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==Move List== | ==Move List== | ||
===General Hurtboxes=== | |||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Jumping | | align="center" | Standing/Taunting || align="center" | Crouching || align="center" | Jumping |
Revision as of 05:32, 27 March 2025
Introduction
Andy is a top tier all-rounder with great movement and neutral. His most important feature is his heavy Zaneiken, a safe fullscreen elbow that opponents will have to respect at all times.
Pros | Cons |
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Move List
General Hurtboxes
Standing/Taunting | Crouching | Jumping |
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Cycles between hurtboxes during diagonal jumps. 52F (4+45+3) duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 8 | 4 | 3 | 14 | +9 | +10 | Kara Cancel | |
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c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 4 | 6 | 5 | 14 | +5 | +6 | Kara Cancel | |
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c5C
c5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
20 | 4 | Mid | 8 | 10 | 28 | 45 | -14 | -15 | Kara Cancel | |
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Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 5 | 4 | 4 | 12 | +8 | +9 | Kara Cancel | |
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f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 8 | 9 | 12 | 28 | -5 | -4 | Kara Cancel | |
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f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 8 | 12 | 16 | 35 | -5 | -6 | / | |
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f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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18 | 4 | Mid | 8 | 11 | 18 | 36 | -6 | -7 | / | |
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Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 4 | 4 | 10 | +8 | +9 | Kara Cancel | |
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2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 10 | 7 | 4 | 20 | +5 | +6 | Kara Cancel | |
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2C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 12 | 7 | 9 | 27 | +8 | +7 | Kara Cancel | |
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2D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
14 | 4 | Low | 11 | 10 | 18 | 38 | KD | -5 | Kara Cancel | |
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Jumping Normals
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
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jB
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | Overhead | 5 | ∞ | / | / | - | - | - | |
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jC
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Diagonal Jump | 18 | 4 | Overhead | 5 | 15 | / | / | - | - | - | |
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Neutral Jump | 18 | 4 | Overhead | 5 | 13 | / | / | - | - | - |
jD
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
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Diagonal Jump | 20 | 4 | Overhead | 6 | 15 | / | / | - | - | - | |
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Neutral Jump | 20 | 4 | Overhead | 5 | 13 | / | / | - | - | - | |
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Universal Mechanics
Lane Blast (CD)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
Front Lane | 22 | 5 | Mid | 17 | 10 | 12 | 39 | KD (+91) | -3 | Cancel, Lane Shift | |
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Back Lane | 22 | 5 | Mid | 14 | 9 | 10 | 32 | KD (+83) | 0 | Cancel, Lane Shift | |
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Lane Attack
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 20 | 2 | Overhead | 13 | - | 4 | - | - | - | / | |
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B | 20 | 2 | Overhead | 22 | - | 4 | - | - | - | / | |
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C | 20 | 4 | Overhead | 13 | - | 4 | - | - | - | / | |
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D | 20 | 4 | Overhead | 22 | - | 4 | - | - | - | / | |
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Dodge Attack
Throws
Holding Throw (4/6C)
Special Moves
Hishou Ken (214P)
Shoryu Dan (236P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 14 (3x2) | 3 | Mid | 10 | 3+4+5+6 | 20 | 47 | KD | -10 | Invincible 1~18F | |
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C | 20 (5x2) | 6 | Mid | 13 | 4+5+6+8 | 31 | 66 | KD | -30 | Invincible 1~24F | |
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Zan Ei Ken ([1]6P)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
A | 16 (4) | 3 | Mid | 10 | 16 | 2 | 27 | Air Reset | -6 | Throw Invincible | |
C | 22 (5) | 6 | Mid | 13 | 20 | 2 | 34 | KD | -2 | Throw Invincible | |
Kuuha Dan (19K)
Version | Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
B | 13x2 (3x2) | 3x2 | Mid | 16 | 32 | 9 | 56 | -11 | -14 | Invincible 1~15F, Airborne 16~47F | |
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D | 18 (4x2) | 6 | Mid | 16 | 50 | 12 | 77 | KD | -28 | Invincible 1~15F, Airborne 16~65F | |
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Desperation Move
Chou Reppa Dan ([2]36BD)
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property | |
---|---|---|---|---|---|---|---|---|---|---|
36 (9x2) | 4 | Mid | 21 | 48 | 24 | 92 | KD | -20 | Airborne 21~68F | |
Combos
- (2A, 2A,) 2A > [1]6A - 20 Damage
Confirmable combo from a good button.
- 2B > [1]6A/C
Combo from a low, although Andy doesn't use his 2B much. Unconfirmable and [1]6C only works from point blank while [1]6A is unsafe on block.
- 2C > [1]6C - 35 Damage
Easy punish combo.
- c5A, c5A, c5D > [1]6C - 55 Damage
Ideal punish/dizzy combo. A jump-in starter must hit deep due to c5A's slow startup.
