Difference between revisions of "Andy 02"

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== Movelist ==
+
[[image:Andy02_stance.gif|right]]
 +
==General Info==
 +
Crouch height: Low<br>
 +
Jump: 4/38/1<br>
 +
Hop: 4/28/1<br>
 +
Dash: 3/10~∞/3<br>
 +
Backdash: 3/9/3<br>
 +
Wakeup: 30 frames<br>
 +
Recovery roll: 29 frames<br>
 +
{|
 +
! Stand
 +
! Crouch
 +
! Jump
 +
! Grab
 +
! Run
 +
|-
 +
|valign="bottom"| [[image:Andy02_stand.png]]
 +
|valign="bottom"| [[image:Andy02_crouch.png]]
 +
|valign="bottom"| [[image:Andy02_jump.png]]
 +
|valign="bottom"| [[image:Andy02_grab.png]]
 +
|valign="bottom"| [[image:Andy02_run.png]]
 +
|}
 +
===Colors===
 +
{|
 +
! [[image:snka.gif]]
 +
! [[image:snkb.gif]]
 +
! [[image:snkc.gif]]
 +
! [[image:snkd.gif]]
 +
|-
 +
| [[image:Andy02_colorA.png]]
 +
| [[image:Andy02_colorB.png]]
 +
| [[image:Andy02_colorC.png]]
 +
| [[image:Andy02_colorD.png]]
 +
|}
  
