The King of Fighters 2000 Character FAQ on Andy Bogard For The MVS Aracde System and The Neo*Geo Home Cart System By Raul Torrez (Kim_Kaphwan@tekken.cc) This FAQ is Copyrighted Work 2001 Raul Torrez The King of Fighters 2000, SNK, Andy Bogard, other SNK Characters are all Registered Trademarks and Copyrighted by SNK Corporation of Japan. (http://www.neogeo.co.jp) Contents: I. Why Andy Bogard? II. Andy's Bio and Info III. KoF2000's Basic Cammnds IV. Andy's Basic Moves V. Andy's Special Moves VI. Andy's Combos VII. Strategies VIII. Andy's Entrance and Winning Poses IX. Closing and Credits I. Why Andy Bogard? Andy was one of the first characters I chose when I started playing KoF. Andy has great speed and power. He's more of an offensive character, than a defensive character. Andy is a very deadly character and is not to be messed with. So if you want to learn more on how to use Andy, read on. II. Andy's Info and Bio Fighting Style: Koppou Martial Arts Birthdate: August 16 Age: 23 Country: USA Blood Type: A Height: 172cm Weight: 67kg Hobbies: Training Favorite Food: Natto spaghetti Mastered Sport: Short-Track Cycling Prized Things: Pictures from his time in training Dislikes: Dogs Seiyuu/Voice Actor: Keiichi Nanba First Appearance: Fatal Fury Other Game Appearances: The King of Fighters '94-2000, The King of Fighters Kyo, Fatal Fury 2, Fatal Fury Special, Fatal Fury 3, Fatal Fury: First Contact, Fatal Fury: Wild Ambition, Real Bout: Fatal Fury, Real Bout: Fatal Fury Special, Real Bout: Fatal Fury 2, Garou: Mark of the Wolves (cameo appearance), SNK vs. Capcom "CardFighter's Clash" SNK Card Set Anime Appearances: Fatal Fury: Legend of the Hungry Wolf Fatal Fury 2: The New Battle Fatal Fury: The Motion Picture Fatal Fury Team Member: KoF'94-98: Terry Bogard, Andy Bogard, Joe Higashi KoF'99: Terry Bogard, Andy Bogard, Joe Higashi, Mai Shiranui KoF'00: Terry Bogard, Andy Bogard, Joe Higashi, Blue Mary Fatal Fury Team Background Music: KoF'94: ???? KoF'95: ???? KoF'96: BIG SHOT! KoF'97: ???? KoF'98: ???? KoF'99: 176th St. KoF'00: TERRY115 Andy's Storyline: Andy Bogard is the younger brother of Terry Bogard. Both orphaned at a young age, due to the death of their father, Jeff Bogard. Jeff had been murdered by Geese Howard. Both Terry and Andy wanted revenge for their father's death. So Andy went to Japan to learn the art of Koppou. He was trained by Hanzo Shiranui, who was a master of Koppou. He also met Hanzo's granddaughter, Mai Shiranui, who became good friends. Andy thought it was time to get revenge on Geese, so Andy left Japan. But not before he met Joe Higashi, The World Thai Kickboxing Champion. So both left to return to Southtown, the home of Andy and Terry. Andy reunited with his brother Terry and together with Joe, went to get revenge. So the First King of Fighters Tournament begun. But before anyone wanted a shot at Geese, they would have to go through his bodyguard, Billy Kane. They defeated Billy, but it was Terry who defeated Geese. In the end, The Bogard Brothers had their revenge. Once again, they went their seperate ways. But reunited in 1994 for the New King of Fighters Tournament. Since this tournament consisted of teams, Andy would team up with his brother Terry and his good friend Joe. They would go on to win the tournament. Through 1995-1997, they would stay teams. Well, that is up until 1999 rolled up. There were new rules, it would be 4 on 4 this year. They needed a 4th partner, and that partner would be none other than Mai Shiranui. Andy wasn't to thrilled about it. But, the tournament went on. As the building started to collapse, where the last battle had took place. It has seemed that Terry was missing. Everyone got out of the building except for Terry. Andy believed his brother to be dead, but