- (Corner/meaty, far distance) 214A, [1]6C - 38 Damage
Strategy
The Basics
While Andy in Special has been slightly toned down from his FF2 appearance, he still boasts an amazing, well-rounded set of moves and remains a high tier character. His gameplan is largely centered around the Zaneiken, a high-speed elbow rush attack that gives him incredible ground mobility. Compared to the other two protagonist characters, Andy is much more focused on close range rushdown and hit-and-run style tactics rather than keepaway. While he does have a fireball, it's not used much for zoning due to it's long startup; instead, it's most effective when used in tandem with his other specials. An extremely common but effective tactic is to first throw a light Hishoken, and immediately follow it up with a heavy Zaneiken: the fireball will act as a "shield" of shorts in front of you, making it very difficult for the enemy to stop your approach. Even if the Zaneiken gets blocked, you're safe and free to backstep away before your enemy gets a chance to counterattack. A good chunk of the damage you deal as Andy comes from blocked Zaneikens alone, so don't be afraid to throw the move out a lot especially if your opponent is bad at countering it. Light Zaneiken travels about half the screen and has almost no recovery on whiff making it an excellent movement tool, but try to favor the heavy version when you actually want to hit your opponent as it's much safer on block.
Kuuha Dan is your most reliable tool against projectiles, as Andy isn't going to win any projectile wars with his slow fireball. You can use it to fly past virtually all enemy projectiles, save for maybe Krauser's High Blitzball or Kaiser Wave, and punish your opponent before they're able to recover. Be very careful with your spacing, though, as it'll leave you defenseless right next to your enemy when blocked up close which will spell doom for Andy. On the other hand, when properly spaced, Kuuha Dan can actually be plus on block, allowing you to continue your offense. It even has some invincibility on startup, so you can use it as a (very risky) reversal if you wish.
Andy's biggest weakness is his rather stubby normals, although it's not a huge issue thanks to him being able to get into close range much easier than most of the cast. The buttons you'll be using most commonly are 2A: a fast short range jab ideal for pressuring your opponent, 5B: a relatively long-reaching kick that can be cancelled into Hishoken or Zaneiken, and 2C: crouching heavy punch that can combo into Zaneiken. Both of his standing heavy kicks are great for anti-airing, and on top of that you've got Shoryudan, a dedicated anti-air special with a lot of startup invulnerability. Use your kick buttons if you're going for a jump-in: jB stays active for the entire duration of the jump, while jD can cross up.
When playing Andy, it's important to keep your inputs as clean as possible and learn to perform the Zaneiken correctly early on. The game prioritizes 236P over [1]6P, so if there's any overlap with those two commands you'll always get a Shoryudan instead of Zaneiken. An accidental heavy Shoryudan at the wrong moment might cost you an entire round, so be very careful. It's a common enough occurrence that the Japanese community even has coined the term "shooting fireworks" for a Shoryudan done accidentally.
Advanced Strategy
The "Zaneiken throw" is a rather nasty technique where you space a light Zaneiken so that it stops just before making contact with your enemy, and immediately go for a throw once you're in their face. Very hard to react to, but requires excellent spacing skills.
Andy can cancel the recovery of his backstep into a Shoryudan to gain extra frames of invulnerability. Useful if you notice you're about to backstep right into a fireball.
Andy's optimal combo is a bit tricky as it requires you to cancel a close D into heavy Zaneiken. This requires a strange "mini-charge" right after pressing D; try not to start it too early or you'll get crouch D instead of close D. It'll require some practice to get the timing right, but it's worth the effort.
Matchups
Vs. Andy Bogard
5 - 5
Dodge attack can be used to counter enemy Zaneikens. Of course, your opponent can do the same against you, so try not to be too predictable and keep them guessing between your Hishoken and Zaneiken. If you're locked in a fireball war, Kuuha Dan is your best option to get out of the situation. 2D and CD are great at stuffing Zaneiken, and 2D is great for pressure/oki in the corner as it will dodge Shoryudan when spaced and is generally difficult for Andy to punish.
Vs. Axel Hawk
7 - 3
Big advantage for Andy. Axel is far too cumbersome to keep up with your movement, so you can get in and out with relative ease. Axel can't safely zone you out with his tornadoes either due to the threat of your Kuuha Dan. On top of that, Zaneiken hits Axel in his weak spot, boosting its already high damage by 25% every time you land it. Don't get too predictable with your offense, though, as Axel can still deal some heavy damage with good reads. His CD in particular can be used to stuff both your Zaneiken and Kuuha Dan, and it gives him good oki on hit. Watch out for his dodge attack too as it reaches much farther than than you'd expect.
Vs. Big Bear
6 - 4
Your first instinct might be to try zoning the grappler out with your fireballs, but using Hishoken is a big risk due to Bear being able to charge past it with his tackle. Use your mobility to your advantage instead, pressure him in close range and backstep away before he gets a chance to counterattack. Andy's lows are too slow to be reliable against tackles, but dodge attack and Shoryudan both work wonders against the move.
Vs. Billy Kane
5 - 5
Billy's strong pokes can be a problem for Andy as they can easily hit you out of a Zaneiken. Use the Hishoken + Zaneiken combination to your advantage to make it harder for Billy to stop your approach. Billy lacks high speed normals, so you'll have the advantage whenever you're close enough to hit him with 2A. Strike/throw mixups are also useful up close. Watch out for his super when he's low on health as you don't want to accidentally ram into it with Zaneiken.
