• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Make Your Move 8: -TOP 50 POSTED-

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
DUNSPARCE

Dunsparce shares a problem with Jason that I really think more attention should’ve been given to – claiming it has flow when it doesn’t, and insisting that painfully generic attacks are designed to do something very specific. Aside from that, the set suffers from the usual problems from rushed Pokesets these days with the mirrored inputs, though it feels much more unwarranted here than with Forretress and comes off as very blatant filler.

While the flow is very minimal, I do like what you came up with in the digging and how his playstyle goes from constantly running to getting in a sneak attack with his fairly cool grab-game. . .Though the moveset doesn’t really seem particularly geared for that, it’s basically just what you say. The playstyle section is quite possibly written better than Burst Man’s in that you very much know how to talk about the set – you just have to design the moves more specifically to work with your intended goals.

To end on more obligatory negativity, the holes remind me of Flygon, and the very tacky Double Edge/Frustration seems like a pitiful attempt to play off the success of Scarmiglione, Banette, Von Kaiser and company. The grab-game is the only truly good part of the set, and the rest is just entirely forgettable. Pardon me for the negativity, I’m on day 8 of being stranded on an island away from civilization. You won’t see this comment for another good 5 days.

Will get to reading/commenting movesets after Dunsparce soon enough.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
HANNIBAL BEAN


Hannibal Roy Bean is the main villian from Xiaolin Showdown – yes, Jack Spicer is the main antagonist, but even from the start of the show he was blatantly downplayed as comic relief. While Hannibal isn’t introduced until very late in the series, he’s the most powerful character in the series and the one who manipulated many of the strings, even having turned one of the only other two competent villians to evil. . . .He doesn’t exactly look like final boss esque material, does he? He’s much more intimidating in person – mainly because of his extremely thick southern accent. Essentially, he’s George Bush in bean form. Considering the lot of you are all flaming liberals, that should be more than enough reason to find him to be pure evil, no?

STATS

Aerial Movement: 10
Traction: 9
Jumps: 8.5
Movement: 7
Falling Speed: .5
Weight: .5
Size: .5

. . .If it wasn’t obvious enough from these stats, Hannibal Bean is the size of an actual bean, which makes him the smallest character in the cast by far. He’s around 75% the size of a Pokeball. While he doesn’t outclass MYM in terms of size like Valozarg, having to share his throne of microscopic size alongside Zoop Triangle from MYM 3, he may as well. In any case, being small is advantageous – the problem is how insanely light you are, making Jigglypuff look like a heavyweight. Mario’s fsmash can KO Hannibal at the edge at 40%.

SPECIALS

Neutral SpecialMoby Morpher



Hannibal Bean takes out the Moby Morpher – his signature Sheng Gong Wu that he is in possession of for the entire series and uses in all of his fights. He equips them on his arms and shouts out the name of the Wu with his thick accent, then he enlarges to humanoid size, being as tall as DK but slightly thinner. This gives him a new set of statistics:

Traction: 9
Weight: 8.5
Aerial Movement: 8
Size: 8
Falling Speed: 7
Jumps: 6.5
Movement: 3

Fooled you for a moment there, didn’t I? MasterWarlord make a set for a featherweight? Absolutely preposterous. How else do you think he’s remotely intimidating?

However, the small form isn’t without it’s advantages, the most obvious of which are the ground movement and how slowly he falls – combined with his aerial movement, his recovery in the small form is already good even without his Up Special. Furthermore, at very low percentages, Hannibal may prefer his small form to avoid being combo food. Of course, the large form is still your main form – if not only because of the mandatory weight, because of the power and range it offers.

Why use just one form though? Pressing this input again makes you small, and this move is nearly lagless, the lag ending even before the audio clip finishes playing.

Side SpecialTentacle Wall

Hannibal extends out 6 tentacles from his body and brings them up in front of himself in a defensive position. It’s essentially a 100% solid Ganondorf sized wall you can bring out in front of yourself on command with .2 seconds of lag on either end, having no hitbox.

Aside from obvious uses, this has an additional effect – characters who are flying through the air at high speeds from taking knockback will splat against the tentacle wall, more damage being dealt to them based off how fast they were flying. If Mario used his Fsmash on Bowser at 100% and he smacked into Hannibal’s tentacle wall, for instance, he’d take 18%. This also does the same to characters who dash into the wall, the damage again varying based off their speed. Sonic will take 20% while Ganon will take a mere 3%. The wall being hit by an attack that does 10% or more will force Hannibal to cancel this move to prevent cheap gimping.

Of course, this is all assuming you’re big. When small this just briefly generates a Pokeball sized hitbox of tentacles in front of you that do 5% and weak set knockback.

Up SpecialBird of Prey



Hannibal calls down his Ying Yang bird, his main means of transportation in the series. It’s slightly smaller then Pikachu and swoops down from the top blast zone 2 Battlefield Platforms behind him. It travels slightly below where Hannibal was when he first input this, then it goes back off the top blast zone 2 Battlefield Platforms ahead of Hannibal. Hannibal is free to move as soon as he summons the bird. If Hannibal lets himself fall in his small form without any input after the Up B, he’ll automatically be in position for the bird to scoop him up, and Hannibal automatically gets on the bird’s back on contact. You can make Hannibal hop off the bird with any button, but he automatically does so before the bird goes off the top blast zone again.

The bird is invulnerable and is a constant hitbox that does 6% and weak knockback, but it loses its’ hitbox while Hannibal is riding it. Hannibal will be knocked off the bird if he is hit and takes the damage/knockback of said attack normally, and considering the bird can’t carry him if he’s big and fat. . .Yeah. He won’t be surviving if he had enough damage to have to use the recovery. The whole process of this attack is fairly fast, the bird being on-screen for only 2 seconds. While that may sound quite slow, the bird has considerable ground to cover. . .This doesn’t put Hannibal into helpless, but he can’t use the Up B again until touching ground.

Down SpecialRoot

Hannibal extends out a tentacle from his backside and roots it into the ground over .2 seconds, the tentacle extending down to the ground if he’s in the air, though he’s unable to move until it goes into the ground. . .Once it’s there, it serves as an anchor for Hannibal to that point, him unable to move more then a Battlefield platform in either direction from it or more then a Ganondorf up unless he retracts the tentacle by pressing the input again. Any knockback he takes that knocks him further then a battlefield platform away from his anchor will have him take half the regular knockback, but then his rooted tentacle will kick in and he’ll go flying back to it with a rubber band effect twice as fast as he was flying when he took the knockback. Hannibal only takes hitstun when being knocked back, not when being catapulted back to his root, and he has superarmor/anti-grab armor as he’s taking the actual knockback of the attack so he can’t be comboed.

To uproot Hannibal, you have to attack the point where the tentacle is rooted into the ground. If Hannibal is large, it has 20 stamina, though you can charge it for up to 1.8 more seconds, it gaining 1 additional stamina point for every .02 seconds you charge. At a full charge after 2 seconds, it has 100 stamina!

If he’s small any attack will uproot him. Surely this is just used for defense when large then, correct? Surprisingly this still has use for Hannibal when small, as his improved movement means he can actually go against the pull of his rooted tentacle. So long as he keeps moving forward he won’t be pulled back to the point of his root, though he’ll be slowed down to a 4/10 movement if he goes against the pull a BF platform away from the root. The moment he stops moving and is out of the root’s range, he’ll instantly be catapulted back to it. This provides for some nice hit and run tactics, and also allows you to catapult yourself backward.

STANDARDS

Neutral AttackCorner

If you just casually press A, Hannibal extends out a single tentacle forward very slightly, poking with it for 2%/4% based off his size and flinching as fast as any other jab, but with pitiful range. If you hold A down, though, Hannibal will extend out the tentacle up to a Battlefield Platform away from himself, you able to angles it as it travels out, the tip constantly being a hitbox as the tentacle travels slightly slower then Ganon’s dashing speed. After you release A of the tentacle travels its’ maximum distance, then if you do nothing for .15 seconds the attack ends there as Hannibal retracts the tentacle. If you press A again, though, Hannibal will extend out a second tentacle while leaving out the first one as a lingering hitbox. You can keep repeating this to have up to 8 tentacles out at once.

If you cancel the jab, then your tentacles still won’t retract – they’ll still stay out as lingering hitboxes. If they weren’t fully extended out, they’ll extend with you as you move away from them, but if you move more than a Battlefield Platform away from them they’ll retract. Getting hit doesn’t make the tentacles retract directly, but the knockback from said attack probably will.

You mainly want to use this attack to buy set-up time by trapping the foe with all of the various hitboxes, cornering them by sending tentacles at them from every possible angle. Of course, foes can still roll through the actual hitboxes if you do this, but you’re not trying to shut them down with just this attack – you’re just trying to impede their progress so you can prepare what you need to while still applying a bit of pressure to the foe. Using some of the tentacles as defensive walls so the foe has to roll away from you to avoid being cornered can help with this. Hannibal is vulnerable to his own tentacle tips from this attack, so you unfortunately can't box yourself in entirely if you expect to do anything to the foe in return. The tentacles will automatically retract after 15 seconds.

Dashing AttackPole Vault

Hannibal continues dashing as he extends his arms out two tentacles from either side of himself and whips them forwards over .2 seconds to deal 3%/6% and weak set knockback/weak knockback based off size, then stabs them into the ground to pole vault forwards, keeping all the momentum from his dash in-tact. His body isn’t a hitbox as he flies through the air, but he can use any of his other attacks during this time. Furthermore, if Hannibal never uses aerial momentum to go backwards while he’s going through the air, he’ll still be dashing when he lands if you hold the direction you were dashing in when you land.

What’s the relevance of this being a keep on trucking dashing attack? Well, if Hannibal is small and running more then a BF platform away from his root to try to launch himself backwards and ends this attack still dashing forwards, he won’t get pulled back to his root. This enables him to defend himself as he continues to run forward with aerial attacks. Furthermore, the disjointed slash forward at the start is quite useful – even if it clashes with another disjointed attack (Hannibal aims it upwards if he’s small so it can indeed clash with said hitboxes), Hannibal will continue dashing.

Forward TiltDevil’s Touch

Hannibal does a simple stab forward with one of his arms over .2 seconds, dealing 3/6% based off size. If you’re small or angle this downwards when large, it will trip the foe.

Up TiltPower Surge

Hannibal turns to face the screen and lifts up his two arms skyward, then cackles for bad ending lag. This has similar lag to Jigglypuff’s Rest, though the end lag is a –bit- less atrocious and he deals 15% and good hitstun if small/knockback that kills at 150% if large. The similarities to Rest don’t end in just the lag, though. . .The hitbox is much the same with Hannibal having to be “inside” the foe.

Needless to say, this is infinitely easier to land when smaller. Think back to hitting Giga Bowser with Rest in Melee. . .The problem is that this doesn’t stun foes long enough to protect you during the end lag when small. How do you get around it? By being rooted and coming a significant distance away from your root to hit the foe with the utilt. Upon hitting with the utilt, you’ll be pulled back to your root, far enough away that the foe won’t be able to hit you during your end lag.

Down TiltSlide

Hannibal gets down on the ground, then pushes himself along with his arms to slide forwards a Kirby/Bowser width and deal 3%/6% and no hitstun based on size. The ftilt and dtilt have their purposes, just wait for the grab-game. . .

SMASHES

Forward SmashThrown to Hell

By default, this smash is fairly unimpressive as Hannibal lifts up a rock out of the ground during the charging, then lobs it forward .5-4 Battlefield platform based off charge and size. The rock does 9/16% and knockback that kills at 250/190% on contact, and he takes half a second to throw it forward.

If you have a root connected to you from Down Special, this becomes much more interesting as Hannibal uproots himself and swings the root in front of him over the same duration. The root stretches out a Battlefield platform and deals 8-16%/15-25% and knockback that kills at 230-200%/160-120% on contact based off charge. This is a one time use and gets rid of your root, but you can whip it out in a mere .2 seconds.

If you press anything as you swing the root forward when large, you’ll throw it forward a Battlefield Platform, it being 75% as powerful as it would be normally. Obviously, it’s too wide to spot dodge.

Up SmashBean Stalk

Hannibal extends out a massive 10 tentacles from his body, then impales them into the ground during the charging. Upon release, the tentacles shoot up out of the ground 1-5 Ganondorfs based on charge, it being half as tall and thick if Hannibal is small when he uses the move. When they first jut out, the tips of the tentacles deal 10-20%/20-30% and vertical knockback that kills at 210-190%/160-130% based on size. This takes .4 seconds to execute, but Hannibal has superarmor during the entire attack if large. Furthermore, if he’s grabbed out of it the tentacles will continue to grow out anyway unless Hannibal is immediately thrown more then a BF platform away from the “bean stalk”. After the attack is complete, Hannibal laglessly disjoints the bean stalk from himself. Attempting to create a second bean stalk will cause your first one to wither away.

The bean stalk stays out forever after it’s been created. It’s surprisingly –not- a generic solid wall – anything and everything can go through it. If a character with a movement speed higher then 3/10 or larger then small Hannibal attempts to dash through it, though, they’ll get held back by the tentacles then catapulted backwards with knockback based on how fast they were dashing – a dashing Sonic will be treated as if he was hit by Wario’s fsmash. The same applies for characters who get knocked into it by an attack – they’ll fly twice as quickly as they were smacked into it in the opposite direction. Needless to say, this enables Hannibal to ricochet around quite considerably in combination with launching himself with his Down Special root. In addition, if an enemy character gets launched back towards Hannibal from the bean stalk, he can greet them with his Side Special tentacle wall.

Down SmashYing Yang Yo-Yo

Hannibal was imprisoned in the Ying Yang world for the majority of the series – up until he was actually introduced. Considering he’s so familiar with the place, it makes the most sense for him to use this Sheng Gong Wu.

Hannibal takes out the Ying-Yang Yo-Yo and says its’ name, causing it to create a portal to the Ying Yang World over half a second. The portal is Bowser sized and lasts 20-45 seconds. Walking past the portal doesn’t suck you in – you have to enter it like a door in the SSE, but if you’re flying from taking knockback you will automatically get sucked in as you pass. Anyone who enters the portal takes no damage, but vertical knockback that kills at 200%. Hannibal can enter the portal, but he can choose which direction he launches himself in. Portals have 35 stamina.

Hannibal can have out two portals at a time, and if he does so then the two portals will fire at each other by default instead of vertically. If the foe has enough damage and the portals are close enough together, then this can “infinite” foes, but seeing they take no hitstun as they’re flung out of a portal they can still attack the portals before they’re sucked in. Even if they’re Ganondorf and all their aerials have 5 years of start-up lag, they can wait for the portal to expire by itself.

As the foe is shot into a portal, they keep all of their momentum with the knockback of being launched out of the portal added to it. This means if someone is constantly shot between two portals, their momentum will only build and build. . .

When somebody enters the Ying-Yang World without the Yo-Yo, their alignment changes. Good becomes evil and evil becomes good. Due to Hannibal having the yo-yo, this has no effect on him, but if a good character goes through they’ll be changed to a black color scheme while if a evil character goes through they’ll be changed to a white color scheme. This also changes their taunts – Mario can finally let out that villainous laugh he’s been holding back since he kidnapped DK in Donkey Kong Jr., while Ganondorf can frolic across the stage carelessly. If there are more then one of a specific character on the stage, then they won’t change color. Neutral characters are unaffected. Going through a portal again changes the character back to normal. This is nothing but a Easter Egg to be true to the series. . .And to humiliate all of the heavyweight male antagonists.

AERIALS

Neutral AerialDeath Carrousel

Hannibal starts spinning around in a generic spinning nair after .25 seconds, dealing 3%/7% on contact and low set knockback/knockback that kills at 250% based on size. Hannibal keeps spinning until you input anything else, though the longer he spins the longer it takes for him to come out of it. . .

But this move is essentially what we’ve been building up to. This move becomes significantly more powerful if you’re flying through the air at high speeds, generally only achieved by being sent flying by an enemy attack. How do you hit the same enemy with the powered up nair? By rubber banding back to them with a root from Down Special or a Bean Stalk from usmash, which sends you flying back at the foe even faster. You don’t have to use this in a counter esque fashion either, you can go against the pull of a Down Special root in small form, then upon getting launched back to the root quickly use the Moby Morpher and activate the nair. If you uproot yourself as you’re being catapulted back, you’ll keep your momentum as you go flying past where you were rooted down, so there’s no real limit to how far you can launch yourself, much less if you launch yourself with the Down Special root into the Usmash Bean Stalk and/or build up some momentum with dsmash portals. . .

The exact power obviously varies a lot, but as an example, if you were rooted then hit by Mario’s fsmash at 100% when big, then if you activated the nair as you were being catapulted back to your root you’d deal 30% and knockback that kills at 70% on contact. If you’re moving this fast or faster, you’ll have superarmor/anti-grab armor as you use the nair.

Forward AerialTurning the Tables

Hannibal extends our four tentacles from his body, then sweeps them forwards. He continues the motion of sweeping the tentacles forward to turn himself around to face the opposite direction, the whole process taking only .35 seconds. The hitbox deals 3%/6% based off size, but deals no hitstun. Instead, it turns aroudn the foe like Mario’s cape and pushes them to still be directly in front of Hannibal when he turns around.

After the main attack is complete, Hannibal braces himself with the tentacles for half a second, able to come out of it earlier if you input anything. While bracing himself with his tentacles, he’ll take no damage or hitstun but take double the knockback of attacks – triple the knockback if large. This increased knockback can actually be a good thing, though, if you use the first part of the attack to position yourself for the foe to knock you far away from where your Down Special root is planted into the ground or into a Bean Stalk. Indeed, the foe can help you build up all the more momentum. . .

Back AerialTentacle Cage

Hannibal extends out four tentacles behind himself and lurches behind himself with them to deal 5%, the tentacles simply doing 4% and weak knockback if Hannibal is small but being a grab hitbox if he’s large. After this part of the attack, Hannibal rotates in mid-air so he’s laying on his back, then releases anyone he grabbed, doing a Marth’s worth of set downward knockback. The whole attack takes .3 seconds with half of the lag being the start-up. This move has bad landing lag with Hannibal impaling his tentacles into the ground if he’s in the later part of the attack.

If Hannibal is flying through the air and stabs backward into a Bean Stalk, the move will end early and he won’t be launched off of the stalk, which is useful if the foe tries to use it against you and the knockback would otherwise kill you.

If Hannibal is flying through the air close to the ground, then if he experiences the bad landing lag with impaling his tentacles into the ground he won’t instantly lose all his momentum. Instead, he’ll continue to slide along the ground with his tentacles impaled into it, losing 5% of his momentum every .1 seconds. As he slides forward, he causes mass chunks of earth to be flung forward as he skids along the ground. The rocks are the size of a Pokeball and are shot forward 30% faster than Hannibal is currently going. The rocks deal 3% and flinching on contact. 1 of them is shot forward every .2 seconds, so they’re rather hard to avoid, much less considering they occasionally go in slight arcs to hit you from multiple angles.

If Hannibal is sliding forward with his tentacles impaled in the ground, then he can instantly come out of it by pressing any button, jumping out of it to gain a bit of air. What this means is you can sacrifice some of your momentum to fling some rocks forward at the foe, then come out of the move and hit them with your nair as usual. Giving the foe more to dodge will make your nair significantly harder to dodge. Aside from this, this can also be used to simply slow yourself down if you fear you’re going too fast.

If Hannibal is sliding forward with his tentacles impaled in the ground and is large, both Hannibal and the tentacles are solid and there’s enough room for any character to fit underneath him. Hannibal also has both superarmor and anti-grab armor here, so the foe will be caged in. . .But Hannibal only attains the armor so long as he’s sliding forward, so you can’t arbitrarily keep the foe in one spot, not that Hannibal would want to – he’d just be giving his foe time to beat on him. However; if you scoop up a character with this on the fly, you can carry them with you along the ground. The impaled tentacles have hitboxes to foes inside the “cage” that deal 1% and tripping, and this will inevitably stack a good bit based off your momentum. A character could theoretically dash to avoid the tentacles while inside the cage, but it’s be quite awkward to avoid going too fast to just hit the other tentacle.

If you’re going against the pull of a Down Special root then impale your tentacles into the ground with this, then you’ll be able to resist being flung back by the Down Special root and Hannibal won’t come out of it until you input something. This can be used to delay your perfect set-up for the most opportune moment, though the uses of this are situational at best.

Let’s get more practical and say you were going against the pull of a Down Special root then used your dashing attack. You can slide forward a bit with bair, and so long as you don’t lose all your momentum while sliding along the ground by jumping out of it before then and never DI backwards will still be dashing if you hold in the direction you were dashing when you touch ground. More ways to defend yourself without being forced back to where the Down Special root is planted are always welcome.

Up AerialHannibal Rising

Hannibal flaps his arms as if they were wings over .25 seconds. This gains him a miniscule amount of height that makes Link’s recovery looks good, and he can only gain this height once every time he’s in the air. This deals 3%/6% and weak set knockback/weak knockback based off Hannibal’s size.

If Hannibal has aerial momentum, then Hannibal will use up 10% of it to gain some vertical height. If he’s flying as if he was hit by Mario’s fsmash at 100%, he’ll go up Mario’s height in the air. Keep in mind this can be used so long as Hannibal has momentum, and this can get him a fair bit of height. This doesn’t slow Hannibal to a stop as fast as bair, but you don’t always have the luxury of ground to use the bair on, and it can be necessary for recovery purposes – you can’t really use your main recovery until your aerial momentum is all gone, and this gains you some vertical height in the process so you don’t die while waiting to slow to a stop/for the bird to swoop you up.

This creates a slight wind effect that pushes foes below Hannibal downwards, exactly how much varying on how much momentum Hannibal had. It has situational gimping uses, but if it hits a foe on the ground or pushes them there it will cause them to trip.

Down AerialLucifer’s Fall

Hannibal grins devilishly and instantly falls downwards until he hits the ground at Captain Falcon’s dashing speed, dealing more damage and knockback the farther he falls if he’s big. The move instantly does 10% and knockback that kills at 250%. For every Ganondorf that he falls, Hannibal does 3% more and the knockback kills 20% faster. If he’s small, he simply does 5% and weak set knockback no matter how far he falls.

