Real Bout Fatal Fury Special/Andy Bogard

From SuperCombo Wiki
Rbffsandy.png

Introduction

Andy is a shoto with a balance of neutral and offensive tools. He excels at midrange harassment, where he has a swift halfscreen fireball and a quick, safe rush move for closing in. For anti-airs, Andy has a DP with a generous hitbox, an arc kick and a dangerous S.Power. Though his normals have decent priority, they lack range, meaning Andy isn't especially geared towards pressure. Andy's game — like a ninja's — involves pestering the opponent outside their reach until an opportunity presents itself, wherein Andy has the tools and damage to zip in for his kill. If you enjoy an honest, solid game, then pick Andy and make the Shiranui clan proud.


Colors

Snka.gif Snkd.gif
RBS Andy colorA.png RBS Andy colorD.png


Movelist

Command Normals

F.pngF.png ~ D.pngSnka.gif - Slide Palm

Df.pngSnka.gif - Rising Palm

F.pngSnkb.gif - Falling Roll Kick

Special Moves

Qcb.pngSnka.gif - Hi Sho Ken

Dp.pngSnka.gif - Shoryudan

Db.pngF.pngSnka.gif/Snkc.gif - Zanei Ken

Db.pngF.pngSnkc.gifDb.pngF.pngSnkc.gif - Shippu Uraken

Hcf.pngSnkb.gif - Kuhadan RBS Breakshot.png

Hcb.pngSnkc.gif - Explosion Quake

S.Power

Cd.pngQcf.pngSnkb.gifSnkc.gif - Cho Reppa Dan

P.Power

Hcf.pngSnkc.gif - Zanei Reppa


Normals

Close Normals

cl.A

cl.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 6 Chain, Special 5 12 0 15 +3 -0 - -

A chain stater which chains into itself, but whiffs on low crouchers.

cl.B

cl.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 Mid 3 Chain, Special 6 6 10 21 -1 -3 - -

A decent poke which can pick up chains pretty easily.

cl.C

cl.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26(14+14) Mid 3+3 Special 8 2+3 21 33 +1 -1 - -

A heavy attack which hits twice. Fine for a burst of damage which can be cancelled into a special or DM.


Standing Normals

st.A

st.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 3 Chain, Special 5 4 9 17 +2 -0 - -

A quick jab with decent reach which can check hops.

st.B

st.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 Mid 3 Chain, Special 6 5 11 21 -1 -3 - -

A ranged poke which can also start chains and glue them together.

st.C

st.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 Mid 5 - 8 6 21 34 -2 -4 - -

Deals good damage and reaches a little further than st.A.


Crouching Normals

cr.A

cr.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 3 Chain, Special 5 5 8 17 +2 0 - -

A chain starter which goes into itself and hits crouchers.

cr.B

cr.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 Low 3 Chain, Special 6 6 10 21 -1 -3 - -

A light low attack which also leads into chains.

cr.C

cr.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 Low 5 Special 8 6 21 34 KD -4 - -

A sweep which reaches quite far for Andy. Cancel it into Zanei Ken to keep pressure going.


Line Attacks

linebg.A

linebg.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 Mid 3 - 13 5 13 30 -1 -3 - -

A light jab which targets the opposite line. Whiffs on crouching opponents.

linefg.A

linefg.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 Mid 3 - 13 5 11 28 -1 -3 - -

A light jab which targets the opposite line. Whiffs on crouching opponents.

linebg.B

linebg.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 High 5 - 13 6 21 39 -2 -4 - -

Targets the opposite line and hits overhead.

linefg.B

linefg.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 High 5 - 13 6 21 39 -2 -4 - -

Targets the opposite line and hits overhead.

linebg.C

linebg.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Mid 5 Special 8 5 21 33 -1 -3 - -

Tool for punishing plane shifts. Cancel this into a special or P.Power to tack on extra damage.

linefg.C

linefg.Snkc.gif
100x100
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Mid 5 Special 6 2+5 21 33 -3 -5 - -

Tool for punishing plane shifts. Cancel this into a special or P.Power to tack on extra damage.

linebgcr.C

linebgcr.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Low 5 Special 8 2+3 21 33 KD -3 - -

A sweep that hits the opposite line.

linefgcr.C

linefgcr.Snkc.gif
100x100
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Low 5 Special 4 4+5 21 33 KD -7 - -

A sweep that hits the opposite line.