'''Command Normals:'''<br>
+
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]==
1. Uwa Agito - f+B<br>
+
{|border="1"
- has frame disadvantage even if it hits<br>
+
!width="10%"|
- overhead<br>
+
! Frames
- free cancellable out of into qcf+K(air)<br>
+
! Advantage
- can be used to evade low attacks such as sweeps
+
! Cancel
 +
! Block
 +
!colspan="5"| Hitbox
 +
! Notes
 +
|-
 +
|colspan="11" align="center"| '''Standing Close'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 2/3/7
 +
|align="center"| +2/0
 +
|align="center"| R,C,S,Su
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_clA.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 3/8/5
 +
|align="center"| -1/-3
 +
|align="center"| C,S,Su
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_clB.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]
 +
|align="center"| 2/4*6/17
 +
|align="center"| -3/-5
 +
|align="center"| C,S,Su
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_clC1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_clC2.png|center]]
 +
|
 +
|-
 +
! [[image:snkd.gif]]
 +
|align="center"| 7/5/20
 +
|align="center"| -5/-7
 +
|
 +
|align="center"| HL
 +
|colspan="5"| [[image:Andy02_clD.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Standing Far'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 5/3+3/10
 +
|align="center"| -4/-6
 +
|
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_stA1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_stA2.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 5/5/11
 +
|align="center"| -4/-6
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_stB.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]
 +
|align="center"| 7/8/17
 +
|align="center"| -5/-7
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_stC.png|center]]
 +
|
 +
|-
 +
! [[image:snkd.gif]]
 +
|align="center"| 11/3+9/5
 +
|align="center"| +1/-1
 +
|
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_stD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_stD2.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]+[[image:snkd.gif]]
 +
|align="center"| 23/3+8/20
 +
|align="center"| KD/-9
 +
|align="center"| C,S,Su
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_stCD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_stCD2.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Crouching'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 4/4/5
 +
|align="center"| +3/+1
 +
|align="center"| R,C,S,Su
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_crA.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 4/4/5
 +
|align="center"| +3/+1
 +
|align="center"| R,C,S,Su
 +
|align="center"| L
 +
|colspan="5" | [[image:Andy02_crB.png|center]]
 +
|
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 6/7/18
 +
|align="center"| -5/-7
 +
|align="center"| C,S,Su
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_crC.png|center]]
 +
|
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 6/4/19
 +
|align="center"| KD/-5
 +
|
 +
|align="center"| L
 +
|colspan="5" | [[image:Andy02_crD.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Jump'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 3/11/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_jA.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 5/12/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_jB.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]
 +
|align="center"| 5/14/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_jC.png|center]]
 +
|
 +
|-
 +
! [[image:snkd.gif]]
 +
|align="center"| 6/4+6/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_jD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_jD2.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]+[[image:snkd.gif]]
 +
|align="center"| 13/7/-
 +
|align="center"| KD/-
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_jCD.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Neutral Jump'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 3/9/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_juA.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 4/12/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_juB.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]
 +
|align="center"| 5/8/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_juC.png|center]]
 +
|
 +
|-
 +
! [[image:snkd.gif]]
 +
|align="center"| 6/4+6/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_juD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_juD2.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Hop'''
 +
|-
 +
! [[image:snka.gif]]
 +
|align="center"| 3/9/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_hA.png|center]]
 +
|
 +
|-
 +
! [[image:snkb.gif]]
 +
|align="center"| 5/10/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_hB.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]
 +
|align="center"| 5/5/-
 +
|align="center"| -/-
 +
|align="center"| S
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_hC.png|center]]
 +
|
 +
|-
 +
! [[image:snkd.gif]]
 +
|align="center"| 6/8/-
 +
|align="center"| -/-
 +
|
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_hD.png|center]]
 +
|
 +
|-
 +
! [[image:snkc.gif]]+[[image:snkd.gif]]
 +
|align="center"| 15/7/-
 +
|align="center"| KD/-
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_jCD.png|center]]
 +
|
 +
|-
 +
|colspan="11" align="center"| '''Command Normals'''
 +
|-
 +
! <br>f+[[image:snkb.gif]]<br><br>
 +
|align="center"| 16/4+4/21
 +
|align="center"| -9/-11
 +
|
 +
|align="center"| H
 +
|rowspan="2" colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_fB1.png|center]]
 +
|rowspan="2" colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_fB2.png|center]]
 +
|rowspan="2"|
 +
*Goes over lows
 +
*Unsafe on hit unless spaced
 +
|-
 +
! f+[[image:snkb.gif]]<br>(cancel)
 +
|align="center"| 14/4+4/23
 +
|align="center"| -11/-13
 +
|align="center"| S
 +
|align="center"| HL
 +
|-
 +
! df+[[image:snka.gif]]
 +
|align="center"| 7/2*3/22
 +
|align="center"| -5/-7
 +
|align="center"| S,Su[1]
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_dfA1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_dfA2.png|center]]
 +
|Jugglable afterwards if it hits an airborne opponent
 +
|-
 +
|colspan="11" align="center"| '''Special Moves'''
 +
|-
 +
! qcb+[[image:snka.gif]]
 +
|align="center"| 15/4/28
 +
|align="center"| KD/-3
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_qcbA.png|center]]
 +
|'''Hishou Ken - qcb+A'''
 +
* Andy releases a small burst of energy in front of him, which has limited range
 +
* has good recovery on block
 +
* opponent is in a jugglable state after getting hit with this move
 +
|-
 +
! qcb+[[image:snkc.gif]]
 +
|align="center"| 15/<br>4(24)12*12*12*13/<br>28
 +
|align="center"| -2/-4
 +
|
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_qcbC1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_qcbC2.png|center]]
 +
|'''Geki Hishou Ken - qcb+C'''
 +
* Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits
 +
* not possible to punish on block if the opponent has no stock and it is difficult to guard roll behind him, unless the opponent does so on the first hit. It's a good chipping tool if opponent has no stock
 +
|-
 +
!rowspan="2"| dp+[[image:snka.gif]]
 +
|rowspan="2" align="center"| 5/<br>3*2(4)4*4/<br>12+12
 +
|rowspan="2" align="center"| KD/-20
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_dpA1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_dpA2.png|center]]
 +
|rowspan="4"|'''Shouryuu Dan - dp+P'''
 +
* Andy performs a rising uppercut attack with good startup priority
 +
* dp+A doesn't rise as high and has much better recovery than dp+C, though technically both are punishable
 +
* supercancellable on the first hit though technically you will do about a jab's worth of damage since the majority of the qcb hcf+K DM will whiff
 +
* free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
 +
* hard knockdown on the last hit
 +
|-
 +
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_dpA3.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_dpA4.png|center]]
 +
|-
 +
!rowspan="2"| dp+[[image:snkc.gif]]
 +
|rowspan="2" align="center"| 6/<br>3*2(4)4*4*4/<br>23+14
 +
|rowspan="2" align="center"| KD/-37
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_dpC1.png|center]]
 +
|colspan="2" valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Andy02_dpA2.png|center]]
 +
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_dpC3.png|center]]
 +
|-
 +
|colspan="2" valign="bottom" style="border-right:0px;border-top:0px;"| [[image:Andy02_dpC4.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_dpC5.png|center]]
 +
|-
 +
!rowspan="2"| rdp+[[image:snkb.gif]]
 +
|rowspan="2" align="center"| 11/2*2*2*2/29
 +
|rowspan="2" align="center"| KD/-17
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_rdpB1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_rdpB2.png|center]]
 +
|rowspan="4"|'''Yami Abise Geri - rdp+K'''
 +
* Andy rolls backwards, creating a flame in front of him, acting as a reasonably good prediction anti-air that is also very safe
 +
* the move is very slow so it shouldn't be used as a reversal. rdp+D comes out slower than rdp+B but does more damage
