan-ei Ken - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]] (Air OK) | ||
==Gameplay Summary== | |||
{{StrengthsAndWeaknesses | |||
| intro = {{SUBPAGENAME}} is a straightforward space control character with good movement, who bullies opponents with j.CD, sweeps and fireballs. | |||
| pros= | |||
* '''Solid''': His complete moveset allows Andy to effectively exploit the holes in his opponent's game. His fireball is above average in almost every category, all his combos end in knockdowns, 623C is fully invincible and jump CD does everything else. You will always have the tools for the job. | |||
* '''Strong AAs''': Along with his more specialized AAs, f.C, c.D and neutral hop CD are incredible tools for controlling airspace from almost every attack angle. Predictive full jumps from opponents expecting a fireball are easily crushed by a 623C. | |||
* '''Difficult to Punish''': While almost all of Andy's tools leave him negative on block, they provide significant pushback. Most of his normals are also cancellable on block, providing more pushback from a late cancel fireball or Zaneiken. | |||
* '''Strong Air Presence''': Jump CD, Jump C, and Jump D all have strong air-to-air and air-to-ground potential. Combined with the ability to modify his higher jump arcs, your opponents will quickly learn to respect Andy's potential in the air. | |||
* '''Meter Independent''': While his corner damage is certainly reliant on meter, he does not need to spend bar to make any of his matchups winnable. | |||
| cons= | |||
* '''Straightforward''': Andy's toolset contains few gimmicks. You will have to have a solid grasp of KOF fundamentals to overcome your opponents. | |||
* '''No Frame Traps''': Close B is Andy's only normal that is more than +1 on block. | |||
* '''Poor Pokes''': Andy's ground normals are stubby compared to most other characters. | |||
* '''Below Average Damage''': Without the corner or a deep crossup and some meter, you will not be scoring big damage with Andy. | |||
}} | |||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
Low confirm <br/> | |||
Anywhere <br/> | |||
Corner <br/> | |||
| | |||
2B > 2B > 2B > 236A = 136 dmg<br/> | |||
Close C > 6A > 426K > BD > 623C = 223 dmg<br/> | |||
Close C > 6A > 426K (3 hits) > 2D > 623C = 277 dmg<br/> | |||
|- | |||
| '''½ Meter''' | |||
| | |||
Low confirm <br/> | |||
Anywhere<br/> | |||
| | | | ||
2B > 2A > 6A > 426K > BD > 623AC = 275 dmg<br/> | |||
Close C > 6A > 236AC > 236C = 281 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
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|description= | |description= | ||
* Cancelable mid poke. | * Cancelable mid poke. | ||
* | * More range than 2B. | ||
* Part of his Far 5B,D target combo. | * Part of his Far 5B,D target combo. | ||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* A sweeping kick that both anti-airs and hits low to the ground. Andy's moneymaker. | |description2=* A sweeping kick that both anti-airs and hits low to the ground. Andy's moneymaker. Won't hit crouchers if done instantly from a hop, so some more precise timing is required. | ||
}} | }} | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_cthrow | |moveId=andy_cthrow | ||
|name= | |name=Kakaekomi Nage (Forward) | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* Placeholder | |description=* Placeholder | ||
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{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_dthrow | |moveId=andy_dthrow | ||
|name= | |name=Kakaekomi Nage (Backward) | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* Placeholder | |description=* Placeholder | ||
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|description= | |description= | ||
* Has a good amount of upper body invulnerability, letting him easily slip past fast moving high projectiles. | * Has a good amount of upper body invulnerability, letting him easily slip past fast moving high projectiles. | ||
* Moves Andy forward slightly when cancelled into, improving your combo consistency. | |||
}} | }} | ||
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|moveId=andy_bd | |moveId=andy_bd | ||
|description= | |description= | ||
* | * Performs a variation of far D that launches the opponent. Allows for small juggles. | ||
* Can be done from close or far B. | |||
* Can easily be chained into from 2Bs. | * Can easily be chained into from 2Bs. | ||
}} | }} | ||
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|name=Zan-ei Ken | |name=Zan-ei Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3= | |description3= | ||
