The King of Fighters XIII/Andy
In a nutshell
Andy Bogard trained in Japan before returning to America to team with Terry and Joe to form the now iconic Fatal Fury Team to take revenge on Geese Howard. Andy has a great set of normals and specials that allows him to play a strong 'shoto' style neutral game with his projectile, DP and sweep. Up close Andy can deal heavy damage in the corner from simple hitconfirms or utilize his safe special moves to go for a guard break. From a distance Andy can play an intense zoning game to keep the opponent out or use a knockdown to safely get in on the opponent. Andy is simply a strong character with many defensive and offensive options that can easily control the match from any position.
IPLAYWINNER Guide - Andy
- Another huge resource written from the perspective of fighting against Andy.
- Normal/super jump D has a better hitbox for use in crossups.
- Close C hits twice (previously 70 damage). The 1st hit has no knockback, so his Hirate Uchi (f+A) will combo without whiffing.
- B > D target combo can be canceled.
- Chou Reppadan (qcb hcf+K) damage has been increased from 162 (18×11) to 198.
- EX Kuuhadan (hcf+BD) no longer has invincibility.
- Chou Shin Soku Zan'eiken (qcb hcf+AC) has faster startup.
- Standing Light Punch () - A quick stop sign palm attack for anti-airing hops. Can also be used as a quick whiff to mess with the opponent's reaction or bait a sweep.
- Standing Light Kick () - Decent straight kick that hits mid and reaches competently forward. Useful as a quick check against the opponent although Andy has many other powerful normal attacks.
- Standing Heavy Punch () - Stong forward chop with a lot of reach that controls the short hop space and can be canceled on hit or whiff. Andy's Far has traditionally been a great grounded normal with huge reach though in this iteration the length has been shortened but is now capable of being cancelable.
- Close Heavy Punch (Close ) - Andy's main Heavy combo starter and fastest normal move. Close can't be canceled and so use this version for comboing and confirming when up close. This is a two-hitter and can be canceled on either hit, but in order to combo into ( + ) the attack must be canceled on the first hit. Confirming and canceling on the second hit of this move is possible and simpler to do, though it deals a little less damage.
- Standing Heavy Kick () - An anti-air roundhouse kick that should immediately be familiar to anyone who's used Ryu's st.RH in Street Fighter. Whiffs on crouching characters and is slow to start up but covers the space in front of and just above Andy. Anti-airs best against jump-ins if the tip of his foot tags the opponent though against hops this can be less relevant should Standing hit the opponent early on before the enemy's attack can come out.
- Close Heavy Kick (Close ) - A largely vertical upward kick used for anti-airing. Parallels Iori's Close in terms of anti-air setups such as running under the opponent, moving into close range before pressing , or throwing with to option select against jump-outs.
- Crouching Light Punch ( + ) - Low jab. Doesn't reach as far as Andy's cancelable Crouching and can be blocked standing. Leaves the player with a slightly better frame advantage on block, and that's about it.
- Crouching Light Kick ( + ) - Does everything a Crouching needs to do. Hits low, chain cancels into itself for a hitconfirm, and can be canceled into specials or more importantly into Hirate Uchi ( + ) which can further be canceled. Works as a tripguard meaty although Andy has his crazy Crouching for that.
- Crouching Heavy Punch ( + ) - A cancelable low palm strike with a nice hitbox and heavy hitstun. Think of this as a Low Strong attack from Street Fighter if it helps. The attack isn't as fast as Close but it can be used at further distances which greatly increases its use in grounded frametraps.
- Crouching Heavy Kick ( + ) - The best sweep in the game. Andy's sweep is angled upward off the ground and can easily anti-air jumping opponents without even needing to break their tripguard when landing. The horizontal reach is great for grounded footsies and is difficult to hop over and punish unlike most other sweeps. The only tool this sweeps lacks is cancelability.
- Andy's vulnerable body shrinks and sits behind the large hitbox on his leg which contributes to the difficulty of jumping in on this attack.
- Blowback Attack ( + ) - A horizontal roundhouse kick with more reach than Standing . Cancels on hit and whiff and can be spaced to anti-air against further-spaced jump-ins. Carries good range and a wall of a hitbox as a grounded poke but is vulnerable to hops and whiffs and so knowing the proper spacing or setup is required when using this attack.