 +
* rdp+D has a lot of startup invincibility
 +
* free cancellable out of
 +
|-
 +
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_rdpB3.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_rdpB4.png|center]]
 +
|-
 +
!rowspan="2"| rdp+[[image:snkd.gif]]
 +
|rowspan="2" align="center"| 23/3*3*3*3/31
 +
|rowspan="2" align="center"| KD/-22
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_rdpD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_rdpD2.png|center]]
 +
|-
 +
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_rdpD3.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_rdpD4.png|center]]
 +
|-
 +
!rowspan="2"| hcf+[[image:snkb.gif]]
 +
|rowspan="2" align="center"| 11/<br>4*9*10*6*7/<br>16
 +
|rowspan="2" align="center"| -3/-5
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_hcfK1.png|center]]
 +
|colspan="2" valign="bottom" style="border-right:0px; border-left:0px; border-bottom:0px;"| [[image:Andy02_hcfK2.png|center]]
 +
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_hcfK3.png|center]]
 +
|rowspan="3"| '''Kuuha Dan - hcf+K'''
 +
* Andy performs a very high priority spiraling kick that travels in a parabolic motion. The arc on hcf+D is bigger than hcf+B
 +
* only sometimes punishable on block by throws or fast normals but can be rolled behind and punished easily. It is also possible for the move to go over the opponent, allowing them to just run behind and combo you in the back
 +
* free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
 +
|-
 +
|colspan="3" rowspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_hcfK4.png|center]]
 +
|colspan="2" rowspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_hcfK5.png|center]]
 +
|-
 +
! hcf+[[image:snkd.gif]]
 +
|align="center"| 17/<br>5*11*12*10*5/<br>18
 +
|align="center"| -3(-36)/-5(-38)
 +
|
 +
|align="center"| HL
 +
|-
 +
! hcf+[[image:punch.gif]]
 +
|align="center"| 8/-/-
 +
|align="center"| KD/-
 +
|
 +
|align="center"| Grab
 +
|colspan="5" | [[image:Andy02_hcfP.png|center]]
 +
|'''Gekiheki Haisui Shou - hcf+P'''
 +
* a proximity unblockable attack that only comes out if Andy is in throw range and opponent is not in blockstun. Otherwise, a close A/close C comes out instead
 +
* last hit knocks the opponent into the air where they can be juggled
 +
* free cancellable out of on all four hits
 +
|-
 +
! j.qcf+[[image:snkb.gif]]
 +
|align="center"| 11/-/2+17
 +
|align="center"| -/-
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_jqcfB.png|center]]
 +
|rowspan="2"|'''Gen'ei Shiranui - qcf+K(air)'''
 +
* Andy performs a diagonal "dive" downwards which has a very large hitbox
 +
* free cancellable into
 +
* can be followed up with either P or K, see below
 +
|-
 +
! j.qcf+[[image:snkd.gif]]
 +
|align="center"| 15/-/2+17
 +
|align="center"| -/-
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_jqcfD.png|center]]
 +
|-
 +
! > [[image:punch.gif]]
 +
|align="center"| 9/4+5/27
 +
|align="center"| KD/-18
 +
|
 +
|align="center"| L
 +
|colspan="2" valign="bottom" style="border-right:0px;"| [[image:Andy02_jqcfBA1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px;"| [[image:Andy02_jqcfBA2.png|center]]
 +
|'''Gen'ei Shiranui: Shimo Agito - P (after j.qcf+K)
 +
* Andy performs a low kick that comes out fairly quick and has good recovery if blocked
 +
* low attack
 +
* supercancellable, though supercancelling into qcb hcf+P will whiff
 +
* free cancellable out of
 +
|-
 +
! > [[image:kick.gif]]
 +
|align="center"| 2+7+7/4/9+19
 +
|align="center"| KD/-17
 +
|
 +
|align="center"| H
 +
|colspan="5" | [[image:Andy02_jqcfBB.png|center]]
 +
|'''Gen'ei Shiranui: Uwa Agito - K (after j.qcf+K)'''
 +
* Andy does a hop kick that comes out fairly quick though not as fast as the P followup
 +
* has horrible recovery time if blocked, so it's a risk to use it
 +
* free cancellable out of into qcf+K
 +
|-
 +
! db,f+[[image:snka.gif]]
 +
|align="center"| 10/8/7
 +
|align="center"| -/-
 +
|
 +
|align="center"| -
 +
|rowspan="4" colspan="5" | [[image:Andy02_dbfP.png|center]]
 +
|rowspan="4" |'''Zan'ei Ken - db f+P'''
 +
* Andy performs a dashing attack forward. db f+A comes out faster than dp+C
 +
* db f+A goes less than half screen distance, while db f+C goes full screen
 +
* an alternate motion for this move is to just do hcf+P. If you are not in throw range, this move will come out instead of the hcf+P proximity unblockable
 +
* on whiff, this move recovers extremely fast, though it is very punishable if it hits or is blocked
 +
* can be followed up with qcf+P on hit or block
 +
* supercancellable
 +
* free cancellable into
 +
* free cancellable out of
 +
* 22 frames of hitstun, 20 frames of blockstun
 +
|-
 +
! db,f+[[image:snka.gif]]<br>(connect)
 +
|align="center"| 0/7/24
 +
|align="center"| -8/-10
 +
|
 +
|align="center"| -
 +
|-
 +
! db,f+[[image:snkc.gif]]
 +
|align="center"| 12/21/20
 +
|align="center"| -/-
 +
|
 +
|align="center"| HL
 +
|-
 +
! db,f+[[image:snkc.gif]]<br>(connect)
 +
|align="center"| 0/8/28
 +
|align="center"| -13/-15
 +
|
 +
|align="center"| HL
 +
|-
 +
! > qcf+[[image:punch.gif]]
 +
|align="center"| 9/9/15+15
 +
|align="center"| KD/-21
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_dbfPqcfP.png|center]]
 +
|'''Shippuu Ouken - qcf+P (after db,f+P)'''
 +
* Andy does another strike that pushes him back a bit, which is safer than just not doing this followup
 +
* supercancellable but all DMs whiff anyway
 +
* free cancellable out of although all attacks whiff anyway
 +
* 17 frames of blockstun
 +
|-
 +
|colspan="11" align="center"| '''DMs'''
 +
|-
 +
! <br>qcb,f+[[image:snka.gif]]<br><br>
 +
|align="center"| 6/8/17 (0/4/28)
 +
|align="center"| KD/-13
 +
|
 +
|align="center"| HL
 +
|rowspan="2" colspan="5" | [[image:Andy02_qcbfP.png|center]]
 +
|rowspan="2"|'''Zan'ei Ryuusei Ken - qcb,hcf+P'''
 +
* Andy dashes forward similar to his db f+P, except it comes out much faster. If the first hit connects, he will a series of additional hits, koncking the opponent back
 +
* very low damage, but comes out very fast and has very good recovery time
 +
* Active frames is the moving forward portion. Cancels to the attack with the framedata given in between brackets when opponent gets in range.
 +
* Invincibility: Complete startup.
 +
|-
 +
! qcb,hcf+[[image:snkc.gif]]
 +
|align="center"| 6/21/23 (0/4/31)
 +
|align="center"| KD/-16
 +
|
 +
|align="center"| HL
 +
|-
 +
! qcb,hcf+[[image:snkb.gif]]
 +
|align="center"| 13/4*7*2(2)2(2)2(2)2(2)2(2)2/3+28
 +
|align="center"| KD/-22
 +
|
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_qcbfK1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_qcbfK2.png|center]]
 +
|rowspan="2"|'''Chou Reppa Dan - qcb,f+K'''
 +
* This move is similar to Andy's hcf+K except his feet are on fire, dealing more damage, but the super flash activation makes it easier to react to and punish by rolling.
 +
* Invincibility: Complete startup.
 +
|-
 +
! qcb,hcf+[[image:snkd.gif]]
 +
|align="center"| 16/4*10*2(2)2(2)2(2)2(2)2(2)2/6+32
 +
|align="center"| KD/-22
 +
|
 +
|align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_qcbfK3.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_qcbfK4.png|center]]
 +
|-
 +
|colspan="11" align="center"| '''SDM'''
 +
|-
 +
!rowspan="2"| qcb,f+[[image:snkb.gif]]+[[image:snkd.gif]]
 +
|rowspan="2" align="center"| 13/4*8*1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1/7+34
 +
|rowspan="2" align="center"| KD/-28
 +
|rowspan="2"|
 +
|rowspan="2" align="center"| HL
 +
|colspan="2" valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Andy02_qcbfBD1.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_qcbfBD2.png|center]]
 +
|rowspan="2"|'''Chou Reppa Dan - qcb,f+BD'''
 +
* Similar to his DM version except does even more damage and can usually juggled for all the hits in the air, unlike hcf+K or the DM
 +
* best to use in juggle combos, such as after hcf+P
 +
* Invincibility: Whole startup and first four active frames.
 +
|-
 +
|colspan="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_qcbfBD3.png|center]]
 +
|colspan="3" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Andy02_qcbfBD4.png|center]]
 +
|-
 +
|colspan="11" align="center"| '''HSDM'''
 +
|-
 +
! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]]
 +
|align="center"| 6/128/0
 +
|align="center"| KD/-111
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_HSDM1.png|center]]
 +
| '''Zan'ei Shitou Reppa Dan - qcfx2+AC'''
 +
* Andy performs a dash forward similar to his db f+P that comes out very fast
 +
* the move does one hit only, but after it hits or is blocked, Andy will continue to dash forward for a few seconds. At any point during this, as well as before it has made contact, the move can be followed up by BCD
 +
|-
 +
!> [[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]]
 +
|align="center"|  0/1(1)1(1)2(1)1(1)2(1)1(1)2(1)1(1)1/21+14)
 +
|align="center"|  KD/-31
 +
|
 +
|align="center"| HL
 +
|colspan="5" | [[image:Andy02_HSDM2.png|center]]
 +
| '''Hiryuu Bakuha Dan - BCD (after Zan'ei Shitou Reppa Dan qcfx2+AC)'''
 +
* Andy does a diagonally upwards attack that does several hits
 +
* has a long recovery time if blocked
 +
* Invincibility: Complete startup.
 +
|}
  
