Ura
Smash Legend
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ANDY
Credit: NinNakijimaSeries Icon
Overview of Advance Wars
The Nintendo Wars series, most famously recognized by western gamers as Advance Wars on the Game Boy Advance and Nintendo DS is a long running, tactical TBS series that has spanned 8 different Nintendo platforms. What a lot of Nintendo fans don’t realize is that Advance Wars is only a branch of the Nintendo Wars series that started all the way back in 1988, predating the majority of Nintendo franchises already represented in Super Smash Bros. Dating back to 1988 with the release of Famicom Wars, the series is among Nintendo's most senior franchises, having more seniority than franchises such as Star Fox, F-Zero, Earthbound, and even it's sister series Fire Emblem. Since then, the series has enjoyed multiple releases on every Nintendo platform prior to the Wii U/3DS era (minus the N64) and was a staple in regards to recurrent Nintendo franchises. The series is beloved by gamers and has achieved massive critical acclaim from game critics; even getting a perfect 10/10 rating from Edge magazine.
Additionally the Nintendo Wars series as a whole can be broken down in to two different sub-series
Advance/Famicom Wars: the traditional strategy turn-based series starting with Famicom Wars in 1988. This series has appeared on the Famicom, Super Famicom, Gameboy, Gameboy Color, Game Boy Advance, and the Nintendo DS. While the series has multiple names in Japan (Famicom Wars, Game Boy Wars, etc) the series has since taken the title of Advance Wars in all international releases of the game.
Battalion Wars: a spin-off of the Wars series with new gameplay and a new setting. Battalion Wars is a third-person shooter/real-time tactical game that saw two releases on the Gamecube and the Wii.
As you can see, the series more than fulfills the requirements for being a significant, long running franchise that would be beneficial and is the largest Nintendo franchise not to be represented with a fighter in Smash Bros.
Overview of Andy
Credit: pzzleagent
Andy, as many of you already know is the main character of the first Advance Wars game where he’s a CO (Commanding Officer) for the nation known as Orange Star located in Wars World (the main setting of Advance Wars other than Days of Ruin). Andy is blamed for various attacks across Wars World by fellow nations Blue Moon, Yellow Comet, and Green Earth. Andy, along with his comrades Max and Sami are forced to battle against these nations until it’s finally revealed that it was a clone of Andy that attacked these nations in order to stir chaos among the nations. Andy’s clone was created by Sturm, the leader of the nation called Black Hole and the main antagonist of Advance Wars 1 & 2. Strum orchestrates all the chaos in Wars World in order to conquer the land amongst the unrest of the nations. Sturm’s plot is foiled by Andy and co. who team up and defeat Sturm. Whilst the second game doesn’t have Andy in the leading role (Advance Wars 2 doesn’t have a central character), Andy still plays an important part in freeing Orange Star from Black Hole’s attack, aiding other Allied Nations, as well as facing off and defeating Sturm once again in the final conflict of the game. While Andy isn’t featured in the story of Advance Wars: Dual Strike, he remains playable in the game.
Overview of what Andy would bring to Smash Bros (credit God Robert's Cousin )
Credit: torytatsumaki
Andy, the main protagonist of Advance Wars and widely considered the mascot of the entire Nintendo Wars series, is a Commanding Officer of the nation known as Orange Star. He's an enthusiastic young boy who specializes in fixing mechanical vehicles and units. Hot-headed and naive, Andy is known to be a total knucklehead in Advance Wars 1 and 2. What Andy lacks in book smarts, however, he makes up for with sheer tactical prowness. Andy's main skill in the Advance Wars series, "Hyper Repair", makes him an unusual leader in the sense of how he can repair his own troops on-the-fly. Additionally, unlike all other COs in Advance Wars, Andy's main strength comes from his own lack of weakness, being an extremely balanced character. This combination of being a well-rounded technician and a guile commander can make Andy an excellent addition to Smash Bros., showing off a unique battle style no other character currently uses.
Games Andy appears in
Advance Wars (2001, GBA) - Main protagonist
Advance Wars 2: Black Hole Rising (2003, GBA) - Main protagonist
Advance Wars: Dual Strike (2005, DS) - Unlockable character
Super Smash Bros. Brawl (2008, Wii) - Sticker
Super Smash Bros. Ultimate (2018, Switch) - Spirit
Advance Wars 1 + 2: Re-Boot Camp (2021, Switch) - Main protagonist
Potential Movesets
Given all the various units that are available in Advance Wars, the potential for Andy's moveset if virtually limitless in addition to all the neat ideas that can be used with his wrench and even healing capabilities. Below are some moveset ideas for Andy.
Like within the Advance Wars series, Andy would be a very balanced character with no crippling weaknesses yet no real boasts in any category either. However, what makes Andy unique is his position as commanding officer over unit soldiers. This gives him the utility of various war-themed abilities in his special moves, each move having varying effects depending on the exact unit deployed. Using these long-ranged mechanisms in addition to his own ability to heal with "Hyper Repair", Andy is good at making the most out of keeping a distance between his opponents. Additionally, Andy is always seen dual-wielding wrenches, giving him the niche of a weapon-type not used by any other character. Andy's wrenches distinguish him immediately from every other weapon user in Smash Bros., from swords to hammers to lasers, making him quite the unique grease monkey to play as.
[collapse="Andy Moveset - God Robert's Cousin"]
Due to Andy's nature of not being directly on the battlefield on part of being a CO, Andy excels at indirect-combat. He has a plethora of moves that reward him for allowing space between himself and his opponent. While his physically direct attacks are by no means bad, they aren't very fast nor powerful, making his special moves the clearly better part of his moveset. Obviously, he exceeds at fighting non-projectile users, but Andy finds himself hard-countered by characters that can reflect projectiles and close distances quickly.
Neutral Special - Infantry: Performs exactly like the "Infantry & Tanks" Assist Trophy in Brawl. Andy sets down a fully-modeled miniature unit that charges forward with varying effects. If Andy places down a Tank, it speeds forward as it shoots energy projectiles. If Andy places down a Medium Tank, the unit will move much slower, but the projectiles it fires are more powerful. If Andy places down a Bike, it shoots no projectile whatsoever but speeds forwards at an extremely fast rate. Sometimes when Andy does this, he'll shout cheerful battle phrases, such as "Full speed ahead!" or "Go get 'em!".
Side Special - Artillery: Andy dispatches an aerial-projectile unit. If it's an Artillery, it shoots small cannonballs in a set arch. If it's a Missile Launcher, which is chosen if the move is held rather than tapped, missiles are shot up high into the air with no set direction whatsoever, going in circles and unexpected turns until they either self-detonate or hit something.
Up Special - Helicopter: Andy whips out Battle Helicopters in each hand with a big grin on his face. As he flies straight upwards, a line of bullets is launched diagonally downwards in the direction he's facing, letting him do indirect damage as he recovers.
Down Special - Hyper Repair: Andy swings his wrenches in an arch and strikes a pose. If he goes uninterrupted for several seconds, Andy lowers his percentage by 2% to 5%. If used when the opponent is dying or otherwise unable to attack you, this move can be extremely beneficial. However, using this with the wrong timing and leave you open to a fully-charged Smash Attack, making this move situational.
Final Smash - Hyper Upgrade: An assortment of very large, non-toy-sized aerial units fly in the background as the arena has a tint of orange-red. Andy strikes a pose with charisma as a red-aura fills him. He immediately recovers from 50% percent of his damage and has a layer of hit-stun invincibility. Additionally, all his units now rapidly flash red and white and perform with much more efficiency, allowing Andy to function as a briefly powered-up version of himself. All Infantry perform with Bike's speed and Medium Tank's power. All Artillery shoot missiles that home-in on the opponent. All Helicopter release a pair of Bomb Carriers that drop bombs below them in addition to increased fire from the Battle Helicopters. Hyper Repair always heals 6% rather than 2% to 5%. After a short while, Hyper Upgrade wears off and Andy fights once again with his default attributes.
Basic Attack - Does a one-two punch with his wrenches in hand.
Up-Tilt - Tosses a wrench up like a baton and catches it, doing multiple hits.
Side-Tilt - Kicks the opponent.
Down-Tilt - Throws one of his wrenches like a boomerang.
Dash Attack - Sprints foward with one wrench in front of him and one wrench above him, doing damage both in front and above Andy.
Up-Smash - Crouches and thrusts both of his wrenches above himself, in a pose as if he's currently victorious. A reference to his end-mission portrait in the Advance Wars series.
Side-Smash - Bends his back to the side and does a dual-overhead wrench-jam into the opponent.
Down-Smash - Does a break-dancing move, doing spike-damage with his wrench in front of him and kicking an opponent behind him.
Neutral-Aerial - Thrusts out all his limbs with a big toothy grin on his face, as if he's a literal star in the air.
Up-Aerial - Rapidly spins his wrenches in his hands, doing multiple hits and giving him a slight decrease in his falling momentum.
Down-Aerial - Drops a wrench below him, doing minimal damage and knockback. Pulls out another wrench very quickly.
Forward-Aerial - A meteor smash involving stabbing down on his opponent with both wrenches. If it connects, a meteor is performed and spike-damage occurs.
Back-Aerial - Kicks the opponent behind him.
Grab - Throws his arm around the opponent's head, leaving them in a wrench-hold.
Pummel - "Cranks" his free-hand's wrench on the opponent.
Forward-Throw - Punts the opponent upwards before pushing them back with the edge of his wrenches, doing spike-damage.
Back-Throw - Jams his wrenches into either side of the of the opponent, pulls the opponent over him as he falls on his back, and dual-kicks them away.
Up-Throw - Tosses a wrench into the air, grabs the opponent, and throws them straight up into the aerial wrench, making them fly a random upwards direction in a 90 degree cone. Catches the wrench once again.
