GoodGrief741
Smash Legend
- Joined
- Sep 22, 2012
- Messages
- 10,169
That's a really creative take, I've never seen a moveset where Andy gets help from other COs; I quite like it, it displays a lot of variety and shows off the amount of colorful COs and their different powers, while still feeling like a strategic kind of fighter.I wrote a moveset for Andy, mostly because I was feeling inspired. I based it more around the idea of the CO's working together to command their troops, just with Andy being the troop in this case. He uses his wrenches instead of guns or whatever, mostly because it felt cooler. I'd love feedback if you have any <3
Concept:
In Advance Wars, the Commanding Officers (AKA the only actual characters) never truly fight, at least not really. They command an army and send out troops. So, while this moveset is for Andy, it will focus on CO's offering their help to their troops, with Andy being the troop in this case. This same moveset COULD theoretically work for a generic infantry unit, if not for the fact that Andy's wrenches will be used as weapons in this moveset.
Stats:
Below average movement on the ground and in the air, slightly lighter than Mario, only one double jump, average aerial aceleration, average dodge frame data, etc etc. Andy is specifically an all-around jack-of-all-trades in AW, so his stats will reflect that, but be slightly worse than average. This is because his special moves will allow him to be above average.
Normals:
Most of his normals will be fairly standard attacks, about what you'd expect for a guy holding two wrenches. They'll have small disjoints, but be quick and do decent damage. Comparable to Joker's daggers, but slightly slower and slightly stronger.
Jab- Classic 1 2 punch with an uppercut finisher, just with the wrenches in his hands for extra weight.
F-Tilt/U-Tilt- Andy holds one wrench out in the held direction and spins it for a moment, multihit disjoint.
D-Tilt- A two-hit move like some F-Tilts, a leg sweep followed by a step forward while swinging the wrench underhand.
Dash-Attack- A small tank appears and Andy rides it for a moment before hopping out. The tank disappears after the move finishes. Somewhat of a reference to the AW1 title screen/boxart.
N-Air- A horizontal spin with arms outstretched.
F-Air/B-Air- A quick swing of one wrench forward/backward, covering a decent amount of space.
U-Air- Lifts up both wrenches like his AW1 art, good juggling tool.
D-Air- Andy flips upside down and hits below him once with each wrench. Second hit spikes. Slow move overall, long landing lag.
Andy puts away his wrenches for his smash attacks and summons units from the games, in their pixel art forms.
F-Smash- He points forward, summoning an infantry unit that fires a machine gun multhihit attack. Functions like Mii Gunner F-Smash, lower to the ground.
U-Smash- He points upward, and two Anti-Air units shoot above him in an X pattern, similar multihit to F-Smash.
D-Smash- He puts his hand to his mouth to whistle, and a Bomber flies above him dropping bombs from behind to in front of him to cover both sides. Drops 5 bombs total.
Generic grab/pummel/throws.
Specials:
Up Special- Eagle's Lightning Drive
Eagle appears behind Andy, grabbing him as they both fly up with a trail of lightning behind them. Can be angled a bit left/right. Functions like Pit's Up B but with a strong hitbox reminiscent of Lucas's PK Thunder 2.
Side Special- Grit's Snipe Attack
Grit appears behind Andy and fires a bazooka forward. It travels quickly and does more damage the farther it travels.
Down Special- Sonja's Counter Break
Sonja Appears in front of Andy as a "shield" of sorts. If she gets attacked, she'll either counter normal attacks or reflect projectiles. If she succeeds, she salutes before leaving. If she does nothing, she shrugs before disappearing. Once she's summoned, Andy can move while she's still there for a moment.
Neutral Special- CO Meter Charge/CO Power/Super CO Power
Andy will have a CO meter above his portrait, that charges up every time he lands a successful attack. Neutral Special can also charge the meter, as long as it isn't fully charged. When a CO Power is available, this move functions similarly to Shulk's Monado Arts, allowing you to choose between Andy, Max, and Sami's CO powers, which will be signified with the character's head. The meter can be charged further past that, allowing you to use Super CO Powers when the meter can't be charged anymore.
Andy CO Power- Hyper Repair/Hyper Upgrade
Activating Andy's CO Power will heal Andy 10% (20% with super CO power) and make him heavier for 20 seconds. This option is best for when you want to stay alive, since the CO Meter obviously won't stay with you when you die.
Max CO Power- Max Force/Max Blast
Activating Max's CO Power will create a small (larger with super CO) explosion that has decent kill power, and then make all of Andy's attacks deal more damage/knockback for 20 seconds. Best for finishing off opponents that are at high percents, or potentially getting early kills.
Sami CO Power- Double Time/Victory March
Activating Sami's CO Power will let you start with a small amount of meter instead of none of it once the effect wears off, (slightly more with super CO) and then increase Andy's speed/air speed/fall speed for 20 seconds.
Nell CO Power- Lucky Star/Lady Luck
Whenever you activate a CO Power, it has a small chance (~15%) to be replaced by Nell's CO power instead. Nell's CO Power has no special effect upon activation, but will give you the buffs of all the other three powers (weight, damage/knockback, speed) for 10 seconds.
Final Smash- Meteor Strike
Andy manages to get help from Sturm, calling a meteor in to crash into the battlefield in front of him, potentially taking out several opponents.