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Make Your Move 9: [Now Defunct]

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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Hello my friends, I'd just like to inform everyone that I do not have any submissions planned for the last few days of the contest. However, I AM working on catching up with comments, and plan to have read everything by Monday. Comments to come soon. Sorry for my lateness
Just do the best you can. It's nice to hear that you've got comments planned for the dry season. That said, I'm guessing that once MYM9 Submissions are over lots of people are probably going to start posting comments or reading sets that didn't get much attention.

With what's been going on in the chat there's probably going to be a moveset rush in some form. I have ONE MORE submission I want to get finished and posted before it ends. That would be cool.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Blast it, I was almost finished writing this set when Safari crashed and I lost half my work. :mad: So apologies if the second half of the set seems a bit rushed.



Obi-wan Kenobi is (or was, depending on what time period you're working with...) a legendary Jedi Master, who had an extensive mastery of the lightsaber form Soresu. http://starwars.wikia.com/wiki/Form_III:_Soresu

Soresu is an extremely defensive form, that focuses on minute adjustments of both lightsaber and stance such that the enemy's attacks barely miss, over and over again. Once the opponent is worn down (and has lost their patience), the user becomes more aggressive, taking advantage of the inevitable lapses in the opponent's defense.

Obi-wan is also very proficient in Ataru, a lightsaber form that specializes in acrobatics for both attack and defense. Although not his form of choice, he is very capable of using it should the need arise.


Defensive modifications:
It's worth noting that Obi-wan's shield has him holding his lightsaber in a defensive stance instead of the normal bubble shield. It will reflect energy projectiles, in addition to the normal properties of a shield. However, to counterbalance this, other projectiles that can't be reflected or destroyed by a lightsaber cannot be shielded. (Think Samus's missiles.) Additionally, Obi-wan has a very quick spot-dodge, (it takes only half as long as a normal one), but requires precise timing. Finally, for every successive attack that Obi-wan shields/dodges/barely avoids (counted as an attack that misses Obi-wan but comes within half a stage builder block of hitting him) without being hit, you get a small (4 frames) bonus on the startup lag of your next attack. This does stack, but if you spend a second without defending another attack, it will disappear.


Specials:


Side Special: Strength of Soresu
If you didn't bother to read the above paragraphs, the strength of Soresu is in subtle shifts to avoid the enemy's attacks. Using this move on its own does nothing, however, if you use this during another (ground) attack, you can shift slightly to the left or the right (up to half a stage builder block) during the beginning lag/attack/end lag. You can even use this to move slowly while shielding, making this a very important staple of your defensive game.

(This idea was totally not ripped off from a certain boxing moveset I never actually read but looked at on a top 10 list. Come on, would I really do a thing like that?)

Neutral Special: Force Push
Now that you can perfectly manuever your positioning, let's mess with the opponent's spacing! Using this move will cause Obi-wan to push forward (with his non-lightsaber hand), and any opponent within 2 stage builder blocks in front of him (or even above/below) will suffer an abrupt change in velocity. You can control the direction of the push by quickly pressing a direction on the control stick, and the force depends on how hard you pressed it. A small amount of tilt only changes their speed by mario's walk speed, whereas smashing the control stick will launch them back at mario's run speed. (If you don't press the control stick at all, he'll make the gesture, but won't actually force them at all. Mindgames!) You can also push physical projectiles (Like those missiles you cant shield) this way, making Obi-wan a nightmare to camp against. Lag is low, but there's a 2 second cooldown on this move, so you can't spam it for stalling purposes.

One more thing: By pulling back on the control stick after using this move, you can change it to a force pull instead, which is the same effect but pulls them towards you.

Up Special: Force Leap
Obi-wan gathers the power of the force and makes a tremendous leap, the direction and power of which you can choose with the control stick. At minimum power it's similar to ZSamus's Up-B, but at maximum strength you can leap completely across battlefield. Lag is low, and this does NOT send you into helplessness (although you can only use it once before touching ground/being hit) Lag is low. (Basically, this is literally a third jump, just a much more powerful one.)

Down Special: Force Precognition
Obi-wan just stands in his idle pose for half a second. Once that half-second is up, the game checks to see if there's an enemy within two stage builder blocks of you. If not, then Obi-wan just shakes his head sadly, and the move fails. However, if there is, then Obi-wan smiles, saying "Your move", and the following effects happen.

The effects said:
An exact but translucent replica of the foe is created, overlapping them. Now, bear with me - it's this incorporeal replica that they control, and they can still use attacks and do anything they could normally do. The real version of themselves follows precisely, but half a second behind. The replica is made of energy alone and can't actually hit you with its attacks, but it also can't be hit. If the real one is hit, the replica is dealt the same knockback, but moves twice as quickly to again regain its spot a half second ahead.
This lasts until the foe is knocked out of the 2 stage builder block radius around Obi-wan.

Now, Obi-wan's entire playstyle revolves around subtle shifts to perfectly counter the enemy. How much easier and more effective is this when you KNOW exactly what your enemy is going to do? So, if you predict when your opponent will approach, you have an enormous advantage over them until the close-range combat is over. And since Obi-wan will normally go ahead and wait for the enemy to approach, they'll have no idea if you're using the move or not! End lag is low.

(Credit where credit is due, the idea for this move came almost entirely from Espeon. I even ripped the description.)

Tilts:

Jab, hit 1:
Obi wan jabs out quickly (Incredibly awful pun intended), doing a small 2% and minimal knockback. This move comes out fairly quickly (Frame 9 by default, but after defending two attacks, it's ridiculously quick), and has pretty small end lag to boot. It's best used to disrupt an opponent's attacks, as its speed will beat out just about anything at point blank range.

Jab, hit 2:
Obi wan spins and delivers a roundhouse kick to the opponent, doing a decent 6% and good knockback. This is guaranteed out of Jab 1, but you'll almost never hit with it otherwise. Use it when you want a breather. Lag is ok.

Up Tilt:
Obi wan slices his lightsaber over his head, doing 8% with decent knockback. The range is similar to Marth's up tilt, lag is average.

Front Tilt:
Obi-wan swings his lightsaber in front of him, doing 6% with low knockback. The range is pretty nice (similar to Marth's Front tilt), but it comes out somewhat slowly. (One defense would make this average lag, three makes it lagless.)

Down Tilt:
Obi-wan goes into a guard stance (similar to his shield) for a short period of time, if he's attacked during this he'll quickly block the attack before grabbing the enemy (assuming the opponent is within a 2 stage builder block radius, else he does nothing) via the force and slam them into the ground in front of him for 8%. (Basically, it's a counter move.) However, the knockback from this WILL knock the opponent upwards exactly 3 stage builder blocks, so don't think you can completely shut them down with just this and Force Precognition. End lag is bad, so don't miss. (Beginning lag is basically non-existant)

Smashes:


Front smash:
Another classic force power, Obi-wan hurls his lightsaber forward. The lightsaber travels at the speed of Pikachu's run, and has limited homing capability (similar to one of Samus's normal missiles). Upon passing/hitting the closest opponent or reaching maximum range (a battlefield platform uncharged, across the main platform charged), it will fly back to Obi-wan (with much better homing). It does a nice 12% with good knockback uncharged (up to 20% and great knockback charged), and you can move while the lightsaber is out. However, beware, as you cannot use any of your lightsaber moves (for hopefully obvious reasons) until your lightsaber returns. Lag is pretty small, but considering how defenseless you are until the lightsaber returns, that hardly matters.

Up Smash:
Obi wan crouches low to the ground before making a jumping uppercut with his lightsaber. It does a nice 11% uncharged, and ok knockback (up to 22% and decent knockback charged). Range is comparable to Ike's Up tilt uncharged, but goes all the way up to Marth's dancing blade charged. Startup lag isn't good, so make sure to space this via the neutral special/ remove some lag via defense. However, the end lag is low, and this attack leads completely naturally into an aerial followup.


Down Smash:
Obi wan sits down on the ground in a meditative pose. After a quarter-second he gets back up, having healed 7%. (This move can be charged up to 25% over a second and a half.) This forces the opponent to approach you and challenge your defensive game, instead of just hanging around and trying to make you come to them.

Aerials:

N-air:
Obi-wan uses the force to give himself a burst of speed. This lasts for a quarter second, during which all of your movement (lateral, jumping, falling) is doubled in speed. However, you can only use this once per two seconds, so no spamming.

Edit:
Almost forgot, the dash attack is a grounded version of this, and they share a cooldown timer.

F-air:
Obi-wan pauses slightly before delivering a vicious double-handed slash. This deals 14% and great knockback, making it his main KO move. Range is similar to Marth's F-air. However, it does have a good bit of startup lag, meaning you'll need mindgames or some defensive lag-reduction to pull it off.

B-air:
Obi-wan kicks with both feet behind him, dealing 8% damage. However, if he hits the opponent, he'll basically do a sideways footstool on them, making this a great "Get out of trouble free" move if you can connect. However, there's a bit of end lag, so don't miss.

U-air:
Obi-wan flips and swings his lightsaber while doing so (think Pika's N-air) for a decent 10% damage and low knockback. This also comes out pretty quick, making it a staple of his aerial game. However, there's a good deal of end lag, so don't miss. There's also some great mindgame potential, because if they airdodge to avoid this, you can nail them with an F-air for the kill.

D-air:
Obi-wan does an incredibly generic "Downward kick towards earth" move. However, to make this more useful, by pressing the A button again, he'll cancel it into a slightly less generic "MK D-air ripoff" slash with his lightsaber. Either part does 6%, and there's little lag, making this a rather nice way to get back to solid ground and your defensive game.

Grab:
Obi-wan suspends the opponent in midair with the force (it's a rather good grab, a bit smaller than King Dedede's in range). However, he has no throws, instead you can simply whack on the opponent with the move of your choice. Unfortunately, they have halved grab escape difficulty, but this move does NOT count as an attack for the purposes of your defensive lag reduction bonus! Therefore, it's quite possible to use this and nail them with a speeded-up F-air, U-smash, F-smash, or even take a breather and heal with your D-smash!

Final Smash:
Gigaskhan appears. Or something. Look, I don't actually feel like writing one right now.

Playstyle:
Alright, so if you couldn't tell from the moveset, Obi-wan is VERY defensive. Between his down smash, force push, and reflective shield, it's nigh-impossible to camp him, so the enemy MUST approach. However, the act of approaching plays into a good Obi-wan Kenobi's hands anyway. Force prerecognition is an incredible defensive tool, and if you can predict your opponent's approach time (which shouldn't be too hard), you have an enormous advantage for the coming fight. Anyway, with your tilts and subtle manuevering between your neutral and side specials, it will be very difficult for the opponent to land a blow. Once you've dodged/blocked a couple, you can easily poke them with a speeded up tilt, or a jab combo if you need a breather. Alternatively, you could be a bit more risky, and wait until you can land an upsmash to U-air combo. It's even possible to land an F-air right off the bat if you predict them well. However, the air is not where Obi-wan belongs, after the immediate chase from the up smash, you should return to the ground with D-air/N-air, and continue your defensive game. Once the opponent is at high percent, all you need to do is continue your defense, and instead of a tilt or a combo, simply aim for a grab to F-air for the kill.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Oh God Why Am I Rushing Out A Random Set Why And Now It's Three In The Morning Aughh

Bizarro




Bizarro is a villain from the Superman comic series. He is a version of Superman from an alternate universe in which everything is opposite. Bizarro thinks himself as a hero, but has a very childlike mind, and thinks of everything as the opposite of what it actually is, so he does far more harm than good. Oftentimes he will attempt to rescue someone, only to place them in even further danger. Superman is his best friend, so they constantly fight, as in Bizarro's mind that means that he must kill him.

Bizarro has the 'reverse' of all of Superman's powers, and even more brute strength than his counterpart. He also lacks the Man of Steel's weakness to Kryponite, and is instead strengthened by it. His low intelligence and brutish nature keeps him from ever truly utilizing his amazing power.

Stats

Bizarro is very much a flying brick and about as smart as one; he's above average in air speed, weight, and strength, and his attacks are still fairly fast. He's not as fast on the ground as he is on the air, but with his strong jumps and slow fallspeed, he has no trouble staying in the air for a while.

Bizarro also has the unique ability to fly, if you hold up on the control stick for half a second, he will hover in midair, and can freely move through the air at his air speed for four seconds. He can still attack while maintaining flight, but air dodging causes him to exit flight, and he cannot mid-air jump after flying. Bizarro can also glide, and he can still glide after flying, giving him incredible aerial mobility.

Bizarro has a weak out of shield game though; his grab is as slow as most tether grabs. His defensive game is further harmed by the fact that since he spends so much time in the air, he has to rely on the more limited air dodge to avoid damage than on his shield. Also, the strength of his attacks can be a disadvantage; much like Ganondorf, he struggles to perform any combos because he knocks the foe out of range in one hit.


Specials

Neutral Special <Ƨ> Freeze Vision

Bizarro has the reverse version of all of Superman's powers. Instead of heat vision, his eye beams cause everything in his sight to complete freeze. This attack is aimed exactly like ROB's laser, but has a just barely noticeable period of starting lag. Unlike ROB's laser, Bizarro's freeze vision has only a little upwards knockback, but can be held out indefinitely and freezes enemies on contact. The time for which opponents are frozen is based on their damage, but even at high percentages opponents are only frozen for a short period of time. At low percentages the beam will actually repeatedly freeze them as they break out immediately afterwards; this can be used to build up damage though.

Freeze vision deals 10% damage for each second of prolonged contact with the rays, but frozen enemies take half damage from all attacks (except fire attacks). The strength of the freeze also decays with move decay, so spamming this move quickly makes it nearly ineffective.

Down Special <Ƨ> Vacuum Breath

The 'Bizarro' version of Superman's Super Breath, Bizarro breaths in, and strong wind sucks everything around towards him. This is very quick, and after the brief start-up lag can be interrupted with any other action, including attacks, dodges, shield, and jumps. Vacuum breath deals no damage, but pulls everyone in front of Bizarro towards him with great strength. Even foes two battlefield platforms away will find his pull irresistible, and he can immediately cancel his suction breath into another attack. Of course, it deals no hitstun either, so opponents are free to attack while they are sucked towards him as well. The effect lingers even after he stops inhaling for a quarter second, so opponents will continue to be pulled even after he stops inhaling.

Side Special <Ƨ> Fire Breath

Bizarro's Fire Breath is the opposite of course to Superman's Cold Breath. This isn't quite like other character's flamethrowers though. It has significantly more start-up time than either Charizard or Bowser's fire breath, but makes up for it with the range of one and a half battlefield platforms and incredible pushback. Enemies caught in the flames take 15% damage and are pushed back, but with favorable DI opponents can escape only being barely singed.

Fire Breath also has less lag and increased strength if it has been charged up by Vacuum Breath immediately before. Suck in some air, and then belch out flame. It does decay as you hold it out though, and dwindles down to just a small flame after two seconds.

Up Special <Ƨ> Power Slam

Bizarro leaps up in midair about the same distance as Mario's Super Jump Punch, and then flips in mid-flight and quickly slams downwards with a powerful punch. The slam of the punch deals 12% damage and strong upwards knockback.

The attack also delivers a 'ground pound', which shakes the entire platform that Bizarro lands on. The ground pound has two main effects; first, it creates a shockwave that does damage to anyone within a short distance of Bizarro. Anyone standing on the platform also has any attack they're performing cancelled, and people on the platform cannot jump, dodge, or roll, and walk at half speed as long as the platform is shaking. People lying on the ground cannot act at all while the ground is shaking, and people who are shielding cannot stop shielding until the ground stops shaking. It is also impossible to grab ledges on a platform while the platform is shaking.

The power and duration of the ground pound depends on how far Bizarro drops from when he performs the attack; for every Ganondorf of distance he falls from, the shockwave deals 2% damage and the shaking lasts for an additional fifth of a second. From the top of the screen, this can be an extremely powerful attack that leaves opponents on the ground quite vulnerable, but it also becomes harder to force the opponent to be on the ground to be affected by it.

If there is anyone near Bizarro while he moves upwards during this attack, he grabs them and instead slams them into the ground for 12% damage. If he grabbed an opponent, he ends the attack much more quickly in the air rather than standing on the ground, and the opponent is left prone on the ground. Bizarro can also use this move to get suicide KOs offstage, and because he is on top of the opponent during the fall, they always die first.


Grab

Grab <Ƨ> Heroic Action

Bizarro's grab is rather slow, but has the longest range of any non-tether grab, even beating out Ivysaur's tether. He spins in place and pulls the opponent in, cradling them in his arms, hero style. Bizarro is also the only character who can perform his grab in the air, whether in his normal air state, free-flight, or even his glide. In the air his grab is even more dangerous, as he can travel forward on momentum from flight or his glide and make his good range absolutely godly.

For his pummel, Bizarro hugs the opponent tight, glad that they are safe. A little too glad, judging from the sound of breaking bones. It deals 3% damage a hit.

Up Throw <Ƨ> Heroic Rescue

Bizarro lifts the opponent into the air, immediately transitioning into free-flight, holding the opponent in his arms. He can fly around for four seconds or until the opponent escapes at grab difficulty, whichever is less. Bizarro can then toss the opponent in any direction by tapping the A button, dealing 6% damage and low knockback. Press B instead, and Bizarro will perform the second part of his Up Special, dropping down quickly to the ground for a ground pound that can suicide KO offstage. If Bizarro grabs an opponent in the air, he automatically performs this throw.

The strategy here is obvious. Grab the opponent, and rescue them from the dangerous stage by tossing them towards the much safer blast zones. The more damage the opponent has taken, the more knockback they take and the harder it is for them to escape. If they do try to recover, use Vacuum Breath to pull them away, Fire Breath to eat up their second jump, and Freeze Vision to keep them from acting. If all else fails, his Power Slam can ensure that neither of them make it back to the stage.

You can also take an alternate strategy of heading upwards and tossing the opponent upwards, and then try to juggle, get a vertical kill, or even regrab with your Up Special for an extremely powerful ground pound to slam the opponent down for a powerful attack.

Down Throw <Ƨ> Heroic Hug

Bizarro hugs the opponent even tighter than his pummel; this deals 9% damage. Bizarro then releases his grip, causing the opponent to crumple to the ground; they can immediately roll, stand up, or use a get up attack. If you hold up during the animation, Bizarro will enter into free-flight mode at the end, and you can perform another attack on the opponent if you predict their next action. You can also immediately use your Up Special to try to stick the foe on the ground with a quick ground pound.

Back Throw <Ƨ> Heroic Spin

Bizarro grabs the opponent by the arms and swings them around in joy, dealing 12% damage and decent horizontal knockback behind him. This doesn't kill outright until high percentages, but the spinning adds a 'reeling' effect on the end of the throw where the opponent can immediately act even after the momentum of the throw is over, leaving them falling. If they land on the ground, they automatically trip. This is great for letting him follow up for a spike or gimp on stages where it's too far for him to carry them with his Up Throw.

Forward Throw <Ƨ> Heroic Reversal

Bizarro laughs as he holds his opponent. "You am Bizzaro's friend. Me must kill you now." Guess he remembered that he's not supposed to rescue his 'opponents'...

Bizarro pulls them up with one hand, and then punches them in the face for 13% damage and great, nearly completely horizontal knockback. Against opponents with especially good recovery, or other tricks to get around gimps, this is the way to get kills out of his grab.


Aerials

Neutral Aerial <Ƨ> Air Jab

Bizarro performs a relatively quick punch at a downwards angle that deals 7% damage. It's repeatable in air, and if nothing is pressed lingers for a moment, but the move has practically no landing lag at any time if you land. Perform this at the end of a shorthop or in very low flight to immediately chain into another attack.

Of course, it does have decent knockback, so if you actually land with it you won't be able to actually perform a combo. If they shield though, you can immediately hit their shield again with another attack.

Forward Aerial <Ƨ> Piledriver

Bizarro crosses his hands, raises them overhead, and slams downward. This is in a few ways like an exaggerated version of Mario's Forward Aerial, but has much greater range. It deals 12% damage and spikes foes downwards, but has a very noticeable start-up period. Opponents who are spiked downward at at least 30% damage are knocked prone from the force, although at great vertical heights it requires more damage to knock them prone. This move also has a lot of ending lag and landing lag, as he throws his arms with enough force to send him in a complete somersault.

Down Aerial <Ƨ> Dive Kick

Bizarro performs a fast sex kick with one leg sticking out downwards that deals 8% damage. It's fairly quick, has good range, and can poke at enemies and shields. Immediately afterwards he drops down for another attack of 8% damage. If he hits someone with the first hit they are popped out of range, but shielding opponents are hit by both. Poke this at their head, for instance, and you can chip down their shield with the first hit and kick them in the head with the second.

When he lands with this attack, it performs a ground pound, just like with his Up Special. If he's just barely off the ground, it won't shake the screen though. He has to be at least a Ganondorf's height off the ground in order to get the shake, which means that you can't poke someone with this and still get the ground pound (unless that person is, of course, Ganondorf). The second hit has good downwards knockback, but it's hard to spike with it well enough to get a kill unless you're below the stage or knock the opponent prone. You can easily hit them with the shockwave from the ground pound though.

Back Aerial <Ƨ> Reverse Kick

Wow, what a complete surprise. No one could have seen this move coming! This is a very quick and strong kick, with excellent poking potential that makes it fantastic for both air-to-air and air-to-ground attacks. It has a fair bit of ending lag and landing lag, but using flight you can easily avoid that weakness when you attack opponents on the ground with some careful just off the ground movement. The kick deals 11% damage and good horizontal knockback, and has a very pointed hitbox that makes it excellent for poking, say, shields.

Up Aerial <Ƨ> Overhead Smack

Bizarro swats at the air above him like a particularly frustrating fly is buzzing around him for 7% damage. His arm moves quickly and has decent starting knockback, and can kill at good percentages when performed at a high height. At lower damage percentages, you can use flight to juggle opponents upwards with this move as well.

Glide Attack <Ƨ> Tumble

Bizarro can glide through the air, but he's much less graceful than Superman in the air. He flies hunched over, head pointed down, shoulder first. For his glide attack, he just sort of tumbles through the air, dealing multiple hits of 7% damage as he collapses through the air. It's one of the longest aerials in the game, but has significant ending lag. If you manage to hit at the right angle though, you can push the opponent with you as you tumble for significant damage and knockback.


Standards

Jab <Ƨ> Dumb Muscle

The start-up for the first hit of Bizarro's jab is surprisingly fast, a quick strike forward with his palm similar to Ganondorf's jab. The next hits are much slower, but the first one has enough hitstun to combo into at least the second hit. The first hit deals 5% damage, and the second hit is a swipe with his arm for 6% damage.

The third hit won't normally hit except at very low damage, or against opponents stuck in shield. He bashes forward with his shoulder, dealing 11% damage and significant knockback. You can also pull the foe in with your vacuum breath so the suction lets you land the second two hits in a row.

The ending lag increases for each successive strike, being fast enough that you can cancel into other moves for mild mix-ups with the first hit, to a staggering recovery from the force of the final hit.

Forward Tilt <Ƨ> Double Hit

Bizarro does a slightly slow forward punch that deals two hits of 4% and 5%. The multiple hits makes it decent at chipping at shields, and it has a fair bit of knockback to boot. This is relatively fast, and can be interrupted almost immediately after the second hit. If you don't interrupt it though, he then reaches forward with his other hand for an unblockable grab, pulling the foe towards him and slamming them to the ground for 11%. It's impossible to combo the two first hits into this grab.

The grab comes out faster than cancelling to Bizarro's regular grab would though, giving him the ability to perform a vicious mix-up. They either continue to shield, and risk getting grabbed by the second hit or continue to take chip damage, or let up the shield to eat whatever next attack you have in store.

Down Tilt <Ƨ> Knuckle Dragger

Bizarro crouches down and swipes his arm across the ground in front of him. Like many characters' down tilts, this is fairly fast and difficult to punish. The attack deals 8% damage, and hits very low to the ground; it's easy to shorthop over, but can poke at the feet of an opponent with a damaged shield.

This is also great after landing a ground pound near an opponent; their mobility is limited and they'll either get their shields chipped or possibly take multiple hits from swipes if you're quite close.

Up Tilt <Ƨ> Hammer Swing

Bizarro swings his arm from his side all the way over his head in a powerful burst that deals 11% damage with good knockback and range. If you hold up during this attack, he will immediately enter into flight afterwards to follow up. At high percentages this is a good kill move, and at low percentages you can leave the opponent vulnerable to either an Up Aerial, Air Grab, or a quick Up Special as a follow-up.

Dash Attack <Ƨ> Super Flight

Bizarro leans forward and holds his arms out, kicking his legs up to fly straight ahead. Of course, he's not quite as graceful as his more stable counterpart, and covers his face with his arms, collapsing to the ground about a battlefield platform ahead if he doesn't hit anyone. If he does hit someone, he deals 10% damage as he crashes into them, hopping up slightly as if he footstooled someone as the opponent trips. There are plenty of follow-ups to be had from this. Whiffing it of course just leaves you embarrassingly vulnerable. During a ground pound though, this is absolutely impossible to dodge.



Smashes

Forward Smash <Ƨ> Knuckle Sandwich

Much like in his forward aerial, Bizarro slams his crossed hands down on the opponent's head. This is a decently quick smash, dealing 12-20% damage based on how long you charged it, knocking opponents a good ways forward. Much like Link's Forward Smash though, this has a follow-up attack where he steps forward and does a second swing, dealing 16-26% damage. It even has a third follow-up, a roundhouse punch where he spins twice and deals a powerful punch for a whopping 20-32% damage. Much like with his jab, the more hits you deal with it, the more ending lag he takes at the end, with his woozy and dizzy almost as if his shield were broken if he performs the third attack.

Of course, the knockback from the first attack makes this impossible to combo enemies with, even against Bowser at 0% damage. And most opponents would have to be complete fools to stand still for this when it's coming at them. Opponents who roll away from the first attack can get hit by the tail-end of the second attack. On the other hand though, this can certainly be absolutely amazing at smashing shields apart though, as he moves forward to chase the shieldpush. You have to be laying down some serious pressure to be able to string these together though, or have a very powerful ground pound keeping them from performing other evasive maneuvers while you do this. Remember that the ending lag isn't as bad for the first hit alone, so they might keep their shields up fearing a different, faster attack. Mix them up.

And of course, with all of this shield damage we've been seeing, you'd think he'd have a real amazing attack to land when he does manage to break someone's shield, no? The third hit, fully charged will kill at about 40% from the middle of the screen, with a nice crack like you hit someone with a baseball bat. (And King Dedede's Forward Smash can kill from the center of Final Destination at 0% when fully charged, so no complaining)

Down Smash <Ƨ> Shatter Punch

This attack looks almost exactly like Donkey Kong's Down Smash, two punches that hit the ground on both sides of Bizarro. This is fairly slow, and hits for 16-28% damage, but has a significant bonus effect; upon hit this shakes the screen like a ground bounce. At minimum charge it creates the smallest shockwave and only pauses foes as long as the ending lag is, while at full charge the screen shakes for a full second afterwards, and the shockwave gives a boost to the vertical knockback and damage of the attack.

Up Smash <Ƨ> Bizarro Tornado

Bizarro stands up straight with a stupid grin on his face and starts to spin, spin, spin madly. After a significant start-up period, he spins fast enough that he becomes a blur, dealing 6-9% to anyone who touches him and pulling everything towards him with nearly the same force as his Vacuum Breath, although it is most effective against opponents within a battlefield platform of him. Charging it for longer also means the suction effect is increased, making it less effective to run from Bizarro when he charges this up. The suction pulls foes back in after they're hit, allowing him to score multiple hits off of a single smash.

If you rapidly tap the A button while he spins, he'll spin so quickly that he'll slowly rise up into the air, rising higher if you've charged the attack up more. This will suck foes upwards with him, allowing him to rise up to five Ganondorf's into the air, with the final hit dealing upwards knockback that can KO at pretty low percentages. Either way, it puts them both in the air, which is a great position for Bizarro to be in as he can lay down pressure with his strong aerials or try to spike the opponent for a kill of for an opportunity to get a massive ground pound off.


Final Smash

Bizarro lunges forward to grab the opponent, much faster than his regular grab. If he lands this, he then flies off the top blast zone, flying into a cityscape much like Metropolis. Bizarro then proceeds to protect the good citizen from the various dangers of the city in a cinematic sequence, slamming through a nearby helicopter, dropping them off of a skyscraper, and whacking a haywire wrecking ball out of the way, which then swings over and smacks the opponent in the head.

In all this deals 55% damage and fantastic knockback. And looks pretty hilarious.


Playstyle

Bizarro isn't the fastest light bulb in the knife drawer... At a glance he's an absolutely menacing threat; good recovery, great attacks, good mobility, a nice projectile, and even some fantastic suicide kill moves. Bizarro relies on brute force to bust through the opponent though, and smart dodges, judicious use of the shield, and some fast thinking will quickly reveal huge holes in Bizarro's offense. Many of his high payoff attacks leave him staggeringly vulnerable if he doesn't hit with them, and while he has great shield pressure, outside of the ground pound he has no way to stop opponents from beating him with good dodges and rolls. His ruthless attacks leave him wide open.

It's not like he's a defensive powerhouse; that awesome grab of his isn't so awesome when performed out of shield thanks to his lag, and while flight is an amazing ability, it's hard to play defense in the air thanks to the reliance on the much less effective air dodge, which also cancels his flight.

Zealous, aggressive offense is the key to success with Bizarro. You need to keep the opponent on their toes and make sure they're more afraid of your attacks than they are eager to capitalize on how vulnerable they leave you. Strong pressure and mix-ups against shields are Bizarro's best defense, keeping the opponent on the defensive and chipping away at their defensive reserves. His Freeze Vision and Vacuum Breath, as well as his flight does wonders for his ability to prevent foes from playing keep away, forcing them to engage.

As an example, using some of his harder to punish attacks like his Nair and Jab to start chains off, or even the first hit of his Fsmash, can make the opponent afraid of what you might cancel them into, be it flight, your grab, or any other number of stronger moves. Bizarro makes the opponent afraid to shield, which forces them to use much less effective defensive measures to avoid getting hit by your attacks. Learn what the opponent's gut reaction is when you start one of your shield-breaking blockstrings, and learn how to counter it. Get in the opponent's head.

Realize though that shield pressure is hardly the sole feature of his game, if one of the most intricate. Bizarro is just as much at home fighting aerial opponent as he is whacking at grounded foes. Offensive pressure in the air continues with his aerials, practically all of which are fast with good range and excellent at poking. Flight makes his air attacks doubly annoying for opponents who try to air dodge, as they are then completely vulnerable when they exit the dodge and you can easily maneuver to exactly where they're about to be. This is especially good for setting up Bizarro's risky but fast attacks like his back aerial, down aerial, and up special while in the air. His grab also, ironically, encourages foes to dodge as it can outrange the hitboxes of their attacks and force them into a quite unfavorable position. This can be great for setting up spikes while high in the air, letting you get a massive ground pound and leave the opponent utterly defenseless, or even knock the opponent offstage.

Really, one of the biggest advantages that Bizarro has is that he has absolutely no shortage of ways to kill the opponent. Plenty of moves have raw knockback, he can do some amazing gimps with his throws and specials while offstage, his shield breaks let him charge up very powerful smashes, and he can even suicide kill while at high percentages with a few different moves. As a Bizarro player you can't stick to just one strategy though, and they can all work together. Using shieldpush to force the opponent to the edge leaves them more at risk for gimps at means that his horizontal kill moves will kill at even lower percentages. Spiking the opponent can mean a quick off-stage kill or an enemy vulnerable to follow-ups on the ground. By keeping the opponent wary of all your different killing opportunities, you limit their options, and make them more likely to act predictably.

Overall, Bizarro is a character that can be absolutely horrifying to play against or fairly easy to deal with. A furious, unpredictable offense combined with tricky follow-ups from the only character who can effectively perform blockstrings can make opponents afraid of doing anything. The last thing you want to do is let your opponent have a cool head; Bizarro is powerful but vulnerable when outpredicted. Fear is your best weapon to keep opponents from fighting smart against your moves. And they certainly have reason to fear the mighty Bizarro.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
User Rankings Week #16

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

This week was definitely the calm before the storm, with two sets out already in what will be our last week; feel the rush coming on. The highlight was the odd ball final mini of Make Your Move 9, focusing on member and mini hybrids. I may be doing something special next Monday in the last user rankings of the contest - be on the lookout. By the looks of it, darth meanie's going to win overall - there will be some kind of reward for that, but it may be slightly unconventional. Apologies for the minor lateness on this edition, it has gotten very hectic recently.

This week was a rather quiet one, with one member head and shoulders above the rest. Rita Mordio landed half silver the win, for the first time this contest. The set itself is rather a hefty project, having inputs on comparison with Micaiah from the very beginning of the contest, leaving no stone untouched from the source material. In second place was Marth Trinity, mostly due to his couple of stadium updates [which are absolutely admissible as posts, considering the time he puts into those], along with that memorable Plorf mini. In third, Katapultar made a pretty funny Kirbywizard mini, along with a reply to a post by Geto, though he did only post a moveset last week as well. Here's to a great final week!

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

Overall User Rankings



Points: 25, Movesets: Miroku, Rita Mordio

Points: 7, Movesets: The Prince, M. Trinity

Points: 6, Movesets: Ulgamoth, Ronald McDonald, Mephiles the Dark, Steelix, Beeheyem, Keldeo

Points: 5, Movesets: Gigaiath, The Scout, Baibanira

Points: 5, Movesets: Diglett, Penny Gadget / Inspector Gadget, Blaze the Cat, Windows XP Tan, Airman, Emolga

Points: 5, Movesets: Nattorei, Electivire, Nrvnsqsr Chaos, Toxicroak, Luviagelita Edelfelt, Jellicant, Crustle

Points: 5, Movesets: Goruugu, Aianto, Spiritomb, Fantomex, Chain Chomp, Keith, Dormammu, Crimson Cowl

Points: 1, Movesets: Jalorda

Points: 1, Movesets: Tetris, Harvey Moisewitsch Volodarskii, The Joker Remix

Points: 1, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper, Vegeta​
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
I said I was gonna comment every set this contest, and I plan on kepping that vow:


So, first on my long list of Catchup sets, we have Landlos by MasterWarlord. And...it's a Warlord set, what else is there to say? The mechanic is, per usual in a Warlord set, unique and well thought out. I do like how you've been able to make the aerials RELEVENT in this set, and having his moveset split up by using D-Special is pretty clever. Harvest, however, seems to stick out to me the most. in a character as precisly, although admittedly openly, played as this one, is a healing move really neccissary? Sure, mindgames come into play, but you say yourself in this moveset that that won't likely force them into approaching. But...i'm just nitpicking with this, honestly. Landlos is a character that has so many ways to play him, it's almost dizzying. I really liked this one.

Next up, we have Jellicant by darth_meanie. The concept in and of itself is interesting, but how can it not be with the character. The biggest thing that sticks out to me is that Dive seems like it'll win instantly. It's just...really gimpy. Aside from that, some of the wording makes it confusing on a few moves (for instance, it took me a while to understand exactly what U-special did). Hydro Pump is another move I have to point out...the after effect seems unneccissary. But, enough of my rambling, its a good set. Maybe a little on the overpowered side (or a lot) and it's certainly no masterpeice like some others you've made, but its pretty good over all.

Unfortunatly, though, next came Crustle, also by d_m. I'm not going to say much of this set, because I don't feel theres much to talk about. It's boring, kind of hard to understand at times, and quite honestly I don't like the concept. It's not total **** or anything, it's just...so okay. Nothing pops. Nothing stands out (aside from maybe the Shell Break). It's just...so okay it's forgettable. Coming from me, I know it's kind of harsh...but I don't think that this set matches up to any of you're other sets that I've read.

Emolga by Junahu came next. Pretty much it's small Pikachu with wings. Next...
Nah, it's much more than that. The concept behind this is pretty cool, paired with the Junahu-style in-smash mechanic, it's certainly a nice little diversion from the other off-the-wall stuff coming out this contest. The moves fit the character to a Tee. it has the typical great Junahu style of writing (although it is a bit hard to read for me. The size of the text is a bit hard to make out. Then again, i am blind as a flying rodent when it comes to white text :p) The playstyle is FUN and EDUCATIONAL. It's the type of thing i think we would see if smash became a bit more complex of a game.

Next, we had a moveset for an Ice Cream Cone by FrostyGaze. Right off the bat, Blizzard introduces us to a unique. It's an interesting take on that Goo Fetish (HAHAHAHAHAHAHAHA!) that MYM has had since Bowser Jr.. Snowman is ****ing cool as hell, too. He is the BIGGEST ****ING :fuuu: inducing character i've ever seen. He's a demented freak of a character, and I love it.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Funny stuff here. Was gonna post the MYmini results last night, then my internet got shut off by Cox. Anyway, here are the results.

1. Half_Silver28 by Kholdstare (3 votes)
2. Crazy Wigglytuff (2 votes)
2. kirbywizard by Katapultar (2 votes)

emergency by n88_2004 (1 vote)​

And that's it for the final MYmini! Hope you guys all enjoyed these and thanks to everyone who participated throughout them!
 

MasterWarlord

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

My god, this is such a terrible god-awful moveset that can’t possibly hope to compete with the top contenders such as Jack the Ripper and Crustle. The shield-breaking mechanics are so blatantly overdone these days, it’s turning into a terrible cliché. There is literally nothing whatsoever to differentiate this from Super Macho Man’s shield breaking, as Macho Man had many different ways of comboing against them, pushing foes in their shielded state, poking at the vulnerable points foes had that weren’t covered by their shields, while all Bizarro has is just some random moves which just so happen to do a lot of shield damage.

Bizarro also has an incredibly linear flowchart that is comparable to Bear Hugger’s with how similar Bizarro plays each and every game, and is a one trick pony with his shield-breaking stuff. It would’ve really been nice to give Bizarro some more stuff to his game such as some gimping, juggling foes with his float for vertical KOs, then using the vertical height attained for powerful ground pounds. Among what little variety you –do- have, all of these various ideas are completely independent and disjointed. Smooth transitions between them such as pushing shield-stunned foes to the edge for his gimping game and using his height up in the air to ground pound the stage and lead prone-abuse are nowhere to be found. Bizarro is so utterly predictable that he makes Jason Voorhees look like he has a varied gameplan, so all of these options would’ve really helped to let him keep some pressure on foes, what with how his defense is so incredible as is. To top it all off, you have a boring and mudane playstyle summary that only regurgitates everything we already know, when we could’ve really used some more elaboration on how the incredibly predictable Bizarro varies his pressure-based game. This is one of the worst movesets on the contest, which is no small feat when there are such mediocre movesets as King Boo and Electivire to compete with for the golden medal of fail.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
*Looks At Above Comment*

Jeesh, that's a little harsh...

*Looks at Warlordian Rankings, Bizarro in Top 5*

I are confused
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
It was sarcasm, getocoolaid. The "top contenders like Jack the ripper" bit should have been a MAJOR tip-off. Then again, I had to look closely before I realized what he was up to. XD
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
movesets, movesets, everywhere....

Durammu(god I hope that's spelled right) is a pretty cool set, Nate. The Mindless Ones are what really make the set stand out from others. The interactions with them are so cool. The Camp game you set up with this character is quite interesting, too, totally in-character. The 3v1 part to me doesn't seem at all tacked on, actually it fits the character nicely. Well done.

Schezo Wegey by Koric came next, and is a total step in the right direction. One thing, though. The wording does get a bit confusing at times, and it required a few times for me to read a few parts of it to get the gist of whay you're saying. However, it's nice to see a lot of detail, and the organization is quite nice. The set itself has some fun Ideas, too, particularly the Sword-throwing. Overall, good job, but it'd do good to proofread through it and catch some of the odd grammatical mistakes.

Next came Flame Heyenard(or something along those lines) by Nick. Okay...this seems rushed. I'm sorry, but it seems like you started this, then haphazardly finished the majority of it to get it out and spark activity. Good intentions, but not good for the set itself. It's largely uninteresting, boring, and at times annoying with the BURN headers. It's not one of your best, but seeing the intentions behind it...well, it did kind of jump-start activity a little, so it did what it was supposed to do.

Raw Shock by peeup(awesome username, by the way) came next.
From reading the Stadium, I found that you are an MYM alumni from... like a while ago right? For someone who hasn't been here for THAT long, i'm not gonna criticize. This has awesome Ideas, and almost doesn't need a playstyle section to explain itself. I can't say much more besides welcome back.

Crimson Cowl came next. Pretty good one here, too. It's nice to see a female antagonist character get the spotlight. It's a pretty typical Nate set, loads of creativity and cool mechanics and so forth. Not much negetive besides the text being a little hard to read :p. Nice work Nate.

Nick had another set: The Soldier. Right off the bat, I like this guy. His concept is interesting, the weapon-switching thing is pulled off well. I like you're writing style on this one, too. You're little quips at the moves are pretty amusing. I also like how you leave the reader able to interperate his playstyle. It's pretty refreshing. And Dem Extras man. ****ing awesome.

And-oh lord- next came Vegeta by Smady. Part of some unholy alliance with Warlord, Vegeta comes from DBZ (which I never watched) and uses techniques from the show and manga (which I never knew existed). Basically, Vegeta used all his power to either fake-out and overpower opponents or turn into his Great Ape form. The Detail and Organization is great throughout the set, and the pictures help those of us who never saw or read DBZ (me) understand what each move does more than any description. His playstyle is fun and adaptable, no complete flowchart here. Nice work Smady.
(PS, I feel obligated to comment on his Ape form. It's not as good as the set, and just seems like a beef-up for him)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
It's Bizarro world! Up is down and left is right and Warlord is Kibble and Daddy is Wiz! Keep up the good work, folks.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Aw, you got my hopes up for a comment string/awesome set there, Rool. :( Nice of you to pop in though.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
what better way to kick off the second-to last day but with comments?

Alright, we'll start from where we left off with Nappa by MasterWarlord. Like Vegeta, Nappa is an antagonist from that ever-obscure show DBZ(see Nick and Monkey? I can do sarcasm too :mistyface:). Much like Vegeta, Nappa can transform into a Great Ape (which still seems tacked-on, much like Vegeta) and a Boss moveset ala Dark Bowser(which for some reason seems much more natural). My first thought reading through was "an aerial based Heavyweight? this might fall flat on it's face" but in typical Warlord fashion you make it work. Also in the realm of your other movesets, the amount of detail and the depth of the playstyle is staggering...you rip every last drop of potential out of the character while staying true to the scource material(i assume). I'm not going to suck you're **** the whole time, because I do have some complaints, mostly in that the great Ape Transformation seems unneeded. Other than that, though, Vegeta and Nappa complement each other very well and were obviously made as a pair. and dem matchups, man. ****ing sweet.

Moving on...Kat graced us with his ever-welcome presense with Keldo, a "seceret" Pokemon that, apperantly, Nintendo does not want us to know about it. The machanic that you introduce us to is quite interesting, although it does seem to be a fairly standard "traps hurt foes but not the trapper" mechanjic, albiet with an interesting twist. I really enjoyed this one, although theres not much too it admitedly. The playstyle is FUN and EDUCATIONAL, of course I wouldn't expect anything else from you, Kat.

Rita Mordio from Half_silver28 came next. For starters, this is a MASSIVE set, totally comparable to Sanaki or Miciah (maybe surpassing both. Ill have to check). The amount of detail put into the moves is quite impressive, too, considering the total amount. The playstyle is also nicely left open to interperatation and whatnot. It's especially great that you pretty much cover all the basics: she can be trap-y, combination of offence and defence, and just completely offence. Overall, this is a fantastic set that I hope gets a lot of attention during the voting phase. Nice work

Next came Old Ben Kenobi Obi-Wan Kenobi by Nick. As a serious Star Wars fan, I knew i was going to like this set from the moment I saw it was posted. The attention to Star Wars lore and facts leads me to think that this is a character that you truely love, which is an important asset that I try to represent the sets that I make. The attention to detail is incredible in this set.
Anyway, onto the set itself, I was reminded a bit of Spartan Warrior from last contest, with his offensive defense style-of-play. In concept, the ideas are strikingly similar, but in execution, it's pulled off completely differently. Using the knowledge of you're foes moves a split-second before they do it is a great way to build up mind games (although ripping off descriptions is not cool man.). Of course, the set does suffer a bit towards the end, where you say it was rushed. It's painfully obvious that you just wanted to get it out...so it makes me feel as though this could have been fantastic instead of just really good.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Wait a minute...I just realized what the Warlords Bizarro comment was doing. I are Idiot.

Well, I'll just comment on it normally, thank you.

Bizarro is one of my favorite Superman Villians, so I was happy to see a moveset made for him.
To the set itself, though...it's fantastic. You've managed to turn the bumbling brute into an offensive powerhouse. He's got a ton of ways to play, and has a ton of great kill options. He has to stay on the offensive, or suffer the consequences. He's completely in-character in that respect. His playstyle is fun, and he's certainly someone I'd LOVE to see in smash bros.


I'm caught up! Every set commented!

If anyone posts a set in the next ten minutes I'll cut your balls off :demon:
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
oh hai

ELECTRIC GAMMAγ-



BACKSTORYγ-

Gamma(whose name is actually spelled like the Greek Letter γ) is a rather important character in Katekyo Hitman Reborn!(yes there is supposed to be an exclamation point there) He first appears near the start of the Future Arc, though all he does there is play pool, and destroy the pool table while he's at it. The next time he is seen, he attacks two main characters, Hayato Gokudera and Yamamoto Takeshi. He defeats them easily, and after torturing them a bit, discovers some juicy information about a certain individual who was thought to be dead. His next fight is against the future version of Hibari Kyoya, who proves to be more than a match for Gamma after a somewhat lengthy fight. However, Gamma survives, and once again lands in a battle, this time with the future Ryohei Sasagawa and a far more powerful Gokudera. He defeats Ryohei, but ultimately ends up causing an explosion which knocks both Gamma and Gokudera out. Later, it is revealed that Gamma had always been opposed to joining the Millefiore mafia famiglia, and had always wanted the boss of it dead. This causes him to somewhat side with the "good guys" in the final battle of the Future Arc, though I won't spoil that any more.

As for his actual POWERS, Gamma is a master of the Lightning element flame of the Sky. This is a bit different from actual lightning, in that the flames of the Reborn! world are notable for their odd properties. For instance, the Mist flame typically causes illusions, the Storm flame's given attribute is "destruction" or "degeneration," and the Lightning flame is "solidification," and these last ones can be used either by themselves to form a shield from the flames, or to cut, or can be applied to objects to strengthen them. They can also, of course, be used to electrocute enemies. Also, don't think of them as actual "flames" per se; they more resemble actual electricity, as shown in the picture above. Well, GREEN electricity.

IMPORTANT: Gamma's electrical attacks will deal 3% more damage and 10% more stun against foes who do not have a grounder. A grounder is pretty much anything that can draw the electricity away from someone; items, other people, the stage itself. So generally, if you're in the air and not touching anything, you take extra damage and stun from Gamma's electricity.

Now that I've said that, I can get on to the rest of the actual moveset.

STATSγ-

Sizeγ- 7 Gamma comes in at about 6'3" judging by his pool cue and when compared to other characters in Reborn! This puts him about as tall as Marth in Smash, and just about the same width.

Weightγ- 6 Gamma, being as tall as he is, is a little ways above average here. He weighs as much as Wolf, who is the heaviest character still rated "6."

Ground Speedγ- 6 Rather surprisingly for a master of electricity, Gamma isn't really all that quick. He's not SLOW, really, but he won't be winning any awards here. As an estimate, Gamma's run/walk speed is about the same as Toon Link's.

Fall Speedγ- 6 Gamma is once again about middle-of-the-road. His fall speed is most similar to Wario's...so I guess he's a bit ABOVE average then, huh?

Jump Heightγ- 5 Gamma is right in the middle of the graph with this stat. Both his Jumps are just average, and won't really get him all that far vertically or horizontally...just stick to the ground.

Tractionγ- 4 Gamma's shoes are not really built for traction, and being coated in Lightning "Solidifying" Flames only makes matters worse, by making them unable to grip the floor well...

Air Speedγ- 4 Gamma should stick to the ground, really, at least when he's trying to move around. His overall air speed is just a tiny bit lower than ROB's.

SPECIALESγ-

Speciale di Neutrale-γ-Elettro Billiardγ-

I suppose I need to explain how Gamma works a bit before I get into the rest of the set. I didn't put this into a "mechanic" section because it's activated by a move, and not just standalone. In Reborn! there are things called Flame Boxes. They're activated by lighting a ring with a similar Flame to the Box, then inserting the ring into a little hole in the Box. There are countless Boxes for each Flame Attribute, and they can do all sorts of things, from summon animals with that particular flame attribute to house weapons to simply power people up. This move makes use of the second type, and what it does is summon the pool cue and pool balls you see up in the picture. There is a total of 9 pool balls, and each one is about half the size of a Smoke Ball.

With that out of the way, I can get onto the actual move. It takes Gamma a quarter of a second to light and insert the ring into the Box, then another half a second for the items to come out. Once out, Gamma obviously just holds the Cue stick, but the pool balls float around him in an elliptical orbit, with no real set distance. They won't get closer than a Kirby's width, and no further away than a Bowser's, though. These balls are encased in the same Lightning Flames as shown in the pic up top, which is also why they can float.

Now, this doesn't really do much on its own. In fact, the Lightning Flames and pool balls won't even harm people that touch them. What it does is change your moveset up a bit...sort of. Really, it just gives you access to different moves, and takes some away. It also lowers Gamma's maximum running speed to Ness' level. Of course, repeating the input with Elettro Billiard out will cause Gamma to return the items to the Box for later use, which takes a half a second.

As for changing your moveset...well, some moves can only be used with Elettro Billiard up, while some others CAN'T be used. I'll mention this at the start of each move though, so don't worry. Usually, moves that feature a lot of lightning require Elettro Billiard. I did this because I felt that Elettro Billiard needed some other drawback besides just a decrease in movement speed, otherwise no one would ever put it back in the Box.

Specialo di Lato-γ-Colpa di Plasmaγ-
Requires Elettro Billiard

Gamma takes about a quarter of a second to ready his pool cue, then holds that position for as long as you hold B. That is, unless you move the control stick. Yes, you can aim his cue, and this is obviously to hit one of the pool balls floating around. You only get one shot per use obviously, so make sure you have enough time to pull this off. Wouldn't hurt to time it so that a ball will be about where you want it to be once you get control of the cue, either.

Hitting a pool ball will cause it to fly out about three Bowsers' widths, max, at the speed of Fox's dash. After staying at this distance for half a second, the ball will return to its rightful place in orbit around Gamma at the speed of Ganon's run. Of course, you could just go in guns-a-blazin and try to hit your opponent with one of the pool balls(which would do 8% damage with medium knockback BTW), but that isn't really the purpose of this move.

Hitting the B button again while a pool ball is in it initial(the first, faster)flight will stop it in its tracks...and it will stay there. For good. Well, until you recall the Elettro Billiard at least. You can have all nine pool balls out at once, if you want to. Keep in mind, however, that Gamma cannot move while a ball is in its initial flight. After it has stopped, he's free to move, but also cannot stop the ball, as hitting B at that time would recall the Elettro Billiard. If the ball hits an obstacle, it will ricochet off and end up at some random point depending on just where it hit the object and how much momentum the ball had. Since this gives you little control over the ball, I don't recommend trying it. Hitting a player causes the ball to stop in its tracks.

