Spent some time in the lab with the sandy one and these are my findings so far:
Frame Data and Explanations
The following is just the On Block data. Some were a little easier to determine the numbers then others, but at least want to put out there what was safe and unsafe as it seem based on data I found he should have a decent pressure game.
A: -2
B: 0
C: unsafe
D: more unsafe then C
cl.A: +2
cl.B: 0
cl.C: more unsafe then D
cl.D: ~ -4-6
cr.A: +1, can hit 2 before canceling into f+A
cr.B: ~ -2, can hit 3 before canceling into f+A
cr.C: unsafe
cr.D: ~ -2, soft KD
j.A - +, combos into lights
j.B - +, general Air to Air
j.C - +, cross up
j.D - +, cross up main jump in
j.CD - +extremely, soft KD
f+A: unsafe, because of forward movement can preempt a hop/jump, but not a good Anti Air, will go over lows since it's airborne.
Nessa Jin (Fireball) L/H: -1 EX: 0
- L: goes 1/2 screen, slower H: Full screen EX: Full screen, soft KD, 2 hits
Nessa Senpuu (Spin kicks) L: 0 H: unsafe EX: ~ -4
- L: Stays Standing slower H: soft KD EX: Wall Splat
Bossa-Shougeki (Flip Kick) L: unsafe H: ~-2-3 EX: -1
- L: very slight forward movement, Hard KD H: a little more forward movement, Hard KD EX: Ground Bounce
- Can only combo from st.CD, all other cancels will not combo
Air Bossa-Shougeki (Air Flip Kick) L: ~ -3 H: ~+2-3 EX: 0
- L: flips in place Hard KD H: flys far forward, Hard HD EX: almost keeps to the normal jump arc, Ground Bounce
The rest I didn't do Frame Data for but in case you were wondering
Genei Sajin (Teleport) - The figure left behind where you start the teleport does have a hit box.
- A: moves forward slightly can pass through opponent
- B: stays in place
- C: moves forward can pass through opponent
- D: moves backward
- EX AC: moves forward leaving 3 images behind, on hit will pull the opponent to Kukri for follow up
- EX BD: moves a bit randomly but always stays on the same side leaving 3 images behind, on hit will pull opponent to Kukri for follow up
Supers
Nessa Goku Totsuha (Sand Psycho Crusher
) - Combo Ender, can Adv Cancel or Climax cancel
Nessa Gokun Fujin (Sand Drop) - does not combo from a cancel, or Wall Splat / Ground Bounce
- can use to preempt jumps but is not invincible and will get counter hit by Air to Air
- can OTG or catch a recovery
- LP will drop sand close, HP will drop sand far, MAX will track
- Can Adv Cancel or Climax cancel
Climax - Goku Nessa Housairyu (Giant Sand Mound)
- Climax cancel from Psycho Crusher super can be tricky because the super launches on cancel, can sometime miss hits of the Climax
- Climax cancel from Sand Drop super is more consistent, but again find it harder to find a way to use that Super in a combo since it will not combo from anything.
The Climax cancel from either super is not great damage either, sub 525 for all 5 bars. A counter example is Terry just off of MAX Buster Wolf into Climax gets 662 damage for the 5 bars. Combine that with the inconsistency of one super and the inability to combo into the more consistent super it seems like his 5 bar conversions just aren't worth the bar investment, which is the reason I've put him on point.
Combos coming on the next post.