somehow, he'd knew he'd see Terry again. Training and thinking of his brother was all he could do. Another year flew by, as 2000 came along. Andy went to pay respects to his late father. When Andy got there, he saw flowers near the grave. He knew who it was. Andy was relieved to know that Terry was still alive. Andy had got to see Terry. It was then that he was told, that their would be a KoF Tournament this year. So with Mai on another team, the new addition to their team would be no other than Terry's love interest, Blue Mary. This year, The Lonely Wolves prepare themselves for the newset KoF tournament, not knowing what's in store for them or where it will take them. III. KoF2000's Basic Commands Andy's Key Configuration: A- weak punch B- weak kick C- strong punch D- strong kick f- forward b- back u- up d- down Start- taunt qcf- quarter circle forward qcb- quarter circle back hcf- half circle forward hcb- half circle back dp- dragon punch motion (forward, quarter circle forward) rdp- reverse dragon punch motion (back, quarter circle back) df- diagonally down forward db- diagonally down back uf- diagonally up forward ub- diagonally up back (air)- can be done in the air charge- hold the direction for at least 2 seconds DM- Desperation Move SDM- Super Deperation Move PK- must be pressed at same time (AB, CD, BC, etc.) Xx- can cancel move >- follow up Basics: Run- f, f (hold f while running) Dash Back- b, b Normal Jump- up Quick Jump- d, uf/ d, u/ d, ub Emergency Attack Avoidance Forward- AB or f + AB Emergency Attack Avoidance Back- b + AB Falling Recovery Roll- AB before hitting the ground Throws- f or b + C/D Throw Escape- any button when grabbed Knockdown Attack- CD (can be done standing or in air) Guard Escape Roll Forward- when blocking, AB or f + AB (requires 1 stock of the Power Gauge) Guard Escape Roll Back- when blocking, b + AB (requires 1 stock of the Power Gauge) Guard Knockdown Attack- when blocking, CD (requires 1 stock of the Power Gauge) Striker Call- BC (requires 1 Striker Bomb) Special Striker Attack- BC after a throw (requires 1 Striker Bomb and 1 stock of the Power Gauge) Striker Replenish- Start (requires 1 stock of the Power Gauge) Counter Mode- ABC (consumes all 3 stocks of the Power Gauge) Armor Mode- BCD (consumes all 3 stocks of the Power Gauge) Taunt- Start Descriptions of Basic Commands: Falling Recovery Roll- AB before hitting the ground Whenever hit by an attack that knocks you to the ground, you can recover before hitting the pavement. This command will only work if hit by basic attacks, special attacks, DM's, and SDM's that knock ya on to the ground. Throw Escape- any button when grabbed This does not work in the air, against Benimaru, Mai, Athena, Yuri, Clark, and Leona, since they all have air throws. GROUND ONLY! Knockdown Attack- CD (air) If hit by this attack, the opponent will hit the ground. Think of this as a Fierce Attack. Not even the falling recovery roll will work after being hit by the Knockdown Attack. Emergency Attack Avoidance Forward/Back- AB, f + AB, b + AB Just like in KoF'98, using this command will enable your character to AVOID an attack from the opponent. Your character is INVINCIBLE for that breif moment of rolling. Remember though, you can be thrown or hit after the roll. Guard Escape Roll Forward/Back- when blocking, AB, f + AB, b + AB (requires 1 stock of the Power Gauge) When blocking an attack, your character will roll forward or back from the opponent. This move can be used to distance yourself, if being pressure attacked. Guard Knockdown Attack- when blocking, CD (requires 1 stock of the Power Gauge) When blocking an attack, your character will perform the CD Attack, which will knock the opponent away from you. The only problem with the attack is that