- Jumping Light Punch (Air ) - A fast, downward palm strike with a long window of active frames. Doesn't really have a deep vertical hitbox to function as a good air-to-ground attack so for the most part Jumping outclasses this move.
- Jumping Light Kick (Air ) - Andy quickly kicks forward and upward. Reaches far enough horizontally and slightly upward to function as a solid air-to-air attack against opponents just above or in front of the player's aerial position.
- Jumping Heavy Punch (Air ) - A slower downward palm attack with less active frames. This really doesn't hit much deeper than Jumping even and so Jumping remains as Andy's premier air-to-ground attack. A few specific close spacings could call for this move instead for the fact that Jumping can overextend Andy's leg which increases the player's vulnerable hitbox.
- Jumping Heavy Kick (Air ) - Andy's main air-to-ground attack since it has the most vertically steep hitbox of all his jumping attacks. The downward reach isn't too extreme and is vulnerable to anti-airs from below but it gets the job done most of the time. The long horizontal hitbox can make up for this downward lack by allowing this attack to connect from far ranges which can be difficult to counterattack.
- Jumping Blowback Attack (Air + ) - Another upward kick like Jumping but with a larger and thus stronger hitbox. The startup time is slower although once active this attack is more likely to beat the opponent's aerial attack. If the air-to-air is a Counterhit the player can follow up with another attack on the juggable opponent.
- The vertical reach is too short to safely be used as an air-to-ground approach as the opponent can always try to block the attack when crouching and even make the attack whiff. The opponent may want to mostly block high should Jumping be used instead but keep in mind that each low-to-ground Jumping Blowback Attack is a risk.
- Hirate Uchi ( + ) - Causes Andy to lean forward before attacking with a cancelable palm strike. A basic KOF command normal that is used primarily for extending hitconfirms and canceling into special moves. What makes Hirate Uchi especially good is that it can combo from Crouching while dealing heavy hitstun that allows for any special move to combo afterward.
- Target Combo (, ) - Andy can cancel Standing into Standing and then cancel into specials. A good use of this chain combo is to hitconfirm into Hyperdrive Mode, since Andy's standard cl.C f.A BC cl.C HD hitconfirm can drop due to f.B pushing the player out. Using st.B st.D BC st.B st.D to start a HD combo is more consistent.
- It's also pretty easy to hitconfirm from this combo, though his Crouching Light Kick and Close Heavy Punch series are a little better on block and don't push the opponent out as much, and both starters are faster.
- Kakaekomi Nage ( or + or [while close]) - A strong throw that causes a hard knockdown.
- Shouryuudan ( + ) - A strong, solid example of the token Shoryuken/DP special move in which Andy moves diagonally upward while spinning his arms. Works as both invincible reversal attack and as a powerful anti-airing tool against jumps (though it's difficult to buffer the motion and then react to a short hop).
- + has the quicker startup while moving into the air with little extra horizontal movement which increases its value in Andy's corner combos and when anti-airing 'late' against a jump-in.
- + has more delay before becoming active during which Andy is invulnerable, and the attack moves horizontally forward on the ground before moving skyward. The added ground range and startup requires the player to react earlier to anti-air with this version, though these two properties also make this version more viable as a grounded reversal attack.
- If the input isn't clean and triggers then Shouryuudan may automatically be Drive Canceled into Zan'eiken from the overlapping inputs.
- Shouryuudan ( + + ) - EX Shouryuudan is an amalgamation of both normal versions. The startup is on par with + and so this attack is Andy's quickest metered-attack. The amount of invulnerability on this move is enough to beat out most grounded or incoming aerial attacks.
- The attack starts off grounded with a forward-moving Shouryuudan then moves diagonally upward with a second spinning attack.
- Hishouken ( + ) - Andy's projects a blue fullscreen fireball that travels at mid-level height. This is a solid projectile for zoning especially in conjunction with Andy's great anti-air Shouryuudan and Crouching and is a safe tool to end blockstrings with if the opponent doesn't perform a Guard Cancel Roll.
- Like all non-grounded projectiles certain characters have ways to move underneath the fireball to get closer. And although the projectile seems to be high in the air and somewhat big, the enemy can time a hop to pass over the projectile unharmed.
- + starts up a fraction faster and travels the screen at a moderate pace which causes the projectile to hit the opponent later and thus leaves the player at a better frame advantage. + travels across the screen faster and works in fireball traps.
