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Make Your Move 9: [Now Defunct]

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Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher

The Fantasy Moveset Design Contest
Imagine your favourite character. Go on, humor me here.
I bet they're pretty awesome, right?

Now, what if that character was really a fighter in Super Smash Brothers Brawl?

What would that character be like? What moves would they use to wipe the floor with Mario and Sonic? What would their catchy "I won the match" jingle be? What cool new things would this character do that have never been done in Brawl before?

If you have ever thought about these questions before, then you were born to be a MYMer.

MYMers are dreamers and fantasists, like yourself, who try to design and conceptualize, the greatest, most creative, and totally off the wall movesets in the world. We may not actually make any of the movesets we imagine, but that just means there's no limits to what insane things we can design.

MYM is a contest of theory, fun, and imagination. We don't worry about whether a character is "likely" to be in Smash Brothers, or even if a moveset is technically possible on the Wii. So let go of your inhibitions and preconceptions, and let's all make awesome movesets for awesome characters.

So, are you on board? Ready to start showing everyone your brilliant design skills? Great! Just one problem, this particular MYM is over. If you want to show us your skillz, then please wait until the next MYM contest (Make Your Move X) which begins 9th May

MakeYourMove (MYM for short) is both a competition and a community. We help each-other out, offer helpful critique and make sure everyone is having a grand old time. On the other hand, we all have individual goals to improve ourselves as much as possible and become the "best". In other words, MYM is a friendly contest.

Creating a Moveset
A Moveset is just as it sounds, a set of moves that a character uses in Super Smash Brothers. Please visit [HERE] for a general outline of what a Moveset needs to be considered complete. Even though you're too late to submit something for THIS MYM, you're still free to make one in preperation for the next one.

Alternatively, if you'd rather just read up on the kinds of things others are making, the following movesets are highly recommended reading;​


Deadline/End-date

MYM9 ended on April 3nd 2011 at 3am EST. Any moveset now will sadly not be counted, please wait until May 9th 2011, which is when the next MYM contest begins.


The best of MYM (Voting)
Voting is already over, and the results posted. Go ahead and check out all the winners!
Top50 Movesets
This is a distinguished list of movesets that excel at their craft. We make a new one every MYM by tabulating votes from our MYMers. Getting on the list is a clear sign that your moveset is loved, so we all take this very seriously. You can check out MYM9's Top50 list [HERE]

Top30 MYminis
A brand new opportunity to vote on something. This list is for the very best MYminis we've had this contest. We've got a lot of em, and you can find all the MYminis [HERE].
If you're just looking for the most popular ones, the Top30 list is [HERE]


MYM Awards
These awards run in parallel to the Top Movesets list, and are handled by longtime MYMer half_silver28. They reward the hardworking members themselves by letting them vote for which MYMers they felt did well. There are plenty of catagories to vote under;

  • Best Moveset designer
  • Best New Designer
  • Best Pokemon Moveset
  • Best Comic Book/Manga Moveset
  • Best Moveset Mechanic
  • Best Playstyle
  • Funniest Moveset
  • Most Improved Designer
  • Most Helpful MYMer
  • Funniest MYMer
  • Best Commenter
  • MYM9 WINRAR
  • Most Missed MYMer
Check out who won these awesome awards [HERE]

What else to do
MakeYourMove may look like just a thread. But the thread is simply where we post our movesets and comment on each-other's work. MYM extends much further than that. We recommend you bookmark/favorite all of these places;


For starters we have "The Stadium". This handy blog is home to an absolute slew of information, from handy links to every Moveset ever made, right down to helpful articles on MYM, moveset design and etiquette. We have over 400 articles (and growing) there, so it's really the one stop shop for everything MYM. We recommend you check The Stadium frequently.


Next we have the MYM Social Group. In the past, this place has been somewhat downplayed, but that's totally going to change... starting now. If you head over there, you'll find all kinds of discussions about MYM, from the serious to the mundane. If you want to suggest any changes in the way that MYM is run, you should totally do it over in the Social Group


Last, but not least on the MYM front, The MYM Chat is just as it sounds. A chat where MYMers can chill and just talk about whatever. We're all friends in MYM, so we use the Chat a lot. Sometimes it's just nice to kick back with your peers, right?


One exciting development since MYM8, our previous contest, is the discovery of another community that loves to make movesets. Smash Bros Mercurious accepts movesets that only have 4 Specials + a Final Smash. They also accept all kinds of additional stuff, like bosses, and assist trophies. So if MYM is not for you, or if you have an idea you don't think you can make a full moveset out of, we encourage you to try out Mercurious.


MYM's Leaders
We might not look it from first glance, but MYM is a big complex machine. Right now, we have 5 brilliant minds working behind the scenes to keep MYM fun and awesome. These fantastic people are;

Junahu (That's ME!)
I'm MYM9's main leader, and the one who's held accountable if something goes wrong.


MasterWarlord
Warlord is the fatcat of MYM, and has a fancy pants avatar to boot.


MarthTrinity
He's the friendly leader; Friendly Mac Frienderson the 3rd, or something.


Smash Daddy
This guy gives out stars to the cool movesets, like a creepy teacher.


Bkupa666
Has officially made more movesets than there are things to make movesets of

Fine Print
When posting in this thread, or the Social board, please observe the Terms of Service rules (ToS) of our host site; the Smash World Forums. Read them [HERE], and help keep MYM family friendly to all!

Now get off my lawn, you crazy kids!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
!-IMPORTANT PLEASE READ-!



So, you may have given the OP a complete read through or you may have just skimmed it and glared angrily at Junahu for writing stuff. Either way, you may have noticed something within the OP that's brand new and totally exciting; MYmini! As Junahu briefly explained earlier, MYM is currently about movesets. Back in the day, people would often times post extras like stages and Trophies and Stickers for their character at the end of the moveset. This is, unfortunately, much less common now. That's where MYmini comes in! It works as a side contest to the actual MYM!

Every week on Sunday (in the Sunday Recap, yes! It returns!), a new mini will be announced. These minis can range from anything to "Make an item for the Sonic series" to "Think up a stage for the Pokemon series" and everything in between and beyond! What will it be? Who knows! It all depends on what us leaders come up with (we may even ask for some suggestions sometimes!).

As previously mentioned, this contests will run a week each, every week. Every Sunday you'll be given the mini and have until next Saturday to work on them! On Saturday, you'll submit your vote for the best entry of the week to a leader. We'll then add up the votes Saturday night and get you the results in the Sunday Recap, nifty, no?

This post...yes this post however is very special! This post will be updated by yours truly with all of the past winners, the current mini and the current entries for the current mini! This way you'll always be able to know what the current mini is (if you happen to miss the in post thread and don't feel like searching it) and will also be able to find all the previous ones!

Please note that MYmini may change in structure throughout the contest. Currently, we have no limit on the number of submissions one may have for each mini. That -MAY- change depending on if we get flooded by one person submitting a ton of them, quality over quantity please. The length each mini will last may also change if we determine that a week is simply not long enough (although it will never be less than a week between minis).

And with that, now you know about MYmini! We'll be starting this little side-quest of sorts next week, just wanted to get this post up and explained!

-The Leadership
______________________________________________________________


MYmini #14: MYM9 Extra

Holy easy extras Batman is this MYmini simple. Basically, we’ve had a ton of movesets this MYM which is totally awesome! But not every moveset/movesetter likes to include extras in their work! To make up for that, your MYmini this week is to make up an extra (again, any extra, real or otherwise) for a moveset this MYM! The only rule for this MYmini is that the moveset you make the extra for cannot be a moveset that you made yourself! Yep, that means you’ll actually have to take a looksie at some of the other movesets; sorry guys!​


-Entries-


Past Winners

MYmini #1: Christmas Stage (1st Place Tie)
Entry 1: Griswold House by BKupa666
Entry 8: Springfield Tire Fire by n88_2004

MYmini #2: Christmas Extra
Entry 6: Merry Christmas, SmashVille! by Junahu

MYmini #3: 2010 Lookback
Entry 3: Tik Tak Tribe by Hyper_Ridley

MYmini #4: Extra Extra
Entry 2: Minions by Gcubedude

MYmini #5: Extra Extra Extra
Lol5waytie

MYmini #6: Final Boss
Entry 3: Mewtwo by MasterWarlord

MYmini #7: Final Cut, Final Smash
Entry 7: Toon Sheik's Final Smash by MarthTrinity

MYmini #8: Gotta Catch 'Em All!
Entry 7: Jelly Donut by Junahu

MYmini #9: Pokemon Stadium 53649
Entry 7: The Distortion World by MarthTrinity

MYmini #10: IT'S MAHVEL BAYBEE!
Entry 1: Scaffold Scuffle by Davidreamcatcha
Entry 3: William Birkin by Junahu

MYmini #11: The Sound of Music
Entry 16: Scatman John by Hyper_Ridley
Entry 8: Shut Up and Sleep With Me by MarthTrinity

MYmini #12: The Tube
Entry 12: Charlie Sheen by MarthTrinity
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
BOWSER JR.



Bowser Jr. is the youngest son of Bowser, and the heir to the Koopa throne. There's no denying Jr. is Bowser's clear favorite child, as evidenced by Jr. having the authority to lead the entire Koopa Troop, not to mention owning several robots and aircrafts, while the other Koopalings are essentially hung out to dry. With his Magic Paintbrush in hand, Jr. satisfies his penchant for graffiti art with constant scribbling. Although he's gained the ability to breath fire since his earlier appearances, Jr. is still far from a master of his father's defining skill.

The hills are alive with the sound of Koopas! . . .Playlist located here.


STATISTICS

Aerial Movement: 7
Movement: 7
Fall Speed: 6
Weight: 6
Jumps: 5
Size: 4
Traction: 2

Keeping true to his trouble-making tendencies, Jr. likes to decorate the stage to his liking with his Magic Paintbrush, which he carries around during battle. However, the bold young Koopa spits on playing safe from a range while doing so...he wants to be in the thick of the fight, to prove himself as a worthy heir to the throne. Although he's not the most capable melee fighter, Jr. possesses reliable methods to paint helpful puddles of goop in close quarters, giving him means with which to go toe-to-toe with the rest of the cast.

SPECIALS

Down Special - Goop Puddle
Jr. lets his paintbrush drag on the ground, with next to no startup lag; whenever he moves around, his paintbrush drags alongside him, painting a puddle of rainbow goop in his wake. Jr. can drag his brush for as long as he wishes, and can use any grounded attack that doesn't involve the paintbrush to defend himself as he paints. If he drags his brush over existing paint, he refreshes its timer. He can cancel his drag by pressing the input a second time, dodging, or jumping; if he's attacked, he stops painting as well. Goop lasts for ten seconds before dissolving, and deals 1% per second to characters who stand in it. Jr. will want to use his decent movement speed to cover as much solid ground as possible with goop, for multiple reasons. Paint has no effect on Bowser Jr. himself.

If a character steps in the goop for more than half a second, it sticks to their feet for five seconds (no damage or stacking), slowing them down a small amount. The paint also seriously screws with their traction. Remember the UFO on Melee's Fourside stage? That's how bad a painted victim will slide around when they move. But will they even want to move in the first place? If they do so, the goop on their feet spreads around the stage as they go; Jr.'s opponent will be essentially creating a puddle for him.

The paint will also be spread if the opponent uses an attack that moves them forward along the ground (Rollout), or if they roll. Speaking of evasive maneuvers, if an opponent tries spot dodging while painted, their slippery feet give out on them, putting them in their tripped position. If the opponent wants to avoid spreading paint, they must stay on top of the already painted area, or in the air. They'll take minute gradual damage by standing on the paint, but the paint won't be spread or refreshed at all.

A painted character is faced with the choice of either remaining a predictable target for Jr., limited to mere air dodges in a limited area, or moving and spreading the paint around, giving Jr. more room to work his deadly magic later on. They lose the option to stall on the ledge as well; if a character grabs the edge while covered in goop, it sticks there. For ten seconds, characters other than Jr. who grab that ledge enter a footstool effect, as they are unable to get a grip on the slippery paint. Get up there and fight, coward!


Neutral Special - Homing Fireball
Jr. rears back for a split second, before coughing out a high priority Soccer Ball-sized ball of fire. The fireball homes in on the nearest character at Ganondorf's dash speed; the fireballs can travel in loops to do so, and will pursue opponents for up to five seconds before sputtering out. Characters hit by the fireball take 10% and knockback that KOs around 110%. Jr. can have three fireballs onstage at a time. Due to their homing capabilities, your opponent is generally forced to move a little bit in order to dodge them; this is good news for Jr., if they have paint on their feet. Jumping around and air dodging on top of existing goop is pretty much their only option to avoid spreading the stuff, and even this can be difficult if Jr. sends multiple fireballs at them, or if he's pursuing them in the meantime.

Side Special - Swoopin' Stu
Jr. swipes forward with his brush, generating a Swoopin' Stu with .2 second startup lag. A Stu oozes forward along the ground, leaving behind a path of goop at Ganondorf's walk speed; they refresh any goop they slide over. If an opponent gets within a Battlefield platform of the Stu's frontside, the Stu will make a disturbing gross noise for half a second, before jumping onto them. Opponents hit by a Stu take 9% and suffer the goop effect from Jr.'s Down Special. Stus are really rather stupid, and will fall off edges, run into traps, and refuse to turn around and attack opponents directly behind them.



Stus are slightly smaller than Waddle Dees, and are nowhere near as durable; any attack that deals more than 10% will pop a Stu, while jumping on one finishes it off immediately. However, Jr. can call out up to five Stus at a time, compared to Dedede's measly two. Multiple Stus can be a chore for opponents to deal with, although you don't always want to send them all in one direction. Why not send two left and two right? Two puddles of goop are better than one, yes?


Up Special - Paint Chain
Jr. casts a thin line of rainbow paint the length of six Pikmin out of his brush, with nearly no startup lag. Onstage, Jr. can whip his paint around identically to Sheik's Chain for up to three seconds; the paint can deflect projectiles with more ease than Sheik to boot, although as soon as it hits a projectile or character, it splatters on them, ending the move. This deals no damage, but gives opponents the paint effect for a hefty ten seconds, as opposed to the usual five.

The paint chain automatically locks onto edges, allowing Jr. to tether to the stage. Jr. has super armor while using this; to gimp Jr.'s tether, a character must attack or touch the chain to break it. If they do so, they'll give themselves the paint effect; this also happens if they grab the ledge as Jr.'s tethering to block him (it ignores their invincibility frames due to dealing no damage). They'll likely KO Jr., but they'll be giving Jr. a head-start as he comes down during his next stock with a foe already painted. This lofty price to pay for each gimp may influence opponents to stick to KOing Jr. traditionally, giving him a bit more security offstage. Without the constant fear of being gimped, Jr. can actually recover in most situations.


GRAB-GAME

Grab - Quicksand
Jr. waves his brush, causing absolutely nothing to happen for half a second...after this time, however, all the goop he has onstage begins sucking characters downward (Jr. being invulnerable, of course), for a period of seven seconds. If a character remains on top of the sucking goop for more than a second and a half during this time, they become trapped in the ground, with double a Pitfall's strength, taking an extra 2% per second. Anything other than a character that travels over the quicksand is pulled in without hesitation; this includes minions and items.

Although a full second and a half may seem like an eternity at times, Jr. does have an array of moves with which to prevent characters from fleeing the goopy area. Jr. has no throws, but can easily punish trapped characters with most any move he wishes to throw out. He can also simply leave the victim in the quicksand, setting up even more goop as they accumulate damage. Characters who escape or are launched from the goop leave with its effect on them, helping Jr. spread it even more. This grab is one of the primary reasons having more goop onstage is beneficial to Jr. You'll never actually land it with just a character width of the stuff onstage. . .


BASIC ATTACKS

Jab - Paintball
Jr. flings his brush forward, like a lacrosse stick, flinging a Pokeball-sized orb of paint 1/3 of Battlefield forward in a straight line. The paint travels said distance at Mario's dash before splatting to the ground and covering a Stage Builder block's area in goop. Characters hit by a goop ball take 3-4% and some brief stun, and are stuck with the goop effect. Jr. has minimal lag on either end; he can hurl out up to five consecutive balls of paint at the same time.

Although the paint won't stack with multiple balls, Jr. can send a line of multiple balls out at once, removing an opponent's option to spot dodge without getting hit anyways. They'll have to jump and air dodge over the paint to dodge it; Jr. should use this tactic to force his victim to jump to into a goop puddle (if he and his victim are on an island between two puddles), or, if they already have the goop effect, into a new location, spreading their paint where they land.


Dash Attack - Paint Surf
Jr. tosses his paintbrush to the ground and hops on it, riding it like a snowboard with minimal startup lag. He slides forward at Diddy's dash speed, dealing 9% and knockback that KOs around 145% to characters he collides with. If he slides on top of paint, he travels at double the normal speed, dealing double the regular damage and KOing quite a bit earlier (around 85%). While 'surfing', Jr. spreads goop over the ground he covers.

Jr. can ride his brush until he reaches an edge (he cannot turn around), hoping off the brush laglessly with a dodge input. If he is attacked, however, he falls off, entering a vulnerable prone position. This is a faster way of spreading goop than simply inputting Down Special and running, but Jr. has no way to defend himself while doing so, unlike the prior option. A smart tactic that implements both options involves using Down Special to get some goop onstage, then surfing over it and using the momentum to speed forward, painting all the while; opponents will be much more wary of attacking Jr. out of this, due to the high-priority damaging hurtbox on his body.


Forward Tilt - Scorch
Jr. attempts his father's Neutral Special, but the results aren't quite up to snuff...he coughs up a column of smoke rather than actual fire, with slightly more than his father's startup lag. The smoke is actually thicker than Bowser's flames, although it builds damage at about half its rate, and can be attacked through much more easily. To compensate, the smoke deals stun, making it harder to escape from. Jr. can hold his smoke for up to three seconds, before it sputters out, leaving him with moderate ending lag. He can either breathe smoke in place, or tap the Control Stick forward to walk slowly while exhaling the hot stuff.

He can walk forward while breathing smoke, painting a trail in his path with Down Special in the process. The stun will both defend Jr. from opponents attempting to interrupt his painting, while allowing him to carry them with him in the process. Once paint is onstage, Jr. can use this move to carry opponents into his paint and hold them there, giving them the paint effect, or trapping them in goop he's turned into quicksand with his grab. He can also simply walk them into onstage traps, or off a walk-off edge. Jr. will likely suffer a beating if he relies too heavily on this move, due to characters being able to punish his lag or break through the smoke. It serves as a nice alternative to a 'real grab', but Jr. should refrain from using it unless he is confident that he will be able to accomplish one of the goals listed above.


Down Tilt - Jump and Stomp
Jr. hops forward a character width to perform a not-so-stereotypical full-body stomp on his opponent, with little startup lag and not so much ending, either. He has the ability to angle his jump slightly upward or slightly forward to increase the jump's range in that direction. Landing on a character pitfalls them for a second, dealing 8% in the process. Jr. can use this move out of F-Tilt, to bury a character he's stunned rather efficiently.

Jr. may also stomp on characters he's trapped with his grab in order to increase the time they are stuck in the goop. If his intent is to KO, he shouldn't stomp them first; they're already stuck there, vulnerable to a nice beating, so don't risk wasting your free attack on one that will just trap them longer. However, if your intent is simply to stall them there while you paint some more, this tactic works just fine. Finally, this move is the sole jump Jr. can perform while dragging his brush with Down Special; if he wants to spread goop to a platform or dodge an attack without canceling Down Special, Jr. can use this little hop to get the job done.


Up Tilt - Swat Down
Jr. reaches up and waves an arm above his head, as if trying to swat a bug from the sky. His hand enlarges slightly for this move, dealing 6% and bringing victims down to the ground in a vulnerable position. Jr. can bring opponents down onto the goop they were jumping over, or simply get them out of the air (where they'll likely be trying to attack Jr. from while he's dragging his brush, considering F-Tilt is a decent frontal defense). Once they're down, you can blast them with the F-Tilt they were trying to avoid in the first place.

SMASHES

Forward Smash - Tidal Wave
Jr. waves his brush around, causing the largest pile of goop he's created onstage to generate a Ganondorf-sized wave at its left end. Upon release, the wave immediately crashes over the entirety of the puddle, turning the puddle into a hitbox around Mario's height. This hitbox remains onstage for half a second before subsiding; as it vanishes, the puddle's size is halved, due to some of the goop splashing away. Don't just throw this Smash out; save your hard-painted goop for when you need it.

The tidal wave of goop deals 18-25%, coating characters in the stuff and KOing them around 100%. Clearly, the bigger the goop puddle you have out is, the larger the move's hitbox is; if grab wasn't incentive enough to paint a ton of goop onstage, this should be more than enough of a reason to do so. Oh, and speaking of your grab; Jr. would be smart to sink a foe in quicksand before crashing a wave down on top of them for the KO...


Down Smash - Pulsating Blob
Jr. spins his brush in his hands, causing a Kirby-sized swollen blob to appear in the center of his largest goop puddle, and begin sucking up goop from both sides of the puddle after .55 second. The blob sucks up a Battlefield platform worth of goop on either side each second Jr. charges the Smash. The blob doesn't only inhale goop, however; opponents are sucked toward the blob at Wario's dash speed as well. If it touches them or if they touch it, they become stuck in the blob, taking 2-3% per half second and becoming entirely immobile.

While the opponent is stuck in the blob, Jr. can attack them, but he's better off spreading more paint onstage while his opponent is stuck in the goop, already taking damage. They can escape from the blob by button-mashing (with the goop effect in full force, of course), but the difficulty doubles for each Battlefield platform worth of goop Jr. has sucked into the blob. The blob itself remains onstage for seven seconds per each Battlefield platform of goop it contains as well. Although Jr. can put as much goop into his blob as he wants, it's advisable to leave some onstage for future use, while sucking in enough goop to hinder his opponent sufficiently. On the subject of opponents, foes buried with Jr.'s quicksand grab are pulled toward the blob while immobile, if they're in the same goop puddle as the swollen mass of paint.


Up Smash - Geyser
Jr. lets out a cry, causing a column of goop one Ganondorf wide and two tall to erupt underneath all opponents buried in the goop (including those buried from your grab), after a half second of the ground rumbling warningly underneath them. Opponents rocketed up by the geyser take 17-21% and vertical knockback that KOs from 130-115%. Jr. can use this reliably as a KO move, but he may wish to use it before this time in order to send foes skyward. If he follows them into the sky, he can pressure them to land in a different location, causing them to cover it with the goop effect that the Smash just gave them. As a whole, Jr.'s Smashes are your greatest incentive to bury foes with quicksand, aside from the obvious stalling tactic it provides.

AERIALS

Neutral Air - Shell Shred
Jr. quickly tucks into a Kirby-sized ball and spins rapidly, grinding against opponents with his little spikes. Opponents can take up to six hits of 2% from Jr.'s spinning, the last of which knocks them back an average set distance. Aside from being a decent tool with which Jr. can fight at close range, it can provide him with space to begin painting in a pinch, if he needs it.

Forward Air - Leaping Tackle
Jr. bounds forward a Battlefield platform, claws oustretched; if he lands on an opponent, he'll latch onto them. You can now tap A to pound them with your fists at the speed of an average pummel, dealing 3% per blow, or hop off by air dodging, footstooling the victim in the process. Opponents can mash away from Jr. with grab difficulty. If he lands on them in the air, Jr.'s leaping momentum carries him and his victim forward a Battlefield platform each second. He can leap onto an opponent in the air to push them in one direction, such as toward a goop puddle, or a clean area if they have the goop effect, pummeling them in the meantime for some additional damage.

Back Air - Shell Roll
Jr. rapidly mimics his father's B-Air, but ends up performing a back-flip, due to the momentum carrying his light weight backward. Characters who hit Jr. just as he leans back take 5% and light backward knockback that won't KO. However, if they hit his shell as he's flipping, they take a stronger 12% and are spiked with moderate force. Jr. can simply bring foes down to his goop if they insist on attacking him while his back is turned. Just be sure that you don't land early...Jr. shares his father's landing lag issues.

Up Air - Brush Copter
Jr. spins his brush above his head like a helicopter blade for .5 second, after a brief startup period. As with the Up Specials that "incredibly creative" individuals give their Bowser Jr. sets for a recovery, Jr. hovers in the air for a brief period of time during this move. This is a mere secondary purpose, however. Jr.'s real intent with this move is hurling opponents in a set direction with the velocity of his brush-spinning.

Jr. tosses opponents the direction he is facing, after dealing multiple hits of 2-3% with the spinning brush. As you may have guessed, this is yet another tool with which Jr. can direct goopy-footed opponents over to a new area, forcing them to touch down on clean ground and pollute it for the greater good.


Down Air - Koopa Stomp
Jr. performs a typical stall-then-fall, plummeting at Sonic's dash speed. He deals 14% and a moderately powerful spike to anyone he stomps on. Although Jr. suffers a little landing lag when his feet meet the ground, his powerful plummet does come with a beneficial little bonus.

For every Marth Jr. plummets, a bulging shockwave half Squirtle's height will emerge from the ground at his feet and travel Battlefield's length at Mario's dash speed. One shockwave is automatically produced, even if Jr. shorthops the move (less than one Marth). Shockwaves deal 15% each and moderate vertical knockback that can KO around 120%. If Jr. lands in a puddle of goop, he produces waves of goop, rather than of mere energy. These deal a lesser 10%, but trip foes, keeping them in the damaging goop for longer. While they are tripped, Jr. can either set up more goop, or take advantage of them with a quicksand grab, or an F-Smash/D-Smash.

Of note, if Jr. lands outside goop with a stomp, and creates shockwaves that travel along the ground into a pile of goop, the shockwaves remain comprised of energy. This allows Jr. to trap a foe in quicksand, then stomp and launch them while they're digging their sorry arse out.


FINAL SMASH

Final Smash - Piranha Plant Pollution



Jr. waves his brush, causing the ground to rumble violently. A second later, a monstrous goop-coated Piranha Plant emerges from the ground in front of him. The plant's head is as large as Bowser, while its stalk is two Ganondorfs tall and its goopy base covers 1.5 Bowsers. You control Jr. while the plant is out, albeit with two of his moves given to the Piranha Plant.

By pressing Down B, the Piranha Plant rears back for a split second, before spitting a massive stream of puke to the ground, instantly covering 1/2 of Battlefield. During the startup lag, you can aim the stream of puke in any direction; it deals thirty hits of 1%, as well as knockback that KOs around 90%, along with a goop effect. This covers the ground in goop more quickly than Jr. could ever do by dragging his brush, while KOing opponents conveniently in the process. In addition, Side Special now causes the plant's base to ooze out five Stus at a time, and there is no limit to how many Stus can be onstage at a time.

Although it is not an attack that can be inputted, if a character gets within a Battlefield platform of the plant, it will lunge at them instantaneously, grabbing them in its mouth. The plant chews the opponent for 16-17%, before spitting them upward with moderate set knockback and a goop effect. In most cases, Jr. is best off sticking near the plant and allowing it to defend him, while he sets the stage with its puke and builds damage with Stus. The plant lasts for fifteen seconds before shriveling up and sinking into the ground from whence it came.


PLAYSTYLE

Bowser Jr.'s matches are entirely focused on goop. You don't need me to tell you that. Determining factors in his games include how soon he can get out as much goop as possible, where he can strategically paint his goop, and how he can control his opponents' movement to either stay on top of (or at least close to) his mess, or spread the goop for him. He must learn to do so consistently, as goop only lasts ten seconds. Jr. has no time to rest on the Battlefield...not that he minds, being the energetic little guy he is.

At the start of each match, Jr. wants to immediately input Down Special and start dragging his brush around to spread paint (this is quicker than sending out a Stu, and covers more ground than jab). He'll want to coat as much of the stage in paint before his opponent reaches him. Although he can start dragging his brush at close range and retain some defense with F-Tilt, this is temporary, and he's better off having some goop already out with which to trouble opponents. An alternate option involves skating forward with dash attack; although this spreads paint faster, you might want to wait until later, as if you fail with this tactic, you'll be at a damage disadvantage early on in the match.

When he enters melee range, Jr. will likely have some paint out, but not enough to really mess with opponents. This is the time to give the opponent a goop effect; great options with which to do so include jab and Up Special. A goopy opponent is put in a sticky situation; they can't move or roll without spreading the goop or refreshing existing goop, and spot-dodging slips them up. They can't even ledge-stall, or they'll slip to their doom. What they're forced to do is to stay in place and fight, as if they're tied to an anchor (which can build a little damage on them if they take the effect over top a puddle).

Of course, Jr. can manipulate opponents to spread goop against their will with the likes of Neutral Special fireballs and Side Special Stus. Opponents will either move around to dodge them (or slip up trying to spot-dodge and get hit), or leap into the air to dodge safely. Jr. can easily dictate aerial opponents' movement, so they drop to the ground and spread his paint somewhere new. He can also force them skyward by burying them with quicksand and launching them with U-Smash. Opponents who touch down on clean ground will likely create an island of clean stage between the puddle Jr. created and the paint they have just spread. In this case, it's in Jr.'s best interest to fill in the clean land with goop; remember, he's not affected by the paint's constant damage, but his foes sure are. Plus, a large puddle will come in handy later on down the road.

Jr. can spread paint at close range while fending for himself without too much trouble; however, once his opponent is damaged enough as a result of limiting their movement and attacking, you'll likely want to bury them with a grab, D-Tilt or D-Smash before putting out any additional goop (if you want to improve the effects of your grab and F-Smash/U-Smash any further). This attack works best when your foes have higher damage, as they won't escape and punish you nearly as easily; they also remain a sitting duck when you're ready to send them blasting off again. If you leave them free, you may face the repercussions of a cornered rat biting, or simply fleeing. If you flee and have to chase them down, your goop's timer may deplete and all your hard work may vanish. Although Jr. can set up again in a new location, it's just a pain to do, especially when you're ready for that KO.

Once Jr. has his opponent damaged sufficiently and a large puddle of goop ready to go, it's time for the KO, at last. You could simply push your victim onto the puddle and use an F-Smash, if you're impatient, and willing to accept the possibility of them escaping. If not, unleash your quicksand grab before forcing your foe onto the puddle, and hold them there for that second and a half with F-Tilt, D-Air shockwaves, or U-Tilt. Once they're buried, smother them with F-Smash or launch them with U-Smash. While your victim is flying away, be sure to refresh your goop, so the opponent is at a disadvantage when they come back down.

In summary, Jr. is quite the offensive set-up character. He wants as much goop onstage as possible, always wants to be near it to refresh it when necessary, and constantly wants to be around opponents he can bully into the position he wants them in. A lot of his game requires momentum; the more goop he can get out, or force foes into spreading for him, the more efficiently he can KO, and the less trouble he goes through finishing off the foe's next stock. However, if he gets pressured back just as hard, or taken into the air, he loses his opportunity to spread goop, and therefore lacks KO methods, besides a spike here or there. In addition, he can have trouble against certain defensive characters who are unaffected by goop effect (which doesn't deal damage) due to being content with staying in place and camping. It's all or nothing for Jr.; he can either grin and crush his opponents, or grin and bear the beating they'll give him if he fails to do so. And quite honestly, he wouldn't want it any other way.


MATCH-UPS


Vs. Slinky - 60/40: Bowser Jr.'s Favor
While Jr. starts painting the stage, Slinky will be stretching himself out, in order surround the young Koopa. However, because Slinky will have to eventually jump up and fall down on top of Jr. with Neutral Special to trap him, Jr. has more of a chance to paint the stage. This leaves Slinky with little room to safely touch down on, especially if his spring is stretched out. Jr. will be hard enough to surround as it is, due to his high speed; if he stays atop one area of paint, Slinky will have trouble moving him off and catching him before he's at a damage disadvantage.

If Jr. does manage to fall into Slinky's trap on a clean part of the stage, he'll likely be in quite a fix. He can't even grab Slinky's spring to end his circular pose, while Slinky has no issue damage-racking on him with his bouncing moves. Speaking of grab, though, if Jr. becomes surrounded on top of goop, he can simply start the quicksand grab, forcing Slinky to either drop the pose and flee, or become bogged down in the earth. Keep in mind that Slinky is far from a heavy character. . .If Slinky skips straight to trapping Jr. before he lays out too much goop, and manages to do so with such a small opening for surrounding opponents, he can easily damage-rack and KO Jr. at the blink of an eye. However, Jr. has superior overall options, including those that can shut down Slinky's winning strategy, thus giving him the match by a fairly large margin.


Vs. Dark Bowser - 30/70: Dark Bowser's Favor
Right off the bat, Jr. is a more difficult target than most to cage, due to his fast speed. However, if Dark Bowser captures Jr., he's in trouble. Although going into the cage is a bad idea for him, considering Jr. can paint the entire floor of the cage and use it against Dark Bowser, Jr. has trouble breaking free of the cage. Screwing with him from on top with stomping and Thwomps is a great option, as it will be harder for Jr. to invalidate that option by painting the cage top. That said, Jr. can still get paint onstage without much difficulty, considering his speed allows him to run from under even Dark Bowser's plummeting Up Special while spreading his goop. He is also a massive target for damage, seeing as how Jr. can trap him on top of goop with ease with F-Tilt, bury him with grab, stack on damage and a goop effect, and rinse/wash/repeat.

Dark Bowser can build damage by torturing a caged Jr. on top of the prison, but in some instances, he would be best off playing defensively with clouds and enemies atop a cage, which Jr. cannot compete against with nothing but grounded Stus and shockwaves. If he pulls this off properly, his massive weight allows him to stall for much longer than Jr. could hope to live to see. Jr. will have to pressure him especially hard to prevent him getting a major lead in damage. In any case, Jr. certainly won't be pushing around the massive end boss with any semblance of ease, meaning he won't be able to KO nearly as reliably. Dark Bowser can win this Koopa face-off playing offensively or defensively; if he gets too careless and takes too much damage, it can sway in the favor of a Jr. who has mastered the skill of pressuring opponents.


EXTRAS


Up Taunt - Childish Banter
Jr. puts his hands to his face and makes his little mocking noise from New Super Mario Bros. Wii.

Side Taunt - Headbang
Jr. spins his head around, whipping his ponytail back and forth, before stumbling around dizzily for a split second.

Down Taunt - Shadow Mario
Jr. swipes the air in front of him with his brush, transforming into Shadow Mario for a second. The dark clone sticks out his long tongue, before transforming back into Jr.

Entrance - Goop Portal
An 'M' shaped rainbow goop portal appears on the ground, out of which pops Jr., who appears to be comprised entirely of the rainbow substance. He swipes his brush, taking on his normal color, before entering a fighting stance.

Victory Pose #1 - Breakdance
Jr. spins around on his shell at a rapid pace, before striking an awesome pose, head in hand and laughing.

Victory Pose #2 - Goop Tornado
Jr. spins around rapidly in his excitement over winning, spraying goop from his paintbrush every which way. After a while, he stops, striking a victorious pose, pointing at the screen with one clawed finger.

Victory Pose #3 - Fireball Frenzy
Jr. carelessly spits fireballs all over the place...however, he turns around, noticing that his 'celebration' has lit his tail on fire. Jr. lets out a cry and runs around the screen for a while, finally extinguishing his tail and falling to the ground, exhausted, if you leave the results screen on.

Victory Theme - Koopa Striker
Jr.'s victory theme is an excerpt from his Mario Strikers Charged theme, a sweet tune with a bass guitar.

Loss Pose - Paintbrush Kick
Jr. angrily kicks away his paintbrush, stubbing his toe in the process. After doing so, he falls to the ground, sobbing and holding his foot for the remainder of your time on the results screen.
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
A new challenger approaches!
From Fire Emblem, it’s Micaiah!


Intro​
Micaiah, also known as the Silver-Haired Maiden, comes from Fire Emblem: Radiant Dawn, the tenth game in the Fire Emblem series. In the game, she is a main character, meaning that if she dies, it’s game over. She’s is very caring for her friends, and very loyal to her home country, Daein. However, due to persecution growing up, she can be harsh sometimes. She has a special ability called Sacrifice, which enables her to heal wounds without using a healing staff. Her bird is named Yune.

Game-wise, Micaiah starts the game as a Light Mage, and can only use Light magic tomes. About a quarter of the way through the game, she promotes to Light Sage, and gains the ability to use Staffs. Near the end of the game, she promotes again to Light Priestess and gains tremendous power. However, regardless of class, her defense and HP will remain low, which prevent her from taking a lot of hits.

Stats​
Weight: 4/10
Micaiah is very light, about the same as Fox.

Jump: 5/10
Micaiah can jump about average height.

Air Jump: 6/10
Her second jump is also average.

Walk Speed: 6/10
Her walk is pretty fast.

Run Speed: 7/10
She also runs rather fast, about Pit’s run speed.

Midair Mobility: 6/10
She moves through the air pretty fast.

Float: 7/10
Micaiah is light, and rather floaty.

Size: Tall and thin
Micaiah is a bit shorter than Link, but taller than Mario. She’s also thin, like Zamus.

Specials

Down B: Weapon Swap

Micaiah uses both weapons from Radiant Dawn in Brawl: light magic tomes and staves. At the beginning of every round, and every time she respawns, Micaiah will be in Light style, with her magic book in her hand. She can switch her equipped weapon by pressing Down B. Her weapon affects her entire moveset, but not her stats. The switch takes .6 seconds as she reaches into hammerspace behind her and trades weapons. If she is attacked while switching weapons, she will still switch into whichever style she was going into, meaning if she uses this move in Light style, and is attacked, she’ll be in Staff style afterward.

Micaiah can also do a fake-out by holding Down B instead of pressing and releasing it. She will reach behind her, like she’s switching weapons, but will still be holding the same weapon. This takes the same time as an actual weapon swap, and is decent at tricking an inattentive opponent.

Light style

Neutral B: Shine

A note on Micaiah’s Light style Specials: All of her Light specials have a recharge time, during which she will be unable to use that move. If Micaiah attempts to use any Light special, before she’s fully recharged, she’ll attempt the spell, but only manage a small spark from her hand, which deals no damage. Failing a spell like this has some nasty lag, so it’s best to time Micaiah’s Light specials well. The recharge time for each special is independent of each other, so you can use all three very quickly, then wait about 10 seconds, and all three attacks will be recharged.

For the actual attack, Micaiah raises her hand as she softly chants a spell. About 2 stage builder blocks in front of Micaiah, a small, almost unnoticeable light will appear. Micaiah and the light will stay this way as long as the B button is held. When B is released, or after about 7 seconds of charging, Micaiah will bring her hand down, and the light will explode, damaging anyone near it. The hitbox of the light is about Bowser’s size, regardless of charge. It deals between 13% and 19% and mid knockback, KOing at about 164-153%. This move executes as soon as B is released, and has very little cooldown. It takes 8 seconds to recharge this move. If Micaiah is hit while charging this spell, then the attack will fail, and the light will disappear.

Up B: Thani

Micaiah waves her hand and chants a spell. A sphere of light, about the same size as Meta Knight, will then appear about 3.5 stage builder blocks in front of Micaiah, in midair 1 stage builder block above her head. As soon as it appears, the player can press the control stick either down, down-right, or down-left. The sphere will begin to move in the direction that the player designated. If no direction is given, or if any direction other than a downward one is given, it will automatically move straight down.

The sphere moves pretty slowly, dealing 1% with almost no knockback per hit. The knockback will be in the same direction that the sphere is moving, so without proper DI, the opponent will be hit multiple times. Upon reaching the ground, the sphere will explode in a burst of light, dealing anyone near the sphere 18% and good knockback that can kill at 137%. It can also take off a good chunk of shield, if the opponent guards the attack. If there is no ground, the ball will simply disappear after moving down about 4 stage builder blocks.

This move takes about .8 seconds to activate, but it only has .3 seconds of cooldown. This allows you to attack the opponent while the sphere is still on the field, making this good at pressuring. It’s also very good at edgeguarding and gimping, due to its range and safety of use. However, after being used, the move takes 10 seconds to recharge before it can be used again. This move also cannot be used in midair and fails if Micaiah is hit while charging.

Side B: Ellight

Micaiah holds her hand out, and a beam of light shoots straight out from her palm. The beam moves with the same speed as Fox’s Blaster, and will travel through walls and shields, damaging anything it hits. The light is rather thin, and is high enough that some characters can crouch under it. It takes 6 seconds to recharge this attack. It executes very quickly, and has little end lag. It deals 10%, and horizontal knockback that can kill at 178%.


Staff style

Neutral B: Barrier

Micaiah holds her staff in front of her, and closes her eyes as the end of the staff glows. After a moment, she returns to her normal stance, glowing with a slight green tint. She continues to glow for 10 seconds, during which she is protected from all energy and ranged attacks.

This move takes about 1 second to use, but has no cooldown. While glowing, any energy-based moves, be it a special or a standard, that hit Micaiah deal her no damage and no knockback. This move does not reflect energy, nor does it recover Micaiah’s damage; it simply stops the attack before it touches Micaiah. It does reflect ranged attacks in exactly the same way as a Reflector. It can also stop some standards, such as Zelda’s FSmash and Lucas’s USmash and DSmash.

Additionally, if Micaiah reflects an item like a Pokeball or a Banana Peel, it becomes hers. If Barrier is used while Micaiah is still glowing, she’ll place a new one, effectively resetting the timer.

Up B: Rewarp

Like the name suggests, this move is a teleport move. Micaiah closes her eyes and holds her staff in front of her with both hands. As the staff glows, she disappears, reappearing about 8 stage builder blocks in any direction.

This is not an exact copy of Zelda’s teleport. It executes quicker on the ground, taking about half the start-up time as Farore’s Wind (in the air, it has about the same startup lag), and deals no damage. It also has less end lag, so Micaiah can attack right out of the warp. The main difference between the two, though, is the way that Micaiah can move while teleporting. Unlike Zelda, who moves in a straight line, Micaiah can actually curve her teleport, similar to Lucario’s Extremespeed. It’s not very easy, however; while teleporting, she moves a bit faster than Lucario during Extremespeed. This can make it difficult to recover from underneath a ledge. It can also be tough to judge the distance of the move. However, pressing B at anytime during the teleport will make Micaiah appear early. This allows you to control the distance Micaiah travels with this move. This is also Micaiah’s only recovery move; she has no recovery move in Light style.