The most obvious method for Hannibal to get high up to use this move is his Up Special, but the higher he goes the more telegraphed the move becomes. Isn’t this easily spot dodge-able? It would be, but pressing anything before Hannibal hits the ground instantly cancels his descent, which also gets around the horrible landing lag. Furthermore, if you predict their spot dodge, which is far from difficult, you can quickly come down to the ground before they come out of the background from the dodge, then utilt as they do come out of the background as they briefly overlap with you. Indeed, this is the main way to land the utilt when large. If they insist on not spot dodging, then keep in mind you still have control over your good aerial momentum when using this attack. All but Captain Falcon and Sonic will struggle to get away.

While this is a powerful combination in it’s own right, doesn’t it somewhat detract from the rest of his game that revolves around the nair? Well, Hannibal enjoys being knocked around if he’s properly prepared as it helps him build up momentum. Without this move, though, knocking him vertically would be a way the foe could knock Hannibal around without helping him. With this move, Hannibal enjoys the height he gains from vertical knockback.

SMALL GRAB-GAME

GrabParasite

Hannibal has two separate grabs based off his size. When small, he’s not really physically capable of grabbing in the traditional sense, now is he? Instead, the “grab” has Hannibal do a small dash forwards, his whole body a “grab” hitbox, though he’s still somehow out-prioritized by. . .Everything. If it connects, he’ll climb onto the foe’s feet, then climb up their body until getting to their mouth and entering their body. The foe can still move/attack about normally while Hannibal is doing this, and they can knock him off if they generate a hitbox on the part of Hannibal’s body he’s currently climbing up. This is much easier to do for taller characters who Hannibal takes longer to climb up, but it’s still fairly easy to get him off.

So how does he go about actually entering the foe? Hannibal’s Down Special root is the answer. As he’s climbing up, it’ll count as him dashing forwards, so you can continue the grab when out of range of the root. You’ll be entangling the root around the foe as you climb up them due to Hannibal going around the foe in a circular pattern, and the moment you first start climbing up them you’ll cause them to trip, a nice start. As you envelop other parts of their body, they will be unable to use inputs involving them, and in the case of their legs even be unable to move. Once you completely envelop them, they’ll have to escape the entanglement with triple grab difficulty (Which breaks your root unfortunately) before even being able to attempt to force you out of their body.

Hannibal cannot enter characters as small as or smaller then himself. For robotic characters Hannibal dismantles a part of their body around their face area to enter them, or enters up. . .Other areas if necessary, much like Nurse Joy.

Neutral SpecialMoby Morpher

Your main method of damage racking with this grab, Hannibal is able to use this while inside the foe’s body. This causes an explosion to occur over the foe to obscure what would otherwise be an insanely gore filled explosion as he bursts out of the foe’s body. The foe is launched upwards out of the explosion with 20% and knockback that kills at 200%, while Hannibal is left in his large form as the dust clears, laughing evily.

PummelRotten Bean

Hannibal starts smacking away at that thingymabobber at the back of the foe’s throat like a punching bag, much like in all of those old fashioned cartoons we all grew up with. Hannibal can pummel once every .15 seconds, but only every other pummel deals damage, and only a measly 1% at that. However; this makes the victim start looking horribly sick as it triggers their gag reflex. . .

ThrowPuking in Disgust

The foe pukes up Hannibal in the direction he inputs, dealing 5% to themselves as Hannibal rides the stream of puke to slide along the stage at Mario’s dashing speed, still able to attack as he does so. How much puke he has to slide on is directly related to how long he was able to use his pummel – by default it’s just a Bowser width, but for every pummel another Kirby width is added to the stream of puke. . .

What’s the point? Every Kirby width Hannibal slides his speed increases by 20%. . .If you entangled the foe in your root and they haven’t broken out of it yet, then when you stop sliding you’ll be catapulted back to them by it, able to smack them with a nair on your way back or crash down on them with a dair if you used a uthrow.

What if they’re about to escape the entanglement of your root? Simple, just turn large and use your fsmash to throw them forwards. Your momentum from sliding along the stream of puke will carry over to when you throw the foe, the knockback being increased by 10% for every Kirby width you slid.

The stream of puke doesn’t stay out just for this move – it becomes a permanent stage alteration that goes away only when the foe loses a stock (They generated it after all, not Hannibal). How can you play with this? If a foe dashes along the stream, they’ll trip and slide at the same speeds Hannibal does when he slides along the puke stream when it’s first generated. If they trip while on the puke stream, they’ll also slide forwards, making Hannibal’s otherwise irrelevant ftilt quite handy, as well as the wind effect from Hannibal’s uair. The foe cannot attack until they get flung off of the stream of puke, still keeping their momentum in tact there. So why make them go along the stream? So you can make them splat again your Side Special tentacle wall at high speeds, of course.

. . .But how do you catch up to the foe in order to bring up the wall for them to splat on? Hannibal doesn’t slip up on the stream of puke. With your otherwise irrelevant dtilt, of course. If you use the dtilt on a stream of puke, you’ll slide forwards like you first do when the stream of puke is generated. Hannibal slides slightly faster then foes, so he can get ahead to use the Side Special wall. Of course, the puke stream also makes an excellent runway to pick up momentum for your nair.

The foe is a defensive camper who’s keeping the hell away from their puke? Fling yourself past them somehow and scoop them up with your bair tentacle cage, then slide with them along the ground over to the puke. Not only will this force them onto the puke stream, it automatically trips them so they slide along it. If they somehow do evade the tripping hitboxes when inside the cage, they’ll of had to dash, which will of made them slide along the puke stream anyway. If they’re up against the edge of the stage and you’re struggling to fling yourself from behind them, simply poke them a bit away from the edge, then use the dashing attack to get a slight bit of momentum followed by the bair.

The substance characters emit varies on occasion, such as robotic characters spewing out streams of oil.

LARGE GRAB-GAME

GrabTexas Hold ‘Em

Hannibal lurches forward with his arms for grab range on par with Dedede’s, but with double the lag. If this is too slow for your tastes, the dashing grab has average speed, but in return only average range.

PummelPower Rush

Hannibal pushes against the foe, his movement speed increasing to that of his small form for as long as he pummels. Due to him having his arms wrapped around the foe, they can’t push against him like a certain character with a similar pummel. . .Because of his movement speed increase, this enables Hannibal to move more then a Battlefield Platform away from where he’s rooted like when he’s small, though like when small he’ll be catapulted back the moment he stops moving forward.

Forward ThrowBurial Grounds

Hannibal plops on top of the foe to deal 9% and pitfall them with his weight. He doesn’t really have any traditional KO moves he can casually throw out on a pitfalled foe, but what if you were rooted when you grabbed the foe, pushed them considerably farther then a Battlefield Platform away from your root, then used your fthrow? You could uproot yourself as you flew back at the foe and use your nair on the sitting duck of a foe, that’s what.

Up ThrowSpinning Top

Hannibal spins the foe around rapidly in his grasp before throwing them upwards for 8% and vertical knockback that KOs at 350% (lol). As the foe is in the air, though, they are still spinning and incapable of doing anything other then influencing their aerial momentum. To come out of it, they have to touch ground, be hit by an attack, or sweetspot the ledge.

What’s the point? Well, this has the potential to be a chain grab. On characters who have aerial momentum worse then 3/10, Hannibal can easily catch up to re-grab them as they go along the stage. As long as characters don’t have higher aerial momentum then 7/10, Hannibal can turn small, chase after them, turn big again, then re-grab, although this isn’t as ideal as it sounds due to having to use the Moby Morpher twice for the movement bonus.

If you’re rooted when you land a grab and use the pummel to fight against the pull of the root then use the uthrow, you can catapult yourself to where the foe will go if they attempt to move away from you. They’re perfectly capable of moving in the other direction, of course, but that’s why you have a usmash Bean Stalk next to where they’re rooted – characters spinning around rapidly will indeed bounce off of it. Granted, they don’t have to DI all the way back into the root, but you can use your bair to slow down to a stop at the point where the foe intends to land.

Down ThrowBind

Hannibal spawns a root out of his back and sets it up like normal, but then disconnects it from his back and ties that end around the foe. If he already has a root, he just skips the part with spawning the root. The most obvious thing to do from here is to camp with your fsmash, mainly by creating new roots and throwing them at the foe. Because they can’t jump that high, they’ll struggle to dodge them due to their width. If they have a dashing speed greater than 3/10, they can fight against the pull of the root much like Hannibal can when he’s small, but the fact they have to dash makes usmash Bean Stalks and puke streams problematic.

You know how Hannibal has superarmor/anti-grab armor when he’s taking knockback while rooted so he doesn’t get comboed to death? While the foe has that too, Hannibal has the advantage on the return trip as the root pulls them back to where they’re bound – he can just casually bring up his Side Special wall for them to splat into. Considering they’ll be coming back at such high speeds, they’ll splat again the tentacle wall for significant damage. Pushing against the foe with your pummel a long ways away from where they’re rooted down is useful, as the further you push them away from the root the faster they’ll be pulled back to the root.

Back Throw
Food
Chain Reversal


Hannibal opens his mouth wide and starts rapidly chomping, his teeth looking nastier then ever as he drools. He proceeds to reel in the foe with his arms into his mouth, contact with it releasing them from the throw with 20% and knockback that kills at 120%. Foes are of course able to resist this otherwise overpowered throw – and not by generically mashing out of the grab in time, surprisingly. Instead, the foe is given full control of themselves and simply have to dash away from Hannibal. Hannibal’s arms will extend as the foe gets farther away and they’ll reel the foe in 75% as fast as their dashing speed. If they foe gets more than 2 Battlefield Platforms away from Hannibal or manage to run off-stage, they’ll break free of Hannibal’s grip. Foes can’t jump over Hannibal to get behind him, as his arms weigh them down to the ground.

So. . .How does Hannibal catch them if they can run away faster than he can reel them in? Well, if you input anything Hannibal will use his arms to swing around to the opposite side of the foe, using them as the anchor. Hannibal does this with surprising agility, taking a mere .25 seconds, and if they continue to dash in that direction as Hannibal swings around they’ll just be closer to Hannibal. This is also one of the few times where traction, god forbid, is relevant.

Attempting to fight against Hannibal during this throw proves futile, as his mouth out-prioritizes everything and he’ll simply devour any projectiles. While you could theoretically hit through his mouth to get to his back with a disjointed attack, this is quite difficult and if Hannibal predicts it he can just swing around to the foe’s other side to avoid it, then devour them during their ending lag.

Of course, this would be but a fun novelty throw if not for Hannibal’s usmash Bean Stalk and the puke Hannibal can force foes to generate, which can make this significantly more potent as it prevents foes from dashing. While they actually slide away more quickly on a stream of puke, they can’t get up out of the tripped state until the stream of puke ends, meaning if you swing around to the opposite side they’re easy to devour. Nevermind the potential this has when combined with Hannibal’s dthrow. . .

This is a surprisingly usable throw in FFAs, as you can constantly swing around to avoid outside enemies and use the foe as a meat shield. When you get somebody with this throw, they become a blatant target for basically everybody.

FINAL SMASH – DARK KNIGHT



Hannibal laughs evily as the screen zooms in on him and flames appear in the background during the close-up, then a suit of black armor appears, slightly taller then Ganon and wide as Bowser. If Hannibal isn’t already, he turns small and enters the suit of armor at the helmet – this is what Hannibal uses when he actually is –trying- to be intimidating.

Unfortunately, Hannibal has no gigantic sword to go along with this armor, so he’s stuck in the same boat as Ganondorf and thus gets the same moveset. However; all of the cloned moves from Captain Falcon are just as fast as said moves, and all the other moves are just significantly sped up to match. Hannibal takes no damage or hitstun while in the armor, and is as heavy as Metal Mario. He also gets a float that lasts slighter less long than Peach’s, but lets him move 1.5X faster, more than enough to make up for it and helping him with his otherwise poor movement.

Considering how utterly useless the Neutral B of Ganon is, it’s simply removed and replaced with the ability to exit the armor. To enter the armor again, enter it like a SSE door when small. All of Hannibal’s stage alterations stay up during this final smash, and if you can manage to get the armor sent flying it does 3x as much damage and knockback as Hannibal would using his nair due to how insanely heavy it is. To help you with this, the Down Special is also replaced with an attack similar to Lucas’ dsmash, but only one blast and more powerful. However, it sends Hannibal flying backwards as if he was also hit by the attack – which can be advantageous, obviously. The armor will still be a hitbox if it’s flying through the air and Hannibal abandons ship, so feel free to launch it off the edge if the 20 second timer is almost up.

PLAYSTYLE

Hannibal is a momentum based character – though not in the vein of movement speed. To gain his momentum, he launches himself in a catapult like fashion or builds it up with some portals, then ricochets off the stage and into the foe as if it were his own personal pinball machine. Of course, the foe won’t be content to let you go about and do your thing, but who cares? They’re only helping you build up your momentum as they launch you off at high speeds.

Though the momentum doesn’t really matter if your pinball machine of doom isn’t set up and you can’t spring back to the foe somehow, whether it be by a Down Special Root, Bean Stalk, or Portal. Setting up is a burdensome phase of Hannibal’s game as it is for any character who has one, but he’s far from a set-up character – while he can set-up a good deal, it’s not required, more a bonus if you have lots of time to yourself. The most obvious thing to give you time to set up is large Hannibal’s dthrow. If they fight against the pull of the root, you can just set up your Bean Stalk in the foe’s way so they’re either catapulted back by it or have to stop dashing and get pulled back to the root they’re bound to. From there, you can make a pair of portals to build up your momentum faster or perhaps invest some time in making your Down Special Root have some stamina – but that’s fairly trivial, as if they go to uproot you while you’re fighting against the pull of the root to build up momentum you can just launch yourself and uproot yourself manually before you do – you’ll still get the momentum you need. If you do get up the portals, then if you manage to knock the foe into one you can get all the more set-up time as it’ll occupy them for a decent while if they were close together. Your jab is a nice option as you place a few tentacle tips defensively and attack the foe with the others – you don’t have to corner them, just encourage them to go back away from them to get more time to yourself. If you get up your root and the foe insists on breathing down your neck, you can attempt to land your small grab to set something else up that doesn’t require Hannibal having time to himself and get some puke on the stage.

Hannibal plays like a traditional heavyweight in the sense that he focuses on landing a few big solid hits – the rest of the hits are just pokes to set-up for them. His main goals to hit with are nair and Side-Special, which make up the meat of his damage racking. While his portals can help him build up momentum more casually, he needs some momentum to start before they will build up his momentum further. Thus, Hannibal is going to be doing a lot of running against the pull of his root in small form to launch himself. If the foe tries to knock him out of it, he can just chicken out and use utilt for free damage, or continue to trek on, using his dashing attack to try to either clank with/beat the foe’s priority or to defend himself with an aerial briefly, most probably his nair and bair. Perhaps he could use his fair to switch places with the foe and have them knock him in the direction he was going anyway, then get catapulted back to the root? Whatever floats your boat. This phase can also lead into Hannibal’s small grab to get some puke on the floor, which means you’ll be landing a lot more Side Specials.

If your foe is a more offensive one, you can trust them to be a constant force of momentum for you to use. Foes generally feel less comfortably hitting you when you have a Bean Stalk or portal to your back, so to further entice them you’ll want to face away from them but then predict their attack and use fair to get the positioning right at the last second. Your lightweight when small can actually be surprisingly advantageous, especially at low percentages before you’re killable. It helps you build up your momentum all the faster and is a great way to encourage the foe to attack, and so long as you’re rooted or knock yourself into a Bean Stalk/Portal you’ll still survive so your lightweight doesn’t matter. Just don’t get –too- ballsy with it, as one mess-up when small can mean death. Hannibal is very much capable of surviving to absolutely ridiculous percentages with his root and having his back to Bean Stalks/portals, but there’s more reason to than just survival – the fact you have so much damage means the foe will go for more predictable kill moves to finish you off, and it’ll be easier to bait them into launching you to help you build your momentum – and that’ll be all the momentum you need at that point. Your jab can be used in a defensive manner at higher percents simply for the sake of survival to help along with this, but the main attraction of it is that it forces the foe to smack you in a certain direction – whether or not you have a Bean Stalk to your back or what-not.

If you manage to get up a Puke Stream, it can be a easy source of momentum – aside from not having to fight against the pull of a root to launch yourself, you can still build up momentum when large by just casually dtilting on it, making it much safer as you don’t have to risk becoming small – this is better for a more conservative player, but you still have to land the small grab to have this luxury. If you get one up, both your dthrow and bthrow become pretty horrifying, and landing grabs can become a large priority. Dthrow is mainly preferable if you have a root you can transfer to the foe that has a lot of stamina, considering Bthrow can get an actual kill. Aside from that, nair is you general kill move of choice, meaning you don’t switch much up between damage racking and killing.

Aside from the obvious physical momentum of Hannibal, Hannibal is a momentum character in the sense that things go his way more the longer the match goes as he sets up more and more stuff and as he takes more and more damage. The ideal time to kill Hannibal is before he’s allowed to build much of it up, but generic pressuring isn’t Hannibal’s bane – he’s generally capable of setting up what he needs to without much hassle. Hannibal’s enemies just need to pounce on him when he goes into small form and focus on attacking his roots. Of course, a good Hannibal player won’t expose his small form until he’s well defended. If he refuses to use it at all, though, he won’t be doing that much back to you in return.

MATCH-UPS

Hannibal Vs. Subaru 60/40, Hannibal’s Favor

While Hannibal’s Side Special wall can sound quite intimidating considering Subaru has to be dashing in order to do anything, it counts as a wall and it’s not indestruticible – it’s specifically entitled “Tentacle Wall”, is it not? This means Subaru’s infamous jab can go through it. Her jab also destroys Hannibal’s portals. While Hannibal’s Down Special Root is destructible, the point where it’s vulnerable is very small and close to the ground, meaning her jab can’t hit it, and Hannibal’s Bean Stalks are invulnerable.

So is the Side Special useless? Surprisingly not, as it can demand Subaru to not use her power attacks and instead force her into the jab. Indeed, it’s mainly good for defensive purposes, and if you do it enough you can oftentimes get her to chicken out in favor of the jab in anticipation of your Tentacle Wall. The fact she has to dash so much can prove problematic if Hannibal manages to get up a puke stream (Unlikely) and because of the Bean Stalk, but Subaru can use a barely aerial Wing Road to go over the puke and can just go in a loop de loop to avoid dashing into the Bean Stalk. If Hannibal stays near it though, she’ll be hard pressed to do much to him, much less in combination with his Side Special. Considering Hannibal is already so insanely durable, Subaru struggles to do that much.

What can Hannibal do in return to Subaru? He can’t use portals, and he’ll struggle somewhat to fight against the pull of the root to launch himself very far without building up much momentum due to Subaru’s pressure. If Hannibal successfully avoids Subaru, though, she’ll whisk right past and he’ll be free to continue fighting against the root’s pull undisturbed. Furthermore, the fact that he’ll be so small when doing this means he can go right under her Down Special Protection hitbox in front of her. If he really struggles to build up momentum, he can just let himself be hit with one of Subaru’s powerful attacks if he’s rooted or has his back to a Bean Stalk. With Subaru’s poor damage racking and his excellent recovery he can afford to take some hits.

When Hannibal actually has his momentum and is flying back at Subaru, he’ll generally win the head-on clash. Hannibal will be more then powerful enough to go through the Down Special protection, and all of Subaru’s moves have jointed priority. Hannibal’s nair increases in priority as he goes faster, so if he’s going fast enough to actually want to hit with it he should beat her out – if he’s going fast enough he has bloody superarmor. The problem for Hannibal comes in where Subaru may again just chicken out and fly away on her Wing Road so Hannibal wastes all his momentum – you can’t rely on her to give you your momentum, as she probably won’t stick around for the clash afterwards which she’ll inevitably lose.

To get her to stay put and fight like a heavyweight male antagonist, you need to root her down to the floor with a dthrow. She can still go slightly aerial within the root’s bindings, but not enough to flee from you. . .The problem is she can fight against the root’s pull for far longer then even you could ever hope to, as her Wing Road enables her to casually turn around. If you so much as poke her out of it, though, she’ll die a horrible bloody death to your Side Special as she gets pulled all the way back – she’ll be in the air so she can’t use her precious jab.

Well. . .That was a bad way of getting her to stay put and just helped you damage rack. How do you kill her? You’ll either have to look to your fthrow to truly get her to stay put while you launch yourself at her with a Down Special Root and KO her with nair or your bthrow, though her Wing Road makes the bthrow much more complicated then it should be. So long as a Bean Stalk is nearby where you started the throw, though, she’ll inevitably have to turn around a lot which means you have a decent shot at reeling her in for the throw.

A very painful match-up for both parties involved, but considering Hannibal practically has to let her hit him with her powerful moves which serve both as her main damage racking and KO moves it’s definitely in his favor. I didn’t even bother to mention how Hannibal can curve his jab around Subaru’s protection to easily poke her out of her momentum. Subaru has to take any and all chances she’s given, though what gives her a decent shot is she’s so adept at invalidating and avoiding many of Hannibal’s techniques as well to give the time for said chances to inevitably come up.

Hannibal Vs. Jack Spicer 65/35, Hannibal’s Favor

Monkey Jack is a fairly competent fighter, but the fact he takes constant damage and Hannibal is such a survival expert means that he can just stall while Jack damage racks himself for him. Of course, Monkey Jack will provide Hannibal with the momentum for the KO move. How considerate!

But Jack has no reason to activate the monkey moveset anyway, what with his robots being quite the force to be reckoned with. Most notably is how well Jack can stack them up as a wall and the range of the Laser Jackbots, which can knock Hannibal out of his momentum before they can get to jack. Thankfully, they specialize more in knockback then damage racking, which Hannibal enjoys – but when he rubber bands back to them they’ll just knock him out of his momentum again. Thankfully for Hannibal, they only have 25 HP, so he’ll mainly be focusing on destroying them whenever they pop up. While a single low level robot isn’t much of a threat, it makes it a lot easier for Jack to build up actually threatening ones.

Indeed, without robots Jack’s a complete joke. It’s fairly easy to avoid him before he gets any robots up to set up your own stuff. . .If not for his Side Special, which Jack is nearly completely reliant on, which is an admittedly very good move but if Jack doesn’t hit you with something else first you can casually shield it. The constant threat of it though means you can’t really do anything laggy, which means you can’t really set-up. Of course, you’re still free to set up a root with low HP and fight back with stuff like Jab and retreating utilts when small while he’s still trying to land his Side Special to get his parts. Granted, if you actually fight back he can also use his Down Special to get parts, but that’s just an open invitation for a large grab, and from there you get some free time from either a dthrow, as the dthrow allows you to keep Jack out of range to use his Side Special while you set-up. He can run at you to try to use the move a single time, fail, then get taken back, or use his horrifically low damage moves to try to break the root. Either way you’ve got all the time in the world, and once you’re set up and he’s not things only get worse for Jack.