Down-Throw - "Dual-cranks" the opponent rapidly before briefly pausing and doing one final dual-crank that provides minimal knockback.
Up-Taunt - Holds a wrench up as it glistens, Andy's body in a dynamic pose and his face in another toothy grin.
Side-Taunt - Swings his wrenches around like drumsticks, saying "I haven't even cranked the engine yet!".
Down-Taunt - Holds out a peace-sign and says "I can fix anything!".
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[collapse="Andy Moveset - jaytalks"]
Neutral Special: Capture - Andy can go to anywhere on the stage and capture part of it. That means that a generic but small building would rise differentiate by her palette color. It would do minimal damage but mainly it could be used as a platform. Different Andy's can't capture different buildings other than their own. He can do up to 2. Can be destroyed by opponents.
Forward Special: Wrench throw - Andy throws one of his wrenches at his opponent.
Up Special: B-Copter - Andy flies upward and a little forward due to a minature B-Copter.
Down Special: Anti-Tank Unit - He creates an anti-tank that attacks any people who come close to it. It has up to three shots, but can only fire in one direction. Can be destroyed by opponents.
Final Smash:
Neo Tank - Infantry present Andy with a Neo Tank. He then can use in battle. Much smaller than the landmaster. Or if people are sick of tanks.
Aerial Advanced Assault - Andy summons two bombers and they drop bombs on opponents through out the stage
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[collapse="Andy Moveset - ToothiestAura"]
- Specials: Andy's Specials have to do with summoning units to use at his whim. They will not disappear after any set time, but will take damage an can be destroyed.
-- Standard Special: Tank
Andy will pull out a miniature Orange Tank (like the Advance Wars AT in Brawl had). The Tank will move slowly and independently, targeting nearby enemies with explosive rounds. This will have the most power of any of his Specials, but also be the slowest and easiest to avoid. The tank, obviously, can handle the most damage before breaking (let's say 30-50%). Once it has taken half that damage, it's targeting systems will break, making it less likely to accurately hit an opponent. Andy, however, can call a strike himself, whenever he feels necessary by Pressing B again (there will be a mandatory cooldown time). Once it has taken all the damage it can it will break, and detonate in a second or so.
-- Side Special: Anti-Air Artillery Gun
Andy will throw out an miniature Orange Anti-Air Artillery Gun that will latch onto walls and ceilings. This will only target Airborne opponents within range. The missile launched will be faster than those from the Tank and will do less damage/knockback. Pressing B> again will let Andy launch a missile whenever (the mandatory cooldown time is shorter than the Tank's). (The gun can take, possibly 20% damage before breaking). It can not be placed on a ledge.
-- Up Special: Bomber
Andy will pull out a Bomber Plane, that gives Andy unparalleled recovery. He holds onto it in much the way Snake does his Parachute Up Special. When Andy is on it, however, he cannot attack and neither can the Bomber. Once Andy Jumps off, the Bomber circles the stage targeting players on the ground and dropping explosives (these explosives are the fastest with the greatest range, but also the weakest). When B^ is pressed again the old Bomber will fly off the stage and Andy will pull out a new Bomber.
-- Down Special: Hyper Repair
Using this move Andy can repair his deployed units. He must jump back on the Bomber to repair it (he will be a complete sitting duck, but still circle with the Bomber, it will circle more slowly with him attached.) If the Anti-Air Artillery Gun is on the wall/ceiling he can also grab onto that. Andy can also Supercharge his units with this move (but doing so, may be a lengthy process). Once Supercharged a unit will move faster and target better. Superchaged units self-destruct soon after being Supercharged.
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[collapse="Andy Moveset - kikaru"]
The playstyle I would imagine Andy to be would be a summon-heavy moveset where he would call upon units from the Advance Wars series.
B: Summon Infantry/Tank. This is a chargeable attack in which Andy builds stacks which can be consumed to call units onto the battlefield, Andy can hold up to five stacks. Andy can summon Infantry, Mechs, Tanks, and Medium Tanks with a random probability (Infantry have the highest %, Mechs have the second highest %, Tanks have the third highest %, and Medium Tanks have the lowest %). These would be similar to how his Assist Trophy utilized units except larger (The stacks only affect his Neutral Special).
Infantry: Walks forward a distance toward an enemy while firing off rounds.
Mech: Trudges slowly across the battlefield and fires a missile that travels a distance in front of it.
Tanks: Moves a distance in front of Andy and can fire off rounds and missiles simultaneously.
Medium Tank: An upgraded tank that is slightly larger and deals more damage.
B>: Scouting Unit. Andy sends off one fast unit that travels across the ground attempting to run over enemies while shooting if possible. The possible options are Recon, APC, and Motorbike with the Recon and Motorbike having an equal chance to appear while the APC has a very low chance of appearing.
Recon: Travels across the ground while firing off rounds.
Motorbike: Appearing in Days of Ruin the Motorbike travels faster than the Recon but deals less damage. Because it travels faster it also has less time to fire off rounds.
APC: This unit has a very small chance of appearing but spawns two Infantry, Mechs, or one of each upon impact or after it travels a certain distance. This unit does not immediately disappear and can be 'picked up' by Andy to restore health after it stops traveling.
Bv: Stationary Unit. Andy places a stationary unit at random down in front of him, these units have a long firing distance and have an equal chance of appearing. Their effects alter slightly depending on the unit, Andy can have two of these down at once. If there is an enemy nearby they will attempt to lock in on the target.
Artillery. Fires off one large round at a time at an arc that deals explosive damage.
Rockets. Fires off a salvo of missiles that each deal a light amount of damage. These missiles will travel a straight path.
Missiles. Fires off two homing missiles, prioritizes enemies in the air.
B^: Air Unit. Andy enters either a Battle Copter or Transport Copter which he uses as a recovery. This will function similarly to Snake's B^ in terms of directional control.
Transport Copter. If Andy lands the Transport Copter on the ground one random infantry unit will accompany him as he steps out.
Battle Copter. Andy automatically begins to fire off rounds at a 45 degree angle below him.
Final Smash: Hyper Upgrade, what else? A cutscene will occur in which Andy first calls upon his most advanced units being the Neotank, MegaTank, Bomber, Cruisers, Fighters, and Battleship with the Battleships and Cruisers appearing in the foreground in a body of 32-bit water. Andy also summons a variety of his already usable units to assist him in the battlefield. All units will have their firepower increased by 30% and enjoy faster movement and longer traveling distance unless it's a stationary unit. All units will also appear randomly around Andy unless they're Bombers, Fighters, Battleships, or Cruisers (Transport Copters are excluded in this attack).
Neotank. Travels fast along the ground and fires off its Neocannon dealing significant damage.
Megatank. Travels slowly along the ground but fires off large salvos that deal huge damage. Enemies who touch this tank are also dealt significant damage.
Bombers. These fly inwards towards the middle from both ends of the screen dropping off a salvo of highly explosive bombs below them.
Battleships. These units appear in the foreground on 32 bit water firing off into the stage dealing significant damage.
Cruiser. Along with the Battleships these will also appear on the foreground floating across 32 bit water while firing into the stage. Cruisers can unload rounds faster than Battleships but deal less damage.
Fighter. Similar to Bombers these will fly toward the stage by appearing at opposite ends. They will fire off rounds in front of them and will attempt to lock onto targets in the air.
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[collapse="Andy Moveset - Tetra's Tracker"]
Andy – Wars series
I’ve tried to base Andy's moveset around units used in the game since that’s what everyone remembers Nintendo Wars for. I’ve given the units a sort of 'stamina' system to add an element of strategy to using Andy's special moves, much like how choosing when and how to use your units is an important part of Advance Wars. Since guns are apparently a no-go I’ve avoided using them in this set. His A moves, Smashes and grabs will be normal attacks where he uses his body like any other character (as well as his spanner).
B – Neo Tank
Andy will summon a Neo Tank which will drop down out of nowhere in front of him. The Neo Tank will have A.I. which will go after Andy’s opponents. It can move left and right and can reach higher platforms by hovering. Its cannon can shoot in any direction bar directly downwards. The tank is slow but powerful.
Like his other two vehicles the Neo Tank will break down if it takes too much damage or runs out of fuel. Due to being heavily armoured the Neo Tank can take a lot of hits before it breaks down, however it runs out of fuel fairly fast, so retreating it when you don’t need it and bringing it back out later when you do is a good idea since you’ll conserve fuel. To retreat the Neo Tank simply press B again when Andy is standing next to it. If it does break down it’ll turn into a useless pile of debris on the stage and Andy must use his Down B to get it running again, this however is risky since it takes a while for Andy to repair it, and he’s vulnerable to attacks whilst doing so. If the tank falls off the stage then Andy can’t use it again for the rest of the fight. Only one tank can be summoned at a time.
Basically the Neo Tank will be a CPU character fighting for you while it's on the stage and operational.
B Up – Transport Copter
A transport helicopter will appear above Andy who will grab onto it and be lifted into the sky. Andy can have the copter move left and right when he’s latched onto it and can then jump off it to safety when he chooses. Once Andy is off the copter it’ll fly up and off the screen and it cannot be re-summoned until it has left the screen. If any characters get caught by the copter’s blades then they’ll take damage. The copter can be attacked, and if it takes enough damage it’ll crash land onto the stage and it cannot be used again until Andy repairs it (thankfully however it takes a fair few hits to be brought down). Like Andy’s other two vehicles it can also run out of fuel, if it runs out of fuel it’ll crash land and Andy will have to repair it, so it’s a good idea to use it sparingly.
See 3:15 of THIS video to see how it'd look.
