It’s finished

And with Captain Falcon, my roster is finished! I hope you enjoy it!

Oh? I am forgetting unlockables?? Well, I decided not to add them since…well….I felt like it. No Ganondorf. No Ness. No Falco. No Marth. No Jigglypuff. No Luigi.



Veteran: Captain Falcon

Name: Captain Falcon

Universe: F-Zero

Debut: F-Zero

Element Alignment: Fire

Affinity: Good

Availability: Starter

Reasons for Fighting: Justice

Captain Falcon returns to Smash as a starting representative for the F-Zero series!  Captain Falcon has been with Smash since the 64 days and by no means should he be cut.  In fact, I decided to add him as a starter since EarthBound also had a starter, Lucas.  I feel this will allow more representation for the F-Zero series.  Captain Falcon is a inter-galactic bounty hunter that races on the side.  He has a whole lot of powerful Fire based moves and quick to boot!

Changes from SSBB to SSB4

Captain Falcon went from good to horrible in Brawl.  Thus, I think some of his attacks especially his specials should be changed.  His main special, Falcon Punch, should recieve 17% Super Armor and the ability to cancel out of it by pressing B between the time he is about to release the devastating attack.  Secondly, his Raptor Boost does not put him into a helpless state while in the air.  Thirdly, his Falcon Kick can be canceled out of at the last set of animations or he can attack out of it.  Additionally, Captain Falcon`s Falcon Dive also does 5% more damage than previously.  Lastly, Captain Falcon`s throws all have recieved a 2% damage bonus and 3% more knock back.

Captain Falcon`s Special B Moves

  • Neutral B – Falcon Punch
  • Side B – Raptor Boost
  • Up B – Falcon Dive
  • Down B – Falcon Kick

The Final Trio

  • Final Smash – Falcon Blast
  • Final Melee – Falcon Spirit
  • Final Brawl – Blue Falcon


Falcon Blast is Captain falcon`s new Final Smash.  Captain Falcon charges up and releaes a powerful eagle-like fire blast from his fist that travels along the stage.  It is extremely big and travels until it reaches the very very side.  It can OHKO opponents as low as 20% when right near Captain Falcon and farther away opponents end up being carried away by the attack.  When hit at close range, it does 95% Fire damage.  However, farther away opponents get hit 8% Fire damage for each hit and the attack can hit up to 8 times thus totaling to 64% Fire damage.

  • Beginning Cinematic: Captain Falcon encases his hand in fire and it explodes; washing a firey glow over the Captains face.

Blue Spirit is Captain Falcon`s Final Melee.  Captain Falcon, overwhelmed by his pure awesomeness, becomes a living being of pure fire.  Fire surrounds his body and occassioanlly releases bursts of fire energy.  Captain Falcon recieves a 40% increase in attack damage, attack speed, movement speed, and a 10% increase in reach via disjointed hitboxes.  He exudes awesomeness through fire.  All of Falcon`s attacks remain the same but do Fire damage.  The bursts of fire does around 15% Fire damage and vertical knock back.

  • Beginning Cinematic: Captain Falcon arches his back, begins to shake, and suddenly explodes in a firey blast.

Blue Falcon is Captain Falcon`s Final Brawl.  It behaves just how it did in SSBB.

Proposed Home Stage – Aeropolis

Proposed New Taunt(s)

  • Left Side – Captain Falcon performs some stretches such as crouching to the ground and extends his knees and does a couple squats.  He then stands back up, cracks his neck, and says Time to do this!

Proposed Palette Swaps

Proposed DLC Costumes

Blood Falcon


Current Captain Falcon Move Set (Taken from the SmashWikia)

