Talk:Android/Strategy/@comment-26966927-20160925024704/@comment-25424470-20160926015343

Part of this problem in categorizing for Android is that the style is incredibly unique when compared to other styles. While, like every other style, there are accessories tailored to it. There are accessories that are in other style lists that can actually work with Android's style of play, such as the many reaching attacks that Hero accessories have that can compliment Android's combo range, while Lightning Blaster, which is in the Spy section, can actually see full utiilizaton of the Strong Last Attack's range.

I'm considering the idea that Vortex Wheel is a Dancer item that mixes very well with Android's unique Weak Combo, which brings a whole can of mid-range attack mix-up on anyone with Auto Guard on, not to mention that Android's Beam Grenade is capable of comboing off the Strong Last Attack of Vortex Wheel, where the Strong Hold Attack can combo off of that, its pretty powerful. With enough skill and timing, and maybe Rapid Motion, you can even use a beam grenade after the pursuit right as your opponent is about to hit the ground, and Walk the Dog to pursuit the opponent on the ground. It is also notable that Android can do the same combo as Dancer and get over 100 points more in damage all that suffers is the Strong Combo Attack can't be used for anti-air "as well" as Android's base combo.

The point isn't so much as "optimization" of a style so much as it is laying the style's basic framework for a standard reference while bringing the styles out as proper characters rather than "a table of stats". Working with styles in such a way should be able to cut out a lot of "random experiments" to find what works and allow players to gain a clearer focus on the skills they want.