Andy throws out his Kunai which does 2 hits and small amount of damage. Kusanagi • EX Kensou • From his elbow, Andy lands then throws out an overhead spin kick that has bad recovery on block, but knocks down on hit. The opponent is launched in a juggle-able state which you can either perform a reset upon them to mix them up further, or continue damage with special move, DM or his HSDM that will catch the opponent before they hit the ground. Another huge resource written from the perspective of fighting against Andy. After a knockdown the player can use this special to dash in toward the opponent while also building meter. Jhun Hoon • In short, Andy is able to assert himself into any role which makes him a great character with few weaknesses. Try not to use this up-close by itself because it's recovery on block is not good at all. Would you like to react to this message? This page was last edited on 23 April 2020, at 22:26. Goro Daimon • The Loop (Games) Do you like this video? Billy Kane • Foxy • Cl.C can be replaced by cr.B, cr.B or cr.B, st.A to start from a low attack. cr. Use Close. Can be followed up with down, down + A/C, OTG, A two hit mid attack that thrust diagonally, First hit cancel-able into into supers and specials. Overall this throw makes Andy's pressure extremely scary in close range, and especially on an opponent's wake up from a hard knockdown. Ryo Sakazaki • This page was last modified on 15 June 2020, at 13:24. 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. A version has fast recovery if whiffed but bad recovery on block, A version travels less than half screen while C version travels full screen. This char is similar as like Andy2002 so many moves Damage depends sometimes on how many hits the B+C+D followup receives. 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. 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. Nameless • He can run, jump them cross them up with j.D or run up and empty hop into a crouching B (for a low attack) or empty hop into his command throw (hcf+P). Movement • An energy ball which stays out for around 5 hits. Kunai Bullet - close to downed opponent, d d + B/D, cr.B, cl.B/df+A (1), hcf+A/C, dash dp+C, dd+A, (Corner) cr.B, cl.B/df+A(1), hcf+A/C, df+A (1), rdp+B, (Corner) cr. j. Far A and Far B is good for stopping mid to close range incoming hops. Orochi Shermie • Shermie • Discuss at Dream Cancel, FAQ • He is Terry Bogard's younger brother. 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. If it is follow up with the opponent in the air as a juggle, then it may hit up to 6 to 7 hits and output a high amount of damage. Solo se desarrolló una versión para mugen 1.0. Also, you cannot perform this move after a normal throw from heavy punch. A short range fast blast of energy that whips from Andy's hand. disculpa mi ignorancia pero, soy medio nuevo en esto de los mugen y no tengo idea de como agregar el char a mi mugen, tengo el KOF10th Anniversary Versión 3.0 descargado de aqui mismo, jeje, si tal ves pudieras explicarme, o darme el link de un tutorial o algo donde expliquen como hacerlo, adames también me gustara poner este andy sin perder el otro, es decir seleccionarlo presionando start como en el caso del orochi team. 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. Offense • Yashiro Nanakase • The range for this throw is quite far which can make it rather annoying to deal with from the opponent's side, and very easy to combo into as well. This is a compilation of move lists for Terry Bogard. j. watch 02:38. C the first hit can be canceled into his df+A or df+B command normals. Both versions are unsafe on block by themselves but the light punch version has very fast whiff recovery and can be used as a makeshift dash which builds meter too. C, f+B, (air) qcf+B/D, A (SC) qcb, db~f+BD, d.B, df+A [1hit], hcf+P [4hits], hcf+B [3~4hits], qcf+B~C, SC into qcb~hcf+BD SDM (2 Stocks), Discuss at 02UM Discord server This is Andy's hard knockdown follow-up. It's good to use this follow up if you need some extra damage, but you will be sacrificing wake-up options (as mentioned earlier) because the opponent stands up when Andy recovers. He is Terry Bogard's younger brother. Whip • Normal/super jump D has a better hitbox for use in crossups. Li Xiangfei • The kick when active doesn't negate projectiles, even though it may look like it would. Andy's dragon punch which has a small amount of invincibility at it's start-up and