Jumping Attacks

j.A

j.Snka.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 High 3 Chain 5 8 - 12 - - - -

A light jumping attack with a slight downward angle hitbox. It can be chained into 5B or 5C while in the air.

j.B

j.Snkb.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 High 3 Chain 6 6 - 11 - - - -

Andy's deepest jumping attack. On tall crouchers such as Krauser, you can use this as an instant overhead, though at the health ranges you'd be fishing to kill with it this move will do peanuts.

j.C

j.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 High 5 - 8 8 - 15 - - - -

Designed chiefly as an air-to-air, given its jump-in hitbox is rather shallow but its horizontal range is good.

nj.C

nj.Snkc.gif
200x200
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 High 5 - 8 6 - 13 - - - -

Solid air-to-air option but even more shallow than j.C.

hop.A

h.Snka.gif
RBS Andy jA.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 High 3 - 5 - ∞-4 - - - -
hop.B

h.Snkb.gif
RBS Andy jB.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
9 High 3 - 6 - ∞-5 - - - -
hop.C

h.Snkc.gif
RBS Andy jC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 High - 5 8 8 - 15 - - - -
nhop.C

nh.Snkc.gif
RBS Andy njC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
26 High 5 - 8 8 - 15 - - - -


Command Normals

Slide Palm

Slide Palm
F.pngF.png~D.pngSnka.gif
RBS Andy 66A.png
66 2A
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 3 Special 5 4 9 17 +2 0 - -

A dashing high poke which can apply pressure.

Rising Palm

Rising Palm
Df.pngSnka.gif
RBS Andy 3A.png
3A
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Mid 5 Chain, Special 7 2+9 21 38 -7 -9 - -

Angled as an anti-air and has decent priority on the second phase. It has additional utility on the ground in being able to lead into a special chain.

Falling Roll Kick

Falling Roll Kick
F.pngSnkb.gif
RBS Andy 6B.png
6B
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Mid 5 - 12 2+3 21 37 -1 -3 - -

An advancing attack with high priority. Decent for an anti-air and safe as a poke, but risky to miss.

Defensive Attack

Defensive Attack
GuardF.pngSnka.gif
RBS Andy guard6A.png
d6A
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
18 Mid 5 Special 8 6+3 18 34 Reset -4 - Upper

Good against shallow jump-ins. Has long horizontal reach as well.

Feint Zan Ei Ken

Feint Zan Ei Ken
F.pngSnka.gifSnkb.gif
RBS Andy 6AB.png
6AB
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - 1 - 33 34 - - - -

Fakes an elbow special. Try crouching to sell the fake.

Feint Hi Sho Ken

Feint Hi Sho Ken
D.pngSnka.gifSnkb.gif
RBS Andy 2AB.png
2AB
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - 1 - 16 17 - - - -

A fireball fake. This one sells itself with the 2/D.png input.

Feint Cho Reppa Dan

Feint Cho Reppa Dan
D.pngSnkb.gifSnkc.gif
RBS Andy 2BC.png
2BC
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
- - - - 1 - 33 34 - - - -

A DM fake. This one could be sold by holding down for less than a second, returning to neutral and then performing the command. Useful to remind your opponent you have infinite DMs under 50% life.


Chain Normals

(1) (2) 2C

(1)-(2)-D.pngSnkc.gif
RBS Andy crC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
35 Low 3 - 8 6 20 33 KD -4 - -

Uses cr.C's hitboxes and accomplishes much of the same, but is not cancellable.

(1) (2) 3C

(1)-(2)-Df.pngSnkc.gif
RBS Andy 3A.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
24 Mid 3 Special 6 2+3 21 31 KD -3 - -

A launcher which combos out of crouching attacks. Follow up with DP or Kuhadan.