it does no damage to the opponent. Great to distance yourself from the opponent though. Striker Call- BC (requires 1 Striker Bomb) A Striker is the 4th character of the team, which is assigned to HELP/AID your character in the fight. Strikers play a big part in battle. Each Striker has a different ability to help the character. Unlike in KoF'99, where you could only call out your striker when on the ground. The striker system has changed, so that you can call out the striker when in the air, knocked down, after DM's, attacking, or getting attacked. You are limited 3-5 striker bombs pre match. Striker Replenish- Start (requires 1 stock of the Power Gauge) Another new addition to KoF2000, in which you can get your Striker Bombs back. If you have a stock on your Power Gauge, you will replace your stock with a Striker Bomb. Only use if needed. Counter Mode- ABC (consumes all 3 stocks of the Power Gauge) When activated, the opponent will fall to the ground and your character will start to flash RED for at least 20 seconds. Once Counter Mode wears off, the Power Gauge won't come back for another 10 seconds. In Counter Mode, this is what it has to offer..... -Attacks inflict more damage. -You can use DM's all ya want. -You can use Guard Escape Rolling Forward/Back and Guard Knockdown Attack all ya want. -Can supercancel basic and special moves into DM's. -Some DM's come out faster than other DM's. Armor Mode- BCD (consumes all 3 stocks of the Power Gauge) When activated, your character will start to flash YELLOW for 10 seconds. Once Armor Mode wears off your Power Gauge won't come back for another 10 seconds. You can't perform DM's in Armor Mode. In Armor Mode, this is what it has to offer..... -Attacks inflict more damage. -You have Super Armor. -Take no Block damage while blocking special moves, and DM/SDM's. -You can use Guard Escape Rolling Forward/Back and Guard Knockdown Attack all ya want. -Can't be knocked down from most attacks. Desperation Moves & Super Desperation Moves- DM's and SDM's are your Super Moves. In order to use DM/SDM's, you must fill up the Power Gauge to stock a DM. You can store up to 3 stocks. Only certain DM's can be SDM's. SDM's take 3 stocks to use and must be done by presing 2 buttons, instead of one button. IV. Andy's Basic Commands A (weak punch): standing- Turning Knife Hand Chop which hits high and comes out quick. crouching- Low Backhand Jab which comes out quick and can be canceled into Age Men, Shouryuu Dan, and Zan'ei Ken. jumping- Palm Strike which comes out fast and can be canceled into Gen'ei Shiranui. diagonal jummping- Palm Strike Downward which comes out fast and can be canceled into Gen'ei Shiranui. It's also his cross-up move! close- Backhand Slap which hits mid-range and comes out fast and can be canceled into Age Men, Gekiheki Haisui Shou, Shouryuu Dan, and Zan'ei Ken. B (weak kick): standing- Snapping High Kick which comes out quick. crouching- Low Kick which comes out quick. jumping- Snapping Kick which comes out fast. diagonal jumping- Snapping Front Kick which comes out fast. close- Snapping Kick which comes out fast and can be canceled into Age Men, Gekiheki Haisui Shou, Shouryuu Dan, Zan'ei Ken. C (strong punch): standing- Forward Elbow Strike which comes fast. crouching- Low Palm Strike which comes out fast and can be canceled into Age Men, Gekiheki Haisui Shou, Geki Hishou Ken, Hishou Ken, Shouryuu Dan, Uwa Agito, Zan'ei Ken, or Zan'ei Ryuusei Ken. jumping- Snapping Palm Strike which comes out fast and can be canceled into Gen'ei Shiranui. Good jump-in for a combo starter. diagonal jumping- Fierce Palm Strikw which comes out fast and can be canceled into Gen'ei Shiranui. Good jump-in for a combo starter. close- An AUTO 2-hit Double Elbow Strike which comes out