2. Age Men - df+A<br>
+
===Throws===
- cancellable on the first hit<br>
+
- free cancellable out of on the second hit
+
  
'''Special Moves:'''<br>
+
1. Gourin Kai - b/f+C
1. Hishou Ken - qcb+A<br>
+
* Andy grabs the opponent, throws them down, then delivers a kick while they are on the ground
 +
* hard knockdown
 +
* it is possible to cancel the kick part of this throw into maxmode, which creates a glitch in which Andy's sprite can pass straight through the opponent's. This bug is explained in the strategy section
 +
* kick part of this move is free cancellable out of, though nothing that you cancel into will combo
  
2. Geki Hishou Ken - qcb+C<br>
 
- Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits<br>
 
- not possible to punish on block and it is difficult to guard roll behind him, unless the opponent do so on the very first hit
 
  
3. Shouryuu Dan - dp+P<br>
+
2. Kakaekomi Nage - b/f+D
- supercancellable on the first hit<br>
+
* Andy grabs the opponent and throws them behind him across the screen
- free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)<br>
+
* Since it can be recovery rolled and Andy takes a while to recover from the throw, it isn't useful for setting up additional pressure afterwards
- hard knockdown on the last hit
+
* the opponent gets up with their back turned
  
4. Yami Abise Geri - rdp+K<br>
+
===Notes===
- free cancellable out of<br>
+
- rdp+D has a lot of startup invincibility
+
  
5. Kuuha Dan - hcf+K<br>
+
* cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, jump A, jump C
- only sometimes punishable on block by throws but can be rolled behind and punished easily<br>
+
* CD is cancellable into command moves, specials and DMs
- free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
+
  
6. Gekiheki Haisui Shou - hcf+P<br>
+
==Combos==
- an unblockable attack that acts somewhat like a throw, but can be rolled out of<br>
+
- if you do the move when not in range, or when they are in block stun such that a throw would not work, then this move will not show a whiff animation and instead either Zan'ei Ken db f+P or close A/C will come out<br>
+
- last hit knocks the opponent into the air<br>
+
- free cancellable out of on all four hits
+
  
7. Gen'ei Shiranui - qcf+K(air)<br>
+
===Anywhere===
- free cancellable into
+
  
7a. Gen'ei Shiranui: Shimo Agito - P (after Gen'ei Shiranui qcf+K(air))
+
'''0 stock'''
- low attack<br>
+
#Crouch B,df+A (1 hit),qcb+A - 20%
- supercancellable but qcb hcf+P whiffs<br>
+
#Crouch B,df+A (1 hit),db,f+A/C,qcf+P - 25%
- free cancellable out of
+
#Close C (1 hit),hcf+P,dash df+A,uf+C - 45%
 +
#Crouch C/Close C (1 hit), hcf+P, hcf+K - 25/30%
 +
#Crouch C/Close C (1 hit), hcf+P, db,f+P - 25%
 +
#Crouch C/Close C (1 hit), hcf+P, dp+P - 20%
  
7b. Gen'ei Shiranui: Uwa Agito - K (after Gen'ei Shiranui qcf+K(air))<br>
+
'''1 Stock'''
- has horrible recovery time if blocked<br>
+
#Crouch C/Close C (1 hit), hcf +P, qcb, db, f + B/D - 20%
- overhead<br>
+
#Crouch C/Close C (1-2 hits), qcb, hcf+ P- 25%
- free cancellable out of into qcf+K(air)
+
#Crouch B,(Close B),df+A(1 hit),qcb,hcf+P - 25%/30%
  
