You don't?! Are you kidding me?
Ok, first of all I thought he had lost his

+A juggability in the corner.

Gotta try that.

+B is now less reliable in comparison with his D version as the latter pushes the opponent further than B version which can be punished with ease.
I also didn't know you could combo

+C after dwnfwd+A juggle. Most interesting. I stick to j.C (j.D does not hit, weird...) as the combo finisher.
Oh, yeah, but on with his BC combo. It's not too easy and you should be close to a corner or the last moves will whiff. j.C, c.D xx BC, c.C (1 hit),

+P (2 hits IIRC) xx

+B (2 hits, again) XX

+C - C SC into

,

+ (B)D.
far A and close C are good pokes, still, but you're prone to be molested to death by Billy's c.A. Stand B is a classic good anti-air poke but not as fast as Beni's or Chris'.

+ A is an unreliable anti-air. In fact, Andy should be blocking air attacks and rather pressuring the opponent or he's dead.
New A Zeineken (sp?

+bck + A) still confuses people to this day as it Andy barely reaches half of the screen. Therefore, can be used a not-abusable mind-game by walking and then crushing the oponent's block with

+ P or force them to block again by using A Zainken (sp?) or punish them with its follow-up if they jumped.
Andy's C grab bug has been fixed, no more free stock by kicking people in the air.
Gotta find a good use to

+C.
EDIT: All against all! *head bangs*