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Real Bout Fatal Fury 2/Andy Bogard

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Gameplay Overview

Andy Bogard, despite not being the poster child, plays the most traditional fireball-and-uppercut game in Real Bout 2. A strong defensive character, he has lots of powerful zoning tools and moves that can get him out of tight situations. He's fairly cut-and-dry even compared to the other characters that share his archetype, but his strong points truly shine when a patient and calculated player is controlling him.

Pros Cons
  • Good fireball traps and zoning
  • Can anti-air from afar with Shoryudan
  • Long range High Avoid attack that can convert easily into further damage
  • Versatile Breakshots
  • Lame offense with no high/low threat
  • Most normals are average at best
  • His fireball doesn't travel the full length of the screen and only has one speed

Normals

Standing

5A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 4 8 4 0 HL Y - -

A standard 5A with good chaining options. 5A>C is a solid chain as it can cancel and reaches quite far, and can be done on whiff to smack someone trying to punish your 5A. You can also chain with 5A>B, which allows you to access Andy's B chains. These also self chain, giving you very easy hitconfirms.

n.5A
(within 46 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 4 8 4 0 HL Y - -

Functionally identical to far A.

5B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 7 5 10 1 -3 HL Y - -

A nice long range kick. Cancels and has good chaining options. More or less your go-to midrange poke. Combos to Dan Da Dan as well, making for a devastating whiff punish and a great hitconfirm tool off of 2A or 5A (2A > 2A > 2A > 5B > Dan Da Dan for example).

n.5B
(within 53 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 5 6 9 1 -3 HL Y - -

A version of 5B with faster startup and identical chain options to far B. The faster startup keeps it relevant in scrambles, where it's tied for all of Andy's A's in startup, but has some better chaining options. Similarly to 5B, this is useful for confirming into Dan Da Dan.

5C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
23 - 8 6 20 0 -6 HL N - -

A long range smack. Fast startup for a C makes this okay to smack the opponent with sometimes, but the lack of cancel and the large recovery make it a little risky. Still great to poke the opponent with regardless.

n.5C
(within 52 px of opponent)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,10 - 8 2,3 20 3 -3 HL Y - -

A classic 2 hit n.C. The upward kick animation also means this doubles as a pretty handy anti-air when you aren't confident in a Shoryudan. Lacks any chain options at all however, pretty much nullifying any use as a pressure starter.

Crouching

2A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
8 - 5 5 7 4 0 HL Y - -

A crouch jab with decent frame data and decent chaining options. You can opt to either go into a 5A>C after this, or to chain into Andy's kick chains. Their ability to self chain is just as useful as it is on 5A, letting you easily hitconfirm them into a 5A > C > C Zanei Ken.

2B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 5 6 9 1 -3 L Y - -

Andy's main low and one of your go-to combo starters. While there isn't too much mixup present on a blocked 2B, you can stagger really easily with repeated 2B's, allowing you to open up pressure with hop B more or work in throws. Also useful as a trip anti-air.

2C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 8 6 20 KD -6 L Y - -

A decent sweep. Not quite as long range as you might want it to be, but 2C > Hisho Ken is still a good buffer option.

Command

Rising Palm
3A
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 7 2,9 20 -5 -11 HL Y - -

Andy's 3A is a pretty decent anti-air, and it comes with some fancy (but largely useless) chaining options. You'll almost always want to go for Shoryudan over this however.

Command

Falling Roll Kick
6B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 12 2,3 20 3 -3 HL N - -

Andy does a little handstand flip kick. Solid range and a hitbox that can be quite good at catching jumps make this a decent poke in neutral, though be careful not to whiff. Prone to the opponent neutral jumping.

Lean Down Kick
5AB
High Avoid Attack
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
14 - 10 6 23 -3 -9 HL Y - -

A really really good high avoid attack. Range identical to Andy's amazing 5B but with upper body invincibility on the startup of it, and the ability to cancel for easy knockdowns with C Zanei Ken or safe buffers to Hisho Ken make this an amazing counterpoke tool. Not so great as an anti-air, but Andy has plenty of other options for that.