8. Zan'ei Ken - db f+P<br>
+
'''2 Stock'''
- an alternate motion for this move is to just do hcf+P. If you are not in throw range, this move will come out instead of the Gekiheki Haisui Shou hcf+P<br>
+
#Crouch C/Close C (1 hit), hcf+A/C, qcb,db,f + BD - 40%
- supercancellable<br>
+
- free cancellable into<br>
+
- free cancellable out of
+
  
8a. Shippuu Ouken - qcf+P (after Zan'ei Ken db f+P)<br>
+
===Corner===
- supercancellable but all DMs whiff anyway<br>
+
- free cancellable out of although all attacks whiff anyway
+
  
'''DMs:'''<br>
+
'''0 Stock'''
1. Zan'ei Ryuusei Ken - qcb hcf+P<br>
+
#Crouch C/Close C (1 hit), f+B, qcf+B/D,A/C - 25%
- Andy does a Zan'ei Ken that comes out very quickly. If the first hit connects, he will attack with a burst of energy similar to his qcb+A<br>
+
#Close C,qcb+A,df+A,uf+C - 40%
- very low damage, but comes out very fast and has very good recovery time
+
#Close C,hcf+P,df+A,rdp+K - 40%
 +
#Crouch C/Close C (1 hit), hcf+P,df+A(1 hit),qcb+A,f,d,df+C - 50%
  
2. Chou Reppa Dan - qcb hcf+K<br>
+
'''2 Stock'''
 +
#Crouch C/Close C (1 hit), f+B, qcf+B/D,A/C SC qcb,hcf+K - 45%
 +
#Crouch C/Close C (1 hit), hcf+P, qcb, db, f+BD - 45%
  
'''SDMs:'''<br>
+
===Max Mode===
1. Chou Reppa Dan - qcb hcf+BD
+
#Close C(1st hit), BC run close C(1st hit), hcf+C(4th hit), hcf+B(1 hit),df,f+A, hcf+B(4 hits), qcf+B during air,  crouch P, qcb,hcf+D/BD - 75%/80%
  
''HSDM:''<br>
+
==Strategies==
1. Zan'ei Shitou Reppa Dan - qcfx2+AC<br>
+
- can be followed up by...
+
  
1a. Hiryuu Bakuha Dan - BCD (after Zan'ei Shitou Reppa Dan qcfx2+AC)<br>
 
  
== Combos ==
 
  
'''Anywhere:'''<br>
+
- In the corner, doing close C(1), qcb+C puts the opponent into block stun. It is difficult to guard roll this move since Andy gets pushed back and the opponent's guard roll will make him roll back into the ball. It can be guard rolled on the first hit and punished. Thus, it is best to use this when the opponent does not have any stock, which will guarantee 5 ticks of chip damage, and is not punishable in any way, if they blocked the close C(1). Since Andy will be the first character, the opponent won't have stock, so this strategy could be used more often.
1. Close C(1)/Crouch C, qcb+A - 18%<br>
+
2. Crouch B, df+A(1), qcb+A/(db f+A, qcf+A) - 20%/25%<br>
+
3. Close C(1), hcf+P, run df+A, hyper Jump C/D - 40%
+
  
'''Corner:'''<br>
+
===Andy Throw Glitch===
1. Close C(1), f+B, qcf+K(air), K/P - 25-30%<br>
+
2. Close C(1), f+B, qcf+K(air), K, (S)qcb hcf+B - 55%<br>
+
3. Close C(1), hcf+P, df+A(1), rdP+D - 45%<br>
+
4. Close C(1), qcb+A, df+A(1), qcb+A, Jump C/D - 40%<br>
+
5. Crouch B, df+A(1), qcb+A, Far C - 33%
+
  
'''Maxmode:'''<br>
+
Andy has a strange glitch involving his b/f+C throw. The throw itself has two parts - the slam to the ground, followed by the kick. It is possible to cancel the kick into maxmode. Doing this creates a glitch in which Andy can move through the opponent's sprite. Since the throw is a hard knockdown, you can setup some ambigious crossups by just positioning your character on top of the opponent's sprite on wakeup, then in the last moment, walking back or forth and immediately doing close C.
1. Crouch B, df+A(1), BC, run Close C(1), hcf+P, (C)hcf+B(1), (C)db f+A, (C)hcf+B(5), (C)qcf+K(air), P(Buffer:qcb+P), (S)qcb hcf+K/BD(Buffer:qcf+K/BD) - 80% (Corner)<br>
+
2. Close C(1), hcf+P, run df+A(1), BC, run df+A(1), qcfx2+AC, BCD - 60%<br>
+
3. Close C(1), hcf+P, run df+A(1), BC, run df+A(1), qcb+A, df+A, jump B
+
  
'''Attack Strings:'''<br>
+
The glitch also has some applications in the corner. If the opponent is in the right corner and is crouch blocking, they have to crouch block his close C as expected - by holding downback. However, in the left corner, the opponent has to actually hold downforward to block it
1. Crouch B, df+A(1), qcb+A<br>
+
2. Close C/Crouch B, df+A(1), db f+A(whiff), rdp+B
+
  
'''Notes:'''<br>
+
The glitch effect ends when Andy is hit with an attack or blocks it, as well as if he executes a normal throw, command normal, special move or DM. Rolling also ends the glitch state.
-cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, jump A, jump C<br>
+
-CD is cancellable into command moves, specials and DMs<br>
+
-there exists a bug with Andy's f+C throw. It is possible to cancel it with BC, when he kicks the opponent on the ground. After doing so, Andy will be able to move through the opponent's sprite. You can use this bug to move right on top of the opponent's sprite, and attack, which will result in mass confusion as to where to block. In addition, you can setup some new combos when your sprite is positioned on top of the opponents, such as close C(2 hits), hcf+P, whatever combo after. In the corner, if the opponent walks forward through you and Andy is in the corner, then he can combo an infinite number of close A's
+
  
 +
===Safejumps===
  
== Strategies ==
+
In the corner, Andy gets a safejump on Ryo and Kim off dp+C. After recoverying from dp+C immediately superjump. Normal jump does not work.
 