Changes are made in BOLD

Ground Attacks

  • Neutral Attack – Punches twice then knees the opponent, which is followed by a series of punches. The first two punches and the kick do 4% and 5% respectively, and the punches at the end do 1% each. A good jab-canceling move, the first hits can lead into a grab. Extremely fast, this is Captain Falcon’s fastest attack, start-up lag wise, though poor shieldstun.
  • Dash Attack – Rams a shoulder into the opponent. Quick, but few reliable follow-ups, extreme unsafety on shields due lack of shieldstun and high ending lag means it’s still an unsafe approach move. When the hit is successfully landed, it can lead into his N-Air, running u-smash, or some other aerial combo. 9-12%. The attack, though short in duration, is at it’s strongest when it first comes out.
  • Side Tilt – Roundhouse kick. Mediocre range. This can be angled up or down. At higher percents, near the ledge, it can lead into Falcon Dive, The Knee, or a D-Air. Best used as a quick punisher, though fairly awkward in general. Can KO when angled up at very high percents, though overwise fairly weak. 7-10%.
  • Up Tilt – An Axe kick with good horizontal knockback. This move’s hitbox stretches from above Falcon, giving it some anti-air properties, to dropping in front of him. Above average KO power with good range, with a disjoint slightly extending the range, though somewhat slow. It also moves Falcon forward a little. When used near the ledge, it can lead into a D-air or F-air 10-13%.
  • Down Tilt – Does a sweep kick with vertical knockback. This move has lost practically all of it’s combo ability from Melee, the only real combo being at moderate-high damages, where it can lead into his Knee. The starting lag is predictable, and ending lag prevents any quick follow up, usually giving the foe enough time to escape at lower damages. It has decent horizontal reach. 10%.
  • Forward Smash – Rears back and jabs an elbow forward, making a fire effect in contact. Great knockback scaling but its low base knockback makes its killing power only slightly below average among forward smashes (though the high knockback scaling makes momentum canceling not very effective on it). It also has fairly good reach, but slow and has abysmal shieldstun. Can also be angled. 19-26%.
  • Up Smash – Kicks into the air twice. Good knockback for a u-smash, especially for a multi-hit u-smash. This is one of Falcon’s best moves due to the good vertical range, power, damage output, its usefulness as a running u-smash (due to Captain Falcon’s very fast dash speed), and juggling ability. It has very poor horizontal reach, which can make it difficult to land on grounded opponents, but the horizontal disjoint makes the range better than it looks and using it during a dash can help with this problem. First kick does 8-11%, second hit does 13-18%. Total, 21-29%. This move can be followed by Falcon’s Up Special or simply his U-Air.
  • Down Smash – A kick forward, then backward. Very high horizontal knockback with great reach and little vertical knockback as well, though rather easy to DI at mid-high percents. If the move connects when the foe is directly on Falcon, the first hit has a small trapping hitbox below him so the foe gets hit into the second kick, though quite rare. Unlike most of his moves, it’s safe on shields and has a quick charge release, making it one of his better moves. However, it is one of the slower d-smashes in the game, but during the attack, it`s suprisingly fast. 16-18% for each kick. In the Changes from Melee to Brawl section, it stated that Falcon`s Down Smash has gotten slightly stronger from Melee, but in Melee, it could KO under 93% (Fully charged) while in Brawl, it could KO under 96%-101% (Despite Bowser being lighter from Melee, therefore weakening the move somewhat by a fairly large amount).
  • Ledge attack – Flips over and brings his foot down. Very fast with good range. 10%. The only ledge attack that is stronger than its 100% counterpart.
  • 100% Ledge attack – climbs up the ledge and does an uppercut attack. Medium Speed, though short range. 8%. The only 100% ledge attack that does less damage than the normal ledge attack.
  • Floor attack – Spin kicks his foes. Very fast.
  • Trip attack – Gets up and hits forward and backward with his fist.

