The King of Fighters '98 UMFE/EX Andy
EX Andy is a well-rounded character who leans towards safe pressure and a bit of zoning. He has a fast fireball that can be used for full screen zoning and as a blockstring ender up close. He has some nice normals for poking at midrange, and some good jumping normals that cover both the air and ground. For mixups he has lows, a safe-on-block overhead, and a slow running command grab that can be used to call out rolls and dodges. His kit is rounded out by an invincible DP and a rekka for hit-confirming. His weaknesses include fairly low damage and a lot of moves that will whiff on low crouchers.
Changes from Previous Versions
98 to 98UM
- cl.D has 5 frames less recovery
- st.D has 1 less frame startup and 3 frames less recovery
- cr.D has 1 less frame startup
- f+B has 6 frames less recovery
- df+A's first hit can now be special- or super-cancelled.
- Added qcb+K, a rekka that can hit up to 4 times
- Added hcf+P, a moving command grab
- Added qcb,hcf+K, a super version of hcf+K
98UM to 98UMFE
- clC's hitbox changed so that it doesn't whiff against short characters
- db,f+C has slower startup but less recovery
- qcb+P's recovery decreased by 5 frames
- cl.A: Hits very high up, so it whiffs on low crouchers. Chainable and cancelable.
- cl.B: Hits a bit lower than cl.A, so it will hit low crouchers. Cancelable.
- cl.C: One of Andy's fastest attacks at 3f, and one of his best combo tools. Hits twice, the second hit will whiff on low crouchers but hit on tiny crouchers. Cancelable.
- cl.D: Hits high up, so can be useful as a close-range anti air.
- st.A: Far-ranged st.A that hits very high up. Good for stopping hops. Whiffs on regular and smaller crouchers.
- st.B: Good neutral poke, excellent hop anti-air. Whiffs on regular and smaller crouchers.
- st.C: Long-range poke with a lot of recovery. Important tool for Andy's game as it is his furthest-reaching poke that will hit crouchers.
- st.D: Very slow kick that hits high up. Hits twice, once above Andy and once in front of him. Because it has slow startup and recovery, this move is best avoided.
- cr.A: A standard crouching jab. Good to use in blockstrings since it's +0 on block. Chainable and cancelable.
- cr.B: Your main low combo option. Comes out fast and is cancelable, so it's a great normal. Chainable and cancelable.
- cr.C: A decent poke with a bit shorter range. Good to use in combos on low characters where the full cl.C might whiff. Cancelable on hit, block, and whiff.
- cr.D: Long-range sweep with average startup. Good as a long range low poke. Fairly safe when spaced out to hit at the tip, but punishable when closer up.
- j.A: Fast startup and a good downwards hitbox. Can crossup standing characters and the tall crouchers.
- j.B: A kick that hits high up. Good air to air since it has long range and a lot of active frames. Whiffs on regular and smaller crouchers.
- nj.B: Similar to j.B, but the hitbox extends further down so it will hit every croucher except the tiny ones.
- j.C: Excellent priority straight in front of him. Good for air-to-airs, and also works as a jump-in normal.
- j.D: Andy's main jump-in normal. Long range and has good priority in front and a little bit below him, so it works both as an air-to-air and jump-in.
- nj.D: Almost exactly the same as j.D, but it has slightly less forwards priority and Andy does a different pose.
- st.CD: Slow startup and recovery. Good to use for whiff cancelling and occasionally as a poke or meaty. Whiffs on tiny crouchers. Cancelable on hit, block, and whiff.
- j.CD: Has longer startup than all his other jumping attacks and hits high up similar to his j.B, but with less range, so it's not a great normal. However, it can be used for the extra blockstun during pressure against regular and tall crouchers. Whiffs on low crouchers.
Original Iron Press:
- Regular throw, techable. Andy picks the opponent up and jumps in the air, he then slams them down to the ground and kicks them away. it sends them 80% of the screen and deals a hard knockdown.
- Regular throw, techable. Andy throws the opponent behind him, sending them fullscreen and dealing a soft knockdown.
- An overhead move when done raw, but it loses that property when cancelled into.
- Hits above him at first, and then in front of him, so it can both anti-air and hit a grounded opponent.
- Leaves the opponent standing on grounded hit.
- Can be combo-ed out of with a Quick MAX cancel.
- The raw version is safe on block against everything but 1f command grabs when point blank. The cancelled-into version is more punishable though.
- A two-hit move that hits in front and diagonally above Andy.
- Good to use in combos and blockstrings as, you can special cancel out of it.
- The second hit can whiff at further ranges, and when pushed out too much in combos. It always whiffs on low crouchers.
- The second hit has a good anti-airing hitbox, and you can cancel it into fireball for a juggle if it hits.