Now, hitting the pool ball charged it with Lightning Flames, allowing the ball to damage opponents who come into contact with it for 5% damage and light stun(light stun being about the same as Zamus' uncharged Paralyzer). And yes, the ball stays charged if it returns to Gamma, so you could effectively have a little shield of these charged pool balls orbiting around you if you really wanted. You'd have to remember which ones you hit, though; hitting a ball twice doesn't do anything. However, the more useful and obvious purpose of this move is to set up for other moves. Moves that require this will obviously say so in their description, so I'm not going to mention them here.

You can hit a pool ball that's already in place with another one. This will stop the shot ball and transfer any momentum(or distance) it had left to the other ball, thus sending the second ball to the max distance of 3 Bowsers' Widths away from where the ball you JUST hit was when the cue hit it; you cannot stop the second ball prematurely. This is mainly to give you some degree of recovery if you completely fuss up the first shot, or to adjust the pool balls if you want to change them up.

If you're still confused, click this:
Essentially, the ball you JUST shot(in order to hit the one already stuck in the air) will stop when it hits the other ball. This transfers the rest of the distance that ball would have traveled to the other ball. So, if two pool balls collide at 1 Bowsers' Widths away from the initial place of the pool ball you just shot(where it was when it was hit), the ball that was floating will travel 2 Bowsers' Widths, while the ball you shot will stop there, at 1. Hopefully that explained it a bit...


Finally, something you might have missed: If Gamma recalls the Elettro Billiard, all the pool balls will return to the Box, without exception. Therefore, you must be dedicated to keeping it up for a while if you plan to set these balls up. Make sure you won't need to put Elettro Billiard back any time soon before you use this move.

Speciale di Giù-γ-Elettro Coltelloγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Gamma raises his right hand into the air while flaring up the Lightning on his ring, then brings his hand back down, all in the span of one eighth of a second. This causes all of the suspended pool balls on the stage to glow for a quarter of a second, then immediately release a charge downwards.

On to the specifics: the balls do not simply release their charge straight downwards, unless there is only one set up. In fact, the balls themselves will not release a charge downwards at all unless there is only one, or they are touching another pool ball.

The pool balls send a bolt of lightning to the ball nearest them on each side(taking literally no time whatsoever to do so), then send a wave of lightning downwards, covering all the ground and air space between the balls. The lightning wave lasts for one eighth of a second.

The connecting bolt deals 3% damage and light stun, and will usually lock whoever is hit by it into getting hit by the wave. As for the rest of the damage and such, that's a bit more complicated; it depends on how far apart each pool ball is from the connected balls horizontally. I'll put the information into a table and then collapse that to make things easier to read/understand:

[collapse=Table; BFP= BattleField Platform]
Distance Between Balls | Damage | Stun | Kill Average
Touching/Only One Ball | 14% | 4s | 80%
1 BFP | 10% | 3s | 100%
2 BFP | 7% | 2s | 130%
3 BFP | 5% | 1s | 170%
>3 BFP | 3% | .5s | 220%
If you still need more, think of it this way: --- = 1 BFP, so a field like: o---------o---o---------oo------o would have a power ranking of: 4-2-4-1-3, or in terms of that chart: 3 BFP-1 BFP-3 BFP-Touching-2 BFP.
o---------o---o---------oo------o
-||||||||-|||-|||||||||||||||- Is a somewhat accurate depiction of how the lightning would play out, with |=places where lightning would strike, and -= places free of it.[/collapse]

Knockback takes effect after the stun ends, and the knockback is calculated when the lightning waves hit the target; you can still damage the target while they are stunned, but it will not influence the knockback.

After you use this, any balls that released a charge(read: all that were set up) will become inactive(read: THE BALLS ARE INERT). They will no longer damage or stun opponents on contact, and they cannot connect to other balls through another use of Elettro Coltello. They can still be recalled into the Box along with everything else, though. The only way to recharge them is to hit them again with your Cue using Shot Plasma; you cannot simply hit them with a charged ball to recharge them, though this WILL still move the ball. Hitting a pool ball with the Cue will still move the ball.


Speciale di Su Per-γ-Batteria di Scatolaγ-
Cannot Be Used With Elettro Billiard

Batteria di Scatola translates roughly to Battery Box, which is sort of what this is. Gamma uses this little Box, which he activates in the same way and with the same lag(1/4th of a second)that he activates Elettro Billiard's, to store Dying Will Flames for later use. Here, he uses them all up in one go, either to recover or to simply boost his power. After one use, the box is kaput, and cannot be used again that stock.

When used in the air, Gamma will get cause a large surge around him as he releases the flames, and will then begin to hover. This hover moves at the same speed Peach's does, but can travel in any direction, and also lasts twice as long. In addition to this, Gamma gains the ability to hover normally for the rest of his stock. The surge of Flames deals 10% and light stun.

Gamma's hover is a tiny bit different from others'; it can be used any time he is in the air and not suffering from hitstun, and it has a sort of "push" to it; that is, if you hold forwards as you are flying backwards due to knockback(and are not in hitstun), your hover will slow you down a bit, maybe saving your life. While you cannot activate this Box with Elettro Billiard up, you can still hover if you activate Elettro Billiard after using this, with no movement speed penalty.

On the ground, the move looks about the same when activated. Unlike the aerial one though, this does have some power behind it(18% and moderate-high knockback), as Gamma has a solid footing, and doesn't have to worry about crashing to the ground. However, it does not grant the hover.

Instead, it will give your Elettro Billiard-exclusive attacks a bit of a power up; they deal 20% more stun for the rest of the stock. No more damage or knockback, though. Whether to use this to grant yourself a hover to recover or to just go balls-out and try to stun your opponent to death from the start of your stock is up to you, really. But either way, you should use this move towards the beginning of your stock.

STANDARDSγ-

Dash Attack-γ-Attivazioneγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Hitting the A Button while running normally does very little for Gamma. It simply lights his ring up for a split second, and nothing happens. However, using Attavazione while running under a suspended pool ball is a different matter; this will "Activate" the pool ball, and cause it to send a continuous stream of electricity straight down to the ground. This is different from the Down Special in that this does not cause the ball to connect to any other.

The bolt lasts for three seconds, and deals 4% and light stun on contact...meaning that it is, for all intents and purposes, impassable to players. Yes, that includes you; the bolt won't damage Gamma, but it will still stun him. Don't think about rolling past it either; it will still catch you. Invincible characters and projectiles(or characters treated as such; think Green Missile, though they will still be hurt) can bypass it, but that's about it. Or you could just jump over it, that works too.

You can Activate up to three pool balls at a time, but keep in mind that Activating a pool ball will cause it to lose its charge after it unleashes its lightning.

Neutral A-γ-Scuda di Fulmineγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Shield of Lightning, as this translates to, is exactly what it says it is. Well, sort of. This move is a direct interaction with the previous move, Attivazione. Scudo di Fulmine transforms the bolt of lightning from an Activated pool ball into a shield that can block any projectile, while retaining its damaging properties(for those with ADD, that would be 4% damage with light stun) and its stun ability. I say "transforms," but the bolt looks nearly identical, simply becoming a brighter green.

The shield will also completely block players in addition to stunning them. This means that even invincible characters will be stopped, though not damaged or stunned.

However, this also shortens the bolt's lifespan to 3/4 of a second. If there was less time than that left anyways, then the time left is halved.

Forward Tilt-γ-β Scatolaγ-
Cannot Be Used With Elettro Billiard

When you use this move, Gamma takes a Box, activates it with his ring, then drops it at his feet. The whole process takes about a third of a second. β Scatola will simply sit in place until a pool ball is laid out, at which point it will send a bolt of lightning up to the ball. The maximum distance the bolt can travel(horizontally) is half a BFP. This bolt itself has no effect on opponents.

Now, as the name implies, this is a Beta, or prototype, of the Batteria di Scatola. It is nowhere near as advanced; however, it is still useful. This Beta is used to prolong attacks, rather than strengthen them. Namely, the lightning generated from Attavazione and Elettro Coltello or similar moves.

This bolt doubles the duration of the first lightning-generating move that includes that pool ball. If you need help sorting that out, when considering Elettro Coltello, the only things affected are the waves of electricity directly connected to the pool ball in question(i.e., only those to each side of the ball). The Box stays active until it is used, meaning that you don't need to rush to set everything up.

Speaking of setup, the β Box cannot be set up with Elettro Billiard activated, and pool balls return to the Box if Elettro Billiard is recalled. Thus, the β Box has to be set up before any pool balls, so you must consider just where to place the pool balls in order to use this move to greatest effect. This also means that you need to have decent accuracy with Colpa Plasma, though that's a given anyways.

You can only have one β Scatola out at once.

Up Tilt-γ-Legameγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Legame, or Link, has Gamma light his ring and lift his hand into the air in a similar fashion to Elettro Coltello(read: 1/8th of a second's lag). If he does this directly under a suspended pool ball, he will create a link to it, siphoning off electricity from the ball. This link strengthens the electricity flowing between the pool balls circling around Gamma, allowing it to act as a shield or deterrent for three seconds. However, Gamma is unable to move while the shield is active, though he can still use attacks. Obviously, you cannot use this move if you have no pool balls orbiting you.

This shield inflicts 1% damage and light stun against those who touch it directly, though it doesn't cancel out attacks; that is, after the stun period, the opponent's attack will still go on. However, the main purpose of the shield is that it reduces damage by 3% and entirely negates hitstun and knockback so long as it remains up. After the shield is gone, however, Gamma will take 75% of the hitstun and knockback he accumulated while the shield was active.

If an ally is touching Gamma when he successfully activates this move, they will also be engulfed by the shield. In this case, after the shield subsides, both parties will take 50% of the accumulated hitstun and knockback(from both parties)

Mainly, you will want to use this move when you or an ally need to pull off some set-up or use a laggy attack. It is also a very good aerial deterrent, since this move is considered ungrounded like all other electrical attacks.

Down Tilt-γ-Regolareγ-
Requires Elettro Billiard

Regolare requires Gamma to have at least one pool ball orbiting him. Regolare causes all pool balls orbiting Gamma to stop in their tracks until the move is repeated, and also increases the maximum flight distance to 4 Bowser Widths while active. When you shoot a pool ball with Regolare activated, pressing the B Button allows you to adjust the positioning of the ball manually, instead of simply stopping it. Of course, you can only move it on its own axis; that is, if you shot the ball straight forward, you could only move it forward or back towards Gamma, not up or down. Pressing the B Button again locks the ball in place.

Obviously, this is rather useful, but it also takes time to pull off. For this reason, I suggest using it along with Legame...which is, rather conveniently, right before this move. Also, you of course still cannot bypass obstacles or other players with the pool ball.

SMASHESγ-

Forward Smash-γ-Rubareγ-
Cannot Be Used With Elettro Billiard

Rubare "Steals" static electricity from the air around Gamma. Basically, Gamma just stands there and concentrates for 1/2 a second(or more if you charge; up to 1 1/2 seconds max), after which he throws his hands forward and releases the electricity in the general area in front of him. This covers an area taller than it is wide, strangely enough(about 3/4 a Ganondorf tall and 3/4 a Bowser wide), so it looks more like a wall than a beam or such. However, this is very much an attack, not a shield. The move deals damage and knockback dependent on the charge(Damage: 13-22%; kill %: 135-115%) and moderate stun. It also recharges any latent pool balls in its range.

However, Gamma doesn't release ALL of the electricity he stored up. No, he keeps some for himself, to help reduce the lag on his electrical attacks(for 1-4s, depending on charge). Basically, if an attack has start-up lag and releases electricity, halve the start-up lag. Obviously, this move is useful both as an attack and as a support move; use this either when you're opponent approaches from an angle or just when you need to do a lot of setup.

The reason you can't use this with Elettro Billiard is because then you'd just be taking back your own electricity, so there really wouldn't be a point.

Down Smash-γ-Impetoγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Gamma lights the ring on his finger like he's done many times before, but this time, throws his hand downwards, causing all Pool Balls within a set distance to surge, crackle, and glow with electricity for 1/4th of a second. Touching a pool ball at this point will cause 7% damage and moderate stun(10% ungrounded obviously). The distance depends on the charge time, with the max time being one second. At full charge, all pool balls within 3 BFPs on either side of Gamma are used; with no charge, this is half a BFP.

After the 1/4 of a second is up, the involved pool balls with release their charge...directly at Gamma, stunning him for a full second. Opponents hit by the bolts also take 9% and moderate stun. Similarly to Pikachu's Thunder, Gamma channels the electricity through his own body, releasing it around him instantaneously. The electricity covers an area of 1 BFP to each side of Gamma, and will always cover the same area no matter the charge. The damage, stun, and knockback differ depending not on the charge, but on the number of pool balls involved;

[collapse=Info]
# Of Balls Used | Damage | Stun | Kill Average
1-2 | 13% | 1/6s | 140%
3-4 | 17% | 1/3s | 120%
5-6 | 22% | 1s | 105%
7-8 | 27% | 2s | 90%
9 | 38% | 3s | 60%
[/collapse]Up Smash-γ-Traboccareγ-
Requires Elettro Billiard
Requires At Least One Pool Ball


Gamma once more lights his ring and throws it to the sky, this time causing all active pool balls to glow with electricity for 1/4th of a second(or more if you charge). After this, the glowing pool balls will share the electricity, and start randomly releasing lightning strikes straight downwards. There will always be as many lightning strikes as there are set-up pool balls(yes, even inactive ones), however, the order is random. And I mean totally random; just because a pool ball has set off a bolt doesn't mean it can't do it again. Even inactive pool balls will fire bolts, so nowhere is safe from this attack.

The bolts themselves inflict 15-23% damage depending on the charge, light to heavy stun depending on the charge, and kill from 140%-120%...depending on the charge. However, bolts from normally inactive balls will deal 5-10% damage, always light stun, and kill from 200%-160%. Maximum charge time is 1 second. This move, while damaging in its own right, is especially great for inducing panic in the opponent, as they never know where to go to escape it if you don't leave a lot of gaps between balls.

Obviously, that's a good thing if you're looking for set-up time; the opponent knows their choice: they can try to rush in and stop you and risk getting shocked, or they can just sit there safely, letting you get your set-up. It's a nice move, and at least gives you an option if you don't have time to set more balls up.

AERIALSγ-

Forward/Intro: Gamma's Aerial game is a somewhat complicated affair; you honestly need a good deal of air time to properly pull the moves off, but you will be hard pressed to get that under normal conditions. Not to mention, his ground game is rather good anyways, and covers the air well by itself.

So what do you do? Well, Gamma's air game improves greatly if you choose to go the Hover route with his Up Special, obviously. It allots him the time necessary to pull off quite a few things with his Aerials that he otherwise couldn't do. They're still useful without this, but much harder to pull off thanks to Gamma's limited airtime.

Now, on to the actual Aerials. Also I hope you didn't somehow think this was the Forward Aerial and walk in all confused.

Neutral Aerial-γ-Elettro Volpiγ-
Elettro Billiard Optional

Gamma's Neutral Aerial has him activate and open up another Box Weapon, this one containing his Electric Foxes, Colulu & Widget. The foxes are a bright, almost neon yellow in color, and are each about the height of Ivysaur, though a tiny bit wider. Here's a pic:



The activation of the box takes 1/8th of a second, but it takes an extra 1/8th of a second for the foxes to completely materialize and actually become solid in front of Gamma. Gamma's fall speed is halved during this time. Touching one of the foxes deals 5% damage and moderate stun, and yes they are treated as an electrical attack...nifty.

After activation, Colulu and Widget....just stand there. They don't move, and they won't disappear until Gamma touches the ground, or if they are hit three times. However, they're very important; the rest of Gamma's Aerials revolve around these guys in some form or another. Note, if the player holds the
A Button after using Gamma's Neutral Aerial, the Electrro Volpi won't disappear if Gamma touches the ground. This is importan later on, so keep it in mind.

Forward Aerial-γ-Volpi di Fusioneγ-
Elettro Billiard Optional

Gamma point his ring hand forward, commanding Colulu and Widget to charge forward about 2 BFPs, then disappear. Anyone hit by the moving foxes is dealt 8% damage and moderate vertical knockback, killing at 130%. However, this is not the true purpose of this move(that sound familiar?). If the foxes come into contact with a pool ball, they will both stand on top of it and sort of stand guard for four seconds.

If an opponent comes into contact with any pool ball on the field during this time, Colulu and Widget will charge straight at them, taking no time at all to arrive at the ball. Once there, they will immediately erupt into Lightning Flames, dealing 14% damage, a large amount of stun(dependent on the foe's damage %), and vertical knockback that kills around 110%. The lightning covers a circular area with a diameter of about 1.5 Bowsers.

Down Aerial-γ-Volpi Sacrificiaγ-
Elettro Billiard Optional

When you input this move, Colulu and Widget will shake their heads as a lion would to shake its mane(for about 1/8th of a second), then dive downwards in a spiral, quickly fusing together into one twirling mass. Touching the foxes while they are spiraling downwards will inflict 12% damage and heavy stun. The foxes' fused state is very volatile, and will erupt into an explosion of Lightning flames upon contact with anything, resulting in an explosion similar to that of a Smart Bomb's. This deals 7% damage and heavy stun to opponents, and will recharge any pool balls in its range completely, allowing them to be used again.

The maximum distance these two can travel in their fused form is 2 BFPs. This estimates out to roughly 3 BFPs distance from the start of their descent before the two self destruct. Aim carefully to recharge those pool balls, or you'll just end up sacrificing these two adorable foxes in vain. Colulu and Widget will not disappear if they have not exploded before Gamma hits the ground.

Up Aerial-γ-Trasformarsiγ-
Elettro Billiard Optional

Gamma raises his hand to the sky, commanding Colulu and Widget to jump up about 2 BFPs from where they were, fuse together, and become...a glowing, yellow fox platform. This platform is the same size horizontally as the Battlefield variety, and will shock anyone who stands on it for 1% damage a second and light stun(this counts as ungrounded), with the obvious exception of Gamma himself. This Platform also has the same lag-halving abilities of the Forward Smash while Gamma stands on it. The Platform lasts for 5 seconds, after which it simply fizzles away.

This is extremely useful for Gamma; it gives him a nice standpoint for him to shoot his pool balls or activate their abilities, as well as reducing the lag on them. And of course, it gives him more air time to pull off his OTHER aerials, if he's not using the hover. You can only have on Platform up at a time. The fact that it stuns and damages enemies also makes this platform less susceptible to opponent takeovers.

Back Aerial-γ-Fuga Precipitosaγ-
Elettro Billiard Optional

When you input Gamma's Back Aerial, he commands Colulu and Widget to Stampede..towards himself. The two foxes pause for a moment(1/4th of a second), confused about the order, then decide Gamma must have SOME reason for the command, and rush at him. The foxes line up horizontally in the rush(one is behind the other), and travel at the speed of Sonic's Dash. Anyone hit by the foxes takes 14% damage, moderate stun, and knockback killing around 125%. Colulu and Widget will disappear if they hit a player or an object, simply disappearing if it was an object(that is, with no explosion or anything).

If the foxes travel over a Beta Box though, they'll drain the box completely(rendering it useless) and become supercharged. They'll speed up to Super Sonic's speed, and deal 20% damage, heavy knockback that kills at 100%, and high stun.

Now, what happens if they actually hit Gamma? Well...he gets hurt, obviously! These foxes are concentrated electricity, essentially, so even Gamma can't shake the attack off. They only deal 75% of the normal damage and knockback thanks to Gamma's resistance, but he still takes the full stun. Colulu and Widget will not disappear if they do not make it to Gamma or hit a player before Gamma hits the ground.

GRAB GAMEγ-

Grab-γ-Standard Fareγ-
Elettro Billiard Optional

Gamma's Grab is your standard generic fare; he grabs the foe with his hands. This grab hasdecent range and is quite quick on both ends of the lag spectrum, so it shouldn't be all that tough to pull off successfully. Nothing on the field directly affects Gamma's grab(that is, you cannot lengthen the range with electricity or any of that nonsense). That's about all I can really say about the Grab itself.

Pummel-γ-Positivoγ-
Elettro Billiard Optional

If you didn't know, most lightning, including Gamma's, is called "negative" lightning, which just means that it has a negative charge(there is a such thing as positive lightning, but other than it being far more intense and far more rare, there isn't really much difference). Gamma takes advantage of the fact that his lightning is mostly negatively charged by lightly shocking his opponent and giving them a slight positive charge. This deals no direct damage, but "opposites attract" applies to electricity as well, so this means that all of Gamma's electricity will now be attracted to his target. The electricity will "arc," or bend, up to 1 BFP away from its normal destination in order to hit a charged opponent. Normally, this effect lasts for 2 seconds, but using the Pummel consecutively will add an extra 1/2 of a second for each use, up to 5 seconds.

Forward Throw-γ-Volpi di Danzaγ-
Elettro Billiard Optional

What? Yep, that's right, Gamma's Throws utilize Colulu and Widget, his two adorable foxes. You didn't think they were just for the Aerials, did you? Of course, Colulu and Widget must already be on the stage for Gamma to be able to use any of his Throws; otherwise he just releases his foe.

Either way, Fox Dance, as this translates to, starts off like any other typical Brawl Forward Throw; Gamma throws the foe forwards. However, he always throws the opponent a set distance forward at an upward angle. When the foe reaches the very height of the arc, Colulu and Widget will snap towards them instantly, and start -tearing them to shreds.- Well, limbs and such don't go flying or anything, but that's what it looks like, and the little guys certainly put a lot of heart into it. Colulu and Widget deal 7 hits of 1% each...each, making for a total of 14% damage overall. However, when the foxes are done and have disappeared, instead of taking knockback as normal, the foe simply falls to the stage, limp. They cannot move while falling, and land in the prone state.

Now, you could use all this time to set up, but since Gamma always tosses the target a set distance, you should be able to guess about where they'll end up. This means that you also have the option of throwing the opponent near a pool ball, and then waiting until Colulu and Widget are done with their job to shock the opponent as they fall to the ground. It isn't very nice, but it works.

Up Throw-γ-Volpi di Restrizioneγ-
Elettro Billiard Optional

Volpi di Restrizione, or Fox Restriction, begins similarly to Gamma's Forward Throw, though this time he obviously throws the opponent upwards instead of forwards. After the target has traveled 2 Battle Field Platforms, Colulu and Widget rush in and latch onto them with their teeth, holding the opponent in place. The foxes don't do any direct damage; they're not there to hurt the foe, simply restrain them...for Gamma to hurt. Hitting the foe with any electrical attack will cause Colulu and Widget to erupt into Lightning Flames directly around the foe, adding an extra 10%(as in stamina bar) damage and 20% more knockback to that attack. Opponents can escape Colulu and Widget's grasp, but it is twice as strong as a normal grab since there are TWO of the foxes.

Of course, you(as Gamma obviously) once again have the option of simply using this time for setup, but with the additional damage and knockback, I would opt for the offensive here. And if you knock the opponent far enough away, you'll have ample time for a bit of setup anyways.

Down Throw-γ-Volpi di Invasioneγ-
Elettro Billiard Optional

If you don't know what "invasione" translates to, god help you. Anyways, when you input this move, Colulu and Widget rush towards whoever Gamma is holding(while he is still holding them mind you) and possess them, after which Gamma lets go, and the foe regains movement. Colulu and Widget will continue possessing the target for four seconds, and cannot be shaken out early, though the opponent's movement isn't restricted anyways. The target takes 3% damage a second and will suffer 4% more damage and 25% more stun from any electrical attacks inflicted on them while Colulu and Widget are possessing them. Knockback is not increased, but really, who needs it with that?

Of course, using this racks up at least 12% damage even if you don't attack them, but you'll probably want to for that extra stun and damage. Plus, their movement isn't impeded at all, so it isn't like this gives you much set-up time.

Back Throw-γ-Volpi di Rapimentoγ-
Elettro Billiard Optional

In the blink of an eye, Colulu and Widget rush over to Gamma and promptly snatch the opponent out of his hands with their teeth. This deals 3% damage to the foe. The two foxes then run through the air, carrying the opponent, for half the length of Final Destination before disappearing(they run this distance in half a second). The foe regains control at this point, and everyone goes on their merry way.

That is, unless the foxes run over a Beta Box. If they do, they become supercharged, and continue on to run the FULL distance of Final Destination(from where they started, not from the Box) over the course of a full second. They also damage the foe with many small shocks of 1% each, for an additional 15% damage. At the end of the run, they still simply disappear, but this time leaving the opponent with heavy stun.

FINAL SMASH-γ-Nero Volpiγ-
Elettro Billiard Optional

Oh? What is this? Yes, Gamma's Final Smash also incorporates his adorable foxes Colulu and Widget, and they do need to be out on the field prior to you using this move, or else you'll just waste your Final Smash.

Basically, the two foxes rush to Gamma's side as he lights his ring and takes out a special black Box Weapon. When he inserts his ring into the Box, the Box crackles and sparks with green Lightning Flames, then explodes into Lightning Flames which cover an area twice the size of your average Smart Bomb Explosion. Anyone caught in the explosion takes 15% damage and very heavy stun. After this little explosion, however, things seem a bit...different. Gamma looks the same, but it seems that Colulu and Widget have taken a level in badass, so to say. They've gone from their cute little yellow selves to this:



Colulu and Widget are obviously far stronger in this form, and they follow Gamma around until the end of the Final Smash, which lasts for twenty seconds. Just going near these two in this form inflicts 2% damage a second and heavy stun(making it very difficult to escape if you do get near them). Actually touching them deals 10% and moderate vertical knockback. However, you can only use moves that involve the foxes for the duration of the Final Smash. The moves are mostly the same, but deal 8% extra damage, 25% extra stun, and 20% extra knockback.

The only move that's different is, of course, the Neutral Aerial. At least two Pool Balls are required for this move. In Nero Volpi form, the Neutral Aerial causes Colulu and Widget to make some sort of growling/hissing noise, then immediately separate from Gamma, one going left and the other right. They then travel to the nearest pool ball on each side of Gamma and take position. After 1/4th of a second, they cause a gigantic wave of lightning to cascade down in between the pool balls they're standing on, damaging anyone standing there for 25% damage, extremely heavy stun, and strong vertical knockback. You can only use this move once during the FS, sadly.

PLAYSTYLE-γ-Thunder And Lightningγ-

Yes, it is once more time for that section of the moveset that is either NOT read at all, or the ONLY thing read, depending on the MYMer in question. By typing this out, I am assuming you are not MW, and thus are only reading this section and nothing else. Anyways, Gamma's playstyle is a little bit strange; he acts sort of like a mixture between a camper, a trap character, and a tech-chaser without tech-chasing.

To play Gamma well, you need a LOT of setup, mostly his pool balls. Luckily, most of his attacks induce stun, giving you some time to do the setup. The platform formed by his Up-Air is also useful for, well, camping and setting pool balls/Beta Boxes/whatever up. The Forward Aerial is also useful for creating a semi-wall with the pool balls, if you set them up that way. Of course, Gamma's Grab Game is the main time-giver in the entire set. The Forward Throw locks the opponent in place for a bit during the attack, the Up Throw literally just holds the opponent down(or rather up) for Gamma to do as he pleases, the Down Throw increases the stun the opponent takes from other attacks, and the Back Throw puts the foe out of commission for either half a second or a full second, and also carries them far away from Gamma. And you can't forget the Pummel, which allows Gamma to be a bit more lax in the placement of the set-up itself.

Other options to make time to set up pool balls are generally just anything with a lot of stun, such as the Down Aerial. Obviously, allowing Pool Balls to return to you to act as a shield can be helpful, or simply using the Dash Attack to create a wall, if you already have a couple pool balls out on the field. Of course, if you decide to increase your stun with the Up Special, more power to you there.

What to do after you have all of this set up? Well, attacking the opponent would be a generally good idea. How to do that I assume you do not know, as you are reading this. Well, here's the low-down: the most obvious thing to do is use Elettro Coltello right off the bat. However, this might not be the best plan ever, depending on how you spaced the pool balls. If there's a lot out and they're all close up but still cover a good area, you may as well use Elettro Coltello; it'll be a strong attack and still cover a good area. However, if the pool balls are further apart, you might be better off using the Up Smash instead, to gain a bit of time as your opponent panics. You'll probably still hit them anyways. And as mentioned before, the Up Smash is phenomenal if you simply don't have the time to lay down more pool balls or recharge them with the Down Aerial/hit them again with the cue.

The Down Smash is also an option if you are near a bundle of pool balls; though simply being near that many may make the opponent stay far, far away from you. Not always a bad thing, mind you.

The main thing to get down when playing Gamma is that you, as the player, have a lot of possible options at any given time, from the time you start setting the balls up to the point you start attacking with them. Gamma's Playstyle can easily change depending on how many stocks you have left; from full-on ground-based attacking with full stocks to very defensive and aerial-based near the end. Play Gamma according to the situation; don't just walk in saying "this is how I'm going to play no matter what."

Good bye, and I hope you enjoyed this set. Rather I hope you enjoyed the playstyle section because that's all you read.


 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Oh hay, new TWILT se- WAIT, NEW TWILT SET?!?

Amaterasu is the main character of the amazing game known as Okami for the PS2 and Wii, and you should pick it up now, or I will hunt you down. She's also one of the 36 main playable characters of the fighting game Marvel Vs Capcom 3, which is also awesomesauce.

Ahem, now seriously, Ammy is also known as the sun god, and is the mother to us all or something. With her small partner known as Issun, they both travel the lands, restoring forests, meeting unforgettable characters, and fighting terrifying monsters like Spider Queen and Ninetales. In the games, she fights with 3 different kinds of weapon known as a reflector, rosary whip, and the sword. She also has a mystical power known as the celestrial brush, which allows you to draw things on the screen do help you...let's see how Ammy does it in Brawl!


Size - 6/10
She's not all that tall, rivaling Kirby's height, but is a rather wide target.​

Weight - 4/10
Ammy won't be lasting long, but she isn't the lightest character in the world.​

Ground Speed - 8/10
Being a wolf, she's exceptionally fast.​

Traction - 4/10
Meh worthy traction. Not terrible though.​

Jumps - 7/10
Her jumps are great, as one can go up to 2 stage builder blocks.​

Falling Speed - 3/10
She falls rather slowly, making her an easy target in the air.​


Up Special - Celestrial Brush
In Okami, Amaterasu has a unique ability where she can draw on the screen to help her out. She brings it to Brawl as the battle is suddenly in slow motion (just a bit slower than Shadow's assist trophy effect), and a black dot appears on Amaterasu. Hold B to keep it on the screen, and moving it can cause it to move 1 stage builder block per second. Now, press A, and the brush will then appear, and you can now draw stuff.

You can create all sorts of stuff, depending on what you draw. Just remember that it's possible to create 2 lines in one session: just let go of the A button, and hold A again. If you drew something, and you release B, the effect will happen.

What's the downside of this move? Well, there's actually a limit to how much you can paint. You see, by Amaterasu's screen name, there's going to be 5 ink boxes. One use of the brush means one ink box gone. You unwisely use them all, and suddenly Ammy turns into a plain old white wolf, with no paint brush, no weapons, and her attacks deal off 0.5x the ordinary damage, with short range. Luckily, it only takes 8 seconds for one ink box to be restored, so you won't be waiting long. Note that if you manage to get hit while you're trying to paint, Ammy will lose that ink box.

Anyway, onto the possible effects! (If you ever forget any of these, don't worry as pausing the game will allow you to access a quick menu with a list of all the paint brush techniques.)



  • Drawing a single straight horizontal line will let you use "Power Slash." The size can range from 1-3 stage builder blocks depending on how long you draw it (you can also waste 1-3 ink boxes if you draw a bigger line, so be careful). If this reaches contact, it'll deal off 8-10% damage with horizontal knockback KOing at 120% damage. The move is really fast, and comes out immediately. You can only make 1 Power Slash per brush session.
  • Drawing 2 straight lines will let you do "Veil of Mist." It'll slow down time for about 4 seconds, at the same speed when you're in brush mode, except this time, Amaterasu moves at regular speed, allowing for some quick attacks and such. Really useful when you want to escape, or you're against really fast characters.
  • Drawing a curve line from Amaterasu to a ledge will let you perform "Vine." Suddenly, a vine will appear and will carry Ammy to the ledge, no matter the distance. This will move Amaterasu 3 stage builder blocks per second, and note that Ammy can't defend herself while doing so. This is Ammy's main form of recovery (considering this move uses the up special as it's input...), so use it wisely. You can even draw a line from Ammy to the opponent to get Ammy to the opponent faster.
  • Drawing a circle into the upper part of the stage will activate, "Sunrise." A sun appears and shines brightly onto the stage. If Ammy isn't hiding under a ledge or anything, her health is restored by 2% and she gains super armor against attacks that deal off only 9% or lower. Spamming this move won't do anything (not even stacking on how long it lasts), other than wasting a ink box.
  • Drawing a bunch of dots on the opponent will activate, "Ink Bullets." The opponent is hit by a bunch of bullets, which will deal off only flinching knockback, but 1% damage per dot drawn, with a maximum of 15. This is mainly used to stop opponents in their tracks, but without causing flying knockback. This is also a fast way of creating some damage, so use it wisely.
  • Drawing a line with a loop will activate, "Galestorm." This will activate a gust of wind to blown in one direction, depending whether you draw the line from left to right or vice versa (no, you can't aim the wind in a vertical direction). Anyway, the wind will push opponents backwards 2 stage builder blocks, and it's useful for gimping. Opponents can stay still by blocking though, so watch out. This covers the whole stage.
  • Drawing a circle, but with a diagonal line on the upper right side of it will activate, "Cherry Bomb." To keep it short and simple, it creates a bomb, the size of Ivysaur, will auto explode after 3 seconds it's been whipped up, and can be exploded sooner by attacking it. Anyone within range of 1.5x the size of Ivysaur blast radius will suffer 15% damage, with knockback KOing at 95% damage. This is a good trap, and good for range combat, though predictable.
  • Drawing a infinite kind of sign will activate, "Fireburst." A huge burning fireball will appear on the area you drew it, and depending on the size you drew it, it can range from the size of Bowser, to the 2/3rds of Giga Bowser (which can also drain from 1-3 ink boxes.) This will deal off 1-2% damage per hit, with 3 hits per second, with 3 seconds in all, and flinching knockback. If this hits an opponent in the air, they'll have a burnt status, which will cause the opponent to be KOed 20% sooner, until they roll 2 times. Note that unlike the paint brush moves, this actually takes 1 second for the fireball to happen. This rule applies to the next 2 elemental attacks by the way.
  • Drawing a vertical zigzag line will activate, "Thunderstorm." Lightning bolts will shoot down on the area you drew, ranging from the size of Bowser, to 2/3rds of Giga Bowser (again, this will take 1-3 ink boxes depending on size.) This will deal off 5% damage per second, with the attack lasting 3 seconds. This will deal flinching knockback throughout the move. If this hits an opponent in the air, this will paralyze them, causing them unable to do anything for 1-2 seconds or until they hit ground. This is a great move to try render opponents useless in the air.
  • Drawing a triangle (you can make one in one stroke, or 3 straight lines) will activate, "Ice Storm." Basically, a bunch of ice shards fly down on the area you drew in, ranging from Bowser's size, to 2/3rds of Giga Bowser, which can waste 1-3 ink boxes depending on size...I'm really just repeating myself aren't I? Well, this does 3-4% damage per second, 3 seconds in all, with flinching knockback. If you get all 3 hits in, this will freeze the opponent for 3-4 seconds in ice, making a good way to stop the opponent in their tracks. Use this if you're in a FFA or something.
  • Drawing a bunch of scribbles on the opponent will activate, "Scribble Blind." Basically, this will blind the opponent in ink, causing them to be unable to move for about 2 seconds...and that's it. This is good for stalling, and giving you a chance to attack, and it's humorous to see the opponent act all confused.

Down Special - Weapon Switch
Amaterasu can switch from 3 different weapons: The fiery reflector, the ice rosaries, and the electric blade. You switch between the weapons in that order, which takes practically no lag at all. Now, besides the neutral special, and smashes, the rest of the moves remain pretty much the same.

Throughout the whole moveset, it'll be based off of how much damage the Reflector does, so pay attention. Range will be about 3/4ths of a stage builder block. The rosaries have 1.5 stage builder blocks worth of range, but only 0.75x the damage and KO 30% later. The blade has 1 stage builder block worth of range, and 1.5x the damage, KOing 10% sooner, but it has 0.2-5 seconds of extra beginning lag that involve the weapon. You can actually charge the blade by holding A after the input for 1 second for 2X the damage instead, and knockback KOing at 20% sooner. You can even store the charge too. Moves that don't involve the weapon obviously won't change at all. Use the weapon that best fits the situation.



Neutral Special - Sub Weapon Attack

Amaterasu can do a different attack depending on the weapon she holds at the moment. Here they are:

Reflector: Ammy raises the reflector up as a shield, blocking any frontal attack, and will continue to block for any additional hits. This has very little beginning lag, though average ending lag. In the air, Ammy will stay still on the spot she's using the move. Now, if you press the grab button anytime during the assault, Ammy will grab the opponent with half the beginning lag and with super armor, making it a quick way to counter the opponent. I suggest using it trying when your opponent's recovering though...

Rosary: Ammy will fire out a blast of ice, the size of Kirby, each blast dealing off 1-2% damage, with flinching. You can fire 8 blasts at a rapid fast speed, before suffering average ending lag to avoid spam. If fired in the air, Ammy will shoot in a diagonal downwards arc. If all 8 ice blasts manage to connect, it will freeze the opponent in ice for 2 seconds. The blasts reach 3 stage builder blocks. A good far distance move, and a possible gimp move, but easily blockable.

Blade: Ammy charges forward, attempting to stab opponents with the sword. An opponent within a stage builder block of reach will suffer 10% damage, with a set knockback of 2 stage builder blocks. In the air, it goes in a diagonal downwards arc by default, though you can choose to aim it in any direction, though this leaves Ammy helpless in the end. This has average lag at both ends, so avoid spamming. Charging this move not only increases it's power to 15%, but also extends it's range to 2 stage builder blocks, and it can be stored. Knockback remains the same though.
Side Special - Wolf Howl
Why yes, the move is as generic as it sounds. Ammy howls fiercely forward, and anyone within 2 stage builder blocks will quiver in fear for 1.5 seconds. This has average startup, though very little ending lag. This is meant as a, "get the heck away from me" kind of move. This is actually pretty easy to hit with, as long as the opponent isn't behind, or too high in the air. Just note that this move can be blocked/dodged, though it requires really good timing. And yeah, use it when you're opponent's getting too close.



Neutral Combo - Weapon Strike
Amaterasu swings the weapon on her back 3 times forward, each hit dealing off 3-4% damage, with knockback KOing at 150% on the third hit. This has very little lag throughout the move, with average ending lag. For the reflector, range reaches about half a stage builder block forward, so yeah. Has okay priority. Basic neutral attack, nothing special here.

  • Note: For the Blade, only the last hit is chargable.

Side Tilt - Wolf Charge
Amaterasu lets out a jumping charge forward, reaching 1 stage builder block. Upon hitting, this will do 10% damage, with a set knockback of 1.5 stage builder block forward. This has average beginning lag, though very little ending lag. The animation is actually pretty identical to the grab, so use it for some mind games.

This can easily follow into another attack though it may be hard with the reflector because of it's short range, and the blade may be too slow, so the rosaries are your best bet.

Up Tilt - Launcher
Amaterasu will perform vertical rising swing with her weapon, with the reflector range being 3/4ths of one stage builder block up. Upon hitting, this will do 8-9% damage with a set knockback of 2 stage builder block upwards. This has slightly below average beginning lag, but hardly any ending lag. This has okay priority, and is your good old launching move.

  • Note: The rosary launches the opponent only 1 stage builder block, while the blade launches them 2.5 stage builder blocks, and 3 stage builder blocks charged.
  • I'd recommend launching the opponent with the reflector if you want to be on the same level as them, the rosaries if you want to be above them, and the sword if you want to be below them.

Down Tilt - Sweeper
Ammy sweeps the ground in front of her by using her weapon, the reflector sticking 3/4ths of a stage builder block. Hitting an opponent will deal off 7-8% damage, with knockback KOing at 170% (at a really low percentage, it'll just trip the opponent). This has little lag at both ends. Meh worthy priority, and main use is to trip. Act fast enough, and you may be able to follow up with another attack.

Dash Attack - Head Charge
Ammy does a charging head butt on the ground, moving 1 stage builder block forward and upon hitting, this will deal off 10-11% damage, with knockback KOing at 130%. If Ammy makes contact, she'll actually backflip off the impact (even if the opponent was blocking), meaning this is a safe move, and you can go into a ranged move. This has very little beginning lag, though average ending lag, though it also has decent priority. Useful move depending on the situation.​


Forward Smash - Elemental Blast
Reflector: Ammy performs the move "Fireburst," from her paint brush skills. For a quick recap, A huge burning fireball will appear in front of Ammy, and the size of Bowser. This will deal off 1-2% damage per hit, with 3 hits per second, with 3 seconds in all, and flinching knockback. If this hits an opponent in the air, they'll have a burnt status, which will cause the opponent to be KOed 20% sooner, until they roll 2 times. This has half a second of beginning lag, though very little ending lag. Charging the move can make this move go from 1-3 stage builder blocks.

Rosary: Ammy will perform another paint brush move in the form of "Icestorm." Basically, a bunch of ice shards fly down, Bowser's size. This does 3-4% damage per second, 3 seconds in all, with flinching knockback. If you get all 3 hits in, this will freeze the opponent for 3-4 seconds in ice, making a good way to stop the opponent in their tracks. This has half a second of beginning lag, though very little ending lag. Charging the move can make this move go from 1-3 stage builder blocks.

Blade: Lightning bolts will shoot down, the size of Bowser. This will deal off 5% damage per second, with the attack lasting 3 seconds. This will deal flinching knockback throughout the move. If this hits an opponent in the air, this will paralyze them, causing them unable to do anything for 1-2 seconds or until they hit ground. This has half a second of beginning lag, though very little ending lag. Charging the move can make this move go from 1-3 stage builder blocks.

Yeah, you're probably thinking that I'm being lazy, and just copying the paint brush stuff, but for good reason. You do not waste an ink box this way, and it's half a second faster in execution. However, at the same time, it's not nearly as versatile as using the actual paint brush skill, considering it can only attack forward, and in front of Ammy. Use this move if your opponent's in front of you, and you don't want to waste an ink box.


Up Smash - Elemental Strike
Reflector: Ammy lets out a howl, and the reflector on her back lets out intense flames, 1 stage builder block upwards. Upon hitting, this will deal off 10-17% damage, with knockback KOing at 140% to 120%. This has little beginning lag, though average ending lag. Has decent priority and a decent hitbox and mainly used for an opponent directly above her. If you manage to hit the opponent at the very base of the reflector, it'll give the opponent the burnt status from the "Fireburst" brush skill.

Rosary: Ammy lets out 5 whip lashes above her, each extending 2 stage builder blocks above her. Each hit does about 3-5% damage (depending on charge), with knockback KOing at 130% (charge has no effect). Has very little beginning lag, though average ending lag. Has okay priority, and is the best ranged up smash. If you manage to hit the opponent at the 1 stage builder block mark with all 5 hits, it will actually freeze the opponent for 1-2 seconds instead of knockback.

Blade: Ammy does a rising electrical slash, jumping upwards, bringing the opponent with her. Upon hitting, this deals off 15-20% damage, with knockback KOing from 120% to 90%. Charging this move also allows Ammy to jump upwards from 1-3 stage builder blocks. It also has good priority, and barely any ending lag. The main drawback is that it has a whole second of beginning lag, and that's not even including the charge, which would add an extra second. However, Ammy can actually store this charge, like all her other Blade attacks. Best used when your opponent's stuck for a second.

Down Smash - Agidyne
Reflector: Ammy will quickly put her Reflector on the ground, and she'll quickly pound it with her head, letting out a fiery wave, that moves out 1-2 stage builder blocks (depending on charge) on each side. Upon hitting, this will deal off 14% damage with knockback KOing at 120%. This has average beginning lag, though virtually no ending lag. If the opponent is more than half a stage builder block above the ground, this move can avoided that way. Mainly useful is Ammy is surrounded.

Rosary: Ammy will let out a whip lash on both sides, which will extend 2 stage builder blocks each side. Hitting the nearest opponent, it'll grab them (this can be blocked though), and hold them. Dealing off 3-4% damage per second, holding A will keep them with Ammy, though opponents can button mash to lower it to 2-4 seconds (depending on charge). Switching to a different weapon will drop the opponent on the spot (which can be used to bring the opponent closer to you), and letting go of A will fling the opponent away, with knockback KOing at 110% damage. This has average lag at the beginning, though very little ending lag. Useful depending on the situation.

Blade: Ammy does a basic spinning slash attack...yeah. If this hits, this will deal off 13-18% damage, with knockback KOing from 130% to 90% damage. This has average beginning lag, though little ending lag. Has good priority. The move reaches out 1 stage builder block on each side. Yeah, not exactly the most exciting move, but useful as a basic KO option or something.

[ 17-23% ]

Neutral Aerial - Swing!
Yeah, you read it right: Ammy takes a vertical swing with her weapon in front of her, extending 3/4ths of a stage builder block forward. Hitting an opponent will deal off 8-9% damage with downwards (if hit by the blade) or sideways (if hit by the tip) knockback KOing at 120% damage. This has little beginning lag, though average ending lag. Has decent priority, and is good for spiking opponents.
  • When using a fully charged blade attack, this will bounce opponents off the ground, sending them 2 stage builder blocks up again.

Forward Aerial - Aerial Charge
Ammy will charge a stage builder block forward (the animation looking very similar to the forward tilt and grab), hitting will deal off 10-11% damage, with knockback KOing at 110%. This has little beginning lag, but average ending lag. Has good priority, and good for going for a sideways KO for opponents expecting to get grabbed instead.

Backward Aerial - Quick Hit
Ammy quickly takes a horizontal strike behind her, reaching out 1 stage builder block. Upon hitting, this deals off 10-11% damage, with knockback KOing at 110% damage. This has very little beginning lag, with little ending lag as well, making it one of Ammy's fastest moves. This does however have low priority, so watch out for that (plus, the hitbox is kinda linear).​

Up Aerial - Wild Swing
Amaterasu wildly swings her weapon upwards, dealing off 3 hits. Upon connecting, this will deal off 3-4% damage per hit, with upwards knockback KOing at 130% (based off Reflector power). The reflector will reach half a stage builder block upwards and it has decent priority. It has very little beginning lag, though average ending lag. Meant to be used for a follow up if you managed to launch the opponent upwards with the blade. Otherwise, nothing really special.

Down Aerial - Swift Strike
Ammy performs 2 straight vertical swings downwards with her weapon, dealing off 5-6% damage per hit with downwards knockback KOing at 120% damage at the end (again, based off reflector power). Has half a stage builder block of range, with little beginning lag, but average ending lag. Meant to be used as a follow up if you used the rosary whip to launch the opponent in the air. Otherwise, nothing really special.


Grab - Charge
Ammy charges a stage builder block forward, which has a very similar animation to her side tilt and forward aerial (and yes, you can grab in midair). Ammy will then latch herself onto the opponent's, ready to attack (kind of similar to how in Twilight Princess, Wolf Link can grab opponents). If she misses though, she'll suffer above average ending lag, or in the air, she'll go into helpless state, so be careful.

Pummel - Bite
Ammy fiercely bites on the opponent's chest, going at a fast speed, dealing off 2% damage per second. Other than that, nothing really special here.

Forward Throw - Latch Off
Ammy will simply jump off the opponent, dealing off 8% damage, with forward knockback KOing at 100%. Ammy suffers little ending lag. This is actually a great throw, depending on how you use it, especially if you had grabbed the opponent in the air.

Backward Throw - Snapback
Ammy throws her opponent behind her, letting a strong chomp, which releases them a set knockback of 2 stage builder blocks backwards. This will deal off 8% damage. This is mainly used as a repositioning move if you're opponent not in a spot you want.

Up Throw - Wolfdriver
Ammy takes her grabbed opponent upwards a stage builder block, before doing a slamming attack back to the ground, dealing off a decent 12% damage, with upwards knockback KOing at 110%. If used over a pit, you can perform Amatercide, though you're probably better off trying to gimp them with the forward throw if you don't have enough stocks.

Down Throw - Smackdown

Ammy simply throws her opponent straight to the ground, forcibly with her fangs. No, nothing special here. This will deal off 10% damage, and the opponent's grounded right beside Ammy. In the air, Ammy throws them in a diagonal arc, though after they travel 2 stage builder blocks down in that said direction, they'll immediately regain control, so probably not as useful as the forward throw as a gimping tool.

Amaterasu may seem kind of complex, but once you get to know her, there's no problem at all! The most important utility you are going to need to get accustomed to is her paint brush. You'll want to be using it often...but unwisely can lead to the death of you. You'll be mostly using her elemental attacks to deal some damage. Don't be afraid to use her basic weapon attacks though; they're fast and will deal off a little damage. If your opponent gets too far from you, use her Vine paint skill to keep on the pressure on them.

What does Ammy really excel in? GIMPing from a far. Like any good gimper, you'll want to use a move that'll be able to push an opponent off the stage. Forward Smash for once isn't a good option, so use her other smashes, her forward tilt, her dash attack or even some of her aerials! You may want to keep your distance though, so use the power slash/forward smash paint attack to fight from afar; at the very least, opponents may be afraid to get in close to Ammy.

How will Ammy actually want to gimp? Yep, you guessed it, with her paint brush skills! Use power slash the most of her paint skills her, though if you find the opponent dodging them alot, quickly use her Galestorm paint skill to add more pressure to them. If your opponent gets near a ledge, quickly draw a cherry bomb near it to add more pressure to it. If you still have problems, don't be afraid to use her veil of mist ability to slow down time, giving you more time to attack and punish opponents.

Say you're running out of paint boxes or just plain old want to find hand to hand combat. There's easy ways for that too! If your opponent gets to close to a ledge, use the reflector shield to make opponents think twice about attacking, or they would be grabbed. Otherwise, stick to using Ammy's rosary ice blast to keep them away from the ledge; they can't hope to dodge all of them (especially if you use her air version of it). If you can time it JUST right, use her neutral aerial to try and spike them to their doom. Don't be afraid to use her forward smash either, especially her blade version of it.

Overall, Ammy's a great gimper/pressure character. Feel free to use your own imagination when playing as Ammy. Maybe you can use her Galestorm to push opponents to a cherry bomb, or maybe you can use her up tilt to try and air combo them Mahvel style! Either way, there's bound to be something that you like about Ammy. It looks like MvC3 won't be the only fighting game Ammy's good in...;)

Oh geez, I almost forgot about this. *Ahem* Amaterasu has grabbed the Smashball! Upon use, the sun shines brightly into the sky (after all, she is the sun god), giving the same effects as the same sunrise paint skill, and not only that, Ammy has unlimited paint attacks for a while. Final Smash lasts for about 15 seconds. Do note that Ammy is not invincible like other final smashes. Use this to cast judgement on opponents on dare fight against the sun goddess!​





Author's note: Annnddd...that's about it. Yeah, like I said before, this is going to be my last set from a while. I might make another set, I might not...who knows? Anyway, hope you guys can enjoy my last moveset for a while...and if you don't, that's cool. This moveset was in production for almost 5 months believe it or not. Anyway, it's been fun guys...(sad)
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
It's nice to finally be caught u...