Side B: Sleep

Micaiah holds her staff out, slightly tilting it toward the opponent. A faint, almost invisible mist will appear from the end of the staff and travel forward 1 stage builder blocks. The mist appears from the top of the staff, so it won’t hit small or crouching enemies. Anyone caught in the mist is put asleep for 2-7 seconds, depending on how much damage they have taken. This move has little startup and ending lag, allowing Micaiah to easily attack any opponents put to sleep by this.

Standards​

Light style

Jab: Book Smack
Micaiah quickly jabs forward with her right hand, then swings her spell book at the opponent with both hands. The first hit deal 3% with little flinch and knockback, and the second hit deals 4% with very low knockback. This move has almost no startup or end lag, but is very quick and can easily rack up damage, since the knockback is so low. If shielded (but not powershielded), the move has just enough shield stun that you can do it again safely.

Forward Tilt: Light
Micaiah holds out her hand, and a small spark appears, quickly burning anyone within .4 stage builder blocks with intense light. The move is very fast, with almost no startup and low end lag. It deals about 8%, and has low knockback. It has decent stun, so at low damage, this move can be followed with a grab. You can also combo her Up Tilt during this attack for additional damage

Up Tilt: Light Upper
Micaiah puts her hand in front of her, and brings it upward, streaking light energy in front of her. It is very quick with little end lag. It deals 8% with upward knockback that can kill at 178%. Since Micaiah is pretty tall, a crouching opponent could dodge this attack. This move can combo off of her Forward Tilt for additional damage. Doing so will increase the knockback of the move, but also increase the end lag, so it’s not always safe to use the combo.

Down Tilt: Foot Crush
Micaiah reaches forward and slams her book on her opponent’s foot. This attack has little startup and end lag, but a very small hitbox. It does 6% and has almost no knockback, but the hit stun is very high for a standard, so it’s easy to start a combo with this move. A good follow-up to this move is a tilt or grab.

Dash attack: Quick Kick
Even though she’s a magic user, Micaiah can still kick pretty hard! While running, Micaiah will quickly stop and kick forward, as if she’s punting a football. The move has a big hitbox, hitting from the ground up near her head as she kicks upward. The move deals 10% and has diagonal knockback away from Micaiah that can kill at 190%. This move has some considerable end lag, though, so it is punishable if shielded.

Wake-up attack: Double Light
Micaiah gets up to her feet, blasting both sides of her with light before she stands up straight. This move deals 4%, and has enough shieldstun to prevent the opponent from shieldgrabbing you out of the attack.

Ledge attack (low damage): Upward Slap
Micaiah quickly pulls herself up off the ledge, and swings her arm up, slapping anyone dumb enough to be too close to her. The slap deals 5% and minor knockback away from Micaiah.

Ledge attack (high damage): Low Kick
Micaiah slowly crawls onto stage, kicking forward before standing up straight. The kick hits low and deals 4% with very small knockback and stun.


Staff style

Jab: Bonk on the Head
Micaiah punches forward with her right hand, then brings her staff down on her opponent’s head. The punch does 4% and has very little knockback and stun, while the staff bonk does 5% with little knockback and stun. Like her Light style jab, this move has little end lag, so it’s very safe to use.

Forward Tilt: Staff Sweep
Micaiah jabs forward with her staff, then swings it to the side. The jab and the sweep are two attacks, each dealing 5%. The first hit has no knockback and decent stun. The second hit has poor knockback and stun. This move has no startup lag, but has some end lag, so it can be punished if blocked or dodged.

Up Tilt: Upward Staff Jab
One of her fastest moves, Micaiah quickly jabs her staff upward at a 45° angle from the ground. The jab deals 7% with decent knockback that can kill at 196%. This has little end lag and a surprisingly long range, making it a good anti-air attack.

Down Tilt: Foot Poke
Micaiah jabs the end of her staff forward, at the opponent’s feet. This move does 8%, has almost no knockback, and deals a small amount of stun. The end lag is longer than her other standards, so it’s not as easy to combo off of this as it is with her Light style DTilt. However, this move has a very long, low range, hitting about .75 stage builder blocks away from Micaiah.

Dash attack: Running Stab
Holding out her staff in front of her like a spear, Micaiah takes two steps forward before coming to a halt. This move’s hitbox stays out for the whole move, until she returns her staff to her side. This move does 7% with minor upward knockback. However, with a small amount of end lag, this move can be punished if blocked.

Wake-up attack: Staff Spin
As she gets up, Micaiah twirls her staff in a circle, damaging nearby opponents. This attack deals 6% and a small amount of knockback, just enough to put some distance between Micaiah and her opponent.

Ledge attack (low damage): Long Jab
Micaiah quickly pulls herself up the ledge, and jabs her staff as far as she can. This move has a long range, hitting about a stage builder block away. It deals 3% and little stun, with a small amount of knockback. This move also has very little end lag, so even if it’s shielded, it’s not guaranteed that your opponent will be able to grab you, making this Micaiah’s safest ledge attack.

Ledge attack (high damage): Staff Plant
Weakly pulling herself up the ledge, Micaiah jabs her staff downward, using it as support to pull herself up. It has a small hitbox, but deals 4% with enough stun to follow up with a fast standard or a grab. This move also has no knockback.


Smashes
Light style

Forward Smash: Magic Burst
The animation for all of Micaiah’s Light style Smashes are the same: Holding her spell book to her chest with both arms around it, she lowers her head, closes her eyes and begins to chant a spell. She holds this pose while charging all of her Smashes, so your opponent won’t be able to guess which attack is coming.

As for the actual attack, Micaiah steps forward and releases the magic that she was charging from her palm. The explosion deals 16% uncharged, and 24% at full charge. This is Micaiah’s most powerful smash, KOing opponents at 119% (111% at full charge). This move has a small amount of starting lag, and even more ending lag.

Up Smash: “Light” Punch
Micaiah quickly jabs forward, lightly punching the opponent in the face.
Focusing the energy she has charged into her fist, she punches straight upward, dealing a set 6% with minor knockback and stun. Then she releases the energy in her fist, which explodes with a bright light. The explosion does between 13% and 20%, depending on the charge. The knockback on this move is good, killing at around 134%. This move also has little startup lag, although the end lag is pretty long, so you can’t instantly combo from this attack.

Down Smash: Lightquake
Micaiah lifts her foot and stomps the ground hard. Light magic explodes from the ground on both sides of her. The hitbox is rather small, and won’t hit anyone in midair, but it does reach about .7 stage builder blocks to both sides of Micaiah. This move deals 14% uncharged, and 20% at full charge. Opponents hit with this move are sent upward with decent stun. The move has good knockback that can KO at 149%. Although it has a small amount of startup lag, it has less lag then her other smashes, making this her fastest Light smash. This attack also has very little end lag, making this move a good combo starter.


Staff style

Forward Smash: Holy Strike
Micaiah holds her staff behind her with both hands, pointing away from her. She then swings it forward with all of her might, almost like a baseball player swinging a bat. The move has high startup lag, and medium end lag, but is her most powerful Staff smash, dealing between 14% and 21% and KOing at 176%. This move hits a bit above the ground, and can be dodged by anyone who crouches very low (Kirby, Snake, etc.)

Up Smash: Staff Twirl
Micaiah holds her staff above and in front of her and spins it in a circle, almost looking like a cheerleader. The move has a large hitbox that covers a wide area around Micaiah. It deals multihit damage totaling around 12% to 17%, depending on charge, and can KO around 198%. This attack has some startup and end lag, but the large hitbox and shieldstun makes it a pretty safe attack. This move can be crouched, though, so it isn’t completely safe.

Down Smash: Staff Spin
Micaiah sticks her staff in the ground and grabs it with both hands. She steps back with one foot while charging this attack. After charging, she kicks off the ground, spinning around the staff in a 360° circle with her legs out. This move hits pretty high for a Down Smash, about around .5 stage builder blocks above the ground. It also hits far on both sides. The first hit deals 7-10% and knockback toward the other side of the staff, similar to Toon Link’s Down Smash. The second hit deals 8-12% with downward knockback that can meteor smash the opponent if you drag them off stage with this move; otherwise, they’ll simply bounce upward with knockback KOing around 215%. This move has considerable startup lag and is her slowest Staff smash in terms of startup, but has little end lag.

Aerials
Light style

Neutral Air: Divine Protection
Micaiah holds her book to her chest, similar to the charge stance for her smashes. Light radiates from her, damaging anyone nearby. The hitbox is everywhere around Micaiah, as well as a little bit away from her. This attack hits up to 5 times, each hit dealing 2%, with the final hit sending the opponent upward and away from Micaiah with minimal knockback. This move has a small amount of startup and end lag, but lasts long enough that it is very difficult to airdodge.

Forward Air: Twin Light
Micaiah sweeps her arms in front of her horizontally, then again in the opposite direction. This move executes very quickly, and has little lag between the two hits, but has a small amount of end and landing lag. The first hit deals 4% and little knockback and stun. The second hit does 6%, with below average knockback.

Backward Air: Reverse Kick
Micaiah twists around in midair, swinging her foot around her as she spins. The kick has a long reach, and deals 7% with average knockback. This move has little start and end lag, but a bit of landing lag.

Up Air: Highlighter
Micaiah raises her arm up, palm toward the sky, and light magic sparkles around her hand. This attack has a small hitbox, barely reaching away from Micaiah’s hand, but it has little startup and end lag. This move deals 7 hits dealing a total of 15% if they all hit. The final hit sends opponents straight upward at a speed that KO’s at 174%. If Micaiah lands while doing this attack, she will land on her feet and finish the move before being able to move again.

Down Air: Book Smash
Holding her book with both hands, Micaiah lifts it above her head, then swings it downward. The force of the swing flips Micaiah upside down in midair, making the end lag on this move horrible, especially if she lands during this attack. This move also has above average startup lag and a rather small hitbox. However, it does 13% and has very good downward knockback, making this move very good at meteor spiking.


Staff style

Neutral Air: Aerial Staff Spin
Micaiah holds her staff close and spins it around her, similar to Pit’s Nair. Like her Light Nair, it hits all around her, and a bit away from her. It deals 6 hits, the first five dealing 2%, no knockback, and minor stun, with the last hit dealing 4% with below average knockback away from Micaiah. This move has very little startup and end lag, and a small amount of landing lag.

Forward Air: Staff Flip
Micaiah holds her staff above her head with both hands, then swings it forward. The force of the swing makes her spin in midair, and she spins twice before straightening herself. This allows her to attack twice, the first hit dealing 6% with minor knockback, and the second hit dealing 8% with a bit above average knockback. This move has above average startup lag and end lag, and the landing lag is absolutely horrendous. There’s almost no lag in between the two hits, though.

Backward Air: Backwards Staff Jab
Holding the staff perpendicular to the ground, Micaiah jabs it backwards, aiming to hit anything behind her. It executes fairly quickly, and had little ending or landing lag. The hitbox reaches surprisingly far behind Micaiah, and stays there for a while, making this move similar to a sex kick. Sweetspotted, this move will deal 9% with decent knockback straight away from Micaiah that can KO at 178%. Otherwise, it will deal 3% and little knockback

Up Air: Heaven-copter
Micaiah spins her staff above her head, hitting up to 5 times. Each hit does 2% with poor knockback that KO’s around 245%. Although not her best killing move, this is one of Micaiah’s safest aerials, since there’s almost no startup lag, barely noticeable end/landing lag, and the range on this move is pretty big, covering a lot of area above Micaiah.

Down Air: Downward Staff Thrust
Micaiah holds her staff perpendicular to the ground and jabs it straight downward. This move acts like Toon Link’s Dair, sending Micaiah straight downward, with the staff below her. If an opponent is hit with this move from above, they’ll take 10% with good knockback that kills around 185%. This move can spike opponents if it hits them in midair, although they aren’t hit with as much force as Toon Link’s Dair. This move has about .5 seconds of landing lag.

Grabs and Throws
Light style

Grab: Goddess’s Hand
Micaiah reaches outward with her free hand and grabs the opponent. The range on this grab is a little short, but this grab is very fast, giving you the opportunity to put up your shield as soon as the grab hitbox disappears. Her dash grab has the same hitbox, but even less end lag, making it very safe to use.

Pummel: Light Shock
Micaiah forces light magic into her opponent’s body, dealing 2%. This executes at about the same speed as Pikachu’s pummel, but instead of an electric shock, the opponent simply glows a bit when this move is used.

Forward Throw: Book Explosion
Micaiah suddenly shoves her spell book into her opponent’s chest. She then causes the magic in her book to surge outward, causing a mini-explosion that sends the opponent away with above average knockback that kills at 146%. The explosion knocks the book in the air, which Micaiah deftly catches as she spins and returns to her standing position. This throw deals a total of 11%; 3% by the book slam, and 8% by the explosion.

Backward Throw: Maiden’s Backhand
Micaiah pulls the opponent toward her as she steps to the side, switching places with her opponent. She then smacks her opponent in the back of their head with her spell book. The smack deals 7% and slams the opponent into the ground, putting the opponent in a knockdown state.

Up Throw: Priestess Uppercut
Micaiah releases her grip on her opponent, and quickly puts both hands on her spell book. She swings it upward as hard as she can, striking the dazed opponent in the chin and knocking them upward. It deals 6%, but has very little knockback, so this can be used to chaingrab some opponents until about 50-60%, depending on their weight. Once they take too much damage to be chaingrabbed, Micaiah can quickly follow this grab with an aerial, as this throw has virtually no end lag

Down Throw: Spine Snapper
Micaiah shoves her opponent downward and slams them into the ground with her book, dealing 7% and instantly putting them on the ground. At low percentages, this can quickly be followed with a down tilt due to the low knockback, but after about 40%, even the lightest opponents will slide too far away.


Staff style

Grab: Staff Pull
Micaiah reaches forward with her staff, hooking it around her opponent and pulling them close. This reaches about .4 stage builder blocks, and has less end lag than most tether grabs, so it isn’t as punishable if you miss. During a dash, this grab executes twice as fast, and has less end lag than normal, but loses a small amount of range.

Pummel: Staff Beat-down
Micaiah smacks the opponent in the head with her staff, dealing 3%. Although more powerful than her Light pummel, this move executes a bit slower than Light Shock.

Forward Throw: Staff Joust
Micaiah pulls her staff back, then jabs it forward into the opponent, top end first. This does 8% with completely horizontal knockback that kills at 236%. The range on the stab (about .6 stage builder blocks) makes this move pretty effective at keeping other opponents at bay, since Micaiah may hit more than one opponent with this throw.

Backward Throw: Spin Cycle
Keeping a hold on her opponent with her staff, Micaiah jerks the staff behind her, pulling her opponent along with it. She spins the foe around quickly in the process. This throw deals no damage, but instantly puts the grabbed foe in a dizzy state if they have 30% or more damage, allowing you to combo almost anything off of this grab. The time dazed increases if the opponent has taken more damage.

Up Throw: Staff Uppercut
Micaiah plants her staff perpendicular to the ground underneath her opponent’s chin, then quickly raises it. This deals 11% with mediocre knockback that can star KO at 245%. There’s very little lag after this move, so it’s possible to follow this with an aerial.

Down Throw: Back Breaker
Micaiah pulls her opponent’s head low, just a short distance from the ground. She lifts her staff above her head, then brings it back down on her foe’s back, sending them into the ground. This does 10% and instantly puts the opponent on the ground, allowing for a possible tech-chase. Unlike her Light down throw, this can’t be followed with a Dtilt, as Micaiah’s Staff Dtilt is slower than her Light Dtilt.

Final Smash:
Rexaura​

Micaiah has the Smash Ball! It’s time to bring down judgment on her enemies! Upon pressing B, Micaiah stops, floating if she uses this in midair, as raises her hand toward the sky. A giant ball of light, the size of Giga Bowser, appears in front and above Micaiah in a manner similar to Thani. The center of the sphere is about 2 Battlefield platforms in front of Micaiah, and 4 stage builder blocks above her head. The sphere moves downward just as slow as Thani as well. Contact with it deals 5% and slight knockback toward the center of the sphere. The light moves down until the center of the circle reaches the same horizontal level as Micaiah, at which point it explodes, dealing 68% with massive knockback that KO’s at 105%.

This move can be used near the edge to make it nearly impossible to plank this move, since the light goes through walls and floors. It can also be used on a recovering opponent to guarantee a KO, since the knockback spikes opponent if they’re hit in midair. This Final Smash also doesn’t change whether Micaiah is in Light or Staff style.

Playstyle​

Play it safe
Micaiah’s different weapons allow her to be played in a variety of ways. In Light style, Micaiah has three different ranged attacks, which allow her to camp pretty well. However, Micaiah has to camp smart. Unlike most ranged attacks, Micaiah cannot spam the same move over and over again, so she has to time her uses of each one.

Ellight is her fastest and safest Light special, and has the longest horizontal range, allowing her to pressure opponents at any distance. It also has the shortest recharge time, so it should be used more than any other Light special when at a distance. Shine is also fast, and can surprise opponents if they aren’t paying attention. Without charge, Shine takes about .4 seconds to use, and can be mixed up with Ellight to keep an opponent at bay. Thani can be used to surprise opponents who don’t know its range, as it’s a guaranteed hit if the light spawns on top of the opponent. Of course, since it’s Micaiah’s slowest special, and has the longest recharge time, it needs to be properly timed, as missing with it is very bad. However, if an opponent is dumb enough to attempt to shield Thani, you can follow up with a quick Ellight. Thani has enough shieldstun to guarantee that Ellight will hit, and the combined power will always break the opponent’s shield. Thani is also her safest edgeguarding strategy, as sending it down and toward the edge makes it very difficult

If an opponent can also play the ranged game, using Barrier is a must. Even if Micaiah switches weapons, if Barrier was successfully used, it will stay that way. Using Barrier before switching back to Light style allows Micaiah to win any camping contest, as no ranged attack can get through Barrier. This forces the opponent to either approach, which requires that they get past her Light specials, or keep a distance, where Ellight and Thani (and maybe Shine, depending on the distance) will be very effective. In between light volleys, Micaiah should switch back to Staff style and reuse Barrier.

Handling approaching enemies
There’s a brief period between spells that Micaiah is completely vulnerable, either after she’s used all three spells in quick succession, or when the opponent is too close for Thani/too far for Shine. Smart opponents will approach during this moment of weakness, so you’ll need to be prepared to properly counter their approach.

If only a single opponent approaches you, you can easily handle him/her/it with some standard and Smash attacks (see Getting up close and personal (Light style)). If multiple opponents start ganging Micaiah, you should switch to Staff style and either Rewarp away to put some distance between you and your enemies, or try to use Sleep. If Sleep is used when being approached, it has a high chance of hitting at least one foe, and if you’re lucky, the sleeping foe will become the new target of your other enemies.

When a single enemy approaches, using Sleep is still a viable strategy, but one that should be used sparingly. After the first or second use, your opponent will quickly catch on, and since they have nothing else distracting them, they’ll make sure to avoid the mist. Instead, Sleep should be mixed in with some close range Staff moves (see Getting up close and personal (Staff style)). This will keep opponents guessing as to whether you will attempt Sleep, simply beat them down, or even grab them.

Getting up close and personal (Light style)
If an opponent does manage to get in close, Micaiah’s Light standards, particularly her jab, are good at pressuring opponents who get too close. Ftilt into Utilt is a good combo, but be careful, as using these moves as the combo increases the end lag of the Utilt, making you very vulnerable if the combo is shielded. At close range, her Dtilt can be used as a surprise, but you shouldn’t use it too often, as you leave yourself open if it’s shielded. If it does hit, you can instantly follow it with a grab or another standard attack.

Micaiah’s Smash attacks are all pretty quick, and have an element of surprise, as the charging animation for all three is the exact same, which makes it very difficult for your opponent to guess which attack is coming. Her DSmash is her safest Light Smash due to its range and relatively low end lag. It’s also good at starting a combo, as it launches opponents into the air. Micaiah’s USmash is best used against opponents coming from straight above, and her FSmash is her best KO move, although it leaves her very vulnerable if it misses or is shielded.

If all else fails, switch to Staff style, Rewarp away, and attack from a distance again. This should be done when the opponent has an exceptional close range game, or Micaiah is within killing range (above 70-100%, depending on your opponent)

Taking the battle to the enemy (Light Style)
Light Micaiah has some good rushdown strategies, so she doesn’t have to always play it safe. In fact, a good way to play as Micaiah is to camp until the opponent has taken a good amount of damage, then get in close for the finisher.

Thani aimed toward the opponent combined with running toward the opponent is a good way to pressure the opponent into making a mistake. If they sit there with their shield up, you can break their shield with the Thani-Ellight combo, or you can grab them out of their shield if you’re able to get close enough. If they try to rush at Micaiah to avoid Thani, Micaiah’s Dash attack is useful, as it can send them right back into the spell they were trying to avoid!

If Light Micaiah grabs an opponent, UThrow can be used to chaingrab opponents not named Wario to about 60% (Wario’s midair mobility allows him to escape earlier than any other character). If a chaingrab isn’t possible, DThrow can be used to lead into a tech-chase, or can follow into a Dtilt at low damage. At higher percentages, FThrow is Micaiah’s best killing throw, as well as dealing the most damage (outside of a chaingrab).

Getting up close and personal (Staff style)
Although Micaiah’s staff provides more defensive specials, it also gives her a much better grab game, which is key to her close range Staff game. Her grab has about half of Link’s grab range, but also half of the lag if it misses, so you don’t have to worry so much if it misses. Of course, you could also play it safe by using her dash grab, which has the same lag as a standard dash grab, but has the extended range of her standing grab. This makes her dash grab very safe.

Once grabbed, Staff Micaiah’s should either DThrow or BThrow, depending on the opponent’s damage (DThrow below 30%, BThrow above 30%). DThrow leads to a tech-chase, like Light Micaiah’s DThrow, although with Staff Micaiah’s extended grab range, Micaiah can chaingrab opponents if she predicts their move properly. BThrow has obvious uses, especially after 80%, where the dizziness lasts long enough to guarantee that her FSmash will hit. After 100%, Micaiah will have enough time to roll to her opponent’s other side and use her DSmash, which will get a guaranteed KO if it drags an opponent over the edge, as her DSmash spikes on the second hit. In a free-for-all, FThrow is good if another opponent is approaching Micaiah from the front, as the long horizontal range can strike opponents that aren’t grabbed. UThrow can be followed with an aerial, although it isn’t always guaranteed.

Staff Micaiah’s standards and Smashes aren’t so good, but they get the job done. Her Jab and Ftilt are quick, but don’t have very good shieldstun, so enemies can shieldgrab against this move. Her Dtilt is very safe, as it has a good range for a tilt, but it’s such a low range that it can easily be avoided by jumping. The end lag on it almost guarantees that a jumping opponent will be able to hit you with an aerial, or even land and use a jab or tilt. Mixing her Dtilt with her Utilt is an absolute must, as her Utilt hits where her Dtilt doesn’t; in the air in front of Micaiah. It’s also extremely fast, so it’s good at keeping foes at bay. Her FSmash and DSmash are both very unsafe, with horrible lag, but have good power and, in the case of the DSmash, great range. Neither attack should be used unless the opponent either whiffs a slow Smash, or is dazed by a BThrow. Her USmash, on the other hand, has great range and priority, and deals good damage. Although a bit slower than her Utilt, it hits multiple times, so it’s almost impossible to airdodge it. Micaiah’s USmash is her best anti-air move, although her Utilt is a good mix-up.

Of course, if all else fails, simply Rewarp out of the fray and try to continue a long range assault in Light style. This should be used at high percentages, when the opponent has an awesome close range game, or when Micaiah is surrounded.

Aerial assault
Micaiah’s Light aerials allow her a few options. Her fastest aerials are her forward and neutral ones, which come out extremely quick from a jump, and can be used right after a DSmash or Dtilt. Her Dair can be used to gimp opponents, although the timing is a little difficult, and the hitbox is rather small. Bair has a surprisingly long hitbox, extending a bit past her foot, so you can use this to catch opponents off guard. Uair is best used if an opponent is above Micaiah, and can be used as an alternative to USmash if an opponent is approaching from above.

Staff Micaiah doesn’t have the best air game, but she can hold off opponents if she spaces properly. Fair is decent at approaching from the air, but the slowness makes it rather predictable and easy to counter. It’s best used as you’re jumping away from an opponent, in an attempt to dissuade them from following Micaiah. Nair is much safer, although it deals less damage. These two should be mixed up as the follow up to a UThrow, as opponents who airdodge instantly will dodge the Nair, but not the Fair. Likewise, opponents who don’t airdodge will get hit by the Nair, but will have time to dodge a Fair. Bair can be used to Wall of Pain an opponent, thanks to Micaiah’s floatiness. Combine her Bair with Rewarp to really screw with your opponent. Uair can beat out most Dairs, and is her safest landing aerial, since it has the least landing lag. Her Staff Dair is similar to her Light Dair: good at gimping, but hard to pull off.

Countering the Priestess of Dawn
Don’t even consider attacking Micaiah from a distance. Barrier makes long-range assaults absolutely futile, and Micaiah’s barrage of light spells is more difficult to handle the farther you get away from her. Above all else, DO NOT SHIELD THANI! This will always result in a shield break. Instead, wait for the moment where Micaiah can’t use her Light specials, when she’s the most vulnerable. Take this opportunity to get in close, but be wary if you see her switch to her staff. A properly timed Rewarp can place a huge distance between you and Micaiah, and give her ample time to set up a Barrier, if needed, and renew her long-range attacks. If Micaiah does switch to her staff, use quick attacks, like tilts and jabs, to pressure her into making a mistake. With a staff, Micaiah doesn’t have many good close-range options. Her best moves are her Down Special and her Ftilt, which are easily guarded. She may attempt to keep you at bay with her Dtilt’s long range, but that’s countered by a short hop into a quick aerial. Of course, that leaves you open to an Utilt, but that’s easily airdodged, so it shouldn’t be too much of a problem to get in close.

Once you get close, use jabs and grabs that don’t leave you too open. If you use a slow move incorrectly, Micaiah will have time to either smack you away from her, or escape and attack from afar, which is the last thing you should want. Try to get Micaiah off the stage or in the air, as either place is bad for her. Be careful of her Nair, but other than that, there isn’t much to worry about when she’s in the air with a Staff.

If you approach Micaiah, and she doesn’t immediately switch to her staff, you’ll have to play a bit more carefully; it means that Micaiah is confidant in her close-range light abilities, which aren’t as deadly as her long-range game, but is still something to fear. Make sure to watch for her Ftilt-Utilt combo, as it’s very quick and deals good damage. Shielding this is best, as the combo leaves her very vulnerable, but don’t shield too much, or she’ll grab you, which will probably lead to a tech-chase if she uses her DThrow, or a chaingrab if you aren’t using a character with good midair mobility. You also have to be careful of her Dtilt; although it is easily countered, it shouldn’t be ignored, as getting hit with it will almost always lead to the chaingrab or tech-chase mentioned above.

Use quick moves of your own, mixed in with a few good aerials, to fluster Micaiah into using the wrong move, or even attempting to switch to her staff and fleeing. If she does switch weapons, use the brief moment of lag to grab her and send her into the air or over the edge. As stated earlier, the air is one of Staff Micaiah’s weakest areas, and is where she can easily be defeated if you can prevent her from using Rewarp and properly dodge her Bair. If Rewarp is used successfully, you’ll need to quickly turn around and rush at her again, as she’ll probably try to switch weapons again. This is the best time to send her back into the air, but stay close to her. Even though Light Micaiah has good aerials, she probably will use them to cover her escape so she can start to camp again.

In short, countering Micaiah is simply a matter of staying close, and not giving her a chance to warp away/knock you away. If you can get her into the air, she’ll have an even more difficult time trying to get away, but be careful of her Light aerials and Staff and Bair.

Extras​

Animations
Standing: Micaiah stands there, with her weapon in her left hand, her right hand at her side. She sways her hips back and forth while standing still. In Light style, she holds her spell book under her arm, against her side. In Staff style, she holds her staff perpendicular to the ground.
Idle 1: Micaiah brushes her hair back out of her eyes with her right hand.
Idle 2 (Light): Micaiah opens her spell book and begins to read over it, softly chanting the spell words under her breath as practice.
Idle 2 (Staff): Micaiah checks her staff, looking for any damage in the magical object.
Walk: Micaiah walks forward, her right hand moving forward and back as she walks with no rush in her step at all.
Run: Micaiah runs slightly bent over, like Marth, but not so close to the ground.
Crouch: Micaiah falls to one knee, either holding her spell book on her thigh with one hand, or holding her staff near the ground, sideways.

Taunts

Up Taunt: Micaiah looks around as Yune flies around her, seemingly appearing from and disappearing into nothingness.
Side Taunt: Micaiah’s hand sparkles with light as she twirls around, leaving a trail of light around her.
Down Taunt (Light): Micaiah holds her book to her chest and takes a deep breath to calm herself.
Down Taunt (Staff): Micaiah spins her staff around her, twirling it in her fingers as she moves it around her body. She brings it back down with a slam as she returns to her regular position.

Victory Poses


Victory 1: “The goddess judges all with a fair hand,” Micaiah says as she holds her book to her chest and looks at the player.
Victory 2: Yune flies around as Micaiah watches her. She holds her hand out, and Yune lands on it as Micaiah smiles.
Victory 3: Micaiah sighs, saying “Whew, it’s over.”
Victory vs. Sothe: “I can take care of myself, Sothe” she says while doing the same action as Victory 1. This victory pose and quote takes priority over all other poses.
Victory vs. Sanaki: "You fought well, dear sister," she says while doing the same action as Victory 1. This victory pose and quote takes priority over Victory 1, 2, and 3, but not Victory vs. Sothe.

Videos:
Here are some of her moves from Radiant Dawn.
--Thani (Skip to 6:50)
http://www.youtube.com/watch?v=NXGjwpSMgzg
--Rexaura (@ 4:34)
http://www.youtube.com/watch?v=EdRbTbY-6Ok

Pictures
This has nothing to do with the moveset at all, but sometimes I may want to show off some of my favorite pictures for the character. Some are fan art, while others are different in-game pictures.


Micaiah in her Light Sage outfit from the game


Micaiah in her Light Priestess outfit from the game.



A full body picture of Light Priestess Micaiah, taken from an in-game cutscene. I wonder who that guy next to her is...
It's Ike, 3 years older than his Brawl form

http://fc05.deviantart.net/fs36/f/2008/284/4/2/Micaiah_for_Halloween_by_Hatmon.png
A cute picture of Micaiah dressed up as a witch for Halloween. I left it as a link, because it would expand the width of this post otherwise, and that's really annoying to me.

Final Comments
I thought up Micaiah during the end of school in 2009. I wrote down some ideas, but didn’t really put too much detail. A name, damage dealt, KO percentages, things like that. A year passed, and I find this folder in my closet as I’m packing up to move. Finding my Micaiah moveset ideas inside, I felt an urge to try again, only this time type it up, put some serious effort into it, and actually get it posted on MYM. So here it is; my first moveset.

All things considered, I’m pretty pleased with it. I originally was going to have Shine, Ellight, Rewarp, and Thani as her specials, but then I thought about getting special staffs like Sleep and Barrier in, but with only four specials, I couldn’t find a way. Then I thought about giving her two weapons, and using Down B to switch between them. I know it made for a very long moveset that was almost like reading two movesets in one, but I wanted to include both of Micaiah’s weapons in here. As you (hopefully) saw, Light became the fast, powerful offense-based style, while Staff was the slower, grab-and-defense-based style.

I put the recharge time on Micaiah’s specials because I thought it would be unfair if she could use her light spells in quick succession. I also didn’t want her to be only good as a camper, so the recharge time was used to force Micaiah players to have some skill at close quarters. Looking back, I think Micaiah could actually do pretty well at close range, but she should still be played safely, as that’s the way she was used in Radiant Dawn: stay in the back lines and attack/support from relative safety. If she ever got up close and personal, she would be swarmed and die very quickly.

I had a lot of fun thinking up Micaiah’s moveset, and I hope that it’s not too bad for a first moveset.

Coming up…
This section will be where I post a teaser for my next moveset. Hopefully you liked this one, so you will have some desire to see what else I can do.
As for the actual teaser:

She may be young, but this girl knows how to fight! She’s a master of four different types of magic, and is ready to show the world her skills. She also may be related to Micaiah...
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Woot, MYM 9 has started!

This is going to be my new link up space (which I'll actually use unlike everyone else (wary)).


TWILTY's Link Up Space:
Posted:
Dante (Devil May Cry)

Ahh...My first moveset of this contest. Unlike my other "first of this contest" movesets (Joshua, Roxas, etc.), I'm actually pretty happy about this set. Hope you can enjoy it!
Coming Soon:
Amaterasu (Okami)

Seta Souji (Persona 4)

Vergil (Devil May Cry 3)
Tidus (Final Fantasy X)

Noel (Blazblue)

Other Notable TWILTHERO sets from past MYMs

Jeff Hardy (Placed 34th in MYM 7)

Miles Edgeworth (Placed 15th in MYM 8)

Ventus (Placed 45th in MYM 8)
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Overall User Rankings

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
15 points for a Joint Moveset
5 points for a Secondary Submission
4 points for a Comment
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions

Remember to check out the stadium to find all of the sets mentioned.

Week #1
Week #2
Week #3
Week #4
Week #5
Week #6
Week #7
Week #8
Week #9
Week #10
Week #11
Week #12
Week #13
Week #14
Week #15
Week #16
Week #17



Points: 549, Movesets: Nattorei, Electivire, Nrvnsqsr Chaos, Toxicroak, Luviagelita Edelfelt, Jellicant, Crustle, Bizarro

Points: 477, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper, Vegeta, Recoome, Jeice

Points: 461, Movesets: Victreebel, Fat Zombie, N. Brio, Landlos, Nappa, Burter, Captain Ginyu, Guldo

Points: 453, Movesets: Tetris, Harvey Moisewitsch Volodarskii, The Joker Remix

Points: 428, Movesets: Tutankoopa

Points: 421, Movesets: Micaiah, Sanaki, Sothe

Points: 368, Movesets: Diglett, Inspector Gadget, Blaze the Cat, Windows XP Tan, Airman, Emolga, Blaze, Mona and Lisa

Points: 324, Movesets: Goruugu, Aianto, Spiritomb, Fantomex, Chain Chomp, Keith, Dormammu, Crimson Cowl, Dr. Strange

Points: 257, Movesets: The Prince, M. Trinity, Shuma-Gorath

Points: 216, Movesets: Ulgamoth, Ronald McDonald, Mephiles the Dark, Steelix, Beeheyem, Keldeo

Points: 177, Movesets: Gigaiath, The Scout, Baibanira, The Medic

Points: 167, Movesets: Mr. Minecraft, Pokémon Breeder, Sarkhan Vol, Castform, Klink

Points: 155, Movesets: Dark Samus, MegaMan.EXE, Fawful, Pong, Flame Hyenard, The Soldier, Obi-Wan Kenobi

Points: 144, Movesets: Miroku, Rita Mordio

Points: 141, Movesets: Erufuun, Unlimited Hazama, Electric Gamma

Points: 120, Movesets: Bowser Jr., Kaptain K. Rool, Necky, King Boo

Points: 91, Movesets: Arle Nadja, Yamato, Schezo Wegey

Points: 80, Movesets: Dante, Amaterasu

Points: 62, Movesets: John Marston, MissingNo.

Points: 57, Movesets: Godzilla

Points: 52, Movesets: Mawile, Aradia

Points: 40, Movesets: Jalorda

Points: 39

Points: 36, Movesets: Thanos

Points: 35, Movesets: Ganondorf Dragmire

Points: 35, Movesets: Gray Knight

Points: 33

Points: 32, Movesets: Tyranitar

Points: 29, Movesets: Gelatinous Cube

Points: 28, Movesets: Zephyr

Points: 28, Movesets: Toxicroak

Points: 27

Points: 26

Points: 26, Movesets: Raw Shock

Points: 25, Movesets: Shotzo

Points: 25, Movesets: Ludwig von Koopa

Points: 25, Movesets: Jack Frost

Points: 25, Movesets: Hideaki Kobayakawa

Points: 17

Points: 10

Points: 7

Points: 5

Points: 3

Points: 1​
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Kupa's Kastle
Notable sets from the animate moveset factory. . .and a few misfits. Witness the evolution of Kupa!

Make Your Move 9:
Bowser Jr. - 1st
Kaptain K. Rool - 15th
Necky - 10th
King Boo - 8th

Make Your Move 8:
Andy's Toys (Mr. Potato Head/Rex/Hamm/Slinky) - 3rd/None/47th/16th
Dionysus - 11th
Mr. Luggs - 24th
Dr. Tiki
Scooby Kong

Make Your Move 7:
Zinger - 23rd
Stanley the Bugman - 24th
Chucky - 35th
Fat Bastard - 39th
Klubba
Christmas Man
Aran Ryan

Make Your Move 6:
Hades - 11th
The Great Mighty Poo - 19th
Bleak - 41st
Disco Kid - 48th
Tryclyde
Wart
Pennywise the Dancing Clown
Lord Voldemort
Klump and Krusha
Kaptain K. Rool

Make Your Move 5:
Bowser Jr./Shadow Mario - 10th
Sebastian - 41st
Kaptain Skurvy - 44th
YTP Arthur
Scar & the Hyenas

Make Your Move 4:
Ken Hoang - 43rd
Hades - 47th
Doggy & Bear
Klump and Krusha
Kaptain Skurvy
Iago and Zazu

Make Your Move 3:
Andy's Toys - 18th
Timon & Pumbaa
Indiana Jones
Bowser
Tiggah
SamuraiPanda
Captain Jack Sparrow
Harry Potter
King K. Rool
Harry Houdini
Simba
Yau-Man
The Beast Trio
Woody
Cranky Kong
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
MYM is here!WOOT! IM HYPED! Good luck and to all a fun MYM!


Reserved for link-up space(can someone tell me how to link to a single post please :p)
The Coolaid's Refreshment
Past Movesets:
(MYM8)
The Joker http://www.smashboards.com/showpost.php?p=10902587&postcount=661
RTS Army http://www.smashboards.com/showpost.php?p=11072714&postcount=798
Toad http://www.smashboards.com/editpost.php?do=updatepost&p=11279127
Blastoise http://www.smashboards.com/showpost.php?p=11375519&postcount=893


MYM9
Tetris: http://www.smashboards.com/showpost.php?p=11755977&postcount=41
Harvey Volodarskii: http://www.smashboards.com/showpost.php?p=11806684&postcount=175



Have Fun every one!
 

Pizzamasta

Smash Rookie
Joined
Nov 30, 2010
Messages
12
Yay! A new MYM has started! :D

I haven't read the first movesets so I'll probably doo that later today, or maybe tomorrow but anyways they look great! I was almost ready to post mine but... you know... the save button is quite important. Because you know, when power goes off, it's a real pain in the a**. I should be able to finish it soon enough so it's not that much of a problem.

Long live MYM 9 ! :)
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
Ah, good to see MYM9 is up! :bee: And with a freshly re-written OP (Interesting choices on the recommended reading), nonetheless.





And so, here is a customary plan-announcing space of announcing plans.
  • Goruugu (Pokemon) a
  • Aianto (Pokemon) a
  • Hippopotas (Pokemon)
  • Rawk Hawk (Paper Mario)
  • Vivian (Paper Mario)
  • Thwomp (Super Mario Bros)
  • Spike (Super Mario Bros)
  • King Boo (Super Mario Bros)
  • Dormammu (Marvel)
Also, Geto, you can link to a single post by clicking on the post number on the top right corner of the post to open up the post by itself, and then just using the URL of that page for your link.

So, kicking off comments with Bowser Jr. BJ was a fun read, and a great way to start off the contest strong. The central goop mechanic was quite interesting and executed superbly. Just about every move manages, directly or indirectly, to put a heavy focus on Bowser Jr. setting up, attacking with, or managing his goop, to the point where BJ's playstyle is pretty easily discernible before you hit the Playstyle section, and making for a very strong playstyle that never really becomes a flowchart. One of the only problems I had with the set was that a few moves weren't quite so interesting, and only carried by goop interaction. Overall, though, definitely a strong offering. (Y)

I'll try to comment Micaiah either today or tomorrow, and should have a set up within the next couple days.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
K guys, nice to see the new contest is up. Im not dead, but I dont think Im gonna try to get the chat working again, since I have no idea and my dependancy on it has finally started to wear off (Ive really just been on /co/ and youtube for time abidement since the chat stopped working for me). I dont even need Skype (at least for now) so Im not gonna use that at all. I think Ill just stay in-thread and in the stadium and all that and make a set or two if Im able to stop being lazy about everything. I have lost my train of thought with Kakashi so I might just make some other character or whatever. One Im considering is a character that will probably make half of you rage and the other half lolwut.
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
BOWSER JR.




Just got finished reading this set, and overall, I'm extremely pleased.

I'm also a bit pissed off, because I was just working on an OC who relied on covering the stage in goop, although in a different manner. But oh well. :C

The paint mechanic is new, and itself is pretty balanced. However, I feel that several of his attacks (such as the Tidal Wave, his grab, and his Dash Attack) are overpowered. I might be under the illusion that Bowser Jr. can spread paint a lot faster than I believe, but it seems to me that he can spread it like a mad man.

None of his moves feel tacked on, and they all have a specific purpose.

His playstyle is unique and distinct, but still allows the player room to be creative with him (unlike
certain sets...). He'd also be a blast to play.

Overall, this was a great set to kick off MYM9. Best luck to all.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Ahem...Starting with the comments, as I promised:

Bowser Jr.:
Bowser Jr is definitly something different. I really enjoyed the mechanic with the goop spreading and all that. Like its been said, a few moves are a tad overpowered, but thats all really just number crunching. I really enjoyed how all the moves really rely on each other to use, especially that all important Down Special, and the Quicksand grab.
But that leads me to my only big problem with the set: the moves really rely a bit too much on each other. Its not really what some would call a flow-chart, but theres definitly an urgancy to use a few moves before you can use anything else.
One more thing I have to say: while the set was good itself, I can imagine being bored while playing this guy in real life.
Final Verdict: Its a fun read. I think that it could use a touch-up, but I liked it. Definitly using this in place of BJ/SM for My Matchups. (Y)

Micaiah
Is this really your first moveset?
The whole thing works extremely well. The switching, which is something ive wanted to do for a moveset, works nearly perfectly. The two different playstyles work well together, and make for an interesting match. The camping is done really well: She's able to keep opponents away from her and attack at the same time. That said, I found the up-close combat to be a bit bland. As a magic user, it seems like she's a bit too good close range. However, I've never played FE, so I cant speak of the character personally.
Overall, Its a good effort and a good set, along with Bowser Jr, to start off this 3 month contest of ours.