Jumping

j.A
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 8 - 5 till landing 6 +8 +4 H N - -
Diagonal Hop 8 - 5 till landing 6 +8 +4 H N - -
Neutral Jump 8 - 5 8 6 +8 +4 H - - -
Diagonal Jump 8 - 5 10 6 +8 +4 H - - -

A solid enough air to air. The hop versions remain active until landing, making things like neutral hop A a good option to wall out an opponent who likes to hop at you a lot.

j.B
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 10 - 6 till landing 6 +8 +4 H N - -
Diagonal Hop 10 - 6 till landing 6 +8 +4 H N - -
Neutral Jump 10 - 6 6 6 +8 +4 H Y - -
Diagonal Jump 10 - 6 8 6 +8 +4 H Y - -

A deep hitting kick with a nasty hitbox that can be extremely difficult to anti-air. Hop B remains active until landing like hop A, but this finds much more use in offense where hop B can blow through anti-airs early.

j.C
Neutral Jump/Hop
Diagonal Jump/Hop
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
Neutral Hop 19 - 8 8 8 +15 +9 H N - -
Diagonal Hop 19 - 8 8 8 +15 +9 H N - -
Neutral Jump 19 - 8 6 8 +15 +9 H Y - -
Diagonal Jump 19 - 8 6 8 +15 +9 H Y - -

More or less your standard j.C. Long range, high damage and hitstun for easy combos, and a decent hitbox.

Oversway Actions

5D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 9 5 20 -1 12 H Y - -

The usual 5D. Swats the opponent out of the backplane as an overhead, and can be cancelled for a combo.

2D
(opponent in oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 10 4,5 16 1 -5 L Y - -

The usual 2D. Mostly exists to open them up to 5D more, but it also notably has longer range, letting you catch opponents out of the backlane from farther away.

A
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 24 3 13 3 -1 H N - -

Overhead option out of sway. Can use this to hop over the opponents 2D attempt for a little damage, but can't be combo'd from.

B
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10 - 20 4 16 1 -1 L N - -

Low option out of sway. The low profile hurtbox can dodge under a 5D or an attempted punish.

C
(from oversway)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
19 - 24 4 11 12 -2 HL N - -

A big mid out of oversway that can link into normals on hit. Useful to start punishes, like if you backswayed through a fireball or dp.

Throw

Uchimata
4/6C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
26 - - - - - - - - - -

Andy tosses the opponent over his shoulder. Gives you plenty of time for oki.

Feints

Feint Choreppa Dan
2BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 32 - - - - - -

Andy squats down like he's doing Choreppa Dan but quickly gets back up. Extremely long animation and feinting a move you almost never do in neutral make this feint useless in both pressure and neutral.

Feint Hi Sho Ken
2AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -

One of Andy's three feints. Can open up pressure a bit for the otherwise lackluster Andy offense, but doesn't really offer up any new routes. You can also use this as a neutral mindgame to bait out a jump or any other anti-fireball and punish with Shoryudan.

Feint Zanei Ken
6AC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
- - - - 18 - - - - - -

Andy feints Zanei Ken. Identical frame data to Feint Hisho Ken means fairly identical uses. Zanei Ken does have some usage in neutral, but this one doesn't work quite as well as a mindgame.

Special Moves

Hi Sho Ken/Geki Hi Sho Ken
214A/C
A version
C version
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 16 - 12 - 49 total 1 -3 HL - Y Y

Andy's fireball. Solid zoning tool and midrange poke, and an easy buffer off of Andy's normals as it's fairly safe on block. You'll harass the opponent into making mistakes with this.

C 10,8,8,8,8(35) - 10 9(7)12 37 -18 -20 HL - Y -

Andy does a big energy ball. DO NOT USE. Extremely negative on both hit and block, doesn't knock down, and resets on air hit leaving Andy crazy negative.

Shoryudan
623C
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12,10,10,10 - 3 9 58 -9 -36 HL - Y -

Andy's DP. Extremely fast startup, lots of range, a hitbox that catches crossups, it does almost everything you would want a DP to do without being Sky of Fire. Your go-to anti-air and reversal. Can also be used in max damage corner combos.

Zanei Ken
16A/C
C version follow-up
Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
A 28 - 10 17 8 1 -5 HL - Y -

A Zanei Ken mostly sees use as a buffer or fast neutral tool. Andy covers a lot of ground fast, and it can be relatively hard or even impossible to punish. Meshes well with Andy's midrange playstyle.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
C 32 - 11 19 8 -2 -8 HL - - -

Trades off the safety of the A version for longer range and a followup that knocks down.

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
C>16C 11 - 8 6 28 KD -11 HL - N -

Mostly just exists to allow you to get a knockdown off of C Zanei Ken. Be sure to hitconfirm this, as -11 is enough for just about anyone to punish you.