+
- Andy does not really need much stock, since his supers are not that useful, and his bread and butter combos do a lot of damage. Thus, it's recommended to put Andy as the first character. He also benefits as the first character in other ways.
+
 
+
- In the corner, doing close C(1), qcb+C puts the opponent into block stun. It is difficult to guard roll this move since Andy gets pushed back and the opponent's guard roll will make him roll back into the ball. It can be guard rolled on the first hit and punished. Thus, it is best to use this when the opponent does not have any stock, which will guarantee 5 ticks of chip damage, and is not punishable in any way, if they blocked the close C(1). Since Andy will be the first character, the opponent won't have stock, so this strategy could be used more often.
+
 
+
- There exists an interesting glitch utilizing the f+C throw glitch. Once you have executed the glitch, if the opponent is in the left corner and is crouch blocking, and you do a close C right in front of him, the opponent will have to block it with downforward (or go neutral). The strange thing is that if the opponent is in the right corner and you do this, he has to block with downback.
+
  
 +
{{Template:The King of Fighters 2002}}
 
[[Category:The King of Fighters 2002]]
 
[[Category:The King of Fighters 2002]]
[[Category:Andy Bogard]]
 

Latest revision as of 17:14, 6 May 2017

Andy02 stance.gif

General Info

Crouch height: Low
Jump: 4/38/1
Hop: 4/28/1
Dash: 3/10~∞/3
Backdash: 3/9/3
Wakeup: 30 frames
Recovery roll: 29 frames

Stand Crouch Jump Grab Run
Andy02 stand.png Andy02 crouch.png Andy02 jump.png Andy02 grab.png Andy02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Andy02 colorA.png Andy02 colorB.png Andy02 colorC.png Andy02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 2/3/7 +2/0 R,C,S,Su HL
Andy02 clA.png
Snkb.gif 3/8/5 -1/-3 C,S,Su HL
Andy02 clB.png
Snkc.gif 2/4*6/17 -3/-5 C,S,Su HL
Andy02 clC1.png
Andy02 clC2.png
Snkd.gif 7/5/20 -5/-7 HL
Andy02 clD.png
Standing Far
Snka.gif 5/3+3/10 -4/-6 HL
Andy02 stA1.png
Andy02 stA2.png
Snkb.gif 5/5/11 -4/-6 HL
Andy02 stB.png
Snkc.gif 7/8/17 -5/-7 HL
Andy02 stC.png
Snkd.gif 11/3+9/5 +1/-1 HL
Andy02 stD1.png
Andy02 stD2.png
Snkc.gif+Snkd.gif 23/3+8/20 KD/-9 C,S,Su HL
Andy02 stCD1.png
Andy02 stCD2.png
Crouching
Snka.gif 4/4/5 +3/+1 R,C,S,Su HL
Andy02 crA.png
Snkb.gif 4/4/5 +3/+1 R,C,S,Su L
Andy02 crB.png
Snka.gif 6/7/18 -5/-7 C,S,Su HL
Andy02 crC.png
Snka.gif 6/4/19 KD/-5 L
Andy02 crD.png
Jump
Snka.gif 3/11/- -/- S H
Andy02 jA.png
Snkb.gif 5/12/- -/- H
Andy02 jB.png
Snkc.gif 5/14/- -/- S H
Andy02 jC.png
Snkd.gif 6/4+6/- -/- H
Andy02 jD1.png
Andy02 jD2.png
Snkc.gif+Snkd.gif 13/7/- KD/- HL
Andy02 jCD.png
Neutral Jump
Snka.gif 3/9/- -/- S H
Andy02 juA.png
Snkb.gif 4/12/- -/- H
Andy02 juB.png
Snkc.gif 5/8/- -/- S H
Andy02 juC.png
Snkd.gif 6/4+6/- -/- H
Andy02 juD1.png
Andy02 juD2.png
Hop
Snka.gif 3/9/- -/- S H
Andy02 hA.png
Snkb.gif 5/10/- -/- H
Andy02 hB.png
Snkc.gif 5/5/- -/- S H
Andy02 hC.png
Snkd.gif 6/8/- -/- H
Andy02 hD.png
Snkc.gif+Snkd.gif 15/7/- KD/- HL
Andy02 jCD.png
Command Normals