Keep em coming, everyone!
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers

Because a Mad Titan needs his music too: http://www.youtube.com/watch?v=jvFx6Z-ZPyA <-- Thanos's theme

Who exactly is Thanos? Thanos is one of the most powerful and evil villains in the Marvel universe. Born on Saturn’s moon of Titan, Thanos is a nihilist, power hungry, and absolutely obsessed with the concept of death. He possesses the superhuman physiology of all Eternals, granting him superhuman strength, endurance, reflexes, and agility. His skin is nearly invulnerable, particularly against heat, cold, electricity, radiation, toxins, aging, and disease, and he can survive indefinitely without food or water even before his “curse” from Death left him immortal and unable to die. His mind is also invulnerable to most forms of psychic attack and can project a psionic blast of energy as well as blasts of plasma and cosmic energy from his eyes and hands.

Deadliest of all Thanos’s attributes perhaps is his mind, whose superhuman level of intellect is totally dedicated to the annihilation of life. He is a master strategist, adept in sciences far beyond Earth technology and possesses some mystical knowledge. Thanos’s intelligence far surpasses that of Earth’s most brilliant minds, including Bruce Banner (Hulk), Reed Richards (Mr. Fantastic), Tony Stark (Iron Man), and Victor von Doom (Doctor Doom).

Thanos met the embodiment of Death itself who, in female form, became Thanos’s companion. It is probable that Death was attracted to Thanos by both his philosophical dedication to nihilism and his willingness to commit genocide on even his own people. His quest to ascension started not long in his lifetime as he traveled the universe to gather the Infinity Gems -- gems that provide virtually unlimited power for a certain characteristic. After acquiring all the Infinity Gems, Thanos assembled the Infinity Gauntlet, which turned him into quite possibly the most powerful being in the entire universe. At least until the whole Marvel universe itself fought back and eventually caused Thanos to lose the Gauntlet.

Thanos of Titan has entered the brawl!



Special Mechanic: Infinity Gems

At any time during a match, Thanos will have one Infinity Gem from his Infinity Gauntlet active. Each Infinity Gem provides Thanos a constant, passive buff or power-up that corresponds to the type of Gem that is active. There are six Infinity Gems in total:

Power Gem (red)

All of Thanos’s attacks will deal an extra 4% up front as well as increasing the base knockback growth and hitstun of all attacks as well.

Time Gem (orange)

Thanos’s walk speed, dash speed, and aerial speed all notably increase. The startup and lag times for his attacks do NOT change however.

Reality Gem (yellow)

Thanos has heavy armor at all times to attacks up to 7% and has super armor at the startup of his smash attacks. The heavy armor is negated if Thanos is already in hitstun.

Soul Gem (green)

Thanos will heal himself 2% off of every attack that he successfully lands on an opponent. In addition, Thanos will automatically heal himself 1% for every four seconds that pass. Hitting a shield does not count toward the 2% healing and neither does hitting inanimate objects like items, Pikmin, and Zebetite barriers on Brinstar.

Mind Gem (blue)

When Thanos successfully powershields an attack, a psychic forcefield will emanate from his shield that will blast attacking enemies back a very sharp distance while damaging them for 16%. The forcefield extends to a range to about twice the radius of Thanos’s normal shield and has transcendental priority. This “counter” is very powerful, but it does nothing against projectile attacks unless the opponent is close enough to be hit by the forcefield.

Space Gem (purple)

This is the only Infinity Gem that doesn’t actually give additional benefits to Thanos, but it’s arguably the most important Gem. While the Space Gem is active, Thanos is able to successfully use his Up special. The Space Gem must be active for Thanos to be able to recover offstage; this will be covered later in Thanos’s Up Special.

You can choose to have Thanos start the match with any one of the Infinity Gems active. To do this, you hold down a certain button as you select Thanos on the character select screen, similar to being able to want to start with Zero Suit Samus at the start of a match. Hold down the following to have Thanos begin with the respective Gem active:

L: Power
R: Time
Left (D-Pad): Reality
Up (D-Pad): Soul
Right (D-Pad): Mind
Down (D-Pad): Space

If you don’t hold down any buttons, Thanos will automatically start out on Power as the default. Thanos will retain whatever Gem he was using when he dies and respawns.

The Infinity Gems can also be cycled through during the course of the match. This will be covered in detail on Thanos’s Neutral Special.

Stats​

Size: A+

Thanos is as tall as Ganondorf but slightly wider than him. At 6’7”, Thanos is HUGE.

Weight: A+

Thanos is easily one of the heaviest characters in Smash, tipping the scales at 985 lbs.

Range: A+

Thanos has massive reach, with many of his attacks having absolutely monstrous disjointed hitboxes.

Power: B+ without the Power Gem active, S when active

Even when the Power Gem isn’t active, he has very respectable power, but it’s just under a hair of typical heavyweights.

Ground Speed: D without the Time Gem active, C+ when active

Thanos is big fattie. When he isn’t using his dash attack or the Time Gem isn’t active, his mobility and speed are all well below-average.

Air Speed: F without the Time Gem active, C- when active

Just as a reference point, King Dedede has better air speed than Thanos... and Dedede’s air speed is already the worst in Smash.

Fall Speed: C+

Thanos has slightly above average fall speed. This doesn’t change even when the Time Gem is active.

1st jump: C-

2nd jump: D+

Other Stats

Wall jump: NO
Wall cling: NO
Crawl: NO
Tether recovery: YES

Specials​

Neutral Special: Gem Swap



Thanos switches between a certain Infinity Gem by tapping the B button. A burst of light will flash from the Infinity Gauntlet to the respective color that is the next in the cycle of the Infinity Gems, as well as Thanos saying the name of that Infinity Gem (so he’ll say “Time” when you cycle to Time as you get the orange flash and so on). The cycle goes in the colors of the rainbow starting from red to purple, and then back to red again. There is a brief cool down of about three-quarters of a second the instant you switch to another Gem; during this time you can’t swap to another Gem but Thanos is free to do anything else he wishes. In other words, you can’t cycle through gems as fast as you can press the B button, but the transition is still quite fast.

Side Special: Death Sphere



Anyone who’s played Marvel Super Heroes and/or Marvel vs. Capcom 2 knows about Thanos’s signature attack -- the Death Sphere. Thanos swings his right hand forward and generates a bubble with a startup time of roughly half a second, floating above the ground. The bubble travels somewhat fast, with a velocity of slightly over a stage block per second.



"Dammit! I wanted to kick his ***! Thanks a lot!"

If the bubble connects and hits an opponent, it immediately swells up in size, dealing 11% and trapping the opponent at the same time. While stuck in the Death Sphere, the foe is unable to do anything except mash buttons and rotate the control stick to break free from the bubble prison. The Death Sphere will pop whenever an opponent is hit by any attack except another Death Sphere, they mash out, or the attack automatically releases them. A trapped opponent is normally stuck for 2.5 seconds, but this time can be reduced to around just under a second with proper mashing.

If the control stick is smashed when inputting this attack, the speed of the bubble will slightly increase along with the damage as well (it will deal 13% instead of 11%). However, the time an opponent is trapped will be slightly reduced, which is the trade-off for having an upgraded Death Sphere projectile. Either way, Thanos will be vulnerable for a noticeable amount of time after tossing a bubble and can be open for very easy punishment from even the slowest of characters if shielded at point-blank range.

Up Special: Galactic Transporter



*The Space Gem must be active to use this move*

Thanos teleports across the screen the length of about a quarter of Final Destination. The teleport normally goes straight up if the control stick isn’t directed somewhere, but Thanos can teleport in any direction provided on the control stick by moving the control stick in the direction of your choice just after inputting up B but before Thanos reappears. He can do this twice in the air before hitting the ground; the first teleport lets Thanos do anything in the air except air dodging. The second teleport is shorter going only about a fifth of the length of Final Destination and will put him into the fallspecial animation. As Thanos reappears each time, a brief hitbox appears around his physical outline dealing 10% and dealing moderate knockback at a very sharp upward angle.

As noted a few times already, there’s a big drawback to this recovery: If Thanos doesn’t have the Space Gem active, this attack is completely useless. If you input up B without the Space Gem, *nothing* happens. You’ll have to cycle to the Space Gem to allow Thanos to recover. Hopefully you’re not stuck on the Power Gem offstage and have to frantically cycle back to Space as Thanos plummets to this doom. Yes, I've emphasized this several times already, but remember in Smash, YOU MUST RECOVER! So you might as well learn how to do it right with Thanos.

Down Special: Titanquake



Thanos stomps the ground with one of his feet, causing shockwaves to erupt from the ground of a height of about half a stage builder block. The shockwaves go across the ground at a speed of about two stage builder blocks per second and deal 9%. If an opponent is actually stomped by Thanos’s foot, they will instead take 16% and be Pitfalled. The shockwaves continue until they reach the edge of a platform or wall. They pierce enemies, items such as Pikmin, shields, and have set knockback that sends a character lightly up and way upon being hit. Thanos suffers moderate lag of about .6 seconds the instant after initially creating the shockwaves from the attack, so he can be easily punished if he does this at point-blank range on a shielding opponent.

This attack can only be executed on the ground, and it will do nothing if Thanos is in the air.

Standard Attacks​

Jab Combo: Titan Fist



Thanos does a single overhead jab dealing 6%. With a startup of only .1 seconds, it is quite fast and has above average power and priority as far as jabs go. Don’t expect to be doing much after hitting an opponent though, the knockback on this attack usually sends opponents far enough away to prevent any sort of follow-up.

Forward Tilt: Cosmic Surge



Thanos projects a burst of energy with extreme priority and excellent range of over one stage builder block. The hitbox lasts a lot shorter than it looks, but both the damage (13%) and knockback (slightly up and far away) are nothing to sneeze at. It works as a good zoning tool, but don’t abuse it too much when an opponent is closer up to you -- the shieldstun on this attack isn’t a lot to write home about.

Up Tilt: Boulder Assembly



Thanos causes small chunks of rock to erupt from the ground that extend to a height of just above him. He then finishes the attack by having all the rocks conglomerate into a big boulder that he chucks across the stage until it crumbles upon hitting an object, shield, or enemy. The first part of the attack (Thanos swinging the small rocks upward) deals 1% per “hit” for a total of 8 hits total and 8%, with diagonally upward knockback that has typical strength for a tilt. The boulder chuck itself deals 9% and knocks the opponent back at the same angle, but with slightly more power. It is pretty unlikely to have someone get comboed into the whole attack since the first part knocks away from the boulder, but the boulder itself can provide some good secondary pressure to anyone shielding the attack.

Down Tilt: Earth Wrecker



Similar to his Up tilt, Thanos again throws up and flings rock from the ground, but this time the rocks cover a much greater horizontal distance and less vertical distance. The rocks travel in an undulating pattern at a moderately fast speed and at a height of half a Ganondorf, extending to a length of about two stage builder blocks. This is also a multihit attack, dealing 1% per “hit” up to 10 times for a grand total of 10%. All of the knockback comes at the end of the attack, which sends the opponent at a downward diagonal angle.

Dash Attack: Titan Crush



Thanos dashes forward moderately quickly in a tackling position across the ground, covering a length of about 1.75 stage builder blocks. Thanos’s entire body turns into a hitbox that will deal 9% damage with moderate knockback, but if an opponent is hit by the disjointed section of this attack on Thanos’s head, this sweetspot area will deal 14% and will have quite serious knockback that rivals some smash attacks. Either way, Thanos can leave himself open enough that he can be shieldgrabbed at the minimum if he whiffs or gets shielded during the attack.

Smash Attacks

Forward Smash: Gauntlet Power



Yelling out “POWER!”, Thanos generates a huge sphere of red-orange energy that is just larger than him and throws it forward a distance of just over a stage builder block before it dissipates. The attack lingers for a short time as it deals 22% and has extremely crushing knockback which will send an opponent at a very horizontal-like angle. This smash is the most powerful of Thanos’s attacks in terms of knockback -- it can KO middleweights at 85% and some featherweights at 60% (!!!) and it has a huge amount of priority, but it is also one of Thanos’s worst attacks in terms of startup and recovery. It takes roughly half a second to toss out the power ball and he is wide open as the attack progresses and then finishes.

Up Smash: Gauntlet Reality



Utilizing the Reality Gem, Thanos yells out “REALITY!” and generates two rock pillars that grow out of the ground and extend to a height of about three stage builder blocks, with a distance of about two and a half stage builder blocks between them. After a brief pause, the two rock pillars come together like a trash compactor moving at a fast speed until they touch each other before crumbling apart. As the rock pillars pop up, they will deal a constant 2% per “hit” and drag anyone caught by the pillars to be knocked back right in between them. This is close to impossible to DI out of, due to the almost nonexistent hitlag the attack possesses. The pillars will continue to deal 2% a “hit” as they close in before they snap shut where the bulk of the damage and knockback is done. Opponents crushed by the rock pillars at this point will take 12% and will be knocked straight upward, KOing at 120%. The maximum damage this can deal is a grand total of 26%.

Down Smash: Gauntlet Space



As he yells out “SPACE!”, Thanos opens up a portal, causing huge rocks to fly through and right into it. Shortly afterward, a second portal opens up and the rocks come flying out again and fall to the ground. The first portal that is opened has a vacuum hitbox, causing those caught into the attack to be stuck in it as the rocks pelt them, making DI or SDI next to impossible. The second portal does not have a vacuum hitbox, but it the location it appears in depends on where the opponent last was as the first portal ends. Both portals have a width of roughly one stage block and a height of just above Thanos. If an opponent is far enough away from this smash, the second portal will appear right above the first one to dump the rocks back down again and so the portal won’t “home in” on them. Each rock deals 1% with a total of 12, so the smash can deal up to 24% if all the rocks connect from both portals. All the knockback of the attack comes from the final rock in the second portal, which sends the opponent straight down into the ground being able to tech the smash.

*Cutters note*: Both Thanos’s Reality and Space smashes are much faster than shown in the animations. The animations are mainly to show what the attacks look like.

Aerials​

Neutral Air: Boot Buster



It’s the typical, generic filler sex kick! Thanos lets loose a powerful kick that has above-average reach compared to typical Nairs, but it comes out slightly slower as a result and doesn’t last as long. Dealing an initial 15% with moderate knockback at a steepward angle, it quickly turns into a lingering attack that deals just 8% with next to no knockback and hitstun.

Forward Air: Entropy Blast



Thanos reaches out as if he was going to touch his toes, but instead stretches out horizontally and projects a huge greenish-white blast of energy. The burst of energy covers a great deal of space, but has a short-lasting hitbox as well as a startup time of about 0.15 seconds. Opponents will be blasted very far back at a diagonally upward angle, being dealt 17% with an electricity effect. This aerial autocancels as soon as it finishes, but Thanos will suffer notable lag if he lands before the attack finishes of about a quarter of a second.

Back aerial: Titanic Reverse Drop Kick ™



A fancy name for a relatively simple move. Without looking, Thanos swings out one of his legs from behind him and sticks it out in the air for a short time with a modest startup time. The range is about three-fourths that of King Dedede’s back air, but that’s about the only thing similar to it. This is a short-lasting, somewhat weak attack dealing only 11% with somewhat weak knockback. To make matters even worse, Thanos will lag moderately if this attack isn’t perfectly autocancelled after it ends. This attack is decent as a surprise attack once in a blue moon, but it’s best to be pointing toward your opponent and using forward airs as spacing and KO tools.

Up Air: Helm Headbutt



Thanos puts his fancy helmet to good use by straightening out body and extending his head upward like a missile at a moderate speed. This is a small hitbox in terms of Thanos since his head isn’t as big as his entire body is and the way his arms are directed can give this attack a deceptively small range. There are also two very small hitboxes active on this aerial as well located right on the sharp tips of Thanos’s helmet. Getting hit by the normal part of the attack deals 12% and oblique knockback, but being successfully hit by the points of Thanos’s helmet will deal a whopping 20% and have crushing direct upward knockback, KOing people starting at 80%. Bear in mind however, that landing the sweetspot is about as hard as landing the sweetspot on Zelda’s Down air.

Down Air: Barrier Barge



Don’t worry though, the filler is no more. Thanos leans in a diagonally-downward motion and generates an energy barrier that covers the majority of his body. As he does so, he charges directly downward at a steep angle until he either hits the ground, another object, or plummets to his doom. This stall-and-fall aerial does not have much priority or reach to it and at 13% it’s not the strongest of aerials, but its surprising speed adds another wrinkle into Thanos’s arsenal by giving him a “fast” attack that most heavyweights don’t have. Like most aerials of this variety, Thanos will leave himself open if he hits the ground as he picks himself back up from the ground.

Grabs / Throws​

Grab: Gauntlet Soul



Thanos poses with the Infinity Gauntlet toward the camera, and a link of soul-seeking psychic energy comes out of it. This acts like a tether grab, but unlike other tether grabs, this grab will home in directly on the nearest enemy due to the fact it tracks that person’s soul, but only if they are within a stage block and a half. If the grab misses, Thanos groans and takes his time in retracting the telekinetic link. He is vulnerable for at least two seconds if he misses the grab.

This can also be used as a tether recovery when Thanos is offstage. He’ll simply project the psychic link to an edge and use the high-energy bond it possesses to pull his huge fat self back up to the stage. The range the tether extends to is just barely larger than that of Lucas’s tether recovery, there is no hitbox at all associated with the move, and Thanos does not go into fallspecial if he whiffs.

Pummel: Thanos electrocutes his victim while he has them still psychically linked. This is a mildly rapid pummel that is slightly slower than Lucas’s pummel, dealing 2% per shock.

Down Throw



Thanos folds his arms and the psychic link then connects to his helmet. He then leans his head while facing the camera and uses his telekinetic powers to slam the enemy into the ground for a total of 12%. The opponent will then flop back up and back down while still in hitstun and will get hit the ground again, but this can be teched and rolled out of.

Up Throw



Thanos physically holds his opponent and a huge structure of rock erupts out of the ground while Thanos keeps his foe held as they get hit upward by the growing rock structure. Thrown opponents will be drilled for 15% with above-average upward knockback. The rock will also hit those who aren’t thrown either if they’re close enough.

Forward Throw: Has the same animation as the Down throw, except Thanos cuts the link as he leans his head downward early, hurling the opponent to the side for 9% and mediocre diagonal knockback.

Back Throw: This also has the same basic animation as his Down throw, except this time Thanos cuts the link as he throws his opponent upward, causing his opponent to be hurled behind him in the process. This deals 11% with average downward diagonal knock for a throw.

Situationals

Rising attack (on back or when tripped): Very similar to his normal get-up animation in MSH and MvC2, Thanos teleports from the ground back up to his feet. A light shockwave will burst out all around Thanos as he reappears back standing dealing 7% with light knockback.

Rising attack (on stomach): Thanos once again teleports from the ground back to his feet, but this time he releases several shockwaves that deal 1% each for a total of 10% if all of them connect. The priority on this attack is much less than the other rising attack, but as a bonus it will do more shield damage and shieldstun to discourage shieldgrabbers.

Ledge attack (less than 100%): Thanos throws out an extremely fast burst of plasma-based energy that covers roughly three-fourths of a stage builder block. While this attack only deals 8% with just above-average priority, the speed is what sells it as a good ledge attack.

Ledge attack (100% or more): As Thanos pulls himself up from the ledge, he gives out a meek strike with the Infinity Gauntlet dealing 5% with poor range, priority, and knockback.

Final Smash: Infinity Gauntlet​


After acquiring a smash ball, Thanos is able to activate the entirety of the Infinity Gauntlet, unleashing virtually unlimited devastation and destruction to those that oppose him. In the comics, Thanos was able to wipe out massive amounts of life in the universe just by *thinking* about it when he had the Infinity Gauntlet. For the sake of Smash and gameplay itself, Thanos’s Final Smash grants him six simultaneous extreme buffs, each buff representing each of the Infinity Gems. After pressing the B button, a cutscene will ensue causing the camera to focus on Thanos’s face. He gives off his toothy grin as he laughs heartily, showing off his Infinity Gauntlet as all the Gems light up very brightly and proclaims “DIE, life loving simpletons!” After that, the following will happen:
- Thanos deals double damage and has a 150% increase in base knockback growth to all attacks. (Power)
- Thanos gets triple the ground speed, triple the air speed, and a 50% decrease in all the startup and lag of his attacks. (Time)
- Thanos gets super armor. (Reality)
- Thanos immediately heals off all of his damage. (Soul)
- All of the opponents’ controls will be reversed. Up become down and vice versa, left becomes right and vice versa, and the A button becomes the B button and vice versa. For those set up with custom controls, the buttons that were mapped to do normals and specials will be reversed. (Mind)
- Thanos receives unlimited jumps after his initial double jump. These jumps come in the form of a very quick teleportation that goes the distance of about one of Pit’s multijumps. In addition, Thanos’s Up special will not put him into the fallspecial animation. (Space)

All of these buffs will last for a full 8 seconds; at this point all of the Infinity Gems will fade in brightness and lose their luster. Thanos then looks at the Infinity Gauntlet, groans, and shakes his head he goes back to normal.

Playstyle: Gem Connoisseur​

Thanos’s best range of operation is at midrange where he’s far enough to hit with many of his long-range attacks, yet close enough not to get camped or locked down by an opponent. Unlike most heavyweights, Thanos is very apt at being able to zone his enemies and force them to be on the defensive when they’re playing his game. To really take Thanos to the next level and make him a truly viable character though, the vast majority of his game revolves around utilizing the Infinity Gems in the right way to achieve victory. All of them have their pros and cons in giving Thanos many unique abilities to work in tandem with Thanos’s moveset. While it’s not *absolutely* critical in knowing what Gem to use at a given time, Thanos feels like your stereotypical clunky and cumbersome heavyweight if you’re not using the Gems correctly. Nothing is more awkward than having the Soul Gem active while you just respawned and are at 0%, or you need to recover and you don’t have the Space Gem on at that moment. Abysmal ground and air speed also don’t help Thanos at all when it comes to standalone traits. So yes, there IS incentive in using the Gems correctly.

For the most part, knowing what Gem to use is fairly intuitive. If you need to recover, cycle to Space and get back to the stage. If you’re up against someone that constantly rushes down against you, Mind is great for at least keeping them honest. If you want to have some sort of rush down and keep pressure on your opponent, Time is a good choice for giving Thanos much-needed speed to keep the distance close between his opponent(s). If you need to KO your opponent in a hurry or quickly build up damage, then use Power, and so on. There are also more complicated decisions when it comes to knowing what Gem to have out. You might be inclined to use Power to take someone out of commission ASAP, but perhaps that opponent has many attacks that don’t deal a lot of damage. Reality would likely be the superior choice in this situation given the ability to plow through weak attacks with heavy armor and being able to connect with a smash attack getting super armor at the startup for the cost of extra power. A lot of creativity exists in using the Gems while still providing room for the basic needs they give to Thanos to make him a complete character.

Thanos doesn’t have too much in terms of defense. He will usually be the aggressor simply because he has a high damage output, huge disjointed hitboxes to abuse, will usually be harder to KO due to his weight, and has the ability to KO opponents quite early -- especially if he has Power active. His main defensive tool is the Mind Gem, which again is excellent at dealing with constant close-quarter pressure if you are good at powershielding and reading when your opponent might be attacking you. Being far away from an opponent is not where Thanos should be; once again he prefers being inside the midrange point. Hard-core campers will have their way unless Thanos quickly closes the distance with him. (Hint: Use the Time Gem to gain ground!)

In teams, Thanos needs to be more careful in how he utilizes his attacks because they cover so much space and can lay a serious hurting on those that get hit by them. As a result, Thanos works best when his teammate is a character that has excellent aerial mobility and/or can fly around the arena to avoid a lot of potential friendly fire. Thanos usually won’t be taking to the air that much due to his abysmal air speed and only one real aerial that stands out from the rest -- his forward air. Take advantage of increased opportunities to land Death Spheres as well; it can be pretty easy to get one to connect when your teammate grabs one of your opponents for example and the bubble hits them out and traps them. This can set up a pretty hilarious infinite if that person is the only one left alive, but it’s already powerful enough just to get an easy capture to set up something as simple as a free smash from Thanos. Things don’t change too much in knowing what Gem to use, but depending on what your teammate needs in a partner, you can switch to a certain Gem to help plug the gaps to weaknesses in your team.

As for free-for-alls, Thanos is likely to get the short straw. His sheer size makes him the biggest target out of everyone in play unless everyone else is a heavyweight, which means more attacks will naturally gravitate towards him. To make matters even worse, remember how Thanos has many huge hitboxes on his attacks that are quite painful at the same time? That can really get the attention of players who get caught in them and will likely result in them turning on you to get you out of the game first. Thanos can’t exactly play too well of a diplomatic game when he has so much raw power and reach, and his poor ground and air speed exacerbates the situation. Long story short, you’ll probably be sticking to the Mind Gem a lot in FFAs. You’ll likely be shielding a lot; that in turn opens the door to more powershielding opportunities and as a result -- more ways to get people off your back and to respect Thanos when they try to rush you down for being the target. If you play with buddies that love playing on Temple or New Pork City, Thanos is going to be in for a really, really rough match unless you just have the Time Gem active for 90% of the game.

Extras

Entrance animation



Thanos teleports onto the battlefield and the six Infinity Gems come in to align on the Infinity Gauntlet. He growls, “Reign!” as this happens.

Up taunt



Thanos faces away the camera and raises his Infinity Gauntlet while looking at it and proclaims, “Thanos reigns!” A quick taunt, so feel free to spam it. :D

Side taunt: Thanos says while posing toward his opponent(s), “The universe is in grave peril.”

Down taunt



Thanos kneels down and looks toward the camera while giving off a happy grunt and showing off his evil, toothy smile. He laughs evilly.

Win pose 1



Death appears alongside Thanos’s shoulder. He has a beaming, sinister smile as he exclaims to the camera “Thanos REIGNS!” This is much more enthusiastically and menacingly said than in his taunt.
Win pose 2: Death appears in the same area with Thanos, except this time he exclaims, “Destiny awaits!”
Win pose 3: Again, Death is right by Thanos in that same area, and Thanos now says, “It’s not over...” instead.
Losing pose: Thanos claps solemnly while leaning down at the ground. The Infinity Gauntlet can be seen in the background thrown the ground as it appears Thanos threw it away in disgust.

Some Costumes



Kirby Hat

Since Kirby copies Thanos’s neutral special, Kirby gets his own set of Infinity Gems just like Thanos! Kirby gets Thanos’s helmet and has a very small Infinity Gauntlet of his own on his left hand. Kirby gets the same bonuses as Thanos does from his Infinity Gems, but there is only one difference. Since Kirby already can recover by himself with his own up special, when the Space Gem is active, Kirby will get one extra jump and all his jumps will have a very slight increase in their distance. In addition, he gets an aesthetic change every time he jumps by teleporting quickly the short distance he would cover instead of just simply inflating himself for each jump he makes.

Snake Codec

Snake: Colonel, I can’t stand this guy. He towers over me and he’s always flashing that toothy grin of his!
Colonel: Snake, I hate to say this, but you’re in big trouble. You’re fighting Thanos.
S: Who?
C: Thanos. He’s one of the most powerful beings in the universe.
S: (In a sarcastic tone) That’s just what I wanted to hear. So, is there any way to actually... kill him?
C: Unlikely. Thanos’s body is virtually indestructible. He can survive without food and water indefinitely and he is immune to conventional attacks.
S: So, the big stupid brute is just gonna try to overwhelm me. Doesn’t surprise me.
C: He’s not stupid Snake. Far from it. Thanos’s intelligence easily dwarfs that of even the most brilliant minds on Earth. He also possesses the Infinity Gauntlet, which gives him virtually uncontrolled and unlimited power over anything he desires.
S: ...
C: ...
S: ...Why did you send me into this in the first place?

*end codec*

Matchups (only 2 this time because I was running out of time)


Vs. Meta Knight

Might as well tackle the elephant in the room first. This is actually a very interesting matchup and somewhat similar to the MK/Snake matchup in some regards. The Mach Tornado is a big risk vs. reward situation for MK here. Thanos has many ways of easily punishing a random tornado with stuff such as Forward tilt, Forward air, Side B (Death Sphere does enough % to outprioritize tornado), and Down B for starters. Even better, Thanos can have the Reality Gem active and just laugh at tornado attempts into the next week. Unfortunately for Thanos, his monstrous body size and weight will make it virtually hopeless for him to break out of the tornado should it hit. MK can rack up a ton of damage both here and offstage, scoring easy gimps especially if Thanos can’t get back to Space in time to recover. Thanos needs to concentrate on the attrition war and out-damaging MK for the victory. Use your intuition in knowing what Infinity Gem to use in helping out Thanos in this matchup. It’s close to even, but MK is slightly favored here.

Vs. Etna

Thanos is an extremely effective counter to Etna. Her 7% flinch resistance doesn’t do her much good when Thanos is dealing damage by the bucketful. To make matters even worse, Etna’s spear can’t outprioritize Thanos’s attacks. Since Etna’s spear is designed to outprioritize sword attacks and Thanos’s attacks are all energy-based instead of sword-based, Thanos is able to plow through that puny little spear of hers and dish out some serious pain. Thanos also doesn’t have many problems when it comes to dealing with Prinnies because so many of his attacks have massive hitboxes and are likely to hit both Etna and any Prinnies in play. With “crowd controllers” like Forward tilt, Forward smash, and especially the Forward air, you’ll be able to keep Prinnies from being rather relevant in the fight. Stick with the Power, Time, and Reality Gems and keep being as aggressive as you can against Etna. The sheer number of small advantages Thanos has over Etna quickly accumulates into a major uphill battle for her.

And that does it! No more picture and animation saturation!

 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
@Bowser Jr.

This was a fun moveset to read. But like charizard and coolaid before me said, it seems that everything relies on the paint mechanic. It's a good mechanic, and it's very well done, but the moves kinda force Jr. to be played one way. It would be cool if moves such as FSmash and DSmash did something different if no paint was on the stage, or if the amount was not enough to really do anything. Also, the fact that the Quicksand grab lasts for seven seconds seems a little overpowered to me.

It's an awesome idea, so don't think I didn't like it. I'd definitely play as Jr. if he was in Brawl. It'd be so much fun to mess with opponents like he can do.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Click on image for playlist!


Dante? Arguably the most coolest video game character ever. Yes, even that emo Cloud. Anyway, Dante is the main protagonist of the Devil May Cry series. In the first one, he has to fight a demon known as Mundus, who wants revenge on Dante's father Sparda for betraying him 1000 years ago. I don't know much about the second game, but who cares about that one? The 3rd installment is a prequel to the first one where he has to fight his twin brother Vergil in order to stop the demonville from breaking loose. The 4th installment is where Dante is a secondary character, where he fights, but later on, helps Nero, the main protagonist of that game, fighting against crazy gods from taking over. As for the Devil May Cry reboot (which is completely unnecessary in my honest opinion)...Yeaaaahhh...let's not talk about that.

Anyway, this moveset is largely based on his DMC3 look. Anyway, onto the moveset, because sooner or later, Dante's sure to hit the Jackpot!​


Size - 7.5/10
Roughly around the same size as Ike, Dante is.​

Weight - 5/10
He's around the same as Mario.​

Ground Speed - 7.5/10
Dante runs decently fast, moving at the pace of Marth's.​

Fall Speed - 8/10
Surprisingly, Dante falls at a great speed. Probably either his fast reflexes or the fact he's carrying a lot of junk.​

Traction - 5/10
Roughly average here.​

Jumps - 8/10
Dante has great jumps, rivaling those of Falco's.​





Special Trait - Keepin' It Stylish!
The Devil May Cry series is all about finishing off your foes in a super cool way. That's no exception for Dante here. You see, there's a bar that appears next to Dante when he attacks. Before you start complaining, let me explain.

First of all, there are 5 ranks to the bar. These are:
  • Dreadful! - 1 Point
  • Cool! - 2 Points
  • Beast! - 4 Points
  • Awesome! - 6 Points
  • Stylish! - 10 Points
Seem familiar to Nero? Well, it's utilized for Dante for entirely something else. As soon as you reach a level, certain amount of points is added to Dante (which you can keep track of while the bar's out). What do the points do? Well, they allow you to access Dante's weapons and allow you to use his Devil Trigger longer (both of which will be explained later). When you get KOed, you lose 5 points (though you can't go below 0).

When you hit an opponent with a move, you'll increase a bar by 1/6th. If you get hit, the bar will lower by the same amount. If you try to perform the same move again within 5 seconds (or take too long to perform a new one after 3), the bar will start decreasing a pace of 1 per 3 seconds. You decide to use the same moves 3 times, you're punished by losing 5 points. That means you'll want to switch between moves often if you want to access alot of points within a short amount of time. How will you do this? Well, read on my friend.



Special Trait 2 - The Weapons
Dante's allowed to switch between different and unique weapons ingame. With the use of the taunt button, Dante can quickly swap weapons which takes very little time, anywhere, anytime (though it you decide to switch when performing a move, the move must first finish executing). You can even switch weapons between attacks (with careful skill), so you further the combo chain or something (though note that the combo will have to end eventually after 2 switches). (All the weapons are availible for 5 points each. You can get them depending on which taunts you input. The weapons are:
  • Rebellion
    Dante's signature sword, and default weapon. It's available at the start, and is the most balanced one. You'll arguably be using this weapon the most.
  • Cerberus (Right Taunt)
    Ice specialized nunchucks. While they lack in power, they make up for rapid fast attacks.
  • Agni and Rudra (Left Taunt)
    Fire and Wind dual blades. Can rack up a lot of damage fast, but lacks good KO options.
  • Nevan (Up Taunt)
    Electric Guitar...literally. Very useful in FFAs, and when using this weapon, you get double the amount of bar raiseage, but lacks power, and speed.
  • Beowolf (Down Taunt)
    Fist and feet gauntlets. Extremely powerful, hardly lacking in KO moves, but is easily the slowest of the weapons.

If you want to switch weapons, use the L and R button. The L button switches to the last weapon you used, while R switches to the second last weapon you used. The moves that change are the neutral combo, smashes, and neutral aerial (rest of the moveset uses Rebellion/guns).

What's that you say? You're saying Dante can't block? Why yes. Dante cannot block or dodge the ordinary way. For dodging skills, refer to the Trickster Style, and for blocking, scroll down to the grabs. Now for the actual moveset...



Down Special - Style Change
In Devil May Cry 3, you were allowed to choose from numerous different styles to fit your own playstyle. For Smash Bros, you're allowed to choose between from 3: Trickster, Swordsmaster, and Gunslinger in that order. You first start off with Trickster, but you can switch between styles with the down special in that same order. For more information, check the neutral special...which is right after this move.

Neutral Special - Style Use
Alright, now time to explain what the styles actually do. By pressing B, you'll use the style. Choose the one that fits best your playstyle.

Trickster: Dante will quickly dash forward with no beginning lag, and little ending lag. This moves Dante a stage builder block. If you press B, but then move the control stick, you'll move in that direction. Note that this is only usable once in the air (though it doesn't leave Dante helpless). This is obviously way faster than the ordinary roll dodge and overall better, but if overused more than 3 times without 5 seconds of rest, the ending lag adds up by half a second. This is mainly used to dodge attacks quickly, be a hit and run kind of attacker, or a mix of either them.

Swordsmaster: Dante will perform a certain attack with his currently equipped weapon. There are actually 3 different moves per weapon you can perform: one with just B inputted, one in the air, and one fully 2 second charged one. Alright, let's hurry this up:

[COLLAPSE=Necessary read, but I figure I'd condense it for all you.]Rebellion:
  • Only B Inputted: Prop Shredder: Dante spins his sword in front of him, which has 4 hits in it, that deal off 1-2% damage each, with only flinching knockback. Very little beginning lag, but slightly below average ending lag. Has a decent hitbox and priority, though only hits in front. Good combo follow up, and good for stopping opponents in their tracks.
  • B Inputted In Air: Aerial Rave: Dante will slash rapidily in midair 3 times, each hit dealing off 2-3% damage, with forward knockback KOing at 140% at the end. Very fast speed, but average ending lag. Range is similar to Marth's neutral aerial. Has decent priority.
  • B Charged: Dance Macabre: Dante will say, "Are you ready?!" He'll then with little lag charge forward a stage builder block before letting out a fast furry of 5 slashes, before planting his sword in the ground and spinning around it, kicking around him, with 3 kicks each, before ending it off with a fierce slash. Each hit does 1-2% damage with knockback KOing at 100% damage at the end. Very fast damage racker, but risky if the opponent gets behind. Best used when you know you're going to hit.

Cerberus:
  • Only B Inputted + Midair: Flicker: Dante will whirl his nunchucks around him to deal off 2% damage and flinching knockback per hit. This moves at a very fast speed, and you can keep on tapping B to keep it going, but this only reaches a stage builder block on both sides. Meant to be used if you're surrounded.
  • B Charged: Ice Age: Dante will shout, "Freeze!" before creating a large ice mass that encases him. Anyone within range of 3/4ths of a stage builder block around him will immediately be frozen in ice for 2 seconds with 9-10% damage dealt to them. This has little beginning lag, but above average ending lag. Great for stopping opponents, and then using another move on them.

Agni And Rudra:
  • Only B Inputted: Crossed Swords: Dante performs an X-style sword slash with the 2 blades. This creates a fire and wind effect. Hitting an enemy not only burns them, but deals off 7-8% damage, with knockback KOing at 130% damage. This has little beginning, but average ending lag. This surprisingly has a good hitbox, hitting anything within a stage builder block in front. Just watch your back.
  • B Inputted In Air: Aerial Rave: Dante will deal off 6 slashes, each dealing off 1-2% damage with flinching, before dealing off a diving vertical slash (similar to the ending of Ike's final smash), dragging down any opponents with him. Hitting the ground deals off a fiery explosion...that only deals off 2% damage, but KOs at 120%. Very fast move, but low priority. Good for trying to gimp opponents.
  • B Charged: Twister: Dante spins his 2 blades over him like a helicopter, creating a fiery twister. This forces opponents in the air, 2 stage builder block. This deals off 10% damage, and has little beginning lag, and average ending lag. If you decide to press B while doing Twister, with very little lag, Dante will jump up, and spin his blades downwards, creating a flash explosion that has no damage, but sideways knockback KOing at 100%, a range of 2 stage builder blocks. This has good priority, but causes Dante to suffer heavy ending lag though, so be careful.

Nevan:
  • Only B Inputted: Slash: Dante takes 2 swipes with the blades part of the guitar, each hit dealing off 3% damage, and the opponents stumbles a stage builder block forward on the second hit. Has range similar to Link's neutral combo, and has little lag at both ends, but has low priority. This leaves the opponent in a perfect position for a forward smash...
  • B Inputted In Air: Guitar Jam: Dante plays his guitar awesomely, where electricity surrounds all around him half a stage builder block, dealing 7-8% damage with 2 stage builder blocks of knockback. Keeping on pressing B to continue it, or until you hit the ground. Little beginning lag, but slightly above average ending lag. Useful when you're in a jam.
  • B Charged: Volume Up: Dante raises the volume of Nevan, evident of the screech that comes from it. Unlike other charges, you only need one second, and what this does is that it expands the range of all of the Nevan moves by half a stage builder block AND double the amount of bar fillup per hit for 5 seconds. Pretty useful.

Beowulf:
  • Only B Inputted + B Charged: Zodiac: Dante will fire out a yellow burst of energy from his finger tips forward. This will do 10% damage with knockback KOing at 120% damage no matter the charge, but you can aim it in any direction when you do charge. Range goes from 1 stage builder blocks to 3 blocks depending on charge. Has decent priority, and travels slightly faster than Lucario's neutral special.
  • B Inputted In Air: The Hammer: Dante's gauntlets glow, as he swings boths his arms downwards vertically, which has okay range. This has little beginning lag, but average ending lag. If it hits, this deals off 10% damage, with spiking knockback at 80% damage. Ouch. Has good priority. Use it when opponents will least expect it.
[/COLLAPSE]

Gunslinger: Dante will fire with his guns at a rapid speed of 20 bullets for 5 seconds by rapidly pressing B, before suffering average ending lag to reload. This will auto lock onto the nearest opponent, and the range is 3 stage builder blocks. Dante is able to walk while he's shooting. The bullets themselves do 1% damage each, with no flinching, but the 10th bullet causes opponents to stumble backwards a block (or in the air, fall to their doom). Only first 5 bullets will fill bar up.

Other uses of the gun involve charging it by holding B. After 2 seconds, Dante's hands will glow red, and when released, he'll let out his signature, "Jackpot!" before firing a red burst blast that flies forward 3 stage builder blocks, dealing off 10% damage, with knockback KOing at 100%. Flies at the speed of Link's arrows, and has a pretty big hitbox. Very little startup and ending lag.

Another use is when you stop shooting for a second, while Dante spins his guns around, and immediately press B again, and he'll start swinging his guns around like nunchucks, firing all around Dante, 1 stage builder block, dealing off 10% damage with knockback KOing at 100% damage. Has very little lag at both ends. Really useful when you're in a jam. There are a few other moves Gunslinger effects throughout the set, but we'll get to them later.

And those are the styles in a nutshell. Pick which one suits you best, or try and mix it up a little.

Side Special - Devil Trigger
Dante will start being surrounded with light, before quickly transforming into a demonic state:

If you're fighting against Dante and he uses this...run.

In this demonic state, Dante's attacks increase by 1.5x the ordinary strength, his attacks KO 20% sooner than they should, Dante does not suffer knockback from attacks that don't do at least 10% damage, he heals 2% damage per second, his speed in general is twice as fast and to top it off, Dante's up special is changed to give him unlimited flight, similar to pit, as long as Devil Trigger is still running. However, remember those points from the stylish bar? Yeah, you'll want a lot of those as for every 4 points, you'll get only 1 second of use. Still, a very useful move.

Up Special - Air Hike
A red floor portal look alike thing appears below Dante's feet, giving Dante another jump in midair. This takes very little lag to happen. A pretty basic form of recovery. This does not leave Dante helpless unlike other recoveries, but Dante cannot use this move again until he lands on safe ground again, though you can defend yourself in the air at least.