Aerial Attacks

  • Neutral Aerial – Kicks horizontally twice, first hit 4%, then 6% damage, for 10% total damage if they both connect. The first hit has very low set knockback which is intended to lead directly into the second hit. Has almost no landing lag. It’s purpose from Melee has been reduced dramatically due to the lower hitstun, making both kicks connect much harder, and it’s duration is risky to use airborne.
  • Forward Aerial – Knee Smash: Jabs a knee forward. If sourspotted, it deals 3% with extremely low knockback, but if sweetspotted, it deals 19% with extremely high knockback, making it an excellent horizontal finisher, although it is very hard to land due to 14 frames start-up, sweetspot lasting only 1 frame and the back counts as a semi-sourspot (very weak but still stronger than hitting in later frames, though it is much less useful than hitting later). When sweetspotted, an electric effect can be seen. Also, the sour-spotted knee can trip opponents if they are not airborne, which has combo starting potential, goes well into a grab/smash. And against characters with poor recoveries, the sourspotted knee can edge guard them, or follow-up the Knee into his Up Aerial. Has high landing lag, but it can be completed in the air during a short hop before Captain Falcon lands.
  • Back Aerial – A quick backhand. Has high knockback when sweetspotted, although significantly less than his Forward Aerial. It has somewhat low reach but the sweetspot has a very short duration and the sourspot is exceedingly weak (its not as extreme as in the case of his fair). Has some landing lag, though it is less than his fair and dair.
  • Up Aerial – Kick flips with fast start-up and good all around range (though non directly below him).  The attack does more horizontal knockback if hit at the tip but more vertical knockback if his body connects. Has almost no landing lag at all. One of his best moves and is easily his most versatile attack, it easily juggles or follows into another aerial, with good KO potential at high percents. It can also edgeguard quite well and more reliably than his fair, dair, and bair. 12% damage when sweetspoteed.
  • Down Aerial – Stomps downward. This is a meteor smash with above average power when his boots hit the target. When it connects on his body, it deals horizontal knockback, which means that the Nipple Spike has been removed. Even so, the knockback is surprisingly high for a non sweetspot and it can earn Captain Falcon many surprise KOs, especially since foes may DI the wrong way, thinking they are going down instead of horizontal. It has a fairly small hitbox, making it hard to land. This can also be completed completely like Ganondorf’s Down Aerial following a short hop, but the horizontal range is much worse, making this much less effective than Ganondorf’s and it has high landing lag should someone perform it too late in the short hop.

Grabs & Throws

  • Grab: Captain Falcon’s standing and pivot grab both have terrible range.  The standing grab has the 2nd shortest horizontal grab range in the game, only slightly better than Ganondorf’s, and some characters are capable of completely ducking underneath it.  The pivot grab has 16 frames start-up to reduce its usefulness despite Captain Falcon’s mobility.  His dash grab has moderate end lag and mediocre range (but better than his standing grab thanks to his speed), but it’s slow enough to be punishable as an approach when spot dodged or jumped over.
  • Grab Releases: Primarily due to his speed, Falcon has a grab release option on a handful of characters.  He is able to Up Smash both Lucas and Meta Knight by hyphen smashing.  He has the knee on Ness, however this requires a small amount of room to dash before jumping.  With Wario he has a multitude of options, most notably his down air and forward air.  He may grab release down air, jab cancel his first jab, grab release down air again, jab cancel again, and finish with a forward air for a total of 53% damage.  Falcon can optionally cancel his second jab to add another 4% (2%*2), however with Wario’s high air speed, he is capable of DIing out of his grab range.  Alternatively, he can grab release forward air, jab cancel, and use another forward air, but this deals less damage and would mainly be used to move Wario towards an edge or some other hazard.  Note however those on Wario generally require flat surfaces in order to auto cancel Falcon’s aerials and he may have difficulty following up with anything on stages with multiple platforms (ie Lylat Cruise).  In addition, the timing with aerial grab release follow-ups takes practice to master.
  • Pummel – Knees the enemy’s midsection. A fast pummel. 2% damage.

Note: all of Falcons throws excluding Down Throw have KO power in sudden death.  However, Up Throw may not guarantee a KO vs fast fallers –  likewise, Forward Throw or Back Throw might not finish heavyweights.

  • Forward Throw – Punches the enemy and sends them forward. Can be used to pseudo-chain throw the opponent at very low percentages. Has no guaranteed follow ups but generally better than Down Throw vs fast fallers and fighters with good sex kicks.  Its low angle knockback is useful near edges as Falcon can run off the edge and Uair or jump and fast fall Bair.   4% then 5% damage.
  • Back Throw – Puts the enemy behind him and kicks. 4% then 5%. Looks identical to his back throw from the original SSB, though with much less KO potential. Usually only used to get the opponent offstage.
  • Up Throw – Holds the enemy up and uppercuts with his left hand. Mainly upwards knockback, though it appears to be slightly angled. 3% then 4%. This is Falcon’s most powerful throw, knockback wise.  Useful against opponents he needs in the air as long as possible.
  • Down Throw – Flips opponent and throws them on the ground. Can potentially combine with other attacks (but significantly less so than in previous Smash iterations), however this is heavily depending on the foe’s DI reaction, weight, and damage. A running short hopped Up Aerial is a true combo at low damages on most characters, which can then further combo into a jab and another throw on certain characters like Bowser. 7% damage.


