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Frames
|
Advantage
|
Cancel
|
Block
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Hitbox
|
Notes
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Standing Close
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|
2/3/7
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+2/0
|
R,C,S,Su
|
HL
|
|
|
|
3/8/5
|
-1/-3
|
C,S,Su
|
HL
|
|
|
|
2/4*6/17
|
-3/-5
|
C,S,Su
|
HL
|
|
|
|
|
7/5/20
|
-5/-7
|
|
HL
|
|
|
Standing Far
|
|
5/3+3/10
|
-4/-6
|
|
HL
|
|
|
|
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5/5/11
|
-4/-6
|
|
HL
|
|
|
|
7/8/17
|
-5/-7
|
|
HL
|
|
|
|
11/3+9/5
|
+1/-1
|
|
HL
|
|
|
|
+
|
23/3+8/20
|
KD/-9
|
C,S,Su
|
HL
|
|
|
|
Crouching
|
|
4/4/5
|
+3/+1
|
R,C,S,Su
|
HL
|
|
|
|
4/4/5
|
+3/+1
|
R,C,S,Su
|
L
|
|
|
|
6/7/18
|
-5/-7
|
C,S,Su
|
HL
|
|
|
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6/4/19
|
KD/-5
|
|
L
|
|
|
Jump
|
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3/11/-
|
-/-
|
S
|
H
|
|
|
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5/12/-
|
-/-
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|
H
|
|
|
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5/14/-
|
-/-
|
S
|
H
|
|
|
|
6/4+6/-
|
-/-
|
|
H
|
|
|
|
+
|
13/7/-
|
KD/-
|
|
HL
|
|
|
Neutral Jump
|
|
3/9/-
|
-/-
|
S
|
H
|
|
|
|
4/12/-
|
-/-
|
|
H
|
|
|
|
5/8/-
|
-/-
|
S
|
H
|
|
|
|
6/4+6/-
|
-/-
|
|
H
|
|
|
|
Hop
|
|
3/9/-
|
-/-
|
S
|
H
|
|
|
|
5/10/-
|
-/-
|
|
H
|
|
|
|
5/5/-
|
-/-
|
S
|
H
|
|
|
|
6/8/-
|
-/-
|
|
H
|
|
|
+
|
15/7/-
|
KD/-
|
|
HL
|
|
|
Command Normals
|
f+
|
16/4+4/21
|
-9/-11
|
|
H
|
|
|
- Goes over lows
- Unsafe on hit unless spaced
|
f+ (cancel)
|
14/4+4/23
|
-11/-13
|
S
|
HL
|
df+
|
7/2*3/22
|
-5/-7
|
S,Su[1]
|
HL
|
|
|
Jugglable afterwards if it hits an airborne opponent
|
Special Moves
|
qcb+
|
15/4/28
|
KD/-3
|
|
HL
|
|
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+
|
15/ 4(24)12*12*12*13/ 28
|
-2/-4
|
|
HL
|
|
|
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+
|
5/ 3*2(4)4*4/ 12+12
|
KD/-20
|
|
HL
|
|
|
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
|
|
|
dp+
|
6/ 3*2(4)4*4*4/ 23+14
|
KD/-37
|
|
HL
|
|
|
|
|
|
rdp+
|
11/2*2*2*2/29
|
KD/-17
|
|
HL
|
|
|
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
|
|
|
rdp+
|
23/3*3*3*3/31
|
KD/-22
|
|
HL
|
|
|
|
|
hcf+
|
11/ 4*9*10*6*7/ 16
|
-3/-5
|
|
HL
|
|
|
|
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)
|
|
|
hcf+
|
17/ 5*11*12*10*5/ 18
|
-3(-36)/-5(-38)
|
|
HL
|
hcf+
|
8/-/-
|
KD/-
|
|
Grab
|
|
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+
|
11/-/2+17
|
-/-
|
|
HL
|
|
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+
|
15/-/2+17
|
-/-
|
|
HL
|
|
>
|
9/4+5/27
|
KD/-18
|
|
L
|
|
|
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
|
>
|
2+7+7/4/9+19
|
KD/-17
|
|
H
|
|
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+
|
10/8/7
|
-/-
|
|
-
|
|
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+ (connect)
|
0/7/24
|
-8/-10
|
|
-
|
db,f+
|
12/21/20
|
-/-
|
|
HL
|
db,f+ (connect)
|
0/8/28
|
-13/-15
|
|
HL
|
> qcf+
|
9/9/15+15
|
KD/-21
|
|
HL
|
|
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
|
DMs
|
qcb,f+
|
|
|
|
HL
|
|
Zan'ei Ryuusei Ken - qcb,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
|
qcb,f+
|
|
|
|
HL
|
qcb,f+
|
|
|
|
HL
|
|
|
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
|
qcb,f+
|
|
|
|
HL
|
|
|
SDM
|
qcb,f+ +
|
|
|
|
HL
|
|
|
Chou Reppa Dan - qcb,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
|
|
|
HSDM
|
qcfx2+ +
|
|
|
|
HL
|
|
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
|
> + +
|
|
|
|
HL
|
|
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
|