fast and can be canceled on the first hit with either Age Men, Gekiheki Haisui Shou, Geki Hishou Ken, Hishou Ken, Shouryuu Dan, Uwa Agito, Zan'ei Ken, Zan'ei Ryuusei Ken, Chou Reppa Dan. His BEST combo starter. D (strong kick): standing- Mid-range Roundhouse Kick which comes out fast. Not much use dor this move. crouching- Sweep Kick which comes out fast and knocks sown the opponent. jumping- Forward Drop Kick which comes out fast and good jump-in for a combo starter. diagonal jumping- same as above. close- Spinning Roundhouse Kick which comes out fast and hits high. You can't cancel anything into this move. AB (Emergency Attack Avoidance Forward/Back) Andy will roll forward or backwards to avoid the attack. Very Fast and Invincible at the start up of the move. CD (Knockdown Attack) On the ground, Andy uses his momentum to push his body forward. In the air, Andy will do a Foward Drop Kick. This move is best used in the air. It's safer and will score you some hits over the opponent. Great jump-in too. V. Andy's Special Moves -Throws Gourin: Kai- when close, b or f + C Kakaekomi Nage- when close, b or f + D -Command Moves Age Men- df + A Uwa Agito- f + B -Special Moves Hishou Ken- qcb + A Geki Hishou Ken- qcb + C Gekiheki Haisui Shou- when close, hcf + A/C Gen'ei Shiranui- in air, qcf + B/D >Gen'ei Shiranui: Shimo Agito- A/C (after landing from Gen'ei Shiranui) >Gen'ei Shiranui: Uwa Agito- B/D (after landing from Gen'ei Shiranui) Kuuha Dan- hcf + B/D Shouryuu Dan- dp + A/C Zan'ei Ken- db,f + A/C >Shippuu Ouken- qcf + C (follow up after Zan'ei Ken) Taunt- Start -Desperation Moves Zan'ei Ryuusei Ken- qcb, hcf + A/C Chou Reppa Dan- qcb, db, f + B/D SDM Chou Reppa Dan- qcb, db, f + BD -Striker Actions Striker Attack- Shippuu Zan'ei Ken Striker Replenish- Start Another Striker- Billy Kane Move Descriptions: Gourin Kai- when close, f or b + C Andy will grab the opponent by the shoulder, then Andy will jump in the air with the opponent and slams him/her face first into the ground, finally finishing up with a kick to the opponent's head. Kakaekomi Nage- when close, f or b + D Andy will grab the opponent by the hip and toss him/her to the other side of the screen. Great throw to distance yourself. Age Men- df + A Andy will do an upper palm strike to the face. If close, the move will hit twice. Age Men can be canceled on the first hit into Hishou Ken, Geki Hishou Ken, Shouryuu Dan, Zan'ei Ken, Gekiheki Haisui Shou, and Kuura Dan. Same goes for his DM's, but they won't connected. This move works great as a follow up to Gekiheki Haisui Shou, but only in the corner though. Uwa Agito- f + B Andy will do a flipping overhead kick. Only use this move if opponent turtles a lot or to catch him/her off guard. Hishou Ken- qcb + A Andy will let out a Small Blue Blast from his hand. Hishou Ken doesn't have much priority, due to it short range, but it does come out quick. So you have to be somewhat close to the opponent for Hishou Ken to hit. If Hishou Ken hits, the opponent will be knocked down. Geki Hishou Ken- qcb + C Andy will shoot a Blue Blast to stun the opponent, while he lets out a Bigger Blue Blast in shape of a ball. This version of Hishou Ken is still quick, but you have to be close for the blast to connect. In Counter Mode, you can supercancel Geki Hishou Ken into Zan'ei Ryuusei Ken or Chou Reppa Dan, but only during the Big Blue Blast. Gekiheki Haisui Shou- when close, hcf + A/C Andy will do a series of hits, elbow, extending palm strike, extending palm strike, double extending palm strike, which launches the opponent into the air. You can follow up with Shouryuu Dan, Kuuha Dan, Zan'ei Ken, Hishou Ken, CD Attack, Strikers, Zan'ei Ryuusei Ken, or Chou Reppa Dan. This move works great in the corner, so you can combo out your