Neutral Attack - Weapon Combo
One of the moves that differ depending on the weapon Dante has chosen.

  • Rebellion: Dante will deal off 3 sword slashes, which has very little beginning lag, and average ending lag. Each slash does 3-4% damage each, with knockback KOing at 180% at the end. Has range comparable to Marth's neutral combo, and has okay priority. Standard Combo.
  • Cerberus: Dante will perform 8 swings with his nunchucks, that deal off 1-2% damage each, with knockback KOing at 210% on the last swing. Fast combo, with very little lag at either sides, but it has low priority and escapable with some smart DI. All the hits are different, so it can easily help fill up the stylish bar. Range is similar to Ike's neutral combo.
  • Agni and Rudra: Dante will perform 3 quick slashes from both blades, that deal off 1% damage each. After that, Dante will swing the blades like crazy, causing an infinite combo, kind of like Captain Falcon's neutral combo. This has little lag at both ends, but has low priority. Only first 3 hits of infinite combo will fill up bar. Range is Marth's neutral combo.
  • Nevan: Dante will strum a guitar string, which will cause an electric bat to fly to the nearest opponent within 1.5 stage builder block. Upon hitting, this will cause 5% with knockback KOing at 160% damage. You fire the bats out at a pace than Link's arrows. Electric bats have low priority, and travel at a fast speed. Probably the most slowest of Dante's potential jabs.
  • Beowulf: Dante will...punch, punch and then kick the opponent. Yeah, generic move go! This surprisingly moves at slow speed though, with average lag at both ends. This deals off 5% damage per hit, with knockback KOing at 130% on the last hit. Has range similar to Captain Falcon's jab, and good priority. The most powerful of Dante's jabs.


Forward Tilt - Sword Pierce
Dante will throw his sword forward, reaching 1.5 stage builder blocks. Hitting an opponent will impale them, causing them to suffer 2% damage per second, for 5 seconds before it returns to Dante's hands. This also lowers their recovery and jumps by half, making this an easy crippler. While the Rebellion's out of Dante's hands, he cannot perform any attacks involving it, though his side tilt is replaced with this:

Dante will thrush his right leg forward, which will deal off 8% damage, with a set knockback of 2 stage builder blocks forward. This has good priority, and has average startup lag, and having very little ending lag. Range is decent, being 1 whole stage builder block forward. This puts your opponent in a good position for say a forward smash.

[ 2% x 5 or 8% ]

Up Tilt - Slam Dunk
Dante will spin his sword above his head for a second. Anyone getting caught in will have Dante immediately swings his sword downwards in front of him, causing the opponent to be grounded with 10% damage in front of him. This has average lag at both ends, but when Dante is crashing the opponent, he has super armor. Good for grounding aerial opponents.
[ 10%]


Down Tilt - Launcher
Dante will swing his sword upwards vertically, giving a decent range from Dante's feet to his neck, and half a stage builder block forward. Upon hitting, this sends opponents upwards 2 stage builder blocks, with 10% damage. This has okay priority, with little lag at both ends. This is good for getting opponents in the air for an aerial rave assault.
[ 10% ]

Dash Attack - Stinger
Dante does a rushing stab with the Rebellion forward, reaching one stage builder block. Upon hitting, this deals off 11% damage, with a set knockback of 2 stage builder blocks forward. This has great priority, with very little beginning lag to boot, though has average ending lag. Use it when your opponents least expect it.
[ 11% ]


The Rebellion

Forward Smash - Million Stab
Dante rushes half a stage builder block forward, before rushing in forward, doing a flurry of stabs (8 to be exact) and ending off with one huge stab. Each stab does 1% damage, with flinching knockback, while the last stab does 5-10% damage with knockback KOing from 130-100% (depending on charge). This has little beginning lag, though has average ending lag, and okay priority. Range is similar to Link's neutral combo. Once you manage to get one stab in, it's near impossible to escape.

[ 1% x 8 + 5-10% ]

Up Smash - Round Trip
Dante flings his sword upwards, and it homes onto the nearest opponent within 1.5 stage builder blocks. The sword moves slowly, moving at the speed of Samus' seeker missiles, though cannot be stopped. The move itself has average startup, but little ending lag. Upon hitting, there are 3 hits as it spins (each hit dealing 3-6% damage depending on charge), and the opponent is forcibly carried along the sword.

This move obviously can never KO, but is really useful for bringing opponents to Dante. This has the same effect as his side tilt though, so you may want to change weapons when the sword's out of his hands...

[ 3-6% x 3 ]

Down Smash - Drive
Dante pulls his sword back, before letting loose a shockwave slash forward, travelling 1-3 stage builder blocks (depending on charge). This has above average beginning lag, though has little ending lag. The shockwave itself travels at a fast speed of Marth's running speed. Upon hitting, this deals off 14% damage with forward knockback KOing at 150%, and has good priority. This move, while hard to execute, is a good "pusher" allowing for effective gimping.

[ 14% ]

The Cerberus

Forward Smash - Revolver
Dante jumps and spins violently forward in midair with his nunchucks, with there being 3 hits during the spin, with one serious hit at the end. Each hit does 3-4% with knockback KOing at 120% damage on the last hit. Charging it effects the speed of this move ranging from Dante moving really slow or really fast. Dante travels a stage builder block forward, while sticking his half a block long nunchucks, giving this move decent range. This move has little beginning lag, but above average ending lag. Watch yourself.

[ 3-4% x 4 ]

Up Smash - Aerial Satellite
Dante lets out a Bruce Lee like scream, and will spin his nunchucks above him, stretching out a full stage builder block to each side. Anyone getting hit by this 3 hitter will suffer 4-6% damage per hit, with knockback KOing at...180-150%. Yeah. However, if you manage get all 3 hits in, the opponent will instead be frozen. Has little lag at both ends, but has low priority. A good move to freeze, and follow up with another attack, but be careful when another opponent is attacking...

[ 15% ]

Down Smash - Crystal
Dante lets out a, "Chew on this!" before slamming his nunchuck to the ground, and creating huge ice block similar to the picture below. If the opponent's in the way of the ice summoning, they'll suffer 12% damage, while also being frozen, sliding 1 stage builder block away. This has above average beginning lag, but little ending lag, making this nonspammable. Depending on charge, the ice blocks can last from 5 to 20 seconds.


This, except imagine the blocks more around Dante's height.

Now, the actual ice block is actually a impassable wall for Dante. The spikey parts of the block will deal off 8% damage with a set knockback of 1 stage builder block away. The other sides act as a solid barrier. Use this to trap opponents from escaping Dante's deadly combos. To balance this, Dante can only whip up 2 at a time. Overall though, a very useful move.

[ 12% ]

Agni and Rudra

Forward Smash - Jet Stream
Dante charges 1-3 stage builder blocks forward (based on charge), before letting out a flurry of 4 slashes, and ending it off with one big fire/wind stylish x-slash. Each slash does about 4% damage, with knockback KOing at 180% on the last hit. Despite the move having low priority, this is a really fast move, with little lag at both ends. Once you get one slash in, it's really hard to escape out of the rest. Obviously, not a favorable KO move, but can rack up damage easily.

[ 4% x 5 ]

Up Smash - Sword Throw
Yes, the move is as generic as it sounds. Dante throws one of the 2 blades 2 stage builder blocks upwards. It'll alternate between the fire one, and then the wind one. Hitting with the fire one does a solid damage of 20% damage....with knockback KOing at 230%. Hitting with the wind one however does a low 5% damage, but knockback KOing at 100%. The knockback will always be upwards or downwards depending where it hits. This has average beginning lag, but little ending lag. Has decent priority as well.

Now, if you choose to jump or perform another up smash right after, Dante will immediately jump up to grab the airborne blade, which will take very little time. I suggest jumping up with the fire blade in the air, because with the wind, the opponent may be too far away. Useful for continuing the assault in the air.

[ 5% or 20% ]

Down Smash - Crawler
Dante sticks the 2 blades into the ground which will whip up a fire ground wave forward. This will travel 1-3 stage builder blocks forward at a very fast speed, though the only damage it'll do is 10% damage with knockback KOing at 160%. The wave is around Marth's height, but it can never travel off stage. This has little beginning lag, but average ending lag. It's made up with decent priority. This is good for fighting against ground based opponents, and it's easier to hit with than it sounds.

[ 10% ]

The Nevan

Forward Smash - Jam Session
Dante lets out a, "Let's rock!" before sliding forward on his knees, travelling a stage builder block, like a rockstar, playing on the Nevan guitar. This will cause electricity to surround all around Dante 1 stage builder block for the 2 second animation. Dante can do 7-10 hits (depending on charge) max hits from the guitar, with each hit dealing off 1-2% damage, with knockback KOing at 160% damage. This has very little beginning lag, but has very harsh ending lag, so make sure it hits. Has good priority.

This move can also absorb energy projectiles, while physical projectiles do half damage. The last hit increases the bar 1.5x the regular amount, and considering that the Nevan does 2x the ordinary bar fillup, and with Volume Up, this is one of the best bar fill ups Dante has.

[ 1-2% x 7-10 ]

Up Smash - Distortion
Dante will point his guitar face upward, and he'll play it, firing a 2 stage builder block long and 1 wide wave of electric bats straight upwards. This will do 1-3% damage per second (depending on charge) as long as they're still in the wave. This obviously brings opponents upwards, but can be easily escapable with some good DI, assuming they're not a really high percentage like 150%. This has little beginning lag, but average ending lag. A good move if you want to try and star KO your opponent.

[ 1-3% x ? ]

Down Smash - Barrage Of Bats
Dante plays on his guitar, whipping up 5-8 electric bats, the size of a pokeball. After a short second after summoning, they'll quickly home into the nearest opponent provided they're within 1.5 stage builder blocks, dealing off 2-3% damage with only flinching knockback. This has half a second of beginning lag, but very little ending lag. The bats have little priority. Dante is immediately allowed to move as soon as the bats are out, though if he doesn't allow the guitar to recharge for 5 seconds, he'll only be able to summon 3. A great move to allow Dante to get away or something.

[ 2-3% x 5-8 ]

The Beowulf

Forward Smash - Rising Dragon
Dante lets out a, "Kiss it!" before launching a small gut punch, that has short range, which requires the opponent to be right in front of Dante. If it fails to hit, the move ends right there. If it does hit, Dante SHIN SHORYUKENS does a huge rising uppercut, shouting the name of this move while doing so. Hitting with the first punch will deal off 5% damage, with flinching knockback, while the rising uppercut does a huge 24-29% damage, with knockback KOing as low as 90-50% damage. The move itself has average beginning lag, but above average ending lag. A very good finishing move, but rather hard to hit with, unless they stay in one place...

[ 24-29% ]

Up Smash - Tornado
Dante jumps straight upwards doing a SHINRYUKEN barrage of punches as he's jumping upwards 2 stage builder blocks. There are about 5-10 punches total, which each hit dealing 2-3% damage, but with only flinching knockback. This has average beginning lag, but very little ending lag. This move has decent priority as well. In case you didn't get the message, this move can never kill, but it does carry opponents upwards with Dante, and you can follow this move up with any aerial move...particularly a special Swordsmaster move...

[ 15% ]

Down Smash - Volcano
Dante lets out a, "Go to hell!" before smashing the ground with his right first, causing small yellow ground explosion around him, stretching a stage builder block on each side and rises upwards around half of Dante's height. This will deal off 16-22% damage, with knockback KOing at 130-90% (depending on charge). This has little beginning lag, though above average ending lag. This has good priority to back it up. This is meant for use incase you want the opponent to GTFO away from you as soon as possible. Just make sure it hits upon first contact...

[ 16-22% ]


Neutral Aerial - Aerial Assault

Another move that changes depending on Dante's weapon.

  • Rebellion: Dante performs a diving vertical slash. This deals off 7-8% damage, while dragging opponents downwards with Dante (kinda works like Ike's Aether). Range is fairly decent, as Dante's sword stretches out half a stage builder block. This has decent priority, with very little beginning lag, but average ending lag if Dante lands onto the ground. Good for attempting suicidal attacks.
  • Cerberus: Dante extends the nunchucks as far as he cans, 1 stage builder block to be exact, before launching a fierce horizontal swing. This will deal off 6-7% damage with forward knockback KOing at 140%. This has very little beginning lag, though average ending lag. Has decent priority. This is good for a surprise attack.
  • Agni and Rudra: Dante does an fast and fierce X style kind of slash in midair. If this hits anyone within half a stage builder block in front, this will deal off 11% damage with knockback KOing at 150%. This has very little lag at both ends, though has little priority. Good for a surprise attack as well, though with less range and kill power.
  • Nevan: Dante does the same thing with the Nevan neutral combo except, y'know, in the air...this might come off as lazy, but this causes Dante to move more slowly in midair, allowing you to quickly use his Trickster style to get closer to his opponent or something.
  • Beowulf: Dante performs a diving kick, similar to Sonic's Dair. This has a bigger hitbox though, and if it hits, this will deal off 14% damage, with rocketing opponents downwards to their doom...and Dante's, so be careful when used below a pit. Anyway, this has great priority, though average beginning lag, and above average ending lag if Dante lands on the ground. Use this move wisely.

Forward Aerial - Bullet Sword

Dante throws his sword forward...and that's it. It travels at a slow speed of Toon Link's arrows, and upon contact, this will deal off 10% damage with knockback KOing downwards at 130%. This will travel 2 stage builder blocks, before slowing falling back to the ground. This takes very little lag to perform and end. Sword can be knocked down early with any hit. Dante can easily regrab his sword by just moving to it.

Now, the following is exclusive to Gunslinger only. If Dante decides to use his neutral special on it while it's moving forward, or downwards aerial while it's falling, he'll make the sword rocket forward across/down the stage. This carries opponents along with it, and is very effective for side KOing or spiking. However, if the sword leaves the screen, Dante will lose all of his sword attacks for about 30 seconds, even if he kills himself...so be warned when using this move.

[ 8%, 12% ]

Backward Aerial - Revolver Blast

Dante quickly takes his 2 guns out, aims them straight out in both directions, and then quickly spins like a tornado, firing the guns as he does so. This fires 3 really fast bullets on each side, 2 stage builder blocks, each dealing off 3% damage, with only flinching knockback (though with Gunslinger, knockback turns into a set knockback of 1 stage builder block each). Has very little beginning lag, though average ending lag, to prevent this from being spammed. The bullets however have little priority, though opponents have to be very fast to stop it. Could be very useful for surprise interception.

[ 3% x 3 ]

Up Aerial - Flip Kick
Dante basically does Fox's up smash, except, y'know, in the air. Upon hitting opponents, this does 10% damage, with a set knockback of 1 stage builder block upwards. This has little beginning, but average ending lag. Range is a bit bigger than Fox's up smash. Now the key part of this move is that Dante will counter any move aimed from above when this move is used, making the opponent's attack cancelled. A terrible kill move, but a decent counter.

[ 10% ]

Down Aerial - Rain Storm
Dante will quickly flip upside down, and start blasting 5 bullets. Anyone within 2 stage builder blocks downwards will suffer 1-2% damage per hit, with flinching knockback on the last hit. This has very little beginning lag, though there's average ending lag, preventing from it being spammed. If you have the Gunslinger style in use, all the bullets do flinching knockback, and the last bullet actually does knockback, meteoring opponents at 80% damage.

[ 1-2% x 5 ]


Grab - Royalguard
Dante has a unique way of grabbing opponents. The animation for this move has Dante cover his face with both his arms, essentially blocking any attacks that come at Dante. If he does get hit during the 1 second animation, he'll block any attack, and will continue to block if they're any additional hits. Any hits Dante blocks will count as a fill up for the bar, the same amount Dante's attacks would. This is Dante's only way to truly block opponents. Now, if you choose to press the grab button immediately after the assault is done, Dante will charge forward 1 stage builder block, grabbing the first person in sight. The main disadvantage of this guard is that you can only hold it for a second, before suffering average ending lag.

Pummel - Bash
Dante uses whatever weapon he has currently equipped to smack the opponent with it. This will deal off a standard 2% damage per pummel, hitting at a standard speed. Weapon doesn't really effect anything, besides animation. Nothing special here folks.
[ 2% ]


Forward Throw - Release
This move's power depends on how many hits Dante blocked with the grab, Royalguard. Dante just his right hand to force palm the opponent's chest, sending them flying away. Actual knockback will range from 200-100% with each hit increasing the kill rate by 10% and 2-3% damage extra per hit, with a maximum of 24%. This can seriously punish opponents if they are combo heavy (or have one of those projectiles that do multiple hits), but not as useful against characters who rely on heavy 1 hit attacks.
[ Up to 24% ]

Backwards Throw - Thrust Kick
Dante kicks the opponent behind him, dealing off 11% damage with a set knockback of 2 stage builder blocks behind him. Yeah, probably the least interesting of his throws, but works as a good repositioner. If the opponent hits a wall, they crash into it, staying there.
[ 11% ]

Downwards Throw - Let's Ride!
Dante throws his opponent to the ground and Dante quickly jumps onto the body. It's time for some run, as you'll be able to ride the opponent's body in any direction, provided you're always moving at the speed of Captain Falcon's speed. If you move over an edge, Dante kicks the opponent off, effectively spiking the opponent at 80%. However, if the opponent is at a relatively low percentage, they'll break free after a second, and the most this can last is 3 seconds (assuming the opponent button mashes). Useful gimping technique though. If you press down, the move will end on the spot, with the opponent grounded near Dante.

This move is really useful in free for alls. For starters, if you crash into an opponent while riding, this will bump into opponents, dealing off 10% damage with knockback KOing at 130%. Not only does Dante have super armor while riding, if you have Gunslinger style on, you'll be able to blast in both left and right at a rapid fire speed of 2 bullets per second, each dealing off 3% damage with flinching knockback. That's pretty sweet.
[ 10% ]

Upwards Throw - High Release
Dante throws his opponent into the air, and immediately jumps to the same air level as them without fail. This is the grab based way to send opponents into the air. Now how high depends on how many hits Dante managed to block with the grab Royalguard, ranging from 1-5 stage builder blocks, though you'll ALWAYS at least send them upwards by 1. Can be useful or not.

Son Of Sparda
Dante has grabbed the smashball and all that jazz! First of all, he needs to be attacked by an opponent (no, this cannot not be activated the standard way of final smashes). If he is, Dante will take the hit, and it seems like a fatal blow (even if it's a small punch)...but suddenly, he lets out a smirk, and says, "Let's get this party started!" He's then surrounded by electrical energy, and he'll stay in that position for 20 seconds. This gives him unlimited Devil Trigger, and he has superarmor no matter what attacks him. Not only that, if you have Gunslinger style, Dante will now fire automatically charged shots now, so you'll be hearing a lot of jackpots. Now you're facing...the son of sparda!

So, you wanna play as Dante without being one of those noobs that don't just use him just because he looks cool? Well, my friend you're in luck. For the short answer, you'll want to fill that bar up a lot with different moves, so getting a different weapon as soon as possible is a must. How will you fill these bars effectively though? With combos. There, I said it. Dante isn't just all about combos however. Generally, you'll want to use Rebellion as your main weapon. It's your most balanced weapon you can get. With moves like your standard combo, down tilt, forward smash, up smash, and so on, you can easily raise that bar up.

Once you have enough points, you'll want to get another weapon. To help you with your combos, get Cerberus (charged Swordmaster, up smash can freeze your opponents and down smash easily creates a wall for the opponent to be trapped in with your combos). For easy damage racking, use Agni and Rudra (his forward smash or up smash followed up by an aerial Swordmaster and Devil Trigger is ouch.) If you still want to keep being stylish, switch to Nevan (Volume Up + the smashes = A lot of S ranks.) If you want to KO your opponents early, use Beowulf (any of smashes bar up which is an effective way to get your opponent in the air. It all depends on what's your style really. The following is a detailed explanation of use for each of the 3 styles.


Trickster - Hit And Run
Trickster comes off a little more defensive than it seems. You can use it for a quick poke at the opponent with a combo, and then quickly escaping from them. If you're ever in a jam against a combo or something, quickly Trickster your way out of there. It's a great way to avoid huge attacks like Ike/Bowser/etc's forward smash or something quickly. This is also a good way to avoid any ending lag or something. Say you miss with a huge attack like Beowulf's forward smash: Quickly get the heck out of there. This goes for any other huge ending laggers such as Nevan's forward smash, and such.

Of course, you'll want to block at times. With the Royalguard, you can block any combos your opponents have, and send them right back at them with his forward throw. You can then quickly use Trickster to get in close to them for another assault. After, keep on hitting and running, and then end it off with a good KO move such as all the forward smashes or something. Of course, if defense isn't your thing, there's always the next style.​

Swordmaster - Hyper Offense
The main offense based style will want you to use this style a lot. Stuff like Rebellion's Shredder, Cerberus' Flicker, and so on can add a lot to a combo. Plus, Rebellion, Cerberus, and Agni and Rudra can easily pull off a lot of air combos when timed right and launched in the air with the down tilt, and a lot of up attacks. Also, a lot of charged moves such as Dance Macabre and Ice Age can easily deal off some easy damage, especially against multiple opponents. Finally, Beowulf's Hammer can easily spike opponents.

Note that with Swordmaster, you'll want to get in close. If you are not a fan of close combat, stay away from this style. Otherwise, use this style alot. A little note that Nevan's volume up can easily help increase the bar, and yeah (this style is especially useful in FFAs). Use this if you want offense. Now, if you would prefer to fight from far range, well...​

Gunslinger - Blasting And Gimping
If you want to blast everything in site, look no further as Gunslinger has got your number. The neutral special will want you blasting opponents out of the air, effectively sending them to their doom (after you knock them away with a knockback move of course). If you want to KO with just the guns however, that's fine too, as you can hit the Jackpot with a fully charged blast. This is especially useful in FFAs where Dante wants to keep the opponents away with his B paused move.

You want to know more about gimping? Try out his backwards, and downwards aerial. They'll be able to gimp opponents easily, especially if they're just right below Dante. Of course, if you want a guaranteed gimp, resort to the forward aerial. Use your standard Gunslinger special if they're right in front of you, or if they're directly below you, use your downwards aerial. Just make sure you have a weapon with you in case for the next 15 seconds...​

Overall
Dante's entirely flexable for anyone's style. If you want, mix it up a little! You can be a defense yet offensive person, or a defensive ranged Dante. All up to you really. Just remember any extra points you have, you'll want to save up for Dante's Devil Trigger transformation, as it can help deal off heap loads of damage. Doesn't matter who Dante's facing against. Demons, superhumans, meh. Same crap, different day.​


Up Taunt - "You Scared?"
Dante does a shrug and will let out a, "You scared?" at the opponent.​
Side Taunt - Mocking
Dante will say something specific against the opponent. Here's a list of 10 Brawl characters, and 10 MYM characters:
Mario: "Hey, having a mustache doesn't make you a man y'know!"
Link: "You got all those arrows, and bombs, and you still can't touch me?!"
Lucas: "Hey, a word of advice kid! Devils Never Cry!"
ZSS: "Ohhh...I love a fast woman!"
Bowser: "All brawn and no brains! Tsk, tsk!"
Ice Climbers: "There's 2 of you, and yet you won't even get a hit on me!"
Pit: "An angel? Pfft...yeah, give me 2 seconds."
Sonic: "I'm too slow? You can't even touch me!"
Captain Falcon: "Show me your moves? You got no moves!"
Wolf: "You suck and I'm better!"

Edgeworth: "Hey, frills! I think you're in the wrong kind of court!"
Yuzu: "Hey babe! After this, maybe you and I could..."
Nero: "So, you wanna play huh? Okay, I got sometime to kill.."
Ken: "Your uppercuts are nothing compared to my Rising Dragons!"
Jeff Hardy: "Hey, you keep doing those stunts, there won't be enough for me to beat down!"
Dante: "Man, I'm so awesome, the only one worth fighting is myself!"
Hitagi: "You know what I hate most? Someone who has a bigger mouth than mine!"
Etna: "Huh, another demon that's not as stupid as hell?"
Wiz and Kupa: "Sooo...is it alright if I shoot the little one first?"
Omi: "Hey kid, I suggest next time, stop being so lame."

Down Taunt - Pretty Face
Dante looks at his sword, and says, "Man...did this face really came from my old man?"​

Victory Pose 1 - This Is What I Live For!
Dante brushes his coat off, and says, "Hmph...is that really all you got?" He then crosses his guns and aims at the camera, similar to the ending scene of DMC3.​

Victory Pose 2 - Camera Smash
Dante will kick the the front screen, smashing it, letting out a, "Sweet dreams."​

Victory Pose 3 - Rocket Rider
Dante will appear to be riding on a rocket, and he'll lead it to the opponents, causing them to be star KOed. Dante will then say, "Man, let's do that again sometime!"​

Loss Pose - Lame
Dante looks away from the opponent, with his back turned.​


TWILT's note: This was a pretty fun moveset. I don't expect this set to do as well as Edgeworth did, but it was fun nevertheless. Hope others can enjoy reading this set as much as I did making it!
 

crash826

Smash Rookie
Joined
May 6, 2010
Messages
6
Mawile



The Deceiver Pokemon

Mawile is a tricky and somewhat evil Pokemon, with a great ability set and a terrifying power. Its defining feature is, of course, the huge mouth on its head, which is in fact a pair of needle-covered steel horns. In battle, Mawile approaches the foe backward to fool them into running off in terror from its mouth. If it doesn’t work, Mawile has another ace- it’s the only purely Steel non-legendary, which makes it just full of defense and resistances.

Remember how I said that it approaches backward? This is incorporated into Brawl. In battle, Mawile walks with its jaws out in front, and merely runs regularly to go backward, never turning without special conditions. This means that it has a back tilt and various other strange attacks.

Format of Attacks

Eat Everyone (Jaws) Cheesy Combo
Move Name Side In Front Button Input

If no Back move is listed, assume that it’s the front move for Mawile’s current back.

Duplicitous Ability

Size- 4/10
Mawile is two feet exactly, although the enormous jaws make things a lot better.

Weight- 4/10
Again, the solid steel horns make up for diminutive stature somewhat.

Speed- 6/10
The Deceiver’s tiny legs are, well, deceiving. You can’t go wrong with Mawile’s jaw-side moonwalk!

Traction- 6/8/10
When Mawile moonwalks, it has a vastly reduced trip rate.

Priority- 8/10
This is where Mawile starts to shine. The huge jaws are disjoint-a-riffic, despite being connected.

Power- 7/10
In the games, Mawile’s abilities are devoted to having higher Attack than its enemy. Why should things be different here?

Range- 6/10
Chalk another up to those huge canines.

Unique Falsehoods

Trickery- Neutral Special
Although simple, this attack is an integral part of Mawile’s playstyle. The tricky Pokemon makes its eyes flash while in an idle pose, almost imperceptibly. After the flash, its eyes are facing the opposite direction from before. The eyes start out facing toward the jaws. Why does this matter? Mawile has just chosen which side is its front. Quite a few of its attacks change with direction. Additionally, hitting jab while its eyes flash keeps Mawile’s direction the same, so you’ll want to keep moving to disguise your eyes and through doing so your true intentions.

Iron Head- Forward Special
This is your true reason for Trickery, the coup de grace of Mawile’s moveset. In doing the move, the Deceiver’s front (head or jaw) flashes a dull gray, and then whichever end it is flies forward in a steely head butt about 2 SBBs long and deals an astounding 29% with amazing knockback. It’s very slightly laggy, but really makes up for it with power and speed. However, the problem is that it is a Forward Special, and can only be aimed at Mawile’s current front. So the foe can jump over it and be completely immune to another try. Therefore, you’re going to need to play mind-games with Trickery, and various other awkward moves. Mawile should use this as a KO move and to hit immobilized foes.

Astonish / Flapping Gums- Back Special
This changes depending on Mawile’s current front. And yes, Mawile has a back special. Deal with it.

Astonish (Jaws)
If the Jaw is in front, Mawile swings a punch with a loud “Mawww!” This cry makes all foes within a fourth-Negative Zone radius suddenly interrupt what they’re doing and flinch. If the actual punch connects, it deals 5% and, yes, flinching.

Flapping Gums (Face)
If its face is in front, Mawile rapidly opens and closes its mouth’s sides like a fan, creating a gust of wind behind. This wind trail blows foes around and slows down anything coming toward it. If you hold Forward while the wind is blowing, the Deceiver will fly forward at a fair pace, dealing 8% to foes it hits with its nose.

Flash Cannon- Down Special
Mawile’s big mouth opens and fills with a flashing purple/white ball. This ball of light energy charges for about .6 seconds total. On release, the steel energy is fired to Mawile’s current front and flies off slowly until it hits, exploding into white and red pulses of light over a range of 2/5 of a Negative Zone. This deals five hits of 2% if you’re at the center, and flings you away in a random direction.

However, the move has a secondary effect up its sleeve- it loosens shields. If you’re shielding when hit with a Flash Cannon, the shield absorbs the pulses and turns silver, specked with red and purple. This oddity lasts for 10 seconds. If this shiny shield gets hit with an energy attack (i.e. another Flash Cannon), it will get knocked off the user and collapse into a tight ball a distance away. The foe, attempting to shield, will only go through the animation. They must pick up the shield in order to shield again. If it’s knocked off a cliff, they’ll grow a new one over 10 seconds. In this time, the foe won’t dare to shield, in case you fire another Flash Cannon. Making the foe disable their shield for fear of losing it- truly a tactic of the Deceiver Pokemon.

Baton Pass- Up Special
With a chuckle, Mawile pulls a small white baton out of the slavering metal jaws and takes a short-ranged crack in front of it, spinning to its current front and then back if necessary to accommodate Trickery. Anything smacked by the baton glows yellow for a split second and suddenly has a yellow globe- or Baton Link- orbiting it. Upon another execution of the move, Mawile pulls the baton again and taps itself on the forehead- and suddenly, the two baton-linked things switch places in a whirl of yellow lights, flinging Mawile out in helpless! This, of course, would be the world’s most unfair move if not for the fact that the Baton Link lasts only 13 seconds, and can be destroyed in the same way as a grab (at 1.6* difficulty of a regular grab). As such, you’ll want to beat your foes to high damages so you can capitalize on their weakness for recovery.

Lying To The World

Stock N’ Spit- Natural Combo
Mawile’s jaws purse themselves and start sucking in yellow globes of light, charging for as long as you hold it. Upon release, it fires a few yellow globs of unidentified material (up to 3) on the ground in front of it, with one for every .5 seconds you charge. These globs are bouncy and will make projectile attacks bounce off, rebounding it to the attacker. Not only that, but it counts as a hittable object for Baton Pass, allowing you to recover more easily or use a substitute in the face of attack, rebounding the ranged ones to foes. Unfortunately, they can be demolished by being dealt 15% damage.

Bite (Jaws)- Dash Attack
What would Mawile be today without its trusty teeth? Extinct, that’s what. In this move, Mawile spirals forward, jaw first, and attempts to bite onto the foe. If it manages to do so, the mouth locks onto their body and pulls them up into the air. There, you can bite them repeatedly, for 2% each time, until they break free. As an alternative, you can spit them upward a fair distance along with a parting Flash Cannon, although the shield loss effect isn’t a possibility and the whole thing is easily dodged.

Reverse Pirouette (Face)- Dash Attack
Mawile rears back before leaping into the air a short distance, then spinning and returning to its original position in the opposite direction. This move deals 5% for the spin, but the lag is too much for such little payout- just use it to make a turn. If you use it as a backward dash attack, it’s just the same.

Stainless Steel (Jaws)- Forward Tilt
Mawile’s jaws perform a simple bite in front of it that deals 7% and good knockback. Hey, they can’t all be winners.

Fake Out / Dark Pulse (Face)- Forward Tilt
Mawile fills its hands with black globes of light and goes to clap, releasing a wave of black energy for ¼ of a Negative Zone. This deals flinching damage and 8% to any foolish enemies in its range. However, the move has a side effect- Mawile can stop halfway through and get the same result. By hitting A, Mawile stops partway through its clap. And the foes are tricked into flinching even though there’s nothing to flinch them (although it doesn’t deal damage)! Even better, the range isn’t set and is larger; due to the foe thinking the blast is bigger than it really is. Unfortunately, they’ll get wise to your tricks soon. After being tricked once, they’ll avoid the same mistake again until you use the real thing on them. After doing another fake, they’ll only believe after two real ones, and so on and so forth.

Wild Mawile Appeared (Jaws)- Down Tilt
Mawile only appeared in one of the games as a regular enemy, and even then only in caves.
Our Mawile isn’t comfortable in Brawl battlefields… so it’s decided to make a home away from home. The mouth starts chewing up the platform in front of it, creating a small hole, which Mawile jumps into. It then vanishes. Where is it? Why, right behind you! 5 seconds after tunneling, everyone’s favorite deceitful monster pops out of the ground behind a random foe who was within a half-Negative Zone (if no one was, the move negates itself) and smacks them with its enormous mouth, dealing 9% and very nice knockback. This, however, has quite a bit of lag on both ends, and a wary opponent can easily evade the move. If you’re on a drop-through platform, Mawile won’t perform the attack.

Eye Shadow (Face)- Down Tilt
Mawile’s mouth opens and spews a cloud of odd black gas, which coalesces into a large cloud around it. This cloud is about 6x6 SBBs, and any character in it is shown as a faint silver outline, even if they couldn’t normally be seen. In addition to canceling Cloaking Devices and Night Shade, the move also obscures Mawile’s eyes, allowing it to further disguise its tactics and play around with the foe’s head. The storm of whatever vanishes after 10 seconds.

Faint Attack- Up Tilt
Mawile chuckles a little and starts spinning, its body becoming a faded color and rapidly turning to black. When it dims entirely, the Pokemon vanishes from sight. A short distance above it, a blast of small dark particles happens over half an SBB, dealing 5% to the unlucky enemy who gets in its way. Mawile spins out of the air below the particles and lands, satisfied. But that’s not all there is to it… when the foe got hit, Mawile caught their scent, and is prepared to teleporting sucker-punch them again. Once a foe is hit, subsequent punching will occur at their exact location. And thanks to the particle spray and the Pokemon games, this is on all planes of existence and is unavoidable by regular means. All you have are hair trigger reflexes or your shield. And the latter can be removed with Flash Cannon. Obviously laggy, but has great effect once you’ve got the right setup.

True Attack Ability

Thunder Fang (Jaws)- Forward Smash
Mawile’s jaws open and loom menacingly as Mawile… scuffs the ground with its feet at high speed? I guess the “Thunder” part has to come from somewhere… On release, Mawile’s jaws snap together and release the electricity as a flash of sparks. This powerful jolt deals 14-22% and middling-to-high knockback. The actual bite deals 12-20% and lesser knockback, just depositing the foe nearby. The whole thing is quite fast, and useful as well.

Focus Punch (Face)- Forward Smash
Mawile sits down, meditation-style, and starts to float into the air, its hands ablaze with fighting spirit. After rising 3 SBBs max or ½ an SBB min, Mawile’s eyes open and it delivers an enormous punch, creating shock waves all around the fist. The Focus Punch itself deals 15-24% and excellent knockback, while the shockwaves repulse foes and projectiles. Afterward, Mawile enters helpless and falls gently to the ground. Far more lag than Thunder Fang, but also more payout.

Swallow- Up Smash
Uh oh. Mawile glows and readies its jaws in a bear trap position while charging. On release, it yells “Maw MAW!” and snaps them together hard, attempting to catch whatever’s above it with its jaws. If this hits, they begin to consume the foe, gobbling hungrily and slurping hard. Unfortunately, the move is about 50% of a basic grab and takes 6 seconds to complete, and as such is easily escaped. If you do manage to completely eat the unlucky foe, the jaws smack their lips and grin, instantly knocking the foe and healing Mawile the difference between their current percentage and 400% (or 0 HP in stamina matches.) If Mawile is next to a Stocked blob from its Jab, it tosses it into the air and into its jaws, eating it and recovering however much Stamina they had left.

Embargo- Down Smash
Mawile glows, surrounded by black gems, and grins. On release, it blasts the gems around it into the ground, dealing 10-15% to unlucky foes. If it does hit, the foe or whatever’s been hit is tinted black with Embargo energy. The hit thing emits more gems and, if it touches an item or pickup (or hit item touches person) the tinted thing emits a spray of flashing gems and takes 3%. This can be used to turn the blobs into traps and prevent good health in your enemies, and immunize your recovery for a short time- unfortunately; the effect only lasts for 7 seconds.

Levitating Strikes

Sweet Scent- Neutral Air
Mawile’s mouth sucks in air and spews sweet winds around it in a circle, in a 1/5 Negative Zone radius cloud of rose-petal strewn pink scent. Any foe caught is buoyed a short distance away, minus 6% damage. However, this healing effect has a better side effect- it also makes any foe hit turn pink, and unable to dodge for 10 seconds. Think of the possibilities if you combined Sweet Scent with Flash Cannon- foes forced to avoid your attacks purely on skill! They would never make it!

Swords Dance- (Jaws) Forward Air
Mawile’s teeth become sharper and longer, and the jaws point forward. They then twirl at high speed, shredding any foes in front of them. Think Sonic, except sharper, slower, higher in power and with only one 13% hit. The move also increases Attack by 2% for 5 seconds if it hits. Afterward, there’s quite a bit of lag.

AncientPower- (Face) Forward Air
Mawile glows dark blue and fires a small group of ancient-looking rocks in a spread of stones, to around 2 SBBs. This deals 4% per rock as they fall and 8% as they hit the ground and shatter. They fall according to Earth gravity, and 5 are fired at once, with each about a Kirby in size. Unfortunately, the move is rather laggy and slow on both ends.

Super Fang- Back Air
Mawile swings its jaws behind it and opens them, then crashes them together hard in a whirl of lights and sound. The move deals 10% and good knockback, and blocks any hitboxes. A simple move, but it gets the job done.

Shadow Ball- Down Air
The Deceiver smacks its hands together and generates a shadowy glob of energy in its steely little palms. It then fires that ball downward to the ground straight below it with a two-handed smash. The ball is quite fast and deals 4%. This move is essentially the opposite of Flash Cannon, and as such has the opposite effect on the foe’s shield- it tightens shields, forcing the foe to hold their glowing black shield even as it shrinks. It will only reach a nub of a shield before healing at full, and break at anything less than 75% shield. They can still dodge to move and prolong the break- unless of course you’ve sweet scented them…

Magnet Rise- Up Air
Mawile glows with magnetic energy and shoots upward 2 SBBs, covered with electrical energy. This deals 8% and minor upward knockback. In addition to the damage, this can be used once in the air for more jumps. The move can also reflect stall-and-falls, hitting the foe’s downward hitbox with a magnetic aura and pulling Mawile with them for 3 SBBs. The two then are flung into basic positions, allowing Mawile to hit the foe with Sweet Scent, although you cannot use Magnet Rise again. Capitalize on gimping foes for recovery! That’s the Magnet Rise way!

Miscellaneous Misleading

ViceGrip- Grab
Mawile grabs with its jaws from the jaw side or with its hands on the face. If the face side does so, it then tosses the foe into the air for the jaws to catch. For a pummel, it chews the foe, which decreases the foe’s defense against its throws by 1% damage by softening them.

Fire Fang- Forward Throw
Mawile’s teeth glow red, and it bites the foe twice. Its mouth then bursts into flames for it to bite them once more, shooting them away in a blaze with 11%. This move BURNS the foe, dealing 1% every .5 seconds until they move 10 SBBs in any direction.

Ice Fang- Back Throw
The fangs turn blue and shimmer, then smash in on the foe, closing over them. They then release rays of light from the lines of its lips, and Mawile spits out the foe behind it plus 6% and encased in a block of ice. It can also grab the foe again and hew them out of the ice using its jaws, which carves the foe up into a CHILLED character, blue and quivering. There, they take flinching damage from all attacks, making every move a combo and every throw a chaingrab. This lasts until 40% is dealt to the foe.

Poison Fang- Down Throw
Mawile hops upward and onto its jaws, which emit a bubbling purple poison as they chew. After they do so, it spews the foe away a short distance, poisoned for 3 seconds and 4% extra damage. This poison is also contagious, meaning that foes that touch with the poison will infect each other, and foes that are poisoned can be re-poisoned by their other foes! It’s a technique for sowing discord.

Hyper Fang- Up Throw
Mawile raises its jaws above it and opens them a huge way, leaving the foe floating there for a moment as the deadly dentures open wide. They then smash over the foe in an enormous, tacky flash with a weird sound effect. Mawile then pulls its jaws away, showing the foe in their aerial prone position. Mawile does a roll away from the ground below the foe, and with a SCREE! the enemy is meteor smashed into the ground with an explosion and 17%.

Get Up Attack- SolarBeam
Mawile spreads its jaws and lets light shine on the inside of its mouth for 2 seconds. After this, it releases a thin beam of light above it infinitely long, dealing 14% and quite good knockback.

<100% Ledge Attack- Brick Break
Mawile jumps up and smashes its jaws on the ledge, then swings its feet to the ledge and returns to normal. The hammer attack deals 13% and nice knockback. An unremarkable move.

>100% Ledge Attack- Foot In Mouth
Mawile pulls its jaws back and smashes them into the side of the ledge, burrowing them in with the force. The jaws then thrust out of the platform next to the ledge and bite hard into the air. If it hits the foe, the teeth latch on to them and get them struggling, acting as if you had just attempted Swallow on them. Hoo boy…

True Technique

SUPER ATTACK:
HYPER DECEPTION

What? Who? Where? You’ve got no time for stupid questions, as Mawile has just grabbed the Smash Ball! Our Deceiver glows with the Smash Ball’s aura, and chuckles happily as the aura becomes black-and-silver. You regain control of Mawile and can attack foes. As you move, shadowy Mawiles spawn from your aura at a rate of one every 3 seconds, who run away and attack your foes. These Shadow-Maws take 15% before blasting into shadow powder. You can switch between Mawile and a random CPU Shadow-Maw with Trickery, switching the Shadow-Maw to the original’s mindset and getting it to avoid foes. The original Mawile keeps releasing Shadow-Maws, but is a shadow at heart and will be dispelled at 30%, making the currently controlled Shadow-Maw show its true colors and start dispensing Shadow-Maws. If your current Maw is dealt 30%, it evaporates and switches to another shadow. If you have no more shadows, the ground releases shadow powder, which coalesces into an angry-looking Mawile minus the Smash Aura and ending the move. If you don’t end things that way, the move ends after 20 seconds.

