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! <br>qcb,f+[[image:snka.gif]]<br><br> | ! <br>qcb,f+[[image:snka.gif]]<br><br> | ||
|align="center"| | |align="center"| 6/8/17 (0/4/28) | ||
|align="center"| | |align="center"| KD/-13 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="5" | [[image:Andy02_qcbfP.png|center]] | |rowspan="2" colspan="5" | [[image:Andy02_qcbfP.png|center]] | ||
|rowspan="2"|'''Zan'ei Ryuusei Ken - qcb, | |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 | * 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 | * 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, | ! qcb,hcf+[[image:snkc.gif]] | ||
|align="center"| | |align="center"| 6/21/23 (0/4/31) | ||
|align="center"| | |align="center"| KD/-16 | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! qcb, | ! qcb,hcf+[[image:snkb.gif]] | ||
|align="center"| | |align="center"| 13/4*7*2(2)2(2)2(2)2(2)2(2)2/3+28 | ||
|align="center"| | |align="center"| KD/-22 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
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|colspan="3" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Andy02_qcbfK2.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''' | |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 | * 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, | ! qcb,hcf+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 16/4*10*2(2)2(2)2(2)2(2)2(2)2/6+32 | ||
|align="center"| | |align="center"| KD/-22 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
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!rowspan="2"| qcb,f+[[image:snkb.gif]]+[[image:snkd.gif]] | !rowspan="2"| qcb,f+[[image:snkb.gif]]+[[image:snkd.gif]] | ||
|rowspan="2" align="center"| | |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"| | |rowspan="2" align="center"| KD/-28 | ||
|rowspan="2"| | |rowspan="2"| | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
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* 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 | * 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 | * 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="2" valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Andy02_qcbfBD3.png|center]] | ||
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|- | |- | ||
!> [[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]] | !> [[image:snkb.gif]]+[[image:snkc.gif]]+[[image:snkd.gif]] | ||
|align="center"| | |align="center"| 6/128/0 (follow up: 0/1(1)1(1)2(1)1(1)2(1)1(1)2(1)1(1)1/21+14) | ||
|align="center"| | |align="center"| KD/-111 (follow up: KD/-31 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
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* Andy does a diagonally upwards attack that does several hits | * Andy does a diagonally upwards attack that does several hits | ||
* has a long recovery time if blocked | * has a long recovery time if blocked | ||
* Invincibility: Complete startup. | |||
|} | |} | ||
Revision as of 13:50, 23 December 2016
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Movelist
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
- Crouch B,df+A (1 hit),qcb+A - 20%
- Crouch B,df+A (1 hit),db,f+A/C,qcf+P - 25%
- 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%
1 Stock
- Crouch C/Close C (1 hit), hcf +P, qcb, db, f + B/D - 20%
- Crouch C/Close C (1-2 hits), qcb, hcf+ P- 25%
- Crouch B,(Close B),df+A(1 hit),qcb,hcf+P - 25%/30%
2 Stock
- Crouch C/Close C (1 hit), hcf+A/C, qcb,db,f + BD - 40%
Corner
0 Stock
- Crouch C/Close C (1 hit), f+B, qcf+B/D,A/C - 25%
- Close C,qcb+A,df+A,uf+C - 40%
- 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 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%
Max Mode
- 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.