The King of Fighters '98: Ultimate Match/Andy Bogard
Andy has an abundance of zoning moves, and powerful combos.
At a glance
|Gōrin: Kai||(throw) f/b + C|
|Kakaekomi Nage||(throw) f/b + D|
|Uwa Agito||f + B|
|Age Dzura||df + A|
|Zan'eiken||db f + P|
|┗ Gadankō||(during Zan'eiken) qcf + P|
|Hishōken||qcb + A|
|Geki Hishōken||qcb + C|
|Shōryūdan||dp + P|
|Kūhadan||hcf + K|
|Gekiheki Haisuishō||(throw) hcf + P|
|Gen'ei Shiranui||(air) qcf + K|
|┣ Gen'ei Shiranui: Shimo Agito||(during Gen'ei Shiranui) P|
|┗ Gen'ei Shiranui: Uwa Agito||(during Gen'ei Shiranui) K|
|Super special moves|
|Chō Reppadan||qcb hcf + K|
|Hishō Ryūseiken||qcf qcf + P|
- cl.C – does two hits, both of which can be cancelled.
- st.A, st.B, and st.D – effective jump checkers. The weak moves don’t leave you very open if you whiff.
- st.C – helpful in ground zoning.
- j.CD – the hitbox starts out facing up, so you can use it as an air-to-air for opponents directly above you.
- Uwa Agito
- f + B
- An overhead, though it won’t touch crouching opponents with short crouching heights. If cancelled into, however, it can be blocked both high and low. The cancelled-into version is cancelable into midair moves.
- Age Dzura
- df + A
- Now cancelable on the first hit as well as the second. If it does a midair hit, the opponent becomes juggleable (e.g., with Shōryūdan).
- db f + P
- A high-speed rush followed by a fierce elbowing at close range. This doesn’t leave you very open if the very tip touches the opponent, but it’s not all that easy to use. The recovery on the weak version has been reduced from OG.
- qcf + P during Zan'eiken (only works if Zan'eiken touches)
- A derived combo from Zan'eiken; performs knockdown. If blocked, it leaves you more open, so hit confirm.
- qcb + A
- A small, quickly dissipating, unlaunched projectile, shoved forward. Leaves you pretty open; if the opponent jumps over it (very easily, in fact), a counterattack is coming your way.
- Geki Hishōken
- qcb + C
- Like Hishōken, but with a gigantic spherical projectile that has a continued presence. It does five hits total; the fifth one does knockdown. You cannot move at all during this time; if the opponent avoids it, a counterattack is likely.
- dp + P
- A multi-hit anti-air move. It now has startup invincibility, and is a bit easier to use.
- hcf + K
- A multi-hit kick move that arcs through the air. It doesn’t do knockdown, and can be hit. Depending on how it touches the opponent, it can be very difficult to counter, even if blocked. For this reason, it’s best used as a psychic anti-air.
- Gekiheki Haisuishō
- hcf + P at throwing distance
- A proximity unblockable that launches the opponent. Doesn’t have any sort of invincibility during startup, and the startup isn’t all that quick, so it’s very weak if you overuse it.
- Gen'ei Shiranui
- qcf + K in midair
- Andy swoops down from midair. It has slow startup, but it is an overhead, so if there’s a certain amount of room, you can use it to zone. can cross up as well.
- Gen'ei Shiranui: Shimo Agito
- P (during Gen'ei Shiranui)
- Of the derived moves, only this one really combos from Gen'ei Shiranui. It leaves the opponent with a hitbox, so if you use quick MAX, you can juggle them.
- Gen'ei Shiranui: Uwa Agito
- K (during Gen'ei Shiranui)
- There are opponents that this doesn’t hit, and it’s not very easy to use, but it now does knockdown, and leaves you far less open than it did in OG. You can combo into this in the corner (cancelled from the command move Uwa Agito), but it’s not reliable.
Super special moves
- Chō Reppadan
- qcb hcf + K
- A super version of Kūhadan. It has invincibility during startup, and does knockdown when it hits. The normal version has slow startup, so you can only really use it to punish. The MAX version is quicker in this regard, so you can also use it for anti-air (doing more hits and more damage as well).
- Hishō Ryūseiken
- qcf qcf + P
- A Ranbu-esque super that does a lot of damage. It does not lock the opponent in place, and continues regardless of whether it hits. The first hits do not reliably connect from strong attacks. In UM, the weak version now combos from weak moves.
- j.D > cr.B >> Age Dzura (df + A) (2 hit) >> weak Zan'eiken (db f + A) >> Gadankō (qcf + P)
- If blocked, quit ASAP.
- j.D > cl.C (1 hit) >> Gekiheki Haisuishō (hcf + P) > Age Dzura (df + A) > j.CD
- The Age Dzura (df + A) can do 2 hits. If the opponent is cornered, a strong Shōryūdan (dp + C) cancelled out of the second hit will also combo. A major weakness of this combo is that a blocked cl.C will cause a Zan'eiken (df f + P) misfire.
- (corner) j.D > cl.C (1 hit) >> Uwa Agito (f + B) >> Gen'ei Shiranui (air qcf + K) >> Gen'ei Shiranui: Shimo Agito (P)
- If the Uwa Agito (f + B) is blocked, you are very vulnerable. If this happens, do your best to continue.
- cr.B > cr. B >> weak Hishō Ryūseiken (qcf qcf + A)
- A combo for when you have gauge to spare.
Andy has a fine balance between offense and defense. Play with skill and a good gameplan. Use Gekiheki Haisuishō to beat them to a pulp.
Use standing attacks to zone at mid-range. If you could do this perfectly, you probably wouldn’t have to do anything else. Whiff these moderately, and if the opponent seems to want to come jumping in, belt out a weak Kūhadan. Even if this is blocked, you won’t be too open. However, this is much more counterable when the opponent is cornered, so substitute st.D or st.B in that case.
When being tested with zoning moves, jump in with j.A; while hit confirming, input cl.C, and if it’s blocked get out a Hishōken. Secondarily, dashing in and throwing or using Gekiheki Haisuishō is also good.
When Kūhadan is blocked (except when the opponent is cornered), depending on the way it coincides with the opponent, it can quite possibly leave you not vulnerable at all. When this happens, see if your opponent will attempt a counterattack, and if they will, cut them off with Chō Reppadan. Sucker!