So, first we have Electric Gamma by Thrice Phatcat. The first thing I notice is that this set has really nice Orginazation. The colors really compliment each other, and I like the use of the Greek symbol in the headers. The moves themselves are pretty nicely done, too: It's all explained well, and it has a nice amount of detail for each. The Playstyle section is quite funny at the beginning...dude, how did you read my mind? Anyway, it's got some good Ideas in it... i guess. I unno, I just read the playstyle section.
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Make Your Move 9 will end tomorrow at 3AM EST, 12AM PST, 8AM GMT. That's the 2nd of April, mainly just to avoid the confusion and mess that is SWF on April Fool's Day.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
It’s over 9000!!!!!!!

Actually, the amount of comments on anything lately has been depressing, save for Geto’s contributions. Regardless, we’ve got Vegeta here. Now he’s got some great stuff as far as mindgames and the gimping game goes: his Zazoken and after image technique give him some nice ways to just flat out confuse and fake out his foes, and they work well in combination with other moves like the up tilt. His beam moves and some of his throws link quite well into his gimping game, then push them off stage with a galick gun or use zazoken to teleport above them with an Axe Handle ready.

That being said there are a lot of flaws with this set. I first of all find it rather awkward that Vegeta can only use Zazoken for charge moves. Even if he only had one use of it with aerials, it would open up so much more variety and mindgame potential for his aerial/gimping game. It’s simply so limiting that Vegeta has to stand on the stage while his foe is in the air before he can use zazoken to follow-up on them. Though keeping the Zazoken as is, I do feel that Axe Handle would be a good move to make an aerial, keeping its charge properties so it can still be used with Zazoken. Moving on, the entire Great Ape transformation and the secondary ko method of forcing foes through the stage seem rather disconnected from the rest of the set. The great ape is really unneeded considering the power of Vegeta’s normal moveset, and randomly forcing foes into holes and knocking them through the stage seems rather unfitting for Vegeta as a whole. This set isn’t perfect, but I certainly enjoyed reading it (the writing style is improved compared to sets like Weezing, btw). Now get Recoome done (wary).

Next up is Obi-wan Kenobi. The complete opposite of Vegeta, Obi-wan has an annoying defensive playstyle that revolves around dodging and countering attacks and spacing with his force push. Beyond the specials though there’s not really much else to this moveset, mostly just being generic attacks. Some can be forgiven since I know you ended up losing some of the original moves, some moves are just really thrown in randomly, particularly the smashes. There just seems to be far more potential for this defensive playstyle than you included here. I don’t have many suggestions for this, but I suppose you could have some other ways to react to specific moves in movement attacks and such. And you should never go out of your way to say that you took things from other sets, and CERTAINLY never copypasta a move description from another set like you did for the down special. The down special by the way, is just as epically broken as it is in Espeon, though all it takes is some number tweeking to tone it down really. And it doesn’t add much of anything to the set in this case anyway. This set has potential for sure, but I can’t say it’s good considering you’ve made far better ones this contest. Keep at it!

And here we have not Bizarro, who me read did not. But yeah, why didn’t you include Bizarro speak anywhere in the moveset (CRS)? Anyhow, after your two relatively unimpressive pokesets, Bizarro is quite the nice set. While it’s easy to complain about him being yet another shield-breaking character, Bizarro’s approach to it comes pretty naturally and allows for a wide variety of mix-ups to take advantage of foes if they’re shield-abusers and trick them into expecting different moves. Combined with his earthshaking moves, Bizarro can even make it impossible for foes to spotdodge, forcing them to either take the brunt of his attacks or have their shield eaten up. If all else fails there’s always Bizarro’s strong air game, which is very much strengthened by his flight capabilities. He can transition from the air game to his ground game and vise-versa very easily, even being able to cause earthquakes by slamming foes down. Special-wise, Bizarro’s attacks are mainly there to deter foes from just camping him, and drawing them in to either be hit by physical attacks or the Fire Breath just so they don’t completely expect a jab or something.

His grab game is pretty blatantly more useful in the air, where he can either force his foes directly to the ground or throw them off a blast zone/juggle them off the top. That really works well as Bizarro’s main KO method: getting foes away from the “dangerous stage”. Though he does hit like a brick and is a big guy physically, his hulking slowness when it comes to defending himself seems very much in-character for Bizarro, and only encourages players to constantly be on the offensive. Bizarro is pretty much the definition of the best defense being a good offense. Pending a re-read of Electivire, Bizarro very well may be your best set this contest: great job.

I just crashed on commenting for today. Comments on Gamma, Amaterasu and any last minute sets will unfortunately have to wait until tomorrow. Now if you'll excuse me, I'm gonna go a-*is beaten within an inch of my life by PC and Twilt*
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,527
Hooray rushing out last-minute sets because of some random joke made in the chat


 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
All I can tell you about zis next procedure is zat it will be... excruciating!

The

MEDIC


The Medic is a class from Team Fortress 2. What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.

The Medic is fairly fast, quick on his feet so he can help his allies on the front lines. He has average stats in other regards- he's basically your normal human adult. Yep, nothing out of the ordinary or unique...

Specials


Side Special + Medigun
Ironically, despite the fact the Medic is said to care more about cutting people open than healing them, he has invented probably the most efficient medical device in history that heals people without any surgery required. His Medigun will heal an ally or foe for 5% per second.

Why on earth would you want to heal the foe? Because using the Medigun builds up your ÜberCharge. If you have a full ÜberCharge, you can deploy it by double tapping the Side Special. This makes you, and anyone you're healing, invincible for eight seconds. Eight precious seconds.

ÜberCharges take longer to build if the person being healed doesn't really need it. Characters in the "red" build ÜberCharge at a rate of 5% per second, characters in the "yellow" build it at 2.5% per second, and characters in the "white" only charge it by 1.25% per second. Only when the ÜberCharge bar is filled to 100% will you be able to deploy an ÜberCharge.

Down Special + Public Option
The Medic recognizes the tanking health care system in America and knows that over in the good country of Germany, patients should be able to choose their own health care. So, not every character may want invincibility- what if they could get boosted damage and knockback on their attacks for eight seconds? That's what the Kritzkrieg is for.

The Kritzkrieg can replace the Medigun by using the Down Special. It functions almost identically, with two exceptions. One, the ÜberCharge bar fills 1.25x as fast, and secondly, the ÜberCharge gives the Medic and his patient double the speed, damage, and knockback in their attacks for eight seconds. Obviously, this is a better choice than invincibility for some characters, such as heavyweight male antagonists. The Medic is vulnerable here, however, since he doesn't get the invincibility boost. This does make your attacks more viable, though, so use this time to get in some insane pressuring.

Neutral Special + Syringe Gun
The Medic takes out his trusty syringe gun, filled with what's likely AIDS, and begins shooting the needles like bullets. The needles are much like Sheik's, but are quite slower. They deal about 1% each and very low knockback, but if you spam it, hitting them with needles for two seconds, they become immune to the needles for ten seconds. You also can't just quickly pause at the 1.9 second mark and then immediately pick back up - you have to pause for the time you spent hitting them. The needles have a distance of about Battlefield's main platform in length. This is primarily used for damage racking on the foe, but it can also heal allies for the same amount, so it's overall a decent move. This does not increase your ÜberCharge.

Up Special + HEAVY IS JETPACK
http://www.youtube.com/watch?v=JqDo0Y0GYJI
The Medic will bring out his good buddy Heavy from NOWHERE and use him as a recovery. Why, you ask? Why NOT, I say. Heavy propels the Medic a distance of 2.5 Ganondorf's height before disappearing with a hearty laugh. Thanks, Heavy! You'll get your limelight in the Final Sm- oops wasn't supposed to reveal that. This is laggy and other related balancing bullshit yeah

Standards

Jab + Spinal Tap
The Medic takes out his trusty Bonesaw, which is basically an amputation saw. He then jabs it forward in a stabbing attack, dealing 5% and okay knockback. The real kicker is it makes the foe bleed, dealing 2% to them over five seconds. The only way for them to get rid of this before that time is for them to be healed by the Medic with his Medigun or Kritzkrieg, giving them some incentive to stick around with you. This can paralyze the foe for one second, making them walk at 50% their regular ground speed, if you attack them from the back with it.

Forward Tilt + Sawbones
The Medic does a slashing motion with his Bonesaw, dealing 8% and medium knockback. This has better range than the Jab, but is slightly slower. It can also hit foes above the Medic. This also deals five seconds of bleed damage, but bleeding doesn't stack. This can also cut bonds or something if such an occasion arrives (this is totally not a Chekovian reference, by the way... like I'd mention an interaction with an attack you haven't even read yet...)

Up Tilt + Crusader's Crossbow
Because I can't fit it anywhere else in the set, I'll cram it in here :D
The Medic takes out his Crusader's Crossbow, which is basically... a crossbow. Yeah, why he has a crossbow I have no clue. Anyways, he will fire an arrow off the top of the screen, which will come back down a second later. It travels at the speed of one of Link's fully charged arrows. The bolt can deal 7% damage and good knockback to the foe, but can also heal any ally (and the Medic himself) of 7% damage. This is a good brick attack and can easily heal allies quickly and be a quick fix for the Medic. The downside is the obvious fact that foes on the ground can avoid it extremely easily...

Down Tilt + Morphine and Adrenaline
The Medic takes out a syringe and tries to jam it in someone in front of him. It deals 5%, but no knockback, because it gives the person being injected a passive 1.25x resistance to damage for three seconds. If double tapped, this actually injects adrenaline into their system, giving them a 1.2x boost to their speed. A rather odd choice to decide between, but the more buffs the better you are at fighting, and medicine is the Medic's specialty. If he doesn't hit a foe or ally, the Medic stabs himself in the arm on accident. Oops... The shot won't work on anyone under the effects until four seconds after it has worn off.

Dash Attack + Does It Hurt When I Do This?
The Medic has a unique dash attack- it functions like a grab. He will grab the foe by the neck, stick a syringe in them (dealing 12%) and throw them forward with his momentum. They get thrown about a Battlefield platform, making it quite good. This also stops the Medic in place, a rarity among MYM's dash attacks.

Smashes

Forward Smash + Battalion's Backup
The Medic takes out his Medigun once more, and attempts to use it on a friend or foe. It's not immediately obvious what it does- the Medic will call out, "Dummkopf, ihr schild!" if it's a foe he's using it on, or "Kamerad, use ihr schild!" if it's an ally. If that wasn't enough, the Shield button will appear over the person's character as if from a thought bubble. If they shield, the Medic's healing will suddenly activate, restoring their shield at the same speed it would deplete if used normally. This also restores your own shield. If you hold in the shield button while doing this, however, an interesting effect will take place- the poles on the gun will reverse and it will drain their shield. This is obviously good for offense as well as defense and support.

Up Smash + Oktoberfest
The Medic takes out his Medigun and points it to his face, while saying, "Hahaha, Oktoberfest!" He then inhales the medicine from the gun as if drinking beer, which is quite an odd animation to describe. This will heal him of 5%, 11%, or 20% depending on the level of charge (0%, 50%, or 100%). This is good for a quick fix when the foe is tied down to a gurney or otherwise occupied. Doing this while connected to a teammate or foe with the Medigun or Kritzkrieg heals them the same addition as well. Somewhat laggy.

Down Smash + Bedside Manner
The Medic shouts to someone in the background of the stage and they roll a hospital sick bed out to him. This bed has 50% stamina but can't be rolled around easily- dashing against it makes you push it slowly forward, so it's not worth it. Foes who get knocked onto the bed lay prone on it for a second before regaining their senses and hopping off it. Using the DSmash input while the friend or foe is on the bed makes the Medic strap them to it, insane asylum-style, for 2-5 seconds, depending on the charge. After that they can't be locked onto the bed for another 5 seconds. Characters strapped to the bed have super/grab armor. Healing patients on the bed builds your ÜberCharge 1.15x as fast as it would've off the bed, and the patient gets an added 20% to whatever healing they receive. Obviously, some foes will want to be strapped to the bed so they can be healed more.

This obviously traps foes so the Medic can operate on them, cutting them with his Bonesaw and healing them with his Medigun, so he can build an ÜberCharge. This also protects allies, giving them superarmor as well as extra healing, at the price of them being immobile. Unlike Nurse Joy's bed, you can't roll this off the stage.

Aerials

Neutral Aerial + Jumping Jack Flash
The Medic pulls out his Medigun and attempts to lock on to someone. If the Medic has no one to use this on, like a regular attack, it fails and he puts it away with medium end lag. If he can use it on someone, it doesn't heal them- rather, it refreshes their jumps and helpless state. This is also tethers the Medic to them, as his beam can't disconnect for two seconds and he has every bit of aerial liberty as they have under the effects of this medicine. Since he continues to use it even after you put it away (he'll clip it to his belt), you can use your aerial attacks while you have unlimited jumps. There are two things that cause the attack to fail- going below the "ground level" of the main stage (i.e. the lip on Final Destination) or touching the ground. One final note: the Medic makes his jumps and aerial movement match the person he is using this attack on, in order to synchronize their movement and attack. Very useful for aerial assaults.

Forward Aerial + Vertigo
The Medic stabs a syringe forward, with an average melee attack distance. It does 9% and low knockback, and when injected it puts the foe in a helpless state! This is obviously good for gimping, if you use it offstage where they have no chance of recovering. The foe can button mash out of the effect as if they were grabbed, however, but it is still great for gimping. Using this on someone who is in a helpless state, they will actually be brought out of it, with it having the reverse effect. This is great for saving allies as well.

Backward Aerial + Reversal Surgery
The Medic will attempt to grab a foe or ally in front of him if he isn't healing them - if he is, this has no start animation, making it a much quicker attack. He will force his foe or ally to turn around with him, pivoting around him as if orbiting him. The foe or ally can act normally during this entire attack, which is fairly quick in itself. This means they can hit foes in the background or foreground dodging, and they can continue their assault except in the other direction uninterrupted. This has the benefit of quick coordination and teamwork with the Medic.

Up Aerial + 1000 Needles
The Medic takes out his Syringe Gun and points it up, firing needles as long as you hold down the attack button. They fly off the top of the screen and a half a second later come raining back down randomly in a radius of a Stage Builder block around the Medic's location where he fired them. They function exactly like his Neutral Special needles - healing allies, damaging foes. They have no effect on the Medic himself.

Down Aerial + Lobotomy
The Medic takes out his trusty rusty Bonesaw and stabs downwards with it. It will deal 10% and medium downward knockback. This is obviously used for gimping, but one of its main functions is to knock the foe onto your hospital gurney. This is also good shorthopped, since it's very quick, meaning jump on the bed and use this multiple times. Deals bleed damage for five seconds.

Grab Game

Grab + You'll Feel A Little Prick
The Medic's grab, like Snake's, is best executed from behind the foe. He will take out a syringe, saying, "Hold still, Schweinhunds, this will only sting for a moment," while jabbing it in the foe's neck or arm, knocking them out briefly as he grabs them, holding them up from behind. The Medic doesn't have traditional "throws", per se, as moving the control stick around makes him drag the foe in that direction. Tapping it up makes him throw them up to a platform above him if there is one, and down makes him toss the foe underneath the platform he's standing on, but only if it's a drop through platform. It's obviously hard for the foe to escape this grab, due to the morphine, with it being 2.5x as hard to escape. It's well worth the extremely low grab range.

Pummel + Hypocritical Oath
For those of you who don't know, the Hippocratic Oath is an oath traditionally taken by physicians pertaining to the ethical practice of medicine. The Medic clearly cares nothing for that, since he pops a pill in his now unconcious foe's mouth. This isn't Tylenol or anything, this pill is actually a sinister little piece of medicine that will give the foe a random lingering status ailment (i.e. poison, blindness, confusion, ect.) that will not subside until they have been healed by the Medic, or they lay on the Medic's bed. This is the best way to stop the foe from playing hit and run with you when you're trying to heal them. It does subside after doing 25% damage, however, but no one is willing to pay that price- are they?

Side Pummel + Dead Weight
Directional pummels are executed by tapping a direction and A while you have the foe grabbed. The Medic, straining as if they were a heavy load, tosses the foe forward about half a Battlefield platform's distance. If they land on his bed they are automatically forced to lay on it. A good way to force the foe onto your gurney for surgery.

Up Pummel + Surgical Prep
The Medic takes out a roll of gauze and bandage, and wraps the foe up in it. This will act as if they were grabbed when they wake up from the initial grab, meaning they will have to button mash out of it. Put them on a bed after using this, and they have an even harder time getting free. Of course, this also stops any bleeding damage they are experiencing. This also has the adverse (or desired, if used on a foe) effect of healing them of 10%.

Down Pummel + Operation
The Medic will turn his back to the players and begin cutting at the foe... when he's done (approximately one second to do), the foe will look quite... different. The type of surgery he did varied, but it can range from facial rearrangement to... well, let's just say Mario will become Maria. The damage done (or healed, it does happen) ranges from 5% to 20% depending on the type of surgery preformed. The surgery lasts for ten seconds.


Final Smash + Soviet Union

You may have noticed that the Medic was missing his good ol' buddy the Heavy (except in the Uspec (WARU)). Well, wait no more, as when the Medic activates his Final Smash, the Heavy is heard saying, "Here I cooooome! Wahahahaha!" and he runs onto the stage. He will start firing his Minigun, which deals 1% every 0.05 of a second- meaning 20% per second. It's your job to heal him while he goes about his bloody rampage. After he fires his $200,000 worth of minigun rounds (approximately twelve seconds), he will say a line of dialogue and disappear. Here is his dialogue:

Code:
Healed by Medic:
"You are great doctor!"
"I love this doctor!"
"Thank you, doctor!"

ÜberCharged:
"Now is coward-killing time!"
" I am bulletproof! "
"Get behind me doctor!"
"Time to hide cowards!"
"It's good time to run, cowards!"

Upon Firing Minigun Continuously:
"Beeeeehhhhh!"
"Uwaaaaaaah!"
"Wahahahahaha!"
"Cry some more!"

Upon KOing an Opponent:
"So much blood!"
"Ooohhhh, run, run, I'm coming for you!"
"What sick man sends babies to fight me?"
"Waaaaaaaahhh, uwaaaaaaaaaaahhh!"
"Keep crying, baby!"
"AHAHAHAHAHAHA!"(Gleeful laughter)
"Cry some more!"
"I'm coming for you!"
"AHAHAHAHAHAHA!" (Dark laughter)
"I'm going to kill you and kill you and kill you!"
"Little, little man!"
"You are no match for me!"
"Go ahead and cry, baby."
"You cannot hide, coward."
"Run home to momma!"
"Hide coward, I will find you!"
"I have squashed you, like bug."
"I have plan for you: more pain."
"I am coming for you, again!"
"I promise you pain without end."
"You cannot beat me!"
"The burning you feel? It is shame."
"You are dead, not big surprise."
"Killing you is full time job now."
"Do I smell soiled baby diaper?"
"Uh oh! I think someone soiled diaper!"

After KOing More than One Opponent:
"All of you are dead!"
"You are so small! Is funny to me!"
"Who send all these babies to fight!?"
"Entire team is babies!"
"Vzzzzzt! (Mimics Minigun noise) Wahahahaaaaaa!"
"I am amused by entire itty-bitty teeny team!"
"AHAHAHAHAHAHA!" (Maniacal Laughter)
Playstyle - Doctor Assisted Homicide

The Medic is very much a team-oriented class. That doesn't mean he can't hold his own in a 1v1, though. You're going to be wanting to continuously damage the foe with his Bonesaw and Syringe Gun, and then heal them up with the Medigun. The foe is going to want to stay away from you enough that they can get free healing but won't allow you to build up an Ubercharge before they KO you. You can make this difficult for them by strapping them to your hospital gurney. The Medic's grab game is especially good for this. If they are the aerial type, use your Neutral Aerial to connect with them and assault them in the air. Go for a gimp if you want, if they want to be finicky. The Medic has a fair air game, but it's by no means excellent.

Once you do have your Ubercharge, activate it on yourself! This is much like a mini-Final Smash; it makes you invincible for eight seconds. Pressure them to all hell during this time, not caring about missing with your attacks or anything. You have enough moves where you can get in a good fight during this time. After that, they'll have a significant amount of damage on them. Do you heal them? Well, it depends if you want another Ubercharge quickly or not. The best bet is to not heal them- but make them think you are. Instead, trap them on the bed or drug them with your grab and just straight up hack away at them. Then go for the KO with your aerials or throws. Don't neglect a Kritzkrieg buff, nor should you not use your DTilt. They're both very good for attacking.

Medic can also self-preservate himself nicely. He has many self-healing attacks, like Oktoberfest, and when he's on a team with his ally if he's healing them he too can get health from his own Medigun. Speaking of team battles, there isn't really much I can elaborate on- the strategy's so obvious it's slapping you in the face. Heal, heal, heal your allies, and activate an Ubercharge on them. You are the ally's life insurance- never leave their side. Do not get seperated. Stay with your buddy. Yeah, it's called the buddy system.

In short, the Medic is the ultimate support class, ally primo you want on your team. Of course he's going to be overused, but if you have an ally who can continuously feed health into you, who wouldn't want him?



BOSS MOVESET












































Uh oh... pitting three characters against the Medic activates his boss set. What horrors await you against him now? Well, have you ever seen the Human Centipede? You probably shouldn't, unless you're a sick fuck like me- I thought it was hilarious. As you could probably infer, it involves three humans, stitched together from mouth to anus. They also had parts of their knees surgically removed so they have to crawl like an insect. The culprit was a German doctor who had nothing better to do than drug and kidnap hot college girls. And one Japanese dude.

Before the match starts, there is a brief cutscene where it shows the Medic laughing evilly and holding a Bonesaw, obviously deranged from all the battlefield war he has seen over the years, with it finally getting to his mind and breaking it down. He decides he will also surgically combine three people from mouth to anus, but where would he find such a group... can you see where this is going?

The screen blacks out, and the death cries from the three characters he was going to fight can be heard. A second later, the screen fades back and the match start. On the left end, the Medic. On the right end? The three characters, stitched together like a Human Centipede. Imagine what this would look like on various characters, if you will. It might be arousing with a matchup like Medic vs. XP Tan, M. Trinity, and Penny, it gets vaguely disturbing with foes like Ronald McDonald, Ganondorf Dragmire, and Fawful.

So now that you have that lovely image in your mind, how does the Human Centipede actually function since they, you know, have one digestive tract and have to crawl together on their knees?

Firstly, they get a buff- combined weight. This makes them survive a while, and since the Medic's primary goal is to build his ÜberCharge, and that entails healing his victims as well, making them all the more unkillable. Of course, the healing is divided among the victims in the centipede equally. The centipede also takes knockback, damage, hitstun, ect. sectionally. This essentially makes them a boss character themselves.

It's not all cotton candy and funnel cake, however. The members of the centipede must work together to move, attack, everything. They can't use a body part preoccupied with being attached to something or supporting them, such as their heads or legs. The "head" of the centipede can use any part of their body except their tail end and legs - head and arms are fine. The middle character can't use their head or tail end, but they can use their arms or legs (the others will gladly support them). The "tail" of the centipede can't use their head or arms but can use their tail end and legs.

Attacks that involve non-bodily powers such as psychic attacks, electricity, ect. and be used. Your other members of the centipede aren't affected by your own attacks, thank goodness, with one exception: the digestive tract. If you shoot fire from your mouth, it may end up scorching the person in front of you, and if you want to **** electricity, the person behind you may not appreciate it. Of course, it will damage them, but it will also go through them and come out their body as if they used the attack, meaning these are actually useful.

That brings me to a very important point: characters that have eating attacks play an important role here. The doctor sewed their digestive tracts together, why not pay him back for it? Foes who can inhale or vore the Medic, such as King Dedede and Wario, can swallow him (inhaling attacks can work through members in front of you, as they open their mouths as well, but regular chomping attacks do not) and deal three times the damage by digesting him through the centipede and spitting him out the other end. As you can see, matchups are key here.

Transportation is very important for a centipede team to keep in mind, as their slow, insect crawl will make them sitting ducks. Foes with flying abilities can carry their team if they are the head or middle, and foes with vehicular capabilities can transport their team if they are the tail and middle. Weight will slow you down tremendously, sure, but it's always faster than foot travel if the mode of transportation is faster than walking normally.

Items can be digested by the centipede head to heal his team, so item play is generally very common when facing Boss Medic. Status effect items still work the same way, but others can be eaten for three times the damage/healing they would've done. And that's all for the centipede itself. The Medic obviously has buffs that need to be addressed too if he wants to contain the abomination he has created.

The Medic's Medigun and Kritzkrieg will by default heal himself. Getting really close to the centipede is the only way to heal it. Bleed damage lasts ten seconds. The Medic can also use his NAir on himself, but cannot go higher than two Ganondorfs' height off the ground. The Medic's Down Tilt gives him 3x the resistance to damage and knockback, and his Up Tilt and Up Smash do 2x the healing to himself. The Medic can also now roll his hospital bed around easily (but the centipede cannot). The bed has 150% stamina. His Bonesaw attacks will sever the Human Centipede if attacking a connection in it, and if he has a severed member of the centipede on the gurney and he rolls it into the Centipede, they become reconnected.

To come... Centipede Matchups :D
 

MarthTrinity

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

Shuma-Gorath is a nearly omnipotent Class Three demon native to the Chaos Dimension as well as one of Doctor Strange's most powerful (yet least used) foes. A member of the Old Ones, Shuma-Gorath came to Earth millions of years ago to rule, feeding off the flesh of humans until he was banished back to his dimension by the sorcerer Sise-Neg. He returned later however, fueled by blood sacrifices until the barbarian Conan banished him once again using the Books of Shuma-Gorath. Shuma has had numerous other plots to invade Earth, whether it be by being reincarnated or summoned by various other means. All of these schemes however have been foiled by Doctor Strange himself who always manages to banish the Old One back to his dimension before he can cause any real trouble.

As previously mentioned, Shuma-Gorath is near omnipotent in his own realm. Even outside of his Chaos Dimension, Shuma-Gorath is still insanely powerful. Some of his powers include the ability to generate his own mystic energy, the ability to drain energy (mystical or otherwise) from others, create destructive blasts of energy, manipulate energy on a planetary scale and even telepathically communicate or possess others (even across dimensions). What Shuma-Gorath's true form looks like is currently unknown as he can essentially take on any form he pleases. Usually, Shuma-Gorath takes on the form of a multi-armed, octopus-like entity with rubbery skin that can range from human-sized to absolutely enormous sizes. On top of all this, Shuma-Gorath is near immortal. Even when he is seemingly killed, he has the ability to reform himself even from impossibly small fragments. For a comparison in terms of power, the demon Mephisto (who is considered one of Marvel's strongest) claims that he felt like a mouse in a temple while within one of Shuma's lesser realms.

Aside from the comics, Shuma-Gorath is probably most well known for his numerous appearances in fighting games created by Capcom. Marvel Super Heroes, Marvel Super Heroes vs. Street Fighter, Marvel vs. Capcom 2 and even Marvel vs. Capcom 3 feature Shuma-Gorath. To put this in perspective, Shuma-Gorath has had sixteen appearances in comic books. Ever. Because of this, many see Shuma as a really weird choice for the Vs. series, especially since Doctor Strange himself has never appeared as a playable character. Despite this, Shuma-Gorath acts as a unique and incredibly obscure choice as far as characters go. For this moveset, Shuma-Gorath will borrow from his Vs. series moveset as well as his actual canon powers. This is mostly because...ya know? His canon powers make him insanely, insanely powerful.

As one last sidenote, Shuma-Gorath is typically portrayed as green yet his main color in Marvel Super Heroes was, oddly, purple. Shuma was however shown to be purple in Marvel Premiere #10 (September 1973) and Marvel Premiere #14 (March 1974) yet was shown to be green as his main color in every other game apperance after this.



Traction: 10
Jumps: 9
Size: 8
Movement: 7
Weight: 6
Aerial Movement: 6
Falling Speed: 5

You expected less from an omnipotent demon of the Chaos Dimension? Shuma-Gorath has near perfect traction, incredibly high and floaty jumps (which kind of make up for his lack of Up Special recovery), decent weight and quick movement speed. To somewhat make up for all of this, Shuma-Gorath is quite a large target. He's about as tall as Ganondorf and almost as wide as Bowser. Because of his constantly shifting limbs, Shuma can also prove to be a weird hurtbox...but it shouldn't be very noticeable really.




Grab
It probably goes without saying that Shuma-Gorath has incredible grab range. . .I mean, look at those tentacles! Shuma-Gorath beats out even Olimar in terms of grab range as his reach (both standing or dashing) is the length of one Battlefield platform! Despite having an incredibly long grab range, Shuma also has little lag on his grabs, not being nearly as laggy as the tether characters (but has more lag than a typical grab).

As another note that makes Shuma even more deadly, he can also grab you in mid-air! If Shuma presses a grab input in the air, he'll lash forward with his tentacles in an attempt to grab a foe. If he misses, he'll be stunned for a moment leaving him vulnerable to attacks. If you manage to grab a foe in the air, Shuma will automatically perform his pummel on them before tossing them forward a small ways. This can be particularly useful for gimping but can end up in disaster if you happen to miss with it.


Pummel - Revitalization
As previously mentioned, one of Shuma-Gorath's abilities is to drain energy from others; mystical or otherwise. This applies directly to Shuma-Gorath's moveset by essentially giving him a "neutral throw." Once you've pressed the pummel button, Shuma will be unable to throw his foe, instead wrapping his tentacles around them as he levitates himself and the foe slightly off the ground. Glowing golden, Shuma-Gorath will begin to drain the life from his foe, dealing 2% damage to the foe and healing the ancient one for the same amount! Tapping the button rapidly will cause Shuma to siphon life more rapidly from his foes, healing himself greater amounts while also dealing considerably more damage.

Opponents caught in this throw are stuck for a full two seconds or until Shuma has damaged them for 16%. Once either of these occur, Shuma will release the foe, dropping them to the ground (or tossing them forward if used in the air). As an Easter Egg, Shuma has a one in twenty five chance of saying "Tasty!" as he drains the life from his opponent.


Up Throw - Suffocate
Shuma-Gorath wraps two of his tentacles around the foe's throat as he hoists them into the air above him. Strangling the life from his foe, Shuma-Gorath cackles as the foe takes a solid 10% damage. Pretty basic, no?

Well here's the particularly useful part of this move. While Shuma strangles the foe, there's about a two second animation period as Shuma goes through with the choking. This leaves him totally vulnerable to being attacked during this period and it should be noted that he has no form of super armor protection during it. However...saying he's totally vulnerable is a bit of a misleading claim. While he strangles the foe, Shuma is capable of performing any of his other moves (excluding his Down Special/throws/aerials) to defend himself. Certain moves when angled up will even hit the suffocating foe as they dangle off the ground. Keep in mind though that some moves may pass harmlessly beneath the foe. . .

Forward Throw - Torment
Wrapping a single tentacle around the foe's throat, Shuma-Gorath mutters "Die fleshling..." as he slams the foe's head against the ground three times dealing 3% per strike. After Shuma smashes the foe's head for the third time, he shoves them forward a slight ways with some minor knockback. Fortunately for Shuma, this move lives up to its name; it acts as a chaingrab! If Shuma-Gorath is near a wall when he tosses the foe forward, he can immediately regrab them thanks to his impressive range. This chaingrab, if used near a wall, can successfully chaingrab a foe up to about 65% before it starts losing its effectiveness. If not used near a wall, you may be able to chaingrab the foe a few times but it'll be far, far less damaging than the other method.

Whichever way you decide to use this throw however, it'll still be a pretty darn useful throw for you to play around with. Use it either for some serious damage racking or to get some breathing room from your opponent.

Down Throw - Devitalization
Shuma-Gorath wraps two of his arms around the foe, anchoring himself to the ground with his "legs." He then proceeds to spiral upwards, stretching out a Ganondorf height upwards with the opponent clutched in his grasp. Once he's stretched out Shuma tosses the foe to the ground (dealing 6% damage when they land a Kirby width before him) and proceeds to return to normal size. As he "unstretches," Shuma slams two of his tentacles down upon the foe, dealing 5% more damage and also pitfalling the foe.

If this throw is used near the edge of the stage, the opponent will be tossed off. While this can be used for some easy KO's if your opponent isn't paying attention (or gets tossed down into a hazard/has high enough damage), it also will leave Shuma going through the rest of the animation making him an easy target for an opponent's Up Special recovery.


Back Throw - Fanged Slam
Shuma lunges forward as his central eye turns into a gaping fanged maw. Clamping down on the foe, Shuma bends backwards as he slams the trapped foe forcefully into the ground behind him. This impact will do a somewhat weak 6% damage. If the player, before Shuma releases the foe that is, taps in the opposite direction (AKA forward) after slamming the foe into the ground, Shuma will spin about and slam them into the ground before him dealing an additional 4% damage. As you may have guessed, you can perform this once more to slam the foe behind you once more (dealing 3% this time).

In a strange way, this throw can lead to multiple mindgames. Since the foe may not know exactly where they'll end up, they have to predict where they should roll...if you slam them again however, you can easily screw them up and trap them again. It's not exactly the most glamorous or easy to abuse techchases out there, but it's a possible one, especially with Shuma's long grab reach. Alternatively, this deals a respectable 12% damage if used to its fullest...so you may want to use this simply for the good damage if mindgames aren't exactly your forte...



Down Special - Chaos Dimension
Shuma-Gorath's signature move in the Vs. Series, Chaos Dimension is usually his Level 3 Hyper Combo, but in Super Smash Bros., it takes on the form of one seriously powerful attack. Since there's no Hyper Combo meter in Brawl, Shuma-Gorath is free to use this move whenever he pleases. Upon pressing Down Special, Shuma-Gorath will glow slightly as chaos energy flows into him. This leaves him vulnerable for a period of about a second and a half/two seconds where he can be knocked out of this attack. After that time, Shuma-Gorath will snap forward, his eye becoming a set of jaws much like in his back throw.

You're now free to use Chaos Dimension! For the next six seconds or so, Shuma-Gorath will glow slightly. At this time, you'll want to perform your grab input to snatch up the opponent! If you do so in time, Shuma-Gorath will form a massive sphere around the foe with his eye in the top center. Shuma will then scream "CHAOS DIMENSION!!!" as the Shuma-bubble tears apart, leaving the foe spinning in place between the streams. After a few seconds of this, the foe will fall from the top blast zone in a free-fall animation with an additional 25% tacked on to their life meter. Shuma himself will then appear out of a Chaos Portal at around the same area the move was performed.

Now, this move is key to Shuma's gameplay. Not only is it an excellent damaging move, it can also be an excellent gimping tool and is one of Shuma's prime KO methods. If used off stage, Shuma should be able to leap back to the stage with his jumps and then easily dispose of the free-falling opponent as they fall from the sky. If used while the foe is at high percents, Shuma should be able to leap up to their level as they fall and tip them off the top blast zone. There's a lot of possibilities with Chaos Dimension, so play around with it a bit and get a feel for landing it. Remember, Shuma can grab on the ground and in the air meaning that when you're glowing, the foe is at your mercy no matter where they are! If the Chaos Dimension effect wears off before you grab a foe, Shuma will be stunned for approximately a second and a half leaving him very vulnerable to attack....

Also note that if you just so happen to get an opponent's damage % up to 200%, Chaos Dimension will automatically star KO them once the animation is through. This isn't very practical when it comes down to it as it's probably easier to gimp a foe or star KO them as they fall yourself...but it's a nice little safety net in case you're playing on a big stage such as New Pork City.


Neutral Special - Mystic Stare
Shuma-Gorath also possesses a very unorthodox projectile attack. When the Neutral Special is tapped, Shuma-Gorath will hunch over slightly before he pulls his body up to a standing position, his body pulling apart like in the image below. Shuma-Gorath will then fire a ring of six glowing purple eyeballs directly ahead of him as he exclaims “Mystic Stare!”. These eyeballs will fly in a straight line at approximately the speed of Samus’ missile and will deal no damage or knockback on contact.

So…what’s the catch here? Essentially, Mystic Stare acts as a “timed explosive.” These glowing purple eyeballs will stick to the foe, following them where ever they go for the next nine seconds. No amount of attacking or running back and forth will shake these off; once you’re stuck, you’re stuck! After nine seconds have passed, the eyeballs will all explode causing 12% damage and medium knockback! Do note that Mystic Stare cannot be stacked. If you hit an opponent with Mystic Stare while they’re already being “watched” by a previous one, it’ll simply cause a slight 5% damage and flinching. If used in mid-air, Shuma-Gorath will fire these eyeballs at a 45-degree angle.

This move also has a fairly interesting interaction that will be covered in the Side Special directly below this…


Side Special - Chaos Split
One of Shuma-Gorath’s abilities from Marvel Super Heroes that he’s since lost over time in the Vs. Series returns in Smash! Essentially, Shuma-Gorath begins to slowly split in half, his eye dividing out first as a tentacle covered body forms around the newly created eye. This entire process takes about two seconds for Shuma to fully split in half and, once he has done so, a fully formed identical duplicate of Shuma-Gorath will stand behind the original. This Shuma-Gorath acts sort of like Nana of the Ice Climbers, following closely behind the original Shuma-Gorath and performing any attacks he does with a slight delay. This Shuma-Gorath clone has exactly 45% stamina and will vanish if this is depleted. Alternatively, the Shuma clone can also be defeated in the same way as any other Smash character.

As mentioned in the Neutral Special…Mystic Stare interacts directly with this move. If an opponent is struck by Mystic Stare and has eyeballs stuck to them, the Shuma-Gorath clone will instead appear directly behind the foe instead of behind Shuma-Gorath! This means that the opponent must now deal with the real Shuma-Gorath and the clone possibly blitzing them! This also makes gimp KO’s much easier to achieve thanks to the fact that you have what is essentially another set of hitboxes coming at the foe at all times; you don’t even have to be close to hit them! The clone however does have some limitations. It can stay out for as long as you please…but as mentioned before, it can be KO’d through two different means. As another limitation, the clone cannot use Shuma’s Specials or his grab game. Any other moves are completely up for grabs however. Also keep in mind that if the clone is knocked airborne, it will perform its aerial attacks regardless of whether or not the real Shuma-Gorath is in the air when it attacks (IE: Side Tilt will automatically be fair/bair in this case). Once Mystic Stare wears off, the Shuma clone will go back to standing behind the real Shuma-Gorath.


Up Special - Chaos Incarnate
Shuma turns to face the camera as he spreads his arms and exclaims "Behold; the face of Chaos!" This entire animation and line take about two seconds to go through, but once you've done pulled it off...you'll see the results of your move near immediately. In the background of the stage, an enormous version of Shuma-Gorath appears, his massive eye watching the Smashers as they fight! But weirding out your foe won't get you very far in the long run...what does this move really do?

Well, once the giant copy of Shuma appears in the background, two large tentacles as tall as the pillars on Shadow Moses Island will come up on either side of the stage! This effectively eliminates horizontal KO's as a possibility and forces players to KO off the top blast zone. This suits Shuma just fine considering he has the very reliable Chaos Dimension to get foes up there with ease...but it also gives Shuma some other valuable options! Remember how it was mentioned earlier than Shuma-Gorath's forward throw acts as a really chaingrab when against walls? Well guess what you just created!

Each tentacle has 50% stamina...but there's another catch here. Once you've reduced a tentacle's stamina by 25%, it will droop forward, blocking off part of the upper blast zone! If 25% damage is dealt to both tentacles, they'll both droop forward which will effectively create a ceiling to the arena! Guess who doesn't have a problem with this at all? Shuma-Gorath. If you land Chaos Dimension on a foe while the tentacles are blocking the stage off, the foe will land on them and then, since they're not landing on solid ground, slide straight off! This is an excellent move to combine with Chaos Dimension as it leads into so many possibilities. Once both tentacles reach 0%, the giant Shuma in the background will vanish and Shuma-Gorath himself will take 12% damage and flinching.

As one final note to this move that directly goes with the stamina of the tentacles...using Revitalize on an opponent will not only heal Shuma-Gorath, it will also heal any existing tentacles by that amount as well! If the tentacles are below 25% when they're healed, they'll remain in their "drooped" state making it even harder to eliminate them and score a KO against Shuma!


Side Smash - Mystic Smash
One of Shuma-Gorath's signature moves from the Vs. series and one that provides great benefits both in mobility and in its attacking power. Once the smash input is pressed, Shuma will begin to curl into a spherical shape with his eye in the middle. Once the smash is released, Shuma-Gorath will hurl himself forward at the foe as spikes jut out of his skin. Making contact with the foe will deal 12-19% damage depending on the charge as well has medium knockback.

The other main perk of this move is the mobility options it creates. If this move is C-Sticked, Shuma-Gorath will only leap forward about a Bowser-width. If fully charged however, Shuma will fly forward about half of Final Destination. This can prove to be a very handy way of getting around the stage considering you’ll be a high priority hitbox as you do so. Also note that the C-sticked version comes out incredibly fast making it an excellent surprise move.


Up Smash - Mystic Ray
Shuma-Gorath’s eye widens as he fires a massive beam of pure energy from it. This energy beam is about as thick as ROB’s fully charged laser and fires directly ahead much like the robot’s Neutral Special. It doesn’t stay that way for long however, Shuma-Gorath bends backwards as he sweeps the massive beam of energy skyward, traveling 90 degrees until the laser is firing directly upward. Contact with this beam will deal about 14-21% damage and medium knockback!

Now…Mystic Ray has what is most certainly the largest range of any Smash attack in the entirety of Smash Bros; it reaches until it hits a blast zone. Yes, you read that correctly, Shuma-Gorath’s Up Smash has infinite range. To make matters even worse, Shuma-Gorath will actually sweep the laser upwards twice (he resumes his charging stance ever so briefly before he fires again) if you charge this to full power! If you do happen to get hit by a fully charged Mystic Ray, you’ll be struck by both hits and take a massive chunk of damage! With that in mind…Mystic Ray is not without its faults. For one, it’s a slow move if you need instant protection from above as it takes a few brief moments to hit directly above Shuma. Second of all, this move has a long duration…and Shuma-Gorath is entirely vulnerable from behind during this move! Do note however that this move probably should not be air dodged and should only be spot dodged if you have a very fast spot dodge. If your character dodges too slowly or has a particularly weak dodge, they’ll be struck by the second hit of the attack for sure. If you’re under pressure from this move, try and get behind Shuma as fast as possible and only air dodge if necessary (or if you can’t get out of the way!).

Down Smash – Mystic Spread
Shuma-Gorath’s Down Smash capitalizes upon quick movement and escaping. Stretching upwards, Shuma-Gorath glances about to both sides of him. Once the smash is released, Shuma-Gorath’s eye will split in two as an eye flies to each side of Shuma leaving his body to dissolve into nothing. Each eye will fly about a Bowser-width to either side of Shuma-Gorath and will deal 12-18% depending on the charge as well as low-medium knockback.

The main plus of this move however is the fact that Shuma-Gorath can decide which direction he reforms from. If you hold to the right as you release this smash, Shuma-Gorath’s body will reform from the eyeball that fired to the right and vice versa for the left. This allows Shuma to safely escape from foes or to properly space himself from a foe. This move has very short start up lag but it does take him a few brief moments to reform.


Neutral Combo - Tentacle Flurry
Like Captain Falcon or Fox, Shuma-Gorath has a multi-hitting jab attack that can be continued so long as you keep tapping/hold the button. Unlike those two however, Shuma's jab has impressive reach and can easily lock foes until high percents, especially if backed up against a wall. Essentially, with a tap of the button, Shuma-Gorath will whip a tentacle forward to smack the foe. This will only deal a fairly weak 2%, but if you keep tapping/hold the button, Shuma will continue to whip his tentacles forward to attack the foe which will do reduced damage at only 1% per strike.

As previously mentioned, this can be a deadly lock if you do it correctly or if the foe is backed up against a wall. Do be aware though that after the sixth strike, Shuma will pause briefly before attacking again. This window of opportunity isn't exactly large but it should be enough to power shield/shield the next strike. Of course, shielding around Shuma may not be the best idea given his grab range. . .


Dash Attack - Spider Embrace
Pictured below is Shuma's standard dash animation. Fairly nightmare fuel, huh? Anyway, this weird dash animation isn't just for show. If you press the input for a dash attack, Shuma will lunge at the foe, wrapping his spider arms around the foe if he connects (however he'll flop to the ground with an exclamation of "What?!" if he misses).

If Shuma grabs the foe, his eye will transition to the "stomach" of the spider form and fire a blast of energy at the foe, pushing Shuma and the foe a Battlefield platform apart as well as dealing a solid 10% damage. Now what can you do when you're this far from the foe...? A good way to confirm a grab perhaps?


Side Tilt - Mystic Flash
Rearing back, Shuma-Gorath fires a powerful ray of stunning energy from his eye. If this move connects with a foe, it will deal a solid 6% damage and, more importantly, leave the foe stunned in place for a brief few moments much like Zero Suit Samus' Neutral Special. As you may be able to tell from the image below, Mystic Flash has a deceptively large reach in front of Shuma (about the range of Ike's Side Tilt) and has surprisingly low lag on the start up. Also because of the way the hitbox is, shorter opponents may be able to duck down in front of Shuma to avoid the attack. Regardless, if this move connects it should give you a decent amount of time to use one of Shuma-Gorath's laggier Specials.


Down Tilt - Tentacle Snare
A fairly basic Down Tilt but a useful one none the less, this move has Shuma reaching forward with two of his tentacles in order to sweep out the foe's legs from beneath them. This not only deals 5% damage to the foe, but it also forces them into a tripped state and pulls them one Bowser width towards Shuma-Gorath. An excellent move if you want to force your foe into some close ranged combat.

Alternatively, this move will even hit on the ground! Yes, if an opponent is in a prone state on the ground, Shuma can hit them with this move in order to deal some damage and pull them towards him! Opponents hit by this while grounded will be pulled to their feet after being dragged forward leaving them vulnerable to being grabbed or launched airborne. Fortunately for the opponent, this move has some start up lag to it so as to prevent infinites involving Shuma's grab game; with that in mind, this move will not effect characters who are in their rolling animation. If Shuma keeps grabbing you with this move, start rolling more!


Up Tilt - Star Tendril
Launcher ahoy! A clever Shuma-Gorath player wants to mix up their ground game and their air game in order to keep their foe on their feet! That's where your Up Tilt comes into play! Another deceptively fast move, Shuma seems to scrunch up as he stabs all six of his tentacles into the air, appearing much like the starfish-shape you see pictured below! If Shuma-Gorath connects with this move, the foe will receive 9% damage and be launched upwards with moderate set knockback. Shuma-Gorath can then immediately jump after the foe in order to attack them with his aerial moves! You can always wait for your opponent to take to the air to attack them, but if they absolutely refuse to, force them with this move!




Neutral Aerial – Mystic Spiral
Your basic spinning Neutral Aerial, fortunately, this one is incredibly fast and great to follow up your up tilt with. Essentially, Shuma-Gorath begins to rapidly spin, his tentacled arms extended as he whips his foes repeatedly! This move will deal 3% per hit and usually will hit around four or so times. This however does depend on one factor. The faster you tap the Standard button, the faster Shuma-Gorath will spin. Eventually, Shuma-Gorath’s arms will blur as he begins whipping the foe at a tremendous rate. Needless to say this causes Shuma’s fairly typical nair to be an insanely damaging multi-hitting move. Even within a short hop, Shuma’s nair can hit about six times if you tap fast enough. Because it deals very little knockback...it can also be used to rack up some insane damage very rapidly.


Upward Aerial – Mystic Burst
Facing upwards, Shuma-Gorath fires a Ganondorf height beam of pure energy directly above him. This attack deals a solid 13% damage and more importantly deals medium-high knockback. Because of its considerable reach, it shouldn’t be too hard to land this move, but it does have a bit of start up and ending lag making it not very spammable. The most important use for this move is its excellent vertical KO potential. Mystic Burst in combination with Shuma-Gorath’s Down Special Chaos Dimension can easily be one of Shuma-Gorath’s prime KO methods, especially since the foe won’t be able to air dodge it. Regardless, Mystic Burst is an all around great aerial as it can deal some solid damage, has excellent range and can work wonders when it comes to juggling providing you use it properly.


Forward Aerial – Chaos Scoop
Swinging his tentacles upwards, Shuma-Gorath attempts to launch the foe directly above him. If this move connects, the opponent will take 10% damage and set knockback that will position them about Luigi’s height above Shuma-Gorath and also puts the opponent in a foot-stool’d animation. Needless to say, this puts the foe at the perfect height for hitting them with your Up Aerial in order to finish the foe off. Alternatively, it puts them out of your way for a while allowing you to fast fall so you can pull off one of your specials.


Backward Aerial – Mystic Consume
As skin appears between each of Shuma-Gorath’s tentacles, the Old One faces away from the foe as his arms form into something like a gigantic gaping maw. If an opponent comes in contact with Shuma’s newly created mouth (be it via their hurtbox or via a hitbox that isn’t disjointed), Shuma will pull them in, “chewing” them as he cackles madly. This process deals about 8% damage but the pain isn’t exactly over yet. Shortly after, Shuma-Gorath will proceed to “spit” the opponent straight downward dealing an additional 5% damage to the foe. This move can be used as an excellent counter move if the opponent manages to get behind you while in the air or as an excellent way of repositioning the foe beneath you. Also note that this move greatly stalls your mid-air fall speed but provides very little in terms of horizontal movement while you’re using this.


Down Aerial - Mystic Crush
If you hate stall-then-fall dairs, feel free to go ahead and skip this move. Essentially, Shuma-Gorath has the ability to reform his body into whatever shape or strength he wishes. While he normally chooses the flexible rubbery armor, he sometimes decides to turn his body into unbreakable rock! Once you press the Down Aerial input, Shuma-Gorath will turn his eye towards the camera and instantly transform his body into a solid wall of falling death! Being hit by Shuma-Gorath will pin you beneath the falling demon meaning if you’re over an edge, you’re as good as done for. If used over solid land however, Shuma-Gorath will actually pitfall the opponent once they hit the ground. Either way, this move deals a very solid 16% damage and can be an excellent aerial escape if you need one. Oh…and remember that you can effectively gimp with this move with the help of Shuma’s Side Special.