(1) 5B 5C

(1)-Snkb.gif-Snkc.gif
RBS Andy chainendC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
35 Mid 5 - 8 6 21 34 KD -4 SKD -

Chain finisher ending in a knockdown. Not ideal for damage, but it is fairly safe.

bg.(1) 5B 6C

(1)-Snkb.gif-F.pngSnkc.gif
Background
RBS Andy chainbg6C.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
15 Mid 3 Chain 8 6 21 34 -2 -4 - -

Sends the opponent to the opposite line, but only on hit.

bg.(1) 5B 6C 4C

(1)-Snkb.gif-F.pngSnkc.gif-B.pngSnkc.gif
Background
RBS Andy chainbg6C4C.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
15 Mid 3 Special 9 5 21 34 -1 -3 - -

Andy's cash cow when it comes to damage.

fg.(1) 5B 6C

(1)-Snkb.gif-F.pngSnkc.gif
Foreground
RBS Andy chainfg6C.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
15 Mid 3 Chain 8 3 21 31 +2 -1 - -

Sends the opponent to the opposite line, but only on hit.

fg.(1) 5B 6C

(1)-Snkb.gif-F.pngSnkc.gif-B.pngSnkc.gif
Foreground
RBS Andy chainfg6C4C.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
15 Mid 3 Special 6 2+4 21 32 -3 -5 - -

Andy's cash cow when it comes to damage.

3A 5C

Df.pngSnka.gif-Snkc.gif
RBS Andy chain3AC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
10 Mid 3 Chain 4 2+8 8 19 -1 -3 - -

Andy's first rekka.

3A 5C 5C

Df.pngSnka.gif-Snkc.gif-Snkc.gif
RBS Andy chain3ACC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
10 Mid 3 Chain 4 2+3 13 21 0 -1 - -

Andy's second rekka.

3A 5C 5C 5C

Df.pngSnka.gif-Snkc.gif-Snkc.gif-Snkc.gif
RBS Andy chain3AC.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
10 Mid 3 Chain 4 2+8 8 21 +1 -3 - -

Andy's third rekka with identical hitboxes to the first.

3A 5C 5C 5C 6C

Df.pngSnka.gif-Snkc.gif-Snkc.gif-Snkc.gif-F.pngSnkc.gif
RBS Andy chain3ACCC6C.png
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
24 Mid 5 - 8 6 21 34 KD -4 SKD -

Andy's rekka finisher.


Normal Throws

Uchimata

Uchimata
4/6Snkc.gif
RBS Andy throwbox.png
4/6C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
24 - - - 1 1 - 1 KD - HKD -

Throws the opponent behind Andy and gives him plenty of time to position himself.


Special Moves

Hi Sho Ken

Hi Sho Ken
Qcb.pngSnka.gif
RBS Andy 214A.png
214A
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
16 Mid 5 - 12 - - - -4 -6 Projectile -
  • A fireball which dissipates about three quarters of the screen away. This isn't for hard zoning by any means, but its brisk startup lets Andy pressure from his ideal range.
Shoryudan

Shoryudan
Dp.pngSnkc.gif
RBS Andy 623C.png
623C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
35(7+12+12+12) Mid 7 - 4 2+3+3+3+3+4 45 66 KD -30 SKD, Juggle Full: 1-16

Invincible DP that's great for anti-airs.

Zanei Ken

Zanei Ken
Db.pngF.pngSnka.gif/Snkc.gif
RBS Andy 16A.png
16A/C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
35/37 Mid 7 -/Special 10/11 11/17 5/20 25/47 +1/-1 -1/-3 - -

Andy's signature elbow move. A version is good for pressure, while C is better for combos.

Shippuu Uraken

Shippuu Uraken
Db.pngF.pngSnkc.gif ~ Db.pngF.pngSnkc.gif
RBS Andy 16C16C.png
16C 16C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
7 Mid 0 - 6 - - 47 KD -18 SKD -

Only comes out if the strong version made contact. Very unsafe on block and will not work on an airborne opponent, so only use this if you've confirmed Zanei Ken from a combo.

Kuhadan

Kuhadan
Hcf.pngSnkb.gif
RBS Andy 41236B 03.png
41236B
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
37(20+20) Mid 7 - 15 10+5+5+4 25 63 KD -4 RBS Breakshot.png, SKD, Juggle -

Andy's signature arc kick. This has utility on defense as an anti-air and his sole Break Shot, which it is quite effective at, but it can also be used to end combos.

Explosion Quake

Explosion Quake
Hcb.pngSnkc.gif
RBS Andy 63214C.png
63214C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
41(22+21) Mid 7 - 19 15 17 50 KD -7 SKD -

A halfscreen-advancing hitgrab which spaces Andy and his opponent a screen apart after the hit. Outclassed by Zan Ei Ken into Shippuu Uraken, which ends up dealing more damage in combos while giving more of an advantage, but it's only really useful for combos given the startup is poor. Unlike the other sequence, however, this move's follow-up will land even if the opponent was jumping.