Liar’s Otherness

Up Taunt: Mawile dances about a little bit, and its eyes flash. You better hope you don’t find out what it’s planning…

Side Taunt: Mawile tosses a rock into its jaws and chews it up. Iron jaws, indeed.

Down Taunt: Mawile’s jaws seem to take a life of their own… and they chomp down on Mawile! It staggers a bit and flops on its side before the jaws return to normal.

Victory Pose 1: Mawile grins and opens its jaws, waggling them threateningly at the losers.

Victory Pose 2: Mawile sits and smiles cutely at the camera. But you can see the faint glint in its eyes… do they betray its true intentions?

Victory Pose 3: Mawile twirls and hops, its jaws smashing together like castanets.

Loss Pose: Mawile sits and pouts, petulantly. Its jaws are apparently more sportsmanlike; though- they clap together as everyone else does.

Kirby Hat: Kirby gains ears and a pair of jaws, and gains use of Iron Head- but it has to walk the same way that Mawile does, though, and without the ability of Trickery…

Codec: w/ Otacon
SNAKE: Otacon, who’s the little beast with the giant jaws?
OTACON: That’s a Mawile, Snake. Mawile is a Pokemon with a massive pair of horns on its head, disguised as a mouth to fool attackers.
SNAKE: They look real enough to me.
OTACON: Even if they’re not real, those horns are made of an unknown metal, and the teeth are razor sharp. Be careful, Snake.
SNAKE: I’ll do a little experiment- see how metal horns react to a grenade stuffed inside them.

My first set. Almost abandoned it a long time ago, but I decided… Why not finish it?
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
New Contest! New Movesets! New Pokemon! It's a Christmas Miracle!

Nattorei


Nattorei is one of the newest Pokemon from Pokemon Black and White. With a totally unique typing in Grass/Steel, Nattorei is a highly defensive Pokemon with a number of support abilities and a plethora of useful resistances.

Nattorei is also the only Pokemon to get the ability Iron Barbs, which causes any Pokemon that attacks it by directly touching it to take damage. Alongside a number of moves to chip away at an opponent's health, Nattorei can defeat the enemy before ever attacking him.

Nattorei is slightly shorter than Mario, but significantly wider, and, weighing in at over 220 pounds, is one of the heaviest characters in the game, just slightly heavier than King Dedede. Nattorei is the slowest moving character in Brawl by far though, and physically incapable of walking. The only way for Nattorei to move around, or even turn around, is by jumping, and its jumps are the worst in the game as well. Nattorei is at least somewhat floaty though, as it isn't even slightly aerodynamic.

Nattorei has plenty of tricks up its vines though. The three Iron Barbs sticking out from the top of Nattroei are constant hitboxes, and touching them under any circumstances deals 8% damage and deals set knockback about two stagebuilder blocks upwards.



Specials


Neutral Special > Spikes

Nattorei's three barbs reel backwards and fling three pronged spike balls forward, which bounce slightly before coming to rest on the ground. This move can be charged, increasing the distance they're thrown from anywhere between a battlefield platform away from Nattorei to the length of Battlefield away. These spikes, aesthetically identical to jacks, deal 3% damage to anyone who touches them, and deals slight hitstun, knocking them into the air slightly. Throwing these spikes takes about a third of a second.

These spike balls take knockback like most items, and are easily flung around; they're so small that they can only be knocked away by attacks very low to the ground. Meanwhile, Natorrei can toss them out fairly rapidly, pecking at foes trying to knock them away.

Obviously, enemies can just jump up to avoid the spikes, but if they approach Nattorei in the air, they land right in the range of its Iron Barbs, just to get knocked back into the air for another 8% damage. It's a Catch-22 that eats away at the opponent's options.


Side Special> Leech Seed

Nattorei has just one barb lean back for this attack, and flings a single seed forward along an arc similar to Link's arrows. Similar to Link's arrows, this move can be charged to increase its range. On hit, it deals a meager 3% damage, but a decent amount of hitstun.

If the Leech Seed hits a foe, it starts to grow vines around the foe. The enemy can attempt to shake the Leech Seed off, similar to tossing Pikmin away, but doing so runs the risk of running into Nattorei's Spikes. Nattorei can also toss more Leech Seeds to increase the difficulty of escaping.

If the Leech Seed clings on for five seconds, the opponent is tangled in vines and cannot act, while the opponent must escape at grab difficulty. While in this state, the Leech Seed drains 5% damage a second, healing Nattorei the same amount.

The opponent won't want to just dodge the attack though, because if it misses, then the seed plants into the ground. It stays as a sprout inside the ground, and can be plucked out like a radish for five seconds. Opponents can grab it out of the ground, but if spikes are on the ground, doing so becomes a lot more difficult.

If the seed remains planted for five seconds, it will quickly spread and grow vines a battlefield platform away in both directions, which tangle up on the stage. Foes caught in the vines cannot jump without mashing the jump button, and walk at half speed. The vines also conveniently hide all spikes, and makes it impossible to knock them away until the vines are destroyed, which have 25% stamina.

Is this gardening, or is this war?


Down Special > Snare

Nattorei slowly extends a single barb that follows the ground in front of him at Jigglypuff's dashing speed. The longer the input is held, the further he'll extend this trap. Once released, the barb will remain there, dealing 8% damage as usual, but it will snap back, knocking the foe further, and shaking up any spikes on the way back as well.

The vine will drag along with Nattorei even if it moves or jumps, remaining as an extra hitbox that foes must be wary of. You can even dangle a snare or two off the ledges, passively edgeguarding without having to move from the center of the stage.

Beware though, as laying down snares means that you have less Iron Barbs to defend yourself with. Choose wisely when to lay them down.

Don't forget, they are, of course, completely invisible when covered by vines from Leech Seed.


Up Special > Gyro Ball

Spinning slowly, Nattorei begins to rise from the ground, levitating just off the ground. Much like Meta Knight's Mach Tornado, this attack ends quickly with Nattorei falling helpless if pressed once. By repeatedly pressing the B button though, Nattorei will begin to spin faster and faster, and begin to move in whatever direction is pressed. The longer it goes, the faster Nattorei will move, until it eventually runs out of steam after spinning for the same length as Meta Knight's Mach Tornado, and drop helpless regardless.

Gyro Ball deals pitiful damage at first, a mere 6% damage on contact, but as it builds up, Nattorei's speed and power increases, until it finally deals a full 15% on contact. The problem is, Nattorei will never get a chance to pull off a full power one for mobility before he gets hit out of it, unless of course he's knocked away to recover.

Snares released from Nattorei’s Down Special will also spin, gaining in speed and creating long, extended hitboxes that have the same power. Using Gyro Ball with a few snares out can become a powerful, ranged KO move if you let it spin for a while.

Ironically, Gyro Ball is probably better for recovering when he's knocked away further, as it becomes faster and harder to beat out in strength when he has time to build it up, while if he's just barely knocked off stage, he can easily be chased and edgeguarded.

Gyro Ball can also kick spikes near Nattorei two both sides when used on the ground, but is too weak and laggy to do much of anything else.



Standards


Jab > Flail

Nattorei's Jab functions a little differently than most jabs. Nattorei slams one of his three barbs over his head down in front of him, going medieval on the opponent. His barbs deal 8% damage and slight hitstun as normal.

Where this gets interesting is that each of his barbs acts as a different attack, allowing you to quickly slam down three in a row to try to whack a nearby target, or alternate them to keep a moving barrier of disjointed barbs. There is a fair bit of ending lag to each individual swing though, so Nattorei can suddenly leave his top completely vulnerable if he whiffs it.

Since this isn't a normal attack, but more or less a manipulation of his hitbox, you can still perform attacks during the ending lag, but the starting lag of other attacks like Spikes or Leech Seed will be increased as his barbs still have to reach all the way back to perform the attack.


Dash Attack > Nope

As Nattorei can't walk, he can't really dash either. If he did have a Dash Attack though, it would require you to hold down the A button to use it though, specifically for the sole purpose of annoying Junahu.

Forward Tilt > Metal Claw

Nattorei swings two iron barbed vines directly in front of him, while the third remains above his head. The attack is slightly on the slow side, but each barb deals 8% damage, for a potential total damage of 16% if hit in the exact right spot.

This move also has no increased Starting lag if only one of Nattorei's barbs are used in his jab, but if more are used, the attack takes longer to start up, and his head is exposed again.

Up Tilt > Overhead Stab

Nattorei extends the spikes on the top of his head into the air, shanking any enemies approaching him from above for 11% damage and fairly good knockback. This move uses whatever barbs aren't currently being used in other attacks; with fewer barbs usable, this attack becomes harder to hit with.

That said, it's a fantastic anti-air counter move, and can surprise foes attempting to approach from above and knock them back into the air.

Down Tilt > Embeden

Nattorei slams two of his iron barbs into the ground on either side, dealing 6% damage to anyone near him. While in this state, the barbs sit on the ground as hitboxes next to him, like extra powerful spikes, while the third remains in the air as a guard and for other attacks.

While in this state Nattorei has super armor against attacks that deal less than 5% damage, and can press the Down Tilt again to uproot himself, dealing another 9% damage to foes close to him.

It’s a great way to make Nattorei even harder to approach on the ground, and has very little ending lag on the second attack, making it good for smacking enemies with who attempt to get close to Nattorei.

Smashes


Up Smash > Power Whip

Nattorei proves that those barbed vines of his aren't nearly as short as they look, as they reel back to charge this move. After released, they all extend to about the length of Ivysaur's Vine Whip Up Special, and whip forward in a large area in front of him, one after the other.

The whips themselves deal fairly average damage, but the tips of the barbs are the sweetspot, dealing 18-28% damage depending on charge, with massive hitstun and very strong knockback, KOing at 80%... if you can hit with them.

That said, this attack is an absolutely incredible anti-air move, filling up the entire space above and in front of Nattorei with flailing whips, and hitting enemies on the ground up to three stagebuilder blocks away.

Of course, this move has a pretty big cooldown as Nattorei retracts its whips back into their usual position, so be careful; if the foe feints an approach and you whiff this attack, you'll be utterly open to retribution.

Forward Smash > Seed Bomb

Nattorei stretches two of his Iron Barbs backwards to charge this move up, and then quickly flings powerful explosive seeds from them towards the opponent in a curve similar to Leech Seed. Charging the move increases the strength and range of the bombs.

These seeds, unlike those from Leech Seed, are explosive, bursting into blasts about the size of Bowser whenever they hit anything. Each blast deals 12-18% damage on a direct hit, but less damaging when it misses, making this a very powerful move when it hits. It is very difficult to hit with both seeds though, as the explosion of one triggers the other.

This is a slow, but powerful projectile that discourages foe's from being in the area. If your opponent can't tell the difference between this and Leech Seed, you can also mix it in between to confuse foes trying to keep you from growing vines along the stage.

Down Smash > Grass Knot

Nattorei seems to flatten slightly in concentration, and a hooked trap of knotted grass spawns about a battlefield platform in front of him, but further ahead if charged.

A foe who walks through the trap takes 9-29% damage, depending on charge and weight, and is immediately tripped. While tripping is normally just a nuisance, if you've covered the area near the Grass Knot with spikes, it suddenly becomes a way to build up massive damage.

The Grass Knot can easily be destroyed by any attack, but is completely invulnerable and invisible inside Leech Seed vines. Good luck not skewering yourself on spikes while wading through the forest.



Grab Game


Grab > Wrap

Nattorei uses his barbed vines to entangle any foes near him. This is one of the better ranged grabs in the game, just slightly worse than King Dedede's grab, but it is capable of grabbing opponents from either side of Nattorei.

Further, by holding down the grab button, you can extend the barbs in any direction you point, increasing the range of the grab. Like with his jab though, using this move this way increases the end lag as the barbs slowly return.

Once you release the grab button though, the barbs begin to retract, retaining their hitboxes, allowing you to use them to extend out and try to reel foes in, but doing so is fairly risky.

Opponents caught in Nattorei's grab cannot attempt to escape Leech Seed, and Leech Seed's length of effect freezes during the grab, but the recovery does not, allowing Nattorei to pull a fair bit of health and damage out of a seeded opponent with his grab.


Pummel > Sticky Barb

Nattorei produces an especially large spiked ball called a Sticky Barb and attaches it to the foe. Jamming it onto the opponent deals 2% damage, and it clings onto the foe like a Pikmin, dealing 2% damage a second as long as it holds on. After it falls off, it becomes a larger, heavier spike that deals 5% damage when touched and can be knocked around by either player as a projectile. If it is knocked into a character, it will stick in again, and the character must shake it off once more. It cannot stick into Nattorei.

Down Throw > Pound

Nattorei slams the opponent into the ground in front of him twice, and then unceremoniously tosses the foe away. Each toss deals a mere 3% damage, but slams foes into any spikes on the ground there. Done at the right position, this move can build up a huge amount of damage.

Forward Throw > Rollout

Nattorei turns on his side, and displays the only ground movement you'll ever see him perform, rolling like an oblong wheel along the ground, dragging his opponent with him. This deals 7% damage, and drags the foe through whatever spikes, snares, barbs, and traps you've laid down, then flings the opponent forward, killing at around 165%.

And don't worry, you can't roll offstage with this move.

Up Throw > Barb Barrage

Nattorei raises the opponent up above its head with its barbs, and repeatedly strikes the foe from below with every barb it has available, knocking the foe upwards for fairly decent knockback that can KO around 145%.

Nattorei strikes twice with each barb for 3% each, equaling a possible total of 18% damage. This requires that all of Nattorei's barbs be available to attack with though, and cannot hit foes into spikes like Nattorei's other throws can.

Back Throw > Tackle

Nattorei holds the opponent behind itself, and hops slightly, bringing its bulky metal body to bear against the foe. This deals 6% damage and very low knockback, but knocks the foe backwards into any spikes there, and is the easiest throw of Nattorei's to follow up on.


Aerials

Grab Aerial > Vine Jab

Nattorei extends a vine forward in a cautious poking move that can be angled. It has good range, deals 8% damage, and can be used to grab onto the ledge. Nattorei can also unleash several barbed vines in a row with rapid taps of the button, creating a virtual wall of barbs in front of him in the air.


Neutral Aerial > Generic Spin

Nattorei does a generic spinning attack that you've seen a million billion times. Enemies who touch Nattorei take 8% damage and mild knockback.

But wait, this generic spin has a twist! It also spins Nattorei's Iron Barbs around, turning extended barbs into spinning blades of death, especially if you have any extended from Nattorei's Down Tilt, Zair, or other moves. This can serve as a very good 'keep away' tactic, making it almost impossible to get close to Nattorei.

Down Aerial > Iron Head

Nattorei stalls in the air for a few moments, and then slams down very quickly, its head glowing with a whitish sheen as it crashes downwards. Nattorei's head deals a whopping 22% damage to any opponent in the way, with very strong knockback as well, that can spike foes at as low as 60%.

The downside? Well, besides the starting lag, Nattorei slams down so fast that he takes a good bit of landing lag, which means he's going to have a hard time moving again without getting hit by a strong attack during the punishment. And, if Nattorei doesn't hit the stage... well, that's even worse.

Back Aerial > Payback

So you've got foes trying to come at you from behind and punish your limited mobility, huh? Well, this move ought to teach them! Nattorei leans backwards slightly in midair; any knockback it takes for a few frames here is delayed until the end of the move, where Nattorei's Iron Barbs fling back behind Nattorei to protect it.

This attack hits right above and a wide area behind Nattorei, dealing 6% for every available barb used in the attack. If Nattorei is hit during this attack though, the knockback of this move increases significantly, killing at around 100%.

Foward Aerial > Rock Climb

Yeah, strange name for a Forward Aerial, I'm well aware. Nattorei flings his barbed vines forward and slightly downward, slinging them in a fairly long arc for 6-18% damage depending on how many barbs hit. This aerial also has the range of about a battlefield platform in front of him. This attack also has a psuedo-grab hitbox, where Nattorei can use this input again to fling foes hit by this attack while his barbs are out to fling them forward again, knocking opponents away and dealing about 8% damage.

Now if Nattorei hits the ground with his barbs, say, out of a short hop, they'll cling to the ground, and Nattorei can slingshot himself forward with a jump or another Forward Aerial. It's actually one of the fastest ways for him to traverse outside of Gyro Ball.

Up Aerial > Pin Missile

Nattorei quickly pokes the area above him with his barbs over and over again, firing small pins up above him the height of two Ganondorfs. The barbs deal normal damage, while the pins deal 3% damage and mild hitstun; this move does have the aspect of helping cancel some of Nattorei's momentum in midair, and makes attacking Nattorei from above in the air utterly impossible.


Final Smash

Final Smash > Explosion

Nattorei explodes in a giant ball of fire! Everyone near him takes 100% damage and knockback that KOs at 0%!

Oh wait, this is Black and White now, my bad. Explosion deals 12% damage and deals enough knockback to kill Kirby from offstage at 200%. Also, Nattorei instantly loses whatever stock he has.

Yeah, it sucks, but it's not like Nattorei is actually going to GET the Smash Ball, is it?


Playstyle


Nattorei is a master of passive damage. While Nattorei has a powerful close-range game, due to the nature of its Iron Barbs, Nattorei must keep the foe away, lest it be punished during the end lag of its powerful attacks. The bulk of Nattorei's damage will be coming from its spikes, leech seed, and grab game.

So how do you start a game as Nattorei? The first thing you're going to want to do, perhaps surprisingly, is not turtle up. Nattorei needs to spread out spikes and leech seeds first in order to create a viable place to camp from; flinging them as fast as you can from one spot right at the beginning of the match is a fast way to disaster.

Leech Seeds are a good way to distract foes, as they don't want to get hit by them, nor do they want them to spread if they aren't hit by it. Use Leech Seeds at first to divert the foes attention between you and your seeds, and throw them in multiple directions to force the foe to either let your seeds continue to grow, or continue to run around trying to stop it. Mix Seed Bombs and spikes in too in order to make it even harder on the foe.

Your goal is to try to get the space you need to succeed; vines from Leech Seed or a number of spikes between yourself and the foe are a good way to start, as now you can give your opponent a choice; try to walk through the field of traps you've left, jump over and face your Iron Barbs, or attempt to clear the path, leaving you free to pepper the foe with spikes, leech seeds, and seed bombs?

When opponents do attempt to approach, your Up Tilt, jab, and Up Smash are your main friends; Up Smash has a massive range to it, allowing you to punish, and even kill enemies trying to get near you. Beware the ending lag that it has though. Use your jab not only to move your Iron Barbs around, but also to reduce the number of Vines that you pull out with your Up Smash at once; played correctly, you can buffer different attacks together to make your enemy's approach even more hellish.

Your grab is also a huge part of your game; it allows you to easily extend the length of your Leech Seed for healing and trapping opponents, and Sticky Barbs are great for increasing damage and adding to the punishment of your spike fields. With enough spikes laid down, you can deal insane damage with a properly executed throw.

And, despite Nattorei's poor jumps, don't neglect its air game. The Fair and Bair are both very good spacing and damaging tools, and since Nattorei has to jump to move at all, you're going to be in the air a fair bit despite your defensive nature. The Zair can also, done carefully, create a wall of barbs in any direction; you can even use this for edgeguarding if you are particularly brave. The Zair is especially dangerous in combination with the Nair. Don't forget that the Uair can take out foes approaching from above, Dair can get you to the ground in a hurry.

And speaking of Ingraining, when do you want to do it anyways? You'll certainly want spikes and defenses on both sides of Nattorei, to make it difficult for foes to simply slip past Nattorei's defenses to strike from the other side. Use your grab as well to try to maneuever foes who attempt to get around Nattorei back on the side where you can hit them more easily. You can also lay down a snare with the Down Tilt to surprise foes who land nearby Nattorei from behind.

So what does Nattorei do when going for a kill? The Side Smash is probably the safest move that he has to kill from a range, but the Up Smash can be good as well, especially if you knock the foe into the air first so they can be struck by your flailing barbs. The Down Aerial is a capable kill move too, and at high percentages, Nattorei can use his grab as an effective tactic as well.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Woah! Okay, Dante, Thanos, and Nattorei comments to come...Im reserving this spot for that

Mawille
Oi, a new comer set! Right off the bat, you introduce an interesting concept with the two heads, and its pulled off quite well. I really like how you hade different headers for the move sections. Theres a ton of creativity, and its a good first showing. On to one little nitpick: it IS a bit of an eyesore. While there is really nohing wrong with the set itself, try to make the moveset colorful, that long of a post with no other color than grey is a little bit off putting. Also, if you plan on making more sets, I recommend reading some other sets. You may pick up a few tricks. Overall, good showing from you, crash. I look forward to your next.


Thanos
Well, cutter, youve certainly made a behemoth of this set. The gem mechanic youve created is quite interesting, and makes each move fresh. Granted, while you've created a good playstyle, it seems like some of the Gems seem like they are just tacked on and not featured prominetly enough. That said, I enjoyed the set, and hope to see more in the future.


Dante
So, Dante. He strikes me as a character I would really enjoy playing as in smash. (never played DMC, not that that matters) Hes got so many optons to him, so many different ways to play him, hes practically multiple characters all rolled into one. The coolest thing is that its pulled off so well. Dante can be fitted to be played by any smash bros player, whatever the strategy, and its pulled off brilliantly. Kudos, Twilt. I cant wait for the next.


Nattorei
So, we haz another Pokemon set, eh? Nattorei is pretty cool, quite honestly, and thats coming from a guy who usually detests new Pokemon. The fact that the character can't move by traditional smash means is interesting in itself: within the first paragraph you've established him as an almost completely trap-based character, and its pulled off quite well. Just the way he keeps his opponents exactly where he wants them is interesting, what he does with them is interesting, how he does it is interesting; simply put, hes an interesting character pulled off in an interesting way, but I would expect no less from Darth Meanie. Its a good read, and one Im happy I took the time to do today.


Keep em coming, guys! The day isnt over yet!
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
STAR RATINGS

In Make Your Move 8, my moveset ratings gave only a general impression - a five-scale ranking system, which simply told the submitter how I felt about the set overall. In Make Your Move 9, I've changed this so that I can award movesets for their individual qualities - each star has a separate and significant meaning. There may indeed be submissions awarded more than one star, but this is a rating that doesn't discriminate against sets I personally dislike and hopefully will allow for more constructive ranking, over my past system.


A moveset that excels in moves that have a natural flair; unique concepts, or simply a deep understanding of complex mechanics.


Given to submissions where there was a massive amount of time used, valuably; multiple moveset submissions, very expressive - concise movesets.


Where the playstyle of the set either achieves something original, or combines various old concepts into something that is attractive.


A combination of near-perfect grammar, writing style and balance; this star can be awarded retroactively if there are significant positive changes.


Call this the wild card of the stars; I will hand this out only to flawless sets, to which I will likely give a Super Vote down the line.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Micaiah
It is apparent to me from reading Micaiah that you have a good grasp on the essence of playstyle, which already puts you leaps and bounds above other newcomer sets. Micaiah's more interesting game stems from her camping moves; I enjoy the variety in her ranged Light attacks, what with her various beams and explosions. However, I'm skeptical that putting a recharge time on moves was beneficial to the set. I'm glad that you are perfectly aware of your intentions, and want Micaiah to have a balance between ranged and melee combat, but because your camping moves are much more appealing to me as a reader, I almost wish you had dedicated more of the set to her ranged abilities. Her basic attacks are more generic that her beams and blasts, which at least have unique controls and properties to keep me entertained. Just as a rule of thumb, generic attacks are generally to be avoided; it's difficult to pull off a good set that uses them.

Your playstyle is quite flowing, and I think with a bit of refinement in the future, you are really set on the right track for this contest. Micaiah is a decent standalone set, although with more appealing basic attacks, she would rise even higher. It's a massive cliche at this point, but great job, and I hope to see you continue with us. Oh, and if possible, check out some of our users' BBCoding, and try and make yours more readable with fitting colors, text fonts, and whatnot. White text becomes difficult to read over time, and while organization isn't of utmost importance, it can make the difference between whether one reads a set or not.

Editing in more later. . .
 

Pikmin3000

Smash Rookie
Joined
Dec 23, 2009
Messages
20
Location
In A Yellow Submarine
John Marston


John Marston
- Red Dead Redemption

John Marston is a former-outlaw gone good in the dying west. After being left to die by his gang, John married a former prostitute, Abigail, in hopes that they could start a new life together. One day John was arrested by some Blackwater agents. He was told he could go free if he hunted down his former gang and brought them to justice. Now, if John wants to see his wife and son again he'll to travel the U.S. in search of the elusive bandits.

Stats

Height = 9/10 - If you discount his hat, John is somewhere in between the size of Snake & Ganondorf. He's vary narrow though, being a thin, well-fit farmer nowadays. His height makes him a very large hitbox though.

Weight = 7/10 - John may not be the most heavy-set man in the west, but he does fall into the humanoid class of characters, so he does have more than average in terms of weight. He's harder to knock off the ledge than most fighters, and also harder to juggle.

Speed = 5/10 - John doesn't run so much as he does "jog". He's definitely not versed in running since most of his combat is gun-based. This makes John an easy target for faster characters like Sonic or Captain Falcon, but his ranged combat sort-of makes up for that.

Aerial Speed = 3/10 - Despite his legendary gunslinging, John is only a human. Therefore it is not very possible for him to do moon jumps. This makes it very hard for John to get back on the stage, especially considering his "B-UP" is a tether move.

Fall Speed = 6/10 - Also part of being a normal man. John is affected by gravity quite easily. Upon falling you must begin jumping quickly in order to recover your ground.

Jump 1 = 3/10 - It's the price John pays for being a ranged powerhouse. John can barely elevate himself a good "SBB" (Stage Builder Block) with his jump.

Jump 2 = 4/10 - John's second jump is as bad, but it's still pretty crappy. He pushes forward again and now goes about 1.2 SBBs.

Traction = 7/10 - Back to the good stats, a plus about being a human is that John doesn't slide around like he's on roller blades. He wears boots, which have great amount of friction, sliding and tripping isn't really a problem for John.

Special Traits
Crouch: Yes - 4/10 (John's crouch is basically a duckwalk, he's still a rather big target during it.)
Crawl: Yes - 2/10 (John's crawl is basically stepping forward in the duckwalk position. It's very slow and generally not recommended.)
Wall Jump: No

Ammunition - John's main weapon is his Six-Shooter Pistol, although you don't have to gather ammunition, you have to reload when you're empty. John's pistol carries six shots. Which will be explained in detail later. When John runs out of ammo he''ll have to spend a full two seconds to reload his gun. In order to reload John must be standing completely still without being attacked. Note that the time does not have to be consecutive, you can reload a bit, run and then continue to reload. John loads one bullet every 1/3 of a second, so you don't have to wait for a full reload in order to fire your weapon again. Be careful though, some of John's attacks require a certain amount of ammo. Only applies to pistol, not Blunderbuss, dynamite, fire bottle, or throwing knives.

Poses

  • Idle - John stands by with his thumbs in his pockets, occasionally kicked the dirt with his boot.
  • Bored - John lights up a cigarette, and begins to puff. If he is hit in this position the cigarette will drop from his mouth.
  • Fight - John has his hunting knife drawn and he is eagerly swaying back and forth.
  • Walk - John does a casual walk with his arms rocking back and forth.
  • Run - John has his pistol drawn and is jogging forward.
  • Sprint - John is pumping his fists up and down as he runs forward.
  • Hurt/Burn - John holds his hands in front of his face as he grunts.
  • Stun - John sways back and forth with his hat pulled down over his eyes.
  • Sleep - John sits down on the ground and curls up into a ball.
  • Item Grab - John swipes his fists forward to grab an item.
  • Spicy Curry - John clutches his stomach in pain and hold his mouth open to spit fire.
  • Hammer - John swings the hammer side to side while running in place.
  • Carry - John bends down carrying the heavy item on his back.

Special Moves


B: Six-Shooter Pistol (2%-5% per shot) (1-6 Ammo) - John's packing, quickly he pulls his gun from his pocket a shoots forward. You can repeatedly hit B in order to fire up to 6 rounds. Without locking on John can only shoot directly in front of himself though. You can use his "Lock-On" move to hit the opponent regardless of whether or not they are in front of him. Afterwards John will have to take about 2 seconds to reload his gun. While John is in Walk or Run he can still fire his gun, but not while sprinting. This makes it easy to lock onto unsuspecting opponents and unload while simultaneously running away. The bullets have a range of 3.5 SBBs and juggle the opponent in a slightly upwards trajectory in order to stop overuse and spam without getting up close. The attack is pretty instantaneous and has little lag time.


B Up/Grab: Lasso (0%) - A tether recovery folks, John can use his lasso while in a jumping or free-fall state in order to grab any nearby ledges. It takes John about 1.5 seconds to lasso a ledge or person which makes it a hard recovery move to pull off. Wait did you say person? If he's on solid ground, he'll lasso forward and catch anyone within a certain distance of 5 SBBs. John cannot lasso while in motion, he must be still in order to do it. You can then proceed to reel them in by spinning joystick or tapping the D-Pad. The heavier your opponent is, the longer it will take for you to lasso them. You can even lock-on to increase your accuracy. Using this move you can pull your opponents up to you. But watch out, the opponent can mash the "A" button in order to struggle free. Use your Down Tilt to hogtie your opponent and you can then carry them like an item or drop them somewhere.

WARNING: If you keep someone hogtied you'll not be able to use your lasso as a tether recovery!

  • Down Tilt: Hogtie (0%) - Once you have brought a lassoed opponent within 1 SBB of Mr. Marston, he'll bend down and in about 4 seconds he'll have them hogtied. Due to the time required to pull this move off, it's not recommended unless the odds on the teams are even (1 vs. 1, 2 vs. 2). The opponent can escape a hogtie, it does take more effort than the normal lasso though. While the opponent is tied John can grab them and throw them like heavy item (such as a crate). In the air, you can even lock-on to them and unload a few rounds as they go sailing. While the grabbing and throwing does no damage you can attack them while they try to struggle free if they are on the ground. If you want to pull a suicide move you can, but the opponent can jump if they break out, furthermore they will push John downwards (in proportion to the character's size) when they jump off making this move all the riskier.

    WARNING: If you attempt to hogtie without an opponent in front of you John will stall and stand still for a second thinking.

Grabbing: If you use your lasso with the "Z-Button", John will automatically reel in his opponent, which is good if you want to throw them, but bad if you have partners who can wail on them. In theory you could drag your opponents over the ledge with this attack, but they can block it so it's not recommended.

Grab + A: Pummel (1-2%) - If you choose to mash A after grabbing, John will proceed to deal a stream of weaker left hooks to his foe. But like all pummeling attacks, this will destroy your chances at a good throw should you abuse it.

Throw Side: Target Practice (9-12%) (3 Ammo) - John's grabs are more for damage sake than for K.O.s. John uses his throws to land more gunshots into his opponent. If you don't have enough bullets to do the full attack, John will stop once you run out. John will toss his victim forward and fire 3 shots into their back. This is a pretty unblockable attack, as are most throws. But if someone hits you, you'll stop firing.

Throw Up: Executioner Shot (4-10%) (1 Ammo) - This attack varies in damage due to the significantly low amount of ammo used. John will run under the opponent's chin and fire a bullet. This deals small knockback and can be stopped the same way as his other throws.

Throw Down: Murderer Shot (6-12%) (1 Ammo) - Basically this has the same concept as executioner's shot. Except it has no knockback and a larger startup lag. John tosses the opponent to the ground and shoots their back once. It deals more damage but only slightly. It has more stun than any other grab he has but due to the lag he is a HUGE target during multi-player.

B Side: Lock-On (0%) - Any of John's ranged moves can be locked on, simply perform a lock-on and then press the combination for what move you want. When John locks on he will immediately target the closest player or explosive (more on that later) within a 4 SBB Tall and 6 SBB Wide range. While still holding "B" move the joystick in order to switch between any targets within your radius by matching the small white cursor with your preferred target. The one you select will then have a small target once you release the B button posted on it while it is still in your range. John can move afterwards, so as not to lose his lock, but alas this is why you can not reload while moving. As long as John is locked on to his target his ranged weapons have a 100% accuracy rate.


B Down: Dynamite (14%-21%) - One of John's few weapons that can't lock on. John will pocket any weapon he's carrying and pull out a dynamite stick with his free hand. After he pulls it out the long fuse will begin to burn away. John has about 5 seconds to get rid of the dynamite before it explodes. Like Link he can throw his explosive forward at people whenever he feels like it, carry it with him, and it can even be caught and thrown by opponents. Unlike the Bombs though, Dynamite doesn't explode upon impact, the fuse must go off first. If John uses lock-on he can choose to target a piece of dynamite (whether or not it's "your" John Marston's and shoot it to make it explode. This is highly unsafe though, the dynamite has a radius of 3 Sq. SBBs and it's very hard to hit it without getting caught in the blast. Depending on how close everyone is to the dynamite, will determine how much damage they take. Dynamite it one of Marston's few moves to deal knockback, and a very significant amount too. It's ideal for K.O.'s if you are willing to take the damage for it. It can knock out at around 70%, not including the explosion damage. But you must be careful, the start-up lag is tremendous and give opponents ample time to attack you, causing you to drop the dynamite. If this happens, quickly pick it up and toss it. If you get caught point-blank in the blast chaos will erupt.


Standard Moves

A: Left Hook (2-4%) - Despite being a gunslinger, John still knows how to take care of his fair share of fisticuffs. John's punches are rather average, so they don't really have any special properties that would require me to extend this paragraph into a novel. They create a small "SBB" sized Hitbox in front of his torso and have very little lag. John cannot move while throwing "A Button" punches.

A - Double Tap: Right Hook (2-4%) - John's right hook is practically the same thing as his left except the animation is different. It's would be incredibly stupid to right another paragraph explaining the same thing.

A - Mashing: Haymaker (2-3% per punch) - Just keep tapping A and John will continue to throw punches, after the first two they are slighty weaker to prevent damage build-up. However, once you get to the haymaker your opponent will have a slight distance from you due to small knockback. If you wanna spam this, trap your opponent in a corner or paralyze them first. You could use an item, or even Hogtie them to keep them down anywhere. A true Marston player knows how to exploit his moves that compliment one another.

Dashing A: Kick Slide (1-2% per SBB distance carried) - Anyone who played RDR knows you're constantly scrambling for cover. John can do a "Baseball-esque" slide to get down whilst avoiding gun fire. John's kick slide allows him to slide along the ground a total of 2 SBBs of distance whilst reducing his height to slightly lower than Kirby. If anyone is caught in John's kick they will be dragged in front of him and take a small amount of damage for every SBB they travel. This deals no knockback but does deal a small amount of stun, as this attack is mainly used for getting up close to your opponent and dealing punches. However, more trained players will be able to abuse the kick slide in order to duck under high-flying projectiles.


Side Tilt: Throwing Knives (4-6%) - John is also a silent assassin when 'need be'. This attack is great for it's med. knockback and med. damage. A knife can travel a total of 3 SBBs, a little less than a bullet and knocks your opponent back 2 SBBs, the lag is very light. Very good for keeping powerhouses at bay. You have an unlimited amount of knives, but you have to wait for the start-up animation every time you throw one, so it's recommended you run after throwing, since John can only run while using his Pistol and Lasso.


Up Tilt: Fire Bottle (5-7% - 1-2% for Burns) - John's got an arsenal of weapons including a Molotov. Though not as explosive as his dynamite, John can throw the Bottle in an upward arc and it will travel 4 SBBs horizontally and 2 SBBs vertically and deals no knockback, only stun. Also unlike his dynamite, he throws it instantaneously and it does explode upon contact with a person of stage. It can't be caught though, so don't try. It explodes a 1.5 SBB radius dealing moderate damage and small for burn effects. This attack has very long start-up lag and if John is attacked he'll drop the bottle and in turn burn himself.


Side Smash: Blunderbuss (8-12%) - Aside from his Dynamite, John's smashes are where you get the most K.O.s. During the undead apocalypse, John used this 1800s gun to shred zombies with it's heavily explosive bullets. Unlike the pistol, you cannot lock-on with the Blunderbuss. For every second you hold the blunderbuss smash, it will go 1.5 SBBs, after 3 seconds it will discharge smoke and John will be temporarily stunned and leave attack mode. Be careful not to hold it too long. The fired bullet will explode in a 1 sq. SBB explosion and damages anyone in the range as well as dealing large amounts of knockback. This makes the attack ideal when you are outnumbered, just make sure you don't discharge it, otherwise you're good to go. Blunderbuss generally K.O.'s at 75%.

Up Smash: Rifle Butt (7-11%) - Unlike the Blunderbuss, you cannot charge this move. Just wait until John glows and then release and John will butt them with his gun. This move sends any foes flying upward within a large Diddy Kong sized hitbox. He technically used his Blunderbuss to butt you, but that doesn't sound as cool. A very simple smash, the more damage your opponent has, the higher they fly. Rifle Butt generally K.O.'s at 70-80%.


Down Smash: Torch Smack (7-11%) - This is generally the opposite of Rifle Butt. John pulls his torch off his back and proceeds to smack downwards once you release the "A Button", since this move causes your opponent to go downward the K.O. rate is less than Rifle Butt. But your opponent will remain immobilized on the ground for a short time. This is your chance to unload your gun into them. Like most characters John has a significant amount of time required to start up his smashes, which is the main flaw of performing them. If you can time them right though, your opponent can't escape. Torch Smack generally K.O.'s at about 100%. This particular smash goes well with hogtying.

Aerial A: Quickdraw! (2-5%) (1 Ammo) - John's aerial moves are the ones that generally drain his pistol ammo. In this one, John quickly draws his gun in the air and fires a single shot forward. It flies the same distance as his generic "B Move" and deals the same damage and knockback and has the same lag. But it can't be locked-on. Good for blocking opponents in midair, however it does cancel John's 1st and 2nd jumps, so I hope you didn't use your lasso beforehand.

Aerial Forward: Double Action (4-10%) (2 Ammo) - This moves is basically the same as the Quickdraw! except John fires two consecutive bullets while leaning forward. Due to his position he is for a moment a bigger target to his enemies. The bullets are consecutively fired within a fraction of a second, so you can't avoid "one", they'll both hit if you're in the range.

Aerial Backward: Pulling the 180 (2-5%) (1 Ammo) - This is generally a Quickdraw! except now John takes a small amount of time to turn around and fire his bullet in the opposite direction. Due to momentary start-up lag this attack is harder to pull off, but it can catch your opponent off gaurd.

Aerial Up: One-Man Killing Machine (2-5% per shot) (3 Ammo) - John will point his gun upwards at a 45 degree angle and fire 3 bullets in .5 second intervals. Unlike Double Action you can avoid certain bullets and it is very rare you'll be hit by all three due to knockback. Like most of his aerials it has startup lag and will make him vulnerable while he performs it.

Aerial Up: Unload (2-5% per shot) (All Ammo Available) - John will now point his gun downwards at 45 degrees and unloads his ammo in angled intervals until his arm is up and 90 degrees. This attack is incredibly useful against crowd or large opponents like Bowser. But it still display the problems of all his aerials. Also when you finish, you're out of ammo so this attack isn't one to be used willy-nilly. Bullets will fire as so...

1 = 45 Degrees
2 = 54 Degrees
3 = 63 Degrees
4 = 72 Degrees
5 = 81 Degrees
6 = 90 Degrees

FINAL SMASH
- Dead Eye Unload




Being the coolest final smash in the game this doesn't dissapoint. A split-screen opens in the top left corner that shows John's POV as everything reverts into super slow-mo. John holds his gun up with a full load of 6 bullets. John can aim for anything he can see. Move the small cursor over anything you want to shoot. Headshots deal (6-10%) and heavy knockback, torsoshots deal (5-8%) and moderate knockback, limbshots are (3-6%) and deal light knockback, all other body areas do (1-3%) and no knockback. You can use your six shots to stack up massive combos on your opponents, you don't fire until you have placed six targets or 10 seconds pass. If your opponents are close be sure to unload quickly, and aim for the face.

Playstyles

John the Rancher: John's rancher style is mainly for team-matchups, using John's lasso and hogtying you can immobilize opponents incredibly easily. You can tie up one opponent while your partner beats them up with you, or pursues another. John is a great character to prevent your teammates from feeling overwhelmed. A fun, but rather mean strategy would be to throw a hogtied character at someone who has a homerun-bat. If there are no items John & Ness makes a good combo to pull this off. John paired with any powerhouse is a good move, especially if your partner has range as well.

John the Thug: If you need to deal damage you'll have to play thug. This results in firing your gun and smashing your opponent as often as possible, while occasionally using the lasso to immobilize them for greater damage. This style can also be played for team matches where John plays the offensive character, surround yourself with support from your teammate(s) Ness' PSI Magnet is a great choice. Use dynamite, throwing knives, and your blunderbuss to rack up damage and then finish off your foes with a strong K.O. attack.

Match-Ups!
John Marston VS. Fat ******* 95:5 John Marston's Favor
- John is a well rounded powerhouse with lots of ranged attacks while Fat ******* requires horizontal recovery and need s to get close in order to hurt anyone. While it is hard to K.O. this "Fat *******" due to his massive girth. The only advantage this guy has is it is damn-near impossible to hogtie him. John has the Blunderbuss and Dynamite which are both ranged moves with a high K.O. rate. The best strategy is to lock-on to this angry sumo and assault him with your pistol, due to his slow-*** speed, you'll have plenty of reload time. Continue to rack up damage with your ranged weaponry and finally finish him with a correctly timed TNT stick. If he tries to recover, just shoot at him since he only recovers sideways. Sorry, fattie but Marston can kick your *** pretty good.

John Marston VS. Drifblim 75:25 John Marston's Favor
- Since most of Drifblim's attack require him to get within shooting range of John, he hardly stands a chance. Drifblim can camp at the top of the screen though, so it can be rather annoying waiting for the ******* to get close to John. But overall, if you have patience, you can pop this overinflated pokemon. your One-Man Killing Machine move can be used to "persuade" him into battle. But in reality it all depends on the stage. Drifblim can camp forever on tall and moving stages.