Zan Ei Ken:
- A forward-travelling elbow attack. A version goes about half screen and C version goes almost full screen.
- His most damaging combo ender and also the most reliable combo ender, as it will combo from pretty much all of his cancelable attacks.
- Punishable both when using the ender and when not using it, so this is a move that's not advisable to use outside of combos.
- A version can be used as a decent mobility option to travel forwards quickly.
- Ga Dan Koh:
qcf+A/C (during db,f+P)
- Only during the hit of Zan Ei Ken.
- Causes soft knockdown.
- Makes the move slightly more safe on block, but it's still easily punishable.
- This is a full standard projectile, unlike his OG 98 version that's just a close-range blast.
- The A version travels slower and the C version travels faster.
- Good to use for zoning and as a blockstring ender, as it comes out and travels fairly fast so it can catch jumping attempts.
- Has greater-than-average recovery for a fireball, so it's prone to getting jumped over and punished if thrown at a bad spot or timing.
Dam Breaker Punch:
- Can be entered 4 times in a row, this is a close-range rekka type move.
- Great hit-confirming tool, as the first hit is safe on block when done after two light hits.
- The rest of the rekka hits are very punishable, so only do them on hit; you have time to confirm whether the first one hit and then do the later parts.
- Even though the first hit whiffs in certain situations, like after a cl.C, df+A, it's still possible to combo into the later hits by doing the followups at the right timing.
Syo Ryu Dan:
- EX Andy's DP. A version comes out faster and has less reach than the C version.
- A version has startup invincibility but none on the active frames. C version has startup invincibility that extends through the first 3 active frames.
- A version can function as a fast anti air as it has a good hitbox and above Andy.
- C version functions as a reversal and as a late anti air where you go through their jump-in with the invincibility frames.
- C version can be a good combo tool, as it deals a lot of damage when all the hits connect but it will easily whiff if there's too much pushback.
- A multi-hitting attack where EX Andy goes through the air in an arc. A version starts up faster and travels a shorter distance than the C version.
- Has fairly slow startup and is punishable on block in most situations.
- Has good air-to-air hitboxes while flying in the air.
- Not a very reliable move, and is best avoided most of the time unless you're throwing it out to be unpredictable.
- Can go over fireballs while in the air.
- A running command grab.
- Has a lot of startup at 13f and no invincibility at all, so it's not a great mixup tool unless you can condition the opponent sit and block a lot.
- The best use for it is to catch rolls and dodges, since it has a lot of active frames and it moves forward, making it well-suited to chasing down backwards rolls.
- Causes a hard knockdown.
Ultimate Sonic Swirl:
- A super version of hcf+K. EX Andy travels at an arc in the air, but he now has flames engulfing him. B version travels a shorter distance than the D version.
- Has startup invincibility but none on the active frames, so it can trade if used as a reversal.
- Can be combo-ed into if done after attacks with very little pushback.
- Can be a decent anti-air, as it has good hitboxes for it.
- MAX version has some invincibility on the active frames and deals more hits and damage, so it's a better reversal and anti-air.
Dan Da Dan:
qcfx2+A/C (press A/C repeatedly)
- Your main combo super, as it will combo better than his other one. Mash A/C for more hits and damage.
- It's prone to whiffing if there's too much pushback though, as it has quite short range so you need to know when it will hit and whiff.
- MAX version has the same range, but deals more hits and damage.
- Any time you can use qcfx2+P in a combo, you can also use qcfx2+AC for more damage if have the resources.
cr.B, cr.B, df+A, db,f+A > qcf+A
- EX Andy's most damaging meterless low combo.
cr.B, cr.B, qcb+Bx4
- Low combo that also functions as a safe hitconfirm. If you hit do all the 4 qcb+Bs, if it is blocked stop at the first one.
(j.X), cl.C, df+A, db,f+A > qcf+P
- Your most reliable combo for punishes and jump-ins.
cl.C, df+A, qcb+Bx4
- An alternate cl.C combo. The first hit of the rekka will whiff but the other three will whiff. Does less damage than his other one but it is fun.
cr.B, df+A, qcfx2+P > mash P
- A low combo into super.
(j.X), cl.C, qcfx2+P > mash P
- A heavy normal into super combo. Can be combo-ed off of a jump-in.
With Quick MAX
f+B, ABC, cl.C, qcfx2+P > mash P
- A Quick MAX combo from his overhead.
Strategy & Tips
- Unblockable projectile setup: normally Ex Andy's fireball is too fast to get a command grab out in order to make it unblockable. Even at full screen the opponent will have blocked the fireball before the command grab comes out. But by setting up a meaty projectile after a hard knockdown, like his C throw or command grab, you have enough time to get the command grab out making the projectile unblockable. Use the A version projectile for this.