The King of Fighters 2002/Andy

From SuperCombo Wiki
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


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


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
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
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
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
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/
-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/
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/
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/
-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/
-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
0/7/24 -8/-10 -
db,f + Snkc.gif 12/21/20 -/- HL
db,f + Snkc.gif
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

qcb db f + Snka.gif

6/8/17 (0/4/28) KD/-13 HL
Andy02 qcbfP.png
Zan'ei Ryuusei Ken - qcb db f + 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 db f + Snkc.gif 6/21/23 (0/4/31) KD/-16 HL
qcb db f + 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 db 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 db f + 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
qcb db 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 db 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
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.


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

Short Movelist

  • df + A
  • f + B (Overhead if not cancelled into.)

  • Close, hcf + P (Proximity unblockable)

  • db f + P
    • qcf + P (Only on hit/block.)

  • dp + P

  • qcb + A

  • qcb + C

  • hcf + K

  • rdp + K

  • air qcf + K
    • K (Overhead.)
    • P (Low.)

  • DM qcb db f + P

  • DM qcb db f + K

  • SDM qcb db f + BD

  • HSDM qcf qcf + AC
    • BCD


Cancellable moves

  • Close: A, B, C (1-2)
  • Far: -
  • Crouch: A, B, C
  • Jump: A, C

  • CD is cancellable into command moves, specials and DMs

  • df + A (1) is cancellable.

  • f + B is cancellable (on air attacks) only when you cancel into it.

Super cancellable moves

  • air qcf + K > P
  • dp + P (1)
  • df f + A
  • df f + P > qcf + P

Free cancellable into moves

  • hcf + K
  • air qcf + K
  • db f + P

Free cancellable out-of moves

  • C throw (The kick.)
  • f + B
  • df + A (2)
  • dp + P
  • rdp + K
  • hcf + K
  • Close, hcf + P
  • air qcf + K > P
  • air qcf + K > K
  • db f + P
  • db f + P > qcf + P

Moves with Invincibility

  • rdp + D (Full: startup (??).)
  • DM qcb db f + P (Full: startup.)
  • DM qcb db f + K (Full: startup.)
  • SDM qcb db f + BD (Full: startup & active (1st part).)
  • HSDM qcf qcf + AC (Full: startup.)

Moves with autoguard


Other Notes



Basic Combos

  • cr.B, cr.B >
    • DM qcb db f + P {1 stock}
    • df + A (1) >
      • DM qcb db f + P {30%} {1 stock}
      • qcb + A {20%}
      • db f + A > qcf + P {25%}

  • cl.B >
    • hcf + P, ...

  • cr.C / cl.C (2) / (cl.C (1) > df + A (1) >
    • HSDM qcf qcf + AC > BCD {Max Mode + 1 stock}
    • DM qcb db f + P {25%} {1 stock}
    • db f + A > qcf + P

  • cl.C (1) >
    • hcf + P,
      • (S)DM qcb db f + K/BD {20%/40%} {1 stock/Max Mode + 1 stock}
      • run df + A, hj.C (Timing required.) {45%}
      • df + A, rdp + K (Corner.) {40%}
      • df + A (1) > qcb + A, dp + C (Corner. Timing required.){50%}
      • hcf + K {25-30%}
      • db f + P {25%}
      • dp + P {20%}
    • df + A (1) > qcb + A, st.B (Very close)
    • qcb + C (Corner.)
    • qcb + A, df + A, j.C (Corner.) {40%}
    • f + B >
      • air qcf + K, P >> (Corner.) {25%}
        • (S)DM qcb db f + K/BD {45/??%} {2 stocks/Max Mode + 2 stocks}

Max Mode

  • cl.C (1) >> BC, run cl.C (1) > hcf + C (3) >> hcf + B (1) >> df f + A >> hcf + B (4) >> air qcf + B > P >> (S)DM qcb db f + D/BD {75%/80%}


  • In the corner, doing cl.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.


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.

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