Shuma-Gorath’s grabbed the Smash Ball! Not exactly a hard challenge for him thanks to his Neutral Aerial but still, he earned this! Upon pressing the Special button, Shuma’s eye widens as chaos energy seems to flow into him. A moment later, Shuma-Gorath emits and blinding flash of light from his eye that turns the entire screen to white. After a second, the flash vanishes revealing that the battlefield has changed. The Smashers are now standing on a pitch black arena approximately the size of Bridge of Eldin. There are blast zones here but they’re incredibly hard to tell apart from the normal battlefield. Anyway, the Smashers can continue to fight for a few brief moments until Shuma-Gorath’s voice booms across the stage…

Shuma-Gorath exclaims, “Everything begins and ends with chaos…everything begins and ends with SHUMA-GORATH!” At this, an enormous eye opens in the background revealing Shuma-Gorath has grown to a mountainous size! By moving the control stick, the player is able to direct where Shuma-Gorath looks. If you press the Special Button, Shuma-Gorath will fire a massive laser beam (much like the one on Halberd) at whatever point of the stage he’s looking at. This laser will deal about 30% and high knockback. If you press the Standard button, Shuma will instead slam one of his massive tentacles onto the stage! If this move connects, it will deal 15% and medium-high knockback…but it can be used a whopping six times in quick succession before Shuma has to stop!

Finally, Shuma-Gorath can perform a Grab input. This will cause one of Shuma-Gorath’s tentacles to head directly towards a random foe. This tentacle will move at Mario’s dash speed and will reach across about half of the stage at maximum length. If you’re grabbed, you’ll be an easy target for Shuma’s eye laser. Alternatively, Shuma-Gorath can press the Standard Button instead to slam the grabbed foe into the ground with incredible force (that will deal 35% damage and high knockback). After 25 seconds of this, Shuma-Gorath will emit another flash of light and the stage will return to normal. Shuma will also mutter “Waste of flesh…” as this Final Smash ends. The best way to describe this Final Smash would be...chaos.

Shuma-Gorath is an interesting character to say the least. With his highly unorthodox Specials, it may take a while for beginners to pick up and play effectively with him, but once you have him down, Shuma-Gorath is an absolutely monstrous opponent.

First and foremost, let’s discuss damage racking. When it comes to damage racking, your grabs, pummel, nair, jab combo and side smash are all excellent choices. If you’re on a stage with walls, awesome; you can chaingrab them with your forward throw or jab combo them to death against it. If you don’t…well, you can always make your own, remember? Because of Shuma’s impressive grab range, your throws and pummel will probably be one of your primary damage rackers. Up Throw can be used to hold the foe in place while you pummel them with your jab or utilt, forward throw obviously has the chaingrab, back throw has the good damage and decent mindgame potential and the down throw has the ever hand pitfall effect.

Of course, damage racking is made even easier thanks to your Side Special. When Shuma-Gorath clones himself, you can easily rack up damage with your jabs combined. In fact, if you hit them with your Neutral Special beforehand, you can actually trap your opponent between two jabbing Shumas until Mystic Stare wears off. Alternatively, use your clone to poke at your foe if they’re playing defensively. If they’re caught in Mystic Stare, there’s no escaping from Shuma-Gorath.

So, you’ve got damage racking planned out, how about KO’ing? KO’ing is slightly trickier for Shuma-Gorath but it’s not too terribly hard. Chaos Dimension (Down Special) is probably your best bet however. Once you land it, not only are you dealing a massive chunk of damage to your foe, you’re also putting them at Shuma-Gorath’s mercy as they fall slowly back to the stage. Both uair and up smash are vital moves when it comes to KO’ing the free-falling opponent; uair if you want to be more aggressive/KO faster, up smash if you want the KO guaranteed and the opponent is at a high enough percent. Of course, Shuma also has access to his Up Special. . .

Chaos Incarnate (Up Special) is one of Shuma-Gorath’s most flexible moves as well as one of his most important. Chaingrabbing/jab locking your foe up against a wall can cause some crazy damage in a short period of time…but you’ll also be damaging the tentacles themselves, limiting the amount of time you can use them. With that in mind, these tentacles aren’t purely offensive; they obviously provide an excellent defense. Shuma-Gorath has no “third jump” like most characters do. Instead, he must rely on his normal jumps in order to make it back to the stage. This can make Shuma-Gorath a predictable foe…but with your Up Special in place, you won’t even have to worry about going off stage! As another bonus, when the giant Shuma’s tentacles begin to “droop”, Shuma-Gorath will also be protected from being KO’d vertically. Since Chaos Dimension will drop the foe from the top blast zone, you don’t have to worry about landing your own KO’s as any opponent who lands on the giant tentacles will merely slide off, unable to get their footing. Essentially, Shuma-Gorath will be invincible (while still being able to KO the foe) so long as the tentacles are in play. Destroying these tentacles should be the main priority for your opponent…which is exactly why you have your grab game! Shuma’s pummel not only heals himself, but it also heals any of the tentacles on stage. If you want a way to counter this strategy however, only destroy one of the tentacles; Shuma can’t summon more until they’re both destroyed.

Finally, remember one thing; Shuma-Gorath is far more versatile than most other characters in Smash. He can play in the air, he can play on the ground, he can play offensive and he can play defensive. This means you’ll have to pick out the strategy that works out for you best. Whichever route you choose however, Chaos Dimension will also be one of your prime moves. Never forget how versatile this move is as you can land it at essentially any time at any place. The key to playing Shuma-Gorath is to strike fear in your opponent. Shuma-Gorath has the power to control the match no matter how he plays; make use of his powers and drop the world into chaos.


What? You thought Dormammu was the only Strange villain worthy of a 3vs.1 boss set?! Bah! Shuma-Gorath eats Dormammu for lunch. Shuma-Gorath is already powerful enough as is…but when he goes full power? You’d best watch out. Below are a list of buffs Shuma-Gorath will receive if you dare to fight the Old One at full power. Be advised…it won’t be easy.

Weight: 20
Movement: 10
Traction: 10
Jumps: 10
Size: 8
Aerial Movement: 8
Falling Speed: 4

Not exactly the biggest stat changes in the world but they certainly do make a massive difference. Shuma-Gorath now will take until about…300% before he’ll be even close to KO level. His movement speed gets a massive buff; when he dashes, he’s about as fast as Sonic. Traction is still perfect and his jumps are now superior to even Ness’ in every way (speed, height, distance). His size remains the same and he gets a big buff in his aerial movement. His falling speed is also reduced slightly allowing him to have an even more impressive aerial game…

-All of Shuma-Gorath’s attacks now deal roughly 5% more than they did before as well as a slight knockback increase to every attack.

-Shuma-Gorath cannot be grabbed…in fact, if you go to grab him, he’ll simply grab you instead with his tentacles.

-Shuma-Gorath hovers slightly over water meaning he cannot drown.

-Shuma-Gorath’s grab range is increased ever so slightly. He now hands down has the longest reach in the game by far.

-Shuma-Gorath can now grab multiple opponents at once with his grab. Instead of simply grabbing directly before him, Shuma-Gorath will throw all six tentacles out at the same time in multiple directions. Needless to say, Shuma-Gorath can also perform his throws/pummels on all three characters at once (his body will actually split into three in the case of certain throws).

-Shuma-Gorath’s Chaos Dimension now deals 50% damage and will KO at 150%.

-Mystic Stare (Neutral Special) will now pass through opponents. AKA: If you hit an opponent with Mystic Stare, it can hit another character standing behind the first character. The eyeballs also cause 5% damage on contact and will stick to the foe for ten seconds.

-Chaos Split (Side Special) now has 80% stamina and can be used as many times as there are opponents. AKA: You can use this move three times.

-Tentacles involved in Chaos Incarnate (Up Special) now have double the stamina. They do however “droop” at the same time.

-Tentacle Flurry (Neutral Combo) no longer has a pause after the 6th hit, essentially making it an infinite unless your partners assist you.

-Mystic Ray (Up Smash) automatically sweeps twice and has considerably less ending lag.

-Mystic Spiral (Neutral Aerial) automatically has Shuma-Gorath spin as quickly as possible. This ensures the most amount of hits without having the tap the button for them.

-Mystic Burst (Upward Aerial) now is as wide as Bowser, greatly increasing its killing range.

And that's it. Not too bad...is it?



Entrance - Dimensional Travel
Since Shuma-Gorath is not from our dimension, he comes directly out of his own and onto the battlefield! Once Shuma flops out of his portal from the Chaos Dimension, he gets to his "feet" and mutters "I can taste your fear. . ."


Taunt 1 - Arm Cross
Shuma-Gorath folds his arms and closes his eye, before opening it and peering at the foe in disgust. As he does this, Shuma will either say "Waste of flesh!" or "Silly fleshling!" Alternatively, Shuma will simply let out an evil laugh before resuming his idle pose.


Taunt 2 - Energy Focus
Shuma-Gorath raises his arms over himself as he balances on one leg. Several orbs of energy will form at the tip of each of Shuma's tentacled arms. Shuma-Gorath will then either laugh or state, "Shuma-Gorath is absolute!"


Taunt 3 - Chaos Mutation
Shuma-Gorath's body begins to bulge randomly, many eyes growing out of him accompanied by a set of teeth. After a moment of this, Shuma reverts back to his normal form saying "That is just a taste of Chaos..." Was he going to show his true form there. . .?


Victory Pose 1 - Camera Rush
Borrowed directly from his Marvel vs. Capcom 3 apperance, Shuma-Gorath crosses his arms, much like his first taunt as he glances away from the screen. Suddenly, his eye darts towards the camera as he rushes towards the screen in his spider animation. Shuma then grips the screen with his tentacles, his eye in the direct center. As he goes through this animation, he declares "Everything begins and ends with Shuma-Gorath!" Eerie.

Victory Pose 2 - Conquest
Shuma-Gorath is not seen on screen. . .instead, the camera pans out rapidly to show a view of the entire Earth. Shuma-Gorath is seen here, observing the Earth as he holds it within his grasp. Shuma then laughs as he begins to wrap his tentacles around the world, stating "This world now belongs to chaos!"

Victory Pose 3 - Chaos Portal
Shuma-Gorath is seen in his crossed arms taunt with his one eye closed. Suddenly, he opens his eye wide as a portal to the Chaos Dimension opens behind him. Shuma then climbs into the portal which promptly vanishes from the screen. As he leaves, Shuma cackles and says, "Pathetic fleshlings. . ."

Victory Pose - Against Dormammu
Having defeated his fellow Doctor Strange villain, Shuma-Gorath stands before him in triumph, his arms folded like in his third pose. His eye then darts to the direction that Dormammu is standing as he states, "Pathetic. Shuma-Gorath shall rule over darkness and chaos!"

Victory Pose - Against Doctor Strange
Having defeated his bitter rival, Shuma-Gorath tosses Doctor Strange aside as he turns to face the camera. He then laughs as he rushes the camera stating, "Now chaos will be unleashed upon all dimensions!"


Lose Pose - Melted Chaos
Instead of clapping like most Smashers, Shuma-Gorath's lose pose consists of him lying in the background. His body has dissolved into a goo-like puddle with his eye floating in the middle. If one waits long enough on the screen, a portal to the Chaos Dimension will open up beneath him and he'll fall through; he'll be back and reformed before you know it!


Alternate Colors





 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Amazing job there, SWF staff. This is exactly what MYM needed on its final day. We gonna gonna have a ball.

Now then, that said, there are so many awesome sets being posted, and sets from MT, Khold, AND Phatcat? Excellent.


I wish I could say I'm going to read and comment them all now... but I'm busily finishing an essay due in 12 hours (more than halfway through now!) and... well... my laptop pretty much clikityclanked on me completely. Rest in peace, or at least until I figure out how to fix you...

EDIT: Okay, Clikityclanked is a FAR better word that d(i)ed is, so I'm making that change permanently. (WARY)
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Man, MYM9's over? I can't wait for the top 50. I'm so exciiiiiiiiited. Fun fun fun fun.

Hey guys, did you know it's Friday?
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
In short, Khold, you suck donkeyballs.

And yeah, Ocon(all mods are Ocon confirmed), I hate you too. Also stalking is creepy, dude. Wink makes it even worse. I mean damn, I get that I'm good looking at that you are a FLAMING MOLTRES and all, but I'm just not into that.

As a sidenote you need to learn BBCode man.
 

MasterWarlord

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


Burter is from DragonBall Z, that one series we all love and hate at the same time. In DragonBall Z, Burter works under the Ginyu Force, an elite group of mercenaries who serve Frieza, the main villain in the series before there was a new “main villain” every other episode.

Burter himself is the speedster of the Ginyu Force, but unlike the typical speedster found in most groups Burter isn’t the stereotypical small speedster but rather big and bulky – he’s the largest member of the Ginyu Force. Granted, his size mainly only comes from his height, with his muscle mass not being on par with other heavyweight male antagonists from DBZ such as Nappa or Recoome. As far as personality, Burter stands out if only for not being a complete and utter stereotypical asshole like every other villain in the series – after all, he’s only a member of a group of mercenaries in it for the money, so at the least he’s not some mindless psycho. Burter also, god forbid, actually cares about his allies to an extent, most specifically Jeice whom he has several team-up attacks with. Burter still has plenty of pride in typical DBZ antagonist fashion, but Burter only takes pride in his specialty which he generally has good reason to take pride in, his incredible speed. Needless to say, when Goku shows up and is able to outspeed him with ease, Burter starts to lose his cool. . .Still, Burter goes down fighting – considering he’d easily be able to escape with his speed, he chose to fight to the death, not being pathetic or cowardly enough to flee or beg for his life.

STATS

Size: 12
Float: 10
Aerial Movement: 10
Jumps: 10
Weight: 7.5
Movement: 7.5
Falling Speed: 6.5
Traction: 3

Burter is slightly wider than Ganondorf, though not nearly as wide as characters like Bowser. However; Burter is quite notably taller, roughly 1.4X as tall – he stands so high up that his upper body goes through the lowest platforms on Battlefield. Burter is somewhat frail in comparison to other heavyweight male antagonists, though, his weight only coming from the fact he’s so large.

The rest of the stats are fairly self explanatory save for the float – Burter’s float lasts 3x as long as Peach’s, with Burter also being able to use it to move vertically. Burter’s horizontal movement in the float is momentum based – he starts at Mario’s dashing speed and gets faster and faster so long as he floats forward. After using up a third of the float’s duration, he goes as fast as Captain Falcon’s dash, Sonic’s dash after two thirds, and double Sonic’s dash by the time the float ends. If Burter is going at Captain Falcon’s dash speed or lower, he’ll be able to turn around and go back at Mario’s speed, but at any higher than that he’ll have to hold back on the control stick to slow down, unable to turn around until he reach Captain Falcon’s dash speed, slowing down 3x as fast as he speeds up. If you simply cancel the float, Burter will keep all the momentum in-tact and keep getting shot forwards, slowing down as if you were holding back while floating automatically. Burter’s vertical movement in the float starts at Mario’s dashing speed, but gets slower as he picks up more horizontal momentum, only able to move up and down at half Ganon’s walking speed by the time Burter’s at max speed.

SPECIALS

Neutral Special – Zanzoken

Burter moves so incredibly fast with this move that an after-image of him is left in his initial position. The after-image is more transparent and obvious if Burter was already moving very fast – if he was standing still, it will look completely real briefly before fading into a more transparent state and fading out completely. After you initially press B, you can hold a direction for Burter to move in that direction until you release B. You can only move for a maximum of .3 seconds, and can transverse a maximum distance of Final Destination’s width during this time. If he comes within a Kirby’s width of a foe, he’ll come out of the move automatically and show up directly behind them. Burter is invisible during the brief duration of the move due to his sheer speed, his after-image being the only trace that can be seen of him. Considering that Burter is just moving insanely fast rather than teleporting, though, he can’t go through solid surfaces and he still has a hurtbox on him during this move – if a foe predicts you, they can knock you out of it before you get to them. If this move is used liberally, you can make foes paranoid by simply standing still, baiting them into using long duration attacks that would typically counter this like Bowser’s dsmash.

This can be used as a recovery, but if you don’t come into contact with anybody before the end of the move and are in the air at said point, you’ll go into helpless. This move also destroys any and all momentum created by your float, but considering you typically float, y’know, in the air, the part where you’re stuck in helpless will come into play more often than you’d like and makes it a last resort rather than an easy way to get out of it.

Up Special – Blue Hurricane

Burter starts flying around in a circle rapidly, going in and out of the background/foreground as he does so, leaving the time where he’s vulnerable minimal as he briefly passes through the fighting plane. He starts moving up as he makes the circles, and the circles he flies in get wider and wider as he goes higher and higher. Eventually after flying up double Ganondorf’s height over .8 seconds he’ll be at the top of his flight path. This move does not leave Burter in helpless but he cannot use it again until touching ground.

The fact he was moving around so quickly and in a circle pattern causes Burter to erupt violent winds as he moves, creating a gigantic tornado double Ganondorf’s height by the end. The bottom has barely enough room for Bowser to stand in the “Eye” of the tornado without being hit, while the top has a gap of a Battlefield Platform between either side of the tornado. The tornado lasts 15 seconds by default, but using Up Special within a Kirby width of the Tornado will cause Burter to use the Up Special in the exact same position he used to create the tornado, renewing it. Using it further away from the first tornado that will cause the first tornado to disperse as your new one is created.

Characters who enters the side of the tornado, will get dragged into it as they rapidly spin around, taking 3% every second until they’re shot out of the top of the tornado, taking vertical knockback that kills at 200%, taking 2 seconds to get shot up out of the tornado if they entered it from the bottom. Burter isn’t immune to this, but doesn’t take damage from the tornado if he enters it. While characters can’t DI out of the tornado, they take no hitstun from it and are perfectly capable of defending themselves and even attacking. Of course, their forced movement still leaves them highly vulnerable and predictable. Granted, a lot of the time as the foe is spinning around they’ll be stuck in the background/foreground, but long range lingering hitboxes can leave them vulnerable. . .Or better yet, just go into the tornado right after you knock them into it so you’re constantly directly behind them for 2 long juicy seconds. If things turn bad, you can just use your Neutral Special to get out. Seeing that this is just an act of Burter’s insane speed rather than a teleport as he fights the currents of the tornado, he can also fly straight through the tornado if he’s flying faster than Sonic’s dashing speed.

Side Special – Energy Balls



Burter generates 10 white Pokeball sized energy balls in the same hand laglessly before extending out his hand and firing them all forwards at once, each one dealing 1.5% and flinching. The energy balls travel an infinite distance before expiring, going as fast as around as fast as Falco’s lasers. The energy balls don’t overlap and form a long chain back to back, and if you’re hit by any of the energy balls you’ll inevitably be hit by all of them due to their stun. After being used, the move takes 10 seconds of not being used to fully recharge up to its full power, each second regenerating 1 of the 10 energy balls Burter can throw at enemies.

The fact there’s 10 separate hitboxes at full charges makes it impossible to spot dodge or roll away from, and some characters with fast rolls that travel minimum distance may not even be able to immediately rolls towards you either, having to shield some of the hits before doing so. Needless to say, the foe being so very occupied makes it insanely easy to come up behind them with your Neutral Special.

Burter’s Blue Hurricane can absorb projectiles and have them swirl around inside it, but just assuming this works like a standard trap character’s whirlwind will end up leaving you rather embarrassed, as projectiles only stay inside the tornado for the same amount of time as a playable character (2 seconds) before getting shot up out the top of the tornado, getting shot up 2.5-3.5 Ganondorfs at random before they slowly drift back down to the ground at Jigglypuff’s falling speed. In the case of many projectiles comingg into a tornado at once like Burter’s 10 from this move, the projectiles will get spread out at least one Pokeball width from each other as they get shot out the top of the tornado, giving you a nice way to control the air.

Down Special – 360 Spin

Burter flies around in a circle like when he does his Up Special, going into the foreground/background to form said circle, enough room for Bowser to fit in the middle. Burter is a hitbox during the move that deals a simple 6% and weak set inward knockback to put foes inside of the area he’s circling. Burter can drag foes around like this as he floats around, keeping them constantly inside the middle of the circle assuming he predicts their vertical movement correctly, which more often than not is down due to foes falling in the air, and an Up Special will just leave the foe in helpless and even more vulnerable if you can maneuver to avoid the foe while they’re a hitbox but keep them inside the circle.

The main way for foes to get out of this is to out-prioritze your low priority body, but unless the foes does a move that makes their whole body a hitbox you can just move the part of your body they’re trying to hit away then come up and hit them with the other side of your body to interrupt the attack. However; you may –want- the foe to try to hit you out of this, as the fact Burter’s going around so insanely fast means that when he’s hit, the part of his body that wasn’t hit and was behind the foe will drag the foe with him as he gets knocked away, dealing slightly more knockback than he took to catapult the foe just in front of his face. This sets Burter up with some momentum to immediately expand upon with his float and catch up to the foe in front of him and unleash all his momentum in one fell swoop.

If you already have enough momentum to be going as fast as Captain Falcon’s dashing speed, then this move functions very differently – Burter can’t spin around rapidly while flying forwards at the same time. Rather, Burter attempts to do a long drawn out U-Turn in a large arc so that he keeps all his momentum in tact as he turns around. If Burter is going at insane speeds he generally won’t have nearly enough room to turn around to save himself in time, but this enables him to start building momentum on-stage and just turn around before coming at the foe again once he runs out of “track”.

AERIALS

Forward Aerial – Shoulder Charge

Burter brings out his shoulder in front of himself and gets into position, then charges forward half a platform at Captain Falcon’s dash speed, dealing 11% and knockback that kills at 150% on contact. This has notable end lag despite the low-starting lag, meaning that if you’re remotely predictable with the move you’ll come to deeply regret it. The move functions normally inside a Blue Hurricane, with the movement still actually occurring and speeding up how fast he gets shot out of the tornado – this can enable him to catch up to foes he’s behind inside a tornado, this variant of the move having no end lag.

This is only how the move functions if you have no momentum, though. If you have even the slightest amount of it, Burter won’t charge forward after getting into position and will simply stay in said position until you release A. His shoulder is a hitbox based off how strong your momentum is here, requiring Burter to be going as fast as Captain Falcon’s dash speed before the move is as powerful as the regular version. At max power going at double Sonic’s dashing speed, this move deals an utterly absurd 27% and knockback that kills at 65%!

Back Aerial – Spin Kick

Burter extends his leg out to kick a foe as he turns around in mid-air in a largely lagless attack. The mere ability to turn around in mid-air so easily is immensely useful when you can’t stop your momentum, but it becomes even more useful when you take into account that you’ll drag any foe you catch on your foot with it before you boot them off, dealing 7% and knockback that kills at 165%. If you predict the foe is going to avoid your shoulder charge, then come out of the move, bair to turn around, then bair again to drag them in front of your face and charge them as normal. This is more notably useful if the you’re the victim in a Blue Hurricane and getting repeatedly attacked from behind – you can use this move to switch places with the foe.

This move can also potentially “combo” into itself en mass regardless of the foe’s damage percentage, but it can be dodged. If you can make the foe dodgy enough with this move and predict said dodge, though, you can use Neutral B to come back on top of them again for a free grab.

Down Aerial – Mach Kicks



Burter rapidly kicks downwards at his foe, kicking roughly 3 times per second. Each kick deals 7% and slight downwards knockback that will never kill on-stage, but could gimp a character with poor vertical recovery off-stage. The fact Burter’s legs are so large enables you to easily just hover your upper half out of range of foes while your legs block them off and repeatedly kick at them.

This has a more notable use if Burter triggers the “landing lag” of this move while Burter has a means of forward momentum – Burter will scrape his foot along the stage as he goes by, slowing down 1.5X as fast as normally and kicking up dust clouds .75 platforms in front of himself that are as wide as a full platform and as tall as Mario. These dust clouds deal hits of 1% and flinching every .2 seconds, lasting 1 second before expiring. This can be used to aid your approach significantly to ensure the foe doesn’t just casually dodge your big hit, as well as to slow down your momentum to prevent a suicide without just forfeiting every last bit of it with Neutral Special.

If your momentum came from floating, then if you turn off your float while scraping your foot along the stage Burter will drop to the ground, able to use his grounded moves while sliding forward along the stage. If your momentum came from simply taking a large amount of knockback, then scraping your foot against the ground –does- kill your vertical momentum at a very fast rate and can drag you down to the stage, but if the momentum is strong enough it can potentially pull your foot up off the stage.

Neutral Aerial – Thrust

Burter turns towards/away from the camera and backs away ever so briefly, shorter than the briefest air dodge, invulnerable for a bit, before thrusting back into the main plane and knocking anybody he hit into the foreground for the same time as the laggiest air dodges and dealing 7%. This can hit people in the dodge plane Burter backed into, giving you an obvious way to deal with dodge happy foes trying to resist being carried along by Burter’s bair. Burter doesn’t turn to face entirely towards/away from the camera, going at a diagonal angle that’s angled in the direction you press. This means Burter can knock the foe forward as he punishes their air-dodge to better carry them along with him, but the forwards knockback is weak, not killing until 200%. Burter either has to be going rather slow (For him, that is) or the foe has to have a lot of damage for this to work properly, but when it does just a couple predictions are all you’ll need for a KO. It typically won’t work that long either, as Burter will either gain too much speed or the foe will gain -too much- damage (Though the later isn’t necessarily bad).

Up Aerial – Overhead Stomp

Burter attempts to grab a foe up above him with little lag, even if he misses. Should he hit, he’ll use the foe’s body as an anchor to swing his body up above the foe rather than below it. Whoever’s momentum is higher will overwrite the momentum of the other character of the two grabbed. As he swings around them, foes are still capable of moving around and attacking, but are unable to knock Burter off due to super/anti-grab armor. . .They can button mash him off with 75% of the usual grab difficulty though, which will cause Burter to let go of his grip on the foe and go flying in whichever direction his feet are currently pointing, keeping all momentum in-tact and it getting boosted by 25% to boot. If you know the foe can easily escape this, you may want to use this with the intention of them escaping it to gain momentum. . .When does the foe have actual momentum you can realistically steal? When they’re flying around in a Blue Hurricane, they’re considered to be flying around at a bit under Sonic’s dash speed. Enter the Hurricane a bit after they do, then use a uair on them from below. . .If they let you succeed with the move and they get knocked below you in the tornado, then you can just abuse the long downward range on your dair.

Should the foe not button mash Burter off, he bends as he swings on top of the foe so that he comes down feet first on them, stomping down on top of them to deal 10%. After this period, Burter and the foe fall downwards roughly 3 Ganondorfs, varying on the weight of the foe, before the foe is able to move again. If they come into contact with the ground, they get pitfalled. If Burter has momentum, they’ll slide along the ground with Burter as he stands on top of them, taking 4% per second, burter able to do so as long as he has momentum. The foe is unable to do anything but a get-up attack while sliding under Burter’s feet, which can be countered by your dashing attack, or you can just hop off of them and hit them while they’re doing a laggy predictable attack. When they reach the edge of the stage, foes will still keep all of the momentum in tact as they separate from Burter, with Burter able to just use his Neutral Special to get out of it if he has enough to kill somebody.

GRAB-GAME

Grab - Clasp

Burter pinches two of his fingers together to grab the foe – considering he’s so large, he’ll typically “pinch” the victim’s whole head between his two fingers unless they’re just as large as he is, in which case he’ll extend out the rest of his fingers to grab the foe normally after pinching them. This will give Burter a very slight bit of extra lag, but the foe will already be grabbed at that point anyway. This is easily the fastest grab in the game with minimal lag on both ends, but the range is quite poor, on par with the average god-awful grab reach of actual Smash Bros characters. The range becomes a significantly smaller issue, though, if you use your Neutral Special to get directly behind the foe or grab them once you follow them into a tornado. Burter is perfectly capable of using his grab while in the air/floating.

Pummel - Squish

Burter pinches his fingers together harshly, trying to crush the head of the foe between his two fingers for a laggy 4% per pummel. Against heavier foes, Burter simply squeezes their head with his full hand, doing 2% per pummel twice as fast as his regular pummel.

Forward Throw – Sideways Piledriver

Burter grabs the foe fully with both hands as he jumps up and forwards into the air, holding the foe behind him, then thrusts the foe’s body in front of him as he holds onto their wrists with his hands, holding the foe’s arms behind their body. Burter then proceeds to stomp down on the foe’s back while still holding back on their arms, causing the momentum he picked up from his jump to be piledrived into the foe’s back, dealing an immediate hit of 7%, then two more hits of 3%. One of the two hits occurs while the foe is still in the air and all of the momentum goes away, then the other hit comes into play as Burter rides on the foe’s back along the stage briefly, the foe ending the move in their stomach prone position and a platform ahead of where they were grabbed.

If this is used in the air, then Burter skips the jumping part of the move and simply uses up all of his momentum as he stomps into the foe’s back, cutting his momentum in half immediately before slowing down his momentum as quickly as if he was dragging his foot along the stage from his dair. The move does 7% initially if Burter was going at his minimum speed of Mario’s dash, but can potentially deal up to a maximum of 32% if Burter is going fast enough. From there on, a hit of 3% is done every half second until Burter has no momentum left whatsoever. If you’re over the stage, you may want to turn off your float to fall down so that the foe can end up face down in their prone state at the end of the move. If used off-stage, this can obviously save you from suiciding, but considering the foe is a good distance in front of you if you time this just right you can make it so you run out of momentum just as the foe goes off the blast zone while you survive – the end lag on the move is too large to just casually use Neutral B to escape immediately after the foe dies.

Back Throw – Energy Bomb

Burter holds an energy ball in his hand and charges it up larger and larger until the foe button mashes enough to escape the grab or until 3 seconds are up, then shifts the foe he’s holding behind himself and rams the energy bomb into his hand holding the foe, causing a Bowser sized explosion that sends Burter and the foe backwards at speeds varying based off how long Burter charged. Burter turns around in mid-air as he flies while both he and the foe are still in hitstun, and due to the center of the explosion being closer to Burter he’ll eventually overtake the foe, enabling him to unleash all his momentum on the foe with an fair. Only the foe takes damage from this, taking 1% per every .1 seconds Burter charged, and the knockback can KO from anywhere between 200-90% if you’ve charged enough. If Burter was flying forwards during this move, the backwards momentum he and the foe get will be weakened significantly, up to 66% if Burter was flying at maximum speed. If Burter already has backwards momentum, however, it is instead added to the momentum they get from this move. If using it in this way, it’s generally little more use than a suicide KO unless the stage is ridiculously huge, as Burter will almost always die first.

Up Throw – Spinning Blur

Burter grabs the foe’s fists with his, and goes toe to toe with the foe with his feet. He then proceeds to rapidly spin around at incredible speeds, turning the two characters into a blur of blue and god knows what, ascending 2 Ganondorfs as he does so over 1.5 seconds, dealing 9% to them in the process. After Burter is finished spinning, he flies off in the direction his momentum was taking him, though he’s able to choose the direction if he has no momentum. Either way, after Burter leaves the foe will still continue to spin around rapidly. They’re still perfectly capable of doing all their attacks normally, but the fact they’re spinning around so much makes it hard to aim. While at first, the fact they spin around so quickly makes all their attacks hit all around their body, by the time Burter does a U-Turn to get back at the foe with his Down Special that won’t be the case. The foe will eventually be spinning very slowly by the end of the 10 second duration, at which point they’ll leave themselves wide open on one side of their body. Foes can come out of this early by touching the ground, but if they land on their back/stomach they’ll go into prone, and they’ll take an extra 8% if they land on their head. If you’re taking them off-stage for the gimp, though, this can be a superb tool to minimize the foe’s ability to resist you.

Down Throw – Earth Splitter

Burter holds the foe by the shoulders before throwing them downwards for 8% rather weak vertical knockback, but the fact he has a throw which deals downward knockback at all is horrific when he can grab people off-stage and has that god-like float.

If the foe comes into contact with the ground, Burter will start driving them into it until they can escape the grab, submerging 1% of their body every .2 seconds. This means it takes 2 seconds for the foe to become fully submerged. The foe can still attack with whatever body parts they can until they’re 50% submerged, at which point they become pitfalled. Once they escape the grab, they have to button mash out of the ground, the grab escape difficulty being either less or greater than a pitfall based off how submerged the foe is. As they’re being driven into the ground, the foe takes 1% every .25 seconds.

If Burter has momentum and drags the foe across the stage, the move remains largely unchanged as the regular grounded version, but chunks of earth will go flying backwards as the foe is dragged through the stage, 1 every .1 seconds. These chunks of earth are incredibly small and only deal 1% and flinching, and are seemingly irrelevant in 1v1. . .Unless they get knocked back into a Blue Hurricane, which is highly probable with how far and fast the chunks fly due to their tiny size. After the chunks enter the hurricane, they’ll reach the top in a mere .25 seconds due to how incredibly light they are before getting shot back at the foe. Burter loses momentum slightly as fast as with his dair when dragging somebody across the stage, which is typically a good thing so he doesn’t run out of track. If Burter –does- run out of track, he’ll let go of the foe and it will be treated as if they escaped of their own accord. The rocks that get sent flying back at the foe can be a superb distraction as you do a Down Special u-turn to go back at the foe for the finishing blow.

STANDARD ATTACKS

Neutral Attack – Relentless Assault

Burter starts punching and kicking insanely quickly – so quickly that he’s doing 10 punches/kicks per second. Each of the punches and kicks deal 1% and –VERY- slight set knockback away from Burter, meaning Burter is generally able to get a good few hits on foes before they get out of range, especially if he gets lucky and gets more kicks than punches, which have significantly longer range.

Like any other infinite neutral A combo, this can utterly destroy somebody up against a wall. . .But Burter has a more practical way of preventing foes from escaping, by propelling himself along the stage. Just gather up some momentum with your float, use your dair to come down onto the stage, then use your jab as you slide along it and the foe will be helpless to resist getting dragged along! This can drag them either into your Blue Hurricane or off-stage with you right on their tail the whole time, tacking on a fair bit of damage on to them in the process to boot.

Dashing Attack – Leap

Burter leaps forwards, his feet a hitbox as he comes down that deal 10% and spiking knockback. He travels forward significantly farther than most similar moves, 3 Battlefield Platforms, largely in part due to his dashing speed being on par with Captain Falcon’s giving him so much momentum. What makes this move –relevant- is Burter’s ability to cancel it into a hover while he’s flying through the air, keeping all of his momentum in-tact as he starts his hover at Captain Falcon’s dashing speed. This is faster than hovering up to this speed normally, but you’re significantly more vulnerable during the starting lag of this attack than just floating up to speed normally. Aside from this, if you just want to use your dair while hovering past the stage to use a ground move briefly, this move enables you to easily resume your float afterwards.

Burter is capable of interrupting rising attacks with this move, and will pin any foe he stomps on underneath his feet as they slide along underneath him. This works just like Burter’s uair as he stands on top of a foe sliding across the stage, and if you’ve already caught a foe with it then this move will let you go into the air briefly to avoid the rising attack before stomping back down on the foe. Just beware you’ll need a fair bit of “track” for this to work if your momentum is high. . .

Down Tilt – Slide

Burter lays down on the ground, placing his hands on the ground and supporting his upper torso up off it before he uses them to slide his body forwards 75% the length of a platform. Contact with his legs deals a mere 5%, but causes foes to get tripped and knocked into prone. After finishing the move, Burter propels himself up off the ground with his arms again, doing a flipkick in mid-air before he lands to stomp down on the foe. The flipkick deals 8% and weak knockback while the stomp deals 10% and spikes foes. Obviously the flipkick hitbox is rather irrelevant, but foes can pretty easily dodge the stomp by just, y’know, getting up. . .That -would- be the case, if the stomp didn’t out-prioritize get-up attacks and rolling from the position. Burter is able to DI during the part of the move he’s in the air to catch foes rolling away, assuming he can accurately predict where they’re going to go.

The prediction part of the move is simplified if both you and the foe are sliding along the ground, though, as rolling in the opposite direction of their momentum isn’t an option – it will just make the foe roll in place. In addition, if you land on the foe while you have momentum they’ll be pinned underneath your feet as you slide, just like in the uair and dashing attack. You’ll generally start up pinning the foe under your feet with uair, but the dashing attack and dtilt make it very easy to prevent the foe’s escape from under them, immediately knocking them back into it as you read their very limited options.

Side Tilt – Crasher Shot

Burter fires a light blue beam as tall as Wario that reaches out 2 Ganondorfs. The beam deals 15 hits of 1% and flinching over its duration of .9 seconds, with little (Though existing) lag outside said duration. This is called a side tilt over an ftilt for a reason, as it can indeed be fired backwards – this is obviously useful when sliding along to hit a foe you’ve passed by without just forfeiting all your momentum with Neutral Special.

Another notable trait of this move is the kickback effect on Burter. If you have no momentum, Burter will be knocked 2.5 platforms in the opposite direction he fired the beam in from the sheer force of the move. With momentum on par with Captain Falcon’s dashing speed, if he fires the beam in front of himself he’ll only go backwards half a platform. With slightly more momentum than that, Burter’s momentum will cancel out the kickback from the move entirely, causing Burter to come to a complete halt over the move’s duration. At higher levels, the move will only slow Burter as he goes forwards. Of course, the inverse of this is all true if Burter fired the beam backwards, as how far Burter goes forwards is stacked with his momentum. Either way, this has no permanent effect on Burter’s momentum, enabling you to give yourself a brief boost when you want your overall momentum low or to stop dead in your tracks in the middle of what would otherwise be a reckless rush.

Up Tilt – Explosive Wave

Burter turns to face the camera as a blast of energy immediately comes out of his upper body, covering the entirety of it. The blast deals 10% and vertical knockback directly away from the part of it the foe was caught in that KOs at 140%. Burter is rather bad at using this technique, though – in addition to the blast not covering Burter’s lower body, the move has some exceptional ending lag to make up for the non-existent start-up lag. The most obvious way to get around the end-lag is to slide along the ground during it so you’re not vulnerable. . .But considering the great anti-air nature of the move and the fact the hitbox lingers during the ending lag (Though it’s a lot weaker then), if you can keep the foe off the ground and thus away from your legs you’re pretty much impenetrable – the most obvious way to defend your lower half is to stand in the eye of a Blue Hurricane.

SMASHES

Forward Smash – Knee of Injustice

Burter leaps very slightly into the air before performing Captain Falcon’s notorious fair – due to Burter being so much larger, his knee has some actual range to it, and the whole hitbox is the “sweetspot” of the move. Seeing it’s so much easier to hit with, the power isn’t quite as strong as it was, dealing 15-20% and knockback that kills at 150-100%. If you hit somebody while sliding along the ground, though, you’ll practically impale them on your knee as your slide along, their limbs flailing out behind you as your knee digs into their back. This causes them to take an excruciating 8% per second until it wears off, with the foe having to button mash out of the move at grab difficulty before they’ll manage to “DI out of the move”, causing them to get knocked backwards with half of your forwards momentum. This halved momentum can actually be beneficial if the foe gets out of it just as you get off-stage and you go to move downwards, as the foe will fly just underneath the middle of the stage and then to their inevitable doom. If a foe is at a particularly low percentage, you can intend for them to button mash out of it immediately so they get knocked back into a Blue Hurricane.

Aside from the backwards knockback, the main benefit of this over your jab is actually continuing to carry the foe with you off the stage. Exclusively on the stage, the jab is better due to foes having no chance to button mash out.

Up Smash – Crasher Cannon



Burter extends out his hand at a diagonal upward angle in the direction he was facing, then extends out a light blue beam from it as wide as Wario that reaches upwards 2 Ganondorfs, dealing 25-35 hits of 1% and flinching with a small suction effect. Burter then proceeds to swish his hand over his head in an arc so that the beam ends up a diagonal position in the air behind him rather than in front of him, dragging anybody caught in the beam with it. The diagonal/vertical nature of this move means it’s excellent for trying to catch foes trying to jump over your Blue Hurricane, but if foes are on the same side of the Hurricane it still has its uses. . .Face away from the Hurricane and catch somebody in the beam, then you can drop them in the Tornado for free. This becomes more practical when you take into account the beam reaches just barely higher into the air than the height of the Blue Hurricane. . .

Down Smash – Aftershock

Due to not being as heavy as most heavyweights who so love to abuse earthshaking effects, Burter has to use his supreme jumping ability to make them happen. He jumps three times over the course of the move’s long duration, going higher into the air each time – he starts at 2 Ganondorfs and goes half a Ganon higher each jump. As he falls, his feet are a simple hitbox that deal 10% and spike foes, but when he drops to the ground an earthshaking effect on the platform he’s on that deals 22-36% and vertical knockback that kills at 150-90% occurs. The earthshaking effect lasts briefly, just long enough until Burter jumps down again, and the width of it becomes larger with each jump – it starts at half a platform and gets half a platform wider each jump.

As Burter repeatedly jumps on the same spot, a crack in the stage appears that gets larger and larger, seemingly just aesthetic. Upon the third jump, though, the ground within 1.5 plattforms of the area will start repeatedly quaking in an aftershock effect to reverse the damage. This is only 66% as powerful as the strength of the previous quakes, but lasts on for a lengthy 6 seconds, during which time Burter is finally free to move about as he pleases.

But Burter isn’t some heavyweight male antagonist that just wants to stomp in place all day. . .What Burter wants to do is to slide across the stage as he does this, creating several earthshaking effects across the stage as he does so. This also leaves him much less vulnerable to attack, especially if there’s a Blue Hurricane on the stage – Burter’s natural jumping in this move can enable him to clear it if you have enough momentum, making it difficult for the foe to pursue you.

The cracks in the stage still show up when you slide along the stage, but the cracks need to be strengthened enough to trigger an aftershock. The jumps have different strength due to how high Burter jumps and cause the cracks to protrude farther into the stage – the third jump combined with the first jump can create an aftershock, as can two of the second jumps. In order to actually use the cracks you’ve created with one sliding along the stage, simply slide along the stage starting from the opposite side and stomp down in the same places – you’ll create 3 aftershocks all along the stage at once, more often than not covering the entirety of it if the stage is legal. With a constantly shaking stage, foes may –want- to go into your tornado to get off the ground, and if they need convincing your utilt and usmash are excellent at forcing them into it. Without his tornado, Burter can just focus on knocking foes into the stage itself with his dair and uair.

Final Smash – Purple Spiral Flash


Burter calls out for Jeice, who flies in from the nearest blast zone over to Burter, or simply from wherever he is if a Jeice allied to Burter is in the match. Burter and Jeice then briefly get into the typical DBZ constipated charging position as they form blue and red energy shields around their bodies before they both fly up into the air 3.5 Ganondorfs above the center of the stage. Burter then proceeds to fly around in circles insanely quickly, causing a gigantic vortex the size of Giga Bowser like the one pictured to be created. Contact with it deals 20% and knockback that KOs at 90%, presumably from making contact with Burter who’s flying around and making the vortex. Jeice’s contribution to the vortex is throwing out a horde of purple projectiles, 20 per second, which vary in size from that of Kirby to that of Bowser, dealing anywhere from 5% and flinching to 15% and knockback that KOs at 145%. Jeice’s projectiles all get shot out at insane speeds on par with a dashing Sonic, and will ricochet off of anything they come in contact with outside something they can damage. Any projectiles that come into contact with the giant swirling vortex will also be deflected with triple the speed and power, so don’t get any bright ideas. The Final Smash lasts 10 seconds, which means Jeice will have created 100 projectiles by the end of it!

PLAYSTYLE

While many things have been drilled into your brain throughout this moveset, something you might’ve forgotten is that Burter has a very obvious difference from the usual speedster – he’s insanely huge, with a 12 size stat. This means it’s quite possible to turn the tables on him if he gives the foe any chance to breathe. While the best defense is obviously a good offense, you want to constantly have some form of momentum up just to ensure you’re not leaving your gigantic frame vulnerable and can easily escape anything the foe attempts if everything doesn’t go according to plan. With your Down Special giving you a virtually unlimited runway, there’s little reason to ever stop – you can keep moving even when you run out of your float by using your dair to land on the stage before you resume floating.

The one time when you can’t be constantly be moving is when you have to create Blue Hurricanes. While it’s not like it takes much time to set one up, doing so blatantly disrupts Burter’s playstyle as he comes to a screeching halt to go make a tornado. Renewing his Tornado is generally much easier, as Burter will have the cover of the existing tornado as he renews it and he’ll generally pass by it a lot as he zooms across the stage from either side repeatedly. If Burter doesn’t want to disrupt the flow of his game, the ideal time to do it is during down-time after you’ve taken the foe off-stage and can’t take them any farther without killing yourself in the process. On the other hand, considering the tornado is Burter’s best bet for damage racking, he’ll want it up earlier then later. The best way Burter can do this while remaining safe is to just make it in the air, though this makes it harder to drag foes into – other ways of buying a bit of time include knocking the foe into prone with your uair/uthrow/dtilt/dash.

Dragging the foe into the tornado can be accomplished with a sliding jab or fsmash, which conveniently leave you directly behind the foe and able to unleash your aerials on them. The most obvious combo is to spam bair and then nair the foe on predicted dodges, though you can also just plow through them with fair, then abuse the range on your dair to hit the foe stuck lower in the tornado. Your usmash is also a superb way of dragging foes into the tornado – while you’ll get into the tornado after they do, you can just position yourself below them, use your uair, then proceed to spam dair. Once you do set up the tornado, the foe is obviously going to expect you to attempt to immediately utilize it. . .Considering you had to awkwardly give up all your momentum to set it up, though, an equally appealing and less obvious option is to generate some momentum out of nothing with your bthrow. Your dthrow is also a less painfully obvious method to make use of the tornado, as it’s the one way to make use of it that –doesn’t- involve bringing the foe to it.

If making the Blue Hurricane feels too forced for your damage racking, then Burter has an alternative set-up he can rely on in his dsmash where he’ll be moving his gigantic frame all about the stage so he won’t be vulnerable. Once Burter triggers the 3 aftershocks at once to consume the stage in a gigantic earthquake, he can either abuse his uair/dair/uthrow to force the foe onto the stage to get hit by the earthquake, or he can take advantage of the foes’ status in the air to easily take them off-stage for a gimp with a grab/fair.

Burter will obviously want to focus on KOs more when foes get to higher damage percentages, but with his gimping prowess an early KO is very much possible and going for one can sometimes catch foes off-guard. Having a foe impaled on your knee with fsmash get knocked off under the stage can be a good motive to use it over your usual method of the jab, and taking foes off-stage helps Burter’s damage racking even if the gimping attempt fails, as it’ll give him time to set up his Blue Hurricane. The best Burter player can mix up all of these options and combine them with his ability to never stop moving to make his size a complete after-thought, with the foe never getting a chance to exploit his obvious weakness.
 

Smady

Smash Master
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RECOOME


Recoome is one of the members of the Ginyu Force, Frieza's special task force comprised of the strongest fighters in the galaxy. Functioning as a last resort on Planet Namek against the Z force, they are called out and subsequently defeated in their attempts to secure the DragonBalls for Lord Frieza.

Existing as somewhere between a bumbling lackey and an oppressive physical dynamo, Recoome is neither as cocky as Jeice, nor as threatening as Ginyu in pure power. What he does have is resilience, though, being able to survive all kinds of attacks on him by Vegeta, even going so far as to have his hair burnt off my explosions and his armour being stripped off him by a massive barrage of energy created by the Saiya-jin Prince. Eventually, Recoome stands with only his black full-body suit, yet not showing any inclination of backing down. In this way, he is almost comparable to Nappa, ironically considering both of their connection's to Son Goku. More ironically, Recoome is defeated by Son Goku, but then suffers a humiliating death at the hands of Vegeta while unconscious. He can be remembered as perhaps the most flamboyant, while not eerily so of the Ginyu Force, as well as the most imposing in terms of his fighting style, due to his massive size and lofty attacks.

STATS

Size: 10.5
Float: 8
Aerial Movement: 5
Jumps: 7
Weight: 9.5
Movement: 5
Falling Speed: 9
Traction: 5

Compared to other members of the Ginyu Force - which is an array of shapes and sizes - Recoome is nearer the top end, being taller than Ganondorf, while retaining an impressive physique which makes him around the same weight as King Dedede. Like other DragonBall Z sets, Recoome has a unique float - complimenting his high fall speed, by supporting him with a longer time in the air [4.0x Peach's in length] while also retaining a degree of versatility in the air, able to move vertically as well at the speed of Mario's walk.


(Clockwise from top left: taunt one, taunt two, taunt three, taunt four.) Recoome's taunts have a unique quality to them that all others lack. While taunting, Recoome gains non-grab super armour, meaning he can take damage, but not knockback. For the second-and-a-half he uses them, he's a bit of fodder - how some will suffer for their art, no? However, Recoome can also cancel out of his taunt at any point during the last half-a-second and retains super armour for one second after finishing the taunt - completed fully or not, this invincibility true even while performing other moves. Taunts can also be used in the air. What a sweet bonus! And don't worry, Recoome knows it'd be cheap if he could just go on an invincible binge by constantly taunting - Recoome's taunts lose their super armour up until a second after that original two seconds is up, meaning you'll have to agrieve your opponent in this time, or play defensively. Considering your taunts are your best defensive measure, it's obvious which option you should go for.

Whenever I talk about a combination of taunts, keep in mind that this means you can cancel out of the first taunt halfway through [at which point, it went on for as long as a normal taunt], then go immediately into the next, though having to finish that one. Likewise, simply performing the full taunt, then the next however much time after that, will also suffice - if you want to be more mysterious about what you're building up to. Taunts are sort of like Recoome's 5.56mm bullets - once he uses one up, it's gone. So if move A uses up taunt one, but move B needs it too, well, that's not good. Logically, you can't store more than one taunt at a time, but if a move says so, you can build a double taunt. This will need you to have performed both taunts in succession.

SPECIALS

Neutral Special - Ultra Fighting Bomber


Being the true Weezing remix, Recoome has his own Explosion at his disposal, but like Solar Beam, it'll take a little while to charge first, just hold on while he throws his arms up, then takes a constipated stance on the floor, all the while saying, "Recoome... Ultra Fighting... Bomber!" This is some absolutely maniacal lag - a whole 2.5 seconds, and that's before the move is even out there! It certainly doesn't have infinite range, but the trick is to use your taunts to decrease that charge time. By using Recoome's second taunt, or second and fourth taunt in any order, he'll immediately crouch into the stance immediately before figuratively Self-Destructing. This cuts the lag considerably to around about 0.8 seconds, with the attack not lacking in any of its extreme qualities because of this.

Throwing his hands up in the air and with a big roaring aura up behind him, a confident, cocky, perhaps malevolent Recoome launches his ultimate attack - the Recoombe bomber! The attack is as basic as you can get, and yet, so perfect. A large wave of energy rises around Recoome, expanding as it goes - eventually taking the size of Giga Bowser over the period of a single second - this wave, bright orange in colour, deals massive damage of 30% to anyone who touches it, as well as hitting them for a shooting-star knock out if they're just above the hundred-cent mark. Recoome is locked into place for the duration of the move.

Side Special – Eraser Gun


Wasting no time in getting to his most infamous move, here is Recoome's Eraser Gun - and by golly, doesn't Recoome want you to know it! This move is actually telegraphed enough to Vegeta, that the squishy child and bald ****** [Son Gohan and Krillin] are actually able to help evade it. With all the celebratory saying of, "Recoome's Eraser Gun!," by Recoome, there's a whole 1.4 seconds to try and mindgame your opponent - fortunately, your third taunt, or a combination of your second and fourth taunt negates all of this, so be sure to use it before your neutral special; it basically subtracts a full second of lag. Other than that, using your third and first taunt will also work.