has VERY fast start-up frames which can beat out most okizeme attempts and counter most mashing attempts from the opponent easily. This is also where he met his girlfriend, Mai Shiranui. Clark Still • Also, it can connect from his df+A, and crouching C. The special moves you can hit the opponent in mid-air is his db~f+C (the qcf+C follow whiffs), a brief dash then dp+A or C (all hits must connect or the hard knockdown wont activate) and a few hits from his hcf+D (one hit from hcf+B). The speed he travels is a bit similar to a regular jump but he pauses in mid-air briefly which makes it look very obvious. cl. Instead the player could use Far. Orochi Yashiro • A and D can cross-up opponents. 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. Even though Andy is at negative frames on block, he gets pushed back REALLY far away from the opponent at a safe distance. 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. Command Moves Hirateuchi = (f+A) 55 damage, cancel-able, hits mid. 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. Can be comboed into from close C, cr To avoid this follow-up after blocking the elbow, simply roll backward. A, C, D are good for air-to-ground attacks. C or a cr. It grants Andy with a good amount of pushback on block but it can be easily guard cancel rolled to punish him. Takuma Sakazaki • Also works as an air-to-air attack if the opponent is in front of or just below the player's position. j.B is great for air-to-air attacks but whiffs completely on crouching opponents except for Goro, Maxima and Chang. Vanessa • Choi Bounge • Leaves the opponent in an uncomboable state after hitting. Controls • EX Takuma • This is a rather cool looking kick which is best used for ending corner juggles and early anti-airs. Overall, Andy's normals are great. If it's followed up too soon, it may only release a single hit with poor damage. 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. Andy Bogard in Real Bout Fatal Fury Special. Signature Moves Chou Reppa Dan / 超裂破弾, Super Sonic Swirl Andy does a sonic split with his legs on fire. The original Andy Bogard 2000 does not have Max2Desperation moves, so this chars has 2 moves inspirated in Kof98Hack and the other in Kof 2002, the same of Andy 2002. B, df+ A (1 hit), qcb+A, st. C, (Corner) cl. Andy grabs the opponent then toss them almost a full screen away. Kula Diamond • The light kick (B) version has a more closer arc than the heavy kick version (D) and it is harder to punish. His official nickname is The Human Weapon. Shingo Yabuki • For instance, get the opponent cornered and then wait on the ground at about 1/3 the screen outside of the corner. Andy hits the opponent with 4 stylish punches to launch the opponent in the air, ready to be juggled. He was smaller of the two and because of this, he felt that he needed to train harder to beat his brother. Andrew "Andy" Bogard (アンディ・ボガード Andī Bogādo?) Crack Shoot ↓,←,Kick Terry jumps, and spins his body with his B version has a small bit of lower body invincibility at the start, D version has more invincibility at the start but not much, starts up slow and Andy flips back farther than B version, The blue flame has a high hitbox, so it can be used as a preemptive anti-air but not a good reversal. Iori Yagami • Terry Bogard/Move list < Terry Bogard. Create an account in a few clicks or log in to continue. Easier to juggle with after his hcf + A/C, Still unsafe on block, so you better hit them with this, His dash which looks like a db, f + P has very fast start up but can be interrupted at full screen range by a few special moves which have autoguard or invincibility frames at start, like Ryo's dp + P or K' dp + C, or Kyo's dp + P, Once blocked, Andy will keep dashing and he will be open to punishment until his B+C+D is activated, B+C+D will juggle, and do a couple of hits after the super connects, If the follow up has poor recovery if misses, If the qcf x 2 + A+C is used to juggled after a hcf + P, the B+C+D follow might miss if mistimed. 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. Mai Shiranui • A version hits 4 times, while the C version hits 5, Hard knockdown on both versions, able to follow up with down, down + P. Andy's patented corkscrew arch kick that is hard to punish up close (but can be rolled thru) but sometimes punishable if performed far. EX Kuuhadan (hcf+BD) no longer has invincibility. 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.