- Hishouken ( + + ) - This is a tool for projectile wars, used for passing through normal projectiles and causing a knockdown on hit. Travels as fast as the Hishouken and will cancel out other EX projectiles, but still loses to DM projectiles.
- Zan'eiken ( + ) - This is not a charge move; just move from to and press a button. Zan'eiken is a dashing elbow attack with a good grounded hitbox that puts the opponent in a juggable state on hit and is somewhat safe on block and can be used for trapping the opponent in the corner.
- After a knockdown the player can use this special to dash in toward the opponent while also building meter. From certain air-to-air setups, the player may be able to land first and cross under with a Zan'eiken for a quick mixup as the opponent lands.
- Can be Drive and Super Canceled.
- The version is the more commonly-used of the two since it starts up much faster (enough to combo off of Light attacks) and can be used multiple times in corner combos while leaving Andy less vulnerable in general on block or whiff. The tackle moves further across the screen but starts up too slow to be used in many combos.
- Both versions are can be punished on block by fast horizontal attacks like EX Ranbu DMs, so against Andy's safer off ending strings short or using Hishouken as a safer blockstring ending choice against the characters that can heavily punish Zan'eiken.
- Zan'eiken ( + + ) - Inflicts more damage and is tightly safe on block. Combos from Light attacks but travels a little further on the ground than the version.
- Kuuhadan ( + ) - a.k.a. 'Moon Cannon' this is Andy's arcing drillkick. This will combo from + though in most cases comboing into the 'braked' version will deal more damage. When active Andy flies through the air in a crescent motion all while having an enormous hitbox in front of him. This can beat many normal attacks and be difficult to crouch under the blind spot and punish, and the move is only punishable by instant command grabs. Great as an annoying move to control a huge portion of the screen while dealing heavy guard damage.
- The version travels at a lower arc that is difficult to crouch and thus make whiff while the arc travels high and controls the air, but is more vulnerable to whiffing on grounded opponents.
- Leaves the opponent in an uncomboable state after hitting.
- (breaking) ( Kuuhadan, then + ) - Perform this version by pressing + immediately after inputting Kuuhaden (do so before the Kuuhaden can hit the opponent). Once done this causes Andy to roll forward slightly and attack with a launching kick that puts the opponent in a juggable state. Confirming into this leads into all of Andy's longer combos, especially if the opponent is cornered. The keyword is hitconfirm, as despite 'braking' making specials safer in Garou: Mark of the Wolves, the shorter Kuuhaden is unsafe on block.
- Kuuhadan ( + + ) - Invulnerable on startup and safe on block. Andy also travels at a lower arc which is extremely difficult to make whiff by crouching (it can even cross up the crouching opponent should most of it whiff). Overall this is safe reversal move that deals a large amount of guard damage while having the usual huge hitbox of Kuuhaden.
- This version cannot be braked but instead it leaves the opponent in a juggable state on hit.
- Chou Reppadan ( + ) - A flaming Kuuhaden DM that travels at a mid-high arc. This will combo from heavier attacks but is hard to incorporate into Andy's longer corner combos and so isn't too popular of a choice as an ender.
- Invulnerable on startup and can be used as a reversal, though for one meter using + + will provide the player with a safe on block reversal for about the same amount of damage.
- Chou Reppadan ( + + ) - Hits more times for better damage while being more invulnerable. Has the same comboability issues although this version works better as an anti-air or for passing through attacks.
- Geki: Hishouken ( + ) - Andy creates a blue energy sphere that explodes forward. This DM is much faster and more damaging than Chou Reppadan and can be used after Zan'eiken ( + ) juggle combos instead of Shouryuudan ( + ). The large projectile hitbox can be spaced as an anti-air, though it's possible that not all hits may connect depending on how the opponent touches the DM.
- Chou Shin Soku Zan'eiken ( + + ) - Causes Andy to dash forward over 1/2 screen with an invincible elbow attack that slams the opponent into the corner on hit. This can be used for punishing whiffs and specials but not from fullscreen; one additional advantage though is that this move can be used in the air which will beat out just about whatever attack the opponent uses.
Tips and Tricks
All combos can be started with J.C or J.D. Use J.D to cross up.
Cl.C can be replaced by cr.B, cr.B or cr.B, st.A to start from a low attack.