The above paragraph is the ideal match-up for Hannibal, but pretending Jack is –never- going to get to Hannibal and poke him then land his Side Special is a bit harsh, don’t you think? While Jack is pitifully weak without robots, he still has a fair share of faster attacks and his movement is decent enough to let him approach. Once Jack is set-up, Hannibal struggles to do much to Jack with the robots constantly getting in-between him and Jack. Even then, though, if Hannibal gets up enough momentum to get superarmor on his nair, he can just sponge all of the robot’s attacks, even the disjointed ones, and plow through them to Jack, destroying all of them in the process. It’d be rather awkward for Hannibal to have a bad match-up against Jack Spicer of all people, wouldn’t it? While that applies to most characters in Xiaolin Showdown, it applies tenfold to Hannibal, what with him being the all powerful intimidating villain.

Hannibal Vs. Clay 35/65, Clay’s Favor

And we’ve got a clash of the southerners to round out the match-ups section. When Hannibal is coming at Clay at high momentum, Clay’s got a fair handful of disjointed attacks to hit Hannibal out of it with. Yes, if Hannibal is going fast enough he gets superarmor, but Clay’s boulders are solid and thus Hannibal will stop dead in his tracks when they get in his way. Considering Hannibal’s other powerful attacks outside nair only work on actual foes (Side Special, throws) and Hannibal can’t get inside something solid to use utilt, he’ll have to launch himself at the boulders anyway to destroy them. Considering they’re not particularly difficult for Clay to produce, this proves problematic for Hannibal.

While Clay isn’t exactly the best character around at pressuring Hannibal to prevent set-up, he can destroy what Hannibal makes after he sets it up with little effort with his more powerful moves, and he can hit both Hannibal and his root at once with his dsmash and Side Special to send him flying while he’s still rooted if the root has low enough stamina. Hannibal will be relying more heavily on his Bean Stalks here and be trying to land his small grab so he can get a puke stream set up, both of which are invulnerable.

Considering nairs are so annoying to land due to the boulders, what else does Hannibal have to damage rack with? He can’t tie Clay down with dthrow and camp with fsmash, as he has to come into range of Clay’s dsmash/Side Special to do that and Clay can just hide behind a boulder if necessary anyway. Hannibal’s Side Special is the main thing left, and Clay’s boulders against prove to be Hannibal’s bane as their solidness has Clay splat into them and stop his momentum – but not take any damage from it. Hannibal definitely has his work cut out for him to damage rack, and probably will be relying a lot on his fthrow to keep Clay disabled in the few moments where he’s vulnerable then actually land his precious nair. The fact Hannibal’s utilt is one of his best damage racking options left makes it sadly predictable, and you’ll be feeling the punishment hard if you whiff it.

There is one move for Hannibal we’ve been ignored up until now that makes things a lot easier on him – his bthrow. Clay’s boulders actually work against him for once, blocking him from running away from Hannibal. The boulder can admittedly stop Clay from taking knockback and makes it a less ideal KO option, but after you use the boulder to block Clay off and get him closer you can swing around so your back is to the boulder before you actually land the chomp. Clay’s dsmash and Side special are generally too laggy to hit with in this situation, but if they prove troublesome for Hannibal he can just swing about to avoid them – he counts as being in the air as he’s swinging. Bthrow is the saving grace for Hannibal that prevents this match-up from being worse then it has to, but considering it soars so much above your other options your grab will be pretty predictable.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
HANNIBAL
LECTOR

I previewed this monstrosity, so I might as well comment it while the rest of MYM reads it. Bwahahaha. Well, I personally know the character, being in the same boat as Filip and MW with the amount of familiarity for the show, and I can say that basically everything in the set (except for the playstyle, ironically enough) is quite in-character, which is great feat for making this set when you were devoid of the ability to research for the set. You incorporated the most associated of Sheng Gong Wu to Hannibal (although Ying Ying Yoyo was my idea (WARY)) and the Yingying bird well enough that its in character, and the suit of armor and tentacle sprouting is quite canon as well.

But enough about that, lets get to the nitty-gritty of the set. This thing has a LOT going on, so much so I had no idea what his playstyle was until the Aerials. Once it clicked, though, I really got into what this set was attempting to do and was intrigued by it. the bombastic make-your-own living pinball sort of style you came up with here is something only you could give such a character so flawlessly. The grab game is certainly better than the tacked on moves you had in the first draft, and fits a bit more into his playstyle, but still feels a bit offtrack. It still works, though, so I cant fault you deeply for it.

The way you go about creating momentum is all dne through your trademark simple creativity, making even the most generic, Sakurai-esque moves you detest more than anyone into full-fledged, playstyle-relevant attacks via single very simple move interaction.

If Dark Bowser is a proverbial masterpiece, than this is a cult work of greatness. Not quite as great, and it certainly wont be regarded as such. Im guessing this is that set that places just outside the Top 10 in favor of a flood of DB votes. ****ing votesplit, how does it work?

9 Magical Talking Size-CHanging Puke-inducing Tentacle-spouting Grinning Evil Beans out of 10.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
HANNIBEAN

So, you managed to write up Survivor, your rant, AND this on your enforced sabbatical? I'm not sure whether this tops the Eeveelutions or not in terms of effort. I'm impressed either way.

So, Hannibal Bean. While I did watch a few episodes of Xaiolin Showdown, I'm not nearly as familiar with the source material as the rest of you seem to be... although I do remember enough use of the vines/parasite form to vouch for them being in character. Although, as GW said, it doesn't quite come together as well as DB did. While I'm a total hypocrite to be criticizing whether a set is "in-character," I honestly can't picture the real Hannibean bouncing around the stage like a little pinball... as hilarious and well-made as the concept is.

And yes, the set is solid, if you ignore the above complaint. It all builds up a nice momentum theme, which counters the obvious problem of being incredibly predictable with the sheer number of options the set has available to itself. Although... I'd like it if Bean was somehow able to sever the connection from Root at will. If that WAS in the set, which it probably was (I didn't read it -incredibly- in-depth... (wary)) I apologize, but it's certainly something I'd like to see.

As a whole, I don't feel that Hannibal was quite as strong of a set as Dark Bowser. There's nothing I'd change, though... the concept is strong, the set is well-written, but I just don't feel that it was quite as clever. Plus, the portal feels a bit out of place, what with all the vines you had going on throughout the rest of the set. Anyway, I had a few more things I was going to say, but my train of thought has been interrupted about six times at this point so I'll just wrap it up with a generic closing comment. Indeed.​
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Hannibal Roy Bean:

First of all, MW, you ROCK for making this set. Now I'm not the only one who's made a Xiaolin Showdown set! Oh wait...there goes my gimmick. Seriously though, I'm glad you actually went through with it. :)

Character-wise, you did a great job encompassing everything about Mr. Bean from the show into the moveset, from the Moby Morpher (it's a given) to the Ying-Ying Bird (clever!). I like how you gave him the ability to go from really really small to really big. The whole root idea is also very clever and not something I would've thought of.
Minor minor nitpick: the Ying and Yang Yo-Yo are two seperate Shen Gong Wu and exiting the YY World without both changes your alignment
Overall, you did a great job working with his character (and showing off your XS knowledge :p).

Moveset-wise, Mr. Bean is somewhat of a stage manipulator and has an intricate playstyle, in typical MW fashion. The set's huge and quite intricate so I won't comment on too many single moves...like I said earlier, the Root is a great idea and leads to lots of fun tricks. The portals feel a little out of place as a Down Smash, but that's minor (I feel like they could be switched with Root). Playing with his momentum in the elaborate fashion you've created sounds like fun and would probably be very amusing to see in action. I'm a big fan of small Bean's grab game (can't imagine him doing anything else at that size), and I really like big Bean's Back Throw. Every other move just works in true MW-fashion to create something unique.

The writing's a bit fuzzy at times, but you're pretty much used to hearing that by now (I still can't make sense of the Forward Aerial).

In summary, I like Hannibal Bean a lot, and not just because he's from Xiaolin Showdown. Ok, maybe a little because of that (character bias :(). You crafted a real good moveset from the little material you had to work with (seriously, the big bad guy only gets a short season?) (on that note, is he really the big bad guy anyway?). It's really elaborate in stark contrast to my simpleton sets. Also, I appreciate the match-ups for Jack and Clay. :)
Here's hoping maybe you've got some good ideas for Chase Young; you can leave Wuya and the rest to me ;)

Great work, MW! :bee:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Hannibal:
:( It makes me feel a little blue to know that you've long surpassed the need for me to give constructive criticism. You've taken a character that frankly looks idiotic and not only did you prove my misconceptions wrong, but at some points you even played into them deliberately just to further hammer down your point. This is a moveset where looks are deceiving. Your usual writing style is, as always, effective and well pitched, expertly juggling many overlapping themes. Heck, you've even started implying the use of moves rather than plainfacedly stating them
Any negative I can level at this moveset would simply be a case of personal taste. We both know our opinions rarely overlap, so another lecture about overcomplicating move interactions would be worse than pointless.

But, bearing in mind I've never seen an episode of Xiaolin Showdown with Hannibal in it, the moveset leans a bit too far towards simply making ideas happen, and not enough in establishing his character to me. After reading the set, and I did indeed enjoy it, I can't say I have a high opinion of Hannibal himself. In fact, I might actually hate him.
I also have to agree with the common opinion that Hannibal is not quite as polished as Dark Bowser


But now I have to be selfish and post my own moveset. So here's some music to not listen to while you read it.

Final Boss
Milky Bar
Pyroxene of the Heart
The World Turns to Ash
Training Montage
Together we ride
Maybe I'm a lion
Ymir Forest
Contraband
Sorrow's Distortion
I won't give up
Tears after the cloudy weather
Standing the Pain
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
I hate this set....talk to me in the chat or shoot PM as my rant would just kill everything
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,287
Location
Hippo Island
Hannibal

lulzy character, and pretty fun moveset. Attaching yourself to the stage then just swining around the environment crashing into everybody is chaotic enough for casuals to enjoy it and there's enough substance for the competitive players to work with too.

As with Suburu, I feel that "momentum building" is more of a gimmick than an actual playstyle, as fun as it is, so looking past that...he's basically a set-up/stage-control character with elements of hit-and-run mixed in. hit-and-run is still something that's difficult to pull-off in MYM, though, so points for that.

The Giving Tree

I've always wanted to see a set that manipulated items, so kudos to you. This is now the second time you've made a set I've wanted to see accidentally (the first being Doppelori and her final-smash relevance)

The Giving Tree sounds like a great novelty character, and your reasoning for it existing is similar to why I don't like WarioWare being banned; if you don't want to deal with the luck, just don't play the stage!

vv rant vv

Having said that, I really must express that I disagree with random chance in a competitive scene. In a good competitive fighting game, moves are designed to counter certain other moves in certain situations, and your goal is to read your opponent's tendencies so you can anticipate an attack and counter it before your opponent even does it. You don't need random chance to create "risk and reward", you create risk with moves that leave you vulnerable if you don't read your opponent. It's the same reason I dislike combo-based fighting games; a two-player game should be about you fighting the other player, not the game engine.

And tripping isn't hated just because it's random; it's simply not fun. Where is there any enjoyment in being punished for MOVING? It would be like if in Mario he sometimes fell out of his shoes when he jumped, it's not funny or an interesting risk, it's a basic gameplay element you need to even enjoy the game properply! At least with items I can turn them off if I don't like them, tripping is just poor game design.

And if you're gonna make a set all about the "virtues" of luck, then nerfing the bat because it's "cheap" just defeat the point. If you get OHKO'd by the bat it's your own fault for taking the risk =P

^^ rant ^^

also, best SSE Role ever. (h)

And the tree was happy
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
ITEM TREE

I surprisingly –don’t- hate this moveset, mainly because of the part of the set that’s introduced that’s actually a good concept – the mega heavyweight living wall, along with the unique foliage hurtbox and how she regularly takes advantage of it in the actual moveset. The items work well as a sort of lure, though I’d obviously prefer if they were, say, a bunch of generic apples that healed the foe that she couldn’t use. It would also make her all the better for 2v2, which I also like her for – she’s definitely got some cool potential there and can let characters besides Octillery function as a turret and what-not.

The main thing I feel disappointed about with the items aside from luck is how little the Item Tree has to specifically interact with them, which makes them feel like more of a burden than the main attraction when the foe can get them just as easily, making them just something constantly present. All you’ve really got is the Green Shell and her laggy attacks – does she really need so many? If she could specifically interact with the items more and make do with whatever she got (Though stuff like hammers are still quite awkward), I could see this working more regardless of the random factors, or better yet with the apples so she could have actual Specials and throws.

I suppose that would destroy your vision, though, about making this a luck based moveset. Sure, you can call it a means of “risk and reward”, but I’m over here not picking Item Tree and this guy is and he keeps getting broken items that, god forbid, don’t backfire. It’s essentially random items you can’t turn off, like tripping multiplied tenfold. There is nothing that separates all the people that go to the Casino in terms of their skill at the slots. While I can certainly see a skilled Item Tree player, you can’t argue that the one Item Tree player who keeps getting lucky is so much better than the others. It’s not even so much the actual gameplay that would make Item Tree annoying in competitive play – it’s the inevitable endless arguments it would cause.

If it wasn’t clear enough, I -don’t- hate what this moveset is trying to do outside of its’ preaching, I just feel there wasn’t enough specialization in the items and it feels like you’re playing as the items themselves – which is again, exactly what you want, so I’m just talking to thin air here. Apologies, I’d just like Item Tree to play differently than any other character does in a casual match, which she is obviously most geared for anyway, and to actually bring new uses to the items rather then just copypasting them.

Just because you create an OC doesn’t mean you can get away with –anything-. It still has to make some degree of sense for the stereotype of the character. Your Final Smash seems like a random way to bring Aedi back – I’d think if you wanted to do so you could’ve just made her a fast individual moveset like Regal.

People go for Pokeballs out of habit from Melee, back when the good Pokemon didn’t have ridiculously low spawn rates. Surprisingly, people played more casual matches back in Melee – probably because we were all so much younger then.

Also, while you barely drawl on it, the fact that you even suggest that this thing can combo outside a single combo in uthrow/utilt is absolutely laughable.

Joe makes good points about Bob-Ombs and such being in the top most position of the tree screwing the tree over when it comes to the recovery/usmash. If you wanted to keep your precious intuitivism, you probably should’ve made the recovery the uair.
 

Master Miyamoto

Smash Rookie
Joined
Oct 4, 2009
Messages
4
Location
*laughs*
Ah...! What an interesting movingset we have here! I am so happy to see people enjoying Super Smash Bros. the way it was meant to be with items on! So much so that you made a character just to make those items? Wow! My main complaint with this set of moves is that it is for some character I have unfortunately never heard of! Unfortunately The Item Tree has never been on a Nintendo console so we would not be able to include the character!

Perhaps an alternatively like Whispy Woods or the Super Happy Tree would be more appropriate? *laughs* Despite never having heard of this character before there is something so whimsical about it that just makes me happy on the inside! I do however feel you underestimate Pokeballs and Assist Trophies; the randomness of them is what makes them so useful!

As for that other set of moves on this page, that is far too over the top and inappropriate for Super Smash Bros. Wario farting is one thing that we all found to be quite hilarious. Characters vomiting however in such a graphic way is just unpleasent. Not only that but again, the character is not from Nintendo.

However, this bean man does have some interesting concepts. He does remind me a fair bit of Snake when it comes down to their complex traps. Regardless though, it's still far too over the top and inappropriate for Smash.

Also, I hope you all enjoyed our E3 showing! I'm especially looking forward to Legend of Zelda: Skyward Sword! *laughs* Yes, even I look forward to some of our games!
 

wrkngclsshr

Smash Rookie
Joined
Apr 15, 2010
Messages
17
Location
Bursting Out Into Song
Hannibal Bean

Well, I remember this guy! Brings back memories, I loved Showdown.

I liked the set. Happy, TWILTY?

Sorry Warlord, I'd say more, but everyone else has basically covered any major thoughts I had. I thought the momentum building was an interesting concept with Hannibal, and I understood it all (mostly, but we shouldn't go into that right now). I DID think the portals were out of place the way they were used though. If anything, I would've thought of the Portals as a Final Smash.

Closing this generic comment off (I feel so icky :/), I didn't enjoy it as much as Dark Bowser (like everyone else), but Hannibal Bean is still a job well done.


I'll comment on Item Tree later on, and hopefully the comment won't be as much of a letdown.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Just to update you guys on my inactivity recently, I'm on holiday / vacation this week and thus, though I have internet, I have no spare time. I'll be back with the summary / comments and progress on movesets Sunday. Can't say I feel too great about my recent lull, but eh, you can expect me to return to my mighty rating system soon.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Playlist, Click here!







Hello there! Welcome to the world of Pokemon! My name is Oak. People affectionately refer to me as the Pokemon Professor. This world is in habited far and wide by creatures called Pokemon. For some people, Pokemon are pets. Others use them for battling. As for myself, I study Pokemon as a profession.

But first tell me a bit about yourself. Let's begin with your name. What is it?

...Right...So your name is...............








< Red >



"..."

Red? Arguably the most kickass Pokemon Trainer there is. He's the main protagonist in Red/Blue/Yellow, and reappears as the male protagonist in Firered/Leafgreen. In Yellow, he has Pikachu as his starter, but later on, he can also get the other main 3 starters. He later on faces his rival, Blue, for the championship, and wins. He's also the final challenge, on top of Mt.Silver, with his Pokemon being leveled at least 70 in Gold/Silver, and at least 80 in HeartGold/SoulSilver. In all the games, the only lines he utters are a silent, "..." With his Pokemon very well trained, he's sure to show why he's the greatest trainer of all time.

In Brawl, he brings his fast, and trustworthy Pikachu, his bulky and elegant Lapras, and his powerful and awesome Charizard. With these 3 Pokemon, he's sure to give anyone a fight of their lives.

( Special Mechanic )

Down Special - Switch
Red switches Pokemon differently from Pokemon Trainer. He uses his down special to swap around his Pikachu, Lapras, and Charizard, but he does in a different kind of style.

For starters, if one of his Pokemons (let's say his Pikachu) gets KOed, he'll send out his next Pokemon. However, he may not send out his Pikachu again for another 20 seconds, as his Pokemon is "fainted." He will be then seen in the background, using a revive, and a full restore potion on his fainted Pokemon, and his Pokemon will be revived, and Red returns his Pikachu back to his Pokeball. If another Pokemon is knocked out when he's reviving his Pokemon, Red sends out his third Pokemon, and attempts to heal his 2 Pokemon at the same time. If his third Pokemon is knocked out while he's reviving his Pokemons (shouldn't happen, unless you really suck at this game), Red will...have to wait for his Pokemon to be healed, before battling again. Switching also only takes 1 second to perform, faster than Pokemon Trainer's.

However, to back Red up, when he switches to another Pokemon, he can send them anywhere within a 2 stage builder block by moving the C-stick around. This can be used for smart strategizing, giving Red's Pokemon an opening to attack.

His Pokemon switch from Pikachu, to Lapras, to Charizard, and Pikachu again. You can also optionally press the Up taunt (Pikachu), Side Taunt (Lapras), or Down taunt (Charizard) to set who you want to switch to before pressing down B.








The opponent sent out someone! Go...............








Everyone should know who this little guy is. If you don't, get off the internet right now. He's practically the mascot of Pokemon nowadays. He's number 25 on the Pokemon list, evolves into Raichu with the thunderstone, and Pichu evolves into this guy. These critters are obtainable for Red by searching in the Viridian forest, or getting him as a starter through Professor Oak. More importantly, he's an electric mouse, and Red's main Pokemon. No, he's not Ash's Pikachu. He's Red's, who is like ten times better than him. He's a fast Pokemon, and can put up a decent fight, being brought down by his lack to last long in a fight. He's already been through the trials of Smash Brothers as a solo character. Let's see how he manages to face off as Red's Pokemon...

Size - 3/10.
The same as he was in the Smash games.

Weight - 3/10
Again, the same as is he is in smash.

Power - 6/10
Kind of the same as he was in smash.

Ground Speed - 8/10
God****it. Is he an exact clone of Pikachu in Brawl? Well, no.

Attack Speed - 7/10
Slightly a bit weaker in this regard as he was in smash.

Traction - 3/10
Kinda bad here in this regard.

Jumps - 8/10
He's got some better jumps from regular Pikachu.

Falling Speed - 5/10
Hmm...this should be the same as he was in Smash.

Priority - 7/10
Pikachu actually has surprisingly decent priority in some attacks...yes, I made a priority stat. **** you, JOE!.

Range - 7/10
Decent range, as expected from our Pikachu.




Special Trait - Static
Provided Pikachu gets hit by any physical attack, every 5th hit he takes, he'll paralyze his opponent by immediately causing them to be shocked for a second, and for 20 seconds, every 5th attack they attempt will immediately cancelled out with a little shock. Of course, use of a projectile can easily avoid this part of the move. Simple way to stop opponents from comboing Pikachu or anything like that. Once the opponent has the effect, they can't have it reset again until it's over.

Neutral Special - Thunderbolt
Pikachu squeezes his cheeks, summoning a bolt of lightning 2 stage builder blocks long, and depending on the direction chosen, it will travel in that direction for 5 seconds. Anyone getting hit by this bolt of lightning will dealt with 13-14% damage with nice knockback. Travelling at the speed of Samus' seeker missiles, it also has average lag at both ends. If the B button is held, Pikachu can change the direction of the lightning bolt. Letting go will let the lightning run it's course again. After you let go, you can't change it again mid flight. This has decent priority.

Aiming this at the ground will cause a shock wave, with lightning travelling on the stage. Anyone touching it will suffer 5-6% damage with a second stun. Shock wave travels really fast.

[ 13-14% ]

Side Special - Iron Tail
Pikachu's tail starts glowing bright white, and stays that way for as long as you want. This causes his tail to be much more heavy, lowering his jumps to half. Fortunately for him, any attacks involving his tail will deal 3% extra damage and an extra knockback level. However, those same attacks have a bit more ending lag than usual.

Now, what's cool about this is that it can break through any projectile with any tail attack and breakable stage parts with only 3 hits. Also, when Pikachu's tail gets hit by an electrical attack, his iron tail can absorb it, with electricity surrounding it, and it can send that same electrical attack in a direction depending on his tail attack.