* Very fast whiff recovery which can be used on purpose to set up pressure or throws. | * Very fast whiff recovery which can be used on purpose to set up pressure or throws. | ||
* C version can be whiff-canceled into any special move at any point during | * C version can be whiff-canceled into any special move at any point during its duration. | ||
* The EX version is very strong and causes a wall splat. | |||
Andy's classic forward-rushing elbow strike. This move complements Andy's high mobility—with the light version, he can rush down the opponent; with the heavy version, he can set up mixups with its whiff cancelability or end combos from a distance. | |||
}} | }} | ||
===Kuuha Dan=== | ===Kuuha Dan=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=Kuuha Dan | |name=Kuuha Dan | ||
|input=41236B/D/BD | |input=41236B/D/BD | ||
|description3=* | |description3=* An arcing flying kick. | ||
* Can be aborted either before (~BD) or after (2D) leaving the ground. | * Can be aborted either before (~BD) or after (2D) leaving the ground. | ||
* Cancelable into Climax. | * Cancelable into Climax. | ||
* If the B version gets blocked you have a mixup between letting the last hit rock or 2D canceling it, landing and throwing the waiting opponent. | * If the B version gets blocked you have a mixup between letting the last hit rock or 2D canceling it, landing and throwing the waiting opponent. | ||
* The D version has some projectile invulnerability. It's also a little safer. | |||
}} | }} | ||
===Kuuha Dan( | ===Kuuha Dan (Brake)=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=andy_41236b_brake,andy_41236d_brake,andy_41236bd_brake | |moveId=andy_41236b_brake,andy_41236d_brake,andy_41236bd_brake | ||
|name=Kuuha Dan( | |name=Kuuha Dan (Brake) | ||
|input=41236B/D/BD~BD | |input=41236B/D/BD~BD | ||
|description3=* Aborts the move after the intial hit, before leaving the ground. | |description3=* Aborts the move after the intial hit, before leaving the ground. | ||
* Used as a launcher in combos. | * Used as a launcher in combos. | ||
}} | }} | ||
===Hishou Ken=== | ===Hishou Ken=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description3=* Reversal/anti-air. | |description3=* Reversal/anti-air. | ||
* C and EX has full invul. | * C and EX has full invul. | ||
* Can be canceled into the air version of his Climax on the last hit. | |||
}} | }} | ||
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==Videos== | ==Videos== | ||
{{#ev:youtube|5I9emZnl4_k|||'''Andy Bogard Reveal Trailer'''|frame}} | {{#ev:youtube|5I9emZnl4_k|||'''Andy Bogard Reveal Trailer'''|frame}} | ||
Revision as of 22:58, 31 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
Throws
Kakaekomi Nage (Forward) - (close) / +
Kakaekomi Nage (Backward) - (close) / +
Command Normals
Genei Shiranui - + (Midair Only)
Special Moves
Super Special Moves
Climax Super Special Moves
Chou • Shin • Soku Zan-ei Ken - + (Air OK)
Gameplay Summary
Andy Bogard is a straightforward space control character with good movement, who bullies opponents with j.CD, sweeps and fireballs. | |
Pros | Cons |
|
|
Quick Combo Reference
0 Meter |
Low confirm |
2B > 2B > 2B > 236A = 136 dmg |
½ Meter |
Low confirm |
2B > 2A > 6A > 426K > BD > 623AC = 275 dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Normals
Far Standing Normals
Far A
far A
A
A |
---|
Far B
far B
B
B |
---|
Far C
far C
C
C |
---|
Far D
far D
D
D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Throws
Kakaekomi Nage (Forward)
Kakaekomi Nage (Forward)
(close) 4/6C
(close) 4/6C |
---|
Kakaekomi Nage (Backward)
Kakaekomi Nage (Backward)
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Hirate Uchi
Hirate Uchi
4/6A
4/6A |
---|
Genei Shiranui
Genei Shiranui
j.2D
j.2D |
---|
Target Combo 1
Target combo 1
B~D
B~D |
---|
Special Moves
Zan-ei Ken
Zan-ei Ken
236A/C/AC
236A/C/AC |
---|
Kuuha Dan
Kuuha Dan
41236B/D/BD
41236B/D/BD |
---|
Kuuha Dan (Brake)
Kuuha Dan (Brake)
41236B/D/BD~BD
41236B/D/BD~BD |
---|
Hishou Ken
Hishou Ken
214A/C/AC
214A/C/AC |
---|
Shouryuu Dan
Shouryuu Dan
623A/C/AC
623A/C/AC |
---|
Super Special Moves
Chou Reppa Dan
Chou Reppa Dan
2141236B/D/BD
2141236B/D/BD
|
No resultsNo results |
---|
Zetsu • Hishou Ken
Zetsu • Hishou Ken
2363214A/C/AC
2363214A/C/AC
|
No resultsNo results |
---|
Climax Super Special Moves
Chou • Shin • Soku • Zan-ei Ken (Air okay)
Chou • Shin • Soku • Zan-ei Ken (Air okay)
2141236CD/j2141236CD
2141236CD/j2141236CD |
---|