f+Snkb.gif

16/4+4/21 -9/-11 H
Andy02 fB1.png
Andy02 fB2.png
  • Goes over lows
  • Unsafe on hit unless spaced
f+Snkb.gif
(cancel)
14/4+4/23 -11/-13 S HL
df+Snka.gif 7/2*3/22 -5/-7 S,Su[1] HL
Andy02 dfA1.png
Andy02 dfA2.png
Jugglable afterwards if it hits an airborne opponent
Special Moves
qcb+Snka.gif 15/4/28 KD/-3 HL
Andy02 qcbA.png
Hishou Ken - qcb+A
  • Andy releases a small burst of energy in front of him, which has limited range
  • has good recovery on block
  • opponent is in a jugglable state after getting hit with this move
qcb+Snkc.gif 15/
4(24)12*12*12*13/
28
-2/-4 HL
Andy02 qcbC1.png
Andy02 qcbC2.png
Geki Hishou Ken - qcb+C
  • Andy extends his palm creating a ball of energy in front of him. The ball stays in front of him for 5 hits
  • not possible to punish on block if the opponent has no stock and it is difficult to guard roll behind him, unless the opponent does so on the first hit. It's a good chipping tool if opponent has no stock
dp+Snka.gif 5/
3*2(4)4*4/
12+12
KD/-20 HL
Andy02 dpA1.png
Andy02 dpA2.png
Shouryuu Dan - dp+P
  • Andy performs a rising uppercut attack with good startup priority
  • dp+A doesn't rise as high and has much better recovery than dp+C, though technically both are punishable
  • supercancellable on the first hit though technically you will do about a jab's worth of damage since the majority of the qcb hcf+K DM will whiff
  • free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
  • hard knockdown on the last hit
Andy02 dpA3.png
Andy02 dpA4.png
dp+Snkc.gif 6/
3*2(4)4*4*4/
23+14
KD/-37 HL
Andy02 dpC1.png
Andy02 dpA2.png
Andy02 dpC3.png
Andy02 dpC4.png
Andy02 dpC5.png
rdp+Snkb.gif 11/2*2*2*2/29 KD/-17 HL
Andy02 rdpB1.png
Andy02 rdpB2.png
Yami Abise Geri - rdp+K
  • Andy rolls backwards, creating a flame in front of him, acting as a reasonably good prediction anti-air that is also very safe
  • the move is very slow so it shouldn't be used as a reversal. rdp+D comes out slower than rdp+B but does more damage
  • rdp+D has a lot of startup invincibility
  • free cancellable out of
Andy02 rdpB3.png
Andy02 rdpB4.png
rdp+Snkd.gif 23/3*3*3*3/31 KD/-22 HL
Andy02 rdpD1.png
Andy02 rdpD2.png
Andy02 rdpD3.png
Andy02 rdpD4.png
hcf+Snkb.gif 11/
4*9*10*6*7/
16
-3/-5 HL
Andy02 hcfK1.png
Andy02 hcfK2.png
Andy02 hcfK3.png
Kuuha Dan - hcf+K
  • Andy performs a very high priority spiraling kick that travels in a parabolic motion. The arc on hcf+D is bigger than hcf+B
  • only sometimes punishable on block by throws or fast normals but can be rolled behind and punished easily. It is also possible for the move to go over the opponent, allowing them to just run behind and combo you in the back
  • free cancellable out of on the first hit to ground attacks and on the rest of the hits to qcf+K(air)
Andy02 hcfK4.png
Andy02 hcfK5.png
hcf+Snkd.gif 17/
5*11*12*10*5/
18
-3(-36)/-5(-38) HL
hcf+Punch.gif 8/-/- KD/- Grab
Andy02 hcfP.png
Gekiheki Haisui Shou - hcf+P
  • a proximity unblockable attack that only comes out if Andy is in throw range and opponent is not in blockstun. Otherwise, a close A/close C comes out instead
  • last hit knocks the opponent into the air where they can be juggled
  • free cancellable out of on all four hits
j.qcf+Snkb.gif 11/-/2+17 -/- HL
Andy02 jqcfB.png
Gen'ei Shiranui - qcf+K(air)
  • Andy performs a diagonal "dive" downwards which has a very large hitbox
  • free cancellable into
  • can be followed up with either P or K, see below
j.qcf+Snkd.gif 15/-/2+17 -/- HL
Andy02 jqcfD.png
> Punch.gif 9/4+5/27 KD/-18 L
Andy02 jqcfBA1.png
Andy02 jqcfBA2.png
Gen'ei Shiranui: Shimo Agito - P (after j.qcf+K)
  • Andy performs a low kick that comes out fairly quick and has good recovery if blocked
  • low attack
  • supercancellable, though supercancelling into qcb hcf+P will whiff
  • free cancellable out of
> Kick.gif 2+7+7/4/9+19 KD/-17 H
Andy02 jqcfBB.png
Gen'ei Shiranui: Uwa Agito - K (after j.qcf+K)
  • Andy does a hop kick that comes out fairly quick though not as fast as the P followup
  • has horrible recovery time if blocked, so it's a risk to use it
  • free cancellable out of into qcf+K
db,f+Snka.gif 10/8/7 -/- -
Andy02 dbfP.png
Zan'ei Ken - db f+P
  • Andy performs a dashing attack forward. db f+A comes out faster than dp+C
  • db f+A goes less than half screen distance, while db f+C goes full screen
  • an alternate motion for this move is to just do hcf+P. If you are not in throw range, this move will come out instead of the hcf+P proximity unblockable
  • on whiff, this move recovers extremely fast, though it is very punishable if it hits or is blocked
  • can be followed up with qcf+P on hit or block
  • supercancellable
  • free cancellable into
  • free cancellable out of
  • 22 frames of hitstun, 20 frames of blockstun
db,f+Snka.gif
(connect)
0/7/24 -8/-10 -
db,f+Snkc.gif 12/21/20 -/- HL
db,f+Snkc.gif
(connect)
0/8/28 -13/-15 HL
> qcf+Punch.gif 9/9/15+15 KD/-21 HL
Andy02 dbfPqcfP.png
Shippuu Ouken - qcf+P (after db,f+P)
  • Andy does another strike that pushes him back a bit, which is safer than just not doing this followup
  • supercancellable but all DMs whiff anyway
  • free cancellable out of although all attacks whiff anyway
  • 17 frames of blockstun
DMs