Now, attacking Pikachu's ThunderBolt with a tail attack will have the bolt rain straight downwards, with numerous small bolts for 2 seconds, with the same damage and such, with very fast speed. This is totally different from simply letting the Thunderbolt touch Pikachu's tail, by the way, though attacking an electrical attack that is not Thunderbolt will still be absorbed. Thunderbolt is the only electrical attack that Pikachu owns that can be touched.


Up Special - Quick Attack
On the ground, Pikachu will dash at the speed of Sonic, with a white light falling him. He can keep on travelling at this speed, though he cannot stop, or else this move will then be cancelled (pressing Up B or turning around will cancel it). Anyone within Pikachu's path will suffer 7-8% damage with little knockback, and Pikachu has super armor while using this move.

Used in the air, he travels in a straight line 5 stage builder blocks, and if there's any kind of wall, Pikachu will cling to it, and can dash upside down. This move continues if he does so. Using this move near an edge will have Pikachu auto jump.

[ 7-8% ]

Down Special - Electrical Field
Before Pikachu switches back to Red, Pikachu summons an electrical force field that stretches out 1.5 stage builder blocks, and it's as tall as Bowser. Anyone touching said force field will suffer 10% damage, with okay knockback. This force field lasts for 5 seconds, allowing more than enough time for Red to safely switch. This takes only half a second to set up.
[ 0% ]


Neutral Attack - Headbutt
Pikachu head butts forward, dealing 3% damage, with very little knockback. Very little to no lag, little priority, reaches only what's directly in front of Pikachu and overall, very similar to Brawl Pikachu's neutral attack. Don't fix what's not broken I guess.
[ 3% ]

Forward Tilt - Tail Whip
No, no, it doesn't cause the opponent's defense to be lowered. Instead, Pikachu whips out his tail forward horizontally, dealing off 8-9% damage, with little knockback. This comes out really fast, with little ending lag as well. This has little priority, with the tail reaching only half a stage builder block. Iron Tail effect able and probably going to be Pikachu's main forward use.
[ 8-9% ]

Up Tilt - Tail Smash
Pikachu does a backflip, attacking with his tail, similar to Brawl Pikachu's up smash, dealing off 9-10% damage with okay upwards knockback. This has little beginning lag, but slightly above average ending lag. With okay priority, it also reaches a decent half stage builder block upwards. Usable with Iron Tail, and redirects electrical attacks straight upwards. Half-decent attack, and a potential juggle move.
[ 10-11%]

Down Tilt - Tail Twist
Pikachu quickly stands on his tail, giving him an extra half stage builder block worth of height. He then quickly spins around, with anyone near Pikachu will suffer 8-9% damage and little knockback. This has a bit of startup and ending lag. This also has okay priority. The cool thing is that Pikachu's tail is not attackable, so this can avoid other down tilts and such.

With Iron Tail in play, it only effects the tail portion of the move, not Pikachu's body. Managing to collect an electrical charge obviously can't redirect the blast to the ground. Instead, it sends a shockwave to the ground, similar to when Thunderbolt is aimed at the ground, though it only reaches 2 stage builder blocks to each side.

[ 8-9%]

Dash Attack - Spark
As Pikachu is dashing forward, he will quickly short hop, and spin. Then, electricity will start flowing around in front of him, which make this a multi-hitter dealing 2-3% damage with 5 hits in all, with okay knockback at the end, which is hard to DI out of. This comes out very fast, though ends with average ending lag. Decent priority with an electrical effect.
[ 2-3% x 5]


Forward Smash - Volt Tackle
Pikachu runs at the opponent while engulfed in electicity. Anyone within a 2 stage builder block range will suffer 14-15% damage with nice knockback uncharged, while fully charged gets you 19-20% damage with great knockback. Unfortunately, as soon as Pikachu hits something, he suffers 5% damage recoil, being knocked away 2 stage builder blocks, but still manages to stay on his feet. This has average beginning lag, but heavy ending lag if this misses, as Pikachu attempts to stop in his tracks. This has great priority however, and this also Pikachu's main KO move.

[ 14-20% ]
Up Smash - Shoryuken! ThunderPunch
Pikachu jumps a stage builder block up, engulfed in lightning, and launch 3 dynamic uppercuts. Each punch does 5-8% damage (depending on charge) with okay-good knockback. This has a bit of beginning lag, and above average if you choose to simply land on the ground after. This has good priority, and managing to hit with all 3 of the uppercuts will get your opponent paralyzed from the Static effect for 10 seconds. The cool thing is that Pikachu can follow this up with an aerial right after the ending of this move.
[ 5-8% x 3 ]

Down Smash - Thunder Wave
Pikachu starts squeezing his cheeks, which will cause waves of thunder to appear on both sides of Pikachu. This takes a bit above average beginning lag, but only a bit of ending. Touching the bolts will stop opponents immediately in their tracks and give them the paralyzed effect from Static (10-20 seconds depending on charge) with 5-10% damage. The waves left behind will stick around for 10-20 seconds (depending on charge)...maybe it can be used for some sort of interaction later on?
[ 5-10% ]


Neutral Aerial - Spinning Tail
Pikachu spins around like a ball, like his original neutral aerial. Opponents coming into contact will be knocked away with little knockback and 8-9% damage. This is really fast, with hardly any lag at either ends. Range covers all around Pikachu. Now, before Pikachu stops spinning, quickly point in a direction. This will quickly cause Pikachu's tail to stretch out in that direction for half a stage builder block, for an potential extra 5% damage. The real gem of this move is that it allows you to choose the direction of where you want to direct the electrical charge you collected with Iron Tail, in the air.
[ 8-9% + 5% ]

Forward Aerial - Thunder Shock
Pikachu moves it's head forward, and an electric charge appears of him, similar to his old forward smash. Coming into contact with it deals 12% damage with okay knockback. This has little beginning lag, and average ending lag. This reaches half a stage builder block. This has okay priority, and Pikachu's main aerial kill move. There might be an interaction later though...

...Like with his down smash! Using this move on one of those ThunderWaves will make them 1.5x the size of Bowser. This will make them really hard to miss, and if Pikachu stays between them, they'll have no choice, but to be paralyzed.

[ 12% ]

Backward Aerial - Double Team
Pikachu dashes backwards a stage builder block, diagonally downwards slightly. This has lag comparable to Lucario's up special, and hardly ending lag. Now the cool thing is that if Pikachu is hit during/after the move, he'll disappear. He'll reappear on his original spot where he performed the aerial. The opponent will suffer 2 seconds of lag, giving you more than enough time to launch an attack. After 3 seconds after the move has been performed, Pikachu will actually move to that spot.

Up Aerial - Discharge
Pikachu squeezes his cheeks and starts having a stage builder sized electrical sphere around himself. Anyone even slightly touching it will be sucked in. You'll suffer 5% damage for the 2 second sphere and if you take the full force of it, you'll be paralyzed like his Static trait. This has above average startup and ending lag, with okay priority. Decent for paralyzing aerial opponents.
[ 5-10% ]

Down Aerial - Agility
Pikachu dashes a stage builder block, diagonally downwards slightly, which has beginning lag nearly comparable to Lucario's up special and hardly any ending lag. You can move the control stick slightly to right or left to move where you want. This is kinda hard to use as a recovery, considering it sends Pikachu downwards. Good positioning move for Pikachu for an aerial attack.

Notice that it's similar to his back aerial? Well, this move allows more movement, but the back air allows you to ensure that you're safe more.



Pummel - Electricution
Pikachu shocks his opponent by simply touching them. This comes out really fast with 1% damage. If you successfully manage to use it with at least 7 hits, the opponent will become "paralyzed" similar to the effect in Static.
[ 3% ]

Forward Throw - Rolling Thunder
Pikachu throws his opponent to the ground of him 2 stage builder blocks, making them lie face up. Pikachu then starts rolling forward to the opponent, quickly jumping while still rolling, and then crashes onto his opponent, for a solid 12-13% damage, with okay knockback. Of course, the opponent has a chance to avoid this move by button mashing the A button 10 times in 2 seconds, which will cause them to roll away, and Pikachu crashing and burning with 2 seconds of lag.

Whoever gets the wrestling reference gets a cookie.(WARY)
[ 12-13% ]

Backward Throw - Throw Back
Pikachu throws his opponent behind him to the air, and quickly dashes towards them. Pikachu will then meet them in the air, ready to use any aerial attack for a second. Throwing has okay knockback with 10% damage as well.
[ 10% ]

Up Throw - Thunder
Pikachu throws his opponent to the air and quickly screams, "Pika!" This will cause a lightning bolt to strike down on Pikachu, similar to his Brawl Down special. This will cause 10-11% damage with good knockback. Like his original Thunder, outsiders can be shocked by the bolt itself as well. If Pikachu rolls out of the way at last second (you can do this by simply pressing left or right), the Thunder will strike the ground, sending shockwaves 1.5 stage builder blocks on each side for 6% damage and little knockback.
[ Up to 15% ]

Down Throw - SmackDown
Pikachu throws his opponent to the ground. He then proceeds to smacking the opponent on the ground with his tail for 10% damage, with okay knockback. If this is used on a platform/breakable parts of a stage, and you got Iron Tail, it'll break through it, causing it to be unusable for 20 seconds.
[ 10% ]

< Individual Playstyle >
First of all, let's start with Pikachu. For starters, he'll be wanting to use his neutral special, up special and side special frequently. His neutral special is his main long ranged attack, and with the power of his side special, he can redirect it just about anywhere. You can easily catch up to it with his up special and Thunderbolt is decent strong, so use it often for long ranged KOs, or you can try and make it rain down by using his neutral aerial on it for awesome results. More talk about that side special, it can make things an easy damage racker for you, so this means use his tilts often. Just be sure to put it away when you're getting hit, or otherwise, it'll turn against you with it's weight.

If opponents are causing trouble with you, paralyze them. You can use his down smash to leave behind traps, and then use his forward aerial to make it even bigger. You can also optionally pummel until they're paralyzed, or you can let opponents hit you until you paralyze them. This will slow down your opponent's movements, allowing you to go for the kill with his forward smash or up smash. Moving on to his air game, he's pretty good there. He can pull off some mindgames with his back and down aerial, while also relocating his location. His forward and neutral aerials can be there to do some offense, especially with an Iron Tail electrical charge, and his up aerial can do some paralyzing in the air. Pikachu's throws can also do some decent damage, and are viable KO moves at higher percentages. Overall, Pikachu relies on paralyzing, his airgame, and electrical redirection.








Just a little more! Hang in there..............








Lapras is probably the one Pokemon that everyone is wondering why she's part of Red. Well, for starters, she's a great Pokemon that deserves a set, and everyone else on Red's team has little/I can't think of anything potential. Moving right along, Lapras is a large sea creature which resembles a plesiosaur. It has four flippers, however its front ones are notably larger than its hind flippers. It has a long neck, and large black eyes. She's number 131, and obtainable by rescuing the poor people of Silph Co., from Team Rocket. Out of all of Red's Pokemon, Lapras feels the most left out, not being apart of Brawl as a playable character, but it's time for her time to shine!​

Size - 10/10
She's one of the biggest characters in the game. As tall and x1.5 the width of Bowser's size.

Weight - 10/10
It'll take a long while to take down Lapras...knockback wise.

Power - 6/10
Above average here.

Ground Speed - 2.5/10
Lapras is rather sluggish in running speed.

Attack Speed - 6/10
Another above average stat.

Traction - 10/10
Perfect traction here. Whenever you want to stop, she stops.

Jumps - 0/10
What the-? Lapras can't jump at all? This means that Lapras has no aerials right? Well, there are opportunities where you can use an aerial...

Falling Speed - 8/10
Considering Lapras is rather heavy, she falls rather fast.

Priority - 6/10
Just a tad above average here.

Range - 8/10
Great job here. Ice beam anyone?




Special Trait - Shell Armor
Notice that Lapras has a shell on her back that's as big as Bowser? Yeah, opponents can climb onto the shell, and tag along for the ride. In fact, they can attack the back of Lapras' neck with little worry! Now, the body that the shell covers is not attackable, making it Lapras' safe point. Basically, only attacking Lapras' head, long neck and forward body will cause any damage/knockback. Now, while the opponent is on Lapras, running, and then simply turning will shake the opponent off 3 stage builder blocks away. There's probably other ways for them to get off...

Neutral Special - Ice Beam
Lapras' starts forming ice in her mouth. This will create a 4 stage builder long ice beam that will continously fire for 3 seconds (pressing B in the middle of this can cancel the move). Aiming it at an opponent will cause them to suffer 3-4% damage a second with only flinching knockback. Now, locking this onto an opponent for 2 seconds will freeze them in a block of ice for 2 seconds. You can move Lapras' ice beam around, similar to how Bowser/Charizard can change the movement of their neutral special though it's more versatile as she can aim it above her head. This takes half a second of beginning lag, with somewhat heavy ending lag.

Now aiming it at the ground on the same spot for 2 seconds will cause it to form an ice block that's as tall as Link. These blocks are unpassable, and can be used for stalling. However, after 30% damage as been dealt to it, they'll be destroyed. Using this move again on the same block can stack ice blocks continously up to 3 times (though attacking the bottom ice block will cause the entire thing to break). These ice blocks can easily be melted with any fire attack.

[4%]

Side Special - Whirlpool
Lapras lets out a eerie kind of yawn, and after a second, a whirlpool the size of Bowser appears right in front of her. Now anyone within a 1.5 stage builder block range around it will be sucked in slowly within less than 2 seconds if they don't act fast. You can also knock them into the whirlpool for faster results. While opponents are in the whirlpool, they'll suffer 1% damage a second, and spin baby right round. They also won't be able to move unless they're knocked out or until the whirlpool disappears. Unfortunately, only 2 whirlpools can be on at a time, though it lasts for a lengthy 25 seconds each.

Now for interactions with Ice Beam! See, when it's blasted with it for 2 seconds, the whirlpool will immediately freeze up, creating an impassable barrier and a platform to stand on (not that Lapras can jump...). Opponents in the whirlpool during the time will be frozen as well for 4 seconds before breaking free. It can be destroyed, but it requires 40% damage (though it will also damage the opponent.

Now what if, let's say Pikachu's ThunderBolt shot into the whirlpool? The whirlpool suddenly transforms into a grey typhoon, and instead of sucking stuff in, it will blow stuff out straight upwards. The timer on how long it lasts will be reset, and guess what? This can actually push Lapras straight upwards. This is the only way for Lapras to get in the air without suffering actually damage.

[ 1% per second ]

Up Special - Ice Path
Lapras will continously aim an ice beam at the ground for 3 seconds, which will create a slippery ice path. Lapras can then use this for her recovery by sliding on it and by changing the direction around, she can move the ice path to where she pleases, going by the speed for Marth's running speed. Lapras slide automatically and the control stick moves her head to aim the path, thus changing the direction. Leaving it alone will cause Lapras to move straight forward in the direction she's facing. The Ice Path will be left behind, so opponents can walk on it as well (when they're trying not to slip).

Now obviously the ice path is very thin, so even the smallest of attacks will cause it to shatter. Lapras can use her neutral A, or neutral B while she's sliding (as the control stick is being used for moving the ice path around). Yes, Lapras can ride on the same ice path over and over again, provided it isn't broken. Also, if you decide to use the neutral special to create an ice block in front of Lapras' path, Lapras will immediately stop as he hits it.


Down Special - Sing
Lapras are known for singing right? Well, before she switches in, she'll start singing a harmonic tune...Lapras style. Anyone within a 2 stage builder block range while Lapras is singing will fall asleep for 2 seconds, allowing a safe switch in for Lapras' teammates, and maybe a chance to attack back. Can be avoided by staying away, or covering your ears with a shield.


Neutral Attack - Headbutt
Lapras headbutts forward, lifting her head furiously after for 11-12% damage and okay knockback and thanks to her long neck, it reaches a full stage builder block forward. This has only a bit of beginning lag, though it ends with above average ending lag. This has decent priority. Standard attack for Lapras.
[ 11-12% ]

Forward Tilt - Water Gun
Lapras will open her mouth to fire a water gun that reaches 2 stage builder blocks forward. Like Mario's FLUDD, it can push enemies away and can GIMP opponents. It will deal no damage however. This has little lag at both ends. Also, on the spot where Water Gun stops will leave behind a puddle of water which lasts for 20 seconds. Initially, this does nothing, besides make your feet wet, but...

If you fire an Ice Beam at the puddle, it will freeze over, making it that every time opponents run/walk over it, they'll instantly trip. Make this to your advantage in someway. If any electric attack is aimed at the puddle of water, it will bounce off like a mirror as well.


Up Tilt - Brine
Lapras opens her mouth upwards, and water starts shooting out from it. Anyone above it will suffer a mesely 3% damage, but will be juggled around in the water. This reaches upwards 1.5 stage builder blocks, before it starts falling down. This has little beginning lag and average ending lag. Now the cool part of this move is that it makes a puddle of water where Lapras is, with the same effect from the forward tilt.
[ 3%]

Down Tilt - Aqua Tail
Lapras spins around, sticking her tail out, and anyone getting hit by it will suffer 10-11% damage with okay knockback. Lapras' tail isn't exactly big, so it has rather short range, though despite what the attack name suggests, Lapras' entire body is the hitbox as well. It has average lag at both ends and it has decent priority. Basically used for enemies around Lapras.
[ 10-11% ]

Dash Attack - Ice Shard
As Lapras is dashing, she'll let out a small Lapras like roar, which will cause 6 shards of ice to appear and fly 2 stage builder blocks forward together. Each shard when come into contact will deal off 2-3% damage, with only a flinch of knockback. This move is decently fast with only lag comparable to Link's dash attack. The shards themselves are easily destroyable, with even the smallest hit destroying them. They're small projectiles though, only being those of a PokeBall. For Lapras, a decent way to rack damage.
[ 2-3% x 6 ]

Forward Smash - Surf
Lapras lets out a Lapras' like roar, which will start having water float around her feet. Suddenly, surf's up, as a roar of water starts lifting and moving forward Lapras a stage builder block up, before crashing back down, dealing off 13-14% damage with nice knockback, while fully charged gets 18-19% damage with great knockback. This has little beginning lag, with average ending lag and good priority. Lapras also leaves a 2 stage builder block water puddle in front of her. If there's an opponent right in front of or behind her, it'll end up caring them along with Lapras with the surf if not careful.
[ 15-19% ]

Up Smash - Waterfall
Lapras waterfalls upwards a stage builder block, similar to Squirtle's up special. Instead of being a multi-hitter however, it will do one big hit for 13-18% damage with nice-great diagonal knockback (depending on charge). This has little startup and above average ending lag as Lapras lands back on the ground. This has good priority. Unlike Pikachu's up smash, most of Lapras' aerials (bar her down, which is hard to hit considering how high Lapras is above the ground) are too slow to follow up.
[ 13-18% ]

Down Smash - Perish Song
Lapras starts singing out a lovely, yet strangely demonic tune. This has average lag at both ends. Suddenly, anyone with a 1.5 stage builder block range will suffer 25-28% damage with huge knockback after exactly 20 seconds (10 seconds fully charged) have passed. An unblock-able move. A huge chance to KO someone, yes. However, the thing is that this move can actually be spot dodged if opponents can count carefully the seconds. Be warned as this move also effects Lapras herself as well! Lapras can avoid be hurt by switching in, but only if she does it after 10 seconds (5 fully charged) have past. A good KO move, but might be kinda tricky making this move a success. Maybe if we freeze them...
[ 25-28% ]

Neutral Aerial - Flail
If Lapras somehow gets in the air, she'll flail around in the air, looking kinda desperate. Anyone touching Lapras' legs, arms, or tail will suffer 7-8% damage with okay knockback. This has very little lag at both ends, making it one of Lapras' fastest attacks. This has little priority, and it's basically a move where it attacks on all sides of Lapras in the air.
[ 7-8% ]

Forward Aerial - Ice Ball
Lapras opens her mouth to release 3 ice balls the size of Kirby in a forward downwards diagonal direction reaching 2 stage builder blocks. Each ball will deal off 3-4% damage with little knockback. This has little beginning lag, but above average ending lag. Each ball can easily destroyed with one hit. You can control the amount of balls that come out by how many times you press the A button.

If this aims at a puddle of water, the ball will splash the water, moving it 1 stage builder block forward. If all 3 balls hit the puddle, it will freeze instantaneously.

[ 3-4% X 3 ]

Backward Aerial - Confuse Ray
Lapras turns around, and opens it's mouth to fire a sonic wave the size of Sonic, a stage builder block in that direction. If it hits an opponent, they'll grab their head in pain, unable to do anything in the air for a second. Does no damage, though if opponents time it right, they can destroy the wave by attacking it. This has a bit of beginning lag, and average ending lag. Use this right, and you can GIMP opponents easily.

Up Aerial - Bubblebeam
Lapras turns her head upwards, opening her mouth letting out a barrage of bubbles all once (8 in total and the size of Kirby). Opponents coming into contact with one of them will suffer 1-2% damage with little knockback. This has little beginning lag, but above average ending lag. The cool thing is that they stay in that aerial where Lapras performed the move, until someone pops them. Of course, they're just bubbles, and can easily be destroyed with any attack.

Now, if Lapras fires an ice beam at the bubbles, they freeze in ice, becoming ice balls, similar to the ones in Lapras' forward aerial. They then all come crashing straight downwards, dealing off 3-4% damage with little knockback each, and they can freeze puddles of water upon contact...just like his forward aerial, except trickier to perform.

[ 1-4% X 8 ]

Down Aerial - Crash
As Lapras is in the air, she has nowhere to go, but down. Lapras will then simply crash straight downwards, with anyone in the way will suffer a nice 13-14% damage with good knockback. This has little beginning lag, but somewhat heavy ending lag if Lapras lands on solid ground. This has great priority, but be careful as using this over a pit will send Lapras...well down the pit. This can also automatically break any breakable stage parts and her own ice blocks with just this move.
[ 13-14% ]

Grab - Bite
Lapras will send her head forward, opening her mouth, and hope to bite something. This has decent range, reaching a stage builder block forward due to her long neck. This has little beginning lag, but it has above average ending lag if it doesn't hit.