  • Up Taunt – Clenches his fists while surrounded by a fiery aura.
  • Side Taunt – Jumps back, extends his hand out, and says “Come on!”
  • Down Taunt – Gives a salute while saying “Show me your moves!” This taunt can be done faster if Captain Falcon is facing left.

Stange Entrance

  • The Blue Falcon appears then Captain Falcon jumps out of it as it speeds off.

Legend of Zelda Trophies 2


Debut: Legend of Zelda: Skyward Sword

Groose is Link`s self proclaimed rival for Zelda`s heart and a fellow student in the Knight Academy.  He has a very big ego and considers himself one of the best knights; when compared to Link at least.  He has a knack for getting himself into akward situations and causing more trouble due to his attention-grabbing antics.

LD-301N Skipper

Debut: Legend of Zelda: Skyward Sword

LD-301N Skipper is an Ancient Robot that once commanded the great ship, the Sandship.  However, he lost it to a host of robotic pirates.  Skipper seems quite knoweldgeable concerning the Ancient Robots fate and recognized the differences between the present and the past.  He seems to acknowledge his family is gone as well.

LD-301S Scrapper

Debut: Legend of Zelda: Skyward Sword

LD-301S Scrapper is a robot owned by the mechanic Gondo`s grandfather to search for junk on the Surface.  However, he broke down due to old age.  After Link assembled him, the robot initially refused to aid Link.  However, Fi was able to convince the robot who was quite taken to spirit.  He then began helping Link…for Fi`s sake.


Debut: Legend of Zelda: Skyward Sword

Batreaux is a bat-like monster that resides in a shakc below Skyloft.  He is the root of all monster stories in Skyloft and his evil aura precence has caused the Remlits and other monsters to convene.  However, he may be a monster but he isn`t a evil monster.  He enjoys the time he can spend with humans and wishes to be one.


Debut: Legend of Zelda: Skyward Sword

Gondo is the main (and only) mechanic on Skyloft.  He wears a helmet and goggles to protect his eyes and head while he works.  Link can give him weapons and shields to repair and upgrade but they come at a price: ususally in rupees and raw materials.  He also mains the LD-201S Scrapper and helped repair him alongside with Link.

Old Woman

Debut: Legend of Zelda: Skyward Sword

The Old Woman is a prophet of sorts that resides in the Sealed Grounds.  She was entrusted with the location of the Triforce by Hylia a long time ago.  She is knoweldgeable about the destinies between Link and Zelda as well as the evilf orces led by Demise.  She teaches Link several songs and gives him advice  to aid him in his quest.


Debut: Legend of Zelda: Skyward Sword

Guardians are protectors of the Silent Realms.  They are motionless until they sense a foreign entity leave the protective barrier.  They will then puruse this invader with unparalled determination.  One attack from their weapons is enough to force the invader from the Silent Realm.  Collecting a Tear of the Goddesses will cause them to become dormant.


Debut: Legend of Zelda: Skyward Sword

Remlits are docile furry creatures during the day but turn into viscious monsters at night that will attack any helpless victim on sight.  They are common pets on Skyloft and even the Academy Headmaster , Gaepora, owns one named Mia.  It is said that a curse remains on Skyloft and removing it will cleanse the Remlit of the ghastly transformation.


Debut: Legend of Zelda: Skyward Sword

A Stalmaster is a evil creature that can use its four arms to attack foes with surprising speed and accuracy.  Each arm holds a different weapon and serve various functions.  The key to defeating this undead villain is predicting where it will strike and attacking opposite of where he will strike.


