|
|
Line 874: |
Line 874: |
| |stun= | | |stun= |
| |startup=18 | | |startup=18 |
| |active=7.6,3,12 | | |active=7,6,3,12 |
| |recovery=29 | | |recovery=29 |
| |hitAdv=KD | | |hitAdv=KD |
Revision as of 19:00, 26 April 2021
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
|
-
|
-
|
|
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
|
-
|
-
|
|
5B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
7
|
5
|
10
|
1
|
-3
|
HL
|
Y
|
-
|
-
|
|
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
|
-
|
-
|
|
5C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
23
|
-
|
8
|
6
|
20
|
0
|
-6
|
HL
|
N
|
-
|
-
|
|
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
|
-
|
-
|
|
Crouching
2A
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
8
|
-
|
5
|
5
|
7
|
4
|
0
|
HL
|
Y
|
-
|
-
|
|
2B
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
5
|
6
|
9
|
1
|
-3
|
L
|
Y
|
-
|
-
|
|
2C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
8
|
6
|
20
|
KD
|
-6
|
L
|
Y
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
|
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
|
-
|
-
|
|
A (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
24
|
3
|
13
|
3
|
1
|
H
|
N
|
-
|
-
|
|
B (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
10
|
-
|
20
|
4
|
16
|
1
|
-1
|
L
|
N
|
-
|
-
|
|
C (from oversway)
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
19
|
-
|
24
|
4
|
11
|
12
|
-2
|
HL
|
N
|
-
|
-
|
|
Throw
Uchimata 4/6C
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
26
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feints
Feint Choreppa Dan 2BC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
32
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Hi Sho Ken 2AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Feint Zanei Ken 6AC
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
-
|
-
|
|
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
|
C
|
10,8,8,8,8(35)
|
-
|
10
|
9(7)12
|
37
|
-18
|
-20
|
HL
|
-
|
Y
|
-
|
|
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
|
-
|
|
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
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
C
|
32
|
-
|
11
|
19
|
8
|
-2
|
-8
|
HL
|
-
|
-
|
-
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
BS
|
Juggle
|
C>16C
|
11
|
-
|
8
|
6
|
28
|
KD
|
-11
|
HL
|
-
|
N
|
-
|
|
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
|
-
|
|
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
|
-
|
|
Desperation Move
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
|
-
|
|
Super Desperation Move
Dan Da Dan 21416C
|
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
|
-
|
|
Chain Attacks
Combos
Meterless
Metered
Strategy