Pummel - Crunch
As the opponent is in Lapras, she'll take a munch on the opponent for 3% damage a pummel at average speed.
[ 3% ]

Forward Throw - Frost Bite
As Lapras holds the opponent in her mouth, ice begins to form in that area. Suddenly, the opponent freezes into an ice block for 2 seconds, as Lapras throws them away forward a stage builder block with 5% damage. Use this frozen opportunity to score some hits.
[ 5% ]

Backward Throw - Loch Ness Toss
Lapras angrily spins and spins, while the opponent is still in her choppers. She'll then let them go, sending them flying for 13% damage with nice knockback. A decent throw for KOing.
[ 13% ]

Up Throw - Icy Wind
Lapras throws her opponent upwards 2 stage builder blocks, and opens up her mouth. She'll then let out an icy wind from her mouth, which will cause the opponent to freeze in a block of ice in midair for 2 seconds, with 5% damage. An alternative version of Lapras' forward throw, but the opponent is in the air instead.
[ 5% ]

Down Throw - Mist
Lapras throws the opponent to the ground. Lapras then opens her mouth to let out mist from her mouth, covering 2 stage builder blocks all around her and the opponent. At first, it's just some flashy effect, that prevents the opponent from seeing Lapras. However, if opponents try to strike Lapras in the mist, it won't harm Lapras at all. Instead, this will cause the mist to disappear, and leave Lapras safe. As you can see, it acts as a temporary shield, though note that any mesely attack can make a part of the mist disappear. Wind based attacks (such as Link's Gale Boomerang, and blowing wind) can completely blow away the mist if you stand at the right position. Note that the mist can help the opponent as well.

Now if you fire an ice beam at the mist, it'll freeze, creating a block of ice, which are impassable, size varying depending on how much mist is left. If the opponent happens to be in it, they'll be frozen as well for 2 seconds before breaking out. The ice blocks themselves can be destroyed with 20% damage. Be warned that if Lapras ice beams while she's IN the mist, she'll be frozen too!


< Individual Playstyle >
Moving onto Lapras, it's a little more icy here. She'll want to freeze the opponent with Ice beam, and she can make this all the more easier with trapping them into the whirlpool (but knock them via forward moves, up smash, and so on before freezing it). You also freeze them via her forward and upwards throw. After freezing them, use Lapras' Perish Song, with it being one of Red's strongest KO moves. Of course, opponents CAN spot dodge the move, so freeze them again to make sure they don't. You can also create ice blocks before hand to prevent them from escaping or doing anything to you. When it's time to avoid getting Perish song'd yourself, switch out to maybe Charizard.

Unfortunately, Lapras is slow and has no good ways to get in the air. She can use her up special to move faster, and with it leaving behind tracks, it's good for ramming into opponents from all directions, and it's a blast using. She can also cause opponents to slip and fall with forward/up tilt interaction with ice beam, and should be used a lot to frustrate speedy opponents. When she DOES manage to get in the air, you can use her forward aerial for some damage, and her back aerial to try and GIMP. If she was forcibly moved upwards, teach your opponents a lesson from below with her CRASH. We'll talk more about her aerials later, but for now, let's move onto Charizard!









Your foe's weak! Get em................








Now, we get to arguably everyone's favorite starter.
Excluding Wizzerd.
The fully evolved form of Charmander, sprouting wings, he's easily has the best air game of the team, and the most powerful as well. With fire hot enough to burn anything, he can take on anything...except water of course. He's a bit chubby, and slow, but that won't hold him back. Being number 6 of the Pokemon list, and already has experience from Pokemon Trainer in Brawl, how will he fare as Red's Pokemon? We're about to find out.



Size - 8.5/10
Basically the same size as Brawl Charizard.

Weight - 7.5/10
Again, roughly the same as Brawl Charizard.

Power - 7.5/10
He's not the same powerhouse he was in Brawl, but he still can KO.

Ground Speed - 6/10
Like in Brawl, his walking speed is mediocre, while his running is decent.

Attack Speed - 7/10
He's a bit better in this category than he was in Brawl.

Traction - 8/10
Decent.

Jumps - 8/10
Charizard retains his 3 jumps, allowing for a decent recovery.

Falling Speed - 6/10
Charizard still falls at his regular speed.

Range - 8/10
Charizard actually has better range than his regular Brawl self.

Priority - 8/10
Actually pretty decent here.

Glide
Charizard is dependent on gliding, and not a lot has changed since the days of Brawl. However, he moves a bit faster when moving left or right, and when he wants to go upwards, it doesn't make him go into a helpless state, but it goes at a slow speed however.




Neutral Special - Flamethrower
Charizard lets out a wave of flames, reaching out 2 stage builder blocks (though it slowly decreases after 3 seconds of use where it only reaches a quarter of a stage builder block), and it's as thin as Brawl's flamethrower. Anyone getting hit will continuously suffer 2% damage per second, though they'll only flinch upon being hit, and will never get KOed with this move. This has the same amount of lag for Charizard's original neutral special.

If you can successfully use this move on the opponent for at least 3 seconds, they'll get a burnt status, where opponents suffer 1% damage a second and do 5% less damage (though they'll always do at least 1%). This lasts for 10 seconds. Furthermore, if flamethrower is aimed at the ground on the same spot for 2 seconds, it'll leave behind a wave of flames that's a stage builder block wide and tall. Any opponents standing on it for 2 seconds will suffer the same burnt effect. However, the flames go away after about 10 seconds, though flamethrowering it again will reset the timer.

[ 2% x Varying]

Side Special - Whirlwind
Charizard starts flapping his wings forward, which will cause a gust of wind to blow in that direction. This will blow away opponents within 3 stage builder blocks with a push effect. This has only a bit of lag at both ends. This will not cause any damage, nor will it flinch any opponents. It's good for gimping though. You can hold this button to continuously use this move, though only pressing it once will only last for a second.

More along for interactions, you can blow the flames on the ground from Flamethrower to travel forward 2 stage builder blocks, and it will automatically cause a burnt effect on contact, though the flames will disappear. You can also move the Ice Blocks from Lapras' neutral special, and the thunder waves from Pikachu's down smash in the direction you're facing, moving at a pace of one stage builder block per second. Use this move to set up well.


Up Special - Fly
Charizard moves upwards diagonally, similar to his original up special except a lot more faster and minus the fire. Get hit, get 12-13% damage with nice knockback. The hitbox is all around Charizard, except from his bottem. This has Lucario's up special beginning lag. He moves 2 stage builder blocks, turns into a horizontal direction (depending where the stage it) and then immediately goes into his glide (which is a bit better than his original one). A decent recovery, but not much else.
[ 12-13% ]

Down Special - Eruption
As Charizard returns to his Pokeball, he'll let out an fiery explosion for his mouth, expanding a stage builder block on each side. Anyone caught in it will suffer 12-13% damage with nice knockback. This has average beginning lag, but hardly any ending lag.
[ 12-13% ]


Neutral Attack - Slash
Charizard takes 2 swipes forward, having barely any lag both ends, each dealing off 6-7% damage with okay knockback on the 2nd hit. It only reaches what's directly in front of Charizard, with okay priority. Basic damage racking move for Charizard. Nothing special.
[6-7%]

Forward Tilt - Fire Fang
Charizard covers his mouth up with fire. He'll then swing his head forward, anyone getting hit will get a fiery effect with 11-12% damage with okay knockback. This has a bit of lag at the beginning, but little ending lag. This has decent priority, with range reaching half a stage builder block. Another not so special move, but it does somewhat have a good hitbox with the fire.
[ 11-12% ]

Up Tilt - Wing Attack
Charizard will swing both his wings forward, similar to his old up smash, each dealing off 6-7% damage, with okay knockback on the latter hit. This has little beginning lag, but average ending lag. This has decent priority, and it's another not so special move.
[ 6-7% X 2]

Down Tilt - Smokescreen
Charizard opens his mouth to let a darkish kinda smoke around him, covering 1.5 stage builder blocks. Opponents near it will start coughing for a second and a half with 5% damage. They are then able to stay in the smoke as long as they want. This has lag comparable to Ike's Aether at both ends. Can be used to buy yourself sometime. Like Lapras' mist (down throw), it can be blown away with a simple hit, though it's best to do it with a projectile. The smokescreen lasts for 10 seconds, but only 2 can remain on a stage at a time.

For some interactions, Charizard can use his side special to blow the smoke in any direction, though it drains it by 2 second on how long it lasts for each side special use. Also, if Lapras' mist comes into contact with the smoke in the slightest, the both transform into more of purple kind of smoke, combining their powers of protection, and smoke coughing together. Good for you, bad for the opponent (despite them getting the same protection). Unlikely to happen if you don't act fast enough with it being still being easily blown away.

[ 5% ]

Dash Attack - Fire Spin
As Charizard dashes forward, he opens his mouth letting out a sideways fiery tornado (imagine Link's size flipped sideways) a stage builder block away. Opponents touching the fiery twister will get sucked in, staying in it for 3-4 seconds (opponents can button mash to reduce it to 1-2), before getting spit out with 3-4% damage per second with okay knockback. This has little beginning lag, but above average ending lag. The tornado lasts for 10 seconds.

If Charizard chooses to dash through it, he'll become the tornado, charging straight forward 2 stage builder blocks. Anyone in the way will suffer 11-12% damage with okay knockback, and it has great priority. Plus, this has very little beginning lag, but average ending lag.

If you want, you can flamethrower the Fire Spin to make it last longer, with 1 second adds 4 seconds, up to 20 seconds. You can also switch to use Lapras' ice beam to freeze the fire spin for 10 seconds, being on impassible barrier, though it's wider than Whirlpool's frozen tornado, considering it's sideways.

[ 3-4% x 1-4 + 11-12% ]


Forward Smash - Fire Blast
Charizard breathes in, and lets out a huge fireball forward 2 stage builder blocks, about as big as Mario. Opponents coming into contact will suffer 16-20% damage (depending on charge), with great knockback, making this one of Red's best KO moves. This has quite a bit of lag, comparable to Ike's forward smash at both ends. It does have great priority however, and generally, you don't wanna get hit by this.

If you manage to combine Charizard's Smokescreen and Lapras' mist to create Mistscreen (lame name, I know), and Charizard's Fire Blast comes into contact with it, the Mistscreen itself will become the hitbox of Fire Blast, as it lights up, dealing the same amount of damage the forward smash would have created. Just make sure it's still there...

[ 18-24% ]

Up Smash - Flamewheel
Charizard will start having fire surrounding him, and suddenly, the fire spins, and sends Charizard 2 stage builder blocks in the air. Anyone getting hit will suffer 15-20% damage (depending on charge) with good knockback. This has great priority, but has average beginning lag. Only meant to hit opponents directly above Charizard. After performance of the move, Charizard automatically goes into his glide, ready to take the skies. For whatever reason you choose not to do this, hold A and Charizard will simply fall to the ground.
[ 17% ]

Down Smash - Earthquake
Charizard lets out a mighty roar, stomping at the ground. This lets out a huge shockwave to the ground, and anyone within 2 stage builder blocks around Charizard and is touching the same ground level Charizard is on will suffer 16-23% damage (charge depending) and good knockback that only sends them straight upwards. This has above average beginning lag, but only a bit of ending lag. Move is easily avoided by jumping however. A good way to get your opponents in the air though.
[ 16-23% ]

Glide Attack - Airspin
Charizard will spin forward, and anyone in the way will suffer 9-10% with nice knockback. This has very little lag at both ends, and has okay priority. If Charizard entered his glide from his up smash, this move will have fire surrounding it, dealing off 12-13% damage instead, with a bigger hitbox.
[ 9-10% ]

Neutral Aerial - Heat Wave
Charizard emits a fiery wave around him, which lasts until you perform an attack. What this does is that it boosts the next attack that Charizard does by 4% damage, and every 3rd attack using this move will give the opponent the burnt effect from Flamethrower for 10 seconds. This has only a bit of beginning lag to startup, but above average ending as Charizard cools down. Be warned while Charizard is in this form, he'll suffer 5% extra damage when hit. Use this when you want to use an aerial move to give some burns.

Forward Aerial - Wing Bash
Charizard uses his right wing to cover him, as he charges in forward half a stage builder block. Getting hit by this will deal off 9-10% damage with okay knockback. This has little beginning lag, and average ending lag. This has decent priority, and the hitbox is only his frontal view. Now, this move can bounce back physical projectiles to the opponent, but if it's a sharp object like Link's arrows, he'll still suffer the damage. This move also goes straight into Charizard's gliding.
[ 9-10% ]

Backward Aerial - Air Slash
Charizard quickly turns around, and uses his claws to fiercely slash the air. This has little lag at both ends, dealing off 11-12% damage with okay knockback and priority. Also, this part of the move only reaches what's directly behind Charizard. The cool part of this move is that it leaves behind an invisible wind hitbox, pushing opponents away with in a stage builder block of range, making it a decent gimping move as well.
[ 11-12% ]

Up Aerial - U-Turn
Charizard does a quick loop upwards, similar to Metaknight's up special, but a bit slower, and it only goes up a stage builder block upwards, and this time, from where Charizard is facing, he'll now face in the opposite direction. Anyone touching Charizard will suffer 11-12% damage with okay knockback and it has decent priority. This has Lucario's up special beginning lag, but overall, no ending lag. This move also sends Charizard into an automatic glide, making this a good getaway move when needed.
[ 5-14% ]

Down Aerial - Seismic Toss
Charizard faces downwards and stretches his arms fully, and anyone within reach of Charizard from below will be grabbed...bear hug style. This has low lag in the beginning, but average ending lag. Now, if choose simply do anything as you travel back to the ground, you'll automatically enter your grab/throw options on the ground. However, pressing downwards will have Charizard start travelling straight downwards, with the opponent in hand. Crashing into the ground will deal off a decent 14-15% damage with it grounding the opponent. Using this over pit however can grant Charizard a...Chariside. Up to you on how you want to use this move.
[ 14-15% ]


Pummel - Headbutt
Charizard will continously headbutt the opponent for 3% damage a pummel, at average speed.

Forward Throw - Biting Throw
Charizard grabs the opponent in his mouth and fiercely throws them forward as he does so in his original forward throw for 12% damage and okay knockback.
[ 12% ]

Backward Throw - Rock Smash
Charizard throws his opponent to the ground behind him, and gets a rock from the ground. As the opponent gets up, he'll smash the rock to pieces, similar to his side special, except it only does 14% damage and nice knockback this time. This can effect outside opponents as well. Be warned as Charizard is pulling out the rock, if the opponent acts fast enough by button mashing A 15 times, they'll knock the rock into his face for the same amount of damage and knockback.

Luckily, there's another function for this move. If Charizard decides to HOLD A, he'll drop the rock to the ground. Now, you can then pick it up and throw it around like an item, for 20% damage with great knockback. The downside is that it severely lowers your speed like a crate does, and it gives you metal box like weight. Not to mention it takes a whole second to throw the rock. Luckily the opponent can pick it up as well, and refer to the down throw on how to force them. Also, if you use Pikachu's Iron Tail on the rock, you can slice it in half, thus making it alot easier to carry around and throw, and the damage is only nerfed by 5%.

If you decide to flamethrower the rock, it'll turn bright red, and anyone touching it will suffer 1-2% damage per second, with their hands burning up. It won't effect Charizard though, considering he's a fire type.

[ 14% ]

Up Throw - Flare Blitz
Charizard throws his opponent upwards, and suddenly is ingulfed in flames. He'll then charge straight upwards, dealing off 11-12% damage with okay knockback, and automatically enter his glide. The flames will then disappear. Good way to get in the air from a grab.
[ 11-12% ]

Down Throw - Fire Breath
Charizard throws his opponent to the ground, and starts breathing fire on them. It'll deal off 11% damage with okay knockback. Very similar to his old down throw. Don't fix what ain't broken i suppose. If an item is nearby within 1.5 stage builder blocks of them, Charizard will quickly grab the item, and force the opponent to hold it...maybe a certain kind of rock?

< Individual Playstyle >
Charizard relies on burning the opponents, weakening them so they'll take longer to KO. Obviously, the main use is flamethrower, burn them up, or you can burn the ground up instead, leaving behind traps for the opponent. If the opponent tries to stay away, use your side special to blow the flames forward, though just make sure you hit. Charizard is arguable the strongest on his team, with moves like his smash attacks, and he’s got some range behind them, but he's more than capable of damage racking, via use of his neutral A, dash attack, tilts, and most of his aerials.

When you want to get your opponents to the air, get them to stay in one spot with Smokescreen and then use Charizard’s down smash/up throw to force them up. If you choose to do the former, you can then use his up smash to get yourself in the air for an automatic glide, though the up throw does that as well. After that, do some stuff to your opponents. Boost your attack power with his neutral aerial (with a chance to give a few burns), and then let loose with his forward aerial into his glide attack combo. After your done with that, you can optionally perform his up aerial to get away with some damage, or his down aerial to send them straight downwards. You'll also be wanting to use your glide alot, as it gives Charizard a lot of aerial options. You may also want to give your opponent a Rock to help GIMP them.

( Final Smash )
Red lets out a smirk from the background, and suddenly, Pokeballs start raining down! There are lots of them, and when your opponent throws them, only WOBBUFFETS will come out. Sucks for them, maybe good for you. When Red's Pokemon team throws them, one of 3 legendary birds will come out (Zapdos, Moltres, Articuno). Yes, lazy final smash, but i couldn't think of anything else...God, i feel like K.Rool (WARY).

( Playstyle )
Red's team plays differently than most teams, that's for sure. For starters, when switching in and out, always try and relocate the Pokeball somewhere the opponent isn't for safety. Luckily, the Pokemon themselves offer protective things they do for a safe switch, so you shouldn't have to worry too much.

Let's talk about how they're going to work as a team. Now all 3 of them are more than capable of KOing, but they all do it differently. With Pikachu's electric redirecting iron tail, he'll probably be the one racking up the most damage. Lapras will be the heavyweight staller, with his ice blocks, whirlpool, and mist, and Charizard will be the more aerial artist kind of Pokemon. You should try and freeze the floor with Lapras as much as you can, as it'll cause opponents to trip more easily, and her teammates can go in for the kill. You'll also want to give them at least one status effect, as Static is good for stalling, while being Burnt helps you survive longer. You'll also want to freeze them now and then, for productive KOs. Now, more specific on team combinations...

1. Pikachu/Lapras
Lapras is a bit on the slow side, and a bit too large, making her combo fodder right? Not with Pikachu teamwork! Pikachu can paralyze the opponent, leveling up the playing field, and making it easier for Lapras to approach them. Combine that with a whirlpool, and then freezing them, and it'll give them a hell of a time fighting back. More on whirlpool, if you've been paying attention, Thunderbolting the whirlpool will benefit Lapras greatly, as she can then move into the air more freely, and with her back aerial, she can GIMP things easily if pull off right. Pikachu can also destroy the ice blocks Lapras makes for decent damaging projectiles. Finally, with all the water that Lapras' makes, Pikachu can easily reflect his Thunderbolt around, making for some mindgames, as you can either choose to absorb the Thunderbolt or just let it fly.

2. Charizard/Pikachu
Pikachu and Charizard both have decent airgames. Pikachu is more mindgameish, while Charizard can KO more easily. Obviously, paralyzing opponents make it all the more easier, and getting burnt helps Pikachu to survive. Paralyzing helps Charizard use his down smash to send opponents into the air, where he can then perform his aerial assault (or you can switch to Pikachu for your air game). After you rack enough damage using Pikachu, switch to Charizard for KOing/GIMPing with his back air or side special. You can also use Pikachu's Iron Tail to create some lighter rocks from Charizard's back throw, thus making them effective projectiles.

3. Lapras/Charizard
Now then. Thanks to Charizard's fire spin, Lapras can freeze that, create her own ice whirlpools and ice blocks for the walls of ice, giving the opponent a hell of a time trying to escape. Whenever you want to get rid of them, use Charizard's forward/upwards smash attacks for fast results. Also, if you want to do some explosive damage, have Lapras use her down throw to mist the opponent, and then switch to Charizard to use his down tilt. Combine that with a Fire Blast, and man, it's not a pretty sight for the opponent. Mist can also act as Charizard's temporary shield, as he prepares to attack, and Smokescreen can act as a way to keep your opponents coughing while she does her down smash or something.

...And that's basically it. Of course, there's more than enough options, as Red is such a versatile character, but you should play him as you would play him.


Vs. Link
So, we're facing against bottom tier Link? Easy match right? We'll see. First of all, Pikachu's too small to be Z-air'd, so that's out of the question for Link. However, he does have his projectiles, and he can avoid being paralyzed this way, while also dealing off some damage. He can also avoid being paralyzed by camping with his projectiles as well. Link's down tilt/smash can easily sweep Pikachu upwards, and Link's attacks can easily KO Pikachu at higher percentages. Pikachu's fast though, and with an Iron Tail charge, Pikachu can cause alot of damage to him. Link just needs to avoid stuff like Pikachu's forward smash, where he can then try to counter attack and he's fine...on the ground. Unfortunately for him, in the air, Link can easily be messed around with Pikachu's downwards/backwards aerial, always relocating himself around, and he can be sent to his doom. So yeah, overall, good matchup against Link with Pikachu.

Moving onto Lapras, Link's Zair works beautifully here, as Lapras' is so big. Not to mention, Link's projectiles will have no problem bombarding her. Plus, considering Lapras can't even jump without proper help from Pikachu, so Link should have no problem gimping her with his forward aerial at a high percentage. Lapras isn't totally hopeless however, as she can create Ice Blocks to stall for time, but Link is decently powerful, with his forward smash easily destroying them with there 2 hits. Overall, bad matchup against Link.

Charizard here can be Zair'd, but not as effectively as Lapras can. Link will have little problems trying to combo Charizard, and then try and KO Charizard with his smash attacks, but Link should not try to gimp Charizard, as Charizard loves to get into the air, with his gliding skills. If Charizard can force Link into the air, it's all over, as he can deal off a ton of damage there, and he can try to send Link to his doom with his downwards aerial. Overall, we got a somewhat good match up against Link.

Overall as a team, Link will definately have some problems. Pikachu's an annoying pest to fight, and Charizard is a challenge for him, but if Link can stay on the offensive against Lapras, he might have a chance of winning. Links better make sure that Lapras doesn't give out any ice floor or ice block support, cause these things will certainly stall Link. Overall, Red has a 70/30 chance against Link.