God forbid you finally fire the Eraser Gun, it's a potent attack that can easily knock out an opponent from relatively low percentages - it travels from Recoome's mouth, in a straight line, and at Sonic's dashing speed, reaching infinite lengths as long as the input is held. It's the size of Lucario's kamehameha, but purple. At any point, the attack can be cancelled out of, either by the big man himself, or a foe getting an interruption down on him. Being hit by the beam is no joke, either - an enemy suffers 15% damage for being hit by it, rebounding off of it in a similar fashion to Lucario's kamehameha. If hit by the front of the blast, requiring you to be standing right next to Recoome as he performs it, you'll be pushed along as it goes, being pushed forward further depending on your percentage. Because of this, low-percentage opponents will simply be hit once or twice, then get hit into the air by the back-end of the attack - but Smady, how do I get my foe to just sit in front of me? We'll get to that.

If you are rebounding into the air away from the attack, there's plenty of opportunity to use your Directional Influence, but it won't put you in any advantage, as Recoome can simply cancel out of the move, as well as move around while use the move to keep you from swooping low and attacking him. Simply based off of that knockback inspired by Lucarip's super original final smash, expect to bite the big one with this move when you are around the hundred-fifty-cent mark.

Down Special – Super Breath


This is one of the few moments where Recoome will not take the time to congratulate himself for using a move - savour it. Taking a tip from the likes of King Eagle, Recoome sucks in air around his mouth, creating a vacuum that pulls in opponent in up to a battlefield platform away - even if they're flying like Superman! It really depends on how hard they're running from this monstrous, hungry male antagonist, but an idle foe will be pulled in at the speed of Super Sonic when he has plenty of momentum. If you're satisifed with sucking on your opponent, then be my guest and let go of the input, I dare you. This'll just make Recoome release all that air immediately, allowing him to actually attack.

All the intelligent Recoome players hold the input, as this first phase of sucking only lasts for about 0.3 seconds. Though you can stall the move for a further 0.3 seconds by mashing the special input [it's painful to hold it in!], holding the input after that allows Recoome to release that air! If used in the air, Recoome is pushed backward, becoming a moving wall that causes no damage and is the speed of Luigi's run, or faster depending on Recoome's percentage, but can freely cancel out of this move into any in his gimping arsenal.

Recoome blows! And how. Any opponent within a whole EFF-DEE of Recoome is pushed back - as long as they're within a Mario of him vertically, now they should be more than desperate to be Eraser Gun'd, grabbed. Hell, even that Ultra Fighting Bomber seems appealing now! You'll be blown back at the rate of 1.5x Sonic's dashing speed, the knockback fixed so that those running toward it, will still be pushed back - by a reduced margin, yet being able to grab the ledge if they're pushed past that. If the foe happens to be dizzied, or otherwise incapacitated [tripped, shield broken], well... things aren't going to end well for them, as they can potentially be blown off the stage and into the abyss below. Opponents blown in the air are also pushed down at the speed of Ganondorf's walk. Recoome can only keep all this blowing up for 2.0 seconds; he can also move forward at the speed of Ganondorf's walk on ground, but cannot move forward in the air.

If you try to use your Eraser Gun with a full mouth of air, you're going to end up looking like this.


Oh, ho ho. Yeah, any sponsorship deal on the line is officially dead. Not only do you permanently impair the beautiful Recoome, your Eraser Gun comes out at a rather awkward time, causing it to delay by 0.1 seconds as it... seems to be chewed up in Recoome's mouth, before he spits it all out, creating a slightly bulkier beam. This beam has an... odd trajectory, though, being that is swerves up - usually missing the opponent completely then back and down, coming to travel underneath a stage Recoome is standing on if he's a platform away from its edge. This will deal some incredibly concentrated attack damage, on the bright side to Recoome's dentistry problems - 20% to anyone it hits, and knockback that can start to kill around 130%! It's obviously quite telegraphed, but it'll certainly deter people from edge hogging!

Up Special – Burst Flight

Taking a page from the heavyweight male antagonist handbook [penned by MasterWarlord], Recoome stops all momentum he has at that moment and simply makes a dash for it in any of the eight diagonal, horizontal, vertical or potato directions, surrounded himself with a brutally dark purple aura that'll cause damage to enemies in your way. On top of the standard 9% damage, they'll also be launched up into the air with some set knockback from Recoome, making this move kinda worthless as a knocking out option - but then, that would seem rather an uncomfortable use for it. You'll be able to travel up to two Ganondorfs in height. This move is not redundant, unfortunately, as it can be used as Recoome's prominent GTFO if not used with any directional input - pushing away foes within a Bowser of our ginger man, and dealing a mighty 9% damage on top of it. This is a great move to use now-and-again to help refresh your taunt invulnerability. It's also great for hitting back people trying to roll behind you. Recoome zoning go!

GRAB GAME

Anti-Grab - Counter Nelson

Recoome has a bit of an oddball grab, being that he really... can't grab. Yes, he's one of those characters - he can only grab, if grabbed first. It's only courteous. Hey, at least he can grab in the air. At any point during lag, charge or start-up, or if Recoome is twiddling his thumbs in idle, he stops what he is doing and braces himself in a more neutral stance. After 0.4 seconds, he exits this stance, free to frolic in his taunt-y, lag-ridden self once more, knowing he has failed. If an opponent tries to grab Recoome in this time, however, he will use both arms to throw off their guard, then wriggle behind them in the background, holding the enemy's limbs [preferably arms] behind them so that they can't move. For the pummel, Recoome simply squeezes their extendibles, causing 4% damage per hit.

Special Grab - Vegetable Pluck


Had you fooled! Recoome does have a more conventional grabbing input, but only if the input is held - making it once of the laggier throws, taking 0.7 seconds to use. Recoome squats down, grabbing at the floor next to him. If a foe is in range - which is pretty large, given that Recoome's arms are like Professor Oaks - they'll be picked up and held by the feet or bottom tentacles, having to mash out like normal. What makes this work is that it also works on prone and pitfalled opponents, meaning you can do the namesake vegetable plucks on enemies who are buried in the ground.

You do not have access to your regular grabs in this state, however - you can pummel, dealing 3% per hit, but that's only if you want to up their percentage for the knock out. What makes this move special is that you have access to the rest of your moveset - at least, inputs that involve your arms, as they're pre-occupied. This extends to your Eraser Gun and Super Breath too - which, if used in the air, will continue pushing the foe back and off the stage regardless of if they're stunned or not. Unlike other Ginyu Force grabs, this cannot be used in the air.

Down Throw - Suicidal Drop

Holding onto his victim tightly, Recoome flies straight up a Ganondorf into the air for height, before coming crashing back down. This may lead to some brain damage if performed on the stage, splatting the opponent in such a way that they end up in prone, but stand up in dizzy. The time it takes for the dizzy to wear off depends on the height of the fall - if you just did it off of the ground in Final Destination, he'll barely be Thrice-levels of brain damage, only dizzy for 0.2 seconds. On the other hand, if performed from the top of Final Destination, the dizzy can last anywhere up to 2.0 seconds. The opponent can use their get-up attack, roll back or forth or simply stand up, in any case, before immediately going dizzy; call it an adrenaline rush.

If performed in the air, Recoome can use this move as a suicide. Heavyweight male antagonists do love their suicides. Due to this, the foe is able to escape this move with the difficulty of a normal grab, not extending from the normal session. Warlord am sad.

Back Throw - Bon Voyage


Not this again! Butt pound?! Recoome lets go of his victim, releasing him from the full nelson, but instead turning around and hitting them with his hip. The attack itself? 10% damage, and knockback that simply bumps them back a set distance with some hitstun on the end of it for good measure. What this move is mainly useful for is being able to get your foes behind you, then using your super breath to make yourself into a wall from which they can't recover.

Forward Throw - Recoome Power Bomb

Recoome hoists his opponent onto his manly shoulders, sitting them on him like they're a big old baby. Look how cute Guldo is, aw. If they don't have legs, he simply grabs them and holds them up. With that out of the way, he grabs the foe around the mid-section, then tosses their arses forward and down diagonally, causing them 7% damage in the process. The throw will of course make them go further with a higher percentage, but what's most significant is that he sends the foe into a kind of spin with the momentum he places on their top half, meaning that positional recoveries will be made far more difficult to pull off, as this prevents them from auto-correcting. After around a second of this, though, they'll be able to recover as normal. If within that spinning second, the enemy makes contact with the stage, they are dealt an extra 4% and are pitfalled if they are positioned vertically to the stage upon collision.

This move is mostly situational, depending on Recoome's position - while his back throw focuses on foes who have been successfully forced to be counter-grab'd by him, this position means that Recoome himself is being gimped, and thus would be facing away from the stage, where he obviously doesn't want to necessarily push his opponent with his super breath.

Up Throw - Space Travel

Making use of his burly, lumberjack arms, Recoome holds onto the opponent with just one of them, while he aims the other behind him and fires a generic blast of energy in the opposite direction. Based on Recoome's current percentage - which should be considerable, when noting that he can freely take damage using his taunt's super armour - the pair will be boosted off in the opposite direction. All the while, you're free to use your pummel; keep in mind, though, that releasing early will leave you stood still, with the opponent having to fend for themselves against the momentum - but if they break out of the hold, they'll end up next to you in mid-air. Though they could just be re-grabbed! Troll face!

SMASHES

Side Smash - Recoome Kick


Taking solace in his silly move names, Recoome rejoices in his taunts - taking 1.2 seconds to Christen this kick, the Recoome Kick. He does this through a bunch of poses involving his right leg. Skip all this and reduce the lag by 1.1 seconds with your fourth taunt, or first and second. Past this, Recoome will start to bull his knee back, his body passionately spurting an aura. Between 0.5-1 second later, Recoome bounds forward a platform with the intention of kneeing someone! The knee is a moving sweet spot throughout this, able to knock out at the hundred-ten-cent mark, while Recoome's whole body counts as a normal hitbox, dealing mild knockback and 18-12% damage. The sheer power of this move with the sweetspot absolutely destroys shields - but who would shield against the mighty Recoome?

Down Smash - Recoome Ground Pound

This isn't an actual Recoome move, but I felt some sarcasm was needed for such a unique, original input, though it is significant for Recoome's playing style. As always, taking a long time to charge up due to self-gratifying taunting - Recoome throwing up his arms and swinging them as if he was doing the butterfly stroke in a swimming pool. You can get rid of this 1.1 seconds of humility with your first taunt - or first and fourth, leading you right into the ground pound with only 0.5-1.0 second of charge time. Recoome raises his arm above his head, then slams it down like Donkey Kong onto the stage, causing a miniature earthquake that causes everyone on the same platform as Recoome to trip, though also retaining any dizzy effects they were under. This effectively makes them a rag doll. On top of the obvious effects, it also deals damage of 14-20% to anyone within a Bowser of Recoome - making it as good a move to use on opponents trying to approach as opponents you want to fall over.

Up Smash - Recoome Body Attack

This is another of those taunt moves - with Recoome otherwise shouting how great his Full Body Attack is for an extra 1.2 seconds. Using the fourth taunt, or a combination of second and third will reduce the charge on this attack to 0.45-1.0 seconds. Recoome's body once again is surrounded by a flamboyant purple colour - no homo - as he rushes toward the nearest opponent, going at Sonic's dash speed. Other opponents who get in the way are simply dealt 6% damage and mild knockback. If the foe is within the distance of half of final destination, Recoome will either punch or kick them, either straight forward, or at one of the eight cardinal or intermediate directions, pushing them back a platform in distance. Though gaining super armour for this attack, a foe can potentially just spot dodge it - this at least a little remedied by the fact that Recoome can charge each attack for up to 0.3 seconds by holding the input, each attack dealing 6-9% damage. The Ginger Ninja will continously chase the opponent to use the move again for a further 1-3 times depending on charge.

AERIALS

Neutral Aerial – Feint Axe Handle

Recoome hangs in wait mid-air, holding both arms tentatively in the air and waiting for the opponent to come near him - facing forwards, extending his reach to a Kirby in front of him, having a long start-up lag of 0.6 seconds. Recoome can hold the move like this for up to 0.5 seconds by holding the input; during this time, any move performed on Recoome will be grabbed by his two waiting arms, negating any effects it may have had on the foe's momentum. Pity that. However, once that charge time is done, Recoome is free to bring that axe handle down! Anyone hit by it is dealt high knockback, capable of a knock out at around hundred-fifty-cent. If sweetspotted with the opponent catching just the edge of the move, however, Recoome will spike them down, causing them to be pitfalled in the stage, or simply send them to their deaths off-stage.

Forward Aerial - Renegade Bomber


Usually, Recoome is not one to break character and use a more generic ki blast, but this is in-canon, so he'll let it slide. Building up energy in both hands, the Ginger Ninja fires dispersedly, sending off Pikmin-sized energy blasts every second. These travel at three times Sonic's dashing speed - unGodly fast. The knockback is simply flinching for 0.5 seconds, but this can really help Recoome in catching his opponent off-guard. The blasts will disintegrate after five seconds on the field, dealing a rather fetching 7% damage. If these hit a shielding opponent, the flinching from the energy blast will actually cause them to remain shielded for a further 0.5 seconds.

Down Aerial - Belly Flop

Turning his appetite to squashing opponents with his great figure, Recoome lets his body become a hitbox. He doesn't fall straight down, rather widening his arms and falling first in an arc, before falling straight down after 0.9 seconds of curving in mid-air, reaching the speed of Sonic's dash. If hit when Recoome is completely falling and not beginning to fall, an opponent will simply be dealt straight off damage of 8%, with Recoome being able to cancel out of the attack in mid-air. In this form, the wide angle of the move - with Recoome's body reaching into the background - allows the Red-Haired Villain to hit dodging enemies, on the ground or in the air.

If an enemy is next to Recoome when he initiates the attack, he grabs them, then descending at a the speed of double Sonic's dash. Recoome puts his knees forward onto the opponent's stomach, adopting a sort of brace position. Once they hit the ground, Recoome jumps to his feet, also pulling the foe to stand, who are now dizzied. Depending on the size of the fall, the foe can be dealt between 12-16% damage, and be dizzy for 0.5-1.1 seconds.

Back Aerial - Shoulder Barge

Turning around like Saturday coming after Friday, Recoome uses his shoulder and bulky arms to slap knock the opponent, swiftly shoving them into turning to face the other way and dealing 6% damage - but that's only if they're nearby. Foes out-of-range - over a Kirby's distance away, they can still be hit for a far more haphazard amount of mild knockback, which acts as a general GTFO in the air. Recoome also turns around with this move, giving it a double purpose - use it if you aren't going for the obvious super breath combo etcetera.

Up Aerial - Mongolian Chop

His actions give me a headache too! Recoome flies on over to his opponent, leaving himself completely open to attack for a good 0.5 seconds, then swings both arms around like a gorilla. Not quite, though. He's actually doing a Mongolian Chop - hitting the foe with both palms, swinging the arms down in synchronisation. If hit straight on, they'll be caused a major 7% damage, and to go into dizzy for 0.6 seconds, leaving them perfectly open for a follow-up. If just hit randomly in the air or something, they're dealt the damage and minor get-away-from-me-I'm-a-failure knockback. They call that Smady knockback.

STANDARDS

Neutral Attack – Slip and Slide

Ducking and sliding like in fire safety procedure, Recoome slides across the floor for half a platform at Sonic's dashing speed with a leg pointed straight forward in front of the other, facing toward or away from the screen. If no further input is pressed, Recoome will quickly jump to his feet at the end of the move, making this a good set-up to use your back-centric moves if you slide under an opponent. Pressing the input again will cause Recoome to snap both legs up, hitting any opponent who is standing there for 8% damage and launching knockback that sends them up a set amount, to about one-and-a-half Ganondorfs in height. If Recoome can slide so that he's coming up exactly on the foe's body at the end of the move, he will grab them and automatically use his forward throw, ensuring a pitfall.

Dashing Attack - Recoome Mach Punch


Recoome dashes forward with his pumping fist ready to deal the foe a deadly attack! Surely, poetry in the ears of any Make Your Move member. Surrounded [again] by his aura, he'll speed up slightly from his normally decent speed, before punching at mach speeds. What this essentially means is, you can't see the punch - it just looks like a bunch of lines across the screen. Forgetting about what the move does for a moment, you do go back to normal. Bye bye Mr. Aura, if you hadn't guessed. It actually takes a whole 0.8 seconds from initiating the move to hitting the opponent with the punch if they're in front of you, meaning that you really can't afford to let them get a hit in, or you'll be interrupted and vulnerable. Being hit causes punitive 7% damage, but causes mild hitstun on the opponent that is enough to either allow Recoome to attack directly with a follow-up, or retreat to a safe position.

Forward Tilt - Bear Hug

Becoming even more bulky - perhaps, Hulky - Recoome opens his arms wide and walks forward a platform, preparing to go for a bear hug. Due to the nature of the quasi-grab, he cannot be grabbed during this move, meaning that he can be truly impervious to knockback while he approaches if also backed up by a taunt. If hitting an opponent, Recoome will grab and squeeze them like a little teddy bear - holding the input will cause him to truly wreck their backs, as an audible breaking sound is heard (ouch) and the foe is placed into prone. If not, he simply puts the foe down, who now have to mash out of a comical wooden state, after being crushed. The move itself deals 9% damage, as well as back pain. If used on a shielding opponent, the shield in question will instead be "hugged," draining it of 50% of its life over the course of the move.

Down Tilt - Recoome Elbow


Another signature attack with a flashy opening - you can cut off the self-gratifying announcement that this is indeed, Recoome's elbow by using your fourth taunt. With that, the start-up lag on this move is reduced to just 0.4 seconds. Once initiated, Recoome brings his elbow down after charging it, having a slightly disjointed hitbox caused by the energy concentrated into his elbow in the charge - hitting opponents up to a Kirby away, and causing those with shields on to be pushed away. What Recoome really wants, though, is to sweetspot his opponent, by being right up next to them - if successful, they are pitfalled, which is all kinds of fun for combo-lover Reoome. Either way, the opponent's dealt a clean 10% damage.

Up Tilt - Shadow Attack

Liking cramped, dark places like a tabby cat, Recoome dashes into the background, before rushing back into the foreground and ending up just a Kirby in front of his original position. At any point during the move, pressing the standard input will cause Recoome to shoulder barge the opponent - if they are hit on the way back, they will be hit into the foreground and vice versa, for a straight 4% damage. At this point, the Ginger Demon will grab them from behind like he would in his grab; this is the only other way to grab your opponent. Recoome will also grab an opponent like this if he performs this move while they're dodging, making this a popular combination with another close-range move of his, the Recoome Elbow.

FINAL SMASH - RECOOME'S ULTIMATE TAUNT


This is Recoome's finest taunt. What a masterpiece. Not only does it act as a debuffer on every move that requires taunt(s) to knock down lag, it also acts as the ultimate aggressor for Recoome - forcing opponents to grab Recoome out of their pure rage at being insulted in such a way, whenever they get within grabbing range. If an opponent has a large grabbing range - God forbid, if it's infinite - they're pretty much guaranteed to get counter grabbed immediately. Likewise, when first using the final smash, all opponents will be forced to dash or jump or fly toward Recoome with their standard movement methods, for the length of battlefield before regaining control of themselves. The other effects last for 15 seconds. Man, that Recoome really knows how to get under people's skins.

PLAYSTYLE

Recoome is a character who can easily appear confusing to a new player. His taunts have no uniform or real logical connection to the moves they interact with, but this, along with the fact each has another way of activating through the use of two taunts using in succession, only makes him the more harder to predict. You can just as easily use a taunt then go right into your absolute best KO move, as much as you can simply dash in and use one of your openers, of which there are many. Moves like your dash attack, side special, up aerial and neutral standard are perhaps the best examples of these - causing hitstun, forcing them to back off and therefore approach or move onto a more long-ranged playstyle, or simply launching them into the air or pitfalling them if they were stupid enough to stand in that exact place. The strength in the taunting system is that it makes you infallible when you start building up your way to a knock out, meaning it's practically impossible to screw up with a starter - unless you have bad accuracy. Your starters also generally have somewhat bad lag, which can manipulate your foe into wrongly trying to attack, or even grab you out of them.

Once you've started working on your opponent, attacking them further isn't really necessary. Mostly what you'll want to do is build damage, and following up with an up smash or down smash would be a good idea - and you could have potentially saved up for them when first using a taunt, which is indeed the way you'll generally want to set yourself up in a match. If you want to follow your opponent into the air, you may not even have to, if you're gutsy enough to try and use your neutral special, as telegraphed as it is. If your opponent needs to know any combinations, it's the one for that move. Using moves like your up and forward tilt can potentially knock the opponent out of any approach they're making from your starter, though these moves do leave you open to counter attack. Always keep in mind that you shouldn't really be using your taunts liberally - Recoome is extremely bulky, but you can't afford to rack up too much damage. The aim of building damage is that your opponent is forced to go for the grab, which you can then counter, due to not being able to take any more damage before passing into the region of being killable.

If you can successfully force your opponent to watch how much and where they grab, you're in for an easy ride. Individually, your up tilt should make them very afraid of dodging any of your moves, and your side smash or forward tilts are also great ways to break their shields. Recoome benefits from the opponent playing cautiously, as he can approach without it; they need to try to pressure him, even if it seems impossible, by trying to out him in damage. However, having a high percentage can also be a good thing - Recoome's side special and up throw are moves you can throw out and possible score an early knock out, if you do allow yourself to be damaged too much. If your opponents are getting far too self-important about their positioning, you can always throw out an early super breath, either to pull them towards you at ridiculous speeds, or to keep them from relentlessly pressuring you if you are having serious problems in the match-up. With these moves, it's also extremely easy to move into position on your foe while feigning a defensive manoeuvre, getting on-mark for sweetspot moves like your side smash, up tilt, neutral aerial and back aerial, the latter being a great set-up into the next stage of your playstyle as it puts Recoome backwards to his foe. All the while, keep in mind that your opponent giving you breathing room only gives you an opportunity to taunt without being damaged, and then approach them.

The next stage is obvious: knocking out, and Recoome is pretty unique in this sense. There's the obvious methods - your side smash, side special and forward throw are all fine moves in the general purpose of KOing. Moves like your up special and back or neutral aerial are especially good at generally getting your opponent out of the way, and following up with a move like your down aerial and sweetspotted neutral aerial alone are good, diverse options for scoring a traditional knock out, though Recoome has far better methods. The obvious use of super breath is as a wall, from which you have many options to defend. Your back aerial, back throw and neutral standard are all great ways to forcefully put yourself behind your opponents without making yourself vulnerable through rolling, at which point you can probably just go right ahead and use you super breath. It's very easy, in this case, to bluff a super breath by inhaling, letting your opponent grab the ledge, and then turn around and use your side special in combination to hit them on the ledge. Similarly, it has a double use in its fudged form, hitting opponents who rush to get above you. If they get on level, well, just use super breath normally. If you can get your foe off-stage with your super breath wall, it's all too easy to finish them: your counter grab stops them from the obvious choice, and you could even have saved up a neutral special if you were smart, preventing them from going over you. Your throws are mostly efficient at knocking out.

Of course, the back wall is mostly for if your opponent is already off-stage, or if you have built up the taunt for your neutral special, or are confident in your ability to out-gimp, its weakness being its reliance on Recoome being at a higher percentage to push faster, and some foes having good recoveries. What you really want to do is build up a regular old super breath, and force your opponent into being grabbed with your special grab and then blown off-stage [which can be followed up by gimping]; this can be achieved through pitfalls and forcing prone. That, or you can force them into a multitude of status effects that make them unable to grab the ledge. Moves like dash attack, up aerial, down smash and down throw all contribute to dizzying, prone or tripping, allowing you to just blow your opponents right off the stage with no fighting back, or go and grab them with your special grab. At which point, it's all too easy to finish them off. Generally, Recoome is made strong by how versatile his moveset is in him being able to transition between gimping, damage racking and building up to walling off his opponent in all of his separate move areas, which are then even more bridged together by use of his taunts.
 

MasterWarlord

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CAPTAIN GINYU


Captain Ginyu is from Dragon Ball Z, a series which you cannot unsee no matter how hard you try. Ginyu himself is the leader of the Ginyu Force – shocking, isn’t it? The Ginyu Force are a group of elite mercenaries hired by Frieza in the course of the series to find him the Dragon Balls.

Considering the title of the group, it’s safe to assume he’s the one who brought all the other members together. The captain is the obvious choice for the leader, as his power level is triple that of most of the other members. Ginyu also seems to be the main glue holding the group together under Frieza – his loyalty to the intergalactic dictator is impressive, as most mercenaries would jump at the chance to use the Dragon Balls for themselves. He wouldn’t even have to fight his men over who gets to use them – he had plenty of time with all of them to himself. Not Captain Ginyu, though, who immediately goes back to Frieza. It’s not a matter of lacking intelligence, as Ginyu has shown himself to be quite intelligent and possesses many psychic abilities – most notably his body swap technique, which he could’ve easily used to usurp Frieza’s power away, considering Frieza’s power is almost entirely racial.

Ginyu isn’t particularly ambitious, though. . .While he may be intelligent, he takes pleasure in making the Ginyu Force do all sorts of bizarre team poses – most of the members not being particularly enthusiastic about this, save for Recoome. While Ginyu has a more zany side, he knows when to cut the crap and take things seriously – when his battle against Goku takes a turn for the worse, he deliberately injures his own body to the point of near-death before using his body swap technique on him, leaving Goku trapped in his old husk of a body. Despite his lack of ambitions it’s quite possible that Ginyu simply doesn’t want to have to oversee some gigantic empire if he did become an all-powerful being and just prefers roaming around doing as he pleases - hence his status as a mercenary.

STATS

Float: 10
Jumps: 8
Traction: 8
Size: 7.5
Aerial Movement: 7
Weight: 7
Movement: 5.5
Falling Speed: 4

Captain Ginyu’s stats are fairly self explanatory – there aren’t any real extremes, as Ginyu is generally more balanced than the rest of his men. Of course, like any other Dragonball Z character, he’s somewhat floaty and has an aerial focus. In comparison to Peach’s float, Ginyu moves 1.35x faster than her and his float lasts 4x as long. Ginyu also has very limited vertical movement with his float, able to move up and down 33% as quickly as he can move to the left and right. Like most Dragon Ball Z characters, to top off his aerial prowess Ginyu can freely use his grab in the air.

SPECIALS

Neutral Special – Body Swap



Ginyu raises his arms skyward as he is engulfed by a yellow aura and a gigantic transparent image of him appears above his head before firing a thin beam forwards out of his mouth. The beam is only as tall as a Pokeball, but reaches forwards a platform before expiring. Contact with the beam will cause Ginyu to swap bodies with his enemy, with their movesets and damage percentages in tact. When either character gets KO’d, they’ll respawn with their original body, whether or not that body is technically in use by another character at the time. The foe doesn’t have access to Ginyu’s Neutral Special while in his body, so they can’t swap back. Ginyu, on the other hand, is still able to use his original Neutral Special by pressing Neutral B twice in quick succession, potentially able to hop from body to body in a FFA. This move has some annoying start-up lag of a second for the over dramatic animation, and relies on use of your float to pull off.

Down Special – Levitation Field

Captain Ginyu extends out his arms to either side as a gigantic radius 2.5X Bowser’s size in front of Ginyu starts becoming distorted as it gets manipulated by Ginyu’s telekinetic powers. Anybody standing in the radius gets constantly pushed towards the middle at a rate –just- slower than the dashes of Ganon and Jigglypuff, making it easy for Ginyu to either drag people around where he wants them (AKA off-stage) or to hold them in place so he can unleash multiple attacks on them. The levitation field will also suck up any projectiles and any other objects that are capable of leaving the ground. If the projectile is faster than the levitation field’s suction speed, it will be able to fight against the pull and just be slightly slowed as it goes through the levitation field. If it’s just barely faster, though, the projectile will rotate around the source of the suction repeatedly rather than just sitting in the middle of the levitation field.

The levitation field moves to constantly stay directly in front of Ginyu and lasts forever until either Ginyu is hit or he cancels the move by inputting a Down Special Smash. While Ginyu is channeling the levitation field, his float is as slow as Peach’s and only lasts for 3X the duration of it. Inputting Down B when the levitation field is already up Enables Ginyu to shift the position of where foes in the levitation field get sucked from the usual location of the center, him able to choose a precise location with the control stick before releasing the B Button. Good places to put the “source of the suction” include the bottom of the levitation field to try to constantly ground foes, on the outer edge to constantly push foes away from you, or the inner edge to constantly bring foes towards you.

Side Special – Galaxy Dynamite



The captain fires forward 5 purple energy waves as tall as Kirby and as wide as Ganondorf. The projectiles move along just a touch faster than Jigglypuff’s dash the distance of Final Destination, and explode on contact in Kirby sized hitboxes that deal 2%, weak set vertical knockback, and cause significant hitstun to foes. These projectiles are always in the same horizontal location as they travel together in a line formation, but there’s a Pokeball’s height worth of room between each of the 5 energy waves – not much, meaning it’s easy to get hit by 2 or 3 of these at once based off your size. Aside from this, if you get hit by the bottom one, you’ll get knocked up into the top one by the time it ends. This has notable start-up lag and Ginyu cannot fire out more Galaxy Dynamite when some is already in existence.

The incredibly slow moving nature of these projectiles enables them to be completely and utterly manipulated by Ginyu’s levitation field – the projectiles will circle around the source of the “suction” in the field, the individual projectiles keeping the same amount of distance between them as usual. If the source of the levitation field –isn’t- the center, there won’t be enough room for all of the projectiles to fit inside the levitation field – this is the only real reason to keep it at the center. While the knockback of the projectiles may knock foes out of your levitation field, rest easy, as the hitstun on the move means gravity will bring them back down into the levitation field before they can jump away. Ginyu has to be wary, as he is actually vulnerable to his Galaxy Dynamite – while generally not a factor, if the lasers are rotating around and the foe interrupts them as the tips go to point at you, you’ll take your own attack to the face.

Ginyu can use this move to damage his body to make it feeble for when he swaps it with the foe, but the 3 hits the projectiles do will generally leave Ginyu much too vulnerable to actually getting killed before he can. That said, the side effect of the foe potentially unleashing your projectiles back on you when they’re circling in a levitation field isn’t as bad as it first seems. . .

Up Special – Gigantic Swoop

Ginyu enters the Superman pose as he goes to face diagonally downwards in the air, then starts heading downwards 1.5x faster than his normal aerial movement speed. Foes who come into contact with his fists are dealt 10% and a meteor smash on par with Rob’s dair. Ginyu will continue to go downwards until you release B, at which point he’ll turn the arc he’s traveling in into a “U” shape, using his momentum to go up higher into the air – Ginyu will go half the distance he traveled downwards higher than he originally was, and will also have obviously gained a large horizontal distance. As he goes up, his fists unsurprisingly deal vertical knockback that KOs at 160% instead of spiking foes. This doesn’t put Ginyu into helpless, but cannot be used more than once in the air without touching the ground.

This recovery is obviously at its best when Ginyu is knocked up higher into the air, but it also works better when Ginyu is knocked far away from the stage horizontally – he doesn’t want to hit his head on the bottom of the stage in the upward part of his arc. This ends up in Ginyu actually DIing –away- from the stage after being hit in order to correctly position himself for his recovery. You’d think this recovery would be very gimpable, but Ginyu’s Levitation Field proves highly useful in preventing foes from attacking him on the way up. The levitation field in combination with this move also provides for good gimps as Ginyu drags the foe down and then turns to face upwards, moving the levitation field faster than it can suck foes towards it. The inverse is also applicable when on-stage, making this combination a great way to drag foes up into the air.

STANDARD ATTACKS

Neutral Attack – Dance of Joy

Ginyu raises his hands up into the air in an awkward manner as he does long full kicks with his legs, alternating which leg he kicks with every time, humming to himself subtly as he does so. Ginyu does one kick every 5 kicks per second, each kick dealing 2% and flinching. This “attack”, as good of a taunt as it is, has situational use outside when the foe is against a wall. When the suction point of a levitation field is right up against you, though, it can take a while for foes to DI away from you to escape the infinite jab combo.

Dashing Attack – Grinding Halt

Ginyu lifts up his feet as if to skid to a halt from his dash. On its own, this is just a rather fast attack and way to come to a dash, Ginyu traveling a mere Kirby width before stopping. Unfortunately, the attack is pathetically weak and the range is very poor, dealing a mere 3% and very weak vertical knockback.

If you press A during the duration of the attack, though, Ginyu will use his psychic powers to quickly propel himself along the ground. The amount of time Ginyu does this is as long as you hold A, gaining more and more momentum as he does so, potentially able to go slightly faster than Captain Falcon’s dash after sliding for 1.5 seconds. Upon letting go of A, Ginyu will stop using his psychic powers and slow down at triple the rate he sped up. You can let go of A and start pressing it again as much as you want to mess with the foe’s head.

While Ginyu is being propelled by his psychic powers, 10 incredibly small pebbles (Smaller than a franklin badge) will get knocked forwards .5-2 platforms at random at random. These pebbles do no damage whatsoever, but they do cause foes to flinch. . .Due to how insanely light these pebbles are, if they go through a levitation field in front of you they will be drawn to the point of suction almost instantaneously, hovering there for 2 seconds before they expire if they don’t hit anything before then. A levitation field in general is what makes this move viable, as the goal is to move it forward more than yourself. If you have the point of suction at the bottom right next to Ginyu’s feet, foes will repeatedly get sucked back towards Ginyu and get repeatedly juggled between said point of suction at Ginyu’s feet – the flinching from the pebbles typically prevents foes from getting out. This can combo all the way across the stage like a chain-grab with relative ease, but the damage dealt will be exceedingly minimal – what this move is good at is dragging foes to the edge of the stage. Of course, if you miss this move and whisk right past the foe, it’ll take you a long time to stop and leave you incredibly vulnerable to punishment. You’d think you could just not slow down and run away, but that will just get Ginyu stuck sliding against the edge of the stage, further increasing his punishment.

Forward Tilt – Elbow Jab



Ginyu does an elbow jab towards the foe, dealing a rather mediocre 5% and knockback that KOs at 200%. Against foes with their back to him or foes facing and dashing towards him, though, this knocks foes into prone. If the foe is looking to get out of your levitation field, odds are they’re attempting to do one of these, either attempting to flee or blaze past Ginyu as quickly as possible. Ginyu doesn’t have to do particularly much to make life hard for foes stuck in prone, as the suction effect on Ginyu’s levitation field prevents them from rolling in either direction and makes them exceedingly predictable. An obvious course of action is to shield-grab them out of their get-up attack. No, his grab isn’t fast enough to catch a foe who just gets up –without- attacking.

Up Tilt – Uppercut

Captain Ginyu crouches down, then leaps up as he does a gigantic uppercut, dealing 7% to foes and doing vertical knockback that KOs at 150%. Ginyu’s leap isn’t just part of the animation, as it takes him upwards a Ganondorfs into the air, his fist a hitbox the whole time. This is an excellent launcher to lead into your juggling based air-game, and brings you up into the air with the foe to boot. While this is somewhat laggy, you get an automatic retreat into the air if it fails, where you can use your float to easily evade the opposition.

Down Tilt – Inward Smack

From his squatting crouch position, Ginyu extends out his arm before smacking in an arc directed towards himself. This is a very fast move, and deals 4% and weak set knockback towards Ginyu that places them right in front of his face. This is the move to catch foes trying to run away from you and out of your levitation field like the dirty cowards they are, and also blatantly sets you up for your close ranged grab.

SMASHES

Down Smash – Twister



Captain Ginyu starts rapidly spinning around before turning into a purple tornado as large as his body. From here, you can move Ginyu left and right at Ganon’s dashing speed, rapidly press A to go up as quickly as ganon’s walk, or rapidly press B to fall down triple as quickly. If you tell Ginyu to go downwards when he’s already on the stage, he’ll drill down into the ground. Ginyu deals 10 hits of of .5% and set tiny knockback towards Ginyu per second in this state, and he can stay as a tornado for 3-7 seconds. The main purpose of Ginyu moving up and down is to reduce his hurtbox and maneuver around enemy attacks, then poke another vulnerable part of their hurtbox. This is something you’ll actually have to do, as despite what you’d expect this move has pitiful priority.

Due to this being a strain on his speed, Ginyu is unable to focus on moving his levitation field along with him during this move. This means Ginyu can move over to far out portions of the stage, catch somebody in the twister, then drag them over to the levitation field. On the other hand, being near the levitation field can also help – it enables you to better pressure foes when they’re caught between you and the field, and if your back is to it you can just retreat backwards into the field and there won’t be much the foe can really do. At the end of the move, Ginyu will move his levitation field back over to in front of him at Mario’s dashing speed, so make sure you don’t end this too far away. . .

Up Smash – Skewer

Ginyu headbutts foes above himself, attempting to skewer them on his horns. His horns are obviously a grab hitbox here, dealing 11-22% to anybody he catches above his head with said horns. With a foe impaled on his head, Ginyu is not allowed to move, but he can perform any attack he wishes – most of them unfortunately incapable of hitting the foe. Foes can escape being impaled on Ginyu’s horns with .5-1.25x the regular grab difficulty.

Forward Smash – Surprise Blast



If the input is just casually pressed, Ginyu brings his hands in front of him and unleashes an energy blast that deals 9-18% with stun on par with Zamus’ dsmash. If Ginyu holds down A, though, he’ll start bending down, moving his hands and where the hitbox is when you release A with him. If you hold it down as long as possible (Around a whole .25 seconds), Ginyu will bend over so that’s he looking backwards in-between his legs, then generate the energy ball just slightly behind himself. This move is exceedingly useful for the mindgame potential, able to nail foes who attempt to roll behind you. Most notably, if you have the suction effect of your levitation field right up against your body, foes will tend to DI towards you to get out behind you, seeing that’s the nearest exit. This move will put stop them right in their tracks immediately after they escape and let you pick them up again. If you start up the move at a point where the foe has enough time to actually react to it, you can not bend over and predict they’ll DI back into your levitation field to get a free stun on them.

If you have a foe impaled on your head then use this move and fully bend over, Ginyu will smash the foe into the ground for another 7% and cause them to enter their prone state, giving you a free grab if you have a levitation field up.

AERIALS

Up Aerial – Psychic Barrier

Ginyu lifts his hand above his head in a position as if he’s a waiter carrying a tray, causing an area above Ginyu as wide as 1.5 crouching Snakes and as tall as Wario to become distorted by Ginyu’s psychic powers, visibly pulsating, much like his Levitation Field. Ginyu is able to keep this move up for as long as he holds A. This field of psychic force however prevents foes from moving through it rather than sucking them towards it, preventing foes from dropping down on Ginyu from above. With his levitation field up, Ginyu has an incredibly strong defense. Aside from simple defense, Ginyu will want to float backwards once he catches a foe above him with this so they can’t just drop down behind him and hit him where he’s vulnerable, and instead drop down in front of him and into his levitation field.

Down Aerial – Vertical Flip Kick

Ginyu turns to face the screen, then does the typical uair that you can find on Mario, Luigi, Captain Falcon, Fox, Ganondorf, Kirby, and Diddy Kong – Sakurai is so amazingly creative, no? Due to Ginyu facing the screen, though, the hitbox on the move comes out immediately and hits foes below Ginyu, doing 6% and vertical knockback that KOs at 170%. The move hits again as Ginyu goes upside-down in mid-air eventually, comboing into itself at low percentages to ensure the foe gets knocked significantly high into the air.

This is your main launcher move to get people into the air, aside from your utilt – the fact that it hits below you makes it significantly better than most launchers, as simply just juggling a foe already above you generally requires them to. . .Y’know, already be above you in the first place.

Neutral Aerial – Rapid Kicks

Captain Ginyu kicks out one leg at a time, rapidly alternating between them. He kicks in arcs, aiming his kicks skyward despite kicking out in front of himself. These kicks deal 2% each and weak set vertical knockback, and Ginyu can kick 4.5 times per second. This move may not have as obvious of a purpose as your other aerials, but it’s still very much needed – this is what prevents gravity from sucking foes out of your levitation field in the air, as you can just repeatedly juggle them with your kicks. This doesn’t even require you to put the point of suction at the top of your levitation field, which would probably make the foe go –too- high anyway and just let them attack you from above.

Forward Aerial – Double Pile Driver

Captain Ginyu raises his left arm above his head and makes his hand into a fist, then smacks down in front of himself with it, dealing 10% and spiking foes as powerfully as Ganon’s dair. Ginyu then proceeds to do the same thing with his right arm, but smacks his right hand down on top of his left hand, causing anybody under his left hand to take 15% and get spiked 1.5x as powerfully as Ganondorf’s dair. While you’d think this is basically just extra ending lag after the first hit, this extra hitbox can punish foes who just casually dodge the first hitbox and don’t get the hell away – which isn’t always possible when they’re in a levitation field.

If the foe hits the ground while in hitstun from this move, they’ll either get knocked into prone, get pitfalled, or get blasted through the bottom of the stage. Which of these three happens depends on how far the foe gets knocked down, and they obviously can’t get knocked down particularly far if you don’t juggle them up into the air through a combination of your uair, dair, and levitation field. The foe must get knocked down at least 2 Ganondorfs to get pitfalled, 4 to get spiked through the stage. It takes a good .75 seconds for the foe to come out of the bottom of the stage once they go through the top, so you have plenty of time to go down under the stage in pursuit.

Once you do indeed knock the foe through the stage, your uair surprisingly becomes a very nice gimping tool – if you’re pushing the foe into a solid surface, they’ll get constantly crushed against it, taking 2% per second and unable to attack. They can still DI to avoid your levitation field, but if they stay in this state for 2 seconds they’ll enter helpless. You can push them along the bottom of the stage like how most chain-grabs work on top of the stage, and if they’re too far away from the edge when you start it up they’ll have little hope for survival.

Back Aerial – Spinning Kick

Ginyu folds his arms, then spins around backwards as he extends out both of his legs briefly to do a light kick backwards to the foe. Ginyu doesn’t stay turned around, making a full 360 spin to face his original direction at the end of the attack. The kick deals 6% and set knockback to place foes on the opposite side of Ginyu they were, spaced the same distance they were away from him initially. Aside from knocking foes behind you into your levitation field, this is also ideal because a foe behind you will generally be facing you the vast majority of the time – which means their back will be facing you once you spin them around, severely limiting their options.

GRAB-GAME

Grab – Swipe

Ginyu does an incredibly fast but incredibly short ranged swipe of his hand for his grab. In order to actually land his grab, he’ll generally need to rely on his levitation field to bring foes in close enough.

Pummel – Restrain



The captain gets behind the foe and restrains their arms as in the picture, then squeezes their arms. In the case of a foe with no arms, Ginyu just does a head (Body?) lock with one of his arms. This pummel isn’t activated by individual presses and instead relies on you holding down the pummel button, dealing 2% every half a second. While the foe is being pummeled like this, the grab escape difficulty is increased by 1.5x. The main purpose of this pummel is said increased grab duration, as it lets you take some time to drop closer to the bottom blast zone before you use your throw.

Forward Throw – Release

Ginyu releases the foe very suddenly, putting him in the foe in a frame neutral stance. Nothing happens if the foe wasn’t button mashing to escape the grab, but if they were, they’ll stagger forwards up to 2 platforms quite quickly after they escape the grab due to leaning so far forwards and trying to get out of the grab. At the end of the distance the foe travels, they’ll fall flat on their face into prone. The foe can prevent this if they manage to stop button mashing just as the animation begins, but they’ll still teeter and flail their arms briefly to correct themselves over .15 seconds, during which any attack from behind will knock them into prone.

In the air, this works largely the same outside the animation. Rather than the foe trying to burst free they’re simply kicking and screaming, trying to get out of the grab. When Ginyu releases the foe, one of said kicks causes them to kick off of Ginyu. The one gameplay difference is the foe obviously doesn’t fall into prone, unless they fell down to the ground during their forwards flight.

This can be used out of your pummel instantly without canceling it – this makes things very scary for foes off-stage, as you can just let yourself drop and force them to attempt to escape before using this throw. Unfortunately, seeing Ginyu’s recovery is very poor vertically if he’s close to the bottom blast zone, you won’t be able to go down –too- far if you expect to come back alive.

Back Throw – Energy Bomb

Ginyu grabs the foe in a stranglehold with one hand to tighten his grip, then charges an energy bomb in his other hand. After briefly charging for a bit, Ginyu smacks his arm into the foe’s face with the max size projectile in hand, dealing 8% and knockback that KOs at 100% to the foe – quite impressive. Due to the size of the blast, though, Ginyu also gets caught in the explosion, taking the same damage and knockback as the foe. . .The damage obviously isn’t a bad thing, what with Ginyu’s body swap existing. The knockback may seem bad, but it enables you to go along with the foe and positions you right behind them – the fact that Ginyu’s getting hit by himself prevents his levitation field from going down. If you both have a similar percentage and you place the point of suction in your levitation field against your body, this can be a sort of very awkward chain-grab, but the percentages required are awkwardly specific and vary based off each character’s weight. Considering Ginyu will always die first if this is used as a suicide KO, you’ll generally just be using it to get the foe as far off-stage as possible.

Up Throw – Clamber

Ginyu charges up a projectile before very weakly throwing it downwards, still holding onto the foe. Ginyu then proceeds to toss the foe down for 2% after the projectile, then stomps them harshly so they catch up to it for another 3%. Upon contact with the projectile, the foe is dealt 3% and vertical knockback that kills at 90%. As the foe passes by Ginyu, he grabs onto them and clambers up their body awkwardly, stomping on their face and what have you, before getting on top of them and stomping them down lightly for a final hit of 2% for a total of 10%. This stomp causes Ginyu to knock the foe into a footstooled state until they fall roughly 2 Ganondorfs or so, depending on their fall speed. Unless the foe is at a –very- low perentage, they’ll still go up more than they fall, meaning you’ll be using this to get the foe higher up in the air for your fair above the stage mainly. However; when under the stage you can use the bottom of a stage as a roof to prevent you from gaining much height, turning this into a superb gimping tool.

Down Throw – Blast Off

Ginyu goes through the same animation as his bthrow, grabbing the foe in a stranglehold and charging up a projectile in one hand, but this time he turns to face the screen. Once he finishes charging up the energy bomb, Ginyu tosses the foe slightly below him before he brings the projectile over the energy bomb over top of the foe, engulfing them, before he detonates it. This deals 10% to the foe and 5% to Ginyu. The foe takes no knockback due to being caught in the dead center of the blast, but is instead stunned for slightly less long than Zamus’ dsmash. Ginyu, up above the blast, takes knockback that kills at 135%. This throw is rather generous to the foe, only causing them to fall a bit farther before they can recover, but enables Ginyu to actually survive.

FINAL SMASH – GINYU CANNON


Ginyu turns to face the screen, gains a white aura, floats up 2 Ganondorfs, then lets out a gigantic cry as he fires a huge beam from his palm directly downwards. The beam is 1.5x as Bowser and reaches all the way to the bottom blast zone, going through anything in its path, whether or not it’s solid. Ginyu channels the beam for 3 seconds, dealing 30 hits of 1% and weak downward knockback per second. Foes can DI out of the beam from the middle within about .8 seconds, but that’s hardly relevant when the beam can knock you through the stage, much like Ginyu’s fair, in which case you’re basically a dead man. If not immediately, afterwards when Ginyu comes to finish you – don’t think you have 2 free seconds to recover once you get out of the beam, as Ginyu is free to cancel the Final Smash at will.

PLAYSTYLE

Ginyu KOs almost exclusively through gimping – his throws may have low KO percentages, but if used to KO they’ll end up turning into suicide KOs where Ginyu dies first. In order to get foes off-stage, Ginyu has two many courses of action. The first involves a fairly run of the mill gimping procedure of taking the foe to the edge, most commonly with his dashing attack. Considering his dashing attack almost certainly spells Ginyu’s doom if he whiffs it, though, he may want to goad the foe into the levitation field in other ways before he starts the dash – his dsmash and usmash/fsmash combo being the most obvious. His Side Special lasers rotating inside the levitation field will prevent foes from avoiding the dash once they’re inside it, or you could simply just send the projectiles far ahead of you to aid your approach. If still too worried about the foe rolling past him and avoiding the dash, Ginyu can use his fsmash, jab, ftilt, and dtilt to pressure and space the foe about inside the levitation field. Considering Ginyu is quite good at keeping the foe inside said field, he can potentially just use a combination of these various moves to walk the foe over to the edge.

Once Ginyu gets the foe to the edge, he can knock them off most easily with a fthrow/bthrow/bair, and from there he can just use his fair/bair/Up Special/grab to finish the foe off like any other gimper. Should he get off the grab, Ginyu will want to use his pummel so he can drop down further with the foe, then either use his fthrow or dthrow based off whether he needs to save himself or not. Ginyu’s ability to save himself with his uthrow/dthrow enable him to chase the foe beyond where he’d normally be able to recover from – just make sure you grab them before they kick the bucket. If Ginyu’s gimping attempint seems to be failing, Ginyu can just go to block off the foe’s return to the stage and attempt them to knock them under the stage as they pass, where he has far more gimping options.

Your other main way of getting the foe off-stage is spiking them through the stage with your fair. In order to pull it off, you’re going to have to scoop the foe up high into the air – a nice transition from your other on-stage playstyle of bringing the foe to the edge is your utilt, bringing you and the foe into the air. Other options for taking the foe into the air include your Up Special, dair, and uthrow. Once they’re in the air, you can juggle the foe higher and higher into the air repeatedly with a combination of your uair, dair, and nair to keep the foe constantly nearby as you repeatedly float up. If you can manage to pull off a grab, your uthrow is an obvious option to get more height – don’t worry about the foe being below you at the end of it, that’s what your trusty dair is for. Once you get the foe 4 Ganondorfs above the stage, let that fair rip and spike them through it. Should the attempt fail and you know you won’t be able to get the foe high enough, beat them back to the stage and try to catch them on your horns with usmash, as this will enable you to transition to your playstyle of bringing the foe to the edge.

Once the foe is under the stage, your uair is the most appealing option, as it can’t really be dodged, though your uthrow is also a guaranteed kill if you can manage to land a grab. All your other gimping options are still there, and while less good their existence prevents your new broken ones from being predictable. The only downside here is your uthrow/dthrow can’t save you due to the stage blocking your ascent. Seeing you’re so cloes to the ledges, though, you can potentially just go grab one of said ledges briefly to refresh your float.

Assuming you actually know Dragon Ball Z, you may’ve noticed that Ginyu’s signature move, the Body Swap, hasn’t been mentioned yet. That would be because while Ginyu is perfectly capable of functioning without it, it adds an entirely new layer to his playstyle. Ginyu’s gimping playstyle naturally complements his body swap – the fact that he doesn’t have to damage rack his foes to kill them means he can keep their percentage nice and low should he need to body swap as a back-up. It’s also far easier to hit with the beam on off-stage foes, as if you knock them far enough off-stage they’ll have little choice but to approach into the beam. The move deals hitstun, so when you go into their body you’ll regain all jumps/recovery, so rest easy. Ginyu also naturally plays worse at higher percentages, so the foe will almost immediately be handicapped if you picked an appropriate time to use the body swap – the fact one hit kills Ginyu’s levitation field instantly makes it very difficult for him to keep it up at high percentages. Aside from this, the foe will inevitably be less skilled at playing Ginyu than you were, and you know all of your main’s own weaknesses too well – noobs love to spam the dash attack which is extremely punishable, and if they bring Side Special projectiles into their levitation field you can time a hit in their back to make all the lasers get sent into their face.