Debut: Legend of Zelda: Skyward Sword

Koloktus is a boss encountered in the Ancient Cistern.  While initially a decorative statue, it is brought to life by Ghiraham at a snap of the finger and forced to fight link.  It fights using large Chakrams and can throw these for extensive damage.  It can repair itself if one of its limbs becomes severed.  It is both a beautiful and deadly statue.

Assist Trophy: Brotherhood

Name: Brotherhood

Universe: Assassin’s Creed

Type: Attack

Availability: Unlockable

The Brotherhood is a group of Assassin’s that work together to complete there missions. One assassin might summon the team or they may move as a group. The strike with unprecedented accuracy and speed and ensure the kill is quick and silent.

The Brotherhood appears in Super Smash Bros. 4 as an assist trophy. First, arrows rain onto the stage and can cause flinching. The arrows do 8% damage each hit. After the rain of arrows finish, anyone hit falls to the ground. From the skies, four Assassins pounce on a random opponent and does 53% damage and does high vertical knock back. It can OHKO as low as 40%.

Newcomer: Andy

Name: Andy

Universe: Advanced Wars

Debut: Advanced Wars

Element Alignment: Light

Affinity: Good

Reasons for Fighting: Allies

Availability: Starter

Andy is the mascot of Advanced Wars and is the main hero. Andy is a CO in the Orange Star army and, evidently, has no weaknesses which is his strength. While slightly naive, he is a powerful officer whose strength lies in improving his units abilities. Andy is a first rate mechanic and many of his abilities involve bolstering his units abilities and stats. He is able to restore and repair his units even after they take a beating thus allowing Andy to continue fighting.

Andy’s Stats

Power: **
Weight: **
Defense: ***
Speed: ***
Jump: ***
Recovery: ***
Element: ***

Andy’s stats are average and evenly balanced out. Much like Mario, he appears relatively balanced and has no true strengths or weaknesses. Andy’s main strengths relies in his average stats. Andy, however, has a unique ability that stands him out against the rest of the roster. Andy is able to repair and maintain units on the stage while he is fighting. By using his neutral B move, Andy can deploy only up to six units at a time and certain units take up a number of slots. This gives him a slight edge over opponents as well makes him a unique fighter. Andy lacks necessary power unless he uses his Down B Upgrade ability which will boost either power, defense, speed, or health. This way, Andy remains a unpredictable fighter. Andy lacks the necessary power though on his own so, at times, he depends on his units to get the job done.

Due to his size, Andy is considered a light to medium weight. He is taller then Mario but much more leaner. Due to this, he can easily be KO’d. The way to get around this is to have an opponent attack a unit instead of Andy. In this capacity, Andy can use his units as decoys or shields when he becomes damaged. Andy boasts average speed, jump, and recovery as well as his Light element. Andy’s shields are also average in strength. Overall, Andy is a average character with a unique ability that allows him to fight on a balanced playing field with the rest of the roster.

Andy’s Special B Move Set

Neutral B – Deployment

Side B – Wrench-a-Rang

Up B – Artillery

Down B – Upgrade

The Final Trio

Final Smash – Max Assault

Final Melee – Hyper Upgrade

Final Brawl – Warhead


Deployment is Andy’s Neutral B movie. Andy has the possibility of deploying four types of units. These are: Infantry, Missile, Tank, and Bomber. Each unit has a set certain number of units that can be on screen with Infantry the most and the Bomber being the least. As well, each unit is randomized much like how Mr. Game and Watch’s hammer was in SSBM/SSBB. Here is a break down of the units:

  • Infantry: Infantry is the basic unit and takes up only one slot. In theory, you can have six infantry on the stage at one time. The infantry has the highest rate of fire but deals the least amount of damage. It is capable of firing three shots per second and each shot does 1% damage. They also have the lowest health of all the units and the lowest defense stat. Their shots shoot straight forward and do not cause any kind of knock back or hit stun. It is also the fastest unit available. The Infantry unit can be on the stage for a total of 10 seconds. Attacks that can destroy the Infantry: a uncharged strong smash, Stone Kirby, Egg Roll, Samus’ Missile, etc.
  • Missile: Missile is a mobile missile launcher that shoots missiles upwards, which go upwards, and then falls down in a arc. It has a medium rate of fire of one shot every second. It has below average health and it is a fairly slow unit. It has decent defensive ratings and can take a couple hits before it dies. It’s missiles cause around 5% Fire damage if it hits and 8% if it hits in mid-air. The Missile can be on the stage for a total of 12 seconds. The missile takes up two unit spaces at once time so three of them can be on the stage at once. Attacks that can destroy Missile: Charged average smash attack, weak Ike’s Eruption, Bowser Bomb, Yoshi Bomb, etc.
  • Tank: Tank is a slow-moving vehicle that has high attack power and a decent rate of fire. It can fire one attack every two seconds and each attack does 7% Fire damage. They go straight and then fall downwards after a while. It has good armor ratings and the best health of all the units. However, it is extremely slow and it is huge so an excellent target for players. However, Andy can use it to direct attacks from him to the tank. It can stay on the stage for 14 seconds total. It is susceptible to bombs. The Tank takes up 4 unit spaces so only one of them can be on the stage at once. Attacks that can destroy Tank: Thunder, Charged Ike’s Eruption, Charged Strong Smash Attack, Fully Charged Wario Waft, Falcon Punch, Giant Punch, etc.
  • Bomber: The Bomber is one of the best units available. It can deliver three bombs every three seconds which does 9% Fire damage per attack. The bombs do high knock back and have an medium explosion radius. The Bomber also flies high overhead and out of reach from more grounded opponents. It is fairly fast but it lacks the defensive abilities – it is slightly better than the infantry. It has decent health to make up for the bad defense rating. The bombs will fall down until it hits a player or a obstacle in which it will explode. The Bomber can stay on the stage for 16 seconds total. It takes up five slots so only one can be on the stage. Attacks that can destroy Bomber: Ike’s Aether, strong Uair, Dedede’s Up special, Mach Tornado, etc.

It is Andy’s job to make sure the units stay active at their top fighting potential so they can hurt opponents. Andy can throw out a new unit by pressing B and can do it in the air. However, if it does it too high, it may cause damage to Infantry, Missile, and Tank when it lands. Andy knows when he can’t deploy more units when he sends out nothing but a puff of smoke.

Players can see the health on each unit by a small green bar. The green bar becomes shorter each time the unit is attacked and, when near the end of it’s life, it flashes red. When it is near the end of its time length, it flashes green. When a unit is destroyed, it explodes which causes no damage to opponents. If it runs out of time, it simply fades away. Deploying a unit takes around 3 seconds. Andy will point his finger out and a unit will appear suddenly.

Wrench-a-rang is Andy’s Side B move. Andy throws his wrench which spins gracefully in the air. It does 12% damage if done close up and then 2% less damage the farther it goes away from Andy. However, after it reaches a considerable length, it will return back to Andy and it will then reverse the damage. The damage becomes higher as the wrench returns to Andy. It does little knockback but it causes monetary hitstun to the opponent.

Artillery is Andy’s Special Up B recovery move. An explosion bursts under Andy’s feet and launches him high in the air. Andy positions himself like he’s free falling as he soars into the sky. As soon as he reaches the pinnacle of his ascent, he opens his parachute and begins to float safely to the ground. This attack can do two different hits. The first hit is at the explosion. If the opponent is below the explosion, it does 13% Fire damage and knocks them downward. However, if above or next to the blast, it does 15% Fire damage and knocks them upwards. The second hit is when Andy is traveling. It does 8% damage and causes a free fall state for the opponent. Andy can stay afloat in his parachute for 12 seconds total before it collapses and he falls.

Upgrade is Andy’s special Down B move. Andy, when standing next to one his units, can upgrade them. This technique can do one of two things. If a unit is at 100% health, it will boost by 10% either power, defense, or speed. It is entirely random on what the upgrade is but you can see a drastic improvement in a unit’s performance during this time. However, if a unit has received any damage, Andy can repair it to 50% health but it does not reset the timer for how long the unit can stay in the field. Andy can only do this by standing next to the unit or jumping near to the unit. As well, Andy can only do this technique every 8 seconds. When he does it, he flash much like Donkey Kong’s charged Giant Punch. When it is finished, he can upgrade a unit again. He can be interrupted during this attack. Upgrading a unit takes 2 second approximately.