Vs. Miles Edgeworth
Edgey has certainly a chance against Red. His Pikachu is probably Edgeworth's biggest problem. For starters, Pikachu can blast Edgeworth with electricity from just about anywhere, especially with Iron Tail and water puddle support, interrupting his evidence finding. Thankfully, Edgeworth has his assistants. Gumshoe can gather his evidence for him, while Edgeworth tries to fend off Pikachu. If Pikachu's in the air, use Franziska's up smash to smack him down. They also can both hold Pikachu back as Edgeworth gathers his evidence. You can also use the down special/side special to cancel out his special moves, removing his use of his Iron Tail and such, or his aerials, removing one of Pikachu's big game elements. It's going to be difficult to get the evidence back with Kay though.

Now Lapras is an interesting case. She's really heavy, thus giving Edgeworth a tough time to push her away for his evidence grabbing, and while Edgeworth is doing so, she can freeze him, or trap him in a whirlpool. Adding insult to injury, Lapras can't jump, making it a pain in the *** to get his green evidence. However, remember that Lapras is slow, and she's a big target, thus making her an easy victim of Gumshoe's forward smash, and she can easily be held back too. Look elsewhere for your green evidence, but look here for everything else, as she'll probably be the easiest of Red's team to get evidence. Be wary of ice blocks, as they can block him from getting his evidence.

For Charizard, it's best you look for your green evidence here. With Edgeworth's cancellation of moves, he can easily remove Charizard's good air game, but make sure you collect that evidence. Charizard is a decently big target, although he can blow you away with his side special, and can give Edgeworth some burns. Luckily, Edgeworth doesn't have to cause damage to win, and he can get Gumshoe to hold him back.

As a team, with Lapras' slippery ice floors and ice block support, it'll give Edgeworth a hell of time trying to get his evidence. As an attempt of last resort, Edgeworth can try examining himself for evidence, with Kay's up smash, and if done right, he'll have little trouble doing so. Landing that Objection! will be tough with Pikachu, considering Pikachu loves to run and attack from afar. Lapras should be easy, and Charizard might be tough considering he's always flying. Overall, Red has a chance of winning 60/40 against Edgeworth.


My first attempt at matchups. So if these suck or anything, you'll know why. >_<

( Extras )

Taunt with Pikachu
Pikachu does his signature, "Pika, Pika!" waving his hands to the audience. Red lets out a smirk, pulling his hat downwards.

Taunt with Lapras
Lapras lets out a long eerie kind of howl, while Red throws a Pokeball to the air and catches it.

Taunt with Charizard
Charizard breathes harmless fire around, while Red pulls his hat up, Pokeball in hand, like his HG/SS sprite animation.


Victory with Pikachu
Pikachu quick climbs up to Red's head, taking his hat off, and Red just smiles.

Victory with Lapras
Red pets Lapras softly, and Lapras is happy while he does so.

Victory with Charizard
Charizard allows Red to climb on him. As Red does so, he smiles to the screen, where then Charizard will let out a roar, and they take off to the sunset.

Victory against Trainer Gold
Red looks down on Gold, saying he's not ready yet. Gold then collapses to the ground. Gold whited out!

Lose Pose
Red puts his hat down in shame, while Pikachu claps, Lapras will be looking down, and Charizard will turn away from the opponent, angered.


Alternate Costumes





Author's notes: I would like to thank both MT and HR for previewing the set for me. I would also like to thank agi for the awesome recolors! I had a load of fun making this set (though i think my ideas went down when i got to Charizard...). Hopefully, other people can enjoy the set too.:bee: I decided on making this set when i was playing Soul Silver one day, so yeah (still gotta beat Red though >_>).

















THANKS FOR PLAYING!
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@The Item Tree: (sorry, TWILT, I'll get to Red later! :))

So I finally read the moveset, and I think it's pretty neat. I'm not sure what inspired you to make this moveset, but like a lot of your sets, it's visually appealing and easy and fun to read, thanks to your excellent writing style. You deliberately omit damage percentages, which makes me wonder why you bothered to give some moves KO percentages.

But basically, you made a moveset for a tree, which is awesome. It's probably the pinnacle of tree-movesetting. The other side of this moveset is pretty much a tribute to items. I like the original items you added. I echo MW's sentiments that it would've been nice for some more fleshed out interaction between the Tree and her items (and the Final Smash is weird). And of course, the extras are lovely.

Overall, The Item Tree is a pretty creative and fun moveset, and I actually enjoyed it. I'd probably like using her in Smash because 1) she's a tree, and 2) I like items every once and a while. I tend to have pretty good luck, too.

Great job, Junahu. :bee:
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Super Happy Fun Time Item Tree

Well I'll come out and say it, I like this set. Big surprise, no?

So what I do like is the concept. It's a character who does for Items what Doppelori does for Final Smashes. It's an interesting concept, one I'm sure others have considered but never gone for considering how taboo items are in MYM and on SWF in general. I do also like how you went out of your way to more or less balance every item in the game so there wouldn't be tourneygoers crying out with "But the Homerun Bat is cheap!" or "The fan is so ghey!"

Another thing I like is that, aside from the fact that you went out of your way to make the items play as they do in real Smash (IE: Randomly) there's still a degree of control The Item Tree has over them. While a complaint I heard had to do with certain items killing her...what're you doing with that item where it -CAN- kill you? Item Tree can swap her items around to get the deadlier ones out of the way (so you won't kill yourself) or even say...place a new item in her branches so that the deadly weapon appears elsewhere on the stage proving potetially deadly to your foes. Sure it's random but it's not -AS- random as it could be. Hell, Item Tree could've spawned weapons in her hands (spider?) and -THEN- been broken and random. But no, she's got it so it's more or less balanced...well...as balanced as you can get with items.

The whole fact that you're a moving wall also adds to the charm of this set. So yeah, I liked it and felt that you more or less did the best you could with a heavily items based set (except for maybe that wicked awesome idea HR had...). It's creative, fun and, randomness aside, the playstyle works pretty well *shot by Warlord*

Red

Get it? I used blue font instead of red for Trainer Re-yeah, you get it. I previewed the set so I read it a while ago (last Sunday actually) and I replied with my opinion on the set via PM. So TWILT knows how I feel about this set in pretty good detail, not really sure if I need to retread the comment again but if you want some of my input...

My favorite part of the set is Lapras and my least favorite would probably be Pikachu. Sorry this isn't a particularly lengthy comment; I used up my comment skillz for the day on The Item Tree and, as previously mentioned, I proof-read it/commented it then. Good job TWILT ;P

Hannibal, Octillery, Sarisa, Dionysus and Gengar left to go methinks...GAH D:
:024:
 

Kojow-Jebi

Smash Rookie
Joined
Jul 9, 2010
Messages
1
Sho Minamimoto Moveset

-Sho Minamimoto-

Don't know if anyone made one for him yet, but Sho Minamimoto is a number freak from the game The World Ends With You. He's one of the main antagonists from the game, and it would be pretty cool if he was in brawl.

(Most of the moves are references from the game, so if you don't understand some stuff, for example, noise, google something like "The world ends with you noise")

Let's get started with his statistics (Just to give you some ideas, I will tell you how they might compare to other characters from brawl:
Weight: 3/5
Height: 3/5 (Pretty much as tall as Marth, or most of the humans in brawl)
Jump Length: 4/5 (He's average weight, so I can't make his jumps as short as Link or Ike)
Falling Speed: 2/5
Running Speed: 3/5

Get's killed easily at probably 90%+, but can be gimped
Kills heavy characters easily at 120%, Average at 105%, Light at 92&

Move Set:
I'm kind of a game cube controller fan, so I'm gonna use that to describe controls.

Neutral A: Jab
Sho does a quick jab for 2-3%.

Neutral A x2
Sho does a quick jab for 2-3%, then another with his opposite hand for another 2-3%.

Neutral A x3
Sho does a quick jab for 2-3%, then another with his opposite hand for another 2-3%, then does a punch for 4-5%.

Aerial Neutral: Punch
Sho punches forward for 5%

Aerial Forward: Kick
Sho Kicks for 8%

Backwards Aerial: Spin Kick
Sho turns backwards and preforms a spin kick, does 7%

Up Aerial: Shoot Down
Sho shoot's 3 bullets upward with his gun, each bullet does 4%, does not cancel if he touches the ground. (Doesn't take away 3 bullets from neutral B)

Down Aerial: Shoot Down
Sho shoot's 2 bullets downward, each bullet does 5%. Cancels if Sho touches the ground

Down A: Trip Kick
While ducking, Sho does a kick. To explain it, he kicks in a swipe like way, as if he is trying to trip someone. Does 4%.

Side Strong: Two Handed Slash
Sho puts both of his hands together and somewhat slashes the opponent with his hands. Does 9%

Up Strong: Upward Punch

Sho simply punches upward, a lighter version of his up smash, does 9%.

Side Smash: Strong Punch
Sho punches the enemy for 14% uncharged, 22% charged.

Down Smash: Split
Sho does a split for 8% uncharged, 17% charged.

Up Smash: Uppercut Punch
Sho punches upward in the direction he's facing for 16% uncharged, 26% charged. (Pretty strong because range is short, one of Sho's main finishers)

Neutral B: Gun
(If you played the game, he used a gun in the real world in an attempt to kill the composer. Well that's his special. :D)
Sho shoots a bullet out of his roundish gun. His gun can be as rapid as Fox's blaster, depending on how fast the player can press B, and his range is 2/3 more than Fox's blaster. Each bullet does 3%, and distance does not affect the bullet's damage. The bullet also stuns the enemy like Falco's blaster. Even though this seems cheap, it does have a downside. Sho can only shoot 6 bullets before he has to reload. To reload, you must press B again. The animation of this looks as if a person was reloading a gun in real life. The reloading takes as long as it takes Sheik to get two needles from her Neutral B, Needle Storm. There is also a 1 second delay before Sho can fire his gun again. Also, during the time Sho has his gun loaded, he has to c0ck his gun after every shot, which is why I said "his gun can be as rapid as Fox's blaster, depending on how fast the player can press B". There is no delay to cocking the gun. A small description would be tapping B, Sho fires a bullet, quickly tapping B, Sho c0cks the gun, and quickly tapping B, Sho fires the gun. You can press B right after the c0ck, and you won't have to wait for him to finish. This is only to make it less cheap, because instead of having to only press B 6 times, you will have to press it 12 times.

Side B: Energy blast
Sho preforms somewhat of a one hand hadouken, if it hit's a target, it burst and hit's again. First hit does 5%, burst hit does 3%. Cool down time is as similar as Pit's Neutral B, but two times slower, and Sho can only shoot out another after the first one has disappeared. If the blast does not hit a target, it will simply disappear, and the cool down time is still two times slower than Pit's Neutral B cool down time.

Up B: Teleport
Very thin lines cover up Sho, and Sho disappears for about two seconds, then comes back in the direction intended. It goes as far as Zelda's Up B, but doesn't damage anyone if they touch him during it. Basically used for recovery and running away. Sho is invincible during this time because he is not on the field, similar to Meta Knight's down B.

Down B: Summon Taboo Noise
Sho is stationary for a very short time, and rises up into the air, but stays very low, barely off of the ground, and he puts his hands in his pockets. While you are still holding B, move the control stick the direction you want the Noise to come out, Sho take a blob-ish grey thing and throw in in that direction and it will form into a Noise. The noise will be random, and the damage depends on the Noise. Still holding on to B, you can move that noise around for damage. Touching the Noise won't do any damage, but if an opponent get's too close for too long, Sho can press A to make the noise will slash, sting, or kick (Whatever type of noise it is will tell how it attacks) for damage. The noise either lasts for 8-10 seconds, when the player lets go of B, when the opponent hit's the noise, or when Sho is hit.

Grab: Collar hold
Sho grabs the with his hand and holds them by the collar, as if he's mad at them and wants revenge. (I dunno, just made something up)

Grab: Stomach Punch
While grabbing, if you press A, Sho will punch the person in the stomach for 3%, it's a strong, slow punch, so he can only do it about 1 or 2 times before the opponent get's released from the grab.

Up Throw: Eh...
Sho simply throws the enemy up as if he has no interest in them, 4%.

Forward throw: Push
Sho pushes the person forward, 4%

Backward throw: Shoot
Sho throws the person behind him and shoots them 3 times with his gun (Doesn't use up 3 Bullets from his Neutral B), 3% throw, 1-2 % per bullet hit, if opponent's % is too high, bullets will sometimes miss.

Down throw: Slam
Sho throws the opponent on the ground, jumps into the air, and elbows their back on impact, and the opponent appears very close to Sho after the animation is done. The more % the enemy has, the farther they appear from Sho. Does 4%. Pretty much a Chain grab.

FINAL SMASH
: Level I Flare
If you played the game, you might know what this is ^^
Targets: One person, anyone behind gets 3/4 damage
When you get the smash ball, Sho shoots a white line strait in front of him, it has infinite range, kind of like light arrows, and it also shoots forward instantly, right when it touches someone, the whole screen turns white for a couple of seconds, and when the screen comes back, the target get's hit 65-70% and is launched far to the side, and if the person had 0%, it can kill if the person didn't try to recover, but it doesn't kill instantly, again, only if the person didn't try, made a mistake, etc. This attack can kill someone instantly at 30-40%%, but the person has a very small chance of living if they use DI.
Sho's final smash doesn't end here, and people who have played TWEWY might guess what happens next. Sho falls to the ground because he has used too much energy. Mr. Hanekoma comes onto the stage and revives Sho into Taboo form.

Taboo Sho:


Taboo Sho is a stronger version of himself. During this time, all of his moves are stronger, by 10-15% , but receives 3/4 times more damage. Taboo Sho is playable until an enemy kills him. When you are revived on that hovering platformed thing, you turn back into regular Sho.

Play Style (I really suck at these things, so this is gonna be really short):
Overall, Sho's a pretty light character, but does alot of damage.

The technique to killing with this guy is basically like most, rack up damage until percentage is red, then use a finisher. Sho.

I kind of made Sho a 1 on 1 character. Most of his attacks are pretty short in range, but he is pretty fast and strong. If a person were to play with more than one, I would suggest staying far and using specials, then when there's one opponent left, play offense and do whatever you can to give damage, and stay away from taking damage. Since I assumed most people know how to actually use shield and shield movement, Sho can probably last pretty long on the battlefield, but for people who underestimate shield, they will die very easily with Sho.

Tuants:
Up:
Sho hovers in the air, takes out his six reaper wings, and they shatter. Sho falls back onto the ground.
Side:
Sho points forward and says "SO ZETTA SLOW!" (Had to do it ^-^)
Down:
Sho transforms into Leo Cantus for 1-2 seconds, and transforms back.

Edit: Whoops, forgot aerial attacks, I just added them
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Lapras:
:ohwell: There's absolutely no way I'd be able to give positive feedback if I included both Pikachu and Charizard in this comment. One recurring pokemon I can understand, but I throw my hands up at the prospect of two remickses. And why Charizard anyway?

Anyway, obvious bias aside, I still think Lapras is the big pull here, turning the stage into a nightmare to navigate while Lapras herself simply slides around. There are some clever ideas here, such as the Ryuk style "KO after a set period of time" attack combined with a plethora of freezing attacks. It all makes me wish you cut Pikachu and Charizard out of the picture altogether and simply put more focus into Lapras. It definitely has all the makings of a stand alone set.

I did hope that Lapras' special trait would have found use within the moveset. As a mechanic, it just kind of slips into the background, to be taken over with "freeze the water" move interactions.
The other thing that irked me, was that the Ice Path Lapras makes is somehow different to the ice from freezing a puddle. Since they're made of the same stuff, it'd make sense that they have the same effect. In fact, freezing puddles in general smacks to me of taking the job of one attack, and splitting it into two (I don't see how I couldn't just sweep the floor with Ice Beam to make it icey)

Oh, and your headers are awesome



Item Tree comments:
I'm glad almost everyone understood the light hearted intention of this moveset. This is probably the first time I've done this kind of controversial set since Megaman9:Megaman, so I'm happy that I didn't offend anyone (except one person ¬_¬).
Making this moveset, I was itching to have her interact with the items more directly, but doing so would have gone against the message I was trying to convey, that the Item Tree is not special but rather it is the items themselves that are the moveset. From a player perspective, I wanted the Item Tree to be fully playable by anyone who plays with items, without them having to worry about any hidden properties they might have. The Item Tree is, after all, probably the most casual, novelty moveset Brawl could ever have. It's aimed pretty specifically at casual players, so any complexity would be detrimental to that goal.
Personally, I like how there is not much of a set pattern to playing as the Item Tree, and no 100% sure way to defeat her either. I feel it is randomness that defines the Item Tree, so I could never bring myself to take that from her.

I know that randomness in a competitive setting is a self defeating idea, because it adds variance to a setting that aims to be as static as possible. It is unfortunate that this moveset could be used to force randomness on an unwilling player. All I wanted was to establish is that there is strategy in using randomness, not to make everyone bow to its whims.

And wacky random Final Smash is wacky and unrelated. But it's the kind of Final Smash that makes you wonder whether it's Aedi that's the real main moveset and that the Item Tree is HER Final Smash.
I thought I gave her a reasonably interesting moveset..
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
Junahu said:
There is no rule against more than one MYMer making a set for a given character. If you want to make a remix style moveset for Ganondorf, go right ahead.
In fact, I would absolutely love to see two completely different, vote-worthy movesets for Ganondorf. So seriously, knock yourself out


Junahu, why is it that you're so against remixes? Isn't remixing a character already in Brawl much the same as making a moveset for a character that someone else has made a moveset for? (Which, by the statement above, you certainly don't mind, although this is admittedly fairly old) I'm not attacking your opinion here, I'm just curious, as being biased against remixes seems to clash with the opinion expressed above.

Also, way to reply to the troll and ignore the newcomer set, guys. It's nice to see yet another new guy take a stab at movesetting, and I'm sure we'd all like to welcome Kojow-Jebi to MYM. I believe there have been a couple Sho sets, but making a moveset for a character that already has one is perfectly acceptable.

As for actual advice, your damage percentages are a bit skewed, leaving Sho underpowered, although you seem to have noticed this. Also, your organization has colors, which is good, but it's usually best to stick to a single color scheme throughout a set, rather than cycling through a lot of different colors. You can find quite a few sets just on the last page or so that have fitting, consistent color schemes like Red and Hannibal Bean. Also, you may want to work a bit more detail into your move descriptions. Things like lag times or unusual properties are usually good to mention.

I might have had more to say, but I have to eat dinner and pack for my vacation this week, as I'll be gone from Sunday to Friday night.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Red:

So, Red! He's another one of those Trainer sets that just puts a bunch of Pokemon together, but it's Red! Let's see if he's cool.

First of all, props for using Lapras. (Now just Blastoise and Snorlax are sad, right?) As Junahu said, I guess you could say the rest of a set is a double "remix", but I'll actually comment on them too.

Overall, I think the set could've used a bit more proofreading, with some grammar and spelling farts here and there that didn't really hinder my reading too badly, but would've made the set seem a bit neater. Nice headers, though. You're a bit fuzzy in detail in some places, mostly having to do with exactly how attacks are done or what exactly they're like. Also, some of the times (in seconds) seem a bit long. The limitations on switching seem a little unnecessary IMO, though the bonuses are nice.

Pikachu: Static is a nice touch. Here's an example of fuzzy detail: I wasn't completely clear on how Thunderbolt worked, so I was caught off guard and confused when you mentioned the interaction with Iron Tail. It seems that electricity absorbing is an important part of Pikachu's moveset, and you also need Quick Attack to do it (?). The rest of his attacks are pretty standard (Thunder Wave is also fuzzy with details), but absorbing electricity can make them a little bit more interesting. It seems kind of random that your opponent can escape from the middle of the Forward Throw. Overall, I thought Pikachu was pretty average, not much more interesting than Brawl Pikachu.

Lapras: Is it just me, or are we getting a lot of water/ice-based movesets in MYM8? Anyway, Shell Armor seems kind of like an afterthought. The rest of her standard moves are pretty standard, though Perish Song is nice (and kind of reminds me of my own Jynx). I think making Lapras not able to jump is a little bit of a copout, and as they are now, they seems kind of useless/filler-ish. Overall, I found Lapras a bit more interesting than Pikachu.

Charizard: Why doesn't his switch move get a special name? :( The rest of his standard moves are pretty standard, though Smokescreen seems a little out of character (why wouldn't Charizard have another sort of attack there?). I particularly like his Up Aerial, though. Overall, I think this Charizard's pretty interesting.

Now, I know that each individual set is a bit simplistic because they're supposed to be a team. As a whole, though, I kind of felt like Red focused a bit much on forced interactions between each Pokemon's moves. The interactions themselves seem pretty nifty, but I think the set had too many of them. Some of the ones between Pokemon don't seem too useful considering how long they last (like using Whirlpool/Thunderbolt to jump with Lapras; it doesn't last long enough and Lapras is heavy, which is why I think her aerials are useless).

Hope I don't sound too negative, TWILT; I think I'm just in a nitpicky mood. Red's a pretty daring set and you pulled it off pretty well. I think it could've used a bit more polish, but overall it's pretty good stuff from you. Keep up the good work! :bee:
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
n88 is very right, sorry I didn't comment Sho earlier >.<

Sho Minamimoto

First off, I'd like to give you a big welcome to MYM Kojow! It's always a welcome sight to see newcomers participating! As for Sho, yes he has been made before, at least twice. Of course that's not to say you can't make him, but if you're a big fan of the character and want to check out the takes other people had on him, here are the links!

Sho by Apemasta' (MYM6)

Sho by SkylerOcon (MYM7)

As for your set, I'll suggest that you get a new header image as the one you currently have linked. I'll also suggest that you stick with a single color for headers/attack names and such and divide them up by headers (such as "Specials" and "Aerials" instead of dividing by color). Unfortunately, I've never played TWEWY but I have read the two previous Sho sets so I know some stuff about him.

I feel that his Noise controlling ability was a bit underplayed in the set. You have the Down Special which is pretty nifty in the sense that you're controlling the Noise but pretty much need to have it protect Sho or he'll get knocked out of it...but it's rather vague. Some pictures of the Noise types would be appreciated as would some more details about them. Like I know there's the Bigbansprog and Wall of Grizzly...but thre's a pretty big gap between them and, if Sho in this set can summon both, some tips as to how much they do/how they attack would be beneficial especially since we can't just play the set and test it out.

As for the playstyle, it seems a bit self-explanitory as the explaination you give is pretty much just "get them to high damage percents then knock them off" which is, more or less, the playstyle of every character in the game. The other bit of the write up is better though; I get the idea that Sho wants to play keep away while attacking with his gun/Noise to rack up his damage which would make him more akin to a camper.

