Notation
= Light Punch

= Light Kick

= Strong Punch

= Strong Kick
* = EX version possible
NormalsStandingst.

- Quick palm-strike. Can stop short hops.
- Cancellable
- Hit Detection: High
- Damage: 25
st.

- A short kick with decent range.
- Can't be canceled. (But please see command normals for more info on this move.)
- Hit Detection: High.
- Damage: 30
st.

- A strong punch with great range. Quite useful.
- Cancellable.
- Hit Detection: High
- Damage: 80
st.

- A roundhouse kick. A bit slow compared to his far C above.
- Can't be canceled.
- Hit Detection: High.
- Damage: 80
Close Normalscl.

- Downward elbow strike with limited range.
- Cancellable
- Hit Detection: High
- Damage: 70
cl.

- Strong kick aimed upwards. Can be used as an anti-air.
- Hit Detection: High
- Damage: 70
Crouchingcr.

- A crouching short punch.
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr.

- A crouching kick, with great speed. Essential for poking.
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30
cr.

- A crouching punch aimed forward.
- Cancellable
- Hit Detection: High
- Damage: 70
cr.

- A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.
- Can't be canceled.
- Hit Detection: Low
- Damage: 80
Jumpingj.

- Short palm-strike aimed downward.
- Hit Detection: Mid
- Damage: 45(40)
j.

- A jumping kick aimed forward, giving it good range for air-to-air.
- Hit Detection: Mid
- Damage: 45(40)
j.

- Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
- Hit Detection: Mid
- Damage: 72(70)
j.

- A strong kick aimed downward. Great for jump-ins, and cross-ups.
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack

- A quick round-house kick.
- Cancellable
- Hit Detection: High
- Damage: 75
j.

- A hard kick, aimed forward.
- Hit Detection: High
- Damage: 90(80)
GC

- Same animation as his normal blowback.
- Hit Detection: High
- Damage: 10
Throw
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= Kakaekomi Nage
Andy grabs opponent and flings them forward (or back).
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Normals
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= Hirateuchi
Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Learn to love this move.
- Cancellable
- Hit Detection: High
- Damage: 55

,

This is a special combination where Andy links his standing B and standing (far) D. However, outside of HD mode, he can't follow up this combination with anything. The only purpose this serves is as a lead-in to HD combos (i.e. B -> D -> HD -> B -> D -> etc.). The benefit of this is that it gives you more time to hit-confirm before starting your HD combo, and the range of the moves are better. [Close C is so short-range, that it's easy for the second one to wiff (i.e. close C -> f+A -> HD -> close C wiffs, ruining your combo).]
- Can't be canceled, except in HD mode.
- Hit Detection: High
- Damage: 30,80
Throw
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= Kakaekomi Nage
Command Normals
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= Hirateuchi
Special Moves
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= Shoryudan *

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= Hishoken *

+

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= Kuuhaden *
>

= Brake
(charge)

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= Zaneiken *
Desperation Moves

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= Choreppadan *

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= Gekihishoken
Neomax

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(ground or air) = ChoShinSoku Zaneiken
Andy's
Wiki entry.
Console changes:
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
* Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.
Producer Yamamoto says:
We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.