- Cl.C, f+A xx hcf+K xx BD, hcf+D (237, 30)
- Good corner-carry combo for no meter.
- Cl.C, f+A xx hcf+K xx BD, db,f+A, db,f+A, dp+A (290, 38)
- Simple meterless corner combo. Can do dp+C at the end for more damage if only one db,f+A is done instead of two.
- Cl.C, f+A xx hcf+K xx BD, qcf,hcb+P (317, 14)
- Cl.C, f+A xx hcf+k xx BD, db,f+AC, db,f+A, dp+C (400, 56)
- Damaging corner combo that's not too difficult to do. You can use dp+A if you're having trouble getting the strong version to come out in time.
- Cl.C, f+A xx hcf+BD, qcf,hcb+P (409, 10)
- Corner-carry super combo. This will do around 315 damage if you're too close to the corner, as the DM won't hit all possible times. Should be about half the stage away or more for maximum damage, otherwise just do the 1 bar midscreen combo.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC, db,f+AC, dp+C (473, 24)
- Very simple corner combo that does a decent amount of damage.
No good mid-screen combos for 3 bars.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC, qcb,hcf+BD (537, 14)
- Easy way to combo into his EX DM in a corner with 3 bars and no meter.
- cr.B, S.B xx S.D xx db,f+C xx dp+C (297, 31)
- Mid-screen 1 drive combo starting with a low into Andy's target combo.
- Cl.C, f+A xx hcf+K xx BD, db,f+C xx dp+C (301, 32)
- Slightly more damaging than above, starting from Cl.C. Better for whiff punishes or jump-ins.
- Cl.C, f+A xx hcf+K xx BD, db,f+A, db,f+A, dp+A xx hcf+B xx BD, db,f+C, dp+C (400, 56)
- Most damaging corner combo for 1 drive and no meter. If your inputs are sloppy on the dp+A, you'll end up super-cancelling into the kick DM. Make sure you don't input db or b during the dp motion, unless you're inputting the dp+A, hcf+K as f,hcf+A~B xx BD, which works fine as long as you delay a bit before pressing B. Using the hcf+D instead of hcf+B will cause the move to whiff.
- Cl.C, f+A xx db,f+C xx qcf,hcb+P (344, 18)
- Simple drive combo into DM.
- cr.B, S.B, S.D xx db,f+C xx qcf,hcb+P (378,21)
- More damaging drive combo starting with his S.B S.D target combo.
- Cl.C, f+A xx hcf+K xx BD, db,f+C xx qcf,hcb+P (382,22)
- Optimal combo for midscreen 1 bar half drive.
- Cl.C, f+A xx hcf+K xx BD, db,f+A, db,f+AC, dp+C xx hcf+K xx BD, db,f+C, dp+C (503, 50)
- Damaging corner combo. Doing the EX Zaneiken second in the corner juggle makes it much easier to use dp+C instead of dp+A at the end. You can also use two light zaneiken instead of the heavy zaneiken at the end if you use light DP, but it does less damage overall.
- Cl.C, f+A xx hcf+K xx BD, db,f+C xx qcb,hcf+BD (478, 22)
- High-damage mid-screen combo that carries to the corner from most of the stage.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC, db,f+A, dp+C xx hcf+K xx BD, db,f+AC, db,f+A, dp+A (556)
- Tricky but damaging corner combo.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC xx qcb,hcf+BD (525, 14)
- Mid-screen drive combo into Andy's EX DM. Occasionally not all hits of his EX DM will hit, giving 489 damage instead.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC, db,f+A, dp+C xx qcb,hcf+BD (581, 32)
- Damaging corner combo with EX DM finish.
- Cl.C, f+A xx hcf+K xx BD, db,f+AC, db,f+A, dp+C xx hcf+K xx BD, db,f+AC, db,f+A, dp+C (635, 42)
- High-damage corner combo that isn't too difficult to execute. If the inputs on the last dp+C aren't clean and you go through db and f either before or immediately after C, you might accidentally drive cancel the dp into heavy zaneiken, which will whiff and waste meter.
- (Anywhere on screen) cl.C f+A HD cl.C f+A hcf+k => BD dbf+C hdc qcbhcf+BD MC qcbhcf+AC
- Basic HD combo punish. The damage on this can range anywhere from 780 to 830 depending on when you cancel the EX Chou Reppadan into the Neo Max.