Vs. Cheng Sinzan
6 - 4
Cheng's arcing fireballs can be annoying for Andy as they can potentially hit you out of a both Zaneiken and Kuuha Dan. Fortunately, they have a rather long startup and recovery, so look for a gap in his defense and strike with heavy Zaneiken. Avoid doing long blockstrings as Cheng can easily break free with a light Hagan Geki.
Vs. Duck King
6 - 4
Duck is all about close range pressure, so try to keep your distance and don't stay near him any longer than necessary. You can harass him with Hishokens from long range, but watch out whenever you're in range of his Needle Low as it can low profile fireballs. If you're being pressured up close, you can try breaking free with a Shoryudan or heavy Kuuha Dan, although simply backstepping away is usually the safest option. You can easily beat his Headspin Attack (Blanka Ball) with a dodge attack.
Vs. Geese Howard
6 - 4
Make good use of light Kuuha Dan to get past Geese's fireball defense. Geese can use his upper Atemi Nage to counter both your Zaneiken and Kuuha Dan, but the timing for a successful counter varies depending on which move you'll use so take advantage of that and keep him guessing. Hishoken is also great against Atemi attempts. If Geese likes to throw Shippukens, you can try to zip past them with a well timed light Zaneiken and hit him with a punish combo as he lands.
Vs. Joe Higashi
4 - 6
A zoner Andy has to respect. Joe's hurricanes are huge and have very little recovery, so punishing them with Kuuha Dan requires excellent timing and spacing. You can't dodge attack through them either, as the hitbox reaches all the way to the ground. If you see a suitable opening, charge in with Zaneiken and try to stay in close enough range that Joe can't get away with throwing projectiles.
Vs. Jubei Yamada
5 - 5
Even though Jubei's projectiles have fast recovery, light Kuuha Dan still can be used to punish them. Make sure to space the move correctly, though, as Jubei may be able to punish it with a stun combo if it's done too close to your opponent. Dodge attack and 2D can be used to avoid projectiles as well. Jubei can low profile Andy's diagonal jD but not his jB.
Vs. Kim Kaphwan
4 - 6
Very fast-paced matchup that's fun to watch. Unfortunately, Kim has the advantage here thanks to having a stronger set of normals with more reach, and more explosive combo damage. Use Hishokens with extreme caution as Kim can easily hit you out of its slow startup even from a distance with his divekicks. As Kim will generally approach you from the air, be always ready to stop his dives and jump-ins with a Shoryudan or close/far D.
Vs. Laurence Blood
6 - 4
Mid range is where Laurence shines, so keep out of the reach of his pokes and either stay far away or right in his face where your fastest pokes stuff out all of his moves. Hishoken is useful here but carries some risk as Laurence's Bloody Cutter can beat it even from full screen. Laurence's jumps are extremely floaty, so even if he manages to avoid your Zaneiken with a neutral jump, you still have enough time to anti-air with close D. Don't let him chip you with his Bloody Spin; counter it with a dodge attack whenever possible.
Vs. Mai Shiranui
5 - 5
Mai has excellent projectiles, but you still have many ways to deal with them; either use your dodge attack or 2D to avoid them or use Kuuha Dan. Mai's heavy Ryuuenbu can pose a big threat as it's fully invulnerable on startup and deals huge damage if both hits connect, so don't go blindly charging in with a Zaneiken and pick your timing carefully instead.
Vs. Ryo Sakazaki
Vs. Terry Bogard
6 - 4
While Terry has a better set of normals and more combo damage, Andy still tends to control the neutral in this matchup thanks to his amazing specials. If you're locked in a projectile war, you can always beat a Power Wave with Kuuha Dan, while Terry has a much harder time trying to circumvent your projectiles. Once the Terry player is too afraid to throw out Power Waves out of fear of eating a counter hit, you can start pestering them with your Zaneiken offense.
Vs. Tung Fu Rue
6 - 4
You might want to switch up your usual playstyle a bit here and go for a more defensive approach as Tung can be deadly up close. Throwing Hishokens from a distance is relatively safe against him, while far D and Shoryudan are enough to stop any jump-in attempt. While Zaneikens are still very useful, you need to pick your timing carefully as Tung can potentially even get a combo if they manage to stuff your Zaneiken with a light normal.
Vs. Wolfgang Krauser
6 - 4
Krauser will try to keep you as far as possible with his array of fast fireballs, mostly sticking to the light low version of the move. Standard anti-projectile tactics work here; you can either avoid them with a well timed dodge attack, or fly past them with your Kuuha Dan. However, Krauser may occasionally throw you off by using high Blitzball, which can hit you out of both Kuuha Dan and Zaneiken. High Blitzballs will whiff if you're crouching, though, so it's possible to simply crouch walk past them. You'll have the advantage up close as Krauser doesn't have normals that are fast enough to contest your 2A. Watch out for his Atemi Nage though; you might want to pressure him with 2B and 2D occasionally as the counter doesn't work against lows.