B Across – Bomber
A bomber plane flies across the top of the screen and carpet bombs some ground in front of Andy. It can be brought down by enemies in only a couple of hits; however since it’s so fast and flies high, hitting it is difficult. If it is brought down then it’ll crash land onto the stage and Andy must repair it to use it again. The same thing will happen if it runs out of fuel. Since this is a very powerful attack it’ll only take a few uses for it to run out of fuel, so again, it’s a good idea to use it sparingly.
B Down – Repair
Any of the vehicles that Andy uses in his specials can break down if they take enough damage. If they do they’ll basically be a useless heap of scrap metal on the stage until Andy repairs them. To repair them simply use B Down next to the debris and Andy will use his spanner to repair it. How long it takes to repair each vehicle varies. The Neo Tank will take a while due to how powerful it is, the transport copter will only take a few seconds because without it Andy has no recovery move making him very vulnerable, and the time it takes to repair the bomber will be somewhere in between. Andy is vulnerable when repairing a vehicle, so sometimes it may be a good idea to let the vehicle stay broken.
I’ve included this move since I wanted to integrate Andy’s main skill, being a mechanic, into his moveset somehow.
Final Smash – CO Powers (Hyper Repair and Hyper Upgrade)
His two CO Powers in one. Hyper Repair restores all of his vehicles to full health and full fuel whether they’re broken down or not. Hyper Upgrade will for a short period of time make Andy immune to knockback, his vehicles immune to damage and the attacks of both him and his vehicles immensely more powerful.
The CO Powers are pretty much the only thing the COs do themselves in the games, so I wanted to integrate his into his moveset.
Stage Entry – APC
An APC (Armoured Transport Carrier) will drive onto the stage and Andy will jump out of the top of it.
Costumes
Default – Orange Star Uniform
Alt. 1 – Blue Moon Uniform
Alt. 2 – Green Earth Uniform
Alt. 3 – Yellow Comet Uniform
Alt. 4 – Black 12th Battalion Uniform (what Will/Ed wears in Days of Ruin/Dark Days)[/collapse]
[collapse="Andy Moveset - Z1GMA"]Andy - Advance Wars
Playstyle Concept:
Just like in the games, you strive to make good choices - buy, or save cash - advance, or hold ground.
What I mean by that is that Andy uses cash as part of how he fights. At a very slow rate, he earns money during the match.
Every 2 seconds, he earns $1, and when using his Up Taunt, Money Check, the current amount is displayed.
He is able to "capture" (construct) buildings that help him earn money faster, and spend them on tanks/helicopters, etc...
You start a match with $3, and when you get KO'd you lose half of your savings, but your buildings and units remain.
Opponents gets hit by the units' fire or if they bump into them, but Andy only gets hit by their fire, giving him a bit of advantage as he can move through them freely.
His units do everthing they can to not hit their beloved commander with their firearms, though.
Specials
vB: Capture
Andy starts jumping the way soliders do when they capture buildings in AW.
This move is chargable in the same way as Samus' Charge Shot. However, the charge takes a bit longer than Samus', and you must be fully charged to be able to "fire".
When "firing" the move, Andy places a square-shaped building the size of Electrode on the ground that has his palette colors.
This building has around 40 HP, and it takes damage in a similar way to the statues on Castle Siege, and it is damaged by all type of attacks that doesn't involve a wrench, making it look more and more crumbling.
If attacked by a move involving a wrench, it gains HP instead until it has its full 40 HP, looking new again. If destroyed, Andy must charge up again to capture/summon a new building.
The Main Purpose of the building is that it boosts Andy's income. He gets an additional $1 per every 2 seconds when he has a building in play.
The cool part is that you have have up to 3 buildings in play, which boosts his income greatly.
Capture also does 2% damage to anyone by the side of Andy during the jumping, hitting them with a very weak Spike Effect.
The start-up is fast but the range is very poor, so think twice before using it as an attack.
>B: Summon Ground Unit / Sell
Andy summons a Ground Unit infront of him only to have it patrol back and forth between walls/ledges.
The type of unit summoned depends on how much cash your are willing to invest, and you pay different amounts by quickly pressing 1, 2, 3 or 4 times on the B-button.
These units all have their own HP, and look more and more worn out the more damage they've suffered.
But of course Andy can repair them by hitting them with Wrench Moves.
If you press side-B when close to a unit (about the range of Popo & Nana), you can sell it to regain half of its value. However, the less HP it has, the less money you'll get back.
Opponent's can roll through these units, and only one unit in this category can be in play at any time.
Mini Tank: $3 - Press B once.
A small tank the size of a Soccer Ball starts patrolling at the speed of Samus' homing missile. It fires its cannon every 2 seconds i the enemy is infront of it, doing 4% damage, sending ppl up and away with very low knockback.
When it bumps into ppl, it does 2% damage with low knockback, sending the foe away.
The Mini Tank has 15 HP. Its pellet (projectile) moves at the speed of Falco's laser with a range about half of Final Destination.
Anti-Air Tank: $6 - Press B twice.
An Anti-Air Tank slighty bigger than his Mini Tank starts patrolling at a slightly slower speed than Samus' homing missile.
It fires its dual Anti-Air Cannon every 2 seconds, doing 6% damage and sends ppl up and away with low knockback.
When bumping into an enemy, it does 4% damage and sends the foe up and away with low/med knockback.
It has 35 HP, and its projectile moves at the speed of Falco's laser with a range about half of Final Destination.
This unit can also angle its cannon 45 degrees up, and will prioritize Air Units in a Andy Vs Andy Battle.
Medium Tank: $18 - Press B x3.
A Tank the size of Wario starts patrolling the stage at the speed of Ganon's Walk. It fires its cannon every 3 seconds, doing 10% damage and sends the opponent up and away with medium knockback, killing at around 160%.
The range of the cannon is 2/3 of Final Destination and the projectile moves at a speed similar to Ganon's Dash before disappearing.
When bumping into the opponent, it does 9% damage, sending the foe up and away with medium knockback, killing at around 170%
The Medium Tank comes with 55 HP, and it has the strongest "tackle" in its category.
Mega tank: $ 40 - Press B x4.
Here comes the Mega Tank. It is the size of Bowser and will patrol the stage at Jigglypuff's slowest Rollout-speed.
It fires its huge cannon every 4 seconds, however, the projectile is so heavy that it drops to the ground quickly, giving it about the same range as Peach's turnips.
The shot does 18% damage and sends the opponent up and away with high knockback, killing at around 80%, and its Travel Speed is slightly faster than Ganon's Dash.
Unlike the other Tanks' projectiles, this shot explodes - the radius similar to Snake's C4.
If it bumps into an opponent it does 5% damage and sends them away with low knockback, killing at around 230%.
The Mega Tank has 80 HP.
^B: Summon Air Unit / Sell
Andy summons a Transport Helicopter for recovery, or calls in an aerial unit that patrols back and forth between the east and west Blast Zones.
The type of unit summoned depends on how much cash your are willing to invest, and you pay different amounts by quickly pressing 1, 2, or 3 times on the B-button.
These units all have their own HP, and look more and more worn out the more damage they've suffered.
But again, Andy can repair them by hitting them with Wrench Moves.
Only one unit in this category can be in play at any time, and the same Sell-rules as in his side-b applies.
Opponent's can avoid beeing "tackled" by Air Units by Air Dodging.
Transport Helicopter: $1 - Press B once.
A Transport helicopter the size of a crouching Dedede quickly appears. Andy grabs on to it and goes up with it to the height of Ike's up-b beore letting go.
It moves at Yoshi's Double Jump Speed, knocks ppl away with low knockback, doing 3% damage, and you can steer it slightly left and right.
When Andy lets go, he can attack or Air Dodge like Snake.
Be warned, though! you can't use it if you've already got another Air Unit in the air.
Battle Helicopter: $5 - Press B twice.
Andy calls in a small helicopter the size of a Soccer Ball. It flies at the height of ZSS' Up-b and at the speed of Samus' homing missile, turning at the Blast Zones.
It sprays 5 pellets every 1 second towards the ground at 45 degrees when near an opponent.
Each pellet does 1% damage with a stun similar to Sheik's needles.
If it bumps into an enemy it does 1% damage and semi-spikes him with very low knockback.
The Battle Helicopter has 20 HP, and it is most effective when Andy time his attacks with its spray.
Bomber: $24 - Press B x3.
Andy calls in a Bomber the size of a crouching Dedede that Carpet Bombs the stage. It flies at the height of Lucarios Final Smash, at slightly slower speed than Samus' homing missile.
When it reaches the Blast Zone(s), it disappears only to come back after around 10 seconds.
The spread of the bombing is 4 bombs on Final Destination. Each bomb do 17% damage, has a Blast radius similar to Snake's C4, and sends ppl straight up with high knockback, killing at around 90%.
The bombs fall as fast as when Link throws a bomb straight down, and the Plane has 50 HP.
Avoiding the bombs is easy for the opponent if Andy or his ground units doesn't attack at the same time.
If it bumps into an opponent it does 14% damage, sendning him straight up, killing at around 110%.
The Bomber comes with 50 HP.
B: Wrench Throw
Andy throws a wrench forward, similar to when Toon Link shoots an arrow without charging.
It does 5% damage and sends the foe away with very low knockback.
Since it's an attack that invloves a wrench, it can help repairing buildings and units.
Final Smash: Hyper Upgrade
Andy strikes a cocky pose as he shouts "Hypeeer Upgrade!".
All buildings and units gets full HP, and their Damage, Speed, knockback, and Fire-rate is doubled for about 20 seconds.
During this time, they can't hurt Andy, and the Bomber Plane skips its 10 second turning-time.
Andy's A-Moves
I'm not gonna go in depth when it comes to his A-moves.
Let's just say that around half of his attacks involves a wrench(es).
Some of them are his Jab, Uair, and Fsmash which can be used both for attacking and repairing.
