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 |
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Colors
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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
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
Notes
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 hcf + 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
(none)
Other Notes
(none)
Combos
Basic Combos
- cr.B, cr.B >
- DM qcb hcf + P {1 stock}
- df + A (1) >
- DM qcb hcf + 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 hcf + 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}
- air qcf + K, P >> (Corner.) {25%}
- hcf + P,
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%}
Strategies
- 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.
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.