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=Introduction= | =Introduction= | ||
= | EX Andy has a new moveset and is largely safer than he was in OG. Particularly, the addition of Gekiheki Haisuishō is a boon. His attacks are powerful. | ||
==Normal | |||
==Special | =Move list= | ||
==Super | ==At a glance== | ||
{| class="wikitable" | |||
|- | |||
! colspan="2" | Normal throws | |||
|- | |||
| Gōrin: Kai | |||
| (throw) '''f/b + C''' | |||
|- | |||
| Kakaekomi Nage | |||
| (throw) '''f/b + D''' | |||
|- | |||
! colspan="2" | Command moves | |||
|- | |||
| Uwa Agito | |||
| '''f + B''' | |||
|- | |||
| Age Dzura | |||
| '''df + A''' | |||
|- | |||
! colspan="2" | Special moves | |||
|- | |||
| Zan'eiken | |||
| '''db f + P''' | |||
|- | |||
| ┗ Gadankō | |||
| (during Zan'eiken) '''qcf + P''' | |||
|- | |||
| Shōryūdan | |||
| '''dp + P''' | |||
|- | |||
| Kūhadan | |||
| '''hcf + K''' | |||
|- | |||
| Hishōken | |||
| '''qcb + P''' | |||
|- | |||
| Gekiheki Haisuishō | |||
| '''qcb + K''', '''qcb + K''', '''qcb + K''', '''qcb + K''' | |||
|- | |||
| Bakushin | |||
| '''hcf + P''' | |||
|- | |||
! colspan="2" | Super special moves | |||
|- | |||
| Zetsu Reppadan | |||
| '''qcb hcf + K''' | |||
|- | |||
| Dandadan | |||
| '''qcf qcf + P''' (repeatedly) | |||
|} | |||
==Normal moves== | |||
* cl.C – does two hits, both of which can be cancelled. | |||
* st.A, st.B, and st.D – effective jump checkers. The weak moves don’t leave you very open if you whiff. | |||
* st.C – helpful in ground zoning. | |||
* j.CD – the hitbox starts out facing ''up'', so you can use it as an air-to-air for opponents directly above you. | |||
==Command moves== | |||
* Uwa Agito | |||
:* '''f + B''' | |||
:* An overhead, though it won’t touch crouching opponents with short crouching heights. If cancelled into, however, it can be blocked both high and low. The cancelled-into version is cancelable into midair moves. | |||
* Age Dzura | |||
:* '''df + A''' | |||
:* Now cancelable on the first hit as well as the second. If it does a midair hit, the opponent becomes juggleable (e.g., with Shōryūdan). | |||
==Special moves== | |||
* Hishōken | |||
:* '''qcf + P''' | |||
:* A projectile with a high trajectory. It is possible for it to hit opponents who have jumped. It now leaves you less open than in OG. If you get out Bakushin before it hits, it becomes unblockable. | |||
---- | |||
* Shōryūdan | |||
:* '''dp + P''' | |||
:* A multi-hit anti-air move. It has a lot of invincibility frames, and has a good hitbox. | |||
---- | |||
* Kūhadan | |||
:* '''hcf + K''' | |||
:* A multi-hit kick move that arcs through the air. It doesn’t do knockdown, and can be hit. Depending on how it touches the opponent, it can be very difficult to counter, even if blocked. For this reason, it’s best used as a psychic anti-air. | |||
---- | |||
* Zan'eiken | |||
:* '''db f + P''' | |||
:* A high-speed rush followed by a fierce elbowing at close range. This doesn’t leave you very open if the very tip touches the opponent, but it’s not all that easy to use. The recovery on the weak version has been reduced from OG. | |||
* Gadankō | |||
:* '''qcf + P''' during Zan'eiken (only works if Zan'eiken touches) | |||
:* A derived combo from Zan'eiken; performs knockdown. If blocked, it leaves you more open, so hit confirm. | |||
---- | |||
* Gekiheki Haisuishō | |||
:* '''qcb + K''' four times | |||
:* A rushing move with short reach. It combos from weak moves; the first and fourth steps don’t leave you very vulnerable. | |||
---- | |||
* Bakushin | |||
:* '''hcf + P''' | |||
:* An unblockable moving throw. It’s easy for the opponent to see coming due to the afterimages, but the recovery is short. | |||
==Super special moves== | |||
* Zetsu Reppadan | |||
:* '''qcb hcf + K''' | |||
:* A super version of Kūhadan. It has invincibility during startup, and does knockdown when it hits. The normal version has slow startup, so you can only really use it to punish. The MAX version is quicker in this regard, so you can also use it for anti-air (doing more hits and more damage as well). | |||
---- | |||
* Dandadan | |||
:* '''qcf qcf + P''' (repeatedly) | |||
:* A Ranbu-esque super that does a lot of damage. It does not lock the opponent in place, and continues regardless of whether it hits. It safely combos from strong attacks. You can increase the number of hits by mashing the button. It now has startup invincibility, but the invincibility is short so there isn’t much of a practical use for it. | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 01:35, 4 August 2008
Introduction
EX Andy has a new moveset and is largely safer than he was in OG. Particularly, the addition of Gekiheki Haisuishō is a boon. His attacks are powerful.