Ginyu’s ability to swap bodies enables him to play significantly more recklessly if he so desires, just assuming that he can undo all the damage he takes later on. Aside from just a cover-up for inexperienced Ginyu players, you’ll want to play this way more to actually aim specifically for a body swap against characters you have bad match-ups against. All of that excessive set-up to ensure you land the dashing attack is unnecessary – who cares if you miss? It’ll be the foe’s damage, not yours. The one move that is most relevant to somebody who is specifically going for a body swap is the bthrow – you’ll probably end up sandbagging a bit to get to just the right percentage for it to work, but from there, you can rack up your damage and get the foe off-stage to easily land the body swap at the same time. If you can’t manage to get the foe’s percentage to something ideal but still want to add to your damage, go for getting the foe high in the air to spike them through the stage, and focus on using your uthrow to accomplish it – your other self damaging move.
 

Smady

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JEICE


Jeice is a member of the Ginyu Force - Frieza's best group of mercenaries, sporting a diverse amount of abilities amongst them. In terms of stature, it would seem that Jeice is at least on-par with Burter, considering that Guldo is nearly universally hated, and Recoome seems more comic relief than the other three.

Coming from Space Australia in the English Dub of DragonBall Z, Jeice is perhaps one of the least specified of the Ginyu Force. His main attributes being his Crusher Ball, which is deflected by Son Goku before it can have any effect, and his penchant for tactical retreat. Unlike Burter, Guldo and Recoome - all beaten by Son Goku, then savagely killed by Vegeta - he makes a run for it, finding Captain Ginyu and keeping himself safe from harm. This doesn't last for long, however, him meeting Vegeta as Captain Ginyu, masquerading in Son Goku's body, fights "Goku," Gohan and Krillin. Being very outmatched, Jeice doesn't back down to the saiya-jin prince, but this over-confidence proves to be his downfall - begging Vegeta for mercy moments before dying.

Compared to the rest of the Ginyu Force, he is probably the most cocky, constantly assure of his own success until his inevitable demise, though as previously mentioned, he isn't completely oblivious to his weakness. While most of the Ginyu Force are rather apathetic to each other, Burter and Jeice are shown to be friends to some measure - when Burter's knocked out by Son Goku, Jeice is shown to be distressed, and the two have co-ordinated attacks such as rushing at an opponent mid-flight and the Purple Comet Hurricane.

STATS

Size: 6.5
Float: 10
Aerial Movement: 10
Jumps: 5
Weight: 6.5
Movement: 6
Falling Speed: 9
Traction: 8

While he may seem child-like in appearance when towered over by Burter, Jeice is actually the size of a normal adult male, being quite a bit taller than Vegeta. He isn't exactly a heavyweight either, being that he is indeed just a regular humanoid unlike other members of the Ginyu Force like Recoome.

His jump statistic could be a little misleading - his is more like a short hop, being around half the size of a normal jump - but redeeming itself in having twice the horizontal reach. Considering this allows Jeice to move fast while facing the opponent, it is advisable to travel in jumps, though you have plenty of opportunity to turn tail and flee as well. With the float - an ever important attribute of DragonBall Z movesets - Jeice's is even more of an extreme than Vegeta's, lasting for 2x as long as Peach's, but moving at three times the speed and allowing for vertical movement at Mario's walking speed. Considering his high falling speed as well, this lets Jeice get around the battlefield extremely quickly. His traction is also good, allowing for him to make rapid turns with half the chance of tripping.

SPECIALS

Neutral Special – Crusher Ball


Taking the stance pictured, Jeice glows red as he charges a Kirby-sized red ball of energy in his right palm, before using his right palm to tap it, causing it to shoot off in the direction of the nearest opponent. The start-up of the move takes about 0.6 seconds, meaning it isn't particularly laggy, but telegraphed. The ball will lock in on the first enemy in sight until it is destroyed. As it travels, the ball will gain momentum, at first travelling at Sonic's dashing speed and being able to reach up to three times that speed after four seconds. There can only be one Crusher Ball out at once - pressing the input again causes the ball, not losing any momentum, to dash in Jeice's direction, as he gestures his left palm upward to motion the ball toward him.

When actually hit by the ball, an opponent will react differently depending on their state. If hit while shielding, the opponent struggles to keep the energy blast under control as it deals constant damage to their shield, diminishing a quarter of its health before they can freely spot dodge out of its way. If not shielding, they are forced into a quasi-grabbing position, as the energy of the ball seems to encompass them - taking form at their centre of mass, taking constant hit stun and damage of 3% per second. At any point, the opponent can mash out of this with the normal difficulty of a grab, being pinned in place. If successful, the ball is destroyed and they are instantly released. However, even with the enemy in toe, Jeice can still use the input to pull the Crusher Ball - along with the opponent - in his direction, at its speed before hitting them.

If an opponent hits the ball with an attack, it suffers knockback comparable to a 0% Bowser and has terrible traction in the air, meaning it will have to regain momentum - the ball will disintegrate after being dealt 25% damage. If the ball hits Jeice at any point, however, he will automatically bat it back at the opponent, not dealing it any damage. Even if the foe is currently being hit by the ball, this remains true - meaning you can bat the ball and the foe toward the blastzone. In this case, whatever direction Jeice is facing is where he will hit the ball; or whichever direction the left analogue stick is being pushed in. If hitting a solid part of the stage, the ball will bounce off at the opposing angle, losing a quarter of its speed.

Side Special – Transference


Simply put, Jeice puts energy into his fist, then punches forward with it, causing a bright red red flash or light to surround it and an area the size of a Kirby. Though this has little range, the hitbox lingers for 0.8 seconds, as well as the move only taking a tiny 0.3 seconds to use. Opponents are dealt 8% damage upon contact. If the move is used while in movement and hits an opponent - or crusher ball - the speed that Jeice was going at that time, as well as the direction in which he was going takes effect, transferring over to them. They will be sent in the opposite direction at the same speed, while Jeice now becomes stationary, though able to freely move about directly after the attack.

If Jeice is standing still at the time of using the move and hits a moving opponent or crusher ball, the opposite takes effect, sending him in the opposite direction of their movement with equal speed, but leaving the foe - or Crusher Ball - still. Setting up a Crusher Ball like this would probably be quite difficult, but it can be easily-performed by calling it back with the neutral special input beforehand, making it easier to manipulate as a simple trap.

Down Special – After-Image Technique

Jeice turn to face toward the screen, taking a more idle stance as he does so. After 0.5 seconds, he splits into three versions of himself – one a Bowser left or right of his current position, and one a Bowser above. Each of these are controlled at once and will perform any move Jeice can normally do, at least visually. They can also be shuffled around slightly – for example, making them all land on a platform at once, changing their vertical alignment. Pushing up against a solid platform will also cause them to de-align from their original formation. However, you can also directly control each Jeice by holding the shield input, and then the corresponding up, left or right direction on the directional input, locking the others in place and allowing to move that Jeice by itself. Pressing the shield input again will end this process.

Only one of these is the true Jeice, in fact. In the minor start-up to the move, the player can select which of the three images to take control of – that becoming the actual Jeice, defaulting to the one starting above your original location. The others are simply an illusion, taking no knockback, but disintegrating after eight seconds, or after being dealt over 13% damage independently. Fake Jeices can grab ledges, but cannot hog [other characters will simply grab the ledge over them]. Only two can be out at once, and you have to wait for both of them to be destroyed before using this move again. They also cannot actually attack, meaning their moves are basically just a distraction. Opponents who attempt to grab a fake Jeice will have a comical moment where they grab the air in confusion, leaving them open for 0.4 seconds.

The Crusher Ball will only react to the true Jeice by simply pressing the neutral special input while the ball is already out – however, if currently moving a fake Jeice using the shield and directional input, the ball will instead pursue them, though they will still not be able to influence it, and it will fly straight through them. On the rebound, it will bounce back and forth with the image as its centre of mass, eventually settling at the middle-point of it, meaning you can actually just run into the opponent with that after-image to trigger the Crusher Ball.

Up Special – Red Magma


After taking the former picture's pose for approximately 0.5 seconds, Jeice temporarily becomes a red blur as seen in the second picture, covering up a Ganondorf in width and a Bowser in height - his speed so fast that he is barely visible. In this form, he travels at the speed of four times Sonic's dash, but is only capable of keeping it up for a battlefield platform's length - being able to use this twice in the air. Whatever direction Jeice was facing when he started the move will be the default direction of his movement. If hitting an opponent on the ground or within a Kirby of it, Jeice will spiral around them several times, dealing 7% in flinching damage and causing them to go into their dizzy state for 0.5 seconds. He comes out of the attack directly behind and facing toward them.

If hitting an opponent in the air, Jeice will spiral around them several times, causing the same damage as before. During this time - around 0.2 seconds - the player can input a direction, defaulting to the opposite to the direction of entry, at which Jeice will jump out, resuming the move. The enemy is sent into a free fall, pushed half a battlefield platform in the opposite direction to that of Jeice. The Super Speed aura will cover over a Crusher Ball if used over it, not batting it away until Jeice exits the move, allowing for it to be concealed by overtaking it.

AERIALS

Neutral Aerial – Energy Shield


Jeice recoils a little, taking a more foetal position in mid-air as he charges energy in a red shield around himself. This takes about 0.4 seconds, before it is actually produced, and Jeice is able to move around fully surrounded by his lovely new bubble - expanding out to make him a slightly taller Bowser. Anyone who comes into contact with him in this form takes a paltry 5% damage and small set knockback, with the shield lasting for 2.5 seconds before disappearing; another press of the input doing this as well. Foes who are within the area of the bubble before it forms, and caught inside it, are dealt 11% damage and mild knockback horizontally.

Where the energy shield is most significant is in reacting with the Crusher Ball when active. If the ball hits the shield, it will return in the opposite direction at double its current speed, ignoring the previous maximum speed. A ball travelling at over its normal maximum speed will still cause the opponent to enter a faux-grabbing position as in the neutral special, but will not stop in place anymore - simply carrying on in its current direction and taking the opponent with it, with only a quarter of its speed reduced by this collision.

Forward Aerial - Feint Punch

Taking a very minor build-up back as he reels his arm, Jeice throws a moving punch that hits directly in front of him in 0.3 seconds, very fast. This will hit an opponent with their back turned to Jeice, or if they are use any kind of move, though Jeice can be interrupted if the opponent is fast enough. Enemies hit are dealt a small amount of hitstun, leaving them vulnerable for a further 0.4 seconds to combos. The move can be easily dodged, however, simply by standing still and facing Jeice - the opponent will easily guard the punch, but this requires them standing in place, potential fodder for a chasing Crusher Ball. If delivered to a Crushing Ball itself, the punch sends it on its way at a far reduced speed, travelling at Mario's running speed and taking a full five seconds to read normality. In all, this allows for simply positioning on the ball for Jeice, without simply summoning it right to him.

Down Aerial - Halting Procedure


Jeice puts his feet out below him, trying to catch an unlucky opponent on the end of his boot. If successful, the opponent is dragged along in the air with him, helpless, as well as taking up-front damage of 5%. Jeice will travel a platform long, before stopping, with the opponent being thrust off Jeice's shoe for set backward knockback. The opponent will, however, we facing in the opposite direction and have to turn around to attack Jeice, who ends up in a higher position than his foe automatically, giving him the strategical advantage. The move can also be used to have a softer landing from the air, making Jeice dig his feet into the stage, causing dust to fly up off the stage as he does, a Kirby along where the dust is kicked up. Like your dust from the neutral, this can be used with your up special to create an expansive area where Jeice's projectiles can't be seen. If used in unison with the Crusher Ball, Jeice will avoid batting the ball, instead ducking as it goes right over his head, then heads back towards him after it misses. This helps if he wants to approach an enemy on the ground, without having to directly attack him at close-range.

Back Aerial - Crescent Kick

A simple but significant input, Jeice simply spin kicks into the foreground in front and behind him, then into the background within a couple of frames of animation, making it one of his faster moves. Opponents hit are dealt 7% damage, also hitting opponents who are spot or air dodging into the background to avoid being hit by the Crusher Ball. If not dodging at the time, however, an opponent, Jeice's Crusher Ball or Fake Crushers will be sent into the background or foreground, with their time spent in it depending on their current percentage - like with horizontal or vertical knockback normally works, but in depth to the screen. What direction they go in depends on what part of the move they are hit by, with the first part potentially hitting them into the foreground and vice versa. This can coincide with moves which send the Crusher Ball into these planes, wherein one can still spot dodge, but a good Jeice will be waiting for their arrival. Unlike the balls, however, opponents will not fall back through the foreground / background after being hit into the opposing plane, simply "landing" in the two-dimensions.

Up Aerial - Charged Gloves

Jeice pulls his arms to a position above his head, held up straight and emanating with red energy, as his hands seem to be open and charging a spherical, near-transparent object around the size of Wario. After 0.5 seconds, the orb explodes, sending Jeice downward and hitting any opponent within a Bowser of the blast for 12% damage, as well as knockback capable of knocking out at around the 150% mark. If the Crusher Ball has been summoned back by Jeice, the energy in his hands will attract the ball, causing it to sit just above the sphere. The ball will react as normal to the explosion, reacting as if a 0% Bowser to the explosion.

If the ball is able to properly get on top of Jeice - which takes a good portion of the Crusher Ball being near Jeice already to pull off - it will be enveloped in the energy sphere. Instead of detonating it, Jeice will now throw it at the opponent as he would a normal Crusher Ball, now having completely altered properties - dealing 12% on collision with the enemy, and high knockback. If Jeice can get Fake Crushers into position - not being able to pull them towards him, but taking advantage of their slow speed - he can similarly manipulate them like this.

STANDARDS

Neutral Attack – You'll Never Match Me!


With a somewhat awkward start-up of 0.8 seconds, Jeice begins to gather red energy at both arms resting at chest-height, before throwing forward both separately and continuously, sending off barrages of blasts straight forward, though with some minor randomness as to the exact vertical placement of each individual blast [which can only vary up to half an Olimar from the starting point]. The blasts reach an infinite length before, being about the size of a pikmin and going at the speed of Falco's blaster. After the first blast, each consecutive one after comes out after only about 0.1 seconds, making it extremely easy to combo with once the first hit has landed. When hit, the opponent suffers 2% damage per hit, along flinching knockback on top of a very minor push back of about half a Kirby in distance, keeping the move from simply combo'ing them to death.

When the blast hits an opponent, there is a small amount of dust picked up off of the floor or simply from the remnants of the explosion that surrounds them, creating a cloud around the size of Kirby for each hit. This dust will linger on the battlefield for ten seconds before disintegrating, obscuring all that it covers - including the Crusher Ball, the enemy and Jeice. Using your up special within the cloud will cause it to stretch up to 3.0x its normal width in any direction, turning it into a proper smokescreen as opposed to a Kirby-wide cloud. This may be a good time to play switch around with your after-image buddies, or simply to throw around the Crusher Ball if your opponent can't see where it's going.

Dashing Attack - Knock Out Punch

Dashing forward with a fist brazen and raised above in a serpent-like stance, Jeice then punches up to a Kirby in front of him, dealing 8% damage and set knockback. The punch is more of a reel, reaching into the foreground or background [depending on the way Jeice is facing to the screen]. If on the ground, an opponent will be forced to turn around by the punch, fumbling on their feet for 0.4 seconds. Hitting the Crusher Ball with this move when it is headed toward Jeice as he dashes will cause it to spin on its axis and slow its speed down to that of Mario's run. If performed as such, the ball will follow behind Jeice as a slowed speed, eventually getting up to its regular speed after three seconds of spinning. Having the ball following you like this has obvious advantages to it, though worth mentioning is the combination with your up special to throw them straight into your Crusher Ball.

Forward Tilt - Fake Crusher

Jeice puts out his right hand, with the palm facing up, as he charges a bright red orb of energy from it, hovering slightly. The ball is the size of Kirby, almost identical to the Crusher Ball in appearance, at least. The whole process of creating the ball takes a meaty 0.9 seconds, meaning you can't spam this move. Regardless, Jeice throws it. The ball will actually hang around in mid-air, until any opponent comes within a Bowser distance of it, at which point it will pursue them at the speed of Sonic's dash, though not gathering momentum. If it hits the opponent, it deals 8% damage and slight knockback not capable of knocking out. Unlike the Crusher Ball, this attack cannot be destroyed or rebounded.

Interacting with the Crusher Ball, having it pursue an opponent behind the Fake Crusher will cause it to continuously bounce off of the back of it, no matter how much faster it may be. Generally, its speed allows it to catch up with the other ball around a second after bouncing off of it. This allows for Jeice to make for more complex traps for the opponent, slowing down the Crusher Ball behind the Fake Crusher so that it takes a more leisurely speed. When a Fake Crusher is thrown behind the Crusher Ball, it will simply cause it to speed up by a measure of 0.25x each time it causes the other ball to bounce forwards, off of it. This happens once per second, generally. Once any of the balls hit the opponent, it's more-or-less guaranteed the stacked damage of any other pursuing spherical attacks will hit them too. Fake Crushers are also just as easily obscured by dust as regular ones, so you can play around with that for mindgames.

Down Tilt - Red Comet Attack


Jeice starts off by trying for a low kick on the opponent - if connecting, sending them off their feet and into the air on level with Jeice's chest, causing them 5% damage. Foes can jump out of this state, simply DI backward or try to attack Jeice. The Jeice player then has a choice of three inputs - up, forward or down. These all correspond to the foe's reaction, but usually the foe has little time to react at all, after 0.9 seconds falling to the floor in their tripped state. Jeice can also simply not press any input, or fly backward and avoid enemy attack, if he wants to position himself for a counter-attack.

Pressing up causes Jeice to direct several kicks above him, hitting foes that attempt to jump over him and catching them for up to 5 hits of 2% each over 1.5 seconds, ending with a final kick that deals 7% and kicks them a Ganondorf higher into the air, where they are in forced free fall for 1.2 seconds. Pressing forward causes Jeice to dash forward and punch the air in front of him 7 times for 1.5% damage, stunning opponents in place with each hit for 0.2 seconds. Pressing down causes Jeice to simply guard, bringing up both arms in a defensive stance - any attack dealt to Jeice will now cause no damage, but also be slowed down to 0.7x its normal speed. This results in Jeice gaining a small frame advantage on the foe most of the time due to end lag. Generally, Jeice will want to slow his opponent down like this to allow for his Crusher Ball to pursue and hit them.

Up Tilt - Scouter Zanzoken

Jeice stands in place momentarily, clicking the scouter on his face to cause it to make bleeping sounds, this lasting for about 0.4 seconds. If the foe moves more than a Kirby in distance during this move, it will be cancelled, and they also have to be within a Bowser of Jeice. If they won't move - which is easy enough to produce, if you use your forward aerial close to the ground or if the opponent is at all campy. When successful, Jeice will say, "Gotcha!," using Zanzoken - a super fast movement - to move right next to the opponent, using an axe handle to hit them down for 8% damage. The foe will be pitfalled if on the stage, or simply hit into the ground or toward the blastzone if off-stage. Knockback enables a real gimp with this move with a foe around the 120% mark, if they're off-stage.

If the opponent is more than a smart bomb's exploded radius away from Jeice, though, the move takes a very different approach. If a Crusher Ball is not out yet, Jeice will immediately throw one out after the initial scan with the scouter. Once it's out, Jeice adopts the red aura familiar with moves that manipulate the ball, now locked in place in his current position and motioning toward the ball. Now, rather than having bad tractions on turns or when it misses the opponent, the ball will simply stop in mid-air for 0.3 seconds, before immediately pursuing the foe right after. This will continue until Jeice cancels the move, or until the foe attacks him out of it.

SMASHES

Side Smash - Crusher Cannon


Screaming in ecstasy, Jeice begins to charge a large amount of red energy in his right hand, causing it to emanate with an aura the size of Kirby around that area. After between 1.1-1.5 seconds, Jeice pushes his right arm forwards, from there shooting a Mario-sized ball of energy, as well as a beam behind it the height of Pikachu following it for up to a platform in length. Depending on the charge time, the beam will continue travelling from the length of final destination to double its size, simply disintegrating once it has reached its maximum distance. At default, the beam will simply travel slightly above ground, at Sonic's dashing speed. By holding the input and giving a directional input as well, Jeice can bend the trajectory of the beam in any direction, it bending to a fully erect, upward trajectory after 0.5 seconds. Doing this also lengthens the beam to all the way back to Jeice, the rest of it disintegrating until it's only a platform long once he cancels out of it. Jeice can release the input at any point to allow the beam to continue on its current path, potentially creating a circle of death where the beam connects in on itself. He can also cancel out of the move once its tail has reached the full platform in length.

If an opponent is hit by the head of the blast, they are dealt strong knockback that becomes a real threat at around 130%. Being hit by the beam of the blast, however, locks the opponent in place as the rest of the beam travels through them as well, dealing 2% per increments of a half-second. Hitting your Crusher Ball with the head of the blast will cause it to be absorbed, increasing the size of the blast to Bowser's size - refreshing the distance the beam can travel back up to the length of final destination, while also boosting its speed to twice of Sonic's dashing speed. Also, now pressing the neutral special input will cause the beam to shoot in Jeice's direction, just as with a normal Crusher Ball.

If the Crusher Ball hits the head or blast of the beam, it will rebound as if it hit a wall. If hitting the beam, though, it will veer off and take the back of the wave wit hit, leaving the rest of the blast - from interception's point upward - to go off in another direction, while this new beam continues to stalk the foe. The Crusher Ball is no larger in this form, but it now has the platform-long beam behind it. An foes who touch this beam will be dealt 5% damage flinching, as well as suffering the effects of the Crusher Ball immediately after. Doing this will cancel Jeice out of any control he has over the initial attack, however, meaning it will simply follow whatever course it was on before the ball's intercept.

Down Smash - Explosive Wave

Adopting a braced position, Jeice begins to spit with electrical sparks around his entire body, them building up over the 1.3-1.8 second charge time, making this have a little bit of start-up lag. Once the time is up, Jeice throws all extensions out to their furthest extremities, screaming as he does so, a red flash and explosive aura surrounding all of the area within an exploded smart bomb's radius of his body. Opponents within a Bowser of Jeice are dealt a damage ranging from 18-28% based on charge time, with knockback relative to their position toward Jeice. Foes within a Kirby's distance of Jeice are dealt extreme outward knockback that becomes a real danger as low as 100% on medium weight characters, while foes at the edge of the explosion are simply dealt flinching and small, set knockback.

The Crusher Ball and Fake Crushers react to this move in the conventional sense just as they would an enemy's attack - being treated as if it were Bowser at 0% for knockback, though taking no knockback. Letting the ball get this close and having this happen would probably be considered a failure, however, in that you can have a more deep interaction if you actually allow it to pass over Jeice. Due to concentrating on channelling the energy, he cannot bat back the ball, meaning that it floats over his body and into the foreground, closer to the screen, due to the aura pushing it that way from Jeice. Depending on charge again, an explosion at this point will cause the ball to go into the foreground rather than directly toward the opponent. When the ball starts to descend upon them, they will find it far more difficult to spot or air dodge it. Of course, it will also go into the background if it misses them, losing a quarter of its momentum as it does so, but swinging back in toward the foreground to try and hit them again. It will continue to behave like this until it's comfortably worn out all its momentum travelling the three-dimensional planes like this, reacting just as it would normally if it hits an opponent.

Up Smash - Full Power Energy Wave


Turning onto his back, Jeice begins to charge red energy in his right arm, holding it at the elbow with his left hand. After 1.4-1.9 seconds, Jeice fires a beam straight up into the air, travelling at the speed of two to three times Sonic's dashing speed, being able to reach the top of the entire final destination stage before Jeice can no longer sustain it, regaining his footing on the ground and allowing the beam to disintegrate. Any foe hit by the beam on its ascent are dealt constant upward knockback, similar to Falco's blaster, each second, as well as hits of 6% per half-a-second. The beam varies in size, being anything from Kirby's to Bowser's size depending on charge.

The move's true purpose is really in zoning, however, as the side of the beam can easily hit the top of most stages, cutting off the foe from the stage. The side of the beam actually acts as somewhat of a beam, as it simply deals slight knockback and 4% upon contact. While this is good for the opponent as it renews their recovery, Jeice can easily have thrown his Crusher Ball out with them off-stage, and considering it rebounds off the beam just as with any other wall, this presents a serious problem for the foe. Unlike your side smash, cancelling out of this move at any time will cause the attack to stop, and allow your opponent to recover if you were going for the gimp.

GRAB GAME

Grab - Atlas Shrugged

Jeice glows red as in his neutral special, with minor start-up lag of 0.3 seconds as he gets into stance. He holds his right arm at the elbow joint, holding it up in front of him in a similar fashion to how he normally would over his head when throwing the Crusher Ball. At this point, Jeice now controls the direction of the currently out Crusher Ball, but only in making one very sharp movement that is not straight at the opponent. This can include forcing it to bob just below where the foe is currently hovering, or above them into their jumping space. The player has until the ball loses all current momentum, so by travelling too far away from the opponent, or pushing so slowly that it comes to a complete stop.

If the ball hits, the grab is initiated. If not, Jeice exits control of the Crusher Ball, suffering minor end lag as well. Once hit by the ball, Jeice pulls both victim and sphere toward him at double Sonic's dashing speed, holding out his left hand to stop the ball - or the opponent, if the ball is smaller than their mid-section - rather than hitting them away. If no Crusher Ball is out when using the grab, Jeice will instead use his neutral special. Releasing the opponent immediately means you can still potentially just run right up to them and bat them away like normal, but as soon as they are hit by the Crusher Ball, they can begin mashing buttons to escape from the grab.

Jeice's grab can, of course, be initiated in the air, as well as on the ground. If an opponent is already caught in the Crusher Ball and within touching range, Jeice can also initiate the grab then, or if he uses his neutral special to bring them within touching range. Holding the grab input will stop him from simply kicking them away. Throughout the grab, the foe is still taking the damage of 3% per second until out of the Crusher Ball.

Pummel - Maximum Power Crusher Ball

Jeice starts to channel a red energy through his hand holding the Crusher Ball, causing it to increase in size, progressively becoming bigger for every second holding the input, causing 3% damage to the foe each time. After three seconds of it increasing, it becomes the size of Bowser, probably mostly covering the foe and extending the grab's strength by 0.75x. Now too heavy to hold in the air by pure spiritual energy, Jeice drops the ball, likely hitting the stage, though possibly letting them fall toward the bottom blast zone. Thankfully, the ball is still rather buoyant in the air, dropping at half of Jigglypuff's fall speed. However, now inside their own Crusher Ball, the opponent is now affected by Jeice's energy shield, side smash and any other move that would normally affect one.

At this point, Jeice can also create another Crusher Ball, due to this one currently being out of service. Though you can't hit the opponent within their Crusher Ball, they react to it like Jeice in his energy shield - rebounding it in the opposite direction. This allows Jeice to build up momentum on it before the pummel ends. Once the foe escapes the grab, the ball around them disintegrates.

Down Throw - Weakling Struggles

Putting his hand slightly more toward himself than in the normal grabbing animation, Jeice uses his control over the Crusher Ball to pull it toward him, exposing itself with only its edge actually holding the opponent, this causing them to squirm, as they attempt to wriggle out of its control, to no avail - at this point, the move can be escaped through a refreshed button mashing meter. Jeice then hovers so that he is above the opponent, but with the Crusher Ball still holding them on its side, but now holding them so they're lying down in the air, with the ball sticking out of the top of their mid-section. Jeice now raises his right arm, before bashing down on the ball with it in a chopping motion, sending the ball downward at the speed of Fox's dash. If the opponent hits the stage, the ball will damage them as it shoves them into the ground, dealing 3% per half-a-second before being kicked off by the opponent in a default random, or direction which can be input by the opponent player.

Back Throw - My Hands Are Tied

Again using his power over the Crusher Ball, Jeice turns the opponent around so that the top of their body is facing him, lying down in mid-air. Once positioned like this, he generates a small, concentrated orb of red energy in his left hand, then placing it through his influence on spiritual energy onto the foe's arms like handcuffs. After this, he non-nonchalantly grabs the foe and spins them in place like the Mario Bros' throw, spinning them around once before letting them go, dealing 10% damage. Depending on their percent, the foe can be thrown anywhere between a Ganondorf away, or half of final destination. If the foe falls to the stage, they remain prone until they mash out of the Crusher Ball.

Once they've button mashed out of the Crusher Ball, however, it isn't over - the orb restrains them from using their hands, and has to be broken off by using moves that would normally use those extremities. The foe is also stopped from grabbing ledges due to this inconvenience, meaning they'll want to start spamming aerials using those extremities. If the opponent doesn't have arms, this move will instead concentrate on the part of the body they use to grab the ledge, still requiring that they use moves making use of it to break the orb. Despite the loss of their arms or other extremities, however, the foe can still jump, meaning they aren't completely gimped.

Forward Throw - Grab and Release

Letting release of his temporary prisoner, Jeice allows the opponent to drop at their own fall speed, before taking a cowardly kick at the Crusher Ball emanating from their mid-section, causing them 8% damage and knockback based on the ball's constant momentum building. Pressing the forward direction again will cause Jeice to hit it again, flying up to it and delivering a blow that increases its momentum, but leaves him vulnerable, dealing the same amount of damage to the opponent. The speed of the opponent begins at Sonic's dash, increasing by 0.5x each time that Jeice hits them. The risk-reward of this move, however, lies in the ability of the opponent to break the ball before Jeice gets to them, leaving him vulnerable to their counter-attack. Simply not pressing any input for 0.5 seconds after kicking them the first time will leave the opponent flying away from Jeice, at least giving him a comfortable distance from them, this being safer than simply releasing and batting them away.

Up Throw - Hurricane Dizzy

Similar to how he interacts with foes in his up special, Jeice begins to fly, or run around his foe, until reaching a point fast enough that he is almost invisible, becoming a red blur as he runs around them. As he makes orbits, the Crusher Ball begins to glow red, as does Jeice in his obscured form. The foe is still able to button mash out at this point - if they do, they end up in the same position as they would have with Jeice's up special, with Jeice appearing behind them as they are dizzied. If not, Jeice is able to pitfall them after two seconds of flying around them like this. If in the air, the opponent will be brought down at the pace of Mario's walk, though again switching for the up special if they are able to button mash out of the move, with Jeice being able to choose a direction from which to jump out to, leaving the opponent in a forced free fall.

If the opponent still hadn't button mashed out of the Crusher Ball before being pitfalled, they can be brought up out of it early by pressing the neutral special input, leaving them standing, but dizzied for 0.8 seconds. Likewise, an opponent abandoned in the air with a Crusher Ball still attached will also have to fight against its momentum to avoid gimping. As long as it is there, though, Jeice cannot continue attacking by throwing out another.

Final Smash – Purple Spiral Flash


Jeice calls out for Burter, who flies in from the nearest blast zone over to Jeice, or simply from wherever he is if a Burter allied to Jeice is in the match. Jeice and Burter then briefly get into the typical DBZ constipated charging position as they form blue and red energy shields around their bodies before they both fly up into the air 3.5 Ganondorfs above the center of the stage. Burter then proceeds to fly around in circles insanely quickly, causing a gigantic vortex the size of Giga Bowser like the one pictured to be created. Contact with it deals 20% and knockback that KOs at 90%, presumably from making contact with Burter who’s flying around and making the vortex. Jeice’s contribution to the vortex is throwing out a horde of purple projectiles, 20 per second, which vary in size from that of Kirby to that of Bowser, dealing anywhere from 5% and flinching to 15% and knockback that KOs at 145%. Jeice’s projectiles all get shot out at insane speeds on par with a dashing Sonic, and will ricochet off of anything they come in contact with outside something they can damage. Any projectiles that come into contact with the giant swirling vortex will also be deflected with triple the speed and power, so don’t get any bright ideas. The Final Smash lasts 10 seconds, which means Jeice will have created 100 projectiles by the end of it!

PLAYSTYLE

Playing Jeice obviously requires first and foremost control of the Crusher Ball - being that it has interactions in most of your moveset, it will be a requirement to win, and cannot simply be allowed to chase the opponent without your manipulation. As soon as possible, throw it out - there's no real disadvantage to this, unless your opponent has some kind of anti-projectile mechanic. Even if it's just there, chasing them around, that pressure is key to Jeice's playstyle. If, by chance, you do hit them as soon as you throw out the Crusher Ball, you'll want to focus on purely damaging them with your grabs first of all, which are mostly for damaging anyway - as the ball creates automatic damage, it should be very easy to get a foothold in the match.

With that out of the way, it's time to really put the pressure on your opponent. It's really very difficult for most characters not to be aggressive when under the constant threat of the ball, especially when it only builds speed. If aggression is what you're facing, be sure to throw out moves like your up special and down special to keep you out of harm's way. If the opponent is trying to make some camping, use your up tilt to stop them; smart opponents won't let you do this, constantly forcing them to move from their current position and keep them on the run, which is to your favour. In this regard, moves like your forward aerial and up tilt are also helpful in trying to influence them either to aggress you - if you feel you have the better defensive game, or for campier characters, to out-camp them entirely.

While some say good things come to those who wait, this isn't really the mantra of Jeice - take to the chase if your opponent is being excessively slippery, making use of moves such as your side special and back aerial to try and stir things up if they're fleeing into the air. Opponents on the ground can be easily slipped up by the use of moves such as your neutral standard, down tilt or dashing. If you've yet to even throw out your Crusher Ball due to an extremely aggressive foe, this would be the time to go for a down special and neutral special - it's a little unnecessarily at any time before this, as the move is really more for mindgaming your opponent when it really counts, such as winning the stock.

The real key to playing Jeice is in basically only being a distraction for them as they fight off your Crusher. Moves like your Fake Crusher [forward tilt], side smash and using dust clouds from the various moves that make a purpose of that are key in advancing your play, while spreading around the dust with your up special and using your up aerial to manipulate your spherical energy attacks are further continuations of these methods. As ever, taking direct control of the ball with your grab and side smash can be a real game-changer. Though your opponent will likely try to stay away from you as much as they can due to how you can pressure them extremely well up-close, if they are aggressive enough to attack you up-close, you can always resort to your down smash or Energy Shield [down smash], which are great ways to get your opponent off your back.

Of course, those moves aren't only good moves for making your opponent go away, but also great ways to influence your Crusher Ball indirectly. This allows for moves like your up aerial, up smash and side smash can also come into play - a miss on your foe is not a total loss. Jeice's game can be very indirect; use your up special as cover to hide your ball, then throw up some dust in front of its path, use your down special and send the ball in another direction. Play around a bit with energy shield and hitting the stage, and you'll build up a fast enough Crusher Ball to stand a real chance at hitting your opponent. Just as the dust is settling, use your grab to steer it out of the cloud and toward your unknowing opponent.

Once all is said and done, Jeice has a superb gimping game. There's the simple neutral special if you already have them grabbed. Most of your throws are also quite good for that - back throw in particular. Side smash can be really good here, due to forcing your opponent to play with the Crusher Ball off of the stage, where it is perhaps most dangerous. But Jeice can knock out on-stage too, disregarding his gimping ability - the foe may think it's safe to run, but Jeice's up smash is more than capable of taking down a cocky opponent. His up aerial can potentially catch an opponent try to jump over a side smash, or, if played correctly, over a number of your projectiles. While Jeice isn't necessarily an open book, you can manipulate the Crusher Ball in various ways to create unique kinds of traps - it really comes down to more situational encounters, and Jeice has a big enough inventory to suit every fight.
 

MasterWarlord

Smash Champion
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GULDO


Guldo is from Dragon Ball Z, an extremely over the top series we all know we’ve watched for whatever reason whether or not we’ll actually admit it. Guldo is a member of the Ginyu Force, an elite group of mercenaries, who in turn work for Frieza, the current main villain of the series at the time.

Guldo himself can hardly compare physically to the vast majority of characters in the series, being short, pudgy, and rather unskilled in combat. What got him his spot on the Ginyu Force was his psychic powers – aside from generic levitation, he can freeze time, either for everything but himself or just a specific target. Guldo is exceedingly cowardly and not particularly intelligent despite being a psychic, and only does anything but blatantly flee when his enemies are completely helpless to do anything. Of course, once he’s finally done fleeing and things start going his way, Guldo gloats over his foes as if he won without any effort at all, having the typical ego and sadistic outlook on life of every other villain in the series. Despite being considered the runt of the group, Guldo is actually one of the strongest members of the Ginyu Force when he gets serious – he only died due to outside interference from Vegeta in his fight.

While the Ginyu Force generally show a large sense of comradery for each other, Guldo is the main exception to this – when he’s struggling or taking too long, he’s given threats to be kicked off the Ginyu Force rather than assistance. Guldo also has a bad relationship with Frieza, the employer of the Ginyu Force, Frieza blatantly favoring even Vegeta over him despite Guldo being significantly more powerful at the time. Considering Guldo has no real ties to any of his “allies”, he’s quite easily the likeliest of them to potentially go rogue, only staying with them to be on the winning side.

STATS

Float: 10
Aerial Movement: 6.5
Jumps: 6.5
Size: 5
Weight: 4
Falling Speed: 3
Movement: 2
Traction: 1

Guldo has an almost identical size to Wario, being among the shorter characters but also being rather pudgy to balance out his size for the most part. Aside from this, most of the stats explain themselves, it’s the typical small floaty character. While his featherweight status isn’t as pronounced as most floaty characters, Guldo takes more hitstun than any of the characters in Brawl – and yes, they do take different amounts of hitstun, and no, it’s not that noticeable, even in Guldo’s case. While Guldo’s float is twice as slow as Peach’s, it lasts for 2.5X the duration of it, meaning he rarely if ever has to use his terrible physical movement. Also unlike Peach, Guldo has full use of his grab while in the air, giving him more to play with in his float.

SPECIALS

Neutral Special – Time Freeze

Guldo blurts out the name of the move and holds his breath for a somewhat laggy start-up – he can freeze time for as long as he’s able to hold his breath. The maximum amount of time Guldo can do this is 4 seconds before he gasps for air, taking 20 seconds to fully recharge. You can tell when Guldo is fully charged again when he stops constantly panting. While 4 seconds is a very long time, his non physical moves (All his ones that aren’t terrible) will cause the timer to drain triple as quickly for their duration, due to them taking Guldo’s focus off of freezing time. By itself, the move is just a panic button that can be used while in hitstun and enable you to run away. Combined with Guldo’s other moves, though, it can get him the perfect spacing for a finishing blow or capitalize on a foe’s most vulnerable moments.

Side Special – Mind Bind



Guldo raises his fists into the air as a red aura comes up around him, and a lime green aura the size of Bowser appears a platform in front of him. This has some degree of starting lag (Though it’s not “laggy”), and the awkwardly specific position of the hitbox is what makes the move difficult to land. Upon catching somebody in the move, they’re frozen in place and must escape at 1.5x the regular grab difficulty, with Guldo able to stop channeling the move and attack freely. Foes will stay frozen in place even if they were in the air, and will not take any form of knockback while frozen. In order to land the move more easily, Guldo can keep channeling the Mind Bind after he creates for up to 2 seconds it rather than immediately exiting the move if he misses, with the lime aura being a grab hitbox all the while, moving around as Guldo moves. Guldo can also keep channeling the effect if he catches somebody in the move if he wishes, making the grab difficulty 5x as great as a regular grab for as long as he channels. Guldo cannot float while channeling the move with somebody caught in the aura, unfortunately.

Up Special – Earth Spear



Guldo brings up an earth spear from the ground in front of him that’s as wide as Kirby and tall as Marth. Guldo raises it higher and higher into the air for as long as you hold the button as fast as Meta Knight’s dash speed. Upon release, Guldo releases the spear and lets gravity do the work for him, it falling down at Ganon’s dash speed. Contact with the spear gets you skewered by it, taking 10% immediately and an additional 15% once you hit the ground, pinned to it. Getting out of this is like getting out of an ordinary grab. If Guldo floats around while he levitates up the earth spear, the spear won’t follow him, which can be good or bad depending on the situation.

Raising the spear higher into the air may seem pointless, but if the foe isn’t directly in your face you may want it to take longer to reach the ground, so it hits the ground when they –do- get there. More importantly, if the foe is –ever- going to go under your earth spear, however briefly, that’s when you want to nail them with your Side Special to keep them there.

If used off-stage, an earth spear comes out of the closest part of the stage if Guldo doesn’t have one out already, then it comes directly towards Guldo at Mario’s dashing speed. Once it reaches him, it goes horizontal before Guldo boards it, then the spear goes directly towards the edge of the stage. The spear has the same hitbox it usually does kept in-tact on it, so attacking the spear is futile. However; the spear can only float in the air like this for 4 seconds, including the time it takes for the spear to get to Guldo in the first place. Standing on the spear enables Guldo to use his ground attacks, but it does not renew any of his jumps, his float, or another use of his Up Special.

Down Special – Eye Lasers

Guldo emits two laser beams from the two gigantic eyes on the side of his head, and fires them at a point 2 platforms in front of himself. This has notable start-up lag, but Guldo is able to continuously channel the beams until he gets hit once he has them up. The main hitbox where the two beams collide is the size of Kirby does 10% and stuns foes for as long as Zamus’ dsmash (Though foes become immune to it for 5 seconds after being hit by it). . .The rest of the laser beams are in the background/foreground, and only hit foes who attempt to dodge into those planes. While this only deals 1% and flinching, it interrupts foes from dodging almost immediately after they go, and punishes them with more frames of hitstun then they got in invulnerability anyway.

Pressing Down B when you already have your eye lasers out will cause Guldo to take on a focused look, which causes the control stick to start moving Guldo’s eye lasers around rather than his movement. You can move the central point where Guldo’s lasers connect at Ganondorf’s walking speed, and obviously the lasers connecting that point to Guldo will follow along. Pressing Down B again switches things back to normal, and this is lagless to come in and out of. Inputting the move as a smash will causes Guldo to stop firing the beams, which seems useless until you realize it will drain Guldo’s Time Freeze quicker than you’d like, and if you have the beams extended out too far it can be faster to turn the move off and on to bring them back to Guldo.

Obviously there are large benefits to simply having a long range to prevent foes from dodging, but if the range is too large hitting them with the main hitbox becomes impossible, and it’s generally difficult to find enough time to extend the lasers out that far anyway. If used more strategically, the hitbox where the lasers collide can be used as a threatening zoning tool to try to scare foes into a falling Earth Spear or your Side Special.

GRAB-GAME

Grab - Telekinesis

Guldo goes to focus his energy as the area around the foe distorts. The range on this grab is infinite and hits wherever the foe is, but the duration is very brief and can be easily dodged. While the start-lag isn’t an issue, the ending lag if Guldo whiffs is notable. . .So make sure you don’t miss by blocking the foe’s way to escape with eye lasers. If your eye lasers are on the ground, the foe can just casually jump and air-dodge. If you want to be particularly devilish, you’ll want to aim your eye lasers slightly skyward, then knock the foe into the air and wait for them to be out of jumps, so they have to fall through the plane they can’t dodge as you use your grab. Foes “grabbed” by this can still attack, but have no means of movement or dodging.

By default the move grabs the nearest foe, but if you tap the grab button an additional time before the start lag is up, Guldo will aim for his earth spear instead if he has it out. Guldo’s earth spear cannot be manipulated for longer than 4 seconds in total before it “escapes” the grab and Guldo gets worn out, unable to grab it again for 4 more seconds. The 4 seconds where the spear is automatically moving around in the aerial version of Guldo’s Up Special count as time where it’s grabbed. If you grabbed your earth spear, it will flip over to be horizontal while you have it grabbed, then flip back to be vertical when you release it, unless it was constantly horizontal anyway from being used to take you back to the stage via Up Special.

Pummel - Levitation

Guldo naturally does 1% per second to the foe while he has them grabbed without your pummel, so his pummel serves a different purpose – Guldo is able to freely levitate the object he has grabbed wherever he wishes. . .At the overwhelmingly slow speed of Ganon’s walk. This –can- be used to gimp foes by placing them under the stage, but not until absurdly high percentages. Rather, this is mainly used for positioning the foe to get skewered by your earth spear.

If you start levitating your earth spear when it’s traveling by default with Up Special, you can control it as normal and override where it would normally go. When you stop using the pummel, you will automatically release the “grab” on the earth spear and it will continue going to towards the stage if it hasn’t made it there yet. If you press Z twice before releasing the earth spear, it will instead levitate in place after you let go of it, staying horizontal for 5 seconds before falling – Guldo can never passively levitate an earth spear like this for a total time longer than this, even if he re-grabs it.

Forward Throw – Doubled Edged Blade

Guldo thrusts the object he’s carrying forward, releasing all the energy he used to keep it levitated in place to do so. This deals a paltry 6% and knockback that kills at 160%, but causes the object to spin around rapidly for 10 seconds or until it touches solid ground. This makes it so it’s nearly impossible for characters to aim attacks properly due to rapidly spinning around. At first they’ll spin so quickly that basically all their attacks will function as GTFO nairs, but as it goes on and they spin slower things won’t be so easy. Landing to get out of this comes at a price, as landing your stomach/back will leave you in prone while landing upside down will deal an extra 8% to you. While you’d think that the fact that you knock the foe away doesn’t give the slow and cumbersome Guldo a chance to really exploit the foe’s troubled state before they hit the ground, your Neutral Special come into play here as it lets you run over to meet the foe where they’re going to land before they do so. This move still has uses on a foe if your Neutral Special is under a cooldown – remember how the foe can still attack while grabbed? Trigger the landing lag on one of their aerials with this – while this doesn’t knock foes into the stage, if they rotate the body part doing their attack into the stage, said landing lag will trigger, and if the foe whisks past the stage without technically becoming grounded they’ll still keep spinning to boot.

If this is used on an earth spear, then it will spin around rapidly just like a playable character. Unlike characters, it becomes a constant hitbox from all sides rather than just the bottom of it. Contact with it not only does 10-1% and knockback that kills at 150-200% based off how fast the spear was spinning, but also causes the foe to start spinning around as if you threw them directly for however much time the spear had left to spin around.

Back Throw – Pretzel

Guldo attempts to bend the foe’s limbs behind their back in unnatural and excruciatingly painful positions, before tying all of said limbs up so the foe is just lying on their stomach, helpless to do much of anything. Guldo is only able to do one pair of limbs at a time, either the arms or the feet, and he can’t tie together any limbs the foe is currently using in an attack – but not during the ending lag of said attacks. It takes .3 seconds for Guldo to tie together one of the sets of limbs the foe has, and starting up any attack that uses those limbs will interrupt him. If only one of the two pairs of limbs are being used, Guldo will ignore them and attempt to tie together the other pair. Guldo attempts to do this twice before the throw is over, dealing 6% for each pair of limbs he ties together successfully. If he gets both, then he deals an additional 6% as he combines the two separate tied together limbs into an elaborate and painful pretzel, dealing an additional 6% for a grand total of a meaty 18%.

If the foe gets stuck in the pretzel position, they can’t do anything whatsoever until they button mash out with regular grab difficulty. With only their legs tied up, they can’t use leg based attacks and typically cannot move in most cases – though most characters rely on their arms significantly more for attacks than their legs. With their arms tied up, they can’t use any arm based attacks, but will also instantly trip whenever they try to turn around during a dash and would normally slide, unable to keep their balance without their arms. Foes being unable to move has obvious benefits, but if you tie up their arms you can just constantly move to the opposite side of the foe to force them to rapidly turn around. Escaping either of these effects has the usual grab difficulty.

Out of fear of this attack, foes will largely be using GTFO nairs that use all their limbs or spamming attacks with minimal ending lag once they’re grabbed. In order to actually catch their limbs with this, you’ll need to either bring them in front of your face with your pummel to bait them into using riskier attacks, or catch them in the middle of an attack with your grab then use your bthrow while they’re still in the attack’s duration.

On characters who lack legs, Guldo is unable to tie up that part of their body with no acceptable substitute to tie up into a pretzel, Guldo will simply levitate up earth chunks and use them to pin the foe to the floor if they don’t protect those parts of their bodies. If they lack arms or anything else Guldo can twist together, Guldo will typically try to find some other body part to block that generates attacks such as a head and disable it somehow, such as by shoving a ground chunk in the character’s mouth or levitating wires out a robotic character’s body and tying up the source of the attacks. Of course, there –are- those jerkwad characters who can only be pinned to the stage, such as Zoop Triangle. . .

Used on a earth spear, the tips of the spear will bend over backwards to either below or above the spear’s bulk, dealing 10% and decent knockback before bending back into place. Guldo will automatically bend them to the side a foe is nearest to, though he’ll never bend the tips above the spear if he’s standing on it. Good for scaring foes below you while recovering on the earth spear, good for forcing them off of it otherwise.

Up Throw – Psychic Rock Throw

Guldo thrusts the foe upwards with knockback that kills at 170%, but with a minimum knockback of 3.5 Ganondorfs. This does no damage, but as the foe is getting thrusted upwards Guldo levitates a small rock chunk up out of the nearest part of the stage and throws it at the foe before they get out of hitstun. . .Assuming they were close enough to the stage for the hitstun to last that long. If you used the throw on a foe a good ways off-stage, the rock usually won’t make it in time. The rock travels upwards significantly faster then it does horizontally, so the foe having too high of a percentage isn’t an issue. The rock deals an innocent enough 7%, but much more importantly knocks the foe into helpless, setting up another easy hit or a gimping attempt.

One might ask how this isn’t utterly broken after levitating a foe under the stage, but the upwards knockback foes take is what ends up saving them – they’ll get knocked through the bottom of the stage and come partially out through the surface of the stage, pitfalled. While they won’t get hit by the rock, they’ll get a very impressive 16% dealt to them.

Used on a earth spear, this simply does the upward knockback and nothing else, which is obviously useful for getting higher up into the air when recovering on the earth spear. Otherwise, if somebody else is on-board the earth spear it can be used to send the foe for a KO off the top blast zone.

Down Throw – Suffocate

Guldo forces the foe’s mouth open with his psychic powers, then levitates all of the air in the foe’s lungs out of it, suffocating them and dealing 9% before he closes their mouth back shut. After this, Guldo and the foe both may input one of the four cardinal directions – Guldo inputs down while the foe inputs up by default. Guldo proceeds to levitate the wind he sucked out of the foe in the opposite direction he input, then he levitates it against them to push them in that direction 3.5 Ganondorfs. During this time, the foe gasps for air in the direction they input, and if they’re able to block the direction the air is coming from they’ll suck it back up and not get affected by the push. Unfortunately going to push the foe down every time just doesn’t work, so you’ll have to make due with pushing them under/away from the stage a lot of the time. If the foe gets tricky and starts predicting your predictions, though, you could get lucky and get a nice gimp on them when inputting down.

Used on your earth spear, you skip straight to the part where you choose which direction the spear gets blown in. It should be noted that this is the only way to make the spear solid while the tips are facing upwards/downwards, enabling you to push foes along with its’ solid status. Said solid status will wear off once the spear travels its 3.5 Ganondorfs and its movement is strictly downwards again.

