Difference between revisions of "The King of Fighters XV/Andy Bogard"
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[[File:KOFXV Andy Profile.png|right | {{CharNavbox_XV}} | ||
[[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>]] | |||
{{TOClimit|3}} | |||
==Movelist== | ==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''' | '''Throws''' | ||
Kakaekomi Nage (Forward) - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Kakaekomi Nage (Backward) - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Normals''' | '''Command Normals''' | ||
Hirate Uchi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:a.gif]] | |||
Genei Shiranui - [[image:dn.gif]] + [[image:d.gif]] (Midair Only) | |||
'''Special Moves''' | '''Special Moves''' | ||
Zan-ei Ken - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | |||
Kuuha Dan - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | |||
:┗ Kuuha Dan (Brake) - [[image:b.gif]] [[image:d.gif]] | |||
Hishou Ken - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | |||
Shouryuu Dan - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | |||
'''Super Special Moves''' | '''Super Special Moves''' | ||
Chou Reppa Dan - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | |||
Zetsu • Hishou Ken - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) | |||
'''Climax Super Special Moves''' | |||
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== | ||
Line 24: | Line 80: | ||
| '''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''' | ||
Line 47: | Line 113: | ||
|- | |- | ||
|} | |} | ||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
====Far A==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_fa | |||
|description= | |||
* Hop stopper. Duckable. | |||
}} | }} | ||
====Far B==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_fb | |||
|description= | |||
* Cancelable mid poke. | |||
* Useless on it's own, since it's shorter than 2B, and doesn't stop hops. | |||
* Part of his Far 5B,D target combo. | |||
* | |||
* | |||
}} | }} | ||
====Far C==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_fc | |||
|description= | |||
* Cancelable high poke. Late cancel an anti-air into fireball to put meaty pressure on the opponent. | |||
* Non-duckable. | |||
* | |||
}} | }} | ||
====Far D==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_fd | |||
|description= | |||
* Beefy high poke. Stops hops, but doesn't have the angle to deal with full jumps. | |||
* Duckable. | |||
* | |||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
====Close A==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_cla | |||
|description= | |||
* Generic close A. | |||
}} | }} | ||
====Close B==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_clb | |||
|description= | |||
* Andy's normal with the most frame advantage. Links into close C. | |||
* Starts his close 5B,D target combo. | |||
* | |||
}} | }} | ||
====Close C==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_clc | |||
|description= | |||
* 2 hits, both cancelable, but the pushback of the 2nd hit might mess up your strings. | |||
}} | }} | ||
====Close D==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_cld | |||
|description= | |||
* Steep anti-air angle. | |||
* Hits crouching opponents despite it's looks. | |||
* Forces stand. | |||
* | |||
* | |||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
====Crouch A==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2a | |||
|description= | |||
* Rapid fire jab. | |||
}} | }} | ||
====Crouch B==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2b | |||
|description= | |||
* Long range and cancelable. | |||
}} | |||
====Crouch C==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2c | |||
|description= | |||
* Slightly faster but shorter than Far 5C. | |||
* Slightly shorter than 2B even. | |||
* Whiff cancelable. | |||
}} | |||
====Crouch D==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2d | |||
|description= | |||
* Cancelable sweep, but not on whiff. | |||
* Great low profiling, for anti-airs and ducking fireballs. | |||
* | |||
* | |||
* | |||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
{{ | ====Jump A==== | ||
| | {{FrameDataCargo-KOFXV | ||
| | |moveId=andy_ha,andy_ja | ||
| | |name=jump A | ||
| | |input=j.A | ||
|description2=* Dedicated air-to-air button. | |||
}} | |||
====Jump B==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_hb,andy_jb | |||
|name=jump B | |||
|input=j.B | |||
|description2=* Dedicated air-to-air button. | |||
}} | |||
====Jump C==== | |||
{{FrameDataCargo-KOFXV | |||
* | |moveId=andy_hc,andy_jc | ||
|name=jump C | |||
|input=j.C | |||
|description2=* Very short range and few active frames. Reliably hits crouchers if you time it right. | |||
}} | |||
====Jump D==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_hd,andy_jd | |||
|name=jump D | |||
|input=j.D | |||
|description2=* Great jump-in button. Crosses up easily too. | |||
}} | }} | ||
===Blowback=== | |||
====Blowback==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_cd | |||
|description= | |||
* Whiff-cancelable high poke. | |||
* Damaging conversions near the corner. | |||
}} | |||
====ShatterStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_236cd | |||
|description= | |||
*Placeholder | |||
* | |||
}} | }} | ||
====jump CD==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_hcd,andy_jcd | |||
|name=jump CD | |||
|input=j.CD | |||
|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. | |||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_rush1,andy_rush2 | |||
|name=rush | |||