John Marston VS. Captain Olimar & Pikmin 40:60 Olimar's Favor
- Olimar, say hello to your almost-equal. While Olimar has the advantage with his Super Armor, Pikmin spamming, and strong smashes. John has a ranged advantage on Olimar. Both of these characters have strategies that are based around racking up damage slowly and then going in for the kill. While John has more range, Olimar has all-around better power and speed. These two take forever, since they can keep racking up damage with little knock-back. All and all, Olimar's speed and jumping makes him the more powerful cantidate in this fight. It's hard for John to hit faster moving targets. An easy way to burn Olimar's Pikmin is to use a fire bottle, that way he loses all non-reds but Olimar can repopulate Pikmin so fast it won't really matter.

John Marston VS. Nurse Joy 35:65 Nurse Joy's Favor
- Despite the fact the Joy's moves have good longterm side-effects they hurt like a ***** when dealt out. Due to John's slower than average speed, it's easy for Joy to pummel him with combos. John's gun only goes so far in this battle, since Joy isn't slow and has decent jumping she can easily catch-up to John and slice him to death with surgery, killer medicine, scalpels, and all the like. If you are fighting Joy off, lock on for your dear life, because Marston lacks significant knockback, if Joy gets up in your face you are dead meat. You can try to go jihad and use TNT on yourself if she gets to close, but you need to lock-on to the dynamite, which she can throw.

Extra ****...

Taunts
  1. John grabs a tin of chewing tobacco from his pocket a pops a piece into his mouth. After 3 seconds of chewing he spits it 2 SBBs forward. If it hits someone it deals 1% damage.
  2. John twirls his pistol in his fingers and yells "You've had this comin' for a long time!"
  3. John pulls out a picture of his family from his shirt pocket. He frowns for an instant and then sadly tucks it back in.

Victory Music- 0:00-0:03 of this
  1. John twirls his gun for a bit and then fires a shot into the camera leaving a shattered effect.
  2. John is sitting on the floor with his hat over his eyes, most likely sleeping.
  3. John is picking flowers from a random patch while the other characters stare at him.

Entrance - John jumps onto the stage on his noble horse. He then dismounts and slaps the horse sending it on it's way.

Loss - John claps his hands with a small grin on his face, his hat pulled over his eyes to hide his face from the audience though.

Costumes:
- John Marston Regular Clothes
- Duster's Coat
- U.S. Army Uniform (Green Team)
- Pajamas (Red Team)
- Ranch Cowboy (Blue Team)
- Zombie Marston

Solid Snake Codec...
Incoming Transmission!

Snake: Yikes, who's the the weird western guy?

Otacon: That's John Marston Snake, he's a legendary hero of the wild west. His gunslinging skills are unmatched.

Snake: Wow, this guy sounds pretty good.

Otacon: He is, he used to ride with a gang, sort of like Robin Hood. But they betrayed him. Now he has to hunt them down in order to get his family back from some Blackwater creeps.

Snake: So he's a vigilante of sorts. What does he fight against exactly?

Otacon: Oh, just about everything. Criminals, corrupt lawmen, gangs, bears, and even zombies.

Snake: Ugh, now this guy just scares me. Definitely not going to enjoy this fight...

Pictures:





The Marston Family: (Left to Right) Abigail Marston, John Marston, Uncle, Jack Marston

Kirby: If Kirby happens to copy John Marston, he'll gain the trademark hat, and a scruffy beard and some scars on the side of his face. Kirby can fire John's pistol with the same basic ammo system, except Kirby can not use Lock-On. Like Olimar, this is one characcter that Kirby can't take full potential from. Thanks to people on teh internetz, finding a picture of John Marston Kirby is relatively easy.


Role in Subspace Emmisary

Scene 1: This mission takes place during Marth's Team's trip through the desert wasteland. While searching for the Ancient Minister Marth comes across John Marston on his horse. John Marston is being followed by the Halberd, while shadow bugs are falling all around him. Marth begins to attack the forming primids while John shoots at them. Eventually a large blockade of enemies is seen in front of them. John pulls his horse to a stop and gets off to help Marth's gang. After you play a level which requires you to travel across the desert with John and fight of swarms of subspace creatures, John will continue with the others as normal, as they go on to fight Galleom later.

Scene 2: Once all the heroes are grouped together for the big assault, and after the Halberd explodes. The cutscene shows Samus' ship fly above the frontal cannon of the subspace ship and drop two characters, (John Marston & Link). JM & Link will then proceed to aim for Ganondorf and Bowser as a fight begins. With only 2 minutes before Kirby destroys the cannon, you'll battle on top of it while an epic airship fight occurs in the background. Your objective is to defeat the two villains in that time. Afterwards a cutscene plays where Wario proceeds to turn John & Link into trophies after the fight. They are quickly tossed into subspace by Bowser with little regard to being hidden.

Scene 3:Once King Dedede enters subspace with Lucas and Luigi, you'll encounter John & Link's trophies upon beating the first level. After John & Link are brought back. They thank Dedede and proceed to go storm the strange subspace world. The onward fight will now continue.

Scene 4:Once you get to the staircase where you encounter Wario, instead of just harassing you he'll eat a slice of garlic and turn into WARIO-MAN! He'll then run up and attack your group and taunt them for a battle. You will now choose four members of your party to battle WARIO-MAN who is toned done from his final smash version. After you defeat him, he'll shyly agree to join you and then ride his motorcycle up the staircase.
---
Well, that was certainly a lot of fun. Tell me what you think guys, I had fun making all the ideas for this moveset. :):):)
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
I swear, Silver/Twilt, if I get banned for DAT ***, I'm killing you (WARY)

BOWSER JR.

First off, I absolutely love how the Down Special screws with the opponent's head, making them choose between helping Jr. or hurting themselves. Either way, Jr. benefits from it no matter what, right? If they're just messing around in the paint, that gives him time to set up more paint or refresh his old stuff, plus set up all his moves or just launch fireballs at them. The fireballs, while simple and a bit uninspired as general projectiles, are effective and work well with what Jr. has, mainly his goop and the Stus, buying him time to set up goop or simply attack.

The Stus themselves are nice; giving Jr. an easy option to set up goop without him actually needing to get involved. You could cover the entire stage pretty quickly by combining the Stus with Jr.'s Down Special, and since that's his GOAL, that's a nice thing. They flow pretty well with everything.

The Up Special is one of my favourite moves in the whole set; punish the foe heavily for gimping you. It's tricky, devious, and just like something Bowser Jr.'d do. Ten seconds is a long time to be painted, but it does balance out with the time it takes Jr. to respawn and get back into the fray, so it isn't overpowered really. Unfortunately, it IS a tether, so it probably wouldn't be that great for an actual recovery, but hey. The Quicksand grab is a nice touch, and the damage for it is nice if I understand correctly. I assume the extra 2% stack with the normal 1%, for a total of 3% a second? It's pretty nice, though it does seem like it would be a bit difficult to get a foe to stand there for that long...of course the paint effect would help.

I can't comment on EVERY move here, so I'll just talk about the set in general.

I love how many ways Jr. has to get the paint on his adversaries and how he can help himself spread it around, as well as all the interactions with it. You use the paint really well; it's not just there for a couple moves; jab is great, the dash attack is a good move, if simple in what it does, and it also serves as a very good KO move. Ftilt is a good support move for getting the paint around.

I will say that the Fsmash seems a tad strong; depending on how much paint you have, you could potentially have a FD-sized wave going that deals 25% damage and, due to its size, is nearly unavoidable. The interactions with the grab and Dsmash seem well thought-out, though a full second is a good while. Then again, one second of charging gives you a whole 14 seconds of the blob onscreen, so it is definitely worth it if you can pull it off, and since you don't need to be NEAR the puddle, it's more workable.

Really, all the smashes work well with the grab, so kudos to that; you did what you went for there. I will ask though; does the Geyser affect foes trapped in the blob? I assume so; either way, it's a neat move and is certainly useful.

I also like how you sort of incorporate Bowser's moves into Jr.'s aerials, with the Nairs being similar and Fair being akin to the Koopa Claw(though maybe moreso Diddy's Side-Special), and the Bair TRYING to be similar, though still coming out unique. And of course the Dair is similar to..whatever Bowser's Down Special is called.



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

That's all I really have to say about Jr. I did LOVE the set though, and I actually wrote this while reading through it a second time. You took one of my favourite Mario characters and gave him a set he deserved; tricky, mischievous, and all-around fun to play with. I'd like to see you do more sets for characters like him, you know?
 

cutter

Smash Champion
Joined
Jun 4, 2008
Messages
2,316
Location
Getting drilled by AWPers
Mawile (because newcomers need to get their due)

I will have to say, recent newcomer movesets have really been blowing me away. When I started Master Chief back in the Stone Age, that looked like a total piece of crap compared to the awesome quality I'm seeing. (including Micaiah!)

Since I'm the one that loves to see intricate details and complexity woven into movesets, I really enjoyed the concept of having Mawile switch sides to have the ability to change things up. I feel it is very intuitive for a Pokemon like Mawile. And a back special? I can dig that. Smash is a game that is deeper than what most people are consciously aware of. When you start to scratch the surface with little things like Back Specials that are innovative yet don't change the fundamental nature of the game, you get style points in my book.

The main problem with your set though (aside from the formatting, but that is a super-easy fix for future movesets) is a thing called Pokemon Syndrome. Basically, Pokemon Syndrome is problem that can plague Pokemon movesets -- you have some moves in there that Mawile can learn, but there's no point in having them since it doesn't fit his actual playstyle. A great example is for the Down air (Shadow Ball). Sure, Mawile can learn Shadow Ball, but it's like the red-headed stepchild of your moveset -- it sticks out like a sore thumb. If you ever do future Pokemon movesets, avoiding this problem is paramount. When replace filler moves like Shadow Ball with more coherent ones that make more intuitive sense with Mawile, you'll get a moveset that "flows" much better.

I hope you keep designing movesets in the future! Use this opportunity as a springboard into bigger and better projects. :)

To be continued...
 

gcubedude

Smash Apprentice
Joined
Aug 15, 2009
Messages
83
Geez, so many movesets, so little time. I'll comment as I read them.

@Thanos
I gotta admit, this guy would scare me if his Brawl moveset and attributes matched those in his intro. It's a good thing you gave him some weaknesses, or else he would easily be broken. That said, he's very interesting. The Infinity Gems are awesome, and allow players to use one that matches their playstyle and provides the best pump. All-out attackers would use the Power, Time, or Reality, while more defensive players would use Soul, Mind, or Space. To me, being able to have two different people play as the same character, but have both successfully use the character in different ways is important, even if the variation is only slightly different. Thanos does this well, as his attacks are a variety of (relatively) safe moves, and unsafe but powerful moves. His moves, with the exception of a few of his aerials, are unique and seem to fit Thanos very well. All in all, this was a good set.

@Dante
That's it, I'm using this guy when MvC3 comes out. The moveset is awesome. I can definitely see the similarities between him and Nero, yet Dante is still so different from Nero as well. His different weapons are a nice touch, although at first I was surprised that you actually used the guard buttons as his weapon-swap buttons. Then I read the grab thing, and his Trickster Neutral Special, and it became clear. It's a very interesting idea, and it forces players to use offense as a form of defense, since Dante's defensive options are limited. Overall, it was a pretty good set.

@Mawile
I don't know why, but ever since I saw that Pokemon episode where the Mawile had a crush on Brock's Lombre, I've thought Mawile was adorable. Maybe it's because it acted all cute around Lombre, but beat him up whenever he did something stupid, which happened a lot that episode.

Anyway, I thought this moveset was very interesting. It really embodies Mawile's mischievous and deceitful nature. It's really cool how some moves change, depending on what side is Mawile's front. I also like the no-shield mechanic with Flash Cannon, Sweet Scent, and Shadow Ball. It really messes with foes who don't know what Mawile can do. I also liked how you got Stockpile, Spit up, and Swallow in the moveset without feeling out of place.

For a first moveset, this is really good.

@Nattorei
First Dante can't guard normally, and now Nattorei can't move normally? What is it with you crazy kids removing basic skills from your characters?

Joking aside, this pokemon isn't as hindered by it's inability to move as one would think. It has good setup options, and can really pester opponents with its barrage of spikes and seeds. I really like the fake-out between Leech Seed and Seed Bomb. It's also a nice touch that using almost any attack decreases Nattorei's spike wall around itself. It was very fun to read this set.
 

crash826

Smash Rookie
Joined
May 6, 2010
Messages
6
Hey, thanks for the input, guys! I actually have another set planned, so I'll be back soon.
 

Crewx

Smash Rookie
Joined
Oct 9, 2010
Messages
21


Godzilla

Known by many as King of the Monsters, this proud beast fights to preserve the better of his homeland. Any threat, humans, aliens, mutants, but mostly, other monsters, have all fallen before his fiery wrath. His strength is unmatched, no manner of weapon has ever pierced his tough hide, and all who hear his iconic screeching roar have either faced death in the face, or didn't survive to tell the tale of how they saw the King. How might Smash's best combatants fair against this unforgiving beast of man's mistake?

Size: The reason a 300 foot monster is scaled down to the size of Bowser is explained in the role in the Subspace Emissary I'll write later(I'm too lazy to write a whole original story)
Weight: Hes heavy. Very heavy. Heavier than Bowser. Heavier than Ganondorf. Heavier than Dedede.
Walk: He lumbers slowly, gazing forward. The slowest walk out of all the characters.
Run: He runs at about the speed of Bowser's sprint, maybe slower.
First Jump: One would think he cannot jump at all, but he proves otherwise. He jumps using both feet AND his tail to push off. Though its still not high, he can jump higher than Ganondorf, and a little lower than Bowser.
Second Jump: Not as good as his first jump. Godzilla isn't about working in the air, and his second jump shows that. Its quite a bit less of a leap than his first.
Priority: Better than average.
Traction: Good, he is a master at using his tail, and it helps him keep his balance despite being heavy.
Fall Speed: He falls fast. All I can say.
Aerial Movement: Not good. He leans forward and back, and though he can move faster in one direction quicker than other heavyweights, the inertia he generates is greater, and he can't change direction easily in the air.


Special Attributes

Regeneration.


Godzilla is known for having powerful qualities for regenerating health. Putting this quality into a game isn't that easy, as health can be a tricky place that can make or break a game. Therefore, his regeneration is toned down a tad. If he sits still for 3 seconds, he will start regenerating, losing 1% every 2 seconds.

Explosive Resistance

Godzilla can stand his ground against most explosives. At lower damages(Below 35%) explosives, such as Bomb-ombs, missiles, and the like, will do damage, but he won't move an inch when struck.

Basic Attacks

Jab- Swipe


Godzilla swipes with his left hand. Has excellent reach, and deals roughly 5% damage. Has minimal lag afterward, which makes this and it's combo a good way to deal damage at lower percentages.

Second Jab- Fight Fang and Claw

Godzilla lets out a quick swipe with his right claw, then leans forward to bite his target. They hit for 4% and 6%, all at the same excellent range as his first swipe. The final knock back, at low damages, is about a Marth height. Not far, but this is still good for dealing quick damage.


Forward Tilt- Tail Lash


Godzilla rears around and does a quick lash with his tail. Great range, longer than Charizard's Forward Tilt, dealing around 7% damage and knocks the target upward. Good for sending people into his Upward Smash.

Upward Tilt- Spine Slash

Godzilla bends forward, and his spines sick out a small distance above him. Deals about 3% damage to enemies that get hit outright. If it sweet spots on the longest Spine, it hits for 7% with great knock back. The longest spine is about the height of Diddy Kong sticking upward.

Downward Tilt- Sweep

Godzilla while crouched is merely bent over. He cannot crawl upon the ground, and he doesn't get much shorter. But this attack doesn't lose any range either. It's about the same range as his Forward Tilt, and deals around 5% damage, knocking the target upward.


Dash Attack- Headbutt


Godzilla jumps forward(Not that far) with his hard skull out first. Not that powerful for damage, but it has great knock back. Deals 4% damage, but easily KO's at 60%. If you get hit near the edge at that damage range, its almost a certain KO. You can survive if your on the other side of the stage. A player in the 60% range is hit for about the length of Final Destination, maybe a bit less.

Prone Attack- Claw Thrash


Godzilla hops to his feet and thrashes his claws in the front, and whips his tail around the back. Deals about 3% on each side with minimal knock back.

Recovery Attack- Tail Whip

Godzilla hops up onto the stage, then quickly whips out with his tail. Fairly weak, as recovery attacks are, dealing around 4% damage.

Recovery Attack(100%)- Lumbering Stomp


Godzilla slowly climbs up, and stomps, sending a small shockwave dealing 3% damage to anyone within a character length. Has better length than most recovery attacks.

Special Attacks



Neutral Special- Atomic Ray

Godzilla's signature attack. This move alone makes up for his melee oriented playstyle, as it has infinite range. He spends 2 seconds charging up, then unleashes the blue flame in front of him. You can angle it upward or downward using the control stick. This attack is an instant blow back, knocking an enemy directly upward from the beam. This makes it an ineffective edge guard at lower percentages, as an enemy can just bounce off the beam, which deals about 10% damage when the enemy is struck. However, if the target is standing or falling within the beams direction of travel, they will take a whopping 20% damage and take tremendous knock back upward and away from Godzilla. Holding the B button will let you channel the beam as long as you wish. Also, enemies that touch Godzilla's glowing Spines while its channeling will take 1% damage and slight knock back, but an attack can break through this. It takes half a second for Godzilla to withdraw from this onslaught.

Side Special- Kaiju Claw

Godzilla slashes forward with a great claw. Enemies just out of range will take 9% damage and get sent upward. However, enemies in close will get grabbed and quickly flung around for 12% damage. Using this in the air will have the same effect, except Godzilla will throw them in the direction hes facing. This makes it a great edge guard move if Godzilla can reach them in the air.


Upward Special- Nuclear Pulse

Holding down the special attack button will make Godzilla charge up his attack. While doing so, he begins to glow red, and stops falling if he is. Letting go will make Godzilla fly in the direction the control stick is facing. This attack makes up for Godzilla's fail air game by making it a great recovery. You can charge for up to 5 seconds, and fully charged flies a distance 1 and 1/2 the size of Final Destination's length upward. Also, enemies under Godzilla when this goes off will be spiked for 10% fire damage, and people hit by the flying King will suffer 10% fire damage and fly upward.

Downward Special- Enhanced Regeneration

Godzilla closes his eyes, and begins to regenerate 1% health per second. This is in addition to his normal regeneration, which makes him regenerate fairly quickly. However, it takes a second to get out of, and both regenerations can't be used again until his recovery animation is over after that second. Also, he absorbs projectiles that hit him in the back(his spines) and they heal him.


Smash Attacks

Forward Smash- Whipping Club

Godzilla charges up this smash attack by rearing back on one foot. When released, he spins on one foot(This animation is about .7 seconds), lashing out with his massive tail. This is a powerful attack, dealing 15% not charged, 22% fully charged. It knocks enemies straight forward, KOing at around 70-80%.

Upward Smash- Tail Uppercut

Godzilla curls up to charge, and then spins, whipping his tail in a similar fashion to the Forward Smash, but instead at a 45 degree angle. Sends targets flying at the same angle, 45 degrees, dealing around 13% uncharged, 20% fully charged. KO's at around 80% when close to the edge.

Downward Smash- Reverse Sweep

Godzilla takes no time to use this move. Almost immediately he spins, sweeping his tail on both sides for 12% uncharged, 17% charged. Sends targets upward at lower damages, at higher ones they fly off at a bit of an angle. Not a good KO move, KOing at around 100%, but its one of his faster attacks, so its good to keep enemies on their toes when they're used to Godzilla's lumbering nature.

Aerial Attacks

Neutral Aerial- Flaming Spines

Godzilla spins while his spines glow, making a lovely trail of blue fire from his back that circles him. Enemies hit by the fire will take 6% fire damage with good knock back. Stuns targets for half a second after they're hit. The lag when he lands is noticeable, around .7 seconds.

Forward Aerial- Kaiju Kut

Godzilla slashes forward with his claw in a manner similar to Bower's forward aerial. This attack is quick, and deals about 4% damage with noticeable knockback. Has minimal lag upon landing.

Backward Aerial- Flash Flames

Godzilla faces to the side so his spines stick toward the player, and they begin to flash blue. Targets close(they must be very close) take 2% damage on the first flash. There's 5 flashes, and with each flash, the damage increases by 1%. But because it knocks targets away, its difficult to hit targets with all 5 flashes. Also has zero lag when he lands, which makes it a decent, close to ground move.

Upward Aerial- Double Jaw

Godzilla faces upward and bites the area above him. This attack has two hits, one for 3% when he sticks his head and teeth upward, and 6% when he closes his mouth. The first hit sucks the target into the second, which knocks targets upward. A good KO move for damaged targets above you, KOing at the ceiling at around 105%.

Downward Aerial- Nuclear Fire

Godzilla takes .4 seconds charging up, then releases a small, fan shaped wave of blue flame below him. This attack is a spike, dealing around 7% damage as well as stunning the target for .3 seconds for being a fire attack. Great for KOing targets over the edge, if by some miracle you can get above them without killing yourself. It also halts your aerial movement, so you can use it to slow your decent.

Grabs

Grab- Choking Grip

Godzilla grabs his target with his right hand, holding onto their neck.

Pummel- Slash

Godzilla slashes the target with his left hand for about 3% damage. You can fit one in before the target breaks free. This Pummel can hit around every .5 seconds.

Forward Throw- Powerful Repel

Godzilla pulls the target above his head, and throws them forward. Deals around 7% damage, with low knock back. This is an alright attack if your close to the edge, but it only sends people around the distance of Fox's forward throw.

Backward Throw- Reverse Repel

Godzilla lifts the target up, holding onto it's neck, then grips its waistline with his other hand, and throws the enemy behind him. Takes 2 seconds to complete, but deals 13% damage with much higher knockback than the Forward Throw. KO's at around 80% when your throw them off the stage.

Upward Throw- Nuclear Uppercut

Godzilla throws his enemy upward, and when they come back, he smashes his fist into them. Deals around 9% damage, knocking the target about 70 degrees upward. They don't fly far, so it makes a good starter to hit with an upward move.

Downward Throw- Wrecked

Godzilla throws the target onto the ground, and slams his fist down into their midsection for 7%. Then, he kicks them away for another 7%, sending them sliding along the ground 4 Bowser's away. If they hit the edge of a stage, they fall off and automatically go into their hanging animation, as if they've been kicked off the stage.

Downward Throw- Complete Wreck

This throw is used if you use your downward throw on the edge of a stage or platform. Godzilla does the same as in Wrecked, throwing them down and punching their midsection, and kicking them off the edge. But here, when they grab onto the edge, he stomps on their hand for 4%, sending them to a fall.

Final Smash

http://www.youtube.com/watch?v=J_tZdOhi3dI

Skip to 56 seconds.

Hyper Spiral Ray

Godzilla unleashes the ultimate nuclear fury on his enemies! A directional smash, he stands his ground, and his spines glow, first a neon blue, but it morphs into a bright, blood red. Then, he sends his breath in the direction of the control stick(The direction he was originally facing is the default) and a red beam of pure atomic energy flys off in one direction. It's size is similar to that of Triple Finish, but it can be channeled in any direction, and you can move your direction while using it. It has the same charge up time as Aura Storm, and anyone hit by it stays in place, being bombarded by the nuclear flames, until they fly off(30% damage) into an almost ensured KO.


Taunts

Upward Taunt

Godzilla stomps, and roars, clenching his fists at his sides and moving his head from left to right, then back to left.

Forward Taunt

Godzilla closes his eyes, and his spines flash blue.

Downward Taunt

Godzilla slams his fist in the ground toward the player, then lets out a mighty roar.

Victory Poses

1. Godzilla curls up, then rears his head back and roars to the sky before facing the player.

2. Godzilla turns his back to the player, and turns his head to look back, he growls as his spines begin to glow, and a blue light emits from his maw.

3. Godzilla looks up at the sun, before looking down, and walking off screen.


Snake Codec

Snake: I know who that is! That's Godzilla! Right up your alley Mei Ling.
Mei Ling: I'm not Japanese Snake! I'm Chinese!
Snake: Right... Anything you can tell me?
Mei Ling: Well, Godzilla is a Kaiju. That means Giant Monster in Japanese.
Snake: Well why is he so small?
Mei Ling: That's a relative term Snake. He may normally be 300 feet tall, but hes still bigger than you now.
Snake: And just getting close I can feel heat radiating..
Mei Ling: Be careful Snake! He has a powerful Atomic Breath attack. If it hits you, you might get sick from nuclear waste!
Snake: I'll keep my eye out.


Playstyle:

Godzilla is a slow, lumbering, beast of a smasher. Hes made not to run to his enemy, but his enemy is supposed to run to him, and then he can lay down the smack down. If they choose to run, he has his Atomic Breath and his Enhanced Regeneration that he can use to keep himself safe from afar, so maybe going in close really is safer. But in truth, there is no safe place around this Kaiju. Use his powerful, game ending attacks to your advantage, and send your enemy flying away at mach speeds.
 

Pizzamasta

Smash Rookie
Joined
Nov 30, 2010
Messages
12
Gray Knight
The forgotten one....


Playlist for your pleasure.

Introduction

The Gray Knight is one of the 28 playable characters in Castle Crashers, a downloadable title by The Behemoth. He is unlocked after beating the first boss, which isn't much of an achievement, but he isn't much of a reward either. He is one of the weakest characters in the game, having poor and generic specials, mastering no specific element and being less awesome than the other knights in every way. However, as soon as I unlocked him, I felt like playing as the little rejected guy, and that's right what he is.


Stats

The Gray Knight is quite small, being about as tall as Ness or Lucas. But even with his tiny size, he can be kind of heavy with his armor although that also plays against him as he'll fall faster. Very few of his moves can actually KO, most moves being rapid damage rackers. He can still jump quite high, but when he's in the air he can't really move, as he got horrible air mobility. Although he won't move effectively in the air, he's got plenty of aerial or anti-air moves to compensate. On the ground however, he can get pretty fast and can even travel large distances in a flash using his specials.


Specials

Down Special - Green Thumb

The brave knight raises his right arm, a seed in hand. He throws it at the floor, where a bush with the size of Kirby instantly grows. This doesn't deal any kind of damage to anybody in any way, but it can be home to many types of traps. They can easily be destroyed as they only have 30% stamina. You can plant up to two maximum and you need those two for an optimal effect. Planting a third one will make the oldest one disappear, as you most likely guessed. Also, if you plant two of these too close to the other one they'll simply fuse and do as if you had only planted one. But what does it do exactly?

If anybody, no matter if he's allied or not, walks or runs into a bush, he'll quickly hide into it, but you'll rarely be able to do that without being seen. Also, any button input will make you leave the bush and execute the chosen move, but there's a little twist to this, but we'll get to it later. The interesting part is when you get two bushes on the field. At that moment, if you enter one bush and that you try to get out of the bush by moving the stick, you will instead reappearin the other bush. To confirm that you travelled between the two bushed, the one you arrive in will slightly shake to indicate your presence. But be careful as you can't travel from bush to bush as much as you want. You can only do it once as you will have to leave the bush and then enter again to teleport. While you’re in a bush and that you're using the Grey Knight, whether you created the bush or not, you can use a precise set of moves which will be described here.


Neutral Special - Battle Call

The loyal warrior grabs his horn and loudly blows into it, this having very little lag, sending a stream of wind about as long as Mario's height upwards. This deals a mere 6% but will send anybody who gets caught into it three Ganondorfs high. You can use this to send enemies in the air where they'll be right where you want them to be for anti-air based moves or on allies to help them recover or help them flee ground traps. Also, this can be used to blow away dust, which we will get to later. You can even send back projectiles that come from above or stage elements like in the Game & Watch stages. This move will greatly help you to get rid of any danger from or in the air.

Side Special - Treasure Hunter

The knight grabs a little shovel and sticks it into the ground. He then simply pulls out a little chunk of earth and throws it in front of him. This may seem a bit long, and it is, taking 0.5 sec to complete. This leaves a little hole in the ground, which will cause anybody who runs over it to trip, as walking is safer. The hole will stay active for 15 seconds and you can only have one at the time. Also, there's a 50% chance an object will pop out of the hole at the same time and here are the possibilities.
  • Apple ( 50% chances ) - Restores 5%
  • Roasted Turkey ( 10% chances ) - Restores 10%
  • Health Potion ( 5% chances ) - Restores 20%
  • Sandwich ( 5% chances ) - Makes you beefy and makes you deal 1.2% more damage on every physical move.
  • Rotten Apple ( 30% chances ) - Deals 5% damage

Every of these items can also be used by others so always make sure that enemies are too far away to get your item before creating it. This move can be used while you are hiding in a bush, in which case the hole will appear under the bush causing anybody who enters it to trip out of the bush, including you. This also greatly reduces the chances of finding an item.


Up Special - Explosive Ascension

In a very quick movement, the Gray Knight drops a bomb, which explodes in a radius equal to Dedede's width after one second. Staying right where the bomb is will send the warrior in a random direction with knockback that kills around 150%, along with 15% damage. To use this move properly you simply need to move slightly, because as long as you don't touch the bomb when it explodes, you'll simply be sent three Ganondorfs away in the direction the bomb's explosion will touch you without taking any damage. ( If you get caught while you're over the bomb you'll go upwards while you'll go straightly on the right if you stay next to the bomb. ) However, no matter where they are, if an enemy gets caught in the bomb's explosion they'll get 15% damage with knockback that kills around 150%. Using this move in a bush simply needs you to be out of the bush when it explodes not to get damaged. Also, the bush in which the bomb is placed will catch in fire when the bomb explodes. A burning bush will deal 5% damage to anybody who touches it along with a little burning effect. You also evidently can't hide in a burning bush.


Normal Attacks

Neutral Attack - Slice 'n' Dice

Surprisingly, this one of the only moves where the knight uses his sword. He swings it around from left to right and then on the other side, each blow dealing 3% damage. He finally jumps for a little uppercut, still using his sword, this one dealing 4% instead with very weak knockback. Even this move has a use for bushes. This is one of the rare moves you can actually use to chop down your own bushes, as most will instead give them an additional effect. You might wonder why you would use this as you can simply plant a new one? Easy, you might want to simply hide in a bush without reappearing in the other one.

Dash Attack - Flying Sword

When pressing A while running, the Gray Knight will dive forward, spinning at the same time, his sword pointed forward. This will deal 8 rapid hits of 1% damage with no knockback on the last hit, but a little flinch to let you start a combo. You could also keep on running as you'll keep your max speed after this move. Diving through a bush won't make you reappear hidden in the next bush but you'll instead continue your dive out of the other bush, as if you had simply teleported.


Tilts

Forward Tilt - Rapid Shot

The Gray Knight pulls his bow out of nowhere and in about one second he shoots three arrows that go at Mario's running speed but they slightly curve downwards with time. Each deals a weak 4% damage with a little flinching effect. Like the previous move, if an arrow passes through a bush it'll appear on the other side, giving you a pretty good cover if your two bushes are far enough. Also note that if the arrow passes by a burning bush, it will be in fire as it leaves the second bush, dealing an additional 1% damage per arrow.

Up Tilt - Boomerang Master

The knight pulls out his boomerang and swings it from over his head, sending it two Ganondorfs high. It then comes back to the sender like any boomerang would. You recieve 9% damage with knockback in the direction the boomerang was going. ( Kills around 150% ) Also, if you throw your boomerang while you're next to a bush and that you almost instantly go through the bush after, the boomerang will still come back to you, passing through walls and obstacles.

Down Tilt - Pelter the Whitecoat



The knight grabs something in his back and delicately puts it down on the ground. It's Pelter the Whitecoat, one of the numerous animal orbs from the game. Basically he looks exactly like a whitecoat, but in the shape of an orb. Pelter floats at about a Kirby's height from the ground. Occasionally, maybe one every one or two seconds, he shoots a little ice chunk from his mouth, dealing 3% damage with a little flinch effect. He won't follow you, instead staying where you first left him, acting as a sort of turret. Placing him near your bushes can be good as he slows down enemies while you come to defend your vegetation. He can also shoot enemies hidden in dust, revealing their postition to you. There is also a very slim possibility, maybe 5-10% that the enemy will be frozen for two seconds like they can be when hit by the Ice Climber's Down Special. However, Pelter has a huge weakness. He only has 15% health so he can be knocked out very easily.


Smashes

Forward Smash - Ground Breaker

This is your main KO option, but it's quite risky. When you input this attack, the swordsman heavily swings his weapon over his head, for a critical 24% damage with knockback that kills around 80%. However, this move suffers from a heavy starting lag which can be quite punishable. Being caught in the swing will actually make you get caught in the sword until it smashes the ground, for the impact. SO you can actually kill multiple enemies at the time iof they're close enough. As for bush properties, this has pretty much the effect as Battle Call, but on the horizontal.

Up Smash - Unbreakable Skull

Along with Battle Call, this is your main way of bringing your enemies in the air, if it's used well. Uncharged, this move will have the castle crasher jump head first two Ganondorfs high into the air, leaving a little dusty cloud behind, dealing a mere 8% to anybody who gets in his way. But instead of knocking them away, it keeps them close, and the knight doesn't fall into helpless state so he can easily combine this with aerial moves. However, when charged, it looks pretty much the same, but if you are to hit anybody, they will recieve 17% damage with good knockback. However, you will also fall into helpless state, but that's not much of a problem as you aren't supposed to be that far from the ground.

Down Smash - Dusty Camouflage

Charged or not, the Gray Knight slides one of his feet all around him in a circle, keeping the only one solidly straight. This doesn't accomplish anything, right? Actually it simply creates a dust cloud all around the little knight. The size depends on the charge of your smash. No charge causes the cloud to be no bigger than the warrior itself, and that doesn't accomplish much. However at full charge, it hides a complete radius of Ganondorf's height on every side. The cloud will stay on for 10 seconds, and you may have a maximum of two at a time. Besides being a good way to create bushes without anybody knowing or placing traps in your bushes, the clouds also reduce enemy moblity by half, slowing anybody who constantly chases after you or your bushes. Although it do is a good way to hide traps, fire can easily be seen through the dust so you can't hide a burning bush. It's the same for Pelter, you can't see him but you can clearly see his projectiles through the dust.


Aerials

The Gray Knight's aerials are quite unique, or not, actually. Like in Castle Crasher, the knight can use all the same moves in the air and on the ground, besides mvoes used while running. Although there are some little changes, they are pretty much the same. Some moves are still excluded from this list like Dusty Camouflage, Unbreakable Skull, Flying Sword and grabs. Here is the list of changes.
  • Green Thumb - He instead throws the seed directly under him and it cannot be stopped or destroyed before touching the ground.
  • Treasure Hunter - As he can't really dig while in the air, the knight instead swings his shovel in front of him, dealing 11% damage with knockback that kills around 125%
  • Explosive Ascension - He drops the bomb right under him so if you don't move you'll have a perfectly straight recovery.
  • Pelter the Whitecoat - Pelter will stay in the air, at the exact place where you use the move.
  • Ground Breaker - This is your only aerial smash attack but during the charge, you fall down a bit slower although using a fully charged attack will make you fall in helpless state.


Grabs

The Gray Knight has quite a short range for his grab as he got little hands/arms but when he successfully grabs his opponent, he can hit his opponent with his large head for 2% per hit, at a slow rate

Forward Throw - Home-run Blade

He loosens his grip on the opponent, but he almost instantly grabs his sword, swinging it like a baseball bat. The attack takes a full second to complete, dealing 20% with knockback that kills around 80%. This is one of the knight's main KO moves, but it's highly punishable. The victim itself cannot flee or interrupt the move but anybody who hits the knight will cause the attack to stop.

Back Throw - Ingrain

No, Gray Knight didn't just become a Pokemon. The warrior grabs a seed, the same one as in Green Thumb, and he sticks it into the enemy's forehead, dealing 5% with no knockback. A little branch with a leaf on it appears and during five seconds, it grows. The enemy will slowly start to be covered in leaves and after the five seconds, all the leaves fall to the ground and create a new bush. If two were already on the field, then they disappear after the new bush is ready. This is a funny of way of getting a new bush, or getting rid of one while being hidden.

Up Throw - Boom

The castle crasher throws the enemy high into the air, where he also throws a bomb, which doesn't explode until it touches something. The explosion deals a full 18% damage with good knockback. There is enough time between the moment where the enemy is thrown and when the bomb should make contact for the enemy to air dodge. Also note that if the bomb falls back on the Gray Knight he'll be hurt. Anybody that touches the bomb, even if they're not involved in the grab, will get damaged when the bomb explodes. That might seem a bit too punishable but don't forget the Gray Knight has moves to send enemies or projectiles back into the air. If you were lucky enough to get one of those bombs to fall on your bushes, it would also make them burn.

Down Throw - Stay Down

The King's warrior violently hurls his foe on the ground and before he can stand up the little swordsman jumps in the air and stomps his opponent for a solid 15% damage but there is no actual knockback. Instead, the enemy simply bounces and falls back on the ground, making it easy for you to chain this with other moves to keep your opponent down for a little while.


Final Smash - The King


As he glows in flashy colors, the Gray Knight grabs the same horn from the Battle Call move and loudly blows in it. Another Gray Knight appears, followed by The King himself. You then take control of the King, followed by the two Gray Knights, who act like Nana form the Ice Climbers, copying every move you make at the best of their capacity. The moveset stays mostly the same, except for the side special, which drastically changes. Instead, when you use this move the King extends his right arm, releasing a white sphere of energy which then curves upwards and returns to the King, healing him of 5% damage. You don't have any power or defense buff, but your two bodyguards should help dealing massive damage. Besides some aestethic changes like white smoke instead of dust and gold arrows, playing as the King shouldn't feel too different. The final smash lasts for about 15 seconds.


Playstyle

You MIGHT have seen that bushes MIGHT PROBABLY help you in Brawl. Well anyways, without these, you can still fight, but you will lose the mindgame/trap element of the Gray Knight's gameplay. So, basically, you'll want to place those bushes where you need them the most. That will depend on what you plan to do with the buses and where you are. If you are in a small stage, you will, most of the time, use bushes only for traps. You might use Treasure Hunter or bombs to trap enemies in your bushes as they try to use it. You might also place Pelter on the other side to slow down your enemies and then pop out of nowhere and start racking up damage on your enemies. On large stages however, the Gray Knight has a lot more possibilities.

For example, you might want to place bushes near the main battle zone, but not directly in it, as you don't want to see unaware enmies to randomly pop out beside you when they accidentally travel through your bushes. Instead you'll be a little further away so that you may come into the battle and then flee back to a safe zone, and if you are in a LOT of trouble you might even cut down your bush as you get on the other side, keeping enemies form getting to you. That's for attack-and-flee or campers, but we don't all like those guys, huh?

For those of you who prefer mindgames, the Gray Knight has a couple of moves for that. For example, you might dig just beside a bush so that when enemies travel to come and get you they trip, giving you an opportunity to smash them back through the bush. You might also plant a bush, use Dusty Camouflage to hide everything and then cut it, without your enemies knowing. Then as you're further away you plant another bush, and then when your confident foes will run to come and get you. They might simply run through dust, at which moment you can simply laugh or go and get them while they're slowed down, the latter having chances of working only if you used your smash fully charge, which, in my opinion, you should always do besides if you are really hurried.

Even after all of these suggestions, some of you, who like better to brutally fight with weapons, might not be satisfied. Then, I have some ''bad news'' for you. Most of the Gray Knight's moves are damage rackers, traps or moves that will help you getting enemies in the air. However, there are some moves that can effectively KO opponents. For example, Home-Run Blade and Boom, two grabs, are some of your most important KO options, along with Ground Breaker, your f-smash.

Another aspect I personally love, almost only for it's pure cuteness, is Pelter the Whitecoat. He doesn't seem to serve much, but combined with Dusty Camouflage, he can be a REALLY good option to slow down your enemies and get them ready for your brute force as both can slow foes. If you really don't see the use of it, you might simply use him to attract your enemies, as they'll want to kill him. Place your bushes near him and further away on the stage. So as soon as the enemy approaches, burst out of a bush and give that enemy the beating of his life.

For those who actually are interested into Final Smashes, The King will change ''drastically the way you play the knight. Why, you might ask, as they got pretty much the same moves? Well, with two knights by his side, it's much harder for the King to be stealthy and strategic with his bushes so you'll more often rely on your trusty mace when using the king.

That pretty much resumes the many strategies the Gray Knight has. I think pretty much everybody can find what they want in that character as he has many different options. That playstyle section strangely didn't feel long to write, I guess I like doing those!



Extras

Taunts

Taunt #1 - The Gray Knight opens the face of his helmet, revealing two little eyes. He breathes heavily and closes it back, taking a battle pose.

Taunt #2 - The warrior spins around, his arms stretched, sword in hand. After a little while he stops, dizzy, so he shakes his head and gets back to battle.

Taunt #3 - He grabs a health potion, opens his helmet and drinks it all. He then throws it aside and picks up his sword instead.

Victory / Defeat

Victory Pose #1 - The Gray Knight sits down, exhausted, as Pelter appears from his back and starts spinning around.

Victory Pose #2 - As he seems about to celebrate, the Gray Knight is stricken by a fireball. Suddenly, the four actual Castle Crashers appear and take a battle pose.

Victory Pose #3 - The Gray Knight opens his helmet, drops his weapons and falls on his back, asleep.





Notes : That's my first moveset and I'm quite proud of it. Please be comprehensive for grammar mistakes, english isn't my first language but I did my best. I hope you'll like this moveset as much as I liked doing it!
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Holy Smokes! 4 more sets!? Ill get to the comments as I read them, Ill comment John Marston when hes completed.

Goru
Lets start this off with this:I AM inclined not to like 5th gen Pokemon. However, being open to new Ideas, let me be the first to say that this was an enjoyable set to read. He's got some great things about him, especially night shade. The interactions are endless, the way he's played is obviously well thought out. Is it as good as Kamek? Character bias tells me no, but its certainly a good showing from you, n88. Cant wait to see what you've got in store for us next time :).


RUN! ITS GODZILLA!
Where to begin? Well, he's WAY overpowered. He's a virtually unbeatable god. In a way, however, I guess you've captured his essence. He cant lose. While I would suggest that this isnt the case in the future, it was fairly entertaining none the less. It gives me great pleasure imagining the collective moan of annoyance from other players as one chooses Godzilla. Sorry, but I cant say too much more on it. Keep em coming, Crewx.

