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.