opponent. In Counter Mode, you can supercancel Gekiheki Haisui Shou into Zan'ei Ryuusei Dan or Chou Reppa Dan on the first or second hit. Gen'ei Shiranui- in air, qcf + B/D Andy will descend from the air doing a 45 degree angle diving elbow attack. The move comes out quick and you can croos-up with it as well. You can also cancel jumping A/C into this move. The best thing about Gen'ei Shiranui, is that you can confuse your opponent with it's 2 follow ups. >Gen'ei Shiranui: Shimo Agito- A/C (after landing from Gen'ei Shiranui) Andy will follow up Gen'ei Shiranui with a sweep kick, which knocks down the opponent. Comes put fast with great recovery time. >Gen'ei Shiranui: Uwa Agito- A/C (after landing from Gen'ei Shiranui) Andy will follow up Gen'ei Shiranui with an overhead flip kick, which knocks down the opponent. Comes out fast with great recovery time. Kuuha Dan- hcf + B/D Andy will push himself off the ground, while spinning his whole body into the air and towards the opponent, with his legs kicking him/her multiple times before landing. This move comes out fast. The B version goes past half screen with a smaller arc, while the D version goes full screen with a larger arc. Of course, the D version does more damage. In Counter Mode, Kuuha Dan can be supercanceled on the on the first hit into Chou Reppa Dan or Zan'ei Ryuusei Ken. A good anti-air attack as well. Shouryuu Dan- dp + A/C Andy will jump in the air with his body and arms spinning around. This move comes out fast, but is not that good as an anti-air attack. The A version won't goes as high as the C version, but both arc 45 degrees upward. In Counter Mode, you can supercancel Shouryuu Dan into Chou Reppa Dan or Zan'ei Ryuusei Ken, but only on the first hit. Zan'ei Ken- db, f + A/C Andy will rush forward with his elbow out to strike his opponent. This move is fast and can be followed up. The A version goes half screen, as the C version goes full screen. In Counter Mode, you can supercancel the A Version Zan'ei Ken into Chou Reppa Dan or Zan'ei Ryuusei Ken. >Shippuu Ouken- qcf + C (follow up after Zan'ei Ken) Andy will extend both arms out, while he puts one hand one his wrist and the other hand extends to hit the opponent, which results in knocking down him/her. Great fo that exta damage. Taunt- Start Andy will grab and hold his pony tail, while running his fingers through his hair with his other hand. After he's done running his fingers through his hair, he'll extend his arm towards the opponent while saying, "Hmph!". It's like Andy's trying to tell the opponent to come on (already). Zan'ei Ryuusei Ken- qcf, hcb + A/C Andy will his Zan'ei Ken animation, then hitting the opponent with his standing far C and his close C animations, before hitting you with a Big Blue Blast coming from both hands. The A version will travel half screen, as the C version travels full screen. This DM is quite good in Counter Mode. Chou Reppa Dan- qcb, db, f + B/D SDM Chou reppa Dan- qcb, db, f + BD Andy will do his Kuuha Dan animation, but his body will be on fire, while fire rings circle around his body. Good anti-air DM/SDM and comes out fast too. The B version travels half screen, as the D version travels full screen. His SDM Chou Reppa Dan goes full screen and dishes out a lot more damage and hits. If you do Gekiheki Haisui Shou and have a stock from the Power Gauge, do Chou Reppa Dan. Striker Attack: Shippuu Zan'ei Ken - BC (requires 1 Striker Bomb) Andy will jump in from off screen with Gen'ei Shiranui and lands while doing Zan'ei Ken, after Zan'ei Ken, Andy poses before jumping off screen. This move launches the oppoenet into the air, so you can juggle him/her with anything you want. Shippuu Zan'ei Ken travels past half screen. You can be hit by Gen'ei Shiranui if close