Up Taunt: Money Check
Andy pulls out a wad of cash and counts them whlle sticking his tongue in the corner of his mouth. The current amount of money pops up above his head.
Different playstyles
There are a lot of different playstyles to Andy.
The costs for units, amount of HP, Damage Output, Kill%, and so on isn't very well balanced, but you get my concept.
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[collapse="Andy Moveset - OddCrow"]Here is my moveset for Andy.
Andy has a CO meter that builds as he lands successful hits and gets hit himself. It is incremented like in AW2, with a notch at 50%. The CO meter has 3 purposes.
- When the meter builds to 50% Andy gains 5% damage increase, at 100% he gains a 10% damage increase, it is very difficult to maintain 100%
- CO meter is spent by holding B while performing specials to increase their efficiency/effect.
- CO meter can also be spent to instantly charge smash attacks.
Neutral Special - Mech Shot - Andy pulls a large shoulder-mounted cannon like mechs have when firing on vehicles. It shoots a large bullet-shaped shot that travels a speed/distance based on how long it is charged (using COmeter). Hitting people with the cannon while pulling it out causes low damage and decent lateral-knockback.
Forward Special - Air Strike - Andy points up into the sky while lifting one foot up in the air. You can hold B to make him hold this pose and spend more COmeter. When released, he steps far forward and points, and miniature bomber appears about head-height and flies forward, dropping a bomb every so often. Bombs increase in strength and bomber travels further the more COmeter you spend.
This can be done in the air, in which case, Andy grabs a long-rope ladder on a Fighter, which flies quickly forward. The fighter has 1 single shot that can be used by pressing B again. Charging with COmeter lets you angle the flight and increase speed.
Down Special - Tank Support - Not usable in the air. When used on the ground, a Sm. Tank appears directly behind Andy. Andy backflips to where the tank was (as it disappears) and the tank shoots an explosive shot into the ground slightly in front of where Andy was standing. The longer you hold B and spend COmeter, the stronger the shot becomes, at 50% charged it becomes a Med. Tank, and at 100% it becomes a Neo. Tank.
Up Special - Air Lift - A transport copter appear above Andy and he grabs a rope-ladder hanging from it. It works basically like snake's cypher. Hold B to travel more quickly and further while spending COmeter.
Jab Combo - Wrenches - Andy does a 1-2-3 type strike with his dual-wrenches, with the last strike having decent knockback
Forward-Tilt - Shiek-like spin-kick
Up-Tilt - Waves wrenches overhead, cross between links upsmash and dk's uptilt (sorta I guess)
Down-Tilt - Does a tripping-like kick
While charging a smash, you may instantly charge it to 100% by pressing B (which simultaneously releases the attack), this spends 50% of your COmeter, decreased by the amount you've already charged it. If you press B with not enough COmeter though, your attack will fizzle and leave you open to attack momentarily.
Forward Smash - Swings a massive pipe-wrench like a homerun bat
Up Smash - Andy chucks his wrenches one at a time, with the second one having more knockback. The more you charge it the higher they fly.
Down Smash - Andy does a quick breakdance-style kick that can catch people (like peaches/pikachus downsmashes)
Grab, grabs people by the front of shirt with both hands (wrenches in hand)
Pummel is a wrench to head strike
Undecided on up/forward/back throws, down throw HAS to be the famous infantry-capture stomp! Very chainable at low%.
Neutral Air - Kirby like spin
Up Air - Swipes wrenches (2 hits)
Down Air - Infantry Stomp - very powerful meteor smash
Forward Air - Spinning high kick
Back Air - Spinning roundhouse kick
All taunts are cheesy catchphrases and goofy poses.[/collapse]
[collapse="Andy Moveset - DNeon"]All tilts, aerials, smashes, jab and dash are just done with wrenches.
Grabs will be assisted by infantry units with a projectile follow up, mechs for a small explosive rocket on forward and back throws, regular infantry will just shoot a line to assist on down and up throws.
Neutral Special: Hyper Repair/Hyper Upgrade: Andy charges his CO stars by doing damage (only himself, not his units), if at 3 stars he can use hyper repair (healing himself), if at 6 he'll use hyper upgrade (also healing and proving armor of some sort for the next few moves).
Side Special: Command ____: charges a unit in similar fashion to Pacman's Neutral B, going from recon up to super tank (traveling along the ground like a koopa, but not turning ad ledges). pressing B while it's in travel will cause it to fire, doing a small blast forward and then disappearing.
Up special: Battle copters: a pair of copters appear above Andy's head, if B is pressed again he'll garb onto them for a fairly controlled recovery (similar to Olimar and Villager), if not they just fly slightly upwards (platform level) and then forwards firing occasionally.
Down special: Artillery: places an artillery unit behind Andy that starts charging up for a projectile attack. This attack does and arc similar to Mii Gunners grenade, but slightly taller and shorter. If done in an smash input then the artillery will be replaced by rockets, that have a lower but longer, but also takes longer to charge up.
All units created by these attacks have health of varying strength, so can be destroyed. The idea would be to force an approach from the opponent and then start using Andy's attacks to build charge, then use specials again to cover for a small period while he's using his neutral for a heal/upgrade. I'm not a great artist so I'm sorry if some of the stuff I'm trying to say is hard to visualize.
EDIT: I also picture this moveset to be pretty easy to modify for other AW characters, simply changing the neutral B and how it charges to represent the character and upgrading the part of the kit that the character is known for. Sami would have excellent grab options, but less ability to force an approach with specials, which would then be covered when her CO power is charged giving her movement speed to get in for those grabs and followups. Grit might be campier, relying on specials for spacing but having limited kill options until CO power is charged. Sturm would be heavier and harder hitting to allow more opportunities to charge the CO power as a kill move, although incorporating all his other strengths would probably just leave him as OP as in the games.[/collapse]
DNeon;'s 2nd Moveset
Notes: All summoned units can be destroyed with varying amounts of damage (essentially removing hitboxes). All other moves (using wrenches) charge a "CO meter" with their damage.
Jab: 1-2 swipes with his wrenches, followed by a rapid twirling of it in front of him, similar to Dedede's without the range.
Side Tilt: Andy hurls a wrench straight ahead, then searches his pocket for a new one. Weak damage, mostly chip and building meter without committing, but punishable with it's end lag.
Up Tilt: Andy does his signature happy pose, thrusting both fists into the air above his head, grinning from ear to ear. Sweeps opponents up but mostly a juggling move.
Down Tilt: A simple low swipe. Just for keeping approaches honest.
Neutral Air: Andy summons Fighters, that swirl around him. A bit of a 'get off me' move.
Forward Air: A heavy swing downwards with his wrench with both hands. Has a spike.
Up Air: Twirls two wrenches above his head, again similar to Dedede with less range.
Back Air: Andy summons a Stealth that he sends straight backwards behind him with a little range to it. Weak, a bit of a wall of pain but slower in exchange for higher range.
Down Air: Andy rolls in the air, swinging his wrenches underneath him, sending his opponents slightly behind him.
Forward Smash: Andy summons a Battleship into a puddle slightly in front of him (this animation has a small water/windbox to it like Graninja's taunt). On release the Battleship releases a flurry of explosions, like Samus Up Smash but from bottom to top.
Up Smash: Andy summons an Anti-Air slightly behind him, signalling for it to hold. On release he punches a very short distance forward to signal it to fire an explosive cloud above Andy's head. Doesn't sweep up from the front, instead just having a weak hit box on the fist. Does from the back, but Anti-Air can be destroyed from the back too. If fully charged the explosion will leave behind a flak cloud that does damage to those in it and has low knockback if it reaches a certain amount of damage.
Down Smash: Andy charges then on release summons a Bomber to fly over him from front to back, razing the ground as it goes, the ground explosions working as the hitboxes. If fully charged the explosions will leave behind napalm on the ground that does damage to those in it and has low knockback if it reaches a certain amount of damage.
Grab: Andy summons an Infantry and Mech to dive tackle slightly forward to hold the opponent.
Pummel: Stabbing/poking motion with the wrenches.
Forward Throw: Winds up to hit with the wrench like a baseball bat. Mech fires a rocket in followup for slightly more knockback. Not a kill throw until Mech rocket is Upgraded.
Up Throw: Grabs the opponent from his soldiers, struggling to hoist them above his head, crouches then straightens out and throws the opponent into the air. The Infantry fires in followup for damage. Not a kill throw.
Back Throw: Grabs the opponent by the lapels to swing them around and throw them backwards. Mech fires a rocket in followup for slightly more knockback. Not a kill throw until Mech rocket is Upgraded.
Down Throw: On command the soldiers throw the opponent to Andy's feet. Infantry fires at them for damage before Andy kicks them into the air. Not a kill throw.
Neutral Special: Hyper Repair/Hyper Upgrade: Andy charges his CO Stars by doing damage (only himself, not his units). If at 3 stars he can use Hyper Repair, posing to heal for 25%. If at 6 he'll use Hyper Upgrade, posing to heal for 50% and increasing the knockback and health of all of his summoned units. When used without enough Stars he'll pose, then grumpily throw his wrench in a longer ranged Forward Tilt for still minimal damage, only gaining range from the extra startup.
Side Special: Command ____: Andy takes out a radio, charging a unit in similar fashion to Pacman's Neutral B, displaying the current unit in a speech bubble from the radio, going from Recon to Light Tank, Medium Tank, Neotank, Mega Tank. This charge can be stored, and when released will summon the unit in front of Andy, moving forward and turning at ledges, faster at lower charge but much higher health at higher charge. Re-using side special causes the unit to fire an explosion in front of it, then disappear.