Overall though, it's a solid first effort and you seemed/hopefully had fun with it! I won't discuss the balance or anything as you realized Sho's a bit underpowered but you've got some good ideas and I'd be lying if I said -MY- first set was better than this xD

Keep it up and I hope you decide to stick around ^^
:026:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Junahu, why is it that you're so against remixes? Isn't remixing a character already in Brawl much the same as making a moveset for a character that someone else has made a moveset for? (Which, by the statement above, you certainly don't mind, although this is admittedly fairly old) I'm not attacking your opinion here, I'm just curious, as being biased against remixes seems to clash with the opinion expressed above.
I dislike the idea of taking a full, finished character, changing it, and then calling it an improvement. It's disrespectful to simply assume that we've grown so much that the past is obsolete. And it's not just Brawl remixes I morally object to. I don't like it when MYMers remicks their own movesets. It disheartens me when people don't even have the confidence in their own work to simply leave it be.

Now, it probably seems like that contradicts my enjoying multiple sets for the same character, but in most cases they are two entirely different interpretations. They take one character, and explore them in two seperate ways. Neither one can claim to be the better, they are equal, but different.
¬_¬ of course, that quote seems to have me supporting remickses too. My opinion must have changed somewhere along the line. I guess reading hundreds of movesets made me a little cynical.

Sho:
There's a lot of boring advice I could give you regarding the look and feel of your moveset (stuff like how you described attacks involving his gun, before telling the reader he even has a gun), but really the best advice I could give, is to keep at it. As you write more movesets (or anything else really. It applies to all forms of writing), you'll gradually understand how to better connect with the reader, gain their interest, and then convey your ideas to them.
If you haven't already, check this place out to read up on other movesets.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Woohoo, killing my own set's reception!

Red

Get it? I used blue font instead of red for Trainer Re-yeah, you get it. I previewed the set so I read it a while ago (last Sunday actually) and I replied with my opinion on the set via PM. So TWILT knows how I feel about this set in pretty good detail, not really sure if I need to retread the comment again but if you want some of my input...

My favorite part of the set is Lapras and my least favorite would probably be Pikachu. Sorry this isn't a particularly lengthy comment; I used up my comment skillz for the day on The Item Tree and, as previously mentioned, I proof-read it/commented it then. Good job TWILT ;P
Thanks MT for previewing the set for me!(for the third time in a row.:p) My favorite would have to be Lapras as well, though Charizard would have to be my least :ohwell: Oh well, thanks bro. :cool:

Lapras:
:ohwell: There's absolutely no way I'd be able to give positive feedback if I included both Pikachu and Charizard in this comment. One recurring pokemon I can understand, but I throw my hands up at the prospect of two remickses. And why Charizard anyway?


:mad: Thanks for commenting on something at least :p.

Anyway, obvious bias aside, I still think Lapras is the big pull here, turning the stage into a nightmare to navigate while Lapras herself simply slides around. There are some clever ideas here, such as the Ryuk style "KO after a set period of time" attack combined with a plethora of freezing attacks. It all makes me wish you cut Pikachu and Charizard out of the picture altogether and simply put more focus into Lapras. It definitely has all the makings of a stand alone set.
:bee:

I get what you're saying. (chew)

I did hope that Lapras' special trait would have found use within the moveset. As a mechanic, it just kind of slips into the background, to be taken over with "freeze the water" move interactions.
The other thing that irked me, was that the Ice Path Lapras makes is somehow different to the ice from freezing a puddle. Since they're made of the same stuff, it'd make sense that they have the same effect. In fact, freezing puddles in general smacks to me of taking the job of one attack, and splitting it into two (I don't see how I couldn't just sweep the floor with Ice Beam to make it icey)
Meh...I kinda forgot to incorporate the special trait tbh >_<

Anyway, I get what you're trying to say. Thanks man.

Oh, and your headers are awesome
:bee:

@Red:

Overall, I think the set could've used a bit more proofreading, with some grammar and spelling farts here and there that didn't really hinder my reading too badly, but would've made the set seem a bit neater. Nice headers, though. You're a bit fuzzy in detail in some places, mostly having to do with exactly how attacks are done or what exactly they're like. Also, some of the times (in seconds) seem a bit long. The limitations on switching seem a little unnecessary IMO, though the bonuses are nice.
Hmm...can you point out which spelling mistakes in particular?

I was just trying to make Red a bit more unique s'all.

. Overall, I thought Pikachu was pretty average, not much more interesting than Brawl Pikachu.
Hmm...I see. I respect your opinion Brian.(A)

Lapras: Overall, I found Lapras a bit more interesting than Pikachu.
Glad to see so. I personally find Lapras as the best of the group, but eh.

Charizard: Why doesn't his switch move get a special name? :(
I forgot. (WARY)

The rest of his standard moves are pretty standard, though Smokescreen seems a little out of character (why wouldn't Charizard have another sort of attack there?). I particularly like his Up Aerial, though. Overall, I think this Charizard's pretty interesting.
Glad to see someone that actually likes Charizard! :bee:

Now, I know that each individual set is a bit simplistic because they're supposed to be a team. As a whole, though, I kind of felt like Red focused a bit much on forced interactions between each Pokemon's moves. The interactions themselves seem pretty nifty, but I think the set had too many of them. Some of the ones between Pokemon don't seem too useful considering how long they last (like using Whirlpool/Thunderbolt to jump with Lapras; it doesn't last long enough and Lapras is heavy, which is why I think her aerials are useless).

Hope I don't sound too negative, TWILT; I think I'm just in a nitpicky mood. Red's a pretty daring set and you pulled it off pretty well. I think it could've used a bit more polish, but overall it's pretty good stuff from you. Keep up the good work! :bee:
Yeah, I tried to make it a team as much as possible. I personally don't think there are too many interactions (unlike Empoleon, though no offense agi/Sundance (A)).

Anyway, I'm glad that you like the set man! (H)

Sho

Hello there and welcome to MYM, Kojo! (alright if i call you that?:p)

For what it's worth, it's a lot better when i first began in MYM ;). I don't have a lot to add that my man MT hasn't added yet, but I have played TWEWY, so i can add some things. First of all, does Sho ever punch/kick in the game? If i recall, he DOES (gotta double check), but I'm pretty sure that he doesn't punch/kick THIS much. Most of his moves seem rather generic (thought that the down special was kinda neat though). May I suggest looking at the Sho movesets that MT posted to see his potential more fully utilized?

The neutral special is also kinda awkward to read. I would prefer it if you would space the move description out for 2 paragraphs. The organization, while i had little trouble overall trying to read it, doesn't really...well make me want to read it to be honest. May i suggest looking at sets like JOE!'s Octillery, MasterWarlord's Dark Bowser, and not to float my own boat, but my Red and Edgeworth sets?

Sorry if i sound kinda negative. I just want you to improve in MYMing. Hope that you stick around. =)​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,248
Location
Australia
I know Im stealing a perfectly good front page. But I'll make it up to you in some way. . . by saying stuff. . .



With all I hear, I don't know wether Hannibal Bean really is the strongest dude in Xialon Slowdown. That would have to belong to that mime dude that appeared in a random episode I watched a long time ago which involved Jack Spicer walking down the street with some witch. The mine can trap people in invisible boxes and stuff, so he's pretty much pwnage. On the other hand, Hannibal Bean is just a bean. I mean, he looks scary, but he is a bean, and is smalllllll.



The Giving Tree was a pretty cool set, with the items and all. . . (RANDOM ONE-LINER that does nothing much on it's own). I guess everbody else has already summed up this set and given it all the attention it needs.



I realised that Red is a little void of comments. That's a shame because I think he looks like a really, really cool set (trying to ignore the comments of Pik and Char being bad while Lapras was good). It takes a lot of effort to make 3 in 1, something I respected Gold for (great opening, by the way). Speaking of Gold, he had a incredibly epic Final Smash, filled with detail and regards to those who didn't know the Pokemon's attacks (that's not me, by the way). Yours is a fairly decent joke one, which is still cool. I've read the Pokemon Special a little. . . though I understand this set seems inspired by Red from HGSS (you haven't beat him? I have, no offense. Train (1) Pokemon and WIN!).



Im not one to forget bout Sho either, and the fellow who trolled to reap the attention. Anyway, if there's anything I like about this set of yours, it's the fact that you do want Sho to be in Smash. That pretty much struck me. I don't have TWEWY itself, and am not really a fan of the game compared to the 1,000,000,000 others lurking here, but I do know a little since a friend has it.

There's been 2 sets for this guy beforehand, but Im not going to compare yours to them. Though, there is one thing you did that they didn't: Gun. I didn't know that Sho used a gun in the game. Granted, I think that the enire plot of TWEWY is complicated, but that doesn't degrade it by any means. Sho using a gun. . . . :confused:. . . . = :bee:.

With that aside, I see that you've a good layout for your set, especially one of whom would want Sho in the game. It would be pretty cool for you to stay around, especially if you have any more ideas for characters you want in Smash. That's what MYM is here for, right?

On a final note, if you, want to look at previous sets, should you not know about it already, this is the MYM site:
http://chiefmendez.wordpress.com/

Hope it helps!



No offense to my home-boi JOHN! for the following:

Ok then, why did you pay no attention to the Spartan again? Thats a set based off not only a real life person (not specific though), but off of a real-life fighter. It also happened to be probably the only set that was blatantly educational, as well as fun.

Second, why does making a set for a real-life person automatically mena it is better? Again, the Spartan received "meh" reviews (granted I was in a coma), while Octillery is considered a truly terrific set, and he's a **** octopus pokemon. Sure, a person in real life could be more limiting, but at the same time it could be horribly boring. Who would you rather read/expect a great set for? The kid down the street that bugs you, or Banjo-Kazooie, one of the greatest videogame characters ever, who are honestly more important than 90% of the people on earth as the duo is worth more, is more recognized and certainly more beloved?

Thats not to say your set is bad JOHN! I actually loved the whole thing , and found it hilarious how you gave these epic attributes such a pro wrestling grabd and a sword cane to the good ol' Colonel XD
I was reading some comments back and realised that you desperately want comments. Though Im the same with my Sarisa moveset, which I reckon is a pretty good effort on my behalf, it just hasn't recvieved enough attention, as my Jason set is the thing people probably think of me now.

So you want me to comment on this FUN AND EDUCATIONAL set of yours, mah boi? Well now, since you've asked so nicely, that can be arranged. To tell the truth, I was going to comment on it when I first saw it. But then I couldn't be bothered. I'll start in my awesome pink letter style that I did not rip off of from Rool.

Warning: most of this comment is junk :embarrass

Spartan Warrior

Ooooooooooooooooooook then, when I first click on the link at the Workshop, what do I see? A computer-generated image of said dude you're making a set for, no doubt. He even has clever words and stats headers, no doubt used for gandering up attention of us folks. Hey, it works on me. Oh lookie here, you also have a cool as spartan themed stats thingy that makes it easy for us to read the stats. Works for me.

Now, you say that this dude is of my previous wantings, FUN AND EDUCATIONAL. He's pretty fun, no doubt. Especially when I skim down the set from tl;dr, which every set here suffers from in which it is not their fault, to see possibly the most epic GIF ever from the Film 300 itself. I haven't seen the film, so that makes it even more exciting. For me, I don't really care about anything else, and just like this GIF. That's just me. . . . I also don't like the thought of having to waste internet useage just to watch an educational video (something never brought up on the internet methinks), it's education kinda, but not to so. Comment over.

What's that, you actually want me to comment on the, errrr, concepts and stuff? Well, I could try, cus like, that's the stuff that the big guns judge the sets for, right? Be warned, I might get boooored. I have a low attention span. Well, you already have Oco for you to win. Or something. Be warned that I will raise annoying nitpicks for the sake of making this comment look negative to others who skim it, and just being annoying.

What's this, a unqiue mechanic to replace our usual spotdodging? Does it work? Is it balanced? These are the things I would and want to know, because I would feel uncomfortable if SW was not balanced for tourneys and was better than Envy, who I must randomly refer to due to MW's influence.

In my thoughts, spelling mistakes are something that gives the reader the idea of wether or not a person has valued their work as to have put as much effort or not. Of course, we all make mistakes and it is reasonable (though you are more likely to make more if you use Microsoft Word to have your spelling mistakes done for you), though if too much appear, it can have a bit of a feeling on the reader. Just telling you anyway for friendly advice (and because I saw ONE).

My comment isn't really doing it's job, isn't it? But that's to be expected of ME. Ok, so I understand that SW lacks a proper dodge (except aerial), but has front amour and shield to protect him. He also has 2 weapons and so from his mechanic which you've tried to explain.

To be honest, after bout the specials, I get bored. SO, I skip straight to the playstyle section after reading through a little. First, a little copypasta:

"So here we have a rather intriguing character. A defensive force the likes we have never seen before! He auto-shields attacks, has counters galore, and even impales his victims on a spear. Beyond his unique shielding and armor, his attacks by themselves seem to put up a fortress, with his Doru's epic reach, and lag-cancellation into his Tide of Bronze or Shield bash, or just the various methods he locks down or makes the foe prone are enough to deter any threat. However, that isn't to say this barrier is without it's weak points."

Yeah, this is the time where the reader can usually recognise the playstyle's relevance to character. It's quite obvious here, some could say a making for a good set, though some can get away with it. Though I do notice, like in the F-Smash, that you have a bit of a tendancy to, ummmmmmmmmmmmm, get a bit distracted with trivial information. I know you try to do it for the best (and for EDUCATIONAL purposes), which by all means is good, but not if it's too long. More copypasta please!

"As a bit of trivia, when measured on SPIKE's "Deadliest Warrior", the Spartan Shield when used like this delivered over 40g's of force to a the skull of a human replica. In a 50mph car crash, you're likely to only experience a little over 30g's, and not condensed into one area. In Smash, and outside of Warlordian sets, we don't really see instant-kills like this"

Yup, what you meant about Educational. Guess I was wrong bout the video thingy. Score 1 for you, JOE!! That's something pretty cool bout this dude. Although like I said, it did disract me from the actual attack. YES, I know we all want THAT GUY, referenced into our sets because he is famous what so not, but, but. . . . no. If you're going to reference to something not 100% relevant to understanding the attack itself, I'd kinda suggest doing it in 1 sentence. At the very beginning. It could be like, describing the deadly force at the start or something.

That's about enough. I, as much as you would probably want even though you already have Oco which people like and stuff which would give - - - little to this, I. Will not judge this set. Mostly reasons because I can't really.


But, I will say this. Spartan Warrior. Is cool. Final Smash is awesome. He's a great post kind of guy who basically has the fun there for everyone. I like it because he is story mode material. I mean, when you think about it, he would do pretty well in one, even if he was just a stray Spartain. Or 300.

That reminds me. . .where's King Leonidis? Oh wait, he's right here:
http://smashboards.com/showpost.php?p=3266644&postcount=25

That's from MYM1. Don't worry bout making a set for him. He, uses THAT KICK for his F-tilt.

Hmmm, compared to Sanders, which you whined about, this guy IS a generic soldier, with no personality and is not a famous dude single man. Sanders. . . well, he's Sanders! He even has a funny image. It's just my opinion though.

Even if it wasn't the best comment, I did you a favour by reviving this guy's attention ON A FRONT PAGE. You don't HAVE TO, but could you do me a favour now? Read my Sarisa set. She only has 2 comments. Who knows, you may find it FUN AND EDUCATIONAL. Though that depends on your tastes.

-------------------------------------

Speaking of Sarisa comments, I had the courage to go and read them. Many thanks towards Darksamus and Monkey D AWESOME for the praise. It, makes me feel happy.




Now let's hope that my curse of ignorance will have a fellow come and sweep this under the rug with a great moveset. Vampire dude with Crocodile coming from his chest anyone?
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
RED

Ignoring Junahu’s remix bias, Lapras indeed sticks out the most – both Pikachu and Charizard are very bland as individual sets, though Lapras at least has some stuff going for it with Perish Song and freezing/stunning stuff so they can’t get hit. . .Though it honestly feels like a somewhat downgraded Ryuk 3 MYMs later with 2 mediocre movesets tied down to it. I think there was potential for more with Lapras, seeing you actually have an interesting thing going with her with how hard it is for her to get in the air, it would’ve been cool if her aerials were actually some of her better moves/something that benefitted from him gaining height in the air, because as is they’re rather pointless. That and I also think you should’ve done some more with Shell Armor.

Pikachu is hands down the worst, though Charizard at least has some interesting interactions with the others and some degree of playstyle with his air-game/forcing foes into the air. . .Though his air-game doesn’t seem to be anything special beyond the glide. You throw away far too many inputs for my liking and not really much contributes to the “goals” of the Pokemon – which they don’t really have in the first place outside Lapras. The Pokemon have no real goal of what they’re trying to do. The generic inputs worked for Edgeworth more because he already had flow and he needed a way to defend himself.

Lapras as a solo set probably would’ve been a lot better received, though if you could’ve given Pikachu/Charizard more significant individual goals I could definitely of seen this being very good. The match-ups are definitely better than most people who dare venture into the realm of them, although considering you have to talk about 3 characters it’s hard to judge due to the long length making one biased in their favor.

Playlist was epic.

GENGAR

Definitely one of the best newcomer sets I’ve seen in a long while. The only really memorable complaint is that you’re too insanely vague about how you input all of these things out of his dash – assuming that you somehow can input all of these things while dashing, though, it’s definitely fairly interesting, and you seem to of given him some degree of playstyle with his camping. There –are- too many moves that don’t really seem to help him accomplish his goals, though you seem impressively aware of what you’ve created in the playstyle summary. Only other real complaint is what you’ve already heard about the foe having to be at specific percentages for certain effects of the moves to happen being awkward/underpowered.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
GARY​

BLUE​

ARCANINE​

ENVY​

ONE DAY POKESET​

RANDOM POKEMON #789052789​

VOTE SPLIT INCREASOR​


EXEGGUTOR​


Exeggutor is one of the original 151 Pokemon, and a dual Grass/Psychic type. He evolves from Exeggcute, which are essentially a bunch of living eggs labeled a single “Pokemon”. If one of Exeggutor’s heads falls off, supposedly it will turn into one of these eggs and must group together with other eggs to become an Exeggcute. The three heads on Exeggutor all are capable of thinking independently, but are completely cooperative, almost to the extent as if they were the same consciousness.

Exeggutor was mainly a decent Pokemon back in the days of Red and Blue due to being able to resist Mewtwo’s psychic and electric attacks. While some Mewtwo ran Ice Beam to deal with Exeggutor, having it over Thunderbolt leaves Mewtwo vulnerable to Jynx, Slowbro, and Starmie, meaning Exeggutor generally gets a free pass as one of extremely few Pokemon able to deal with Mewtwo’s reign of terror alongside Chansey. Once gen 2 came around and Mewtwo was nerfed, Exeggutor was still decent, but he faded into obscurity with the release of gen 3 and became a joke by the time gen 4 was out.


STATS

Weight: 9
Size: 9
Falling Speed: 7.5
Traction: 4
Movement: 3.5
Aerial Movement: 3
Jumps: 2.5

SPECIALS


Neutral Special – Confusion -

Two of Exeggutor’s heads look lifeless while the one in the middle appears to deeply concentrate for .35 seconds of lag. After the lag, a DK sized area directly in front of Exeggutor distorts, anybody inside it taking 4% and a flinch. . .But more importantly becoming confused. This causes a random button input (Besides throws/situationals) to appear above the foe’s head, and if they do the attack they’ll hit themselves with it. If the input created some sort of stage alteration/trap, then they immediately suffer any negative effects from it. If it has no negative effects, it will be allied to Exeggutor. If the foe is in the air, ground only inputs won’t be among the possible inputs to be banned and visa versa.

This lasts 30 seconds, but every 2.5 seconds the banned input changes to another one at random. Hitting a confused foe with Confusion again makes the intervals where the banned input changes happen .5 seconds faster and renews the duration. No, you can’t make the banned input change faster then once every half a second even if you stack Confusion 6 times.


Side Special – Razor Leaf -

Exeggutor rears back his upper body before lurching forward slightly, launching a single Kirby sized Razor Leaf very quickly, only .1 seconds. . .But it’s a pretty pitiful projectile, only going half a Battlefield platform and dealing a mere 2% and flinching. The move can be charged for an extra .3 seconds to make the leaf go 2/3rds the distance of Final Destination and deal 8%, thankfully.

Up Special – Leaf Storm -

Exeggutor shakes about rapidly like a dog over .2 seconds to make a bunch of leaves shake out of his palm tree top all around him. Exeggutor then uses his psychic powers to make the leaves swirl around in a whirlwind wide as Bowser and as tall as Ganondorf that deals 22% and knockback that kills at 105%. Due to Exeggutor being right in the middle of the whirlwind, he gets shot up 5 Ganondorfs without even going into helpless – he can even use his Up Special again! Horrifying stuff.

Except for the part where, y’know, this move has horrendous move decay and it can never be refreshed without getting a new stock. With each use, the move boosts Exeggutor up one less Ganondorf and the power decreases by one fifth, until after five uses this does nothing. Rather inconvenient that this is Exeggutor’s only KO Move AND his only recovery. . .


Down Special – Egg Bomb -

Exeggutor lobs one of his three heads to the ground insanely quickly. When the egg collides with something, it splatters into what’s essentially scrambled eggs – if it landed on the ground it’ll function as a standard tripping trap that lasts forever, though you can only have 2 at a time. If it lands on a foe (You can do this mainly by getting up into the air above them), the egg will crack open and spill it’s contents over their face, scrambling their controls for 8-12 seconds (Reverse control stick input and randomly switch the buttons about) until it falls off of them onto the ground and becomes a trap. This move has some slightly notable end lag as Exeggutor regrows the head, but it’s not a deal breaker.

Needless to say, reversing the foe’s controls becomes much more potent when they’re confused. Now they won’t know what input their currently banned move is assigned and will be reluctant to attack at all. If you pressure them during this time, they won’t have much choice but to fight back and will potentially hit themselves in confusion.


GRAB-GAME


Grab – Psychic -

A Bowser sized area half a Battlefield Platform in front of Exeggutor distorts slightly. While the grab is ranged, the fact it leaves you blind up-close doesn’t give it the advantages of a tether. . .But it doesn’t have the disadvantages of the tether either, as there’s no disgusting lag on this.