Grey Knight
Well, I certainly didn't expect this! This is quite an acomplishment for a newcomer. Your attacks are detailed, and your organization is quite good. The only asthetic complaint I have is that there could be a bit more color, but seeing as its the grey knight, I understand your color choice. It works quite well, there is a really good playstyle and mechanic in there, even though there is no specific section for it.
While there certainly is Playstyle, I would suggest adding a section on it at the very end of your moveset. The playstyle section is an important part of a moveset, as it helps you express your Ideas on how to play a character all in one place. There has been some drama about this over the course of the last contest, so I would suggest reading up on it in some Articles on the Stadium(MYMs website, which can be found in the OP). You wont catch any heat for it because your new, but doing this in future sets can help express the character further.
Anyway, enough of my rambling. A good start to a hopefully prosperus MYM career, Pizza. You should be very proud to call this set yours.
 

Pizzamasta

Smash Rookie
Joined
Nov 30, 2010
Messages
12
Thanks a lot for the comment! Yeah well I could see the set was quite... gray but I really wanted to make it like that because of the character, as you mentioned it. I could add the section tomorrow, thanks for the idea. I must admit I started thinking what to write in a playstyle section before posting the set but I wasn't so sure, anyways ... yeah I'll do it. Thanks for the compliments and I will for sure have other movesets during the contest. Thanks a lot!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Bowser Jr.

So nifty. We've got the first moveset of the contest and it's by Kupa. So right off the bat with the Down Special you've got a good Super Mario Sunshine feel to the set. I remember back in the day I'd make Mario slide around in a circle of goop after the Gooper Blooper fight. That's neither here nor there but it does help me imagine the move and it feels very appropriate for Bowser Jr. The homing fireball seems a tad overpowered to me personally; three homing fireballs that will loop backwards to hit foes, are quite large -AND- have excellent priority and good KO'ing power? There's no reason NOT to spew out a ton of these really.

The grab game is pretty nifty too but it feels slightly odd. I am vaguely surprised that they didn't make use of quicksand-like goop in SMS. I noticed that the Down Smash does have a very similar feel to this move, making me wonder if they couldn't have been combined somehow but that's just a minor nitpick. As a few others mentioned, it is a bit disappointing to see that the Smashes don't mention what happens if there's no goop on stage. Again, nothing major, just would've been nice.

What I -DO- love about the set though is just the whole feel of it. The whole bogging them down with paint and using your moves in conjunction with the paint spills gives it a really great feel of Sunshine. I'm very glad to see you decided to cut Shadow Mario (except for a taunt) and focus on Bowser Jr. himself. Also glad to see that you decided to stick with Sunshine instead of mixing and matching with his other appearances (such as giving him his Mini-Clown Car from NSMBW). Overall, a great job here Kupa; excellent way to start MYM9 off!

Micaiah

I always thought Micaiah should've been in Brawl. With our luck though, Sakurai would've made her a Zelda clone. Anyway, I've never actually played Radiant Dawn so that probably makes me some form of hypocrite. Whatever! Again, I'm off topic.

So Micaiah has a weapon switching mechanic much like Zelda's transformations. My one problem is the mindgames here. While it is kinda nifty, I know I'd probably end up faking myself out by accidentally holding the button than faking out my opponent. On the topic of the rest of the set, you've got some cool ideas here. I like the staff grab game quite a bit, especially the throw that causes dizziness.

Overall, it's a great newcomer set. It's obvious you put quite a bit of effort into this and it shows. Hope to see more from you dude! Keep it up!

Thanos

THANOS REIGNS! That is all.

Okay, seriously, lemme comment on the organization first of all. The sprite usage here is great. It really gives a reader who may not have had the good fortune of playing one of the Vs. games with him in it. For everyone else it provides nice eye candy whilst reading the set.

But of course, the appearance of the set doesn't make the set...but fortunately, you've got a pretty awesome set here to back it up. The switching of the Infinity Gems could've easily been used to limit certain moves or something like that, but instead, you made it so that each one of the gems gives him an appropriate buff. I really do love what you did with the gems, even Space without an obvious benefit you made creative with limiting his access to his Recovery with it.

And, you've got all his awesome Hyper Combos in here! Whether it be the epic energy orb of POWER or the closing in walls of REALITY, they're here (even that impossible to land SPACE...). Not only that but you've included Thanos' signature bubble o' death in here to make it easier for the hulking Thanos to get in close to his opponents and punish them with his Infinity Gems. The grab game is pretty nifty too but it's slightly disappointing to see the forward and back throws be cloned. Also, whoa! Situational attacks, have't seen those in a while.

So yeah, overall, I really enjoyed Thanos. It's blatantly apparent that you've put a -LOT- of effort into this one (as I know, you've been talking about it in the chat for a while now). I'd -EASILY- say this is your best set yet; totally blows B.B. Hood and Jace out of the water.

Dante

Om nom nom. I previewed this set for TWILT so he already knows what I think of it. The weapon switching stuff and the combo system is pretty nifty. Glad to see you reduced the amount of points it takes to get the weapons! Overall, pretty good set here TWILT, awesome job (chew)


MOAR TO COME IN A BIT.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Quick update: Bowsers Minions will be posted in 4 days time, as I've been grounded from the computer for 3, and I'll be gone the day after(im on my Wii right now). I'll still be commenting, so don't fret; I'll read each and every one of your movesets, just because your special :)
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
I would like to think that this contest will mark a bit of a return for me. You should hope to see some sets from me in the near future (though not this week, as I must do my final exams). Time to prove that an old relic of MYM2-6 can compete with its current set crafters.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
THANOS
I'm glad you incorporated Thanos' gems into his recovery, in that he can only recover with a specific type of gem; right off the bat, I was worried he would translate into Smash as overpowered (see, Godzilla). His moves are actually somewhat interesting to read, and feel like they piece together well. This is largely in part to the excellent spritework, which removes the possibility that the move descriptions soars over the reader's head. I enjoy the various creative buffs that the Infinity Gems empower Thanos with as well (powershielding and forcing opponents back to space? (COOL)).

Although I wouldn't advise you to sacrifice the incredibly fitting moves you have now, it might be nice in the future to have moves that flow more with each individual gem. Maybe each category of moves, as in Smashes/aerials/tilts, could be dedicated to assisting with the power-up provided by each gem? I don't think this would work with the approach you took on Thanos (which was sweet to begin with), but it would be refreshing to see in the future. This is so incredibly superior to B. B. Hood it's not even funny. Great to have you back with us; I'm eager to continue watching your evolution as a MYMer.
 

Pizzamasta

Smash Rookie
Joined
Nov 30, 2010
Messages
12
Small notice for everybody who's interested; I've added a HUGE playstyle section to my moveset, the Gray Knight, who's on the previous page, so you might want to read this and get a better view of my moveset and its strategies. I sincerely hope that may make some people who weren't that interested into my moveset to like it a bit more. I should start commenting soon... don't worry. :grin:
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Comments... Comments... Everywhere...

It's Make Your Move 9 Everybody! Let's get excited!

Bowser Jr.

Let's get started with the very first moveset of the contest! You should be proud Kupa. And it's a remake of the 'extremely' long popular Bowser Jr. from Make Your Move 5? Can BKupa make his moveset even more tl;dr?

The fact is, Bowser Jr. is actually whimsical, exciting, and an easy, enjoyable read to go through. The paint gooping is not only flavorful and fitting to his character, but very simple to imagine, and puts the foe into the kind of catch-22 that I love to see set up. Putting it into the ledge game and making a tether that helps with gimping is just a nice flair.

The biggest complaint I would have off the top of my head is the grab. Does sinking the foe into the paint make sense and fit the playstyle? Yeah, it does. But it doesn't deserve the grab slot, which works more out of shields, and could have easily been any other input.

One thing that I do really like is how flavorful it is in making several references to Bowser's moveset in Brawl, all the while remaining very much Bowser Jr. and fitting into the playstyle. Moves like the Forward Tilt, Back Aerial, and Neutral Aerial do a good job of this.

He strikes me a little similar to Magmortar in how he uses stage control to mess with foes options, and punishes them by continually putting them where he's best placed to mess with them.

Some elements of his melee game could have been a little deeper, and I do wish that he had a full grab and set of throws, but with those minor issues aside, you have an extremely solid, and fun, moveset finished. Excellent job Kupa.

Micaiah


Micaiah is a very solid new moveset, and you did a good job for a newcomer. Fixing together a long-ranged based moveset with recharge and a closer-ranged staff moveset together works together fairly well, and fleshes together interestingly. I think that it might have been more interesting if you had focused more on the laggy, campy nature of the 'Light' moveset with all of her moves, as she still has a fair number of more or less 'normal' attacks.

What certainly impresses me the most in this moveset is just how much effort you put into the playstyle section. Many people take a while before trying their hands at writing out a full playstyle, and you go ahead and just dive right into it. It's long-winded, but a good sign of your determination to make a solid base for your moveset, and a sign that you do have a fundamentally good understanding of how a playstyle works.

While some of the moves seem generic from a glance, it's clear that they have a strong position in the playstyle itself from your incredibly in-depth section. You did a very good job with this.

For where to improve from here, I'd reccomend adding some color and more BBCode to make it more legible and easier to read. Beyond that, read movesets, figure out what you like best, what you want your character to be like, and write it! You've already got enough understood that you should be able to improve rapidly from here. Excellent job.

Thanos


Thanos is pretty awesome cutter, and a massive, massive step up for you. It's clear you put a lot of effort into this moveset, and the personality and character just oozes out. Thanos is a bag full of interesting and deadly tricks to throw at his enemy, and honestly handles like a powerful villain, like how I imagine Ganondorf should have been.

The Power gems are flavorful and give him a lot of control over how he plays. Making the Power gem one of the ones most useful to have, but also the one furthest from the only recovery move, was a very interesting playstyle decision. While I don't feel that it's the best thing to found a playstyle off of, since there's no in-universe reason for him to take so long to cycle to his Space gem, it is cool nonetheless.

Every move Thanos has basically screams 'use me', even if it's not a particularly complicated or flashy attack. With the huge hitboxes, power, and range, he just feels awesome to use. The grab game also seems pretty cool, and adds a lot of character.

Thanos has a lot of attacks that seem risky but have a good bit of payoff, as well as giving Thanos the momentum to attack further, which isn't the most original or stunning playstyle, but Thanos pulls it off.

Dante


Oye. I have yet to see a Devil May Cry moveset that has impressed me, and Dante is no exception.

One thing I cannot understand is the insistence of putting a combo meter into the game. Whether it fits the source material or not, Super Smash Bros. Brawl is a fighting game that simply doesn't work very well with Super Meters of any sort. Beyond that, the super meter seems horribly troubling to actually use; 5 units in order to get another weapon? A maximum of two and a half seconds spent in Devil Trigger? It simply doesn't seem worth the trouble.

Beyond that, Dante has what... pretty much every Devil May Cry moveset has. A bunch of multi-hit moves, some combos, and guns. Sure, you've got different weapons available, but all they really give you are slightly different versions of what Dante already has, and with 5 different weapons available, it's just overwhleming. With the cost of them that you mentioned, you certainly had it right when you said the starting weapon is the one you'll be using the most, since there is little incentive, or opportunity, to switch.

If this comment seems negative, it's because it is. Dante is generic, straightforward, and absolutely nothing we haven't seen in Devil May Cry sets before, with the sole exception of an awkward weapons mechanic that is little more than extra fluff.

Mawile


Did you know that the pokedex entry for Mawile mispells the Pokemon's name? It's true!

Mawile is a pretty awesome newcomer set, and is doing a whole bunch of things together. I actually had an idea for a set for her at one point, and you used many of the same ideas. Focusing on her different forward and backward moves is a cool tactic, and you capitalized on it with moves like Iron Head and Astonish.

Mawile does suffer a bit from the fact that the moveset seems to be going in a dozen places at once though, and a lot of her moves certainly are creative, but feel forced, and don't exactly fit in with the tone of what I expect from Mawile. Moves like Shadow Ball, Focus Punch, and Sweet Scent, while not necessary out of playstyle, add to it in an awkward way, and don't feel like they really belong in the set the way they're presented.

Beyond that main complaint though, Mawile is an excellent fusion of concept and character; you capitalized on its nature as the deceiver Pokemon and the duality of its head and horns in a way that is interesting to play as, and has a good deal of potential to it. This was an excellent read for a newcomer set, and I'm excited to see what you make next.

John Marston


John Marston is a pretty cool character, and you've got a lot of good ideas already presented in just the specials. Hogtying the foe is a sweet concept, and fuses well with a lot of possibilities.

You've got a lot of potential in what you've posted already, but generally, we post sets once they're finished. The problem with posting an incomplete set is that if there's a new page by the time you're done, people won't know and skip over it. So I highly recommend you finish the set and post it again so that way everyone reads it for sure.

Goruugu


A superheavyweight with a good grab game and immune to flinching? Good grief man, MasterWarlord's going to liquidblast all over his screen when he reads this!

Goruugu is a cool Pokemon, and this is a fairly cool set. Fly is a nice way to make an approach for such a slow character, while keeping him able to capitalize if he hits, while vulnerable if he whiffs a move. Protect seems a bit underpowered; taking half damage for an attack that you could have shielded. I think the move could make him take no damage and only slight starting lag and still be balanced.

One complaint I do have is that you refer to his punching range as three stagebuilder blocks. Stagebuilder blocks are kinda huge, and if that were true, Goruugu's fists would be about as big as he already is, and he's huge.

I also think that for a moveset so focused on knocking enemies prone, you never really capitalize on it like you could have. You have one or two techchases, but nothing that really seems to make it that useful to him. Pitfalling is another thing though, and he certainly gains a lot from that.

Overall, Goruugu has a nice combination of offense and defense, and gets a lot of mileage out of a bunch of pretty slow attacks. You do a good job with it, although I wish that the Final Smash was less completely anal. His ground moveset replacing his air moveset as the entire point? Seems like one of the weirdest, most generic buffs I've ever seen for a final smash. And I'm no stranger to bad final smashes.

Godzilla


Who likes Godzilla? You like Godzilla!

Godzilla is, unfortunately, only a slight improvement from your previous movesets. You still have that maddening insistence on doing the standard attacks first and the specials second, which just seems very awkward. And you've still got everything centered, which just makes it awkward and unappealing to read.

Beyond that, most of Godzilla's moves are fairly generic, if fitting, basic melee attacks, with little concern for actual stategy or playability in the Smash universe. He's fairly overpowered, and has a very, very barebones playstyle that consists of no more than forcing approaches with Atomic Breath and destroying enemies with his melee attacks.

I hope you improve further with your next set, and take some more interest in the actual playstyle of the character, because until you do, your sets won't advance much beyond basic attacks with the occasional interesting special.

Gray Knight


Gray Knight is Gray.

Gray Knight is another nice newcomer moveset to see. I think you were a little scared of overpowering him though, as he doesn't really have much of any bite to his attacks, and most of the ones that do hit hard are punishable. Feel free of adding some more power to a character.

There are some nice move interactions contained in the bushes, which is nice to see for a newcomer moveset. Using them as a general hiding hole or as a trap is a cool mechanic to add into his character. I'm not sure what to think of his air game though, as it feels true to the original mechanics, but he could have used more of an in-depth explanation of his aerials rather than a quick change log.

I am impressed by the presence of a playstyle section, and an actual playstyle in it, to boot. This is a very solid starting point, and I hope you'll continue to read movesets and formulate new ideas for future endeavors.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Muuuuuuuuuuuuuuuuuuk!



MUK


WHO'S THAT POKEMON?


Don't listen to this playlist, ever.

To understand Muk, one must first research Grimer, it’s pre-evolution. The line both share the trait of being purple blobs, sluggishly dragging their bodies – as the evolution, Muk has the pleasure of being the far larger and more dangerous version in the context of Pokémon, with even his ‘footprint’ carrying traces of poison according to the Pokédex. Indeed, they are born out of waste left by humans, much like Weezing and Muk is basically nuclear waste brought to life.

A note: all sludge talked about in this moveset is purple, unless stated otherwise.

Muk, Sludge Pokémon

Aerial Movement: 1
Traction: 2
Jumps: 2
Movement: 2
Falling Speed: 5
Weight: 3
Size: 9

Contrived entirely from sludge, Muk has unique properties. He’s slightly wider than Bowser in size, around Kirby’s size in height; surprisingly for his size, he’s actually somewhat of a lightweight at 66lbs, being made up of [almost] pure liquid: he’s only around Lucas in terms of this statistic. By himself, Muk has pretty atrocious aerial movement due to his odd shape, finding it difficult to DI out of anything – likewise, his traction suffers due to having to turn his big mass around. Also similarly, he can’t jump very high nor move very quickly, being comparable to Ganondorf here.

So what gives? Well, like Weezing, Muk has to rely on somewhat of a game-changer, that being his ability to contaminate the stage with his sludge. You see, as long as Muk is on a platform, his sludge will spread over the floor at a rate of one building block per second, starting at the edges of his body and even going so far as to branch off onto other areas of the stage if they connect to it. Furthermore, as long as Muk is on this sludge, this growth will continue from its outermost position – meaning you can contaminate the entire shape of final destination within about fifteen seconds.

Physically, one can tell the proficiency of the sludge by the ‘sizzling’ animation on top of any surface contaminated by it, bubbling away within the dimensions of the stage. No, sludge does not increase the size of any platform, simply ‘burning into’ each platform dynamically. As long as Muk has touched a platform, be it by standing on it or interacting with it, all the sludge on it and its tendrils – meaning all connecting slush on other platforms – will remain, but after five seconds of inactivity the sludge will vanish. Seeing as this transformation suits Muk’s habitat to a tee, his statistics also take a bit of a buff while he’s on sludge.

Aerial Movement: 1
Traction: 10
Jumps: 6
Movement: 9
Falling Speed: 5
Weight: 5
Size: 8.5

Obviously, aerial movement makes no changes here, as sludge can be used as a projectile in certain moves but will not stick to thin air. Sad, really. Traction as well as movement are far better on sludge, making Muk one of the more agile characters while on it, as he’s perfectly used to that greasy texture – he’s made out of it! His jumps are now given a bit more ‘oomph’ by trailing sludge following him into the air, being about as good as Mario’s when first double jumping out of sludge. What with sticking to the floor ever so slightly, Muk is now the weight of an average character! Finally, a tiny amount of his ‘ends’ are absorbed into the sludge, making him just the same size as Bowser now! Hurray!

As you can see, Muk will not want to wait to set up this Pandora’s Box of mechanics to benefit his otherwise lacking attributes. It won’t take long, but those precious first seconds will be the most painful for him. Remember that sludge can spread over ledges and then along the bottom of a stage, can't be washed or burned away by water or fire, and causes innumerable amounts of sticky keys. Also, at no point can Muk dash, always going at a constant slimy speed.

SPECIALS

Neutral Special: Acid Armour

For a moment, Muk seems to be conducting an orchestra with his large arm, swerving it around in the air for a good half-a-second. Once finished, the already ‘bubbling’ sludge beneath him will start to boil even harder, now producing sizzles that reach just above Muk’s height and beyond his width. As long as you’re within this barrier, knockack received is reduced to half and you cannot flinch, staying like this until Muk moves completely out of the ‘acid armour,’ though he can simply produce another one right next to the old one – as with the sludge mechanic, as long as it’s connecting, it’s amiable.

Once you’ve exited the escalated sludge, all of the risen sizzle will convulse violently then evaporate back to its normal levels within a quarter-of-a-second, needing Muk’s foul properties to sustain itself. Anyone caught in the acid armour regular is dealt constant non-flinching damage of 3% per second, with the ‘violent’ armour present during the move’s ending dealing 10% and set vertical knockback that leaves the opponent free falling from the air.

Forward Special: Sludge Bomb

Muk steadies itself, facing sideways to the screen and opening its cavernous mouth wide open – after this, you’re free to aim him in a 120-degree area around Muk’s head, which moves as you choose your target. After pressing the input again, or waiting for one second, Muk fires a sludge bomb out of his mouth in a low arc – the top being slightly above his height and the distance anywhere from one building block to three building blocks away. The bomb itself is around a smart bomb’s size [pre-explosion] and hits for damage of 8%, travelling at the speed of Falco’s blaster.

Primarily, this move is to contaminate further with your sludge. When a sludge bomb hits something, it will create a Gooey Bomb-like lump of purple goo that acts like Muk would, contaminating all sides of the object that connect to its surface at the same rate as you normally would by standing here. As this lump is destroyed by any attack and its effect then lulled, the strength here is in the ability to aim your fire, possibly enabling you to get the sludge bomb stuck in an awkward area, forcing your opponent to go out of their way.

Generally, your opponent will want to stop it here, as if a second Gooey Bomb hits a platform entirely contaminated with sludge, the platform’s surface starts to burn up as soon as hit, resulting in an effect similar to if the platform was covered in goo generated by Muk’s acid armour – the whole thing starts to spit out resonated sludge at a height slightly greater than Muk’s, causing constant damage of 3% to anyone stood on the platform or caught in that area of effect. This will work with all but the designated ‘main’ platform, such as the centre platform in Battlefield or the bottom, long platform in Planet Zebes. If you ‘ignite’ with your side special like this, the second and first ‘lumps’ need to be destroyed before it will return to normal, both now having stamina of 20% before they break, rather than doing so on contact by an enemy. By tossing subsequent sludge bombs, you achieve nothing more than shielding for your old ones, as they will simply be destroyed with any hit.

Down Special: Harden

Rinse away the image of a mucky hardening, as this isn’t the conventional use of the Pokémon move. Within a short span of time, Muk flattens his ‘ooze’ and visibly sinks into the floor, this being a permanent change only reversible by Muk using the down special again or taking one hit of 15% damage or more; in both cases, the end lag is high, because you're now stuck. Yes – Muk, in this state, cannot jump, walk or roll dodge. The reason you’d want to use this move is that Muk’s ‘ends’ – talked about previously in the statistics – now become part of all the sludge you’ve spread over the current platform: main stage or otherwise. This doesn’t further enlarge Muk’s hurt box, but it does extend his range like nobody’s business on certain later moves.

There’s a minimal height deduction, but it’s only around half a building block. If not separated from the sludge, Muk slowly becomes one with the stage! Yes, for every two seconds in this state, your weight increases by .5! This stops at the point you reach the maximum weight of Bowser. Creepily resembling him now, aren’t we? Goo shall enslave the world!

Up Special: Payback

Yes, yes – he learns this move through a TM, I suppose because he’s “dark.” In his moveset, it serves the simple purpose of recovering and also being a counter-type move – with no start-up, Muk faces the screen and brings his one big arm up, then slams it down unto himself, with a boundary of between 0.2-0.4 seconds [you can hold the input to slightly extend this] in which, when your arm is in the air, you can then counter the opponent. If you do this, Muk hits them instead for 12% and medium knockback horizontally, but also alters his momentum slightly with this strike – making him rise by one Ganondorf and drift horizontally up to three building blocks depending on the distance of the opponent when countered. The further they were, the further you’ll travel and you can direct this to your left or right with the analogue stick. If you don’t counter, there’s no horizontal gain, but you gain one Ganondorf on that height for a fairly good recovery in that dimension. Of course, there won’t be any horizontal feedback in any way if you’re on the ground, stupid.

If Muk is within one stage builder block of a tendril produced by his down tilt, and hardened into the ground, he will actually use it as leverage to pull himself out of harden - also pulling the current stage up by two stage builder blocks as he does so! Once he does this, the tendril snaps, meaning it can't be used all that effectively - though not particularly laggy, getting into harden and creating tendrils are painstaking enough that this isn't abusable.

STANDARDS

Dash Attack: Mucky Submerge

This requires you to hold the input - yes, it's one of those dreaded things. For as long as you hold or for up to two seconds, you'll be sunk a block into the ground and proceed at 1.25x speed, being stopped only by ledges or letting go. Anyone hit while Muk is dashing like this is dealt 10% damage and small vertical knockback. As long as you're plunged into the stage like this, you retain the defensive buffs of using harden.

Neutral A: Mud Slap

It’s called mud, yet it’s something a little more disgusting. Muk brings his big arm up over his head with a menacing opened mouth, then slams it down on the ground in front of him – splat! Anything caught within this small range is dealt flinching knockback and 8% damage. What this move is obviously really for is spreading around your favourite sludge a bit – as long as there’s sludge where your hand hits, which is extremely likely, you’ll launch it over a distance of an exploded Smart Bomb in all directions – covering opponents with it and causing 8% damage over a five-second period, but you can also hit parts of platforms or use the acid armour sludge; yes, this sludge will react on opponents or the stage just as it would if produced on the ground, causing damage to foes contaminated by it in the same way it would them walking over it. Likewise when hitting the stage, the opponent will need to stay out of Muk’s range for this period, meaning that his down special can possibly spell disaster. With acid armour sludge, this is even worse, as even being within range of the sizzling that pops out far from an opponent’s body, Muk can keep re-activating the agents to continuously damage the enemy. That's right; as long as you're within a Muk of your opponent and hit them with that acid armour-induced sludge, you're dealing 3% damage a second to them.

Forward Tilt: Contamination

Swaying his gelatinous body back and forth for half-a-second, Muk then dives into the ground in front of him, covering a radius of half a fully-exploded Smart Bomb and hitting for small knockback, as well as 8% damage on anyone caught up in this initial vault. This has a twist though; jump into sludge contaminated by acid armour, and you'll be giving off the constant damage and keeping any ignited ooze alight, except now you can be further away – as long as your sizzling chemicals are touching that which emanates off the ground, it will remain that way, meaning you aren't just stuck to protecting that patch. This also goes for contaminated platforms.

Down Tilt: Sticky Material

Muk slowly leans back, almost to an absurd point where the back of his head touches the stage – then slobbering out of his mouth a purple liquid. This persists for up to a a second if the directional input is held, producing a slither of disgusting ooze. This will travel, like a liquid, off of the platform you're on at a slow pace, but then drip down off of that. Eventually, all of it will fall off of the main stage – but if used on higher platforms, when it hits something other than its initial platform, it will harden – create a tendril connection similar to those found on the Planet Zebes stage. For bigger stages, obviously a longer amount of time will have to be spent distributing the ooze.

If a tendril is created, this servers as another point where you can distribute sludge bombs – further connecting parts of the stage in which you can use your acid armour and spread your sludges. Obviously to set this up, you'll need time to slobber all the goo up, but the liquid itself cannot be interacted with by opponents. Once it is solid, it will remain so until the end of the match. These also serve as connectors from one part of the level to another, making spreading around your sludge to the entire stage far easier. If you move the stage while a tendril is up using your up and down special, all tendrils on stage will snap instantaneously.

Up Tilt: Smudge

Muk grunts uncharacteristically, as before this, he has always reacted with a reason. Within a quarter-of-a-second, a large hand erupts from the area below Muk, grabbing at the nearest opponent, with a range equal to that of a quarter of final destination. This can be dodged, but not shielded; if successful, the hand recoils with the enemy in its grasp to the ground, holding them as it animates a slow, bubbly degradation over the course of half a regular grab's length. If failed, the hand will hit the ground, causing a temporary [three seconds] indentation of muddy sludge that acts as Muk does in rejuvenating the muck around it. This is important.

This move can be easily-telegraphed from Muk, but works massively in his favour if it works. It allows him to freely use his specials on the stage while the opponent is held, not able to interrupt him. It also provides an interest way of damaging, if the hand erupts from an area covered in acid armour sludge, holding them in place to be hit by it. You can only summon one hand at a time, and there's a cooldown of five seconds after you've used this move before you can use it again.

SMASHES

Forward Smash: Slime Wave

For around half-a-second to a second after that, Muk majestically waves his one hand up in the air, holding it there for almost a whole second longer depending on charge. Once finished, it briefly starts to gather purple energy from around itself – grime, or other disgust collected from Muk, creating a shortly-lived aura. Slamming his hand to the floor, a wave of ooze separates on either side of the impact, travelling for as far as the sludge on the current stage will take it. The hand-slamming part deals 15% and knocks enemies out at around 60% at least, but this is highly-telegraphed. The wave is the important part – stretching up to over double Muk's height, it can possibly travel the entire distance of Final Destination's main platform, dealing constant damage of 4% to anyone who touches it and flinching knockback.

If you do righteously cover an entire main platform like FD's in sludge and use this move without being interrupted, the waves will actually meet around the opposite side of the platform. If this happens, they collide, causing an echo of the initial waves to circle back around in the opposite direction for another cycle. When meet again at where you first used the move, their collision will now be a burst of poisonous energy that has the radius of half a smart bomb, causing 16% damage and knockback that sends enemies to the top blast zone at just 45%. If hardened into the ground, the attack will take this second form regardless of sludge radius.

Down Smash: Memento

Facing the screen, Muk brings his hand into an awkward curdling position around his huge body, shaking it vapidly like a Parkinsons sufferer. Between a half-of to just over a second later, due to charge, Muk vaults up into the air – his entire body, a moving hitbox that deals 10% damage and knocks enemies off the top blast zone at 65% as it hits an apex of one Ganondorf – and comes thundering back down, sending a shock wave of sludge that will spread out across the stage at 2.2x the speed of regular.

Up Smash: Fling

Fractiously rocking back and forth in motion, Muk rips a part of the stage out [though he doesn't actually alter the stage], becoming a large piece of debris in his massive hand, then tosses it up, all within a clean quarter-of-a-second, tossing it slightly above and in front of himself. Only the debris is a hitbox here, dealing 10% damage and flinching knockback if it hits anyone. Without anything to interact with, the debris will then crumble as it falls back down. No, what you need to do to set up this move is use your acid armour [again] to keep it airborne. As long as there's acid armour sludge fizzling away below it, the debris remains where it was thrown – just slightly above Muk, as the acid armour is able to keep it afloat.

If a sludge bomb is now thrown onto the elevated ball, it will remain stable no matter if there's fizzling chemicals to support it. At this point, it has the same traits as a normal platform for the sludge bomb. Throw another sludge bomb to make it sizzle, keeping in mind, the opponent only needs to destroy both sludge bombs to kill this set-up.

AERIALS

Neutral Aerial: Centre of Gravity

Without anything to interact with, Muk simply seems to stare at the screen and raise his arm violently, extending himself out a little more than usual and hitting anyone close to him for a rather meagre 8% damage. This has a small amount of “get away” knockback, but nothing spectacular.

There is actually a fairly important use for this move though – used in conjunction with your up smash and sludge bombs, Muk will start to crackle and spit, then merge with a fizzling platform within touching distance to hover in mid-air! In this state, you're immobile: you will free fall from this state if dealt 30% or more accumulatively, or you can simply press the special input to exit out of it, recovering your up special if you do this. When in this state, the platform you merged with returns to normal, unless you are damaged out of it, at which point the sludge bombs are destroyed. However, you are now capable of using any of your tilts from this elevated spot, allowing for you to further wreak havoc, but now from a mid-air perspective.

Directional Aerial: Gunk Shot

This is a fairly important one: gunk shot, where Muk shoots a number of bubbles of slowly-advancing and lowering toxins, depending on the amount of time the input is held. Touched by an enemy, they explode, dealing 4% damage and minor knockback. What you want to hit with these, however, is the sludge bombs that you'll want to have lodged on platforms around the level. If you hit these with bubbles, they will too start distributing them in a similar fashion: by shooting them out of all sides, though these will dissipate much faster. Due to the minor knockback, this protects sludges bombs from being hit, but also causes said sludge bomb to break up in five seconds, no matter if it's damaged.

THROWS

Grab: Consume

Trudging forward, Muk opens wide and takes a gulp of air – or the opponent, if they're within close range. If “grabbed” like this, the enemy is now consumed by Muk! They must struggle to escape, as you don't want to know what it's like inside this thing. For a pummel, Muk closes his mouth nonchalantly, blocking any clean air to the opponent and causing damage of 2% per half-a-second until Muk is forced to vomit them out.

Forward Throw: Sludge Rocket

Muk opens his mouth and has access to the same 120-degree area as in his side special: the opponent's head pops out just before lift off, as it were, as Muk launches them out of his body like a rocket, dealing 8% damage. The opponent has an arc dependant on their fall speed and current damage, this move capable of knocking out opponents by 95%. If they do not simply fall to the floor, or into the air – where they are free to recover naturally – but actually hit a platform, they are stuck onto it with similar effects as a sludge bomb. They need to escape it with the button mashing of 0.75x that of a grab, but further sludge bombs rightfully placed upon them by Muk will progressively add on a further second worth of fierce button mashing, all in which Muk is free to set up however he likes.

Back Throw: Digest

Taking a big gulp, Muk proceeds to completely swallow the opponent inside of him - this deals them constant damage of 3% over the next three seconds - at which point Muk will spit them out, but more important gives Muk free reign to walk around with them still inside him. At any point, he is free to abandon the stage and jump to his [or his opponent's] doom. With a combination of Muk's up special - and a lot of skilful play - you can counter your opponent to their deaths and easily recover, yet not recommendable against Meta Knight, perhaps.

Up Throw: Congestion

Clogging up his... systems, whatever they are, Muk is sickened by the opponent inside of him, facing an awkward position upward as he begins to vomit them out. At the apex of the move, Muk suddenly drops his head down, as the opponent falls out along with a stream of repulsive sludge, dealing constant damage over two seconds for 10% damage. Muk is actually prevented from moving for longer than the opponent, but the opponent only gradually returns to normal, as the sludge slows all of their movement speeds down to 0.65x their normal rates. Over a period of two seconds, this gradually improves, but this leaves Muk with plenty of space to prepare.

Down Throw: Stomach Acid

This acts somewhat like a second pummel, as it can't be used if the pummel already has been. Muk simply licks the ground next to him, then dips his head backward, allowing the slime to fall back onto his opponent. For the next few seconds – or however long it would take for them to mash out – they take constant damage of 3%, and when spat out are also emanating this acid armour sludge fizzle effect-y status. Like Muk, they now keep the “ignited,” violent sludge created by acid armour going by simply existing, and are caused constant damage while doing so.

FINAL SMASH

Super Attack: One With the Stage

Muk looks to the screen as he erects a huge amount of gas in the background using an orchestral use of hand motions, covering over whatever was the old background with a bit of transparency. As Muk works to make this happen, any characters there such as the Animal Crossers, Pokemon Trainer or legendary Pokemon are shown to be choking, recoiling at this horrid, odorous stench. The stage then begins to similarly degrade, grow mould and become purplish-pink. For the next twenty seconds, the stage and all platforms are constantly covered in sludge and will periodically shower the enemy in acid armour sludge damage.

PLAYSTYLE

Muk is the ultimate stage control character: though it may not look it at first glance, it can relatively easily control the entirety of the level, and this comes naturally to any Muk player. What it suffers from is what all set-up reliant characters do: he requires time, but he has ample ways in which to earn it.

Of course, what you're always going to be dealing with is Muk's sludge-born statistics; he will always be spreading sludge, and it spreads itself from that point on, so you should always be treading on it. In that regard, though, you may not want to overextend yourself – keep your movement limited to where your sludge is currently expanded, and try to keep your opponent spaced away from you as much as possible until you own the entire main stage. To this end, the first part of most flow charts will determine you need to space away from your opponent. This can be accomplished through the use of moves such as the up tilt, able to scare away would-be attackers, or moves like your up special [counter].

The next stage of Muk's playstyle is a leap in a few general directions: either you'll want to build up your little pox of poison through constructing your own platforms through the use of acid armour and sludge bombs, or you'll want to connect several parts of the stage with moves like your down tilt and generally, moving around enough that you're not giving your opponent room to move in if there are several platforms on stage. Where you'll mostly want to start is in building up your acid armour.

It may seem arduous, but this is quite simple. As you go from one spot to the next, you can start building your fizzle-pop little soup all around the stage – or just where necessary. Remember, you don't want to limit yourself to just one part of the whole level just because you want to keep the acid armour alive. Your up tilt is once again useful here, as you can create a temporary little Muk stand-in who will replenish acid armour just as you would, giving you time to do other things.

If you've set yourself up with a decent amount of acid armour, you're already halfway done! This is mainly where the divergence of play comes in for Muk, as he has several strategies to use in order to be confident in a win. You can play a defensive, projectile-based game – but this isn't recommended; as you will note, most of Muk's projectiles are suited for shooting at close-range: for constructing his stage manipulation tools, not hitting the enemy, but he does astonishing capabilities due to harden. If you've thrown up acid armour and hardened into the ground, there's little stopping you from simply camping. Moves like your gunk shot combined with sludge bombs and fling, resulting in a bubbling platform in of itself, allows for almost defensive turrets.

The one downside to hardening is you lose many of your closer defensive tactics – up tilt can't be spammed due to its cooldown, and you lose your other good move in payback [your up special], which becomes incredibly predictable. In a sense, you made your bed and now sleep in it, as the opponent, thus why going for this stage first of all is not recommended if you're in a tough match-up, as you will likely be cornered, but if it's an easy match-up or there's an obvious skill difference, this is the easiest route to take. Though payback is obvious as a counter now, you're still moving the stage closer to a blast zone – a positive for Muk, and you can always use memento while hardened if you feel you're slipping.

The deepest part of Muk's game is in keeping his debris-made platforms in existence, without them being murdered by the opponent. For this, you'll likely have to throw out moves like your grabs and up tilt, though their use is somewhat difficult with their low range. Contamination, considering it makes you a constant hitbox, but this is only good for if you're within reach of acid armour. A combination of your down throw, slime wave and contamination may just be enough to save any waving constructions, but what about building them?

Don't lose track of controlling the entire stage with sludge. Acid armour isn't all that counts – your forward smash, slime wave, combined with all of Muk's stalling is truly his wave to a knock out, and Muk has plenty of distractions to throw out in succession to keep the opponent surprised before the extremely powerful ricochet collision of slime wave kills them. With the blast zone brought closer through a combination of up and down special. At this point, your grab and throws are also significant – shoot them into the explosion, or simply spit them out with slowed movement to almost guarantee it.

Your neutral air and forward throw allow for interesting set-ups, but ones which may be situational. You can essentially glue yourself to a mid-air position to tech chase opponents who DI out of Muk's numerous top blast zone knock out moves. With the forward throw, along with your up tilt, you can essentially stall the match for over five seconds if used correctly.

In essence, Muk isn't nearly as much about spreading your poison around the stage as, say, Weezing. It's more about controlling the stage; you can move the stage: create hazardous parts of it where only you are safe and eventually, turn the whole thing into Hell. While Weezing was built around the idea of creating one trap for which you could ensnare the opponent, Muk is far more open to different approaches; simply existing creates an environment of disgust, whether he's using any of his arsenal of moves or not.

MATCH-UPS

Muk versus Weezing: 40:60

The greatest advantage for our home contestant here is that he rarely needs to go into the air at all, being able to pin down his opponents from the ground as one of his strong suits. With this in mind, Weezing will find it particularly difficult to try and coerse Muk to come to fight him where he holds the greatest advantage and doesn't really have that much of a response in his poking game to all of the construction mumbo-jumbo we've already been through. Weezing is better, but neither is that great at poking others out of a set-up, and Weezing relies on his more than Muk anyway.

Where this match-up is really decided, though, is in the constant gas created by Weezing compared to the toxins released by Muk's stage control mechanics. Weezing is largely unimpressed by how Muk can created surges of toxic energy on the stage – he has multiple ways of avoiding that. Also, good luck ever getting up those sludge bombs and flings with that damaging gas all up in the air. Relying on his gas moreso, he has good reason to, our levitating magic gas bag: it functions as a constant go-to.

Still, Muk can hold himself down with harden and acid armour... but with Weezing as the superior poker, it's only a matter of time before Muk, even at a high percentage, bites the bullet with that explosion. Without his deeper game involving the creation of platforms, a large part of his game is nullified.

Muk versus Bowser Jr: 60:40

Considering how closely these two resemble each other, the methods to which they want to create their “ooze,” “sludge” or “goop” is very different – Muk just wants to control the entire stage with it, platforms include, while Bowser Jr. is content with creating mostly traps out of layered goo to use with moves like his tidal wave and quicksand.

In terms of sludge versus goop, we'll have to assume they don't interact with each other [tragedy, ain't it?] and therefore, the edge really has to go to Muk in terms of being able to spread around his chosen grime. While Junior needs to drag around that heavy old brush, sludge is already naturally spreading behind Muk and around the bottom of the stage. It can also be said that that, while Muk may want to avoid being covered in paint for the first part of his set-up, with a combination of acid armour and harden, he can easily withstand the damage it brings and out-camp Bowser Jr.

It also comes down to a question of stalling; while Muk is capable of delaying Bowser Jr., the likewise cannot be said, giving our snail-like companion the leg up. This is not to say Muk is going to be scoring easy knock outs due to his stalling through his up tilt, grab game and the odd projectile, but he will be able to allow more time for his set-up.

What Bowser Jr. has going for him is his grab, which penetrates the usefulness of acid armour plus harden otherwise. However – if allowed to, and he does have the better stall game, Muk is capable of attaching himself to platforms he has created above the stage, rendering much of Bowser Jr's grab game null. Certainly, the homing projectile comes in handy here to make this a rather short stay in the air for Muk, but with intelligent play, one can indeed exit this state and return to the ground before being hit, making it less of an issue.

In all, while not a solid counter, it's strongly in Muk's favour. And what's this about paintbrushes? I want to see goop-filled balloons. They all float.

 

Koric

Smash Apprentice
Joined
Feb 10, 2006
Messages
84
Location
Aiken SC
Arle Nadja



Arle is a young girl whom excels using multiple element and magical attacks since she was 6 years old. As the main protagonist in the Madou Monogatari series as well as Puyo puyo 1 through 4, she frequently foils Satan's plans either from to reclaim his former pet Carbuncle which Arle befriend after defeating him the first time or to defeat him time or to stop his plans to gain her affection. She's best friends with Carbuncle and is rarely seen separated from each other. She also has many friends...even though some are her rivals based from jealousy and/or power. Despite her friendly nature, She uses whatever means possible to set things right…regardless on how serious or silly the situation is. In brawl, her height is pretty much between Mario and Marth.

(note - this is my first time with this. I apologize if something doesn't make much sense)

Weight - 3.5/10
yup...she's quite light and can be ko easily, but there a way to increase that.

Walk - 3/10
its best to carefully approach instead of quickly waltz into danger

Run - 7.5/10
decent speed... especially if there a need to run away (stopping delay - 0.14 sec)


Jump - 6/10
Its kinda average for an average person

Second jump - 3/10
Okay....so the second jump height isn't quite good

Average range -7/10 of a small stage builder block
Magic can go a long way...but it takes some time to execute.