Max Assault is Andy’s Final Smash. Andy will call forth three units which will rain down devastation onto the field. From the side of the screen, a Megatank, a Battleship, and a Black Bomber will appear and rain down artillery from the units. The Megatank does around 20% Fire damage, the Battleship does 25% Fire damage, and the Black Bomber does 30% Fire Damage. It does a total of 75% Fire damage and has a wide spread damage radius that extends around the stage. It is a very effective Final Smash and can OHKO as low as 30%.

  • Beginning Cinematic: Andy radioes into his intercom and gives a thumb-up.

Hyper Upgrade is Andy’s Final Melee. During this Final Melee’s effect, any of Andy’s units receive a 5% upgrade in attack (infantry = 6%, missile = 10%, tank = 12%, bomber = 14%). In addition, all the units receive a 10% defense and speed upgrade, 3% knock back increase, and regenerate health quickly. Bombers also have a better change of being deployed. The Final Melee lasts for 10 seconds.

  • Beginning Cinematic: Andy tosses his wrench in the air and smiles.

Warhead is Andy’s Final Brawl. Andy takes a flare and chucks it at the opponent. He then presses a button and, from the sky, a bomb drops down onto the opponent. A massive explosion rips the air. Andy stands up straight and smiles. The attack does 65% Fire damage.

Home Stage: Orange Star Headquarters

Proposed Taunts

  • Andy takes his wrench, tosses it into the air, and says “. “
  • Andy pulls out his suspenders and grins.
  • Andy salutes to the screen.
  • Andy radioes in and says “The enemy is attacking! Forced, move out!”

Proposed Victory Poses

  • Andy pulls out his wrench, twirls it around, and holds out toward the camera.
  • Andy plays a bugle along with his victory theme.
  • Andy marches in front the screen from right to left with the Infantry trailing in back. Andy continues to repeat thus.

Proposed Victory Theme

  • A military-esque composition with bugles and marching drums to the tune of the original victory theme.

Proposed Fighting Stance

  • Andy is standing, legs apart while moving up and down, while holding his wrenches in a action pose.

Proposed Idle Poses

  • Andy twirls the wrench in his right hand.
  • He stands up straight and kicks the ground.

Proposed Audience Cheer

  • GO GO ANDY!!! GO GO!!!!

Kirby’s Hat

  • Andy’s haircut and wrenches but downsized (Note: Kirby only deploys one unit at a time and can’t upgrade them)

Andy’s Palette Swap

Andy’s DLC costumes

Proposed Andy Move Set

Ground Moves


Neutral Attack – Hits with his right wrench. Pressing A again will cause Andy to hit with his left. Finally, pressing A again will do a overhead double wrench chop. The first attack does 5% damage, the second does 4% damage, and the last attack does 8% damage and the most knock back. Altogether it does 17% damage if it all connects.
Forward Tilt – A wrench thrust. It has a pretty nice reach and can be sweetspotted at the end. It can do 6% damage un-sweetspotted and 8% damage sweetspotted. It is a good move to combo into since it doesn’t have much lag. The sweetspotted hit does the most knock back.
Up Tilt – Andy spins as he jumps slightly while hitting three times. Each hit does 2% damage thus total to 6% damage. It deals vertical knockback between the second or third hit. It is a fairly quick attack but suffers from some start up lag
Down Tilt – Does a wrench poke. It does decent damage against shields. It has a far reach and hits low. It does 6% damage and can be spammed due to zero start up or ending lag.
Dash Attack – Does a horizontal wrench attack that causes vertical knockback and does 8% damage. It is a quick attack with a little ending lag near the final animations. However, it has a decent reach and zero start up lag.


Side Smash – Andy delivers three fast consecutive jabs. It is a very quick attack with no lag and has a far range. Each hit does between 5-7% damage so it does between 15-21% damage. It is can excellent shield poke and pressures opponents. It delivers average horizontal knock back.
Up Smash – Andy spins one his wrenches in the air. It hits 6 times during the attack and each hit does 3-4% damage. The attack does a total of 18-24% damage and deals high vertical knockback if all hits connect. It has a slight ending lag but no start up lag of any kind. It is a good combo finisher.
Down Smash – Acts much like Andy’s Up Smash but instead of one wrench, it’s two wrenches and hits on either side. The attack only foes 4 hits with each hit doing between 4-5% damage. Uncharged does 16% and fully charged does 20%. It does horizontal knockback. It has a slight start up lag.