Up Special: Battle Copters: Andy summons a pair of Battle Helicopters above his head. If Up Special is pressed again he'll grab onto them for a fairly controlled recovery similar to Olimar and Villager, susceptible to having his Copters broken and going into free fall, if not they fly slightly upwards (approx. just above platform level) and then forwards firing diagonally downwards occasionally for flinching damage.
Down Special: Artillery/Rocket Launcher: Summons an Artillery unit behind Andy that stays in place and starts charging up for a projectile attack. When fired this attack goes in a high (~platform and a half), short ranged arc with decent knockback. If done in an smash input then the Artillery will be replaced by a Rocket Launcher that takes longer to charge up, but travels slightly faster in a lower (not quite platform height) but much longer arc for the same knockback.
Final Smash: Chain of Commanders: Andy uses his Hyper Upgrade, this time with the screen wipe from the games, followed by a bunch of the other CO's having their CO Power screen wipes flash across as they add their support. Andy becomes much more buffed than usual, but now has all different coloured units of different types moving around the stage firing off blasts at random but not disappearing. If this is a performance issue then instead they can work as distant background props, firing a bunch of muzzle flashes followed by random explosions occuring all over the stage.
[collapse="Andy Moveset - God Robert's Cousin"]
Due to Andy's nature of not being directly on the battlefield on part of being a CO, Andy excels at indirect-combat. He has a plethora of moves that reward him for allowing space between himself and his opponent. While his physically direct attacks are by no means bad, they aren't very fast nor powerful, making his special moves the clearly better part of his moveset. Obviously, he exceeds at fighting non-projectile users, but Andy finds himself hard-countered by characters that can reflect projectiles and close distances quickly.
Neutral Special - Infantry: Performs exactly like the "Infantry & Tanks" Assist Trophy in Brawl. Andy sets down a fully-modeled miniature unit that charges forward with varying effects. If Andy places down a Tank, it speeds forward as it shoots energy projectiles. If Andy places down a Medium Tank, the unit will move much slower, but the projectiles it fires are more powerful. If Andy places down a Bike, it shoots no projectile whatsoever but speeds forwards at an extremely fast rate. Sometimes when Andy does this, he'll shout cheerful battle phrases, such as "Full speed ahead!" or "Go get 'em!".
Side Special - Artillery: Andy dispatches an aerial-projectile unit. If it's an Artillery, it shoots small cannonballs in a set arch. If it's a Missile Launcher, which is chosen if the move is held rather than tapped, missiles are shot up high into the air with no set direction whatsoever, going in circles and unexpected turns until they either self-detonate or hit something.
Up Special - Helicopter: Andy whips out Battle Helicopters in each hand with a big grin on his face. As he flies straight upwards, a line of bullets is launched diagonally downwards in the direction he's facing, letting him do indirect damage as he recovers.
Down Special - Hyper Repair: Andy swings his wrenches in an arch and strikes a pose. If he goes uninterrupted for several seconds, Andy lowers his percentage by 2% to 5%. If used when the opponent is dying or otherwise unable to attack you, this move can be extremely beneficial. However, using this with the wrong timing and leave you open to a fully-charged Smash Attack, making this move situational.
Final Smash - Hyper Upgrade: An assortment of very large, non-toy-sized aerial units fly in the background as the arena has a tint of orange-red. Andy strikes a pose with charisma as a red-aura fills him. He immediately recovers from 50% percent of his damage and has a layer of hit-stun invincibility. Additionally, all his units now rapidly flash red and white and perform with much more efficiency, allowing Andy to function as a briefly powered-up version of himself. All Infantry perform with Bike's speed and Medium Tank's power. All Artillery shoot missiles that home-in on the opponent. All Helicopter release a pair of Bomb Carriers that drop bombs below them in addition to increased fire from the Battle Helicopters. Hyper Repair always heals 6% rather than 2% to 5%. After a short while, Hyper Upgrade wears off and Andy fights once again with his default attributes.
Basic Attack - Does a one-two punch with his wrenches in hand.
Up-Tilt - Tosses a wrench up like a baton and catches it, doing multiple hits.
Side-Tilt - Kicks the opponent.
Down-Tilt - Throws one of his wrenches like a boomerang.
Dash Attack - Sprints foward with one wrench in front of him and one wrench above him, doing damage both in front and above Andy.
Up-Smash - Crouches and thrusts both of his wrenches above himself, in a pose as if he's currently victorious. A reference to his end-mission portrait in the Advance Wars series.
Side-Smash - Bends his back to the side and does a dual-overhead wrench-jam into the opponent.
Down-Smash - Does a break-dancing move, doing spike-damage with his wrench in front of him and kicking an opponent behind him.
Neutral-Aerial - Thrusts out all his limbs with a big toothy grin on his face, as if he's a literal star in the air.
Up-Aerial - Rapidly spins his wrenches in his hands, doing multiple hits and giving him a slight decrease in his falling momentum.
Down-Aerial - Drops a wrench below him, doing minimal damage and knockback. Pulls out another wrench very quickly.
Forward-Aerial - A meteor smash involving stabbing down on his opponent with both wrenches. If it connects, a meteor is performed and spike-damage occurs.
Back-Aerial - Kicks the opponent behind him.
Grab - Throws his arm around the opponent's head, leaving them in a wrench-hold.
Pummel - "Cranks" his free-hand's wrench on the opponent.
Forward-Throw - Punts the opponent upwards before pushing them back with the edge of his wrenches, doing spike-damage.
Back-Throw - Jams his wrenches into either side of the of the opponent, pulls the opponent over him as he falls on his back, and dual-kicks them away.
Up-Throw - Tosses a wrench into the air, grabs the opponent, and throws them straight up into the aerial wrench, making them fly a random upwards direction in a 90 degree cone. Catches the wrench once again.
Down-Throw - "Dual-cranks" the opponent rapidly before briefly pausing and doing one final dual-crank that provides minimal knockback.
Up-Taunt - Holds a wrench up as it glistens, Andy's body in a dynamic pose and his face in another toothy grin.
Side-Taunt - Swings his wrenches around like drumsticks, saying "I haven't even cranked the engine yet!".
Down-Taunt - Holds out a peace-sign and says "I can fix anything!".
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[collapse="Andy Moveset - jaytalks"]
Neutral Special: Capture - Andy can go to anywhere on the stage and capture part of it. That means that a generic but small building would rise differentiate by her palette color. It would do minimal damage but mainly it could be used as a platform. Different Andy's can't capture different buildings other than their own. He can do up to 2. Can be destroyed by opponents.
Forward Special: Wrench throw - Andy throws one of his wrenches at his opponent.
Up Special: B-Copter - Andy flies upward and a little forward due to a minature B-Copter.
Down Special: Anti-Tank Unit - He creates an anti-tank that attacks any people who come close to it. It has up to three shots, but can only fire in one direction. Can be destroyed by opponents.
Final Smash:
Neo Tank - Infantry present Andy with a Neo Tank. He then can use in battle. Much smaller than the landmaster. Or if people are sick of tanks.
Aerial Advanced Assault - Andy summons two bombers and they drop bombs on opponents through out the stage
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[collapse="Andy Moveset - ToothiestAura"]
- Specials: Andy's Specials have to do with summoning units to use at his whim. They will not disappear after any set time, but will take damage an can be destroyed.
-- Standard Special: Tank
Andy will pull out a miniature Orange Tank (like the Advance Wars AT in Brawl had). The Tank will move slowly and independently, targeting nearby enemies with explosive rounds. This will have the most power of any of his Specials, but also be the slowest and easiest to avoid. The tank, obviously, can handle the most damage before breaking (let's say 30-50%). Once it has taken half that damage, it's targeting systems will break, making it less likely to accurately hit an opponent. Andy, however, can call a strike himself, whenever he feels necessary by Pressing B again (there will be a mandatory cooldown time). Once it has taken all the damage it can it will break, and detonate in a second or so.
-- Side Special: Anti-Air Artillery Gun
Andy will throw out an miniature Orange Anti-Air Artillery Gun that will latch onto walls and ceilings. This will only target Airborne opponents within range. The missile launched will be faster than those from the Tank and will do less damage/knockback. Pressing B> again will let Andy launch a missile whenever (the mandatory cooldown time is shorter than the Tank's). (The gun can take, possibly 20% damage before breaking). It can not be placed on a ledge.
-- Up Special: Bomber
Andy will pull out a Bomber Plane, that gives Andy unparalleled recovery. He holds onto it in much the way Snake does his Parachute Up Special. When Andy is on it, however, he cannot attack and neither can the Bomber. Once Andy Jumps off, the Bomber circles the stage targeting players on the ground and dropping explosives (these explosives are the fastest with the greatest range, but also the weakest). When B^ is pressed again the old Bomber will fly off the stage and Andy will pull out a new Bomber.
-- Down Special: Hyper Repair
Using this move Andy can repair his deployed units. He must jump back on the Bomber to repair it (he will be a complete sitting duck, but still circle with the Bomber, it will circle more slowly with him attached.) If the Anti-Air Artillery Gun is on the wall/ceiling he can also grab onto that. Andy can also Supercharge his units with this move (but doing so, may be a lengthy process). Once Supercharged a unit will move faster and target better. Superchaged units self-destruct soon after being Supercharged.
[/collapse]
[collapse="Andy Moveset - kikaru"]
The playstyle I would imagine Andy to be would be a summon-heavy moveset where he would call upon units from the Advance Wars series.
B: Summon Infantry/Tank. This is a chargeable attack in which Andy builds stacks which can be consumed to call units onto the battlefield, Andy can hold up to five stacks. Andy can summon Infantry, Mechs, Tanks, and Medium Tanks with a random probability (Infantry have the highest %, Mechs have the second highest %, Tanks have the third highest %, and Medium Tanks have the lowest %). These would be similar to how his Assist Trophy utilized units except larger (The stacks only affect his Neutral Special).