Air movement speed - 4/10
Okay...so air isn't one of her strong suits.

Fall speed - 6/10
Well, at least she can fall from the sky at a decent speed. (landing delay - 0.09 / heavy landing delay - 0.17)

Traction - 9/10
she has a good grip on the ground and doesn't slide much, but it does have some bad sides to it..
.


Specials


Her special attacks are the main basics of her gameplay, these attacks power and efficiency are solely varied on how many Diacute spheres that surround her body. More daicute means more options, but it has a price....

Neutral - Spell Bomb

Start lag - 0.2
Duration – varied by bomb (single hit is 0.08)
End lag - 0.25
Hit box - varied by attack
Range – 2/10 projectile, 6/10 explosive
Type – projectile / charge
Set knockback - 1/10 (4/10 for water)
Growth knockback - 1/10


Arle will throw an orb in her direction like an arc (thinks of Johnny Cage's force ball). The ball will vary in type as the bomb she fires will be at random and each will have an equal chance of emerging. It will explode upon contact with an object or character. Arle will also chant the name of the type of bomb. Except for spell bomb thunder, the number of hits will always be one hit after it explodes when it collided with an object or person. The size of the explosion depends on how many orbs is used. The time between charge power is similar to the smash charge. Regardless of the element it is, there is no element that has an explosive range greater or less than each other.

No charge- 1-5 orbs – no decrease ( explosive range - 6/10)
Small charge – 6-9 orbs – 2 orbs used ( explosive range - 14/10)
Full charge – 10 orbs – 8 orbs used ( explosive range - 30/10

If you don’t have enough orbs during the charge, then the attack will release by itself.


Water - No damage
Decent knockback against the center.


Ice Storm - (2-7%)
Little knockback forward.


Thunder - (1-4%) 2 hits
Light knockback approaching the center
multihit lag – 0.08


Fire - (7-6%)
Little knockback upward


Flower - (2-5%)
Light knockback downward

Down special - Daicute

(As a projectile or item) - 14/27% damage
Set knockback - 4/10
Growth knockback - 8/10
Start lag – .24
Duration – depends on user
End lag - .14
Range – 1.5/10 projectile, 9/10 explosion
Type – Charge – special/storage/hold

This move will render her in a charge stage and can only be canceled when she releases the special button. Using this move is the basics of her life to power playstyle, so it has multiple uses to assist her in battle. This attack multiple effects that can be carried out...however there are certain limits to the attack.



She receives one damage for each half second that she is in that stance. For each 10% damage she stored, a light sphere will appear around her and will stay with her until she uses a smash or special attack. (A max of 10 spheres can be carried at once) A sphere will disappear whenever a neutral special attack or smash attack is executed...hit or miss. The move will cancel itself and Arle will be at her normal stance after she gathered 10 orbs.
(If you choose to stop the attack and stored like 8%...the damage will be stored and thus be applied when you next decide to use this move of which the next 2% damage will grant you a sphere.) If you die, your diacute spheres will be gone.

This move also casts a protective shield that can reflect any object or energy projectiles aimed at her...but if she can still be hit with a basic attack however. If Arle is attacked during her Diacute stance, her current weight will decrease by 2. The damage counter gather from the charge will be lost/reset regardless how much damage is stored. Also the first frame of this attack can allow you to absorb damage from energy projectiles…if you can get the timing right.

If she performs this attack on the ground with her sphere count at 10, it will not be allow to use this move until she has less than 10. However if Arle perform this attack with 1% health in a stamina match, she won’t die and the Daicute counter will continue to rise.




Daicute attack effects


Because of the orb’s heavy energy surrounding her body, each orb will increase her weight by 0.5 making it harder to kill her. Luckly it won’t increase her fall speed. Also at 10 max, all her other moves damage increase by 1/3 of their original damage and knockback will increase by 1.5.


Regaurding to her smash attack capablites, she can also apply spheres to her smash attacks...however there is no option on to use orbs or not for such attacks. After executing the smash attack regardless if it’s a hit or miss, she will lose 3 orbs that she carries with her. (Or return to zero spheres if she has less than that). However the effects are quite good...each sphere will multiply the damage by 20% of the original damage from the smash attack and increase the knockback rating by 1 for each sphere.

Also, up to 2 orbs is contributed to a charged smash attack boost multiplying each sphere during the charge by 9% from the actual damage and also increase the knockback by one each. One is used during the middle of a complete charged smash and one at the end of a complete charged smash. This doesn't apply if there aren’t any orbs around her during the charges on the proper points.



When Arle has 3 to 5 orbs around her, Her spell bomb attack will have an effect and also slight boost its effectiness.

Fire - adds 1/3 more damage to the targets.


Ice storm – it has a multihit of 2 hits with each hit doing 1-4% damage each. May induce freezing at major damage the target at moderate damage. Without the opponent doing anything, the opponent can be frozen for a half second. The multihit duration is 0.10 per hit
Additional knockback + 2 (growth)



Thunder – can hit up to 8 times for 1% damage – the first hit can stun for 1/5 of a second
Multihit duration 0.03 per hit
Additional knockback - 1 ( growth )

Water - no damage still, but increases the knockback greatly
additional knockback + 2 (set) and + 1 (growth

Flower - slightly place a flower on targets - this effect lasts for 2 seconds


Also in regaurding in boosting her spell bomb attacks When she has 5 to 9 diacute spheres around her, the effects, damage, and knockback of each spell orb attack will double. In addition to it. Also it will add a new attack that has an 8% chance of executing.
------------
Seigaru (10-15%) 9 hits
Set knockback - 1/10 (3/10 on final hit)
Growth knockback - 1/10 (7/10 on final hit)
multihit lag - 0.08 per hit

Releases a shade of light that has good upward knockback and damage. The attack performs 9 hits which power takes form in the last hit(similar as Zelda’s up smash) does 1% damage per multihit and 3-6% at the final hit.
-----------


At 10 max, the effect and knockback of the spell bomb remains the same, but now it can leave a powerful second effect after the explosive that damage and effects are varied on the spell. Some of the spells effects has a very long hitbox and durations that will last for a long period of time or only has one hit frame. Either hit or miss, this attack will use 8 of your orbs setting you back to 2...so use this attack wisely.

Fire second effect- (2-65)

Set knockback - 2/10
Growth knockback - 1/10
multihit lag - 0.08 (pillar)
time – 9 seconds



A fireball will drop after the explosive and will fall straight down to the ground (the fireball alone cannot be touched). As the fireball lands, A big pillar of fire will emerge from the spell as high as the range of Sonic’s up special and twirl around the felid around the target spot for 7 seconds. The attack has little knockback overall and has little knockback end, but when caught in the flames, it will drag you to the bottom center of the flames slowly. The hitbox will last as long as the flame remains.


Ice storm second effect- (14-32)

Set knockback - 5/10
Growth knockback - 7/10
Time – 8 seconds (icy floor – 16 seconds)

A circle of frozen aura will suspend in the air heavily after the ice shards disappear for around 6 seconds. It freezing anyone who touches it as well as being sent upward with good knockback and heavy damage. The frozen ice above will also freeze the ground area below causing characters to slide about and increase the chances for tripping by 83% for everyone…including Arle. (the range of the slippery ice is two times greater than the frozen aura)


Thunder second effect - (25-45)

Set knockback - 0/10 (6/10 for each little sparks)
Growth knockback - 0/10 (6/10 for each little sparks)
multihit lag - 0.15
time - 4.5 seconds

After the thunder explosion reaches its final hit, it will disappear and will quickly create a big electric spark the heavily paralyze the targets for around 3 seconds. After the release of the big spark (5-12 damage), it releases 12 little sparks clockwise each has high damage of 28-35%. The direction of its knockback varies on the the opponent’s position around the big spark. After the 12/th spark appeared, the big spark effect will instantly vanish.



Water second effect- (1-19%)

Set knockback - 8/10 (1/10 from each hit of the tital wave)
Growth knockback - 4/10 (0/10 from each hit of the tital wave)
Time - 0.2 seconds

After detonation, it releases two big blobs of water high up in the air and will slightly travel in differenct directions as they quickly descend to the ground. Anyone who is caught in the water blobs will be bind in between it. After the two water blobs hit the ground, it will two waves each on opposite directions as big as two small stage builder tiles high that behave like the Pokémon piplup. Each hit from the wave will have little set knockback and does (1-3) damage for each hit...and will sure to drag the foe where ever it goes. If two waves crashes to each other, then the foe/s trapped in one of the wave/s will be sent flying upward with a heavy knockback following doing 11-19 damage. If the waves bounces off up to 5 walls, then the wave will crash and the opponent will be sent upward against the direction direction of the wall.




Flower second effect
Time – 10 seconds


(note- this attack is different as it takes effect during the spell bomb attack)

Upon impact with someone with this spell orb, the opponent will be placed in a dizzy mode for the amount of time as that of having a shield broken even if the opponent was in the air if the attack were to touch someone. (It does no damage that way nor does the attack connect as this attack is semi-transparent.) After impact on a surface, it will explode into a pink wave and the area around it, either it be walls, ceilings, platforms, or floors, it will be decorated with flowers. Any foe touching one of the flowers either on the ceiling, floor or wall will surly have a flower on its head and will grow as long they remain on its range…and if they are standing within range of the pink wave, they will fall asleep for as long as bellosom’s sleep powder. (They can only sleep once.)



Suigaru other effect - 26-63%

Set knockback - 2/10 ( 5/10 per ray of light)
Growth knockback - 1/10 (9/10 per ray of light
Time – 2.5 seconds
Multihit – 30 hits
Explosion hitlag – 0.9 seconds
Particle hitlag - 0.6

After the final hit of the Suigaru, it will release 12 rays of light from around its center, and releases them as in an arc (starts out slightly up, then proceed downward) in 12 different directions. Each shard of light has a high Knockback rating and does 26-40% per hit. The shard of light can pass through walls and object and doesn’t disappear when it hits a character. If the position of the opponent caught in the Suigaru and is on the exact center at the right time of the attack, then it could be a possibility that all 12 of the shards will hit the opponent as they spawn.


Daicute Defense


When you are in a charging state, if one of the orb has been around you for more than 2.3 minutes, the orb will begin to change colors from white to green. By pressing the jump button while remaining in this stance can use one of the green orbs to heal yourself exactly 15% damage. It will take around half a second to take effect and you won't receive that 1% damage during this. This will release you from the stance automatically after its finished.

Also during the charging state, pressing A will release one white sphere and fire it in front of you as if it was a projectile. The direction can be slightly altered depending on the direction of the controller stick may it be up or down. (You will return to your fighting stance after this attack.) The projectile goes as fast a fox's blaster and has a high Knockback rating and does much damage. It explodes on impact to a character and it can stick into a surface or wall. During the time it sticks, anyone who touches the sphere will take the explosion. After 5 seconds sticking to the surface, it will cool down and it color will change from white to blue and (if it clings to the ceiling or wall) it will fall to the ground as it will be treated as a item that has the properties of a bob-omb, but won't explode unless it hits someone and can stick to the ground upon landing if thrown by someone. If this hard orb remains after 48 seconds, then it will explode.

Daicute shot
Start lag - 0.12
duration - 0.93
End lag - 0.14

If perform in the air while having one or more orb around you, she will release one below her. This kind of Daicute projectile can knockback a enemy downward as if they was spiked if it connects before it touches the ground or goes off screen. She can also use this to make continuous jumps as long she has diacute orbs. This has the same lag as that of shooting a sphere while on the ground Using this as an alternative jump has a jump height of 6/10...but you can't control your movements however.







Side Special - Burning trail
7-13%

start lag - 0.13
end lag - 0.12 (0.60 if it connects to a character image)
range – 4/10
set knockback - 4/10
growth knockback - 2/10
duration – varied by user



Arle will stop in position and will approach in her direction with a flame trail around her wrist. She can travel up to 30/10 range with this attack and can travel 5/10 more with more orbs around her. Similar to Falcon and Ike When the attack connects with a character's image, she attacks regardless if its hit or miss, she attacks with an upward chop and leaps back rendering her into a helpless state. The knockback can be weak and sends the foe slightly downward against Arle's direction.

The attack cannot allow the user to go off the edge while touching the ground and will have very little recovery frames if it doesn't hit anyone. This attack can go slightly upward or downward depending if the controller stick is tilted in that direction. Also this attack can be canceled when it touches a ledge allowing her to grab hold to it. This can be used as a way to recover or run around the field.


Up Special - Daicute drain


Start lag – 0.9
End lag - 1.0 (assuming that the attack missed)
Set knockback - N/A
Growth knockback - N/A
Range – 1/10
Type – special throw

With the aid of her magic, Arle can jump as high as sonic up+b upward and move slightly forward and descend in a grapple like position. At the start of the attack, she will leap, high slightly moving forward, in front of her. After performing a front flip at the peak of her jump, she descends with her arms in a form of a cross chop with her hands glowing in a pink aura with flower petals emerging from the aura. The attack has no effect at all during the frames when she jumps, but when she descends after her midair flip, the hitbox frames will be herself until she lands or grabs someone. If the attack hits the platform or ground while she in this state, she will crash to the ground, shakes her head slightly and quickly stands up. She is in a helpless state when she getting back up and you can't move her around during that attack. (Though you reach high with this attack, it won't cancel even if you're close to a ledge.) When she descends, her whole body is a hitbox like Captain Falcon’s dive attack

When the attack connects to someone, the victim will be dragged down with her to the ground pinning the foe to the ground. Arle will instantly glow the pink aura around her hands and do 4% damage from her foe. The Damage thats taken from the enemy by this attack will be absorb into your sphere counter times two. Like if you drain 6% damage from your foe, you can store 12-13 damage in gathering your sphere. As its a grab stance, the enemy can escape by having low damage and/or by repeat buttons. If that happens, then Arle will let go from the foe and leap back and at the same time, the foe will recover as if they was grab released...they cannot be grab-released to the air this way.


From there during the pin, you have 4 options...

Daicute drain + Attack= Attack cancel

Instantly jump back off the opponent. The opponent will be lying on the ground at this time.

Daicute drain + B button = Drain attack

start lag - 0.05
end lag - 0.7
type – grab attack

Sap 1-2% damage from the foe again and store damage.


Daicute drain + tilted away = Rolling throw
4-6%

start lag - 0.05
end lag - 0.8
set knockback - 2/10
growth knockback - 0/10
type - throw

She will perform a rolling back throw as she grabs the fallen enemy and throws her back. (like sonic's back throw without the multiple rolls and not as fast)
This attack has a set knockback like Dedede down throw, but the recovery frames is slow that this cannot be a chain to a grab.

Daicute drain + tilted forward = Arle's fury
14-32%

start lag - 0.4
multihit lag - 0.2 (0.45 between the fourth and fifth fireball)
end lag - 0.36 (if the opponent haven't recovered)
type – grab attack


She will remain in position on the pinned enemy and starts shooting up to 4 mini fireballs directly on the foes face. (The foe can still recover at the proper time to get her off you as this count as a normal standing grab.) Each ball can do 2-4% damage. The fifth one, she will get leaps off the foe and fires a big explosive fireball on the enemy position that does 10-16% before she lands. (This cannot be canceled as she is off of the enemy) The knockback is still as the same as a grab attack with the final to be like as the enemy is tapped when they are lying down…like a weak punch on a down enemy.


If she performs Daicute drain her sphere count at 10, She can use this attack, but you won’t be able to drain anymore damage from the enemy using this move nor you can’t accumulate damage for anymore Daicute spheres.

Note
When the foe is pinned, the foe will be in a panic (as that when Bowser is ready to drop with his down throw move.) You can also use this attack to suicide yourself and (if caught) the enemy. But I would not advise that.


Primary Attacks


Her attacks are basically ranged based attacks...however there are a few hand to hand attacks to whom she learned from one of her rivals. Most of the attacks overall takes some time to execute and usually only have one hit frame...so it might be best to use some of them wisely.


Throws

Arle's throws are rather decent damage but low in knockback. But her grab and attack recovery are pretty fast and good for her. Her grabs are of the same range either running, sanding, or turning.

grab
start lag - 0.09
end lag - 0.31 (0.22 after a turning grab miss)


Grab Attack - Knee
(1-2%)

start lag - 0.19
end lag - 0.09
range - 2/10

Arle can do damage by using a knee attack to the stomach.


Grab Forward - Palm thrust
(2-5)

start lag - 0.15
end lag - 0.15
set knockback - 2/10
growth knockback - 1/10
range – 4/10

Arle extend her arm, channel ice like energy through her arm and delivers a quick palm thrust. The foe usually ends up on its feet.

Grab up - Whirlwind
(3-7%)

start lag - .07
duration – 1.1
end lag - 0.09
set knockback - 6/10
growth knockback - 1/10
range - 7/10

Arle conjures up a whirlwind from the ground. It behaves like a tornado from SSB64 on Hyrule Castle as it spins the foe around it until they spin to the top for the release.



Grab Back - Shadow attack
(3-7%)

start lag - 1.81
end lag - 0.21
set knockback - 3/10
growth knockback - 2/10
range - 1/10

Arle will create a shadow copy of herself as her true self quickly levitates and move closely behind the foe and quickly fires a light ball from her hand exploding on the foe's back launching them with little knockback and the shadow will vansish. Arle will quickly land where the foe was standing just after firing the light ball. If she was interrupted, then the shadow copy will vanished instantly. The shadow cannot be hit.
This is something she picked up after her many battles against Satan.

Grab Down – Thunderbolt
(5-9%)

start lag - 0.17
end lag - 0.08
set knockback - 2/10 (6/10 to non-targets)
growth knockback - 1/10 (2/10 to non-targets)
range – 3/10

Arle begins point her arm above her instanatly creating a thunder spark 25/10 above her and instantly casts a thunderbolt down directly on the foe with little upward knockback. Because of how quick this throw attack is executed, it can easily chain into another attack. This can also result in 2 to 3 chain grab at a low percentage if timed properly before the enemy tries to land or recover in the air. Also the thunderbolt can strike others spiking them greatly with a knockback similar to Ness's aerial down attack.


Basic attacks


Except for her side smash, all of her smashes have a moderate attack speed and attack recovery. Keep in mind that smash attacks uses up to 3 spheres when executed.

Smash Down - Dancing wind
(5-12%) (7%-20% on final hit)

start lag - 0.2
multihit lag - 0.12
end lag - 0.5
set knockback - 2/10 ( 4/10 at final hit)
growth knockback - 0/10 ( 7/10 at final hit)
range - 14/10

Arle will extend her arms and quickly twirl around 4 times as she controls the wind around her. As she spins around once, a wave of wind can be seen emerging from her arms as she continues to twirl. Each hit has the same damage and knockback except for the last hit which has a strong knockback. Even if it missed, the wind will still slightly push the foe towards her and the last wind will push the foe away from her.

Up Smash - Raigasiku
10-18% (multihit 3)

start lag - 0.64
multihit duration - 0.18 per hit
end lag - 0.4
set knockback -
1- 2/10
2 - 4/10
3 - 3/10
growth knockback -
1 - 0/10
2 - 6/10
3 - 4/10
Range – 4/10 per bolt (16/10 overall)

Arle quickly levitates above the ground and creates a thunderstorm of twice as high as of Arle. Each series of thunderbolts are scattered separated equally from Arle
The first bolts appear the farthest from her striking within 16/10 range on both sides. It does 2-5 damage and has little knockback that draws the foe near Arle.
The second bolts are the most powerful that appears very close to Arle’s position which does 5-14 damage and has a good knockback rating as its knockback draws the foe against the attack
The third bolt appears slightly farther than the second bolts, it does 3-8 damage and can knock the enemy upward with decent knockback. It has little to no priority so if the second bolt was a major hit, the third thunderbolt won’t stop the foe if they are heavily launched


not the actuall range...

Side Smash – Blinding light
8-20% damage

start lag - 1.1
duration – 0.59
end lag - 0.92
set knockback - 3/10
growth knockback - 5/10
range – 9/10

Arle will purge her hands forward and a powerful shine of light will emerge from 18/10 from Arle’s position in front of her. Her attack speed and recovery lag is pretty heavy,

This attack has the same properties as Zelda’s lightning kick. Within the center of the huge light attack, there is a hitbox that can triple the knockback if it connect at that point.


Standing attack – Element burst
(1-2%) multihit/continuous

start lag - 0.6
end lag - 0.1 (0.3 between the second and third attack)
set knockback - 4/10
growth knockback - 7/10
range - 6/10

Arle can attack by channeling her arm forward sending a small thunder spark forward near her position for 1-2 damage. Very minor knockback.
After that attack, Arle will use her other arm to cast a fire spark that will push the opponent for the same damage, but with better knockback equal to falcon knee during his neutral attack. After the second hit, Arle crosses her arms around her and repeatedly casts light shards that instantly explode around in front of her position. They do only 1 damage and can slightly push the foe back like Kirby's rapid punches.

Side Tilt - Frozen heel kick
(2-6%)

start lag - 0.24
end lag - 0.18
set knockback - 2/10
growth knockback - 2/10 (7/10 if the hit connects far)
range - 3/10

Arle can perform a spinning heal kick from her position with good knockback leaving a trail of snowflakes as a result of the attack. Its angle can be altered depending if the controller stick is tilted up, down, or neutral.



Down tilt – Geyser
no damage

start lag - 0.4
end lag - 0.3
set knockback - 7/10
duration - 0.32
semi projectile duration - 1.12
growth knockback - 2/10
range - 8/10

Arle can crouch and thrust her arm downward in front of her and cast a water wave that has good range as it travels forward upwards to the height of Arle. This attack has high priority thus it can cancel projectiles and most attacks. It has a good knockback rating if the first frame hits and does no damage. During the attack, it hitbox frames are able to negate energy projectiles and deflect some object projectiles. Also during the wave portion of the attack. This can be set up for a juggler.

Though it does no damage, if the opponent is hit at the first frame of the attack, they will be rendered in a damaged stage/damage frames. However the attack will continue even after returning to her normal stance, you cannot execute another geyser attack until the previous is completely gone.



Up tilt - explosion
(7-15)

start lag - 0.5
end lag - 0.2
set knockback - 2/10
growth knockback - 6/10
range - 9/10 (upward)

Arle cast a fiery explosion directly above with decent knockback. It has a long attack speed for a normal attack, but good recovery speed and range.

Dash attack - Light wave
(4-9%)

start lag - 0.1
end lag - 0.3
set knockback - 2/10
growth knockback – 2/10 (4/10 if hit close)
range – 2/10

Arle will quickly swing her arm with a twirl as if she was slashing a sword leaving a white trail with decent knockback. If timed properly, she can continue with another dash attack when the foe has moderate damage.
(Arle cannot use DACUS)



Aerial Neutral - Dancing wind
(1-4%) (multihit) 5

start lag - 0.11
multihit duration – 0.07
end lag - 0.11
set knockback - 1/10 (2/10 at end)
growth knockback - 1/10 (2/10 at end)

Arle twirls around in the air with wind blades emerging from her arms in both left and right from her for 5 times . The first 4 attacks has a knockback that draws them closer to Arle with the fifth to push the foe upward from her with little power.

Ariel down - Hydro force
No damage

start lag - 0.19
end lag - 0.48
set knockback - 3/10
growth knockback - 6/10

With decent speed, Arle can create a watery explosion under her position and can knockback the foe forward from her position with decent knockback. If the attack connects the foe from below the explosion, then it can spike with good knockback.

Aerial forward – frozen flip
(5-9%)

start lag - 0.11
end lag - 0.20
set knockback - 2/10
growth knockback - 4/10 (7/10 if it hit far)
duration - 0.19

Arle can perform a forward sunset flip with quick attack speed and decent recovery leaving snowflakes in its path. It has a decent knockback upward.

Aerial up – Ice shards
(2-4%) Multihit 3

start lag - 0.13
multihit duration – 0.08
end lag - 0.10
set knockback - 2/10
growth knockback - 3/10

Arle can cast small ice explosions from above her 3 times at good speed of the same damage. This attack has a decent knockback that drags downward away from her for all ice shard. This attack has a decent recovery time and the enemy cannot be frozen by the way.



Aerial back – light slash
6-11%

start lag - 0.10
duration 0.45
end lag - 0.13
range - 2/10
set knockback - 3/10
growth knockback - 2/10 ( 9/10 on the far-center during the middest of hitbox frames)

Arle twirls around once with her arms glowing white and chops with her arm backwards during her twirl. It has good knockback but of all of her attacks, this attack has the shortest range regaurding from her hand to hand combat. (Similar to Ike's back aerial attack movement...just without the sword)

Similar to Zelda's lighting kick, its during the middle of her attack when she would place the most energy into that attack. Getting hit at that exact position from a far distance would be vicious. However whats different between this attack and lightining kick is that the light slash has multiple hurt boxes that last from the attack duration until the start of the end lag so its an idea move to use for spacing and or approaching.




Final Smash - Bayoen


start lag - 4.8
duration – 8.3
end lag - 1.3

Arle's signature and most powerful spell in her arsenal. A final smash whom power is depend on how much orbs Arle has gathered. She will suspend herself in mid air as she channel her magic into a single big magical orb. After that she release it above and it can produce a number of garbage puyo and other effects. However the usefullness of this attack depends on how many orbs you have on you. If you use her final smash, her orb count will return to 0.

0 orbs -
range - 60/10

A series of garbage puyo and big garbage puyo falls within Arle's position. The attack ends with a 4 hard garbage puyo falling towards an enemy within its range...the puyo’s hitbox last as long as they they don't touch the ground. After the puyo hit the ground, they disappear in a fiery blaze

1-5 orbs
range - covering a entire small stage

Many more garbage puyo and big garbage puyo will appear and a few more hard garbage puyo appears. During the middle of the wave, a star shower will appear and will shower at random positions on the map as they crashing on the ground. The puyo will disappear when they hit the ground and after the stars crash into the ground or on a player, they explode.

6-9 orbs
range - can cover a entire medium stage

The range of the final smash is extended as more crystal, garbage and big garbage puyo appears with a star shower at the start of the final smash. At the last 3 seconds of the attack, 3 meteors will appear and will go through every object (like PK starstorm)

10 orbs
range - covers a entire large stage.

A lot of garbage, bigs, hards , stars, metors can be seen randomly appearing since the start of the final smash and the range is further increased. At the end of the attack, a sun as big as Jigglypuff's final smash will slowly descend on Arle's position invoking massive damage and knockback to anyone caught in its fiery wave. Before the sun lands, the screen will begin to turn white marking the explosion. At that point (though you can't see it) the area around the sun will disappear with a hitbox as the same size of the sun. The sun will disappear as the screen begins to return to normal.

Note – she will return to her normal stance after she summons the sun, so you should try to get your foes trapped in the sun’s hitbox before it explodes. The sun won’t do any damage to the user. The sun alone before the explosion has little knockback (set) that will drag the foe towards the bottom of the sun. But anyone caught in the sun explosion will most likely be Ko'ed.

Damage

Garbage puyo

1-3%
weak knockback
set knockback - 1/10
growth knockback - 2/10

big garbage puyo

except by twice its size
4-9%
little downward knockback
set knockback - 3/10
growth knockback - 2/10

hard garbage puyo
encased in a hard crystal shell.
7-15% good knockback
set knockback - 5/10
growth knockback - 5/10

Star explosion
3-10% decent knockback
set knockback - 3/10
growth knockback - 1/10

Meteor
6-12%
great knockback downward away from the meteor
set knockback - 2/10
growth knockback - 8/10

Sun (falling)
1%
little knockback towards the bottom center of the sun.
set knockback - 1/10
growth knockback - 0/10

Sun (exploding)
35-68%
Massive killing knockback.
set knockback - 9/10
growth knockback - 16/10
duration - 0.95


Carbuncle




This little monster often stands there or walks around the map. He rarely walk to where Arle is currently at or may jump to where she at. Carbuncle is often seen sleeping, eating, or any other random non-fighting thing whenever Arle is fighting for her life...even on Super Smash Bros.

However, as useless and amusing this little bugger is, it can be of assistances to Arle at a certain point. When Carbuncle starts looking around after Arle grabs her foe, by throwing the foe at the direction he's looking, he will assist Arle by firing a single laser from the jewel from its head thus heavily boosting either damage or knockback depending on the type of throw. The lasers that boost knockback are done at the end frame of Arle’s throws and the damage boost is done in between Arle’s attack. There is no hitlag of his lasers.

Forward laser sync
(2-4%)

set knockback - 7/10
growth knockback - 7/10

Just after the palm thrust hits, Carbuncle releases a small beam that greatly boosts the knockback as it sends the foe quite far.


Back laser sync
(14-17%)

set knockback - 0/10
growth knockback - 0/10

Just after Arle creates a shadow clone, Carbuncle attacks the enemy before Arle attacks with her light ball.



Up laser sync
(2-3%)

set knockback - 6/10
growth knockback - 8/10

Carbuncle charges up his laser as it stands in front of the whirlwind fires it just when the attack is finished greatly boosting the knockback upward.


down laser sync
(15-20)

set knockback - 0/10
growth knockback - 0/10

Before Arle uses the thunderbolt, Carbuncle quickly attacks before Arle's thunderbolt hits.


Taunts, Vicotry, and Others


Arle can be a little silly with her winning and victory animations. Many of them involve Carbuncle...at certain times.

Taunt Down
Arle will look in front of her in a shocked/petrified state for 2 seconds. She will then shake her head to snap herself out of it quickly after.


Taunt Side
Arle will turn her back and starts talking with her foot scribbling on the ground with a eye looking behind her. She then laughs playfully while in the taunt. Carbuncle will also slightly hops around twice during Arle's side taunt if he's near her. The taunt lasts for 1.7 seconds.



Up taunt
Arle will franticly look around her position for around 1.5 seconds saying "Kaa-kun, where are you?" while looking and will return to her stance. Carbuncle will then either slowly walk or jump near her position. This can be cancelled after she begins to look the other direction.

If Carbuncle is near her, then Arle will crouch in the direction and ask Carbuncle either say "Sleepy Kaa-Kun"? or "Hungry Kaa-kun"? For each answer, Carbuncle will only respond by saying "Guuuuu" or Gu-Guu randomly as Arle returns to her position...or

She could listen as Carbuncle talks to her saying "Guuuuu..." or "Guu, Guuuuu!". Arle nods her head in agreement or nods her head in disagreement as she returns to her position. This taunt could last for up to 2.5 seconds.

Victory 1
Arle will grab Carbuncle and will happily raise him to the level of Arle’s head. Then suddenly a glow is shown on the jewel on his forehead and fires a huge laser beam which sends Arle off screen dropping him in the process. The animation ends with Arle knocked out and Carbuncle saying “Guu?”


Victory 2
Arle will be off screen and will appear very quickly as she walks slowly across the victory screen saying “Kaa-kun….Kaa-kun, where are you?” When she walks off screen, Carbuncle will appear from one of either 4 corners of the screen and returns into hiding just before Arle comes back to the screen still searching for him.

Victory 3
Arle will raise her hand, then chinch her fist saying “All right”. Carbuncle will be on her left shoulder saying “Guuu!”


Lost
Arle will applaud to the winner cheerfully as Carbuncle sleeps besides her.


Others
When Arle is in a panic position (about to be hit with Bowser’s down throw or if she caught in a Daicute drain by another Arle), Instead of the rest who wave their hands and wiggle their legs begging in mercy, She will quickly shows a panic expression on her face with her arms and legs moving so fast that its like an anime character.

Playstyle and stratigeis


She has decent control on the ground more than she does in the air. Also she has a good variation of long raged basic attacks within her disposal she stops running and/or landing from missed air attacks. She may not have an advantage while in the air, but her movement level can allow her to attacks effectively. Along side Arle, is the little Carbuncle which mainly serves as a visual distraction as it walks about on the map foreground.

For the most part, she can mix up her style weather it be spacing or engaging in close combat. Because she has to take some time until she is able to get the enemy to a high damage level, Arle usually has to depend on Daicute effects or greatly weaken the foe until she's able to finish the job with a decent attack. However, she can choose to spam her attacks and distance herself, or chain one attack after another with little worry of the foe getting out of range until the foe reaches moderate-high damage. She has low grab start and end lag for most of her throws making her grab game one of the better out of her game in terms of speed...but still, her throws are fairly weak in general.



Sometimes, patience isn't going to work in the battlefield, so Arle could decide to end it quick by transfer her life energy for power in the form of her Daicute attack. By exchanging her life for power, She gains more access to her capability thus allowing her access to multiple powerful ways to kill the opponent like expanding your projectile usage or greatly boosting her smash attacks, The good and bad side to this that its power is limited to how much life is given to her attack...and if its used (hit or missed), then it will be troubling to gather some more, so it best to power up when she has a very high damage percentage aka very close to dying anyway.

When playing in a FFA or 2vs2, it will be difficult to gather spheres using Daicute, so you might be a good idea to fight without using a Daicute or play while gathering spheres using her Daicute drain attack and uses the spheres as a projectile. The only negative thing about is that without any spheres, she would be knocked away easily. While on the same topic on projectiles, it could be idea to use her elements attacks and Spell bomb to boost the potential of GaW and Ness for it can greatly increase the survival rate.

Arle Nadja is a excellent spell caster that can use multiple ranged attacks...oddly enough, few of her ranged attacks can be consider as projectiles...or at least semi-projectile in this case. Like if she performs her side smash attack before getting hit by Mario's cape, she will turn around, but the attack will still go forward not affected by the cape. Also semi-projectiles cannot be deflected...but it can be bucked by G&W...so be careful.

Drop off

Because of her low knockback power, she can easily juggle her foes to accumulate damage when their damage percentage at low to moderate as well as follow up her throws. Disregarding her powerful aerial moves, she's capable of killing the heaviest at 164% so it may take some time to gather the right damage with a kill attack. However if you not that much patiences to rack up damage, her hydro force (aerial down) is a spike attack with good knockback so it may be ideal to attack him until he's off the stage to quickly finish them. Several of her moves can drag the opponent downward against Arle making a setup for a Hydro force attack combo possible.

Body Armor

She gains weight by 0.5 for each sphere gathered around her. With 10 spheres, her weight will be 8.5 with good knockback for most of her attacks. She may suffer a high damage level by now but you can make sure that you won’t be killed easily….right. Also during charging using Daicute, her shield can also reflect almost any projectile, or if you’re feeling bold, try to have the first frame of Daicute collide with a energy projectile so that she can use that to heal herself.

Daicute item spam

If you have a good amount of spheres and are experience on juggling Peach's veggies, Dedede's bananas, or Link's bombs. You can use Daicute in the air to drop several spheres so that you can use as much as you released as items. Just keep track of the sphere before it becomes useable as an item and the time it takes to explode if it doesn’t hit anyone.

I won't forgive you!

Her smash attacks are not very good now, but by gathering spheres before executing a smash attack can really make up for the low power the smash attacks have...but only if you have the spheres. A hit with a smash attack with 3 spheres will increase the damage of 17% to 29% and make a knockback of 5/10 to 8/10, I'm not going explain if the attack was half or fully charged and if you had two more spheres, but you could imagine how powerful it could get. Of course, executing the attack and actually hitting someone with one are two different stories so it would be a pain if that smash attack miss. Or you could hope to throw the Seigeru when you have 5 or more spheres of which it can be as a strong as a smash attack.
 

Thrice

Smash Cadet
Joined
Apr 1, 2010
Messages
45
Location
Washington
I didn't actually read any of the other comments on this set beforehand, as I kinda wanted a clean slate going into it. So if I miss anything pointed out by other comments, I'm sorry.
Nattorei
Okay...the Neutral Special looks nice and all, but there's no limit to how many Spikes can be on the stage, and they have no timer; they don't even disappear if Nattorei loses a stock... That seems a MITE BIT OVERPOWERED, doncha think? You can literally just spam them forever on the side or middle of the stage and make it so that the opponent just can't approach you. Because, yes, they can get rid of them by using low attacks. But Dtilting your way across a stage isn't that appealing. And Nattorei can throw them out a lot more quickly than anyone can get rid of them. An entire stage of spikes means hell for anyone, especially ground-based characters. And then on top of all that, Nattorei has anti-air armor that makes it nigh impossible to approach him from above, and that isn't even mentioning all the moves he can do while he's sitting there. I mean, damn, if you MEANT this move to be that overpowered...well. The main thing that makes this seem even MORE overpowered is that the Spikes never go away. You can build them up, and unless the opponent spends all their time removing them, they're gonna stay there. Even if you die, they'll still stay, which means you can pretty much just spend your entire first stock spamming Spikes and be no worse off later on.

Leech Seed isn't AS overpowered as Spikes, but it's still strong. So while you've got Spikes everywhere, you throw a Leech Seed. Now, the opponent tries to shake it off, but can't before they come back down and hit the Spikes...where you throw another Seed. Repeat process. They can't approach you because you're surrounded by Spikes and have Iron Barbs up there making you damn near immortal. So after five seconds of this you start healing by 5% a second and they take that much damage. And, even if they dodge it or shake it off, it plants itself. Five seconds is a long time, yes, but as you said, not that long if you cover everything in Spikes. One question: Are the Spikes still active under those vines? Because if so, that would give a lot of damage out and make it nearly impossible to escape, as IIRC you can't escape while in hitstun. Which you'd constantly be since Spikes cause hitstun and you're trapped so you can't take the little knockback from them. DEAR LORD DM, WHAT WHERE YOU THINKING?

Snare doesn't really share those problems. Not because it isn't powerful, but because if you use the tactics shown above, it's pretty much useless. It can't really KO, so all you'd be using it for is edgeguarding. Plus this gets rid of your immortality, so it's not that great a thing to do.

With Gyro Ball, you say that you'll never get a chance to use the full powered one. Why not? If it powers up the longer you have it out, then you could use it from a distance and rush the opponent down if you really felt like it. I assume Nattorei goes no higher than that little levitation, so he won't have too far to fall, really. Even if he does, it's not that bad. Also, you never say when this would KO, so you might want to add that in. For all we know, it could kill at 80% or 160%. Obviously, the power would increase depending on how long it'd been out, but you still might want to give us a range. And tell us just how much lag there is, as you really don't.

The Standards flow pretty well with everything you've got, and I do like the interactions between the barbs a lot. The only thing that really sticks out as a little too good is the Up Tilt, allowing you to essentially punish anyone trying to approach from the air even MORE than the Iron Barbs themselves do, allowing you to abuse that "strategy" I pointed out earlier to its fullest. I will say that you don't really mention knockback at all in this section. I think the only real mention of it is in the Up Tilt, actually. If Jab and Ftilt can do the same thing, but Ftilt is slower and forces you to use two whilst you can choose to use one, two, or even three in the jab...why would you ever use the Ftilt?

The Up Smash isn't really all that clear. At first, you say Nattorei "rears back" his vines. Now, do they count as hitboxes while charging? I'd assume so, yeah. This acts pretty well as a counter to attacks while you're charging, yeah, so I'll give ya that, but it's still pretty powerful. Another thing that's not-so-clear is that you say this attack hits in the air AND on the ground, but that's pretty impossible. Just what happens here? Does each vine go in a different direction? That's what it seems like, and it's the only thing I can see doing what you mentioned; i.e. hitting the air and ground at the same time. As a sidenote, you say that the vines deal damage, but call it "average" and give us no more than that. You seem to have this problem a lot; letting the reader assume a lot of knockback and damage %s. You might want to clarify that some.

Forward Smash is alright; a mindgame with Leech Seed that helps you get the vines out. It's a fairly good move, but again, you leave out a lot of stuff. For one, you give NO info on knockback anywhere here, other than mentioning that it's a strong attack. You also say that the explosion deals less if it doesn't hit directly, but you don't mention how much. And again, you don't mention any knockback.

Grass Knot is powerful, but it isn't broken. Unless of course you have a lot of them out, in which case they mix in very well with the Spikes to make one hell of a field. Also Leech Seed makes it very powerful. You also don't really mention lag on most of these moves, but I won't blame ya for that.

Yeah, Grab is pretty powerful as well. While they're sitting there trying to wade through a forest of vines and Spikes with Leech Seeds all over them, you grab them and can do whatever with them. Now, it's not really clear what you mean here. You say Leech Seed's "length of effect" freezes. Does this just mean they can't escape it, or does it also stop the five second timer building up to them "hatching?" Might want to clear that up, it sorta confused me.

Pummel is also strong. If you can attach as many as you want, you'd get off around 2-4 Sticky Barbs per grab. That's already 4-8% damage a second, but then if they shake it off it makes LARGER, STRONGER SPIKES. That means they're harder to avoid than the normal ones and deal more damage. And even then, they never disappear unless someone knocks them around.

Oh god, Rollout. Dear lord, man. You roll across the ENTIRE STAGE and deal 7% + however many spikes or Sticky Barbs you have out. Now this wouldn't be so bad if you had to chase the opponent down to grab them, but you can just camp and snake your grab out, timing it so you grab them as they come down, while you're still at the edge, allowing you to literally roll across the entire stage for MASSIVE damage. Even with just 9 regular Spikes, or three uses of the move, this would deal 34% damage. And 9 is nowhere near the number you'll have out.

None of the other Throws seem too strong, so I'll leave off there.

The Aerials are strong, yes, but seeing as Nattorei has terrible jumps, they aren't that overpowered. One thing you didn't really mention in the Dair that I though should be mentioned was the combination of it an the Leech Seed vines. Free 22% or even 44% if you can pull that one off. The Forward Aerial, while dealing up to 26% damage in itself, takes off much of what weakens Nattorei, which is its very limited mobility. Not only does it provide near-perfect frontal defense, it also allows it to rocket forward. However, how far does he go? How fast does he travel? How much damage, if any, does this do? Does it have knockback? You don't mention any of these and just leave it up to the reader to decide, which in general is a bad thing.

Final Smash made me lol, so that's there at least.



NOW, I didn't absolutely despise Nattorei like this comment probably made me come off. There are some nice interactions, the moves play out well, and the flow is good. Nattorei has a good, set playstyle for what it is. The set itself isn't bad, it's the power of the moves that brought this comment to light, as well as the slight lack of detail on some moves, like no knockback information or saying too little about damage %. Anyways, that's all for this, and I know you'll probably ignore it or shrug it off as trolling, or even go full-on rage mode, me being me, but hey, at least it looks like I tried, ya know?

 
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