Kuhadan
1236B
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
12,29(37) - 14 10,5 4 1 -11 - - Y -

Andy does a big screwdriver spinning kick. Can kinda work as a hail mary sometimes, but Zanei Ken covers that much better. It has extremely high priority though, but if this whiffs or gets blocked you die. Mostly you'll use this to end A/B > B > 3C chains for your highest damage combos.

Genei Shiranui
j.214D
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
10,26(32) - 14 till landing(24), 4 20 4 -2 HL - N -

Andy's divekick is kinda unique. On hit or block it immediately transitions to Andy jumping into Oversway before coming back in with an Oversway C. This version of Oversway C has much less hitstun however, not enough to get a combo from. The followup does mean that your frame data here is pretty much always the same, though whether the followup combos or not can be affected by how the divekick connects.

S-Power

Choreppa Dan
21416BC
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
20,20,20,29 - 18 7,6,3,12 29 KD -10 HL - Y -

A super version of Choreppa Dan. Not very combo friendly, and extremely unsafe on block. Only combo's from n.C or the B > 3C launcher, but as a juggle it loses out on damage. Midscreen it beats a regular Choreppa Dan in damage, but in the corner where you can link Shoryudan, it actually does less damage.

P-Power

Dan Da Dan
21416C (Mash C)
Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel BS Juggle
24,11,16,18,45(91) - 1+12 2,[(4),1]*3(21),3 12 KD -4 HL - N -

A very solid P-Power. Can be almost used as a mini Houou Kyaku, as it combos from 5B even at the tip of its range. It's harder to hitconfirm than Houou Kyaku since you have to cancel 5B as soon as it hits, though it is only -4, making it a difficult move to punish. There is a gap on block before the final hit, which the opponent can use as a way to punish consistently however, either by using an invincible move, a strong Breakshot, or sidestepping to avoid it. Always mash C for the extra damage.

Chain Attacks

Punch Starters

5A --------> 5A (*) --------> 5A (*) --------> 5A (*) --------> ...
       |     5B (*) --------> 5C (A, E) 
       |                      2C (A, *, _, E)
       |                      3C (A, *, E)
       |                      6C (^, E)
       | 
       --------> 2A --------> 2A (*) --------> 2A (*) --------> ...
                 2B (*) ----> 5C (A, E) 
                              2C (A, *, _, E)
                              3C (A, *, E)
                              6C (^, E)
2A --------> 5A (*) --------> 5A (*) --------> 5A (*) --------> ...
       |     5B (*) --------> 5C (A, E) 
       |                      2C (A, *, _, E)
       |                      3C (A, *, E)
       |                      6C (^, E)
       | 
       --------> 2A --------> 2A (*) --------> 2A (*) --------> ...
                 2B (*) ----> 5C (A, E) 
                              2C (A, *, _, E)
                              3C (A, *, E)
                              6C (^, E)
j.A --------> j.B --------> j.C

Kick Starters

5B --------> 5B (*) --------> 5C (A, E)
       |                      2C (A, *, _, E)
       |                      3C (A, *, E)
       |                      6C (^, E)
       |
       --------> 2B (*) --------> 5C (A, E)
                                  2C (A, *, _, E)
                                  3C (A, *, E)
                                  6C (^, E)
2B --------> 5B (*) --------> 5C (A, E)
       |                      2C (A, *, _, E)
       |                      3C (A, *, E)
       |                      6C (^, E)
       |
       --------> 2B (*) --------> 5C (A, E)
                                  2C (A, *, _, E)
                                  3C (A, *, E)
                                  6C (^, E)

j.B --------> j.C

Combos

Meterless

2A > 2A > 5B > 214A/16C~16C

5A > 5C > 214A

2A > 2B > 3C > 1236B

2A > 2B > 3C > 1236B, 623C (Corner only, doesn't work on Mai because Andy loves her too much)

Metered

2A > 2A > 5B > 21416C

5A > 5C > 21416BC/21416C

2A > 2B > 3C > 21416BC

Strategy

Real Bout Fatal Fury 2
General

ControlsFAQSystem

Characters

Andy BogardBilly KaneBlue MaryBob WilsonCheng SinzanDuck KingFranco BashGeese HowardHon FuJin ChonreiJin ChonshuJoe HigashiKim KaphwanLaurence BloodLi XiangfeiMai ShiranuiRick StrowdRyuji YamazakiSokaku MochizukiTerry BogardTung Fu RueWolfgang Krauser