A double hit snake fist gives a slight frame advantage to the opponent, and though I got hit by your barom punch after those, I would have been able to block them. I just tried to attack or move instead. But yes, the snake fists does not help much against Franco since he can still gain ground even if you hit with them.
My hometown! Oh how I miss San Diego. :sad:
Battle Archives 2 came out in Feburary in Japan, and while it has be officiallyslated for a US release sometime in 2k7, I’m not exactly sure when.
It’s pretty nice, the soundtracks are redone, the loadtimes are short, they fixed (at least for the most part) the flaky combo system in RB1 and RBS, practice modes, boss / hidden characters are selectable, and you can change the character colors (always a favorite of mine). Worth grabbing if you’re a fan!
Just a little post with the link to Fatal Fury 3 [media=youtube]3uoCz-Gom9Q"[/media]
Man, I love his old theme. :lovin:
Any competitive Andy players here?
He was my guy in FF1 and 3, and since Real Bout looks like a better version of 3, I’m getting this.
I play him in RB2 and 1. Special Andy gives me bad vibes.
Lies! :lol: I don’t recall many, if any, times you used Andy against me. And you call yourself and Andy-lover. :arazz: Hehe, just kidding.
Anyway, as you may have found mentioned in earlier posts, in RB2 Andy is a mid-tier character with a seriously crippled moveset since his last incarnation. He can put out pretty good damage and has good speed. For example, he could do a bit over 50% with:
Jump-In :snkc:, :snka:, :snka:, :snkb:, :df:+:snkc:, :hcf:+:snkb:, :dp:+:snkc:.
His principle problem is that there’s just not anything he excels at. In a lot of ways he’s like Kyo in 2k2: he does good damage, but has a hard time getting into position to do that damage.
He lacks a pressure game and a mind game. His sole overhead comes as a third hit of a specific combo, making it hard to land effectively, and it leaves him open when blocked. Additionally, some of his specials (the :qcb:+:snkc: being a prime example) put Andy in a very bad position if they don’t hit properly.
As for his strengths, his Shadow Split (:db:, :r:+:p:) is very fast and has very little recovery. The follow-up backhand on the :snkc: version can be inconsistent in coming out, though, especially in close range.
The Sho-Ken (:qcb:+:snka:) is very fast in coming out, but has a very lengthy recovery. It’s a great anti-poking / anti-fireball tool that will put a serious damper on any poking games.
His :hcf:+:snkb: is a decent move and will easily sail over any projectile aside for perhaps Krauser’s high Blitzball and Cheng’s energy grenades. If don’t closely, it’s possible to juggle into a Shoryudan (:dp:+:snkc:). However, be very careful in using this too closely, however, because unlike some of the other versions of this move where it hits 3-4 times, this version only hits twice: leaving Andy very vulnerable on block.
Mmm, that’s about all I have at the moment, but I hope it helps!
Guess I’ll stand by for any word then, don’t see it anywhere though.
Don’t care if he’s not the best in his games, Terry’s the shit.
San Diego too.
I WAS an Andy lover until Neowave…And Andy can’t fight Bash’s cheezy ass so why bother?
NeoWave Andy is practically 2k2 Andy with more option in SC Groove…
The point was is that Neowave needs to be Iceplexed by RB1 Mary.
Been toying around with Andy a bit lately, and I think I will start using him.
Some things I would like to note is that he can perform a :snkb: :snkc: combo in air when jumping high, and that he can chain his air to ground attacks into his air special, :qcb:+:snkd: on hit and block. Unfortunately, the special hits high, but it is safe on block, and it can ruin your opponent’s timing when he is planning to punish your blocked air C, and not expecting another attack before you land.
It’d be really nice if he could go into that dive from his overhead like he can in KOF, as well if he had his high-low mixup. As it is in RB2, I just can’t find much use for it. If done too early, the two hits won’t combo and Andy’s vulnerable, and if Andy lands a jump-in C, you may as well go for one of his more damaging ground combos.
It’s kinda along the same lines as Terry’s Bashing Sway (:qcf:+:snkd:): yeah, it’s another option for him to use, but any situation where he would use it, he’s got better options.
Heyas all! I’ve put in a good bit of practice with Andy and used him in a bunch of matches and I have some findings.
His :qcf:+:snkb: is actually much safer than I originally thought. Though it has less hits and therefore less blockstun, the fact that it has less recovery makes up for that. It also has a surprising amount of priority and a bit of invincibility. This could actually make for a better anti-air than his :dp:+:snkc:.
