Andrew

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Authors: UpChuckle, Alberto Ballsus, TailwindZ

Last revision: 13 Jul, 2020 at 23:46 UTC

File size: 1.03 MB

On Steam Workshop

Description:

The president of AlphaCorp, a company he founded off of his ill-gotten gains. He not only wants to conquer his world but others as well. Andrew infuses fire magicks into "brands" on places and players which he can unleash at a later time with a snap of his fingers. Watch your step!

Victory theme credit to TZ Music!

Patch and balance update 1.8 – 1.9 credit to Geln’s Acolyte!
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Move Descriptions (also covered in his Information tab in-game)

Andrew’s main mode of play involves the use of "brands" that he can place using certain moves. Down air, down strong, and dash attack all place brands on the ground where the hitbox starts, and side special will place a brand on players if it connects! Every time a brand is placed all brands placed before it increase in level by one. The highest level a brand can have is level three, and any brand higher than level three fizzles away. Basically, Andrew can only have three brands in play at any given time. A brand higher up in level will cause a greater explosion, but the brand takes longer to explode once activated by down special. This will almost always cause the explosions to come up in a sequence based on a last-in, first-out order.

If a brand fizzles because it is placed on an area that has no ground on it or the ground itself is no longer tangible, the other brands in the area will still level up and retain their level regardless. This will allow for mixups if the opponent doesn’t pay careful attention to the brands’ appearances (each level has a slightly different animation).

Even if there are no brands in play, Andrew can still use down special to create an explosion in front of him. Unlike his other specials, this will not break his momentum. Be careful if you try to use it offstage! It also comes with a large cooldown period as indicated in the HUD icon.

Andrew’s up special is a teleport that can be guided very briefly while he has disappeared. It has two modes to it, weak and strong. A weak teleport is done normally and travels pretty far, but the strong version can be done while holding attack as Andrew teleports. The strong version comes out much faster with greater force but comes at the cost of less distance and twice the end lag as the weak teleport. (I haven’t quite figured out how to get Andrew to teleport through walls and objects so unfortunately he cannot phase through terrain at this time.)

Another unique trait of Andrew is his neutral air mobility. If used at the beginning of a jump, neutral air will allow him to soar to greater heights than with the jump or neutral air alone. Otherwise, neutral air allows him to break downward momentum for a brief moment. Neutral air loses its movement potency if repeatedly used before landing.

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Andrew version 1.8 is live!
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