STANDARDS

Neutral Attack – Gremlin Scuffle

Guldo does 4 punches/kicks/knees per second as you rapidly press A, each doing only 1% and flinching. As he attacks, though, he floats to a random location next to the foe, potentially on the entire opposite side of them, before doing his next attack. If the odds turn out rigged and all of Guldo’s attacks are one side of the foe, they –can- still DI through him, but it’s significantly harder to do so than just DIing away from Guldo. The thing is, though, that Guldo will typically be pestering foes from either side, making it require incredibly good reflexes to try to get out of the move in the most efficient way possible. While the foe won’t take all that much damage from this, it’s a good way to occupy them to keep them in place for your earth spear to fall down. If the foe is next to where said earth spear is going to come down or next to the point where your eye lasers collide, they’ll obviously be significantly biased in which way they DI, which can potentially screw them over. While this is all well and good, the most reliable use of the move is probably shield poking due to all of the various angles Guldo attacks from.

Dashing Attack – Drop Kick

Guldo leaps up into the air and kicks forward with his stubby legs. Needless to say, with Guldo’s physique this doesn’t pack all that much power behind it, only 6% and knockback that KOs at 200%. Furthermore, at the end of the move Guldo falls over onto his back and into prone.

If you hold A during this attack, Guldo uses his psychic powers to push himself forwards during the kick, putting some actual punch into it. He only uses his psychic powers for as long as you hold A during the duration of the move, enabling you to turn it on and off at will, though he’ll retain the momentum he gained from using his levitation before you let go. Normally, this only travels a Bowser width, but if you hold A for the entire duration of the move Guldo will travel 2 platforms worth, dealing 16% and knockback that KOs at 135%. Unfortunately, Guldo still enters prone at the end of the move, but he keeps his momentum in-tact, enabling him to slide away from the foe while he gets-up. This move has an amazing push-back effect against foes who are shielding, pushing them back anywhere from 2-4 platforms based off Guldo’s momentum. The duration of this attack is much faster than it sounds, but there is some starting lag as Guldo runs forward a couple of paces, accelerating before he leaps.

Forward Tilt – Taunt

Guldo goes to grab the foe traditionally in a manner not unlike Wario. Should he grab the foe successfully, he’ll taunt them incredibly stereotypically, pulling on their cheeks and making faces at them as he laughs. This deals a rather pathetic 4% as Guldo just hops backwards a Kirby width after the move is over with a very slight frame advantage, but the foe is forced to attack after the move is over, having been provoked. Guldo doesn’t randomly get to choose which move they use – unlike Joe Calzaghe, he’s not mind controlling the foe. The foe just simply has to immediately do an attack of some form, or else they’ll do one at random.

While foes will typically either use one that can reach Guldo or one to just move on so they can freely space themselves, Guldo can taunt the foe more specifically – the most recent move the foe has missed will be the one they use, as Guldo pokes fun at the foe for missing the attack, saying “You’ll never hit me with –THAT- pathetic attack!”. For the move to qualify as a “miss”, the foe can’t just throw it out at total random, Guldo having to be within a Kirby width of the move’s hitbox for it to qualify. If the foe goes 10 seconds without missing an attack, the foe will be able to pick their move freely.

In order to actually force the foe to do a move you can take advantage of, you’ll want to freeze time when the foe uses an exceptionally laggy move or some other sort of move that’s bad when taken out of context, then inch up to just outside the hitbox.

Down Tilt – Temper Tantrum

Guldo turns to face the screen takes turns stomping with his feet, dealing a petty 4% and pathetic knockback with each stomp, as well as repeatedly raising his fists to the sky in anger to deal 3% and downward knockback that leaves foes in prone when they hit the ground, making the stomps actually useful considering they don’t knock foes out of prone. All the while this is happening, Guldo is repeatedly cursing, but is mumbling too much for any legitimate curse words to be -fully- made out. . .Pressing A repeatedly causes Guldo to keep doing the attack, much like infinite jab combos.

If used while standing on an earth spear, the stomping will cause the earth spear to tilt to and fro as Guldo stomps, becoming a hitbox that deals 8% and a light but competent meteor smash to foes. This means you may want to levitate your earth spear as high as possible before going back to the stage, as it’s much harder to knock Guldo off from below.

Up Tilt – Toss

Guldo seems to just be doing some sort of routine stretch, as he reaches down to the ground then throws his arms up into the air in an extremely spammable move, his hands dealing a petty 3% and pathetic knockback as they go upwards. However; Guldo can grab a foe in prone or his earth spear if it’s underneath his feet, then throw it upwards with this move, dealing 7% and vertical knockback that KOs at 170%. The most obvious use of this is when recovering on your earth spear – if the foe gets above you but you’re already high enough in the air to get to the stage, just throw the earth spear above you to put some solid ground between you and the foe so you can just hover back.

A more cunning use is to combine it with the dtilt – while standing on the earth spear, catch somebody above you with Guldo’s fists from the dtilt to knock them into prone on your spear, then use the utilt. The utilt will prioritize grabbing the spear over the foe, and they’ll be knocked up into the air while on it, ready to be victims of your grab-game.

SMASHES

Forward Smash – Eye Beam

Guldo fires lasers from his two regular eyes straight down the main plane, being so close together that they’re essentially one beam. The beam is a tad shorter than Mario and reaches out 2-6 platforms, dealing 23 hits of 1% and flinching over a single second, as well as pushing the foe towards the end of the beam. The beam can be angled, letting you tack on extra damage on foes off-stage or use it as anti-air on-stage.

The beam is most notable for its interaction with your Down Special – if the beam connects with where your two Down Special Eye Lasers connect, the main hitbox from the down special will expand massively for as long as the beam is shooting at it, going up to 1.5x Bowser’s size and dealing 20% and knockback that KOs at 90%. This is an obvious KO move, much less when the rest of the fsmash beam will be pushing foes towards this glorious hitbox and the Down Special Eye Lasers prevent foes from dodging it. If you want a guaranteed set-up, angle your eye lasers diagonally upwards, send the foe skyward and put them in helpless with uthrow, then use a diagonally upward angled fsmash for the finisher.

Up Smash – Boulder Smash

Guldo levitates a boulder up out of the ground, anywhere from the size of Bowser to 2.5X the size of the Koopa King based off charge. After levitating it up, Guldo smashes it against the ground, the underside of the boulder dealing 25-35% and knocking the foe down on the stage into prone.

After the boulder is smashed against the stage, it breaks into roughly ten billion pieces which all go flying off the top blast zone with incredible force. The bigger the boulder, the more the pieces, thus the longer this lasts and the wider the stream of chunks going upwards. At minimum, the chunks going upwards are as wide as Wario and it lasts for only 2 seconds, while at max the stream of chunks are as wide as Bowser and it lasts 5 seconds. After the stream goes up off the top of the screen, 3 seconds pass before gravity comes into play and the pieces of the boulder come falling down again, albeit the stream only lasts for half as long as it did as it went up.

Being in the stream of chunks, no matter which way it’s going, deal 10 hits of 1% and flinching per second. There’s a constant push effect in the direction the stream of rocks is going – if it’s going upwards the push effect is as fast as Mario’s dash, and it’s twice that fast if the stream of rocks are going downwards. Obviously it’s not particularly difficult to DI out of this, but you have ways of keeping the foe stuck in the stream – potentially long enough they get whisked off the top blast zone for a KO! The first way is to just use the usmash from atop an earth spear so you already start above them, then get in the stream and use your dtilt/utilt combo as they pass so you can manipulate the “ground” they’re standing on with your grab. The second method, which is fully compatible with the first, is to use your Neutral Special to beat them to a higher portion of the stream before they get there, then use your nair to force them back towards the middle of it so it’s harder to escape and boost them higher up into it.

Needless to say, a constant stream of projectiles that goes all the way to the top blast zone is also an excellent zoning tool, most notably if you use your Eye Lasers to prevent foes from just casually rolling past it.

Down Smash – Punishment of 100 Blows

Guldo goes through the same start-up lag and animation as his Neutral Special due to also utilizing his ability to freeze time in this move. Rather than free control like in his Neutral Special, though, Guldo uses his power automatically to go over to the foe and do 100 punches/kicks/knees/etc while time is frozen. This comes from the foe’s perspective, meaning we don’t actually get to see Guldo do all of these attacks and it just all suddenly happens when the starting lag of the move is done. This translates to Guldo appearing over the foe and the 100 hitboxes all occurring over a mere .1 seconds before Guldo goes back to wherever he was. Each of the 100 hits does .2-.4 damage, so the attack does 20-40% damage total. Seeing this uses Guldo’s time freeze ability, though, it uses up Guldo’s breath to use this attack – while Guldo doesn’t need to wait the full 20 seconds in order to use this move, the amount of hits in the move is proportionate to how much breath Guldo currently has, so if, say, he only waited 10 seconds the move would only have 50 hits.

This move is able to hit foes dodging (Seeing that wouldn’t realistically work when Guldo’s freezing time), but does almost no damage to shields, seeing the move consists of many individually pathetic attacks that are so pathetic they can’t really damage it at all. The most obvious time to use the move is when the foe is in the air and can’t shield, but the fact that this is such an obvious time to use the move will clue the foe in to use an attack as you go through your starting lag – Guldo can still be knocked out of the attack during the .1 second duration of it, and he moves all over the foe’s body during it, meaning if the foe has –any- hitbox out he’ll most likely get knocked out of the move before he gets many hits at all in.

This move has massive mind-game potential with your Neutral Special in that it encourages foes to get on the ground and shield. . .If you actually used your Neutral Special, though, shielding is the last thing the foe will want to do, as your bair utterly destroys shields and will let you continue to dominate the foe even after time is unfrozen, while your dashing attack can push foes shielding where you want to with ease while not putting much strain on Guldo’s psychic powers. If you have a falling earth spear to push foes into, you can use the extra time to severely weaken but not destroy the foe’s shield, so you can finish it off later on to get in even more hits. If too much time has passed, you can just use your jab to poke at the shield’s remaining vulnerable points. Aside from forcing foes into their shielding state, the potential of this move for scaring foes onto the ground also shouldn’t be overlooked, considering Guldo can use his ground moves in the air thanks to his ability to stand on top of his earth spear.

AERIALS

Neutral Aerial – Levitation Field

Guldo gets in a constipated position and turns to face the screen as he turns to face the screen as he channels a levitation field with a circle shaped radius triple Bowser’s size around himself. Anybody who enters the levitation field will be sucked towards Guldo at the speed of Mario’s dash, and Guldo keeps this part of the levitation field going for as long as you hold A. The foe’s momentum stacks with this, meaning they can DI away to weaken the pull or towards Guldo to get to him faster. Upon release of A, Guldo fully extends out all of his limbs as he lets out a cry, causing anybody in the levitation field with him to get knocked to the edge of the radius Guldo chooses with the control stick at Capatin Falcon’s dash speed. If the foe chose to DI towards Guldo in an attempt to attack him, their DIing towards Guldo can cause them to go past him before their hitbox actually comes out. Foes can predict this and use their bair, but if they mispredict they’re obviously sitting ducks. This move would have plenty of potential spacing properties by itself, but when combined with your float you gain the ability to drag this levitation field around. Aside from combined use with your usmash which has already been talked about, this is the move to torture a foe stuck in helpless from your uthrow with.

Forward Aerial – Bluff

Guldo puffs out his chest and inhales a hit of air in the process, increasing the size of his torso by 1.5x, then charges forward a Battlefield Platform’s length, deflating back to normal throughout the process of it. This is partially due to him laughing maniacally as he does it and letting out some air. . .Contact with a foe deals a decent 10% and knockback that KOs at 160%, which is actually quite impressive for a physical move from Guldo.

But of course, Guldo being physically competent would be a dirty lie – the move’s weakness is it can be out-prioritized by anything whatsoever. Should Guldo get out-prioritized, he’ll instantly blow out all the air he inhaled as he gets knocked back, taking anywhere from 1.1-1.5X of the knockback of the move based off how inflated he currently was. More importantly, the air he blows out will push foes for however much farther he had to travel in the move. If you’re willing to do it, this is pretty much the easiest way ever to bump a foe back into your falling earth spear or a stream or rocks from your usmash they just escaped, as it’s horrifically rare for people to go out of their way to not hit you. This also has obvious uses as GTFO – if you fear getting trapped in a combo and aren’t at a high percentage, use this move so the foe knocks you out of range.

Back Aerial – Whirling Attack

Guldo starts whirlwind around rapidly in the air, and rapidly claps as he does so. Due to Guldo spinning around so quickly and being physically feeble, the claps only happen once per rotation, the point where they occur being when Guldo is facing behind his initial position. The claps do 2% and weak set knockback back towards Guldo, who is a constant hitbox with a very slight suction effect to his center. Guldo does 20 hits of .5% damage per second, resulting in 10% per second total. While the move is fairly easy to DI out of even if Guldo is floating in the same direction you are, Guldo’s clapping hands prevent foes from DIing out of it from one of two sides. This enables the move to drag foes behind you a bit in front of you as you float towards the direction you want to drop them off, perfect for getting foes that little extra distance under a falling earth spear when they think they’re safe. The move has minimal lag on either end, but a rather long 1.65 second duration. Aside from positioning, the other use of this move is breaking shields, the many hits able to completely shatter most shields if they all hit. This is more practical and less of an extra bonus when you freeze the foe with their shield up with Neutral Special.

Up Aerial – Gremlin Latch

Guldo turns to face the screen and grabs up at the foe. If his grab attempt is successful, he’ll easily climb up to get on the foe’s back. From here, the foe can either button mash Guldo off with grab difficulty or use an attack that makes their back a hitbox to get him off. Before this happens, another casual press of A will cause Guldo to emit a psychic blast between himself and the foe’s back, dealing 9% to the foe and dealing knockback to both Guldo and the foe that KOs at 150%, but the knockback the foe and Guldo take is in direct opposite directions. Due to the difficulty foes have turning around in the air, this is best used when you want to propel the foe behind you, though it certainly is decent at some simple GTFO. A way to get more milage out of this move is to use it in combination with the spinning effect from your fthrow, as this enables you to knock the foe in almost any direction if you time the second part of the uair properly. While you may think the foe would easily knock you off before then, this move won’t interrupt attacks the foe’s in the middle of, giving you some time before you have to use the blast.

Down Aerial – Psychic Barrier

Guldo extends turn to face the screen and extends out one of his hands downwards, causing a platform’s worth of air under his hand to become distorted for as long as he holds the move – the platform worth of air unit measurement is quite literal, as the area is paper thin. This deals no damage, but has a constant pushing effect that prevents people approaching through it and reflects all projectiles. Considering the shield is paper thin, though, foes are perfectly capable of simply attacking through it to knock Guldo out of the move and continue on their way – a nice way for foes to kill two birds with one stone is to use an attack that moves them upwards as they go to attack Guldo, such as the vast majority of recovery Up Specials. Considering Up Specials are such a convenient way for foes to get around the move, this is a reliable way for Guldo to bait foes into using said Up Specials so he can put foes into helpless, ready to be exploited by his nair and his fsmash should Guldo manage to get below the foe.

FINAL SMASH – ULTIMATE CRUSHER

Guldo snickers as he uses his time freeze, then he unfreezes time to reveal that he used all that time to go grab an insanely gigantic object (holding it via levitation, not his feeble physical strength). The object varies based off the stage, but is typically something native to that stage, such as an F-Zero Machine on Mute City or one of the cars on Onett. if there’s no objects that could be used realistically on that stage (AKA Final Destination), Guldo will come back with one from another stage at random. Guldo then proceeds to smash the object over the foe’s head, dealing 40-50% and knockback that KOs at 80-60% based off the object he got. Due to his time freezing abilities, this Final Smash is completely unavoidable, but it can be shielded. These titanic objects take out only 90% of a shield’s health, though, so if you want to ensure you at least get a consolation prize if you whiff the Final Smash you’ll want to poke the foe’s shield before activating it.

PLAYSTYLE

As far as summing up Guldo’s playstyle into an audio sound bite, Guldo’s role falls under that of the punisher. Incorrectly spacing, shielding (Thanks to his dsmash), dodging, and even –attacking- are all things Guldo can make you pay dearly for. With his Neutral Special, Side Special, and ftilt, Guldo can either carry on that one slip-up for as long as possible or try to make it recur.

The most obvious way to play Guldo seems to be very, very campy, but Guldo surprisingly doesn’t have a reliable projectile. His fsmash and grab-game with his earth spear are too much to invest in to mindlessly spam when the foe is at a range. Instead, Guldo –wants- the foe to approach so they can have more time to slip-up, as this is when they’ll relentlessly be trying to attack you and at their most predictable. None the less, Guldo needs to go out of his way to avoid getting hit and will still be playing defensive, as his Down Special Eye Lasers will have to be put back up when he does. Guldo’s main options for turning the foe’s attack its head and whisking them past him unscathed are his grab and nair, though with proper set-up/planning uair and dair can work even better. Most notably, dair blatantly encourages foes to use their Up Specials – if you manage to avoid said Up Special, you can then use your ftilt to force the foe to use it and go into helpless, then spawn a gigantic fsmash beam underneath them. Generally, though, you’ll just be trying to space the foe towards your falling earth spear/a stream of usmash rocks going up into the sky. Guldo has far more spacing tools then just relying on reckless foes, of course, most notably the hitbox on his Down Special where the lasers collide, as it blatantly bans not only the area where it is, but the immediate area around it for the threat of you moving it. Moving around the hitbox on Guldo’s Side Special with your float can be terrifying when combined with other hitboxes, and hitting with it pretty much means hitting with your earth spear for free. Guldo can even shock foes and go on a more offensive note with his bair, dragging foes personally to wherever he wants them – be prepared to use fair to GTFO when they predict it though.

Guldo has no shortage of KO options – the main problem is “KOing” is all he really knows how to do and he spams his many KO options as a means of damage racking, much like a typical heavyweight. KOing the foe off the top with a stream of rocks from usmash is the one that can kill earliest, but has a very small window of time for you to exploit it after you pain-stakingly set it up. You’ll probably have to use a variety of other hitboxes as threats, and things get complicated if the foe is patient enough to not run away until the current stream of rocks expires. Guldo has his ways of cracking down on these defensive foes, though, most obviously his bair and grab to force them to come over to where he wants. Once they get in the rock stream, you can just juggle them in it as much as possible until it expires for maximum damage and a KO if you’re lucky, but if the KO fails you can just try to continue to keep the foe in that area so they can get hit by the rocks again as they fall back down.

Guldo’s next KO option, gimping, is something that should be expected of a DBZ character, but unlike the standard gimper Guldo requires actual damage to kill characters in this way as his main method of getting foes off-stage, his grab, is less effective at low damage. Aside from just generally levitating people off-stage, you’ll also do this whenever you hit a foe with the earth spear, as you can just levitate about said earth spear with the foe skewered on it. Guldo will generally try to get foes underneath the stage if he’s trying to gimp them for obvious reasons, but if you just move them horizontally you can exaggerate the foe’s horizontal momentum with nair as they come back to the stage so they get hit by an earth spear. If Guldo has no ambitions of getting a potential KO, he can be more productive with the damage racking by using his fsmash/dsmash on an off-stage foe and using either his fthrow or uthrow to send the foe back to the stage in a vulnerable state. This is generally Guldo’s most reliable method of damage racking.

Guldo’s final KO method is just popping the foe into the air, then throwing out a fsmash with Down Special Eye Lasers to prevent the foe from dodging through it. This comes rather naturally through either getting the foe high up in the air with usmash or off-stage with your grab-game, so it shouldn’t be something you’re actively seeking less it becomes too predictable. This is Guldo’s most guaranteed kill method should he have enough damage, as his grab will only take the foe ever so slightly farther and his usmash doesn’t really improve at all with damage.

When things take a turn for the worse for Guldo, fair can only be used so much to escape until it’ll actually put him in legitimate danger. You’ll eventually end up having to, god forbid, recover, seeing that’s the only thing that makes Guldo hard to take down. As he’s recovering, Guldo can certainly just play overly defensive with his utilt/dtilt and use his grab-game to move the spear out of the foe’s reach, but this is the time when the foe is the most utterly predictable, as this is a chance they won’t want to pass up. Use your nair as they come at you to whisk them away then lead into your grab-game gimping for an easy KO. Assuming your damage isn’t high enough for Guldo to get outright immediately killed from an attack, fair is so spammable as an easy escape because Guldo really doesn’t mind having to deal with enemy gimpers due to his potential to turn those gimping attempts around.
 

MasterWarlord

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GINYU FORCE MATCH-UPS


Burter Vs. Recoome – 42.5/57.5, Recoome’s Favor

Recoome’s superarmor up the ass comes in mighty handy to absorb all of Burter’s attempts to knock him off-stage with one clean blow, but this doesn’t stop Burter from damage racking Recoome to hell and back. Once he has enough damage, Burter will be attempting to land his grab on Recoome – his incredibly short ranged grab which is painful to land while whizzing past Recoome. Burter can use his Neutral Special to come up right behind Recoome and land the grab, but either way, Recoome will see this coming from a mile away and just activate his grab counter. If Recoome gets cocky with spamming grab counter, though, Burter can very well just hit him with his fair instead. . .Still, this is giving Recoome too much time to charge up his moves with taunts, which he’ll naturally be doing to absorb Burter’s hits anyway.

At some point when Burter comes to dash at Recoome, he’ll be greeted by a deadly long range attack that will get him as he passes by – most commonly Eraser Gun, though Recoome’s Neutral Special can potentially be pulled off even with all the time Burter gives him. Burter will have to make liberal use of his dair pebbles and Side Special to chuck projectiles at Recoome to interrupt him from getting a big attack off. Towards the end of the stock, Recoome will probably have been given enough consecutive time to more easily pelt Burter with these moves, which will make Burter’s attempts to land a grab even more difficult when he actually needs the kill. Burter will probably want to just slow down at some point and just abandon his normal playstyle, not using momentum, just attempting to get off a regular fsmash for the kill once he has enough damage on Recoome. This gives Burter a better shot, but is still far from ideal and leaves him very vulnerable to Recoome – if Recoome somehow hasn’t racked up enough damage, he’ll deal truckloads of it to burter during this phase, so if Burter doesn’t kill Recoome in a reasonable time frame Recoome will easily catch-up and win. This is assuming Recoome hasn’t killed Burter already, though, leaving Burter with a slightly unfavorable match-up.

Burter Vs. Captain Ginyu – 40/60, Ginyu’s Favor

The suction on Ginyu’s Levitation Field only affects Burter’s current speed and doesn’t prevent him from building momentum, but Ginyu has one thing that can – by placing the point of suction on his levitation field at the bottom, he can constantly ground Burter when he catches him in it on-stage, preventing him from floating and causing him to begin slowing down. Burter still has options while sliding against the ground, but the fact he’ll be slowing down as he does so kills the appeal, as he won’t get Ginyu off-stage and will end up trapped in Ginyu’s levitation field with no momentum whatsoever, leaving him insanely vulnerable. Burter’s dsmash in particular can even get him killed if used close to the edge of the stage, as Ginyu can drag Burter off-stage as he jumps up into the air and cause him to stomp down to his death. Thus, Burter’s going to have to make heavy usage of his Blue Hurricane to pull through in this match-up. It’s not difficult to set up, and once he does, Burter can just rush at it so if Ginyu drags him to the ground he’ll get back up into the air automatically thanks to him and Ginyu going back into his tornado. Burter’s other option for getting out is his Neutral Special, but this will cause all of Burter’s momentum to be used up even faster, and if used offensively is generally very predictable.

Once inside the tornado, Burter can bair Ginyu so he’s in front of him rather than behind him and not in his levitation field. While Ginyu can do the same thing with his own bair, Burter’s fair inside of a tornado generally both comes out faster and has higher priority. If it fails, though, Burter can just speed on ahead with his fair to get above Ginyu in the tornado and use his dair on him. Ginyu can use his uair to force Burter up out of the tornado and prevent him from pressuring him, but this enables Burter to build up more momentum while Ginyu is stuck in the tornado.

Dragging Ginyu off-stage by sliding across the stage with his jab/fsmash/grab generally doesn’t work all that well due to Ginyu’s levitation field slowing him down, so Burter will generally want to hit with a high powered fair to knock Ginyu off-stage once he’s damage racked Ginyu enough in his tornado. Seeing Ginyu can just casually dodge the fair, Burter will want to knock some token pebbles forward with his dair to give Ginyu distractions for his fair, but Ginyu can place the point of suction in his levitation field at the top corner the furthest away from him then crouch to avoid them, leaving him able to freely dodge Burter’s fair. In order to actually punish Burter for this, Ginyu will want to fire some Galaxy Dynamite behind himself so that when Burter zips by and misses Ginyu, he’ll get hit by the dynamite and be unable to use his Down Special to turn around and save himself. Galaxy Dynamite in combination with Levitation Field in general also serves as an excellent defense against Burter. In order to prevent Ginyu from just casually putting it up to block all of Burter’s approach attempts, Burter will have to use his ow, much faster Side Special projectile to interrupt Ginyu from doing so as he approaches – the 10 second recharge time is a real killer though. Aside from all this, Burter also specializes in horizontal KOs, meaning Ginyu’s recovery will be more than adequate enough to survive Burter’s gimping attempts. Burter’s main shot of getting Ginyu off-stage realistically is his nair which can hit through dodges, but Burter has to be going slow for it to work – too slow when Ginyu’s Levitation Field is taken into account, and requiring Burter to have to damage rack Ginyu to absurd percentages – absurd percentages which just beg for Ginyu to body swap the damage around (Though luckily for Burter doing so is rather difficult).

Can Ginyu kill Burter, though? Burter’s recovery is practically the best of any of the DBZ characters, and that’s saying something – aside from his momentum, his Neutral Special enables him to get back to the stage almost entirely without fail. . .There is one situation in which the mighty Burter can fall, though, and that’s under the stage – his Neutral Special won’t just let him go through the stage, after all. If Ginyu can manage to get Burter down there, he’ll kill him more often than not, but Burter puts up a hell of a fight for Ginyu to force him down there in the first place due to just using his Neutral Special to get back down onto the stage. That said, it’s generally very predictable where Burter will show up, enabling Ginyu to immediately launch him back into the air with his dair. Once Ginyu gets Burter into the air, he’ll want the last bit of height he gets on Burter to be via his uthrow, as the fact it leaves Burter in a footstooled state briefly leaves him vulnerable to Ginyu’s fair at the most crucial moment. Should Burter ever get away, though, and he –will- inevitably escape your grasp a few times, Ginyu has to become very patient before he gets another chance to kill him.

Burter Vs. Jeice – 65/35, Burter’s favor

Jeice is going to be hiding behind his crusher ball extensively in this match-up so that Burter can’t hit him and use his powered up momentum moves on him, but this makes it very unlikely for Jeice to actually hit Burter outside just hoping Burter messes up. Without letting himself become potentially vulnerable, Jeice’s main method of hitting with the crusher ball is to interrupt Burter with a long beam trail from his fsmash, putting it blatantly in Burter’s flight path. Burter won’t want to approach head on into Jeice’s crusher ball like an idiot, though, seeing Jeice will just use his grab to poke the crusher ball into Burter if he tries to go around it, so this is too optimistic of thinking on Jeice’s part if he plans on Burter actually falling for it. With proper set-up, Burter can use his dsmash to nail Jeice when he comes down to the stage and separate him from his precious Crusher Ball long enough to actually get a good fair in – this is the time to use those stored up Side Special projectiles. Jeice will undoubtedly be even more cowardly than usual during this time and go to get out of the way and reunite with his ball, though, so this process will have to be repeated many times before Burter actually succeeds at it.

But god knows Burter isn’t that patient. Burter will want to create a Blue Hurricane to suck up Jeice’s Crusher Ball. While Jeice can bring the Crusher Ball back over to himself, the brief moments where it gets caught in the tornado will give Burter chances to interrupt Jeice before he can call it back. Said Tornado can also be a source of damage racing if Burter can pressure Jeice over to it, as inside the tornado Jeice’s only notable option is his Up Special to accelerate his position in the tornado faster. Burter can guarantee some damage racking if willing to give up momentum by using his Neutral Special into a grab to move even faster than Jeice already expected, then bthrow him into your tornado.

Jeice is largely helpless to use his non ranged attacks to distract Burter when he’s constantly moving so quickly – if Jeice wants to actually get in some more hits, he’ll need to man up and pressure Burter some before he can build up momentum, as his float is actually faster than Burter’s before Burter has much momentum. Even if Burter is going a bit faster than Jeice, Jeice can use his Up Special to nab Burter and either throw him in the direction he’s going, hoping Burter’s momentum will kill him, or in the opposite direction to slow him down. Jeice’s after images can enable him to get in some more hits, but can generally be a bit of a gamble based off whether or not you can convince Burter that you’re a fake. He has –some- moves that enable him to distract Burter fairly up close while keeping himself safe in his neutral A and ftilt, but considering both of these options are ground moves you’ll end up looking rather predictable.

Burter Vs. Guldo – 45/55, Guldo’s favor

Guldo has too many ways of stopping Burter dead in his tracks regardless of momentum for Burter repeatedly rushing him to be a particularly large threat. Guldo’s Side Special must be air-dodged past on the way to Guldo, and if Guldo properly uses his Eye Lasers that won’t be an option. . . In order to ensure that those eye lasers are down, Burter will want to use his momentum in other ways to set up a dsmash earthquake for when Guldo lands, seeing he has the shortest float of any of the DBZ characters at only 2.5x Peach’s. Burter’s other option is of course his Side Special projectiles, both of them reasonably allowing Burter to approach. When Burter has his Side Special properly set up, Guldo can just flee with his Time Freeze and go to repeat, but that won’t let him escape an earthquake, due to it freezing the duration of said earthquake. Guldo has other options to prevent Burter from hitting him as he flies by, though, most notably his dsmash preventing Burter from hitting him in the air and forcing him to the ground, forcing Burter to rely even more on his dsmash. . .Though this is all not taking Guldo’s earth spear into account, which can enable him to stay up in the air for significantly longer periods of time. Worse yet, Guldo’s grab enables Guldo to destroy all of Burter’s momentum if it hits, and if he’s willing to use up his Neutral Special he can grab Burter on demand – Burter has to make sure he doesn’t do too wide of loops and gets too close to the blast zone, or else Guldo can just casually freeze time, grab him, then throw him off said blast zone.

In order for Burter to get damage, he’s going to have to rely extensively on his Blue Hurricane. Inside of it Guldo’s only real means to defend himself is his Side Special, and if Guldo is too close to Guldo that won’t work. In order to get him to turn it off and approach, just send a casual projectile or two with Side Special. Aside from having no means to defend himself, Guldo also has no means of escaping the tornado, as his Neutral Special won’t do a damn thing. . .One thing Guldo –does- have, though, is his Neutral Special + grab combo, which hits Burter regardless of where he is. Burter will want to wait until Burter uses said Neutral Special before he goes to damage rack him in the tornado.

Guldo obviously has a blatant lead in damage racking, but Guldo’s only method of KOing Burter is by levitating him with his pummel underneath the stage, as with Guldo’s other KO methods Burter will generally survive with his Neutral Special the vast majority of the time. This makes Guldo even more determined to get in grabs which can make him somewhat predictable for Burter, but it hardly matters when Guldo can use his Neutral Special to guarantee the grabs. Still, Burter at least knows to stay away from the edges when Guldo has his Neutral Special ready to use, and Burter can KO Guldo’s lightweight ass at a reasonable enough percentage to prevent this match-up from being too favorable for Guldo.

Burter Vs. Vegeta – 70/30, Burter’s Favor

Vegeta doesn’t have much reason to constantly be in the air on-stage, so Burter can use his jab and fsmash to drag Vegeta across the stage fairly comfortably – a luxury he very rarely has against most DBZ characters who prefer to be up in the air. The fact that Vegeta is lagely a melee range fighter and hits with consecutive small weak attacks also significantly hurts him here, as with Burter’s momentum Vegeta won’t have a chance to land more than one attack. While Vegeta can competently fight Burter inside a Blue Hurricane, Burter hardly needs the Blue Hurricane when he can damage rack Vegeta perfectly competently without it, his jab functioning as his main damage racking mechanism. Burter also kills Vegeta significantly faster with superior KO moves, with Vegeta having little means of interrupting Burter out of his momentum. Vegeta’s main way of killing foes early is repeatedly hammering them into the same spot to smash them into the ground, making bigger and bigger pitfalls, but when Burter moves around so much it’s pretty much impossible to consistently knock him down into the same one.

Burter Vs. Nappa– 35/65, Nappa’s favor

Nappa’s most obvious wrench to throw into Burter’s plans are his Impact Bombs – the tiny little indents in the stage will cause Burter to fall down into them, and when he hits the edge of said indent he’ll trip over and fall forwards flat on his face into prone assuming he’s sliding along the ground. This means Burter will have to ownly briefly touch down on the ground to refresh his float before immediately going back to the air with his dashing attack – the only exception to this is Burter’s dsmash, which enables Burter to jump up and avoid the indents if timed correctly. Considering Nappa has such a ridiculously long float, though, the aftershock won’t do much to Nappa until he finally comes down to the stage. As Burter zooms repeatedly past the stage in the air, Nappa will generally be too high up in the air for Burter’s dair pebbles to hit him, meaning that Burter will have to use his Side Special projectiles to give Nappa something to dodge so he’s hit by Burter’s shoulder charge. If Burter has minimal projectiles to send at Nappa, he’s better off not bothering to approach at all with his momentum, as Nappa can out-prioritze Burter’s shoulder tackle, even at full speed, with his grab priority fair.

Burter could just keep repeatedly u-turning around to build up momentum and wait to get the projectiles, but Nappa’s Great Ape transformation is a horrific threat and doesn’t give Burter the luxury of having the time to do this. In order to successfully knock Nappa away, the most realistic way you can pull it off in the air is probably hitting him with your bair or nair as you pass by, canceling out of a fair and baiting him into a dodge. Your most realistic shot for attempting the transformation is when Nappa touches down on the stage, though – the most obvious way is causing an earthquake with dsmash, as Nappa has to come down –some- time. If you’re willing to give up all your momentum in a desperate attempt to stop Nappa when he’s almost ready to transform, Usmash is tailor made to change Nappa’s spacing so he can’t be staring at his fake moon.

While Nappa can’t actually pull off his transformation, the threat of it prevents Burter from building up momentum aimlessly. Assuming Nappa has realistic expectations and doesn’t get too ambitious, he’ll mainly be wanting to use his fair to just force Burter into prone, preferably landing into one of those indents in the stage Burter hates so much to prevent him from rolling all that much and make it easy to grab him/the ground he’s on and fthrow him off the stage. You’d think Burter would be difficult for Nappa to kill due to Burter’s neutral special, but Nappa can just do some on-stage gimping to make sure that he blocks off Burter’s path to make it back to the stage with his Neutral Special – Nappa can send out eye lasers and ground chunks, even fire an fsmash beam if he feels like it. Still, Burter can just use his Neutral Special to go as high as possible to avoid all of the crap shot at him. . .And leave himself horrifically vulnerable on the way down. Sending Burter off-stage is more a means of damage racking for Nappa than killing him, and Burter will need a significant amount of damage to finish off. Combined with Burter’s ground-game involving his indents in the stage, though, all that damage won’t be particularly hard to attain.

Burter’s damage racking is very slow and his tornado has minimum use here due to Nappa’s nair and uair combined enabling Nappa to defend himself from practically any angle inside the tornado. Burter’s dsmash will probably be the main damage source he gets due to just spamming bair/nair and hoping to –eventually- hit with fair not being all that efficient. Burter’s main ace in the hole, though, is using his Neutral Special after hitting Nappa (With basically anything) to come up behind him, then land a grab and either bthrow Nappa out of his comfort zone (Assuming he’s not carrying ground chunks) or uthrow him into the air and leave him in a vulnerable spinning state, ripe for more punishment. Before you zip off again, pelting Nappa with a few dairs can help you get on some damage. Another way Burter can get some competent damage on Nappa is to rush him down without worrying about getting momentum at the start of the match, using his Neutral Special/grab/bthrow combo to get Nappa immediately off stage, then chase Nappa back to the stage and actually be able to use his sliding jab/fsmash before Nappa ruins it. It’s possible for Burter, but it’s not looking good.

Recoome Vs. Captain Ginyu – 60/40, Recoome’s favor

Ginyu’s Levitation Field enables him to move Recoome around even when he’s taunting and move him closer to the edge/higher into the air without interrupting the taunt, so while Recoome will be able to charge up his moves he’ll be in a rather precious position once he finishes said taunt. . .But then again, Recoome’s Up Special enables him to pretty easily escape Ginyu’s Levitation Field. Ginyu will have to attack Recoome just before/just as his taunt ends to prevent Recoome from casually escaping. With Recoome’s weight and recovery, knocking him through the stage with fair then finishing him with uair is generally vastly preferred to taking him off-stage for a horizontal KO. Once under the stage, Ginyu’s other good gimping option is his uthrow, but if Recoome isn’t above Ginyu and can’t be hit by his uair Recoome will probably predict Ginyu’s grab and go for a grab counter, making it hard for Ginyu to fool Recoome and cause him to make that one fatal slip up.

Recoome on the other hand is very competent at killing Ginyu. Aside from being able to get in some actual competent hits due to Ginyu more often then not allowing Recoome to taunt in order to get him into the air, Recoome also can KO Ginyu at very early percentages with his Down Special/Side Special combo. This combo enables Recoome to creates an almost purely downward Eraser Gun beam to take Ginyu down to the bottom blast zone. All Recoome has to do is knock Ginyu off the edge to do it technically, though he’ll probably have to knock him off farther to charge it up. . .That said, he can do it from the safety of the stage, and it’s a godly kill method against Ginyu with his poor vertical recovery. Ginyu will have to hover outside the area of effect for a long time if he doesn’t want to get hit by it, as if the beam is blocking him from the stage he can just go poke it to refresh his float, then DI away, requiring Recoome to hit Ginyu with it dead on. It can be slightly annoying, but nowhere near as troublesome as Ginyu’s KO method, even with Recoome having the disadvantage of having to damage rack Ginyu a tad to realistically hit with it. Recoome also not need worry about damage racking Ginyu more extensively to make this process easier, as Ginyu can rarely if ever force the mighty Recoome into a off-stage situation where Recoome has to either die or get body swapped.

Recoome Vs. Jeice – 42.5/57.5, Jeice’s favor

Jeice will be trying to grab Recoome with his crusher ball when Recoome taunts, but if Recoome has any intelligence whatsoever he’ll time his taunts so that he can get them off when Jeice is bringing the crusher ball back to himself/chasing after it rather than when it’s coming at him. Recoome can struggle to approach up to Jeice and get around the crusher ball, certainly, but the main thing that enables him to do so successfully is the fact that his float lasts longer. In addition, if Recoome constantly stays in Jeice’s face and attempts to approach, he can potentially actually succeed with his grab counter, as it still works on disjointed grabs if Recoome is close enough to the person grabbing him. . .Though Recoome can’t really count on it, and he’ll struggle to get off many of his disablers beyond simply putting Jeice in prone if he doesn’t have many opportunities to grab counter.

Damage racking will generally be a fairly close battle, but in terms of KOing Jeice will generally have the edge. Jeice has a better recovery and he can grab Recoome inside his crusher ball to ignore his weight and drag him a good ways off-stage. This gives Recoome a chance to get a grab counter if he can predict it and stay close to Jeice once he gets a high percentage, but if Recoome is too eager for it Jeice will just damage rack him a bit more and bat him off-stage with the crusher ball normally. While Jeice is fairly incompetent in close combat, Recoome isn’t all the great in close combat off-stage, so Jeice may actually be able to gimp Recoome manually if he gets him far enough off-stage. Most notably, Jeice’s dair enables him to drag Recoome farther off-stage with him, with little risk to Jeice unless Recoome can somehow pull off a neutral special or something. A more realistic way for Recoome to defend himself is to use his super breath to pull Jeice in, then blow himself back to gimp Jeice with him. . .Though this will end up as a suicide KO at best if it hits, and kill Recoome if it fails. If Jeice isn’t going to end up behind Recoome, he can interrupt the move with a Side Special to try to make a downward beam to gimp Jeice. With these options, Recoome can go down fighting to an extent, but the match-up still certainly leans towards Jeice.

Recoome Vs. Guldo – 20/80, Guldo’s favor

Recoome is a failure at approaching, and is unable to counter Guldo’s grab unless Guldo is right next to him, with Guldo having no reason to let Recoome get so close. Guldo’s grab easily interrupts Recoome’s superarmored taunts, requiring Recoome to get Guldo into a dizzy/pitfalled state to properly charge up. Properly landing said pitfalling/dizzy moves is virtually impossible without being able to taunt, leaving Recoome to get utterly destroyed in the match-up. Recoome only has a handful of moves he can actually hit Guldo with, and they generally won’t provide him the opening he needs to get in a taunt or pitfall/dizzy Guldo. The most realistic chance for Recoome to get in something that matters is when Guldo goes to set up his usmash, but if Guldo is for whatever reason taking this utterly pathetic match-up seriously he can just use his Neutral Special to cover himself while he does the usmash. Recoome will certainly have a long time to attack Guldo due to how durable he is, but his KO options that he’ll damage rack Guldo enough to be usable will be completely and utterly impossible to hit with.

Recoome Vs. Vegeta – 45/55, Vegeta’s favor

Recoome is pretty much the only DBZ character Vegeta is capable of zoning out due to Recoome’s sluggish nature and lack of ranged attacks outside gigantic ones requiring significant charge time. This enables Vegeta to use his projectiles to bait Recoome into the same places so he can pitfall him and rack up some actual significant damage on him. Vegeta can potentially even pull off some more impressive zoning tools by setting up multiple pitfalls and firing his galick gun into them to create several blasts – most probably making a couple lesser ones to hamper Recoome’s approach as Vegeta forces him to come to his main one.

If Vegeta does indeed play campy, though, Recoome will easily be able to taunt up, as Vegeta’s grab is as a whole rather mediocre and not something Vegeta will be actively trying to go for other than to interrupt Recoome’s taunts, which just results in him getting grab countered anyway. Recoome may struggle to rack up Vegeta’s damage and will get damage racked heavily himself, but Vegeta’s vertical recovery is very poor, meaning Recoome only has to knock Vegeta off-stage then unleash either a Neutral Special above Vegeta or a downward Eraser Gun via his Super breath combo. Vegeta’s best chance to kill Recoome is when he comes off-stage to do this, but if Recoome is afraid of Vegeta he can just use his Eraser Gun from the stage. Vegeta will generally have to take Recoome off-stage himself before he can gimp him, and he’ll have to knock him a very long way before Recoome can’t just deny Vegeta’s gimps with his Up Special. With Recoome’s weight, that’ll require a significant amount of damage. Granted, that damage will come very quickly. Vegeta’s defensive play and Recoome’s incompetent approaching enables him an actual viable shot to pull off his great ape form against Recoome, which will generally get him 1.5-2 stocks on average.

The match-up may look more rigged in Recoome’s favor when actually played, but that’s because if Vegeta just goes his usual more offensive playstyle he’ll find himself getting his ass handed to him. With Recoome’s superarmor and Smady knockback, Vegeta will struggle to competently pressure Recoome. This causes the battle to largely be fought on Recoome’s terms.

Recoome Vs. Nappa – 60/40, Recoome’s favor

Nappa very much-so likes his grabs, so he’ll struggle a fair bit really using his ground chunks against Recoome all that well against him to take him off-stage aside from just chucking them at him with his fthrow. Nappa’s best remaining ways to get some milage out of his ground chunks are his fsmash and dair, using the ground chunks as walls that can push Recoome along whether or not he has superarmor from taunting. The dair requires Nappa to get Recoome off-stage in the first place, though, and the fsmash is generally quite predictable, much less when it’s become such an obvious option for Nappa. Nappa will mainly be relying on his game involving making idents in the stage with his Side Special and staying on the stage, though this only provides Nappa a means of damage racking, not KOing. Nappa shouldn’t really get any bright ideas about Great Ape Form either, as this just gives Recoome a chance to get off his god-like Neutral Special.

Considering it’s far from impossible for Nappa to still get grabs in and how much he wants them to go for an early KO/any form of KO, Recoome will still have access to his full moveset as Nappa makes feeble attempts to make full use of his, only occasionally getting in the grabs. With Recoome’s moves that put foes into prone, he can also use Nappa’s Side Special indents against him, though Nappa still generally makes better enough use of them that he’ll still create them. Nappa is a slightly better damage racker even with all of Recoome’s various advantages, but when both characters are so heavy and have such excellent recoveries, KOing is what’s most relevant, especially when Recoome’s vertical recovery is a fair bit better than Nappa’s. Recoome can capitalize on Nappa’s worse vertical recovery with a downward angled Eraser Gun after interrupting Super Breath with it. The most common way for Recoome to actually land it is to use his bthrow and super breath combo to use his back as a wall to push Nappa off-stage horizontally, then force Nappa to approach into the Eraser Gun as he comes back to the stage. Recoome’s vertical recovery is still bad for a DBZ character, though, and Nappa –can- exploit it with a dair if given the chance, most probably after one of Recoome’s gimping attempts backfires.

Captain Ginyu Vs. Jeice – 55/45, Ginyu’s favor

Jeice relies on getting in a handful of hits like a heavyweight with his all powerful Crusher Ball, meaning Jeice won’t be interrupting Ginyu’s Levitation Field that much. True, Jeice has a –very- good float that he can use to come up and poke Ginyu, but that will probably just end up getting Jeice caught in it. This –would- be a problem, but Jeice is able to far too easily escape Ginyu’s Levitation Field with his Up Special for this to be that bothersome. Indeed, Jeice’s recovery in general is too good for Ginyu to gimp him as well as he needs to by just knocking him off the stage. What Ginyu will want to do is to knock Jeice off-stage with no expectations of actually being able to kill him yet, but intending to just use up Jeice’s 2 uses of his Up Special. When Jeice gets back to the stage, Ginyu can then repeatedly juggle Jeice to prevent him from hitting the ground and regaining uses of his Up Special, then spike him through the stage with his fair and finish him with his uair. Jeice is rather helpless to resist without his crusher ball, and if Ginyu did the long drawn out process of using up Jeice’s Up Special uses shouldn’t be a factor by now.

Getting Jeice off the stage to start this process can be absolutely agonizing, as Jeice just flees and plays campy with his crusher ball – Jeice has to keep this phase of the battle going on for as long as possible if he expects to win. Ginyu can attempt to skip the garbage with knocking Jeice off-stage to use up his Up Special jumps and just repeatedely juggle him, not letting him touch the ground, but Ginyu himself will proably run out of float time before he can actually work on getting Jeice high enough to fair him through the stage, so he’s usually best off just forcing Jeice off-stage first. One of the most annoying things for Ginyu in getting Jeice off-stage is him just constantly running from Ginyu whenever he manages to get past Jeice’s crusher ball. Seeing Jeice probably will just use his Up Special to immediately escape Ginyu’s levitation field, Ginyu’s best off using his Galaxy Dynamite aimed –away- from Jeice as a zoning tool to block his escape rather than using it to stall Jeice instead the field. Ginyu can manage to approach past the crusher ball if he keeps the point of suction in his levitation field as far away from himself as possible – while the crusher ball is obviously much too fast to contain in the field, the suction should hopefully be enough to change its’ trajectory just enough so it doesn’t hit you.

While it’s annoying for Ginyu to get Jeice off-stage, it’s just annoying – it’s not a significant struggle. What –is- a significant struggle is using up both of Jeice’s jumps, then juggling him up into the air for a fair stage spike without –ever- letting him touch the ground – Ginyu inevitably will have to in order to renew his float, so he’ll probably have to use his utilt to prevent Jeice from hitting the ground as he lands. While it’s hard for Ginyu to kill Jeice, it’s also just as hard for Jeice to kill Ginyu due to him not being able to really act as much of a distraction for the Crusher Ball without just letting himself get beat on and Ginyu’s levitation field enabling him to automatically dodge the Crusher Ball with minimal effort. Jeice will want to get the crusher ball flying as fast as possible in order to essentially entirely ignore Ginyu’s levitation field, but if he does this Ginyu can potentially turn the tables with a body swap, using all of Jeice’s hard work against him. If Jeice is busy building up the momentum of the crusher ball, it’ll be significantly harder for him to use it to defend himself, enabling Ginyu to take Jeice off-stage and actually pull off said body swap – Jeice’s Up Special actually makes it easier to hit with the Body Swap, as it’ll generally be blatantly obvious when he’s going to use it and where he’ll show up.

Captain Ginyu Vs. Guldo – 40/60, Guldo’s Favor

While Guldo can easily recover from under the stage due to his earth spear being able to reach him almost immediately thanks to him being right next to the stage, Guldo struggles more significantly to recover when knocked off the side of the stage. Ginyu can potentially just scoop Guldo up off his earth spear and stay high enough in the air to not catch his earth spear, separating them and limiting Guldo’s vertical recovery significantly, leaving the chubby green alien fodder for a dthrow or fair. If Guldo gets enough height, he can use his utilt to throw his earth spear up to defend himself, but if he hasn’t gotten high enough up into the air yet this is basically a suicide.

While Ginyu can KO Guldo with relative ease once he’s off-stage, Ginyu struggles to get Guldo off-stage in the first place. Most notably, the fact that Ginyu only needs to be hit once to bring down his precious Levitation Field makes Guldo’s Down Special Eye Lasers a nightmare. Ginyu doesn’t particularly want to approach if he can’t get up his levitation field, and he generally has to float away in order to buy the time to get it up – when he comes down to the ground to recharge, Guldo can nail him and force the levitation field back down with his eye lasers. This forces Ginyu without his levitation field, mostly just to hit him and knock down his Eye Lasers. While Ginyu’s approaching is pretty bad without his Levitation Field, his Galaxy Dynamite can be a superb aid in approaching and potentially buy him the time to set-up the Levitation Field in Guldo’s face. Considering that Ginyu’s Galaxy Dynamite is also laggy and it takes a long time to move across the stage, though, Guldo will have plenty of time to set up an earth spear and/or a usmash stream of rocks to punish Ginyu as Guldo gets hit by the Galaxy Dynamite, and any momentum Ginyu picks up won’t go far when Guldo’s less laggy Down Special Eye Lasers enable him to so easily poke Ginyu’s Levitation Field down.

Guldo wins the damage racking phase, but Ginyu doesn’t need damage to kill foes anyway. Guldo on the other hand certainly needs the damage – getting an early KO off the top blast zone with a usmash rock stream is more likely to backfire than not when Ginyu’s dair enables him to knock Guldo above him when he’s poking at him from below, then Ginyu can finish off Guldo with his uair/usual juggling tactics. In order to –successfully- kill Ginyu, Guldo will either want to use his pummel to levitate Ginyu under the stage or use his fsmash for the finisher. Both of these options work well for Guldo, as being so close to the stage gives Guldo excellent recovery and thus a better ability to gimp Ginyu. Guldo won’t be coming up close and personal for fear of Ginyu’s dair/uair/fair, save for potentially going below to bait Ginyu into a dair only to nair him to his doom. No – Guldo will use his eye lasers as a threat and force Ginyu into a grab, then levitate him down even further before finishing with a dthrow.