enough to the corner, where Andy appears from. Striker Replenish- Start (requires 1 stock of the Power Gauge) If you have 1 stock to use for a Striker Bomb, press Start. Andy will perform his taunt and gives yourself a Striker Bomb. Use wisely, because you can't cancel out of a taunt like the previous KoF's. Another Striker: Billy Kane - BC (requires 1 Striker Bomb) Another Striker is a new addition to KoF2000. Each character has Another Striker besides themselves. So if ya pick Andy as your 4th person, you have to decide will it be Andy Bogard or Billy Kane as your Striker? So your choice is Billy Kane. Billy dashes in from off screen and does a forward hopping kick. If the kick connects, Billy will do Sen'en Satsu Kon, in which he does a spinning uppercut with his cane. This move will launch the opponent into the air, so you can juggle him/her with anything you want. Billy's Striker Attack travels past half screen. Who is Billy Kane? Billy Kane first appeared in The First King of Fighters Tournament (Fatal Fury). Billy is the bodyguard of Geese Howard and a brother to Lily Kane. He also is a master of using the cane, his weapon of choice. Billy hates the Bogards, after he was defeated by them in the first tournament. He would try to get his revenge. But it wasn't till 1995, when he finally could get a chance to. But since KoF was now a team tournament, he needed partners. So he paired up with Eiji Kisaragi and Iori Yagami. By the end of the tournament, Billy got beaten bad by Iori Yagami. In 1996, Geese had entered the KoF Tournament with Mr. Big and Wolfgang Krauser, but Mr. Big had try to kill Geese by shooting at him, but Billy had deflected the bullet and safed Geese's life. In 1997, Billy appeared once again in the KoF Tournament, but was ordered by Geese to keep an eye on Iori Yagami, because of he was of Orochi Blood. So that year, Billy was teamed up with Blue Mary and Ryuji Yamazaki. Billy wanted to tear Iori apart, but couldn't, since he had to keep an eye on him. The whole Orochi crisis was in full effect, it was then that Billy seen Iori start to Riot from his Orochi Blood. Billy had also found out Yamazaki was of Orochi Blood too. By the end of the tournament, Yamazaki was missing, so Billy went back to Geese. When both Geese and Billy were talking about Iori and Yamazaki, they heard a knock from Geese's door. It was Yamazaki, and he demanded his pay from Geese. And that was the last anyone heard from Billy, Geese, and Yamazaki. VI. Andy's Combos s- standing c- crouching j- jumping cX- cross-up (1)- cancel on first hit (C)- must be done in corner (Beginner/Intermediate Combos) cB, sB, Shouryuu Dan - 3-hits cB, sB, Age Men - 4-hits cB, sB, Age Men(1), Zan'ei Ken, Shippuu Ouken - 5-hits cB, sB, Age Men(1), B Kuuha Dan - 6-hits cB, sB, Age Men(1), Zan'ei Ryuusei Ken - 7-hits cB, sA, B Zan'ei Ken, Shippuu Ouken - 4-hits cC, Hishou Ken - 2-hits cC, Geki Hishou Ken - 6-hits cC, Gekiheki Haisui Shou - 5-hits cC, Shouryuu Dan - 2-hits cC, Uwa Agito - 2-hits cC, Zan'ei Ken, Shippuu Ouken - 3-hits cC, Zan'ei Ryuusei Ken - 5-hits cC, Age Men - 3-hits cC, Age Men(1), Hishou Ken - 3-hits cC, Age Men(1), Zan'ei Ken, Shippuu Ouken - 3-hits cC, Age Men(1), Zan'ei Ryuusei Ken Age Men(1), Hishou Ken - 2-hits Age Men(1), Geki Hishou Ken - 6-hits Age Men(1), Gekiheki Haisui Shou - 5-hits Age Men(1), B Kuuha Dan - 4/5-hits Age Men(1), Shouryuu Dan - 2-hits Age Men(1), Zan'ei Ken, Shippuu Ouken - 3-hits Age Men(1), Zan'ei Ryuusei Ken - 5-hits sA, sA, Shouryuu Dan - 3-hits sA, sA, Zan'ei Ken, Shippuu Ouken - 4-hits sA, sA, Age Men - 4-hits sC, Age Men - 4-hits sC, Hishou Ken - 3-hits sC, Kuuha Dan - 4-hits (6-hits if in corner) sC, B Shouryuu Dan - 3-hits sC, Uwa Agito - 3-hits sC, Zan'ei Ken, Shippuu Ouken - 4-hits