Ledge Attack (below 100%) – Does a overhead bash with one wrench. Does 6% damage.
Ledge Attack (above 100%) – Climbs up and then does a three hit attack where he hits the opponent like a drum. Does 9% damage.
Floor Attack – Andy spins around as he stands up and swings both if his wrenches on either side. It does 7% damage.

Aerial Attacks

Neutral Aerial – Andy swings both wrenches from top to bottom while spreading out his legs. It is great attack but has landing lag when short-hopped. It does 12% damage. It does horizontal or downward knockback; depending on where the wrench hits.
Forward Aerial – Stabs forward with both wrenches. This attack does 8% damage. However, if Andy’s attack lands fully at the head of the wrench, Andy will will then separate the wrenches and slashes horizontally and away from the other wrench. This part does 10% thus totaling to 18%. It does high vertical knockback if this part lands.
Back Aerial – Andy reaches back and bashes the opponent with the other wrench. It is a very quick attack and only does 10% damage. It can be short hopped and has no landing lag..
Up Aerial – Much like Andy’s 100% Ledge attack but a bit stronger. It does three hits, both at 4% damage and does 12% damage total. It has decent vertical knockback unless all hits land which it then does high vertical knockback.
Down Aerial – Similar to his Down Smash, Andy spins his two wrenches like a baton below him. It does four hits at 3% damage thus totaling at 12% damage. It has decent knockback at the last attack.


Pummel – Hits the opponent with his other wrench. Slow pummel and does 3% damage.
Forward Throw – Drops the opponent and then slams his wrenches onto them. Does 10% damage and above average knockback. Very powerful throw and can OHKO as low as 95%.
Back Throw – Picks up the opponent, brings them over his head, and then slams them down into the ground behind him. Does 9% damage and decent vertical damage. It is a weak spike but a excellent move to combo into.
Up Throw – Jams his two wrenches into the opponent and then tosses him/her into the air. Does 6% damage and average vertical knockback.
Down Throw – Slams the opponent down and then slams one wrench into the opponent. It does 7% damage and no knock back. It can be combo’ed into which makes it a decent throw.

My Thoughts

I’ve wanted Andy available since Brawl but I knew his chances were slim. However, I think he has potential to becoming a very interesting character that utilizes a wide range of techniques to pressure opponents. As well, his Deployment and Upgrade attacks help distract enemy attention from Andy, thus allowing Andy to focus on KO’ing opponents while his units do most of the work. I’m really happy how he turned out!

Arguments for Andy

Andy is the mascot of the Advanced Wars series.
Andy has a unique move set and game play style.
Advanced Wars is one of the important franchises for Nintendo.
Advanced Wars is a continuation from the Famicon Wars series. If you combine these together, the series are a fairly old series.

Chances of Andy in SSB4

30% – I think Advanced Wars will some representation in Smash 4 but really have yet to see what character will be chosen. Andy doesn’t only have to compete with other franchises but his own comrades and enemies as well! In my opinion, Sami is his only real competition that Andy has since Sami, for the most part, is equally popular. However, Andy has mascot status.

I regret to inform that I will be unable to daily update this site.  I will be making possible weekly updates but I am unable to continue in thi smanner at the time.  I have been very busy at work and have to work at home after my shift ends severely cutting into my free time.  As well, my alptop recently broke down so I will have to purchase a new one.  However, I currently looking into buying a car and so the priority goes to the new car.  Once I buy a new car, I will begin searching for a new laptop.

In the mean time, I will be doing possible weekly updates from either my phone or on a work computer during my downtime.  Therefore, July 12th is the last scheduled update and my blog will then be taking a temporary break.  We have quite some time before Smash 4 is released so I think this is a good time as any to take a break. 

In my weekly updates, I will be focusing more on characters than the other parts of Smash 4.