Upon grabbing a victim successfully, inputting any “throw” simply has you levitate them around at Jigglypuff’s dash speed in said direction. While Exeggutor has no pummel input against foes, you can deal damage to the victim by slamming them against the ground. The higher up they were before you slammed them down, the more damage you deal – 10% per Ganondorf height. You can also grab projectiles with this and levitate them back at their owner. Inputting shield has you drop whatever you’re levitating to regain control of Exeggutor.

Exeggutor still has real throws, though. . .Those leaves from Razor Leaf and those scrambled eggs from Egg Bombs? They don’t magically vanish and lay around on the ground when the attack is over (Leaf storm leaves go off the top of the screen). Notice how an uncharged Razor Leaf falls right into Exeggutor’s grab range? It happens for a reason. You can grab them and have a set of “throws” to use on them. Exeggutor can only levitate 5 leaves at a time but can have out as many as he wants.


Pummel – Levitate -

Exeggutor levitate the leaves/scrambled eggs around like he would a foe or an enemy projectile. Simply used to re-position them.

Forward/Back Throw – Magical Leaf -

Exeggutor shoots forward/backward all the leaves he’s levitating at once, them being treated as if they were fired from a fully charged Side Special – and this has no lag (Though there is the lag of picking the leaves up, which is still shorter then charging). Picture 5 leaves all being shot at the enemy at once – That’s 40%! Of course, this is rather telegraphed, and once you fire the leaves you have to go over to the other side of the stage to use them again. . .If you throw some scrambled eggs at the foe, then it will be treated as if you hit them with your Down Special, splatting over their face.

Up Throw – Leaf Storm -

A cloned input? Somewhat, but the important difference is that this doesn’t interact with the Up Special’s decay at all. However; the power depends entirely on the amount of leaves you have. You need 5 for it to be as powerful as the Up Special (And no, it can’t become more powerful then that), and that’s assuming you’ve got them all in the same place and everything. Furthermore, this causes all the leaves to ultimately go up off the top of the screen, just like with Up Special.

If you attempt to move during the second half of the start-up lag, you’re allowed to, as Exeggutor is simply speeding up the levitation at that point. This adds an extra .2 seconds of lag to when the Leaf Storm goes into action, but it allows you to walk into the whirlwind of leaves to be boosted up into the air.

Used on scrambled eggs this is essentially a vertical version of the fthrow/bthrow.


Down Throw – Scramble -

Exeggutor scrambles his leaves around at random with his psychic powers. The leaves move around a good while in the background at immense speeds before they come back, several leaves having swapped positions with each other at random. While this may sound useless, you can cover up scrambled egg traps with razor leaves, and once the foe doesn’t know which leaf is masking the egg it’s much more threatening. It’s not so much the trip itself that’s threatening – it’s the potential threat of your other harmless leaves masking a trap.

STANDARDS


Up Tilt – Tree Top Block -

Exeggutor turns to face the screen over .2 seconds, then straightens his tree top to be completely straight, making it a solid platform slightly wider then Exeggutor’s base. Pressing utilt again exits the stance. Exeggutor can still move and attack normally in this stance, but moves much slower due to constantly facing the camera and having to shuffle left and right awkwardly. This is obviously excellent anti-air, as it lets you force the foe into the landing lag of their attacks then dump them right in front of you for an easy Egg Bomb.

Of course, the attack has more downsides so you don’t just always have it on. Needless to say, it doesn’t make a lot of sense for Exeggutor’s tree top to become perfectly solid, hence why it’s not. Characters lighter then Exeggutor treat the platform as a drop through one, able to easily come down to Exeggutor. Characters as heavy or heavier then Exeggutor will cause Exeggutor to move even more slowly as he carries them, and after 2 seconds of doing so Exeggutor will fall over into his downed state and take 5%. Aside from this, characters can still use their dtilts to attack Exeggutor from above while in his treetop. You don’t –want- them above you, you’re just using this as a set-up for Egg Bomb, preferably catching them in landing lag so they have no time above you. In dire need, though, you can force them off by using one of your attacks that has you lean forward.


Down Tilt – Faceplant -

Exeggutor leans over and forms a half arch with his body. If he hits nobody, he has horrible ending lag as he faceplants into the ground. The hitbox is only present when Exeggutor’s palm tree top connects with the ground, pitfalling foes and dealing 10% as well as devouring shields alive. This takes a fairly laggy .6 seconds to execute, but Exeggutor can come out of the move at will by inputting anything so long as he isn’t in the last .15 seconds of the move. This can be a useful in combination with your utilt, but it’ll only work if the foe is expecting you’re leaning over for a different attack. Either that or by having scrambled eggs on your palm tree top.

Dashing Attack – Barrier -

Exeggutor creates a barrier behind himself and stops running, letting out a distinct cry and taking .4 seconds of end lag. The barrier is as tall as Exeggutor, but paper thin. It lasts 5 seconds, but is invisible except during the brief moments where it’s being hit and the part where it was hit flashes briefly. If a foe dashes into the wall, they’ll splat against it and deal 10% to themselves with a bit of stun, falling into their prone state and shattering the barrier. This can buy you a bit of time when fleeing from the foe and forces them to approach over it if they want to continue to pursue you even if they don’t splat into it, linking into your utilt.

If you hold down A during the attack, Exeggutor will continue dashing but generate the barrier a Battlefield Platform in front of himself. If Exeggutor keeps dashing, he’ll hit the barrier himself and take the 10% (Yes, he’s not immune to it), so you generally want to use this when attempting to meet the foe head on so they ram into it before you do. If you release A after you make the barrier in front of yourself but are still dashing, you’ll stop dashing but you’ll let out the distinct cry for the move, notifying the foe there’s a barrier afoot. . .But who says you didn’t just make the barrier behind you? This can be a good way to make the foe scared of something that isn’t there, then you can later take advantage of the wall behind you.


Standard Attack – Psych Up -

Exeggutor leans slightly forward as he utters his Pokemon Stadium cry, causing an area the size of Wario a third of a Battlefield Platform in front of him to distort. Any foe caught by this is dealt a mere 1% and flinching. . .But this scrambles their controls in an identical fashion as to if you splatted some scrambled eggs over them for 8-12 seconds. This is fairly quick. . .So why use this in combination with scrambled eggs instead of using just this? Simple. If the foe’s controls are already scrambled, they’ll not only be re-scrambled, but this will last for 16-24 seconds instead of 8-12. Any further attempts to renew control reversing will again reset the timer to 20 seconds.

Forward Tilt – Psych Out -

Exeggutor does the exact same motion as in his jab with the exact same cry, dealing 1% and flinching. . .Without reversing the foe’s controls. Seeing there’s so clearly no reason to use this, the foe will think you used the jab and try to figure out their controls for a while, meaning they’ll more likely then not stumble away from you a good ways, giving you time to do set up. Aside from that, the fact that you have this at all means that if the jab control scrambling just so happens to not scramble as much as it should they’ll think that you used your ftilt, only to later fall victim to one of their other buttons not functioning as it should at a crucial moment.

SMASHES


Forward Smash – Future Sight -

Exeggutor’s ftilt not sound useful enough? Too bad. We’re introducing another move with the same animation and cry as the jab that deals 1% and flinching. . .No, it doesn’t reverse their controls, nor does it simply do nothing. Instead, it makes the foe’s controls reverse after 4-6 seconds. This can easily fool the foe into thinking you used the ftilt and think they’re fine only to get screwed over 4-6 seconds later, or visa versa. Charging the move makes this control reversing potentially last up to 20-30 seconds rather then the usual 8-12, though that loses the mindgame potential.

Down Smash – Ingrain -

Exeggutor turns to face the screen and extends out vines from his palm tree top and roots them into the ground as he “charges”, the charging being the actual “attack”, though there’s a good .4 seconds of lag to start “charging”. Exeggutor heals at a rate of 1% per every tenth of a second and can heal up to 35% from this.

Exeggutor has anti-grab armor while ingrained, and Exeggutor’s vines will keep him rooted to the ground if he takes horizontal knockback, resisting it though still taking the damage. To be uprooted from this early Exeggutor has to be hit up into the air. . .Why bother wasting a Leaf Storm or Razor Leaves to get into the air when the foe can be so kind as to help you up?

The healing is –very- excessive to the point the foe will struggle to out-damage the healing while you’re ingrained. . .Broken as hell. However; if the foe does an attack aimed at where the roots go into the ground that deals 10% or more, they can uproot you and prevent you from using the move for 20 seconds (Though this gives you no lag). The fact that the foe has to be practically on top of you to do this though means they’re easy bait for a Egg Bomb. . .This move will bait the foe into –something- you can capitalize on, respond accordingly.


Up Smash – Giga Drain -

Exeggutor turns to face the screen and stomps in place slowly like in his Pokemon Stadium idle animation as his palm tree top starts absorbing green energy all around him. This has a quarter of a second of start-up, but the hitbox is a giant disjointed box around Exeggutor as tall as 2 Ganondorfs and 2 Battlefield Platforms wide. This deals 10-20 hits of 1% and flinching, and every damage point inflicted Exeggutor heals. The catches are that this does nothing whatsoever to shields and is fairly easy to DI out of, though if they were right on top of Exeggutor they’ll take three quarters of the damage by the time they DI out.

But still. . .Why wouldn’t they shield? The foe takes shield-stun in such a fashion that their shield doesn’t shrink at all during this time and Exeggutor has .25 seconds of end lag to punish if the foe is still up close to him. The answer is quite simple – they don’t shield because they don’t have an effing clue as to how to shield due to having scrambled controls. Best used immediately after you confuse the foe or right when Future Sight would kick in (Or when it would if you used ftilt).


AERIALS


Neutral Aerial – Sleep Powder -

Exeggutor shakes around rapidly like a dog (Or as doglike as he can be with his body shape), causing sleep powder to emit from Exeggutor’s tree top. This has .3 seconds of lag on either end, but has a very long duration of a whole second. Exeggutor floats in the air via his psychic powers during the duration, but his falling speed increases by 1.5X for half a second afterwards. Once Exeggutor is done, a Bowser sized cloud of Sleep Powder will be where he was, lasting for 3 seconds and causing anyone who comes into contact with it to fall asleep (They won’t fall asleep until hitting the ground – no easy gimps).

What makes this attack remotely usable is the fact that Exeggutor gets flinch resistance during this move – not superarmor. This means Exeggutor can still take damage/knockback, but it won’t interrupt the move. Getting knocked away is actually a good thing, though, as wherever Exeggutor travels throughout the duration of this move will have Sleep Powder. How kind of the foe to help you spread it around!


Forward Aerial – Slam -

Exeggutor slams his body forwards over .9 seconds with the hitbox coming out after the first .15 seconds, the hitbox being his upper body. This deals 13% and a weak meteor smash that pushes foes down 1.5 Ganondorfs.

Exeggutor has superarmor during this attack. If a foe hits him with a jointed attack from the front anyway, their attack will cause Exeggutor’s heads to crack open and the scrambled eggs within the heads to splatter all over the foe, reversing their controls as if they were hit by the Down Special and bringing Exeggutor out of the move. This is a good attack to let Exeggutor pressure the foe what with the only valid response being dodging, and if they don’t know what button is dodge. . .Fun times!


Back Aerial – Vine Whip -

Exeggutor extends out a pair of vines from his tree top a quarter of a Battlefield Platform backwards over .3 seconds. This hitbox is a grab hitbox and does no damage, but the foe is still perfectly capable of attacking while “grabbed” like this. If they deal more knockback then a Battlefield Platform’s width, then they’ll be free of the grab, but otherwise Exeggutor will pull the foe along with him wherever he goes, the foe unable to move. The foe can also escape this like a traditional grab, but it’s 3x as difficult to escape – and button mashing is rather bad when you could accidentally input something banned from Confusion. . .

Buy why button mash to escape? It’s not like you have to knock Exeggutor very far to get out of this. . .Except for the part where Exeggutor can use his nair or fair, where he –wants- you to attack him and running away isn’t an alternative.

Inputting bair when you already have a foe grabbed has Exeggutor swing around his vines to the opposite side, enabling him to face his foe. If he holds down A as he swings the foe, then he’ll release them as he swings them in that direction, dealing 9% and knockback that kills at 160%.


Up Aerial – Synthesis -

Exeggutor angles his palm leaves on his head upwards to absorb as much sunlight as possible. How much he heals is based off how high in the air he is, and thus how much closer he is to the sun. If he’s under Ganon’s height in the air (And he’s not capable of getting that high outside Leaf Storm with his terrible jumps and high fall speed), he won’t heal at all. If he’s 5 Ganondorfs up, he’ll heal 25% - the max. This is fairly quick, but can only be used once every time Exeggutor’s in the air. While you can get fast healing if you spam this in conjunction with Leaf Storm, having low damage will be irrelevant if you have no recovery.

Down Aerial – Stun Spore -

Exeggutor thrust his upper body downwards as a massive amount of yellow powder comes out of the palm leaves on his head. This is surprisingly fast, and the yellow powder covers an area as wide as Exeggutor and falls faster then Sonic can run, giving this move excellent downward range if used from high up, stunning foes for a nasty 2 seconds, though it’s delayed until they hit the ground to prevent easy gimping. If shorthopped, Exeggutor blocks almost the entirety of the hitbox of the move with his girth.

Aside from giving Exeggutor time to set-up his leaves how he wants or to potentially even set them up under the foe for a leaf storm kill, grabbing the foe won’t interrupt their stun, giving Exeggutor 2 free seconds to levitate them to a hard to recover from position before they can even attempt to escape the grab. This also applies to Sleep Powder, grabbing them with Psychic not waking them up.


FINAL SMASH - HYPNOSIS

Exeggutor extends his upper half forward as his three heads all have entirely blank expressions with their tongues drooling out of their mouths. He proceeds to emit ten purple waves as tall as he is that go all the way to the opposite blast zone, going through anything solid along the way at Luigi’s dashing speed. The distance between them varies – you can spot dodge most of them in succession without missing a beat, but there will be the occasional wave that’s just a bit closer to prevent you from spot dodging them all. You generally have to go over them.

If any of the waves hit, all the other ones vanish as the screen zooms in on the victim as they fall asleep, then shortly after wake up with their eyes swirling. Exeggutor lets out a cry and steps into the background as any scrolling on the stage stops for the 20 second duration of the Final Smash, and you control the foe. Any KOs the victim makes will count for Exeggutor. Sounds a lot like another certain Final Smash, doesn’t it? Oh come on. It’s been 5 MYMs since then. . .

So in 1v1s you just make the foe walk off the edge of the stage, right? Well, you think you’d be able to do that, but Exeggutor’s Hypnosis isn’t perfect – whenever the foe is off-stage they’ll be cpu controlled and only attempt to recover back to the stage. The foe still seems to be resisting Exeggutor’s Hypnosis. . .No matter. You can just make the foe smack themselves in Confusion. Worry not if you didn’t hit the foe with Confusion in advance – if you walk in front of Exeggutor in the background, he’ll automatically use Confusion on the foe if they’re not currently confused – this also applies to any other foes outside the victim. If you do manage to KO the foe before the time is up, then they’ll no longer be hypnotized and the Final Smash will end.


PLAYSTYLE

Exeggutor mainly revolves around Confusion to force the foe to avoid certain inputs and reversing the foe’s controls with Egg Bomb/jab/ftilt/fsmash so they don’t know what that banned input is. From there, Exeggutor generally likes to use moves like his dsmash, usmash, fair, and nair (The later 2 often combined with bair) which require rather immediate specific responses from the foe – considering the foe doesn’t know how to do these things, things can get rather awkward, especially if the specific response they have to do just so happens to be blocked by Confusion.

While Exeggutor can pressure if he has Confusion and control reversing going for him, he’s far from what you picture when you think of a rushdown character and likes time to himself to set up scrambled egg traps and razor leaves. To get this time, you can use your dashing attack to place a Barrier behind you (Or potentially in front of you if you’re feeling ballsy), then set up a bit and use your utilt for some anti-air when the foe comes over. If they land on your tree-top, you can hastily lead into an Egg-Bomb as they come down in front of you to start the control reversing up and start fleeing from the foe as you camping at them with Razor Leaves and stacking up other control reversals. With their controls scrambled about, they’ll take longer to approach and will be more likely to actually get hit by the leaves as you continue to flee and set-up. Once you get enough leaves, you can use them to get into the air without wasting a Leaf Storm to either heal yourself, stun the foe, or scramble their controls via uair/dair/Down Special respectively. If you don’t fear the foe that much and are confident they’re fumbling around helplessly, you can just go for a usmash/dsmash as well. Dsmash in particular can get you into the air without requiring set-up as the foe knocks you up, though if you can manage to land the bair (Probably from forcing the foe to approach over a barrier) you can also clash your nair/fair with the foe without getting all that high up.

While you definitely don’t ever want the foe’s controls to unscramble once you’ve gotten them scrambled, you don’t have to feel the need to constantly chase after them to re-scramble their controls. Again, if the foe thinks they’re gaining something by staying away during that time, that’s their mistake, as Exeggutor can just heal with his dsmash/uair. Bait the foe in with the threat of your healing to get them into range to re-reverse their controls and leave them helpless to your tactics.

To actually kill foes, you’re generally lacking in moves with that much knockback despite being a heavyweight. Your best bet would probably be levitating the foe about off-stage farther than they can recover after grabbing them with Psychic. To get more time to do that, you’ll generally want to either hit the foe with Sleep Powder or Stun Spore so you have more time to levitate them around before they can even attempt to escape the grab. To help you land the grab, you can take advantage of Barriers from your Dashing Attack which Psychic is more than capable of grabbing through while being perfectly safe from enemy attack.


MATCH-UPS


Exeggutor Vs. Arcanine: 80/20, Exeggutor’s Favor


Arcanine moving around so stupidly fast and revolving around doing so is bad for him because of the simple threat of running off-stage and killing himself with reversed controls. With Exeggutor’s massive range and how he enjoys time to himself, the “run” part of Arcanine’s hit and run strategy can often do more harm than good. If nothing else, Arcanine will have plenty of time to prepare his buffs, but he’ll certainly need them – the fact that even said buffs can be used against him via Confusion doesn’t make things look any better for him. Exeggutor’s scrambled eggs traps laying on the ground also prove more useful than normal against Arcanine, as the fact that Arcanine keeps running when he lands a grab means he’ll run onto one and trip, freeing Exeggutor from the grab. This means Exeggutor can feel free to whore out his shield if he has his back to a scrambled eggs trap, as Arcanine’s only option to beat it out will just cause Arcanine to trip, making Arcanine struggle all the more to break through Exeggutor’s defenses. Nevermind how Arcanine has no vertical recovery whatsoever, which makes Exeggutor’s main KO method in Levitation depressingly easy to kill with.

Exeggutor Vs. Item Tree: 50/50, Lady Luck’s Favor


There’s no Super Happy Tree or (recent) Whispy Woods moveset for the Item Tree to battle, so she’ll have to settle for Exeggutor. It’s essentially impossible to make a serious match-up ratio for the Item Tree, but you lot don’t like all of those ridiculous ratios anyway, right?

The Item Tree likes time to herself more-so than Exeggutor due to being able to spawn items, and Exeggutor being such a poor aerial combatant means he’ll struggle to get at the Item Tree’s items. Still, the fact the Item Tree is more of a threat when left alone then Exeggutor, Exeggutor will generally have to be the one to approach. . .And why wouldn’t he want to? If he manages to reverse the Item Tree’s controls, she’ll struggle to bring down the items she actually wants to use and will quite possibly end up hurting herself with her own items/fail to prevent even Exeggutor from getting his meaty vines on an item or two.

Killing the Item Tree for Exeggutor is a mixed bag. On the one hand, Exeggutor can ignore the Item Tree’s ridiculous weight by levitating her off-stage. On the other hand, her recovery is a clone of Rob’s, meaning it’s very good. Exeggutor’s stunning moves in Stun Spore/Sleep Powder serve more use then usual though in that they enable the cumbersome Exeggutor to easily get his hands on the Item Tree’s items for good KO options.

The Item Tree can kill Exeggutor with utmost ease, the problem is racking his damage, mainly due to his ability to heal himself and how the Item Tree fails at approaching even more then Exeggutor. Exeggutor’s Barrier proves very annoying for the Item Tree due to her pathetic jumps, her having to dash against it and take the damage to destroy it or use her main recovery move. When she finally gets past it, Exeggutor will already of healed a good bit, and if she knocks him up into the air Exeggutor can just use his dsmash on top of her foliage. Yes, the Item Tree can use her usmash on Exeggutor, but then she’ll hit him higher in the air where he can use his uair for even more healing. Of course, the Item Tree can ignore Exeggutor while he heals to make more items, potentially making him regret leaving the Item Tree alone.


 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers
Hey guys; I just want to thank everyone for taking the time to comment on my B.B. Hood moveset! I appreciate all of your criticism, and I am taking it into account as I am working on my next moveset. (Yes, I will have another moveset up as I just started on it today!)

Smash Daddy, I read your post and I can understand a lot of the critique. I have a tendency to elaborate almost excessively on some aspects of moves because I want to make sure the reader fully understands how a move works. I think what I'll do in the future is save a lot of the extensive details for the playstyle section of a character rather than clutter it in the move description when I just should be describing what the move just does.

As for "move borrowing" when you were talking about how I would import parts of Snake and Meta Knight into B.B. Hood, what do you suggest is a good way to come up with original moves and attributes of moves without having to at least borrow a bit? Considering all the MYMs as well, it has become increasingly harder and harder to mine for "original" things that aren't named special new moves or cool shiny mechanics.
 

Pokédex

Smash Rookie
Joined
Jul 11, 2010
Messages
2
From what I see, this is the perfect place for all Smash bros character ideas I've got, right? I randomly stumbled across this thread and found it quite interesting. Anyways, I should be commenting, chatting and making my own characters soon enough! :)

By the way, is there much time left on this contest?
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Welcome to MYM, Pokedex! (With that name, we can only guess what kind of games you like.) Yes, this is the place for all those Smash Bros. character ideas you have. I don't think this contest will end any time soon, so feel free to take your time gathering your thoughts! We look forward to what you have to show us.
 

Pokédex

Smash Rookie
Joined
Jul 11, 2010
Messages
2
Hehe, I just couldn't find a name but don't worry I won't only be giving you guys Pokémon sets . :p However, I might take one as my first set as there's so much choice. Thanks for your welcome!
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Welcome to MYM, and enjoy movesetting. Some Pokemon sets I recommend reading are Arbok by Hyper_Ridley, Espeon by KingK.Rool, and Sandslash by myself. Those have been generally received as the best Pokesets. I hope to see some good movesets from you. :bee:
 
Top Bottom