sC, Zan'ei Ryuusei Ken - 6-hits sC(1), Hishou Ken - 2-hits sC(1), Geki Hishou Ken - 6-hits sC(1), Kuuha Dan - 4-hits (5-hits if in corner) sC(1), Shouryuu Dan - 2-hits sC(1), Uwa Agito - 2-hits sC(1), Zan'ei Ken, Shippuu Ouken - 3-hits sC(1), Zan'ei Ryuusei Ken - 5-hits sC(1), Gekiheki Haisui Shou - 5-hits sC(1), Gekiheki Haisui Shou, Hishou Ken - 6-hits sC(1), Gekiheki Haisui Shou, D Kuuha Dan - 7-hits sC(1), Gekiheki Haisui Shou, Gen'ei Shiranui - 6-hits sC(1), Gekiheki Haisui Shou, (run in) D Shouryu Dan - 9-hits sC(1), Gekiheki Haisui Shou, Uwa Agito - 6-hits sC(1), Gekiheki Haisui Shou, Zan'ei Ken - 6-hits sC(1), Gekiheki Haisui Shou, B Zan'ei Ken, Shippuu Ouken - 6-hits (must miss B Zan'ei Ken) sC(1), Gekiheki Haisui Shou, jCD Attack - 6-hits sC(1), Gekiheki Haisui Shou, DM/SDM Chou Reppa Dan - 11/21-hits jD, sC(1), Gekiheki Haisui Shou, Age Men, jC - 9-hits (C) jD, sC(1), Gekiheki Haisui Shou, Age Men, C Shouryuu Dan - 10-hits (C) (Advanced Combos) jD, sC(1), Age Men(1), Zan'ei Ryuusei Ken - 7-hits (C) jD, sC(1), Gekiheki Haisui Shou, Age Men(1), DM/SDM Chou Reppa Dan - 13/23-hits cX A, sC(1), Age Men(1), Zan'ei Ryuusei Ken - 7-hits cX A, sC(1), Gekiheki Haisui Shou, Age Men(1), DM/SDM Chou Reppa Dan - 13/23-hits (Counter Mode) cB, sB, Age Men(1), A Zan'ei Ken, Zan'ei Ryuusei Ken - 8-hits jD, sC(1), Gekiheki Haisui Shou(2), Zan'ei Ryuusei Ken - 8-hits (C) jD, sC(1), Gekiheki Haisui Shou(2), Chou Reppa Dan - 11-hits (C) (Striker Combos) Striker: Mai Shiranui jD, sC(1), Gekiheki Haisui Shou, walk forward and Call Mai, C Shouryuu Dan - 11-hits (C) Striker: Vanessa jD, Call Vanessa, sC(1), Gekiheki Haisui Shou, Age Men(1), DM/SDM Chou Reppa Dan - 18/27-hits Striker: Seth jD, Call Seth, sC(1), Gekiheki Haisui Shou, Seth Should Hit, Age Men(1), DM/SDM Chou Reppa Dan - 15/23-hits VII. Strategies UNDER CONSTRUCTION VIII. Andy's Entrance and Winning Poses Entrance 1- Andy will hold his ponytail while waving his hand, like he's telling the opponent to come on, while saying "Hmph!". Entrance 2- (Andy vs. Terry or Joe) ???? Entrance 3- (Andy vs. Mai) ???? Win Pose 1- Andy bring his arms down to his hips, while saying "Yosh!" ("All right!"). Win Pose 2- Andy goes somewhat into a Horse Stance while saying "Haaaaaaaa!". Win Pose 3- Andy turns to the background as the wind is blowing his hair. Time Over Pose- Andy will hunch forward, as he put his hand over his face and has his other hand on his knee. Striker Call Pose- Same as his Taunt and Entrance 1 Pose. Winning Quote- ???? Losing Quote- ???? IX. Closing and Credits This FAQ is copyrighted work by Raul Torrez, so please don't profit or modify from the FAQ in anyway. I made this Andy Bogard FAQ for people who are interested in learning him. If you have any contributions, comments, or corrections, fell free to e-mail me and I'll credit you. I'll update this FAQ soon. Everything I did on this FAQ is from the top of my head. Just playing Andy since the beginning does that to ya! ;) I need some Strats for him as well, so anyone out there, please help me out and I'll credit you! Thanks! I'd like to thank....... The LORD for blessing me everyday. Joku for showing me the way SNK with games like The Fatal Fury/King Of Fighters Series. Not even you can forget the countless hours we spent on KoF'96! Some fun times! SNK/Neo*Geo for creating The King of Fighters Series. The Future is Indeed Now! SNK's Offical King Of Fighters 2000 Home Page where I got Andy's Info. (http://www.neogeo.co.jp/kof00_en/toppage/00_index.htm) Kao Megura because I got Andy's move names from his KoF2000 FAQ. He also writes great KoF FAQ's too. The man's The King of FAQ's! http://www.gamefaqs.com for all the great faqs they have up. And you for taking the time to read this FAQ. Raul Torrez Copytrighted (c) 2001