Considering the match-up is rather negative for Ginyu, this is one where he’ll be looking to pull off a body swap whenever he can. Ginyu will want to avoid Guldo’s grab at all costs to avoid getting taken under the stage to force Guldo to use his fsmash for the KO, which requires the most damage of Guldo’s KO options and is thus the best way for Ginyu to get enough damage for a body swap. Ginyu still has to get Guldo off-stage to pull off the body swap most of the time, as attempting to use Galaxy Dynamite to stall Guldo will more often than not cause Guldo to use Time Freeze to instantly get behind Ginyu and blow up the dynamite in his face. Considering how utterly things turn around when Ginyu –does- pull off the body swap, though, the match-up isn’t as bad as it could be.

Captain Ginyu Vs. Vegeta – 55/45, Ginyu’s favor

If Ginyu is above Vegeta trying to knock him higher into the air with his dair, Vegeta can use a combo of his bair and dair to catch Ginyu from above, then his dair to knock Ginyu onto the ground and pitfall Ginyu. If Ginyu takes Vegeta off-stage horizontally, then things tend to get messy as Vegeta tries to reverse the gimp, but with a proper levitation field Vegeta isn’t particularly troublesome for Ginyu. Vegeta’s projectiles move very slowly at first before accelerating, and they never get that fast anyway, so Vegeta’s projectiles will generally be useless due to the field. What Ginyu doesn’t like is Vegeta’s fair giving him the ability to blaze past Ginyu and out of the levitation field. Ginyu will have to predict it and back away during it, then use his bair to kick Vegeta back into the Levitation Field – if done successfully, Vegeta will end up facing away from Ginyu and be unable to just repeat the process again.

While Vegeta can be a tad annoying for Ginyu to finish off, it’s generally very easy for Ginyu to get Vegeta off-stage, with ftilt being Vegeta’s only notable resistance which is easily shielded by Ginyu. Vegeta’s main hope of killing Ginyu will be to try to turn a gimping attempt around on Ginyu, which while difficult only requires one good hit or two due to Ginyu’s poor vertical recovery. Pitfalling Ginyu with his dair and fsmash may seem difficult at first with Vegeta having no way of attacking Ginyu at a range to bait him over while Ginyu can use his Side Special, but Vegeta can use the threat of his Great Ape Form to force an approach from Ginyu – Vegeta just better not get optimistic about completing the transformation seeing Ginyu’s Levitation Field easily can get Vegeta away to interrupt it.

Captain Ginyu Vs. Nappa – 55/45, Ginyu’s favor

While Ginyu can’t body swap with Great Ape Nappa, Nappa will find it almost entirely impossible to reach the form due to superarmor not helping Nappa complete the transformation – Ginyu’s Levitation Field is able to move Nappa around during the starting lag of his Down Special. Furthermore, Nappa will have an annoying time bringing Ginyu down to the ground, and Ginyu can just hover over Nappa and repeatedly attempt to dair him up into the air. If Nappa goes up to pursue Ginyu, he’s just making Ginyu’s work easier for him, and Nappa is generally outclassed by Ginyu in the air on-stage anyway. Ginyu can pretty easily juggle Nappa up into the air to fair him through the stage – the problem is Nappa can pretty easily recover from it with his very long float time, and Ginyu will pretty much –have- to KO Nappa with his uair, squishing him against the bottom of the stage.

This wouldn’t be a problem if Ginyu’s ability to force Nappa off the side of the stage wasn’t so utterly mediocre, as Nappa can ruin Ginyu’s dashing attack by putting indents in the stage with his Side Special. Even without said indents, Nappa outclasses Ginyu on the stage, so Ginyu will want to stick to the air where he has the advantage. This leaves Ginyu exceedingly predictable to constantly staying above Nappa and trying to knock him up into the air, as Nappa his absolutely excellent anti-air with all of his up moves save for his Up Special – most notably, his uair can take Ginyu out of the air and force him onto the ground. This battle seems to favor Nappa as he gets significantly more damage on Ginyu, but there’s a possibility that one of Ginyu’s “damaging attempts” will end up in a successful KO – Ginyu has plenty of time to do it before Nappa finally gets enough damage to kill him. Nappa’s lack of a traditional spike prevents him from finishing Ginyu until annoyingly high percentages, as Ginyu’s horizontal recovery is godly. Such a high percentage begs for a body swap from Ginyu, although luckily for Nappa Ginyu struggles to get Nappa off-stage outside just spiking him through it, which Nappa can easily recover from while comfortably avoiding the body swap beam, leaving the match-up reasonably fair.

Jeice Vs. Guldo – 60/40, Jeice’s Favor

Jeice will approach to within about 2 platforms of Guldo in order to more consistently bat his crusher ball at Guldo, and Guldo generally sees little reason to bother approaching, so the fight will largely be done with this awkward distance between the combatants. Guldo will largely be trying to drop his earth spear on Jeice and use his eye lasers to pressure him, as well as his grab. Most notably, when Jeice goes to bat the crusher ball is the time Guldo should go for the grab. Guldo’s usmash rock stream will be hard to force Jeice into, but he can use his Neutral Special to get behind Jeice and trap him in-between himself and the rock stream to leave him nowhere to run and repeatedly try to pressure him in that direction – potentially coming up for, god forbid, melee combat with his bair to drag him over.

While Guldo certainly is capable of damage racking, Guldo lacks much of a defense to the crusher ball and is too slow to really dodge around it all that comfortably, meaning he’ll be taking his own share of hits as well. Jeice plays like a heavyweight though in that if he’s trading hits with his foe, he’s generally winning, and this is especially true when Jeice’s recovery is so much blatantly better than Guldo’s. If Guldo wants to realistically win, he’ll want to go for some early KOs with his usmash rock stream. While Jeice is generally rather easy to pressure into the stream due to his melee incompetence, if he ever gets out of it briefly you won’t have time to put him back in, as his Up Special will enable him to cheese his way out of it. Keeping him delayed in a rock stream for a time is still productive for Guldo either way, though, if only for not letting him babysit his current crusher ball. Still, this being Guldo’s most viable option makes it rather predictable and gives Jeice the match-up fairly comfortably.

Jeice Vs. Vegeta – 65/35, Jeice’s Favor

Vegeta struggles to approach around Jeice’s crusher ball significantly, most notably due to his float lacking vertical movement, something that’s almost standard for all the other DBZ characters. Vegeta’s fair and his Zanzoken enable him to move very quickly short distances, but aside from Zanzoken having very few compatible moves in the air, these moves can’t go –through- Jeice’s crusher ball. If Jeice is competent, he generally won’t leave himself vulnerable without being able to bring back his crusher ball to defend himself, leaving Vegeta’s only real opportunity to attack Jeice when he comes to the ground to restore his float. If Vegeta catches Jeice when he comes down, he can combo Jeice considerably, but Jeice’s significantly faster float will generally enable him to get away before he takes –too much- punishment.

The threat of Vegeta’s great ape transformation is largely a non factor here, as it doesn’t require Jeice to change things up from he normally does – if the knockback on the crusher ball somehow won’t be enough, Jeice can just have the ball grab Vegeta and drag him away with it. This prevents Vegeta from repeatedly knocking Jeice into the same pitfall, seeing Jeice will generally be the one doing the zoning due to Vegeta’s inability to pressure him. Vegeta’s projectiles are the main thing that enable him to ever approach Jeice aside from when he touches down onto the ground, and can serve as decent distractions. Ideally, Vegeta will want to use his projectiles interrupt Jeice from recalling/batting away the crusher ball so he can then come and capitalize on Jeice’s vulnerability. To seal the deal, Vegeta is also significantly frailer than Jeice what with Jeice having two uses of his Up Special and the ability to float upwards with no penalty, this durability making it very hard for Vegeta to get early gimp kills on Jeice.

Jeice Vs. Nappa – 50/50

Nappa will largely be abusing his grab-game with his ground chunks to use them as shields against Jeice’s crusher ball, and seeing Jeice is so defensive Nappa will be mainly attempting to pull off a Great-Ape transformation. This forces Jeice to come a long ways out of his comfort zone and approach Nappa – not only to get him to stop staring, but to get him off the ground so he can’t casually use ground chunks as shields against his crusher ball. Coming up to close range against Nappa is pretty foolish, though, much less when he has ground chunks in his hands – Nappa will probably turn the approach around and grab Jeice, then smash an earth skirt onto him with his dthrow so he can’t go back up into the air and proceed to beat the crap out of him, probably with his on-stage game with his side special indents in the stage.

Jeice’s best chance to attack Nappa is when he’s getting over confident in a cocky state like this, but he won’t have much time to build momentum here, so he’ll probably want to just grab Nappa with the ball rather than just unleashing all the energy in one hit. With the grab, Jeice can hopefully manage to get Nappa off-stage as this is a method of getting people off-stage ignoring their weight, then abandon that crusher ball and make another to hit Nappa on the way back before he can get more ground chunks. Jeice’s main chance to actually do anything to Nappa is while the bald brute is recovering, as while Nappa’s recovery is good it’s very slow and predictable. Assuming he doesn’t have access to his ground chunks, his only ranged attack in the air are his eye lasers, which will little to stop Jeice from repeatedly pelting Nappa off-stage with his crusher ball. This match-up may seem rigged when you first play it, but that’s because both characters have such amazing potential to completely and utterly destroy each other – it can go either way, but more often than not one characters will completely dominate the other one.

Guldo Vs. Vegeta – 40/60, Vegeta’s favor

Vegeta is capable of getting up to Guldo at excessive speeds before he can set up as much junk as he’d like and beat the crap out of him. Vegeta will generally be abandoning his more defensive and ranged options entirely in the match-up, as all that does is give Guldo set-up time which Vegeta blatantly doesn’t want to give him. If Guldo decides to be realistic, he can anticipate Vegeta knocking him off-stage and use his earth spear to extend the time he can stay off the ground to be longer than Vegeta’s. If he baits Vegeta far enough off-stage, a simple nair can oftentimes be all Guldo needs to finish him. . .But this all requires Vegeta to be gullible enough to pursue Guldo all the way off-stage. Vegeta can just use his ranged options briefly as Guldo goes off-stage and wait for him to come back, as when Guldo has no stage under his feet he’s mediocre in ranged combat.

Guldo will want to disable Vegeta in order to get some breathing room, most probably with his bthrow. Getting a grab is as simple as a casual press of Guldo’s Neutral Special, and from there you can get some competent set-up. Vegeta remains fairly predictable throughout the match-up, what with him actually, god forbid, approaching, preventing Guldo from getting utterly owned. Vegeta will also struggle to repeatedly knock Guldo down into the same area of the stage to make larger and larger pitfalls, as Guldo will be blatantly controlling where the battle takes place with his superior zoning tools. The main thing that gives Vegeta the match-up at a comfortable ratio is his simplistic yet superior gimping ability, with Guldo generally being too cowardly to come out and gimp Vegeta personally when Vegeta’s so much better at it.

Guldo Vs. Nappa – 50/50

Nappa’s bthrow will do little to cover his slow, predictable approach against Guldo, as dthe fact it’s slow and predictable is all that Guldo needs to exploit it, dropping an earth spear to impale Nappa’s bald head as he passes. Nappa will get damage racked to high heaven as he approaches Guldo, then Guldo will just use his nair to cause Nappa to whisk past him when he approaches, flee, then repeat it all over again. Assuming Nappa has functioning brain cells, he’ll want to play campy rather than approach due to his complete and utter inability to do so against Guldo, much less with dodging being so taboo against Guldo.

Surprisingly, Nappa is ability to play a competent defensive campy game against Guldo, as his fsmash beam outranges Guldo’s by a significant margin. He can also send eye lasers, toss ground chunks, what have you, to make Guldo struggle to approach him. What’s particularly annoying for Guldo is that he’s not allowed to play the waiting game due to the threat of Nappa’s Great Ape transformation. . .But approach? No, Guldo’s too lazy to do that. Instead, Guldo will just want to use his Neutral Special followed by his grab to interrupt the transformation and drop Nappa into a rock stream/underneath an earth spear. With Nappa only occasionally nipping Guldo with ranged attacks, Guldo will be able to set things up to knock Nappa into without much worry.

The only thing in this match-up that annoys Guldo is that as far as Guldo is concerned, Nappa is almost entirely indestructible. The most feasible way of killing him is the usmash rock stream, which is convenient considering that takes the least amount of damage anyway. Nappa struggles to get out of it significantly, as his only method of hitting above himself to hit at Guldo, who will be above him trying to knock him further upwards, is his uair, which has a long animation and will probably result in Nappa getting taken off the top as he does so. That said, Nappa can avoid getting knocked off into the rock stream if he’s competent, as if he is he should know that’s the only thing Guldo has that he should truly fear. Nappa can just go back a bit during the first little bit of the rock stream so Guldo won’t be able to knock him into it even if he does his Neutral Special/grab combo, then come back to be safe. Seeing Guldo will be spamming his Neutral Special/Grab combo so much, Nappa can potentially get in some actual competent damage racking if he can actually get to Guldo, as if he knocks Guldo off-stage Guldo can suffer the meat of an fsmash beam. Of course, this is high risk high reward, but it’ll end up happening more often than not due to Nappa just getting impatient. Yes, Nappa only tickles Guldo throughout the match-up, but Guldo requires absurd amounts of damage to kill Nappa, allowing things to come around full circle for the most part.

Burter and Jeice Vs. Vegeta and Nappa – 30/70, Saiyans’ favor

Individually, Vegeta has a bad match-up against both Jeice and Burter, but Nappa wipes the floor with Burter and goes even with Jeice. Considering then that Vegeta is largely useless in his humanoid state and he has the actually competent Nappa to cover him, Vegeta will be mainly trying to go for his great ape form. Nappa is the better one to defend anyway, considering Vegeta is fairly incompetent defensively. In addition, Nappa and Vegeta are allowed to stare at either fake moon they desire and can transition their gaze between them with no penalty, making it so that both of them could potentially transform. Vegeta’s additional fake moon can give Nappa more fodder to reflect his eye lasers off of to ensure the Saiyan defense stays competent, and considering Nappa will already want to spam indents in the stage to screw over Burter his Eye Lasers will become absolutely amazing zoning tools. As far as Jeice, he’ll have to come in personally as Nappa just defends with his ground chunks/uses them to zone his eye lasers to block his Jeice Ball – Jeice’s main ranged attack he’ll be able to actually hit them with is fsmash, which is too weak to really force them to stop staring at the fake moons. Burter and Jeice will have to come in at the same time to competently force them away with awkward close range moves, and Nappa will generally be able to competently enough defend Vegeta for them to be unable to force both of them away before somebody can transform. Nappa can potentially even grab both Burter and Jeice at once to practically guarantee a transformation. Once one of the Saiyans transforms, the other one will inevitably soon enough, and against two great apes. . .Yeah. You’re screwed.

That said, with how much the saiyans focus on transforming if the Ginyu Force –does- manage to interrupt it they’ll generally do a number on one of them, almost always Vegeta, before they can go reunite. Nappa may be a better target, though, as if Burter can keep Nappa off the ground he won’t be able to get ground chunks to defend himself from Jeice. Burter’s movement speed is still very high with no momentum, so he can effectively go between Nappa and Vegeta to consistently force them into the air. Better yet, Burter’s dsmash can make the ground (Probably the main place Vegeta and Nappa will put their moons) shake for a good while to interrupt it, and is Burter’s one move where he slides along the ground he can still use when some indents are up. If the Saiyans don’t want this to happen, they’ll generally have to go out of their way to stop it – this generally requires Vegeta to actually do something, which will leave him vulnerable to Jeice. Even with forcing Nappa into the air, though, with Nappa able to angle where he looks he’ll require more excessive pressure to interrupt his transformation. If he is indeed off the ground, though, he generally won’t be able to just shield himself with ground chunks and will also be able to actually get hit by Jeice’s Crusher Ball. If Burter and Jeice and manage to get an actual competent foothold, they have some notable synergy with their two signature moves in the Blue Hurricane and Crusher Ball – if Burter can go inside the tornado with the foe and pressure them (At all), Jeice can just throw his Crusher Ball into the tornado and pretty much score a KO for free – especially considering the Blue Hurricane will boost the Crusher Ball’s momentum. The Ginyu Force is competent enough to force them out of this, but the Saiyans get 3 attempts at this, and they only need to succeed –once-.

Captain Ginyu, Burter, and Recoome Vs. Nappa – 75/25, Ginyu Force’s favor

Recoome and Burter prefer to have set-up time, so Ginyu is stuck with the main role of occupying Nappa’s attention. Ginyu would ultimately fail at this against the superpowered Nappa with little support, but Recoome isn’t constantly charging up and just charges up a couple seconds at a time before unleashing an attack. Burter is also able to actually attack as he charges, which is significantly more feasible when he has other people to distract Nappa so he can actually hit. Nappa will have to rely on his ground chunks to block Burter as he attempts to pass so he only has to worry about Recoome and Ginyu, and with Nappa having so much pressure on him going into great ape form is pretty laughable. Nappa’s initial target is obviously going to be Ginyu simply due to Ginyu being in his face all the time, but honestly Ginyu isn’t that much of a threat himself and his main purpose is to just give Burter and Recoome time. Ginyu cannot body swap with Nappa until he hits 200% (400% in Great Ape form), and at such a high percentage it kind of kills the appeal of having Nappa’s body at that point anyway. As far as killing Nappa normally, with Nappa’s doubled float time killing him via pure gimping is all but impossible and Ginyu will literally –have- to KO Nappa by squishing Nappa between his uair and the bottom of the stage. . .But this is more feasible than you’d think, as if Ginyu does this, Burter can help and make it a far bigger possibility to actually kill Nappa, especially considering Nappa won’t have his ground chunks to just wall off and casually dismiss Burter under the stage. With all that time under the stage, if Nappa survives he’ll inevitably be greeted by a downwards eraser gun from Recoome when he goes back to the top of the stage, who will have been sitting there largely undisturbed.

Nappa vastly prefers the ground above all else in this match-up, as Ginyu wants him high up in the air and Burter gets interrupted by indents in the ground as he slides along it. That and, of course, Nappa won’t be able to get his ground chunks if he’s not on the ground or have access to his indents, taking away a large chunk of his playstyle he relies on. Ginyu is the main one capable of taking Nappa into the air, though Recoome is probably the biggest threat simply because Nappa has no way to casually dismiss him and Recoome will get all the time in the world to himself and does the best of the Ginyu Force against Nappa individually. If Nappa can get rid of Ginyu temporairily, that time may be better spent attacking Recoome than going after Ginyu, as going after Ginyu will probably just get Nappa hit by Recoome anyway. Nappa will mainly want to grab Reccoome in the middle of a taunt which Recoome is normally able to pull off so easily in this match-up, though things will go downhill for Nappa very, very fast if Recoome pulls off a grab counter. Nappa largely wants a grab on Recoome as it’s the main way Nappa can kill Recoome in a timely fashion. Putting an earth skirt on Recoome can capitalize on his poor vertical recovery (This also applies to Ginyu), which Nappa is fully capable of gimping with his insanely long lasting float. Nappa needs to not only be careful of grab counters screwing him over, though, but Ginyu/Burter taking advantage of Nappa’s off-stage status and getting an early kill on him. With three heavyweights (Speaking of which, Nappa also dislikes they’re all very similar weights) constantly breathing down his neck, Nappa doesn’t have time to damage rack his foes and wants to kill them off immediately. Needless to say, that’s a pretty tall order, though this team is pretty much tailor made to take Nappa down – all heavyweights with excellent recoveries, with just enough offense for some competent defensive characters to obliterate the bald Saiyan.

Captain Ginyu, Jeice, and Guldo Vs. Nappa – 45/55, Nappa’s favor

Ginyu is again the main person stuck with keeping Nappa busy, arguably even more-so than when he has to back up Burter and Recoome considering Guldo and Jeice play so naturally campy. Ginyu has to get Nappa up off the ground so he can’t just use his ground chunks as shields against Jeice’s crusher ball, but even if Nappa can completely ignore Jeice he’ll still find Ginyu being his face annoying as it prevents him from dealing with Guldo. With Ginyu to distract for him, Guldo can use the part of the hitbox where his lasers collide, his earth spear, and most deadly his dsmash and grab. While using Guldo’s Neutral Special in tandem with his dsmash has limited use against boss characters, it works when he has allies as the fact that Nappa must shield gives Ginyu a good shot at getting in a grab. Guldo is without a doubt the biggest threat here, especially if left unchecked, so Nappa will be constantly trying to get Ginyu out of his way so he can get to Guldo. If Nappa properly accounts for Guldo’s grab and stays far enough away from Ginyu he can’t get in easy grabs with Guldo’s dsmash forces him to shield, he’s generally fairly safe from Guldo’s otherwise very threatening prowess, as the gigantic range on Guldo’s eye lasers and fsmash end up backfiring far more often than not when there’s two allies to hit and only one enemy. Nappa is able to make fairly quick work of Guldo with his light weight and him relying exclusively on his earth spear for vertical recovery.

The only problematic factor for Nappa is that when he’s going berserk to get rid of the only legitimate threat, Jeice becomes actually useful as Nappa comes out from behind his ground chunks and becomes vulnerable to the crusher ball – especially if Nappa goes off-stage, which he generally will have to in order to actually finish Guldo. Ginyu is still perfectly competent as well, and his large array of launching moves can also help make Nappa vulnerable to Jeice. If Ginyu succeeds in spiking Nappa through the stage, Guldo’s existence pretty much assures a KO, considering Nappa will have no way to shield Guldo’s dsmash. If Guldo does go down, though, things will start going significantly downhill, as the main way Ginyu will easily get Nappa up into the air is when he’s being distracted by Guldo. With Nappa’s insane weight, even if he has only one stock left a win is possible if Guldo is dead, and after Ginyu’s dead and Nappa’s at insane percentages he can just go Great Ape to finish Jeice.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
810
3DS FC
1908-0105-4965
Jeesh...I'm glad I caught up when I did... Time for ONE COMMENT! WOO!

Ammyis a cool set, TWILT. Certainly a hell of a way to go out with a bang. I like the way you integrated the ink into the moveset, as well as how the drawing was handled. The three weapons were done pretty well, too. I really have no problems with the set at all, really. Great work, TWILT. And good luck with being a chat leech and all (WARY)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
And here we go, 25th-hour style. I'm doing it again, but now I'm cutting down on length. Let me be succinct and just offer a few lines on whether or not I like what I see.

[collapse=SOTHE - gcubedude]A move forward from your earlier magic-based sets; weapon-based characters are harder. He seems deeply ingrained in the tradition of combo characters, and his moves progress a little bit too often in a force-them-to-turn-their-back-to-you-then-hit-them-in-the-back pattern. I do appreciate the use of invisibility to give him the sneak attack aspect after all, but I feel like you could have made even more oriented around stealth than this. Steps forward, keep it up.[/collapse]
[collapse=SHOTZO - Plorf]Surprised at how much I like this. Disregard for flow, and there's no moment of *click*-it-all-fits as in most Warlordian-style movesets nowadays and most clearly showcased in Daddy's sets. Instead we have any number of seemingly oblivious move interactions, many of which are so quiet as to be unnoticable. Of course lowering gravity is useful for a character who is going to spend a lot of time sniping his foes out of the air. Just look at the way firing the opponent into prime position for heat-seeking missiles or your mini-Shotzos is going to be a matter of precision and timing, or that perching on a star block just offstage is going to be a useful camping option until you're forced to jettison off of it via Recoil, or that using the Dragball to push your mini-Shotzo across the stage is going to give any sort of set-up character a hard time. All flow here seems accidental, but I'm not sure it is. In a Plorf set, we enter the mind of Plorf, and it's a whimsical, foreign place that takes getting used to. Your sets want the reader to make concessions to their style. When he does, he recognizes the subtle and well-realized playstyle on display. If he doesn't, of course it's going to look like an awful mess.

And people don't like "accidental" cleverness because the thought of effort and quality not being synonymous is appalling to them. "I could make a set like this in fifteen minutes." Well, then do it![/collapse]
[collapse=YAMATO - Koric]An ordeal to read but a very good set. Little regard for the reader allows you to focus on a simple set that is not at all without playstyle. Many generic attacks allow his complex deception game to take a center stage; he's on some now-you-see-me-now-you-don't and plays as passive-aggressive as they come. Eclectic in all his simplicity. Dense stuff.[/collapse]
[collapse=BLOOPER - n88_2004]Most liquid-oriented stage control characters want to muck up the match, make things slow and torturous and very tightly controlled. Blooper does the opposite by removing every notion of stability and control. Blooper zooms around the stage and wants the opponent to zoom around as well, but on his terms. Here even the slightest smack can cause a careening reversal of momentum, and trying to leap into Blooper might result in bouncing the other way, and not even a usually-reliable grab can slow things down and put the slightest semblance of control into place. Blooper's grab certainly is not meant to bring the two fighters any closer together or to slow down their excess of movement. I've wanted to make a set around forcing excessive kineticism, but I don't think I could have done it this well. Very impressed here.[/collapse]
[collapse=XP-TAN - Junahu]A clever, clever set. Her many ways to restrict options through the all-consuming windows is intense and should make a frustrating match for the opponent, but they won't care when they keep having those mammaries paraded about in front of them! Look at that eye candy, there! What does it matter that they can get nothing done? The set stubbornly rejects flow. It's not difficult to guess which operating system Junahu prefers.[/collapse]
[collapse=GELATINOUS CUBE - Zook]Uh, cool set. I assume the Gelatinous Cube is solid, although who would ever want to stand on it? Fighting it seems to be a frustrating test of patience and more suited to a boss battle than a Brawl. It's bold that you chose to make it so. Not sure it's smart, but certainly bold.[/collapse]
[collapse=FAWFUL - Nicholas1024]I previewed this set (not something I do very often!), so I'll just reiterate: I think that the needling, irritating playstyle is very fitting here, as is the heavy reliance on an external source of power. Fawful has a nice handful of ways to keep the foe distracted while he track his Dark Star. Coincidentally, I wanted to advise you to put that input on Down Special, but accidentally typo'd it as Down Smash. Worst proofreader ever. (ONO)[/collapse]
[collapse=AIRMAN - Junahu]You've got a malformed link causing all kinds of trouble, you know?

Otherwise, I really like what this set is doing - the way you present really shifts emphasis from what is normally emphasized to an undue degree. Airman winds up as a kind of aerial shepherd, and a Sakuraish character with a simple, concise playstyle. But here you manage to pull off the creativity-only-in-specials resoundingly well by keeping us in suspense throughout all of the "boring" attacks. Is the next move going to reveal the secret? Or the next section? And so on it goes until the secret itself becomes a Macguffin and the fully-formed playstyle takes center stage. This might be my favourite Junahu set of the contest.[/collapse]
[collapse=MISSINGNO. - Pikmin3000]Putting your inputs in an order more conducive to move interactions than is standard is an interesting move and starting to become a bit of a trademark with you - it's quite Junian and makes the set flow quite well. Heavy use of glitches corrects one of my old problems with Warlord's proppish take on this character; here you've got more clever ways to hack the opponent's gameplay. I wish he were more able to glitch up the opponent's playstyle as well as just their mobility, sense of time and space, etc, but there's a lot of creativity on display here and I like the playstyle of malignant passivity you've got going here.[/collapse]
[collapse=THE JOKER - getocoolaid]I would have liked some of the tricks you play with goo and status afflictions a bit more if I hadn't already done them myself in Team Rocket Grunt, two contests ago. That's not a knock on you or any sort of boastfulness, just my justification for not finding it especially compelling. I like reading ideas that haven't occurred to me, and I like your sets most when they're very unorthodox. Tetris and especially Harvey are awesome. Joker is playing it straight, and he's okay, but he's a bit forgettable. He has some traps, some interactions, some status effects. He feels like a bridge between uncertain early works and more refined later projects, although I personally hope you hold on to the otherness you found in Tetris and Harvey's mangled move inputs.[/collapse]
[collapse=MEPHILES - Katapultar]This set has a couple of bloody creative ideas. Your take on time travel seems even more complex than Father Time's and maybe it's for the best that you didn't add any interactions with it - you could have ended up with one of the most complex sets of all time. Then again, such a set would be very memorable, and as is, although there is some appeal to Mephiles's basic gameplan, the preponderance of generic attacks kind of ruins his whole averse-to-fair-combat concept.[/collapse]

Daddy, did you really refer to meanie and n88 as starlets? As far as I can tell, neither of them are young women, rising up the ranks toward fame. :laugh:

[collapse=CASTFORM - LegendofLink]Castform seems like a compelling little challenge of movesetting, because how can one establish any sort of flow in a character that is so changeable by definition? I've gotten quite disillusioned with movesets that contain different forms, different strategies, that the player is supposed to shift between in battle to make for an all-around potent playstyle. Castform is not quite that, because his "transformations" are translated into zones that he needs to control and he becomes a kind of weather-farmer, and so I quite like this set. But I think that, by design, this character can't be as flowing as I like to see in a moveset, so although you more or less did everything right that you could have done right, I feel like you've got still better works ahead.[/collapse]
[collapse=THE SCOUT - Kholdstare]I feel like this set makes for an awesome companion piece with The Scout (and even, to a certain extent, with The Engineer - this series really gives itself to movesets, doesn't it?). It's written as a Khold set tends to be - excitingly - and translates its character by being abrasive to a more prudent extent than the downright abusive Hazama. The moveset is not entirely cohesive, but he sure does a good job of selling it as interesting and fresh. It's a very neat way to cover up a few generic attacks, an intriguing counterpoint to Airman's very different means of attaining the same goal.[/collapse]
[collapse=HIDEAKI KOBAYAKAWA - ieyasu tokugawa]A moveset based on a character's haplessness and clumsiness and general incompetence? This is a more amusing read than it should be. It's really quite refreshing to read about Hideaki's ongoing attempts to get out of the Brawl and just chow down. I can't discern much playstyle here beyond the mindgames built into a character that doesn't really know what he's doing, but oh well. Daddy is right in calling you an "isolationist" - you're an island unto yourself, and I for one would like you to keep doing what you're doing.[/collapse]
[collapse=STEELIX - Katapultar]Yes, well, the idea of Pursuit mode is pretty cool. I'm not sure this is the right character to explore it, though. To be honest, I couldn't really recommend this set to anybody. It's like how Shotzo allowed us right into Plorf's mind, a curious and wonderous place - well, this is a trip into your mind, which is a kind of crazy, confusing and sometimes frightening place. This moveset is somehow both overwhelming and underwhelming at the same time.[/collapse]
[collapse=KING BOO - BKupa666]Truly a moveset in the Kupic tradition: simple little generic effects that serve purposes that are far from generic in the larger scheme of things. I have to say I like the policy of moderation that King Boo encourages, although I'm not sure why of all characters is so preoccupied with managing his resources. I'd rather see his moveset as a kind of frenzied ghost party, with lots of swooping around and more attacks along the lines of lighting his Boos on fire (as is, on a single attack, it seems a bit weird to me). That said, it's a clever thing, that shield mechanic, and the moveset has a great ambient flow.[/collapse]
[collapse=SPIRITOMB - n88_2004]I think the reason I love your style so much is that your attacks are usually simple and not too outlandish; their effects are generally straightforward. Move interactions emerge very organically and it never looks like you're straining to fit them in. Spiritomb is a ghost, and as such, he's appearing and disappearing all over the place and toying with the opponent via status effects, but he's also Dark, and as such, he's always on an offensive. He fights dirty, but he's always fighting, because any sort of passive camping is going to result in trouble for the keystone. At the same time, his versatility in terms of how he protects it is laudable; he can perch on top of it, draw attention away from it, or even carry it around with him all the time. The relationship between the spirit and the keystone is compelling; it becomes very clear that the keystone is the Pokemon, and the spirit that emerges from it is just a manifestation, a sort of astral projection that's used as a physical failsafe. Great stuff.[/collapse]
[collapse=FANTOMEX - n88_2004]I like this set maybe a bit more than I should - I'm not sure EVA is implemented too smoothly and since you need to summon her to really be able to fight properly, it seems vaguely unnecessary to have a separate input just for bringing her out. But beside that, gun-based playstyles have never been this focused or this adept at capturing that long-distance combo-barrage-character feel that they should bring to the table; and he's not a one-trick pony either, because you give him a nice aura of devilish unpredictability. Also, swooping around and shooting while clinging to EVA is just about the coolest concept I've read ever.[/collapse]
[collapse=CHAIN CHOMP - n88_2004]I've really mused over a set that is more complex to play against than to play as before. Here it is, and you did it just about right. There's not much more that could have been done with Chomp, and I'm glad you resisted the temptation - as you always do - to force creativity. It's probably your biggest moveset-making strength, that willingness to make simple moves that is so clear when reading something like Blooper or Spiritomb. When it's the time for creativity, you have no short supply of that, either. The worst thing that can happen is a dull playstyle - as in Goruugu - but if you have an idea and explore it properly, not so much developing on it as combining it with basic, effective attack concepts that are used willy-nilly all over MYM but rarely with as much relevance, you make some really great sets.

And happy belated birthday. :bee:[/collapse]
[collapse=BEEHEYEN - Katapultar]They meet in hurricanes; where be the gold, matey? Spin and spin but no it certainly is made of pancakes. Funny worlds do do it, but yellow does NOT do it. They told you! Then we agreed and they gave the hanging string a dollar. I took a ride on it, and wheeeeeeeeeeeeeeeeeee although nobody said it needed watering?[/collapse]
[collapse=TYRANITAR - Tenodera]Actually, this moveset is very well-characterized; Stealth Rock is more or less a spot-on move for a Rock/Dark pokemon to be using, and the general feel is that of an avalanche; once Tyranitar gets moving, even his slightest offensive is going to be devastating. He's a standard heavyweight in playstyle, don't get me wrong, but his very earthy, cruel attack style hints at a lot of thought and quite a bit of potential.[/collapse]
[collapse=PONG - Nicholas1024]Along with Tetris, this character is my Holy Grail of moveset potential; I was thinking Pong Paddle, but you've gone completely outside of the box with this set. Love the way the match comes down to those brief, not-too-common moments when the square and the opponent come into close proximity, and that the animation of the square rarely and barely changes, and that most of its tactics seem almost like temporary glitches. This is a thought exercise more than a moveset, but it's the very best kind of thought exercise.[/collapse]
[collapse=LUVIAGELITA EDELFELT - darth meanie]Yo... weird writing. You use the word "trick" twice in a sentence, then "interesting" twice in a sentence, then "third" twice in a sentence. And that's just in the specials!

Anyway... what a difficult set to like. Generic attacks, apparent lack of distinct playstyle, and organization that is presumably nice if you have the fonts downloaded but unfortunately I don't. You reprise the format of Saber with the intent to put together a complex, very flowing playstyle without ever really turning to move creativity. The moveset is very much like most of your "post-modern" efforts this contest - especially Toxicroak - and also recalls something of Jalorda; essentially, you're not taking a single idea and expanding on it so much as you're layering a ton of simplistic attacks into a playstyle. It's a new approach and tough for an old fogey like me to get used to, but I do appreciate it more here than with Toxicroak. I wish the character were more interesting, though; I don't really feel like I know anything about Luvia or her source material and so I have no personal connection to how well-translated the character may or may not be.[/collapse]
Then there's an interesting little exchange about Strangelove that is unfortunately quashed rather quickly...

[collapse=KEITH - n88_2004]This is an interesting new direction for MYM to take, and although I don't expect to ever be popular, there is potential to be plumbed here, I think. When you narrate a moveset there's suddenly a much closer connection to the literal and figurative voice of the moveset-maker, and it becomes much easier to follow along and to develop an investment in the character and its playstyle. Now, if instead of the pictures you had brief text blurbs summarizing what you were describing, kind of like a powerpoint... certainly potential. Well, not this particular moveset, which was clearly a bold experiment and not a legit moveset, but some other, less spontaneous outing. Keith, meanwhile, becomes a bit of trailblazer, or maybe a relic.

By the way, your voice is so soothing! Although I'm having trouble figuring out where that hint of an accent comes from - you draw out and kind of don't fully commit to pronouncing the A in lazy and the O in also. It sounds very familiar... you speak any other languages?[/collapse]
[collapse=CODY TRAVERS - gcubedude]Characters from fighting games are very difficult to make compelling, especially since the attacks are all right there and you often just have to transfer them from one engine to the other. Cody suffers from this a bit, but you do differentiate him from the average Brawl character through his FADC and his sort of improvised-combo style. Am a little bit turned off by the exhaustive factual detail, though, and would have to say that I prefer Sothe's playstyle of cat-like stealth to this more classical, straightforward rushdown.

I really like that you're making a sort of canon of your own movesets by referencing backward as you go along, though.[/collapse]
[collapse=GEAR - LegendofLink]Hmmm. Am a little bit befuddled by Gear Saucer. You control both of them, I suppose, and they're linked at all times by some sort of magnetism so that if one of them is hit they both go flying. This set is steeped in options and at times reminds me of Sloth in how much interaction there is with its movement. It probably makes more sense for a robotic character like this to be entirely controllable, although in Sloth's case it did make him seem like the entirely dull-witted, zombie-like creature he is. Anyway, this set is certainly something different, and I'm glad I read it.[/collapse]
Here followed nine very well-written comments that I promptly lost when I failed to save them. I've rewritten them, but my thoughts are probably diluted and you'll have to forgive me if they're unclear or brief:

[collapse=LANDLOS - MasterWarlord]Making a set for a Legendary Pokemon is an interesting challenge and one that hasn't really been done outside of renditions of Mewtwo - and clearly you're the man for the job. Reshaping the stage into valleys and pillars is just the kind of thing that a quasi-divine architect like Landlos is supposed to do (much more so than Golem), and the way you forced ground and air to mesh as major moveset elements is quite astonishing. My only problems - Landlos really only makes crops go so that he can eat them for his own selfish gain? and also, that DSmash seems like one burst of creativity too many, for me, at least.[/collapse]
[collapse=JELLICENT - darth meanie]As the playstyle emerges, and turns out to be one based on regal reserve and distance, it seems more than fitting to Jellicent; unfortunately, the individual moves are pretty far from right for a Pokemon that strikes me more as an ethereal devourer of souls than a literal, corporal jellyfish. And you don't need yet another person to point out how grating the whole tentacles aspect of the moveset is, all things considered. A shame, because I really like how you link the attacks and draw out the playstyle in this one, as in Luvia.[/collapse]
[collapse=CRUSTLE - darth meanie]This set is not really bad, and I like the dichotomy between Crustle-with-shell and Crustle-without (a more Paras-like creature), but it's terribly nondescript, the greatest danger of your new post-modern style. As Junahu pointed out, you have a chunk of earth on your back to play around with - can you really do nothing more interesting with it than have it blow up or crush things with it? In your case, you obviously can, but you didn't, so this set can't be anything but a minor disappointment.[/collapse]
[collapse=EMOLGA - Junahu]I originally had a really eloquent comment here, but I don't think I'll recapture the spirit of my words, so here's the best I can do:

Emolga's playstyle exudes a sense of acrobatic glee just as well as your writing hints at barely-reserved playfulness. Emolga does no less than create a shower of sparkles to play around in, hopping around, running up walls, bouncing off of its own sparks, and even creating a double to play with. I'm astonished at how well you convey both the innate generic aspect of Pokemon character and the more dynamic personality aspect; every nuance of Emolga's mobility and playstyle ties into this, just as a Warlord set has every move tied into a tightly-wound playstyle (I especially like the twin grabs). Of course, aside from the wonders of characterization I find the spastic, aggressive, short-range projectile playstyle terribly compelling. And I'm going to super vote it just because you used the word "patagium". What was I saying about Airman being your best set again?

As a final note, I much, much prefer it when you do this kind of aesthetically pleasing organization than the excess of Penny Gadget or the cloying inventiveness of XP-Tan.[/collapse]
[collapse=VANILLUXE - Kholdstare]I had a really nice comment for this one, too... damn...

Basically, this is a troll Pokemon that gets a troll set with a bit of a troll playstyle. I mean, it's a silly set, and the writing style isn't the only thing that implies that you're ribbing the reader; it's quite winkingly derivative of past sets, especially your own, from Kholdstare to Sandslash. Vanilluxe gets a playstyle of deception and tricks, but not especially potent ones so much as irritating ones, so that when he laughs, it seems almost like Sakurai laughing at somebody who tripped. In this case, you're Sakurai. In any case, I'm glad it was you who made this one, because the Pokemon is a spot-on match for your style and anybody else would have taken a different tack and totally botched it.[/collapse]
[collapse=DORMAMMU - n88_2004]I don't at all mind old tropes like portal recoveries as long as they have a natural place in the playstyle; I could see them all day and not get tired of them if they're there for a reason other than desire to creatively excell. Unfortunately, it feels to me like most of this set does exactly that. You've got very creative attacks flowing together... into a playstyle I feel like I've seen before. It's very familiar and I blame it partially on the difficulties of translating a character from a different fighting game, especially when that seems inherently overpowered. In any case, I'll take the loosely-constructed spatial instability playstyle of Blooper over this tightly-wound focused camper any day. And yes, Warlord, that is your cue to disregard everything I have to say ever again.[/collapse]
[collapse=SCHEZO WEGEY - Koric]Another set I had a really neat comment for. Oh, well. What I wanted to say was that this set is very meaniesque in its highlighting of a few central concepts in the Specials and its willingness to fit directly into Smash; it brings something new as a spacer because I especially like the way you can string your dark trails to cause a KO explosion when the time is right. You're an interesting MYMer, Koric, although sometimes your sets are a little hard to decipher and they seem to be only increasing in detail. Nevertheless, the improvement since Arle is palpable. Keep up the good work.[/collapse]
[collapse=FLAME HYENARD - Nicholas1024]Houndoom has set the stage on fire before, but here it's to contribute to the chaotic landscape Flame Hyenard crafts through his clones and constant howls of what sounds like anguish. I love the way you made the most prominent aspect of his character - the hyena-like braying - actually relevant in gameplay, although maybe that attack should have been in the specials to put it more prominently in the center of the moveset. In any case, you just need to pare away the random flipkicks of the set and replace them with relevant inputs and your development as an MYMer will more or less be complete; this is just around the corner, no doubt.[/collapse]
[collapse=RAW SHOCK - peeup]A long time indeed. I remember Kael, and the very intriguing Chernabog before her, who I think has somewhat entered the collective subconscious: the ideas he proposes have been seen a few times since, albeit more refinedly. Your evolution as an MYMer has been protracted by your very long absences, but it's certainly there; I like seeing Raw Shock as a predator, a hunter who will relentlessly chase his prey even into the air, crafting platforms to better strike from. The characterization is spot-on - it's a very unsettling set, and oozes earthy malevolence. I would have liked to see a playstyle section and maybe a few more attacks that consciously and deliberate link together, but there is certainly a nice playstyle here and I look forward to your next set, whenever that may be (probably MYM11 ;)).[/collapse]
[collapse=CRIMSON COWL - n88_2004]Something about this set strikes me as somewhat strange; you do link the disparate elements with attacks like Dazzle and Cloak Slide, and I really like your willingness to make a plain hand-to-hand combat moveset with creativity spearheaded by a simple central concept, but I'm not sure it all quite flows together into a playstyle that's cohesive enough for my liking. My favorite sets from you are your Mario enemies and your Pokemon sets - when the character is a bit of a blank slate, you really excell. Here, I'll confess that I don't come away with much of a sense for who the Crimson Cowl is or why she fights this way (you succeeded at conveying Fantomex nicely, so I know it's not an inherent weakness in you). Maybe the answer is just a longer character introduction at the start of the set. And now we're getting into real pedantry. (ONO)[/collapse]
Okay, now that I've got the nasty task of rewriting old thoughts behind me, let's move on:

[collapse=THE SOLDIER - Nicolas1024]The Soldier is not as exciting a character as the Scout or the Spy. The Soldier just kind of blows stuff up. And you certainly do that, in plentiful supply. But the versatility of his many weapons doesn't really give much cohesiveness to his playstyle, and having an attack that actually pauses the game is a big no-no; anything that so utterly stops the flow of a Brawl is generally avoided even by most MYM movesets. The Soldier isn't quite as exciting to me as Flame Hyenard, but hey, you can't always go with an eccentric, unique character. Sometimes making a solid, functional moveset for a generic character is a much more useful exercise.[/collapse]
[collapse=VEGETA - Smash Daddy]How difficult it is to make a set with a clear and distinct playstyle for a character like this. There's so much material, and at the same time he's somehow ineffably generic. One thing you draw out perfectly is a certain precision and expertise at close combat; it seems that in any situation where Vegeta and the opponent are face to face, he'll have an advantage with his consistently potent punches and kicks, all of which have some additional effect to give him an upper hand. These effects never really feel forced, so well done. One thing about Vegeta that you didn't quite capture, though, is his status as an eternal weakling; despite his training and his heritage and his title, he continuously gets beaten up throughout the series, only to improve exponentially, return to defeat the one who bested him, and promptly run into somebody else strong enough to beat him. So it goes: Goku, Recoome, freaking Zarbon, Frieza, Cell, Buu... He's always sure that he's the best and at any given time, he finds out that although he's good, he is still too weak. This moveset captures the arrogance but not this quality of inherent mediocrity that is so central to Vegeta. Admittedly, that's a bloody hard thing to capture, especially with everything else that you have to balance.[/collapse]
I'd like to point out at this time that although I'm mostly talking about characterization in these comments, I'm still very concerned with interesting playstyles and innovative attacks (or, as is more common nowadays, combinations of attacks). If I like a set and praise it for its character, I obviously also like its playstyle; I'm just not going to go on and on about it, because it should be a given. That's meant for you, Warlord, in case you've started thinking that I only like sets for their characters nowadays.

[collapse=NAPPA - MasterWarlord]You have less character to live up to and take more liberties with DBZ material; this feels very Warlordian and much less like a Dragonball Z translation. Your stamp is distinctive. You've got a heavy emphasis on throws - and that's a fascinating pummel mechanic you've designed here, showing that you haven't yet run out of ideas on that front - and a cloying writing style that makes it hard to draw out the very polished playstyle. Nappa subjugates foes beneath his barrage of boulders and his physical manhandling. I don't generally like playstyles based around putting opponents in a prone state, but it's fitting here if anywhere. This was an easier character to tackle than Vegeta and I feel that you were more successful than Daddy; you took greater liberties with the mechanics of DBZ fights, yes, but you also created a more cohesive and interesting playstyle.[/collapse]
[collapse=KELDEO - Katapultar]I was surprised at how good this set is. It's simple - Keldeo makes small pools on the stage, tries to get the foes into them (often kelpie-style by literally carrying them to their doom), and then keeps them in there, prodding and poking and pushing down deeper into the murk. There are things that could have been done to make it more focused - say, an attack that made the surface of the water erupt into bubbles, and any escape from the water seriously hampered and slowed down enough for Keldeo to push the foe back down - because you admit yourself that drowning is not the ultimate goal of Keldeo's playstyle, and I reckon it should be. On the whole, though, you've got a well-oiled, interesting moveset on your hands here. Goes to show what happens when you stop trolling MYM with Ronald McDonald.[/collapse]
[collapse=RITA MORDIO - half_silver28]No, no more cutesy female protagonists with great devotion to their often-complex source material! Why do you keep doing this to me, Silver? (HORRO)

You know that I'm not familiar enough with the character to figure out what it's all about, and that I hate detail, and that versatility of this sort is just too much for my feeble mind to properly get a handle on! This set is so dense, so complex, that I can just kind of nod my head and say, yes, it's very clever how you gave her so many options, but too many options and the playstyle winds up diffuse, unfocused, blurry and indistinct. My comments on sets like these are really worthless; they're useful to precisely nobody.[/collapse]
[collapse=OBI-WAN KENOBI - Nicholas1024]No points for individual move creativity, considering you rip effects straight from Espeon and Joe. ;)

But of course combining the two effects makes something quite new and at this stage in the game we're all about combining old ideas in new ways anyway; in fact, I'd like to see more of this kind of thing, where techniques that were once considered flashy centerpieces to a moveset start being linked with other "centerpieces" to make a new end product. Obi-Wan makes sense when using both abilities and puts them to use in a close-combat situation, playing with precision and timing. I like him quite a bit, although signs of rushedness are glaring.[/collapse]
[collapse=BIZARRO - darth meanie]Bizarro is certainly impressive for a three-hour work; it's a meanie work through and through, to the core, all the way down, and that means among other things a willingness to make seemingly generic specials in addition to just seemingly generic standards - you're willing to go even further than n88 in this regard. And with Bizarro the thing that jumps out and grabs me is a certain clumsiness, a sense of him as a practically radioactive threat that lumbers about the stage and causes the very earth to rumble wherever he goes; I'm also fond of how adept he seems at dealing with crowds. I would say that this set, very much like Jalorda, would be more fun to play as than it is to read. It certainly forces my imagination to engage with it in order to appeal to me as much as it has to Warlord; I'm a man of the old school, and the explicit centerpiece of a set like Nattorei speaks more to my sad outdated standards than Bizarro's intense depth. I blame my own failings for this more than the set, which I nonetheless regard as a triumph for you.[/collapse]
[collapse=ELECTRIC GAMMA - Thrice]Good god, this set is exactly like Erufuun. I could copy-paste what I liked and disliked about that set and tweak names and pretty much have an accurate depiction of my thoughts. To recap: brilliant concepts, excellent synergy between moves, inventive playstyle; also ridiculously complicated concepts, moves that often don't function when you put aside their synergy with each other, and playstyle that barely makes sense. My biggest problem is when all of his aerials are useless unless he uses NAir first, or when most of his moveset only functions with his billiard balls but you try to put playing without them forward as a serious option as well. And the writing style obfuscates the content terribly. On the whole, though, I did enjoy reading this set and it does speak to the potential for true greatness.[/collapse]
[collapse=AMATERASU - TWILTHERO]Actually, TWIL, your style has become more and more relevant as a meaniesque approach with the bulk of creativity contained in the specials has become accepted. With Amaterasu, you've got a bit of an ammo bank going, but it remains captivating because of the versatility afforded by both the weapon switch and the paintbrush. I especially find it interesting how effective Amaterasu (I refuse to call her "Ammy") is at breaking up the opponent's momentum; just by the fact that she can physically slow down the match at will, let alone leave projectiles in the wake of such a pause, she becomes quite unique. It's an interesting twist to a versatility-based character and a nice final note for an MYMing career founded on versatility-based characters. We'll miss you, TWIL.[/collapse]
[collapse=DR. STRANGE - n88_2004]I see why you call this your strangest set - aside from the pun, it's not really the kind of thing you usually make. Actually, to be even more specific, it kind of reminds me of a Junahu set; there's the final, brilliant twist in the grab that ties together every element and makes for a character who I'd praise if only because he's so distant from what we usually see in MYM. This is a character whose damage output is so sparse that every match becomes a test of minds; there are attacks that feel a little bit too much like they're ported (the magic shield in general is a bit awkward to imagine), but on the whole, you're still connecting very simple effects with an eye for the overarching gameplay. It's a complex, stage-controlling, mindgame-based character with a playstyle that is nevertheless layered and flexible. And the gradual realization of how Strange functions in multi-player - as a sort of terrifying ghostly entity, rising in and out of the ground and messing with the opponents' gameplay - is nothing short of inspiring.[/collapse]
[collapse=THE MEDIC - Kholdstare]Chekhov, not Chekov. ;)

Anyway, this set suffers terribly by comparison to Nurse Joy, from whom he gladly takes a couple of central concepts. Few sets could match up to that Junahu masterpiece from MYM 7, and