The Shadow Split (:db:,:f:+:p:) is a huge pain in the ass for the opponent. Insanely fast, great priority, nice damage, and is very safe. If you see a flinch, Shadow Split. If they jump, Shadow Split under them. He can even Split under Yama’s Snake Fists (aside from the :snkc: version, that is). This move makes Andy very, very slippery.
One thing to note, however, is to never do the followup to the :snkc: version Shadow Split (the followup is :db:, :f:+:snkc:) if the first part is blocked.
The :qcb:+:snkc: isn’t so bad as long it hits properly and is done outside of the corner. The frame disadvantage is nasty, but it makes up for that with good damage. If done at a range, the frame disadvantage becomes a non-issue since they’ll be too far away to retaliate. Otherwise, though, hit or blocked, Andy’s open to some damage.
:r:,:hcf:+:snkb:+:snkc: functions much like the :qcf:+:snkb:, except with less priority, more recovery, and more damage. Outside of a combo, this move isn’t to great, and within a combo chances are you’ll lose hits.
:qcb:,:hcf:+:snkc: It has a bit of invincibility at startup and is pretty fast, but it has a number of problems.
One is its motion: Andy has 3 other specials on the :snkc: button, and if the motion is messed up at all, chances are you’re going to get one of those other specials. Another is the positioning: if the opponent is in the air, it won’t land. If it’s done too far away and one of the jabs miss, the rest of the super won’t land.
It’s kind of a shame that his supers aren’t that great, because he’s great at building meter.
And there’s a bit more bad news with Andy. His sidestep attacks are just plain awful. They’re extremely slow and his options are limited coming out of them. With Andy, only sidestep as a last resort.
Also, as mentioned in my last post, his sole overhead is the 3rd hit of a specific combo which makes it heavily telegraphed. Even without that, there’s a large gap between the 2nd hit and the overhead (enough for the enemy to attack), and even if it does hit, the frame disadvantage is so bad that they’ll be able to attack before he recovers.
I’m going to upload some videos of my matches with FullMetalJ to offer a bit of Andy action. I’m still getting used to him, but perhaps it’ll help some of the budding Andy players out there.
Try that combo on wake up then fake the overhead…Might be too laggy though.
Anybody have a REALLY good Chonshu match vid? I’m still bedazzled as to why he considered top tier…
I’ve really be slacking in my Chonshu lately, but I’ll start working with him again and post some vids of him in action. Just to make it brief, since I’ve gotta run, Chonshu’s probably the slipperiest character in the game. If he doesn’t want you to hit him, chances are you’re not going to. He can’t be pinned, he can’t be trapped.
He’s got great pressure, great normals, a decent mindgame, an S-Power that not only eats fireballs, but can hit low if done in the air that not only does full S-Power damage, but gives him most of that damage back as life, and his P-Power is fast, eats fireballs, is juggleable, and is safe.
Additionally, he may very well have the least amount of bad match-ups in the game.
I have like 10+ matches that say otherwise about his match-ups ^_^;;;;;
Man once our house finishes renovating and everything’s back to normal, I’ll start digging for this disc I stored my RB2 matches in and try to upload them. I should have around 1 GB of matches by now…
Looking forward to try out my new characters Andy, Franco, and Hon-Fu in battle. We must have a match sometime soon.
And yes, I always knew the shadow split was a damn good move, seeing as it cannot really be punished on block, nor on miss.
After testing him out myself and gathering some research data, I would rate him as high tier, and I agree with Ghostpilots that his barom punch is an important move for him against zoners.
My tests show that his normals are actually not the fastest in the world. Many of them are actually equal to or slower than Krauser’s equivalents. His combos and specials usually leave him at frame advantage on block though, so as long as he initiates first contact, he will be able to continue his pressure game rather well against most.
I’m sure any of us could go to YT and find videos of MvC2 Sentinel getting owned, 3S Ken getting his head kicked in, or XI Gato being squashed: it doesn’t mean they’re not top-tier characters. There are tiers, and there’s player skill: they’re two seperate but related things.
For example, there are people who’ve fought my Franco and go on to say that I should bump him up to top-tier. However, my having a good Franco doesn’t change the fact that his defense sucks. It’s something God 2.0 has recently found out about Franco through practicing with him and sparring, and he’s devised ways of capitalizing on that.
But that’s a whole 'nother conversation.
The quality of the Youtube vids have been bugging me a bit, so I’ve been on the lookout for other places to host videos. I may have found one, but I was wondering what you guys thought (since you guys are the reason I’m putting the vids up ).
http://stage6.divx.com/user/Ghostpilot/video/1876161/TEst-#2
The videos are larger and better quality while additionally being smaller in filesize. The process is a bit more of a hassle though. It might be worth it, what do you guys think?