S.Power

Choreppa Dan

Choreppa Dan
Cd.pngQcf.pngSnkb.gifSnkc.gif
RBS Andy 236BC 02.png
[2]36BC
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
86(17+17+17+58) Mid 0 - 19 13+3+12 31 67 KD -9 HKD -

A charge move which anti-airs jumps well, but Andy at the very least loses his turn if it gets blocked on the ground. Unfortunately, its input makes it very unfriendly for combos, so it is strictly a midrange tool.


P.Power

Zanei Reppa

Zanei Reppa
Hcf.pngSnkc.gif
RBS Andy 16A.png
41236C
Damage Guard Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Properties Invulnerability
100(20+11+11+11+11+11+52) Mid 0 - 10 11(15)9+5+7+16 32 104 KD -11 Hard Knockdown -

Zanei Ken into Choreppa Dan. It deals big damage and can be confirmed into easily from most things, such as line.C and his 6C 4C chain, but it is potent at punishing things at range on its own.


Chains

(0) - cl.A, st.A, cr.A

(1) - cl.A, st.A, cr.A, cl.B, st.B, cr.B

(2) - 5B, 2B

(3) - 5C, 6C 4C, 2C, 3C

Special - 3A 5C 5C 5C 6C, j.A j.B, j.A/j.B j.C


Chain paths courtesy of Goh_Billy:

cl.A -----> 5B -----> 6C -----> 4C
st.A |      2B        5C
cr.A |                2C
     |                3C
     |
     -----> 2B -----> 2C
                      3C

3A -------> 5C -----> 5C -----> 5C -----> 6C

j.A ------> 5B
            5C

cl.B -----> 5B -----> 6C -----> 4C
st.B |      2B        5C
cr.B |                2C
     |                3C
     |
     -----> 2B -----> 2C
                      3C

j.A ------> j.B

j.A/j.B --> j.C


Combos

3A 5C 5C 5C 6C (58 damage) - Andy's Rising Palm chain deals decent damage, but nothing special.

(1) (2) 3C 623C/41236B (63/51 damage) - 623C deals much more damage, but 41236B gives you much better advantage afterwards.

(1) 5B 6C 4C 16C 16C (73 damage) - Using 16C 16C deals more damage by a hair than 41236C while giving Andy a good knockdown afterwards for positioning.

(0) (0) (0) 5B 6C 4C 16C 16C (81 damage, corner) - cl.A and cr.A can chain into themselves, but the window is tight.

(1) 5B 6C 4C 41236C (134 damage) - Got P.Power? Use this combo and delete their health bar!


Strategy

Andy spends most of the game harassing with 214A. It is a fast fireball with very good frame data, but it reaches short of fullscreen; rather than for straight zoning, which isn't amazing in RBS anyway, Andy stands at midrange and uses it to poke, poke, poke. The range Andy pokes at is also great for letting him react to his opponent's counterplay. 623C, 41236B and [2]36BC are all excellent anti-airs, while j.C and nj.C both hit prime air-to-air angles. 3A and 6B can also deal with jump-ins, but their ranges are more specific. Andy's line checks are serviceable and can combo into 16C~16C for a knockdown, letting Andy position himself again to throw fireballs. Finally, Andy can punish his opponents' risks by punishing with 16A/C, which is fast and not terrible on block in case he fails the punish. To layer this gameplan, Andy can throw in numerous feints; either this will spark a reaction or the opponent will second guess themselves into not reacting, thus forcing them to hold more fireballs.

Andy isn't amazing up close. He has solid damage potential with his 6C~4C ender and reliable pickups from st.B, but his j.C is shallow and he can't really position himself well for line abuse. Sometimes he may have to go up close for his damage, but he is not built around playing up-close. If he is in the opponent's face, he more often than not needs to get back to fireball range, which is where he is most effective. He can do this with a backdash on its own, or he can get a knockdown from a reversal, Break Shot 41236B, a decent combo or a sweep. Getting a knockdown is obviously much trickier, but it invariably pushes his opponent forward, which is crucial. If Andy is cornered, there is no midrange for him to retreat to.

Andy's game is lame but competent. You better enjoy throwing fireballs, because that's what Andy does and he does it well.


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