qcb,f+Snka.gif

6/8/17 (0/4/28) KD/-13 HL
Andy02 qcbfP.png
Zan'ei Ryuusei Ken - qcb,hcf+P
  • Andy dashes forward similar to his db f+P, except it comes out much faster. If the first hit connects, he will a series of additional hits, koncking the opponent back
  • very low damage, but comes out very fast and has very good recovery time
  • Active frames is the moving forward portion. Cancels to the attack with the framedata given in between brackets when opponent gets in range.
  • Invincibility: Complete startup.
qcb,hcf+Snkc.gif 6/21/23 (0/4/31) KD/-16 HL
qcb,hcf+Snkb.gif 13/4*7*2(2)2(2)2(2)2(2)2(2)2/3+28 KD/-22 HL
Andy02 qcbfK1.png
Andy02 qcbfK2.png
Chou Reppa Dan - qcb,f+K
  • This move is similar to Andy's hcf+K except his feet are on fire, dealing more damage, but the super flash activation makes it easier to react to and punish by rolling.
  • Invincibility: Complete startup.
qcb,hcf+Snkd.gif 16/4*10*2(2)2(2)2(2)2(2)2(2)2/6+32 KD/-22 HL
Andy02 qcbfK3.png
Andy02 qcbfK4.png
SDM
qcb,f+Snkb.gif+Snkd.gif 13/4*8*1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1/7+34 KD/-28 HL
Andy02 qcbfBD1.png
Andy02 qcbfBD2.png
Chou Reppa Dan - qcb,f+BD
  • Similar to his DM version except does even more damage and can usually juggled for all the hits in the air, unlike hcf+K or the DM
  • best to use in juggle combos, such as after hcf+P
  • Invincibility: Whole startup and first four active frames.
Andy02 qcbfBD3.png
Andy02 qcbfBD4.png
HSDM
qcfx2+Snka.gif+Snkc.gif 6/128/0 KD/-111 HL
Andy02 HSDM1.png
Zan'ei Shitou Reppa Dan - qcfx2+AC
  • Andy performs a dash forward similar to his db f+P that comes out very fast
  • the move does one hit only, but after it hits or is blocked, Andy will continue to dash forward for a few seconds. At any point during this, as well as before it has made contact, the move can be followed up by BCD
> Snkb.gif+Snkc.gif+Snkd.gif 0/1(1)1(1)2(1)1(1)2(1)1(1)2(1)1(1)1/21+14) KD/-31 HL
Andy02 HSDM2.png
Hiryuu Bakuha Dan - BCD (after Zan'ei Shitou Reppa Dan qcfx2+AC)
  • Andy does a diagonally upwards attack that does several hits
  • has a long recovery time if blocked
  • Invincibility: Complete startup.

Throws

1. Gourin Kai - b/f+C

  • Andy grabs the opponent, throws them down, then delivers a kick while they are on the ground
  • hard knockdown
  • it is possible to cancel the kick part of this throw into maxmode, which creates a glitch in which Andy's sprite can pass straight through the opponent's. This bug is explained in the strategy section
  • kick part of this move is free cancellable out of, though nothing that you cancel into will combo


2. Kakaekomi Nage - b/f+D

  • Andy grabs the opponent and throws them behind him across the screen
  • Since it can be recovery rolled and Andy takes a while to recover from the throw, it isn't useful for setting up additional pressure afterwards
  • the opponent gets up with their back turned

Notes

  • cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, jump A, jump C
  • CD is cancellable into command moves, specials and DMs

Combos

Anywhere

0 stock

  1. Crouch B,df+A (1 hit),qcb+A - 20%
  2. Crouch B,df+A (1 hit),db,f+A/C,qcf+P - 25%
  3. Close C (1 hit),hcf+P,dash df+A,uf+C - 45%
  4. Crouch C/Close C (1 hit), hcf+P, hcf+K - 25/30%
  5. Crouch C/Close C (1 hit), hcf+P, db,f+P - 25%
  6. Crouch C/Close C (1 hit), hcf+P, dp+P - 20%

1 Stock

  1. Crouch C/Close C (1 hit), hcf +P, qcb, db, f + B/D - 20%
  2. Crouch C/Close C (1-2 hits), qcb, hcf+ P- 25%
  3. Crouch B,(Close B),df+A(1 hit),qcb,hcf+P - 25%/30%

2 Stock

  1. Crouch C/Close C (1 hit), hcf+A/C, qcb,db,f + BD - 40%

Corner

0 Stock

  1. Crouch C/Close C (1 hit), f+B, qcf+B/D,A/C - 25%
  2. Close C,qcb+A,df+A,uf+C - 40%
  3. Close C,hcf+P,df+A,rdp+K - 40%
  4. Crouch C/Close C (1 hit), hcf+P,df+A(1 hit),qcb+A,f,d,df+C - 50%

2 Stock

  1. Crouch C/Close C (1 hit), f+B, qcf+B/D,A/C SC qcb,hcf+K - 45%
  2. Crouch C/Close C (1 hit), hcf+P, qcb, db, f+BD - 45%

Max Mode

  1. Close C(1st hit), BC run close C(1st hit), hcf+C(4th hit), hcf+B(1 hit),df,f+A, hcf+B(4 hits), qcf+B during air, crouch P, qcb,hcf+D/BD - 75%/80%

Strategies

- In the corner, doing close C(1), qcb+C puts the opponent into block stun. It is difficult to guard roll this move since Andy gets pushed back and the opponent's guard roll will make him roll back into the ball. It can be guard rolled on the first hit and punished. Thus, it is best to use this when the opponent does not have any stock, which will guarantee 5 ticks of chip damage, and is not punishable in any way, if they blocked the close C(1). Since Andy will be the first character, the opponent won't have stock, so this strategy could be used more often.

Andy Throw Glitch

Andy has a strange glitch involving his b/f+C throw. The throw itself has two parts - the slam to the ground, followed by the kick. It is possible to cancel the kick into maxmode. Doing this creates a glitch in which Andy can move through the opponent's sprite. Since the throw is a hard knockdown, you can setup some ambigious crossups by just positioning your character on top of the opponent's sprite on wakeup, then in the last moment, walking back or forth and immediately doing close C.

The glitch also has some applications in the corner. If the opponent is in the right corner and is crouch blocking, they have to crouch block his close C as expected - by holding downback. However, in the left corner, the opponent has to actually hold downforward to block it

The glitch effect ends when Andy is hit with an attack or blocks it, as well as if he executes a normal throw, command normal, special move or DM. Rolling also ends the glitch state.

Safejumps

In the corner, Andy gets a safejump on Ryo and Kim off dp+C. After recoverying from dp+C immediately superjump. Normal jump does not work.