So last night, and in the new patch thread there's been a lot of talk about how to make Andromeda good. This is an attempt to summarize multiple discussions, and give some added observations after mulling over them today. Problems with Andromeda right now: Death Rays: There are several characters with big long range attacks whose general affect is to force the opponent to stay at close. Of course, Andromeda can't go close because kick is pathetic. Worse, Trueshot is speed 2 so all these attacks flat out beat it even with Valkyrie Charm! Speed: Speaking of which, why is our master archer so slow? Just about any ranged attack is faster than any of hers except Crippling (which does almost no damage), meaning she's going to take more hits than she's going to give most of the time. And that's not even counting the damage she takes at close before getting to far. Resistance: It's ironic that I bitch about this because the physical tanks are actually among Andro's best matchups currently, but that's really because her innate + stoneheel gives her such an absurd energy advantage against characters that can't afford to let her stay at far. Step-trueshot is her ONLY move against characters with any kind of resistance and for that reason I would even consider making Trueshot 50en just to make sure someone can't screw it up with their own Stoneheel. Crippling Shot: This attack isn't useless, but it's only real use is in her best matchups, and even then it really shines when she's already winning. Consider: if the opponent has any kind of ranged capability, they will probably do more damage than she did on her Crippling Shot turn, and Crippling loses energy overall (while your close-only opponent doesn't) so why didn't you just use a real attack in the first place? Answer: because it's a tank and you're threatening to combo them out with crippling/crippling/...trueshot, or that tank is their only character and you will combo them out barring a miss. Just doesn't add enough to her in my opinion, especially since the more I think about it the more I think she'll need more than one new attack to be completely fixed. Proposed Solutions so Far: Close Attacks: I brought this idea up in another thread; Sirlin vetoed this one saying Andro should be a ranged attacker, so I will mention it no further. Inner Peace: Current idea is 0 energy at close for full energy bar, but has the problem of creating stalemates in the mirror and possibly making her overpowered against tanks. Proposed fixes have included lowering the proc rate or adding a life cost, but I hate the former and Sirlin hints that the latter doesn't really fit the character. Interrupts: Some ideas came up like "20 energy, 10 speed, 20 damage, interrupts light attacks" but eventually shot down because it was too mindless; I agree. It would be just as bad as how Higashi's old Open Palm worked. Worse, the super nasty attacks are mostly high speed (except, ironically, those of the other ranged specialists, which makes less sense the longer I think about it), so we can't make it like Shield Bash where it mostly stops other super strong attacks while leaving the smaller attacks alone. I don't see a way to make this idea work without monkeying with the speed of a ton of other attacks. Chi Reflect: One suggestion that came up was to just give her Chi Reflect. This would give her a defense against all the death rays except Amaya's DCB. The bad: If all we do is go Kick -> Chi Reflect, it makes her too directly comparable to Yoshiro. Consider: Rising Dragon vs. Rain of Arrows Chi Blast vs. Trueshot Chi Reflect vs. Chi Reflect That leaves Crippling Shot vs. Open Palm...the end result of all this I think is that one ends up flat out better than the other overall (right now I think Yoshi wins this comparison, but if we juice up Andro until she wins that's no better). Another far attack: Rain of Arrows does crap damage against too many characters (i.e. anyone with significant physical resistance). Trueshot completely drains her if she changes ranges in the same turn, and that's assuming she started with a full bar. Something smaller might give her something to do from far other than Trueshot, especially since it allows for things like, Andro goes far, fires her cheap attack, opponent switches but Andro can still Trueshot if they don't move close. I explain in more detail below. My Current Proposal: Rain of Arrows: As is Trueshot: 50 energy? Chi Reflect: I wanted to come up with something else but it's not coming to me. This gives her a chance against the death ray characters without making it crazy lopsided (Higashi has Dashing Strike, Voss has Radiance Burst, Yoshiro has Chi Reflect, all of the above can go close, no other characters even care really) Holy Arrow: 10 energy, 20 light damage, speed 7. This is the most elegant way I could come up with to solve all her non-deathray problems without creating some kind of degenerate loop or lockdown. I gather from her innate + the Inner Peace proposition that Andromeda's supposed to gain some advantage through maintaining energy better than the other characters; this would do that, but without letting her do broken annoying stuff like maintain one range indefinitely. FWIW the one person I've run this by (FinalSlayer) thinks this one is over the top; if it must be toned down go for the damage and not the energy; letting her rest at close and always be able to step into this attack is part of its purpose, since my version does not include Inner Peace.