Move list
At a glance
Normal throws | |
---|---|
Gōrin: Kai | (throw) f/b + C |
Kakaekomi Nage | (throw) f/b + D |
Command moves | |
Uwa Agito | f + B |
Age Dzura | df + A |
Special moves | |
Zan'eiken | db f + P |
┗ Gadankō | (during Zan'eiken) qcf + P |
Shōryūdan | dp + P |
Kūhadan | hcf + K |
Hishōken | qcb + P |
Gekiheki Haisuishō | qcb + K, qcb + K, qcb + K, qcb + K |
Bakushin | hcf + P |
Super special moves | |
Zetsu Reppadan | qcb hcf + K |
Dandadan | qcf qcf + P (repeatedly) |
Normal moves
- cl.C – does two hits, both of which can be cancelled.
- st.A, st.B, and st.D – effective jump checkers. The weak moves don’t leave you very open if you whiff.
- st.C – helpful in ground zoning.
- j.CD – the hitbox starts out facing up, so you can use it as an air-to-air for opponents directly above you.
Command moves
- Uwa Agito
- f + B
- An overhead, though it won’t touch crouching opponents with short crouching heights. If cancelled into, however, it can be blocked both high and low. The cancelled-into version is cancelable into midair moves.
- Age Dzura
- df + A
- Now cancelable on the first hit as well as the second. If it does a midair hit, the opponent becomes juggleable (e.g., with Shōryūdan).
Special moves
- Hishōken
- qcf + P
- A projectile with a high trajectory. It is possible for it to hit opponents who have jumped. It now leaves you less open than in OG. If you get out Bakushin before it hits, it becomes unblockable.
- Shōryūdan
- dp + P
- A multi-hit anti-air move. It has a lot of invincibility frames, and has a good hitbox.
- Kūhadan
- hcf + K
- A multi-hit kick move that arcs through the air. It doesn’t do knockdown, and can be hit. Depending on how it touches the opponent, it can be very difficult to counter, even if blocked. For this reason, it’s best used as a psychic anti-air.
- Zan'eiken
- db f + P
- A high-speed rush followed by a fierce elbowing at close range. This doesn’t leave you very open if the very tip touches the opponent, but it’s not all that easy to use. The recovery on the weak version has been reduced from OG.
- Gadankō
- qcf + P during Zan'eiken (only works if Zan'eiken touches)
- A derived combo from Zan'eiken; performs knockdown. If blocked, it leaves you more open, so hit confirm.
- Gekiheki Haisuishō
- qcb + K four times
- A rushing move with short reach. It combos from weak moves; the first and fourth steps don’t leave you very vulnerable.
- Bakushin
- hcf + P
- An unblockable moving throw. It’s easy for the opponent to see coming due to the afterimages, but the recovery is short.
Super special moves
- Zetsu Reppadan
- qcb hcf + K
- A super version of Kūhadan. It has invincibility during startup, and does knockdown when it hits. The normal version has slow startup, so you can only really use it to punish. The MAX version is quicker in this regard, so you can also use it for anti-air (doing more hits and more damage as well).
- Dandadan
- qcf qcf + P (repeatedly)
- A Ranbu-esque super that does a lot of damage. It does not lock the opponent in place, and continues regardless of whether it hits. It safely combos from strong attacks. You can increase the number of hits by mashing the button. It now has startup invincibility, but the invincibility is short so there isn’t much of a practical use for it.