- Hishouken ( + ) is one of the better projectiles in the game. It's startup and recovery time allow Andy to hold up and win in a lot of projectile wars and should he fall behind his EX fireball can be utilized in the same manner as SFIV EX projectiles to punish opponents in fireball wars and score a knockdown which lets Andy get in closer or gain the initiative. Also, not too many characters can actually slide or maneuver under the projectile's hitbox which is a definite plus which forces opponents to find another way around it.
- Andy's ( + ) is a strong anti-air for beating full jumps which can easily be provoked by throwing a few fireballs and then waiting for the opponent to try to jump in on Andy. It's really difficult to react and properly anti-air vs short hop pressure, but Andy can cover most angles with his standing jab, close heavy kick, and crouching heavy kick. Jabbing is effective for batting away at predictable/reactable hop pressure such as when cornered, close heavy kick is great for stopping any type of jump when running forward at the opponent and so it's a strong offensive tool, and Andy has the best old Street Fighter II style sweep in the game since it's very easy to anti-air with that bad boy. Andy can cover most angles with anti-airs except perhaps the area just above his head, or deep toward his back (which can be exploited when an opponent corners Andy) though he can still block until an opening appears.
- Overall, Andy's normals are great. Crouching light kick is a main tool for offensive pressure and creating blockstrings or hitconfirming, though his sweep is another amazing low poke and crazy footsie tool, whiff punisher, and anti-air, though its biggest weakness is that it can't be canceled into specials. Andy usually has a half-screen reaching far standing heavy punch although it doesn't hit quite as far as before, but now he can cancel it into specials which increases its use in blockstrings or as a poke. His jumping attack options are linear, but his jumping heavy kick is pretty much his one-stop-shop for vertical jump-in and cross ups and for horizontal air-to-airs he's got jumping light kick and jumping blowback attack to claim air superiority.
- Weak Zaneiken Zan'eiken ( + ) is pretty amazing since it'll combo from light attacks into a knockdown, it's mostly safe on block, it builds meter, it moves Andy forward, and it's Drive Cancelable to continue comboing. Certain characters can punish it, though it usually takes a bar of meter to do so and Andy can always stop a blockstring or end with his Hishouken projectile instead. A common tactic you'll see is to get a knockdown from Andy's sweep or whatever and then do a Zaneiken or two to move forward and build meter. The hitbox on this move is just really great and it blows up the short hop space which can lead to 'accidental' anti-airs.
- For blockstrings, Andy can usually start from a jumping heavy kick or by running in close and starting with a crouching light kick. The first order of yomi layer business is to make a tight, hitconfirmable low blockstring which is done easily enough by chaining crouching light kicks. From there the player can confirm and decide to go into f+A or cancel the low kick into his projectile or the weak version of Zaneiken. Once the opponent settles down and is more willing to be patient and block, it becomes more important to incorporate more exotic blockstrings with varying gaps. There's a lot of options available, but simple ones include: ticking with a crouching light kick, then walking forward just a sliver, and then stringing into close heavy punch; going from a crouching light attack into a crouching heavy attack, especially given how good his sweep can be (though the opponent can hop between the gap between a crouching light kick and crouching heavy kick and land on Andy for a combo, but this takes a smart read); doing a long string of light attacks and ending with standing heavy punch and possibly canceling that into either of his safe specials; checking the opponent with crouching light kicks and then running forward into more crouching light kicks or whichever blockstring of choice (running pressure is great, though the opponent can beat it by counterpoking as Andy runs in), and of course Andy can add in a hop which puts him back in prime blockstring range again.
- Andy's blockstring options are generally safe and he can really lock an opponent into the corner by taking control of the spacial advantage the corner gives him. For instance, get the opponent cornered and then wait on the ground at about 1/3 the screen outside of the corner. From this range an Andy player can easily react and punish any attempts to roll out of the corner (a very common tactic of beginner players) or react and DP or anti-air jump attempts. Once the opponent feels the spacial pressure Andy can exert, he's more free to toss projectiles to start baiting mistakes or to then move in and start creating blockstrings or working toward a guard crush.
- In short, Andy is able to assert himself into any role which makes him a great character with few weaknesses. More than likely his greatest threat is being outplayed and having one of his tactics countered, though most of his strategies and setups are really solid.