Combo video from the official site:
http://game.snkplaymore.co.jp/official/ ... dy_cm.html" onclick="window.open(this.href);return false;
Andy (XII)
- SonicTempest
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Re: Andy (XII)
Okay, got Andy thru random.
Letsee...
Extra normal is f+D. CC initiator is standing C.
Command moves:
f+A : Forward palm. This is not his df+A. It does however push slightly farther than most normals, and can link from weak attacks. Can cancel into other stuff.
Special moves:
qcb+P: Your standard fierball.
db,f+P: Dashing elbow thingy, he goes reaaaaaallllyy fast here. Also links from weak attacks. A version goes pretty short though.
hcf+K: Flying tube kick thingy, B version goes normal length while D version goes reallllllllly high. Like fullscreen high. And if you can judge the distance, he may end up crossing over the opponent. I didn't get to do his breaking though, movelist says his breaking is done by BD.
dp+P: Shoryudan or whatever it's called? It looks like his EX 98 dp+P. It also has some sort of invincibility, I think. Good for dp purposes (duh).
DM:
qcb,hcf+K: Super flying tube kick thingy. The arc is like his B version. Damage = good.
Combos:
Jump D -> Low B -> Low A (x1~3) -> db,f+P
Jump D -> Low B -> Low A -> f+A -> dp+C
(corner) Standing C/D -> CD -> hcf+B -> dp+A
Letsee...
Extra normal is f+D. CC initiator is standing C.
Command moves:
f+A : Forward palm. This is not his df+A. It does however push slightly farther than most normals, and can link from weak attacks. Can cancel into other stuff.
Special moves:
qcb+P: Your standard fierball.
db,f+P: Dashing elbow thingy, he goes reaaaaaallllyy fast here. Also links from weak attacks. A version goes pretty short though.
hcf+K: Flying tube kick thingy, B version goes normal length while D version goes reallllllllly high. Like fullscreen high. And if you can judge the distance, he may end up crossing over the opponent. I didn't get to do his breaking though, movelist says his breaking is done by BD.
dp+P: Shoryudan or whatever it's called? It looks like his EX 98 dp+P. It also has some sort of invincibility, I think. Good for dp purposes (duh).
DM:
qcb,hcf+K: Super flying tube kick thingy. The arc is like his B version. Damage = good.
Combos:
Jump D -> Low B -> Low A (x1~3) -> db,f+P
Jump D -> Low B -> Low A -> f+A -> dp+C
(corner) Standing C/D -> CD -> hcf+B -> dp+A
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Re: Andy (XII)
stand A, A, +C(bitch slap),HCF+B/D then BD cancel into uppercut