B>: Scouting Unit. Andy sends off one fast unit that travels across the ground attempting to run over enemies while shooting if possible. The possible options are Recon, APC, and Motorbike with the Recon and Motorbike having an equal chance to appear while the APC has a very low chance of appearing.
Bv: Stationary Unit. Andy places a stationary unit at random down in front of him, these units have a long firing distance and have an equal chance of appearing. Their effects alter slightly depending on the unit, Andy can have two of these down at once. If there is an enemy nearby they will attempt to lock in on the target.
B^: Air Unit. Andy enters either a Battle Copter or Transport Copter which he uses as a recovery. This will function similarly to Snake's B^ in terms of directional control.
Final Smash: Hyper Upgrade, what else? A cutscene will occur in which Andy first calls upon his most advanced units being the Neotank, MegaTank, Bomber, Cruisers, Fighters, and Battleship with the Battleships and Cruisers appearing in the foreground in a body of 32-bit water. Andy also summons a variety of his already usable units to assist him in the battlefield. All units will have their firepower increased by 30% and enjoy faster movement and longer traveling distance unless it's a stationary unit. All units will also appear randomly around Andy unless they're Bombers, Fighters, Battleships, or Cruisers (Transport Copters are excluded in this attack).
[/collapse]
[collapse="Andy Moveset - Tetra's Tracker"]
Andy – Wars series
I’ve tried to base Andy's moveset around units used in the game since that’s what everyone remembers Nintendo Wars for. I’ve given the units a sort of 'stamina' system to add an element of strategy to using Andy's special moves, much like how choosing when and how to use your units is an important part of Advance Wars. Since guns are apparently a no-go I’ve avoided using them in this set. His A moves, Smashes and grabs will be normal attacks where he uses his body like any other character (as well as his spanner).
B – Neo Tank
Andy will summon a Neo Tank which will drop down out of nowhere in front of him. The Neo Tank will have A.I. which will go after Andy’s opponents. It can move left and right and can reach higher platforms by hovering. Its cannon can shoot in any direction bar directly downwards. The tank is slow but powerful.
Like his other two vehicles the Neo Tank will break down if it takes too much damage or runs out of fuel. Due to being heavily armoured the Neo Tank can take a lot of hits before it breaks down, however it runs out of fuel fairly fast, so retreating it when you don’t need it and bringing it back out later when you do is a good idea since you’ll conserve fuel. To retreat the Neo Tank simply press B again when Andy is standing next to it. If it does break down it’ll turn into a useless pile of debris on the stage and Andy must use his Down B to get it running again, this however is risky since it takes a while for Andy to repair it, and he’s vulnerable to attacks whilst doing so. If the tank falls off the stage then Andy can’t use it again for the rest of the fight. Only one tank can be summoned at a time.
Basically the Neo Tank will be a CPU character fighting for you while it's on the stage and operational.
B Up – Transport Copter
A transport helicopter will appear above Andy who will grab onto it and be lifted into the sky. Andy can have the copter move left and right when he’s latched onto it and can then jump off it to safety when he chooses. Once Andy is off the copter it’ll fly up and off the screen and it cannot be re-summoned until it has left the screen. If any characters get caught by the copter’s blades then they’ll take damage. The copter can be attacked, and if it takes enough damage it’ll crash land onto the stage and it cannot be used again until Andy repairs it (thankfully however it takes a fair few hits to be brought down). Like Andy’s other two vehicles it can also run out of fuel, if it runs out of fuel it’ll crash land and Andy will have to repair it, so it’s a good idea to use it sparingly.
See 3:15 of THIS video to see how it'd look.
B Across – Bomber
A bomber plane flies across the top of the screen and carpet bombs some ground in front of Andy. It can be brought down by enemies in only a couple of hits; however since it’s so fast and flies high, hitting it is difficult. If it is brought down then it’ll crash land onto the stage and Andy must repair it to use it again. The same thing will happen if it runs out of fuel. Since this is a very powerful attack it’ll only take a few uses for it to run out of fuel, so again, it’s a good idea to use it sparingly.
B Down – Repair
Any of the vehicles that Andy uses in his specials can break down if they take enough damage. If they do they’ll basically be a useless heap of scrap metal on the stage until Andy repairs them. To repair them simply use B Down next to the debris and Andy will use his spanner to repair it. How long it takes to repair each vehicle varies. The Neo Tank will take a while due to how powerful it is, the transport copter will only take a few seconds because without it Andy has no recovery move making him very vulnerable, and the time it takes to repair the bomber will be somewhere in between. Andy is vulnerable when repairing a vehicle, so sometimes it may be a good idea to let the vehicle stay broken.
I’ve included this move since I wanted to integrate Andy’s main skill, being a mechanic, into his moveset somehow.
Final Smash – CO Powers (Hyper Repair and Hyper Upgrade)
His two CO Powers in one. Hyper Repair restores all of his vehicles to full health and full fuel whether they’re broken down or not. Hyper Upgrade will for a short period of time make Andy immune to knockback, his vehicles immune to damage and the attacks of both him and his vehicles immensely more powerful.
The CO Powers are pretty much the only thing the COs do themselves in the games, so I wanted to integrate his into his moveset.
Stage Entry – APC
An APC (Armoured Transport Carrier) will drive onto the stage and Andy will jump out of the top of it.
Costumes
Default – Orange Star Uniform
Alt. 1 – Blue Moon Uniform
Alt. 2 – Green Earth Uniform
Alt. 3 – Yellow Comet Uniform
Alt. 4 – Black 12th Battalion Uniform (what Will/Ed wears in Days of Ruin/Dark Days)[/collapse]
[collapse="Andy Moveset - Z1GMA"]Andy - Advance Wars
Playstyle Concept:
Just like in the games, you strive to make good choices - buy, or save cash - advance, or hold ground.
What I mean by that is that Andy uses cash as part of how he fights. At a very slow rate, he earns money during the match.
Every 2 seconds, he earns $1, and when using his Up Taunt, Money Check, the current amount is displayed.
He is able to "capture" (construct) buildings that help him earn money faster, and spend them on tanks/helicopters, etc...
You start a match with $3, and when you get KO'd you lose half of your savings, but your buildings and units remain.
Opponents gets hit by the units' fire or if they bump into them, but Andy only gets hit by their fire, giving him a bit of advantage as he can move through them freely.
His units do everthing they can to not hit their beloved commander with their firearms, though.
Specials
vB: Capture
Andy starts jumping the way soliders do when they capture buildings in AW.
This move is chargable in the same way as Samus' Charge Shot. However, the charge takes a bit longer than Samus', and you must be fully charged to be able to "fire".
When "firing" the move, Andy places a square-shaped building the size of Electrode on the ground that has his palette colors.
This building has around 40 HP, and it takes damage in a similar way to the statues on Castle Siege, and it is damaged by all type of attacks that doesn't involve a wrench, making it look more and more crumbling.
If attacked by a move involving a wrench, it gains HP instead until it has its full 40 HP, looking new again. If destroyed, Andy must charge up again to capture/summon a new building.
The Main Purpose of the building is that it boosts Andy's income. He gets an additional $1 per every 2 seconds when he has a building in play.
The cool part is that you have have up to 3 buildings in play, which boosts his income greatly.
Capture also does 2% damage to anyone by the side of Andy during the jumping, hitting them with a very weak Spike Effect.
The start-up is fast but the range is very poor, so think twice before using it as an attack.
>B: Summon Ground Unit / Sell
Andy summons a Ground Unit infront of him only to have it patrol back and forth between walls/ledges.
The type of unit summoned depends on how much cash your are willing to invest, and you pay different amounts by quickly pressing 1, 2, 3 or 4 times on the B-button.
These units all have their own HP, and look more and more worn out the more damage they've suffered.
But of course Andy can repair them by hitting them with Wrench Moves.
If you press side-B when close to a unit (about the range of Popo & Nana), you can sell it to regain half of its value. However, the less HP it has, the less money you'll get back.
Opponent's can roll through these units, and only one unit in this category can be in play at any time.
Mini Tank: $3 - Press B once.
A small tank the size of a Soccer Ball starts patrolling at the speed of Samus' homing missile. It fires its cannon every 2 seconds i the enemy is infront of it, doing 4% damage, sending ppl up and away with very low knockback.
When it bumps into ppl, it does 2% damage with low knockback, sending the foe away.
The Mini Tank has 15 HP. Its pellet (projectile) moves at the speed of Falco's laser with a range about half of Final Destination.
Anti-Air Tank: $6 - Press B twice.
An Anti-Air Tank slighty bigger than his Mini Tank starts patrolling at a slightly slower speed than Samus' homing missile.
It fires its dual Anti-Air Cannon every 2 seconds, doing 6% damage and sends ppl up and away with low knockback.
When bumping into an enemy, it does 4% damage and sends the foe up and away with low/med knockback.
It has 35 HP, and its projectile moves at the speed of Falco's laser with a range about half of Final Destination.
This unit can also angle its cannon 45 degrees up, and will prioritize Air Units in a Andy Vs Andy Battle.
Medium Tank: $18 - Press B x3.
A Tank the size of Wario starts patrolling the stage at the speed of Ganon's Walk. It fires its cannon every 3 seconds, doing 10% damage and sends the opponent up and away with medium knockback, killing at around 160%.
The range of the cannon is 2/3 of Final Destination and the projectile moves at a speed similar to Ganon's Dash before disappearing.
When bumping into the opponent, it does 9% damage, sending the foe up and away with medium knockback, killing at around 170%
The Medium Tank comes with 55 HP, and it has the strongest "tackle" in its category.
Mega tank: $ 40 - Press B x4.
Here comes the Mega Tank. It is the size of Bowser and will patrol the stage at Jigglypuff's slowest Rollout-speed.