|input=cl.AA/cl.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
==Throws== | |||
===Kakaekomi Nage (Forward)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_cthrow | |||
|name= | |||
|input=(close) 4/6C | |||
|description=* Placeholder | |||
}} | |||
===Kakaekomi Nage (Backward)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_dthrow | |||
|name= | |||
|input=(close) 4/6D | |||
|description=* Placeholder | |||
}} | |||
==Command Moves== | |||
===Hirate Uchi=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_6a | |||
|description= | |||
* 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. | |||
* | |||
}} | }} | ||
===Genei Shiranui=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_j2d | |||
|description= | |||
* Movement tool used to shorten the length of his full jumps. | |||
* Can also be performed during 426K. | |||
}} | |||
=== | ===Target Combo 1=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=andy_bd | |||
|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. | |||
* | |||
* | |||
}} | }} | ||
==Special Moves== | |||
{{ | ===Zan-ei Ken=== | ||
| | {{FrameDataCargo-KOFXV | ||
| | |moveId=andy_236a,andy_236c,andy_236ac | ||
| | |name=Zan-ei Ken | ||
| | |input=236A/C/AC | ||
|description3=* Andy's chase-down move. | |||
* 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 it's duration. (!!) | |||
* The EX version is very strong and causes a wall splat. | |||
}} | |||
===Kuuha Dan=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_41236b,andy_41236d,andy_41236bd | |||
|name=Kuuha Dan | |||
|input=41236B/D/BD | |||
|description3=* An arcing flying kick. | |||
* | * Can be aborted either before (~BD) or after (2D) leaving the ground. | ||
* 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. | |||
* The D version has some projectile invulnerability. It's also a little safer. | |||
}} | |||
===Kuuha Dan(break)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_41236b_brake,andy_41236d_brake,andy_41236bd_brake | |||
|name=Kuuha Dan(break) | |||
|input=41236B/D/BD~BD | |||
|description3=* Aborts the move after the intial hit, before leaving the ground. | |||
* Used as a launcher in combos. | |||
}} | }} | ||
===Hishou Ken=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_214a,andy_214c,andy_214ac | |||
|name=Hishou Ken | |||
|input=214A/C/AC | |||
|description3= | |||
* The fireball is a staple of Andy's moveset. | |||
* EX version is very slow moving. | |||
* | |||
}} | }} | ||
===Shouryuu Dan=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_623a,andy_623c,andy_623ac | |||
|name=Shouryuu Dan | |||
|input=623A/C/AC | |||
|description3=* Reversal/anti-air. | |||
* C and EX has full invul. | |||
* Can be canceled into the air version of his Climax on the last hit. | |||
* | |||
* | |||
}} | }} | ||
==Super Special Moves== | |||
=== | ===Chou Reppa Dan=== | ||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2141236b,andy_2141236d,andy_2141236bd | |||
|name=Chou Reppa Dan | |||
|input=2141236B/D/BD | |||
|description3=* All versions have startup invincibility, but regular version may trade in anti-air situations. | |||
* Cancelable into the air version of his Climax. | |||
* | |||
}} | }} | ||
===Zetsu • Hishou Ken=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2363214a,andy_2363214c,andy_2363214ac | |||
|name=Zetsu • Hishou Ken | |||
|input=2363214A/C/AC | |||
|description3=* Combo fodder. | |||
}} | }} | ||
==Climax Super Special Moves== | |||
===Chou • Shin • Soku • Zan-ei Ken (Air okay)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=andy_2141236cd,andy_j2141236cd | |||
|name=Chou • Shin • Soku • Zan-ei Ken (Air okay) | |||
|input=2141236CD/j2141236CD | |||
|description2=* An extremely fast full screen dash. | |||
* Has no invinciblity whatsoever. | |||
* | |||
}} | }} | ||
== | ==Misc== | ||
== | ==Videos== | ||
{{#ev:youtube|5I9emZnl4_k|||'''Andy Bogard Reveal Trailer'''|frame}} | {{#ev:youtube|5I9emZnl4_k|||'''Andy Bogard Reveal Trailer'''|frame}} | ||
{{CharNavbox_XV}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] | ||
[[Category:Andy Bogard]] | [[Category:Andy Bogard]] |
Latest revision as of 05:12, 24 May 2022

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
(*) = 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 |
---|
Far B
far B B |
---|
Far C
far C C |
---|
Far D
far D D |
---|
Close Standing Normals
Close A
close A cl.A |
---|
Close B
close B cl.B |
---|
Close C
close C cl.C |
---|
Close D
close D cl.D |
---|
Crouch Normals
Crouch A
crouch A 2A |
---|
Crouch B
crouch B 2B |
---|
Crouch C
crouch C 2C |
---|
Crouch D
crouch D 2D |
---|
Jump Normals
Jump A
jump A j.A |
---|
Jump B
jump B j.B |
---|
Jump C
jump C j.C |
---|
Jump D
jump D j.D |
---|
Blowback
Blowback
Blowback CD |
---|
ShatterStrike
Shatterstrike 236CD |
---|
jump CD
jump CD j.CD |
---|
Rush Moves
rush cl.AA/cl.AAX |
---|
Throws
Kakaekomi Nage (Forward)
(close) 4/6C |
---|
Kakaekomi Nage (Backward)
(close) 4/6D |
---|
Command Moves
Hirate Uchi
Hirate Uchi 4/6A |
---|
Genei Shiranui
Genei Shiranui j.2D |
---|
Target Combo 1
Target combo 1 B~D |
---|
Special Moves
Zan-ei Ken
Zan-ei Ken 236A/C/AC |
---|
Kuuha Dan
Kuuha Dan 41236B/D/BD |
---|
Kuuha Dan(break)
Kuuha Dan(break) 41236B/D/BD~BD |
---|
Hishou Ken
Hishou Ken 214A/C/AC |
---|
Shouryuu Dan
Shouryuu Dan 623A/C/AC |
---|
Super Special Moves
Chou Reppa Dan
Chou Reppa Dan 2141236B/D/BD |
---|
Zetsu • Hishou Ken
Zetsu • Hishou Ken 2363214A/C/AC |
---|
Climax Super Special Moves
Chou • Shin • Soku • Zan-ei Ken (Air okay)
Chou • Shin • Soku • Zan-ei Ken (Air okay) 2141236CD/j2141236CD |
---|