It fires its huge cannon every 4 seconds, however, the projectile is so heavy that it drops to the ground quickly, giving it about the same range as Peach's turnips.
The shot does 18% damage and sends the opponent up and away with high knockback, killing at around 80%, and its Travel Speed is slightly faster than Ganon's Dash.
Unlike the other Tanks' projectiles, this shot explodes - the radius similar to Snake's C4.
If it bumps into an opponent it does 5% damage and sends them away with low knockback, killing at around 230%.
The Mega Tank has 80 HP.
^B: Summon Air Unit / Sell
Andy summons a Transport Helicopter for recovery, or calls in an aerial unit that patrols back and forth between the east and west Blast Zones.
The type of unit summoned depends on how much cash your are willing to invest, and you pay different amounts by quickly pressing 1, 2, or 3 times on the B-button.
These units all have their own HP, and look more and more worn out the more damage they've suffered.
But again, Andy can repair them by hitting them with Wrench Moves.
Only one unit in this category can be in play at any time, and the same Sell-rules as in his side-b applies.
Opponent's can avoid beeing "tackled" by Air Units by Air Dodging.
Transport Helicopter: $1 - Press B once.
A Transport helicopter the size of a crouching Dedede quickly appears. Andy grabs on to it and goes up with it to the height of Ike's up-b beore letting go.
It moves at Yoshi's Double Jump Speed, knocks ppl away with low knockback, doing 3% damage, and you can steer it slightly left and right.
When Andy lets go, he can attack or Air Dodge like Snake.
Be warned, though! you can't use it if you've already got another Air Unit in the air.
Battle Helicopter: $5 - Press B twice.
Andy calls in a small helicopter the size of a Soccer Ball. It flies at the height of ZSS' Up-b and at the speed of Samus' homing missile, turning at the Blast Zones.
It sprays 5 pellets every 1 second towards the ground at 45 degrees when near an opponent.
Each pellet does 1% damage with a stun similar to Sheik's needles.
If it bumps into an enemy it does 1% damage and semi-spikes him with very low knockback.
The Battle Helicopter has 20 HP, and it is most effective when Andy time his attacks with its spray.
Bomber: $24 - Press B x3.
Andy calls in a Bomber the size of a crouching Dedede that Carpet Bombs the stage. It flies at the height of Lucarios Final Smash, at slightly slower speed than Samus' homing missile.
When it reaches the Blast Zone(s), it disappears only to come back after around 10 seconds.
The spread of the bombing is 4 bombs on Final Destination. Each bomb do 17% damage, has a Blast radius similar to Snake's C4, and sends ppl straight up with high knockback, killing at around 90%.
The bombs fall as fast as when Link throws a bomb straight down, and the Plane has 50 HP.
Avoiding the bombs is easy for the opponent if Andy or his ground units doesn't attack at the same time.
If it bumps into an opponent it does 14% damage, sendning him straight up, killing at around 110%.
The Bomber comes with 50 HP.
B: Wrench Throw
Andy throws a wrench forward, similar to when Toon Link shoots an arrow without charging.
It does 5% damage and sends the foe away with very low knockback.
Since it's an attack that invloves a wrench, it can help repairing buildings and units.
Final Smash: Hyper Upgrade
Andy strikes a cocky pose as he shouts "Hypeeer Upgrade!".
All buildings and units gets full HP, and their Damage, Speed, knockback, and Fire-rate is doubled for about 20 seconds.
During this time, they can't hurt Andy, and the Bomber Plane skips its 10 second turning-time.
Andy's A-Moves
I'm not gonna go in depth when it comes to his A-moves.
Let's just say that around half of his attacks involves a wrench(es).
Some of them are his Jab, Uair, and Fsmash which can be used both for attacking and repairing.
Up Taunt: Money Check
Andy pulls out a wad of cash and counts them whlle sticking his tongue in the corner of his mouth. The current amount of money pops up above his head.
Different playstyles
There are a lot of different playstyles to Andy.
- Capture (construct) a lot of buildings and save money.
- Save money without capturing, and focus a bit more on the opponent.
- No focus on saving money - plain focus on the opponent and on spamming weak units.
The costs for units, amount of HP, Damage Output, Kill%, and so on isn't very well balanced, but you get my concept.
[/collapse]
[collapse="Andy Moveset - OddCrow"]Here is my moveset for Andy.
Andy has a CO meter that builds as he lands successful hits and gets hit himself. It is incremented like in AW2, with a notch at 50%. The CO meter has 3 purposes.
- When the meter builds to 50% Andy gains 5% damage increase, at 100% he gains a 10% damage increase, it is very difficult to maintain 100%
- CO meter is spent by holding B while performing specials to increase their efficiency/effect.
- CO meter can also be spent to instantly charge smash attacks.
Neutral Special - Mech Shot - Andy pulls a large shoulder-mounted cannon like mechs have when firing on vehicles. It shoots a large bullet-shaped shot that travels a speed/distance based on how long it is charged (using COmeter). Hitting people with the cannon while pulling it out causes low damage and decent lateral-knockback.
Forward Special - Air Strike - Andy points up into the sky while lifting one foot up in the air. You can hold B to make him hold this pose and spend more COmeter. When released, he steps far forward and points, and miniature bomber appears about head-height and flies forward, dropping a bomb every so often. Bombs increase in strength and bomber travels further the more COmeter you spend.
This can be done in the air, in which case, Andy grabs a long-rope ladder on a Fighter, which flies quickly forward. The fighter has 1 single shot that can be used by pressing B again. Charging with COmeter lets you angle the flight and increase speed.
Down Special - Tank Support - Not usable in the air. When used on the ground, a Sm. Tank appears directly behind Andy. Andy backflips to where the tank was (as it disappears) and the tank shoots an explosive shot into the ground slightly in front of where Andy was standing. The longer you hold B and spend COmeter, the stronger the shot becomes, at 50% charged it becomes a Med. Tank, and at 100% it becomes a Neo. Tank.
Up Special - Air Lift - A transport copter appear above Andy and he grabs a rope-ladder hanging from it. It works basically like snake's cypher. Hold B to travel more quickly and further while spending COmeter.
Jab Combo - Wrenches - Andy does a 1-2-3 type strike with his dual-wrenches, with the last strike having decent knockback
Forward-Tilt - Shiek-like spin-kick
Up-Tilt - Waves wrenches overhead, cross between links upsmash and dk's uptilt (sorta I guess)
Down-Tilt - Does a tripping-like kick
While charging a smash, you may instantly charge it to 100% by pressing B (which simultaneously releases the attack), this spends 50% of your COmeter, decreased by the amount you've already charged it. If you press B with not enough COmeter though, your attack will fizzle and leave you open to attack momentarily.
Forward Smash - Swings a massive pipe-wrench like a homerun bat
Up Smash - Andy chucks his wrenches one at a time, with the second one having more knockback. The more you charge it the higher they fly.
Down Smash - Andy does a quick breakdance-style kick that can catch people (like peaches/pikachus downsmashes)
Grab, grabs people by the front of shirt with both hands (wrenches in hand)
Pummel is a wrench to head strike
Undecided on up/forward/back throws, down throw HAS to be the famous infantry-capture stomp! Very chainable at low%.
Neutral Air - Kirby like spin
Up Air - Swipes wrenches (2 hits)
Down Air - Infantry Stomp - very powerful meteor smash
Forward Air - Spinning high kick
Back Air - Spinning roundhouse kick
All taunts are cheesy catchphrases and goofy poses.[/collapse]
[collapse="Andy Moveset - DNeon"]All tilts, aerials, smashes, jab and dash are just done with wrenches.
Grabs will be assisted by infantry units with a projectile follow up, mechs for a small explosive rocket on forward and back throws, regular infantry will just shoot a line to assist on down and up throws.
Neutral Special: Hyper Repair/Hyper Upgrade: Andy charges his CO stars by doing damage (only himself, not his units), if at 3 stars he can use hyper repair (healing himself), if at 6 he'll use hyper upgrade (also healing and proving armor of some sort for the next few moves).
Side Special: Command ____: charges a unit in similar fashion to Pacman's Neutral B, going from recon up to super tank (traveling along the ground like a koopa, but not turning ad ledges). pressing B while it's in travel will cause it to fire, doing a small blast forward and then disappearing.
Up special: Battle copters: a pair of copters appear above Andy's head, if B is pressed again he'll garb onto them for a fairly controlled recovery (similar to Olimar and Villager), if not they just fly slightly upwards (platform level) and then forwards firing occasionally.
Down special: Artillery: places an artillery unit behind Andy that starts charging up for a projectile attack. This attack does and arc similar to Mii Gunners grenade, but slightly taller and shorter. If done in an smash input then the artillery will be replaced by rockets, that have a lower but longer, but also takes longer to charge up.
All units created by these attacks have health of varying strength, so can be destroyed. The idea would be to force an approach from the opponent and then start using Andy's attacks to build charge, then use specials again to cover for a small period while he's using his neutral for a heal/upgrade. I'm not a great artist so I'm sorry if some of the stuff I'm trying to say is hard to visualize.
EDIT: I also picture this moveset to be pretty easy to modify for other AW characters, simply changing the neutral B and how it charges to represent the character and upgrading the part of the kit that the character is known for. Sami would have excellent grab options, but less ability to force an approach with specials, which would then be covered when her CO power is charged giving her movement speed to get in for those grabs and followups. Grit might be campier, relying on specials for spacing but having limited kill options until CO power is charged. Sturm would be heavier and harder hitting to allow more opportunities to charge the CO power as a kill move, although incorporating all his other strengths would probably just leave him as OP as in the games.[/collapse]
DNeon;'s 2nd Moveset
Notes: All summoned units can be destroyed with varying amounts of damage (essentially removing hitboxes). All other moves (using wrenches) charge a "CO meter" with their damage.
Jab: 1-2 swipes with his wrenches, followed by a rapid twirling of it in front of him, similar to Dedede's without the range.
Side Tilt: Andy hurls a wrench straight ahead, then searches his pocket for a new one. Weak damage, mostly chip and building meter without committing, but punishable with it's end lag.
Up Tilt: Andy does his signature happy pose, thrusting both fists into the air above his head, grinning from ear to ear. Sweeps opponents up but mostly a juggling move.
Down Tilt: A simple low swipe. Just for keeping approaches honest.
Neutral Air: Andy summons Fighters, that swirl around him. A bit of a 'get off me' move.
Forward Air: A heavy swing downwards with his wrench with both hands. Has a spike.
Up Air: Twirls two wrenches above his head, again similar to Dedede with less range.
Back Air: Andy summons a Stealth that he sends straight backwards behind him with a little range to it. Weak, a bit of a wall of pain but slower in exchange for higher range.
Down Air: Andy rolls in the air, swinging his wrenches underneath him, sending his opponents slightly behind him.
Forward Smash: Andy summons a Battleship into a puddle slightly in front of him (this animation has a small water/windbox to it like Graninja's taunt). On release the Battleship releases a flurry of explosions, like Samus Up Smash but from bottom to top.
Up Smash: Andy summons an Anti-Air slightly behind him, signalling for it to hold. On release he punches a very short distance forward to signal it to fire an explosive cloud above Andy's head. Doesn't sweep up from the front, instead just having a weak hit box on the fist. Does from the back, but Anti-Air can be destroyed from the back too. If fully charged the explosion will leave behind a flak cloud that does damage to those in it and has low knockback if it reaches a certain amount of damage.
Down Smash: Andy charges then on release summons a Bomber to fly over him from front to back, razing the ground as it goes, the ground explosions working as the hitboxes. If fully charged the explosions will leave behind napalm on the ground that does damage to those in it and has low knockback if it reaches a certain amount of damage.
Grab: Andy summons an Infantry and Mech to dive tackle slightly forward to hold the opponent.
Pummel: Stabbing/poking motion with the wrenches.
Forward Throw: Winds up to hit with the wrench like a baseball bat. Mech fires a rocket in followup for slightly more knockback. Not a kill throw until Mech rocket is Upgraded.
Up Throw: Grabs the opponent from his soldiers, struggling to hoist them above his head, crouches then straightens out and throws the opponent into the air. The Infantry fires in followup for damage. Not a kill throw.
Back Throw: Grabs the opponent by the lapels to swing them around and throw them backwards. Mech fires a rocket in followup for slightly more knockback. Not a kill throw until Mech rocket is Upgraded.
Down Throw: On command the soldiers throw the opponent to Andy's feet. Infantry fires at them for damage before Andy kicks them into the air. Not a kill throw.
Neutral Special: Hyper Repair/Hyper Upgrade: Andy charges his CO Stars by doing damage (only himself, not his units). If at 3 stars he can use Hyper Repair, posing to heal for 25%. If at 6 he'll use Hyper Upgrade, posing to heal for 50% and increasing the knockback and health of all of his summoned units. When used without enough Stars he'll pose, then grumpily throw his wrench in a longer ranged Forward Tilt for still minimal damage, only gaining range from the extra startup.
Side Special: Command ____: Andy takes out a radio, charging a unit in similar fashion to Pacman's Neutral B, displaying the current unit in a speech bubble from the radio, going from Recon to Light Tank, Medium Tank, Neotank, Mega Tank. This charge can be stored, and when released will summon the unit in front of Andy, moving forward and turning at ledges, faster at lower charge but much higher health at higher charge. Re-using side special causes the unit to fire an explosion in front of it, then disappear.
Up Special: Battle Copters: Andy summons a pair of Battle Helicopters above his head. If Up Special is pressed again he'll grab onto them for a fairly controlled recovery similar to Olimar and Villager, susceptible to having his Copters broken and going into free fall, if not they fly slightly upwards (approx. just above platform level) and then forwards firing diagonally downwards occasionally for flinching damage.
Down Special: Artillery/Rocket Launcher: Summons an Artillery unit behind Andy that stays in place and starts charging up for a projectile attack. When fired this attack goes in a high (~platform and a half), short ranged arc with decent knockback. If done in an smash input then the Artillery will be replaced by a Rocket Launcher that takes longer to charge up, but travels slightly faster in a lower (not quite platform height) but much longer arc for the same knockback.
Final Smash: Chain of Commanders: Andy uses his Hyper Upgrade, this time with the screen wipe from the games, followed by a bunch of the other CO's having their CO Power screen wipes flash across as they add their support. Andy becomes much more buffed than usual, but now has all different coloured units of different types moving around the stage firing off blasts at random but not disappearing. If this is a performance issue then instead they can work as distant background props, firing a bunch of muzzle flashes followed by random explosions occuring all over the stage.
Victory Theme
Alternate Costumes
Straight from Advance Wars 2: Black Hole Rising, Andy gets all his alt costumes from the many different palette swaps he has in that game. Additionally, he can also use his alt from Advance Wars: Dual Strike.
Credit: TheAnvil and Nantendo
Potential Advance Wars music tracks
CO Related
Andy's Theme
Max's Theme
Sami's Theme
Nell's Theme
Grit's Theme
Sonja's Theme
Eagle's Theme
Sturm's Theme
Jake's Theme
Rachel's Theme
Will's Theme
Lin's Theme
Misc. Advance Wars Related
Wars World News (Advance Wars)
Wars World News (Advance Wars 2: Black Hole Rising)
CO Power Theme
CO Super Power Theme
CO Tag Power Theme
CO Power Theme (Days of Ruin)
Orange Star Theme
Non-Advance Wars Related
Famicom Wars Credit Roll
Super Famicom Wars BGM 1
Super Famicom Wars BGM 2
The Battalion Wars (Battalion Wars)
Counter Arguments (Courtesy of God Robert's Cousin once again)
"Advance Wars does not deserve a representative in Smash Bros."
Advance Wars dates back to as early as 2001, making it quite the veteran Nintendo series. The sister-series to Fire Emblem, Nintendo Wars, which is the overarching "main" series that Advance Wars is only an arc of, is as old as 1988, making it stand next to Fire Emblem with just as much seniority. With four games under the Advance Wars name alone, Advance Wars has essentially taken up the name as the official name of the series now, with the latest Nintendo Wars entry in 2008 being a DS title called "Advance Wars: Days of Ruin".
To give a sense of scale in seniority, Golden Sun, series of the very highly requested Isaac, was made the same year on the Game Boy Advance. This means that Advance Wars, like Golden Sun, is old enough to be considered its own standing series from its higher-arching Nintendo Wars grand-series. Because of this, Andy, the mascot for the Advance Wars series, has just enough notoriety to warrant a place in Smash Bros.
"Andy has never actually fought before."
This is a weak argument that has been completely dismissed already on part of characters like Villager and Wii Fit Trainer joining Smash Bros. despite having no fighting experience of their own. Andy himself, his design more specifically, has the right amount of combat-potential on appearance alone (as all COs in Advance Wars seemingly do). We've been shown through Captain Falcon that a character does not need experience in hand-to-hand combat to be given a full-fledged moveset. Much like Captain Falcon, Andy can easily go into a fighting role without going out of character solely based on his combat-ready appearance alone.
Andy himself has seen all types of combat in his time of commandment, from foot-soldiers to tank-warfare to dogfights to naval-battles. He's quite experienced with commanding the action that goes on the battlefield. Surely a transition from commanding officer to fighter would not be a surreal one on part of how Andy knows how battle works.
"Sami should be the one to represent Advance Wars, not Andy."
While Sami does bring in female representation, she is not the main character of the Advance Wars series. Andy is on part of how he is the CO available to you earlier on than both Sami and Max, as well as that Andy has the most plot-points interwoven with him in the series. He is predominately red, much like how his units are red and how the Japanese name of Orange Star is Red Star. Andy features the most basic of all CO abilities, making him the Jack of all Stats main protagonists are often accustomed to. Through all of this, it's easy to tell that Andy has higher importance to the series than Sami, if only slightly.
This being the case, while Sami is very much liked by Advance Wars players, she is not the deserved representative. Much like Falco is to Fox and Meta Knight is to Kirby, Sami is to Andy in that while she is arguably more of a fan-favorite, she fulfills the role of The Lancer. She's right behind the main character in importance yet not as core to the series as Andy himself, in other words. Without a doubt though, should Andy make it into SSB4, Sami seems like a definite possibility for being an Assist Trophy, or better yet, a newcomer for SSB5.
"Andy is annoying."
This plays right into the above. Regardless of whether or not one finds Andy annoying, he's still the main character. This shouldn't even be a reason to exclude him in the first place, lest we hold a double-standard for subjectively annoying characters like Pit, Pokemon Trainer, and Sonic that find a place in Smash Bros., despite being just as annoying themselves. His personality is that of a pure-grade Keet, meaning perky young boy, which seems to agitate certain people but can be effectively used to better a character. In this case, Andy being a Keet is used to differentiate himself from other COs in a story perspective and used to help educate the player by asking seemingly dumb questions in a gameplay perspective. It makes him that much more of a information-source that the player would otherwise lack without another lengthy tutorial.
Really though, let's not even pretend that being annoying is legitimate deduction to being in Smash Bros. in the first place.
"Bullets are taboo in Smash Bros."
Let me start off by asking you one thing. Remember these guys?
They shot bullets in Brawl. I don't think it's too much to say that if Sakurai felt like he could get away with this in one Smash Bros., he certainly could in future installments. As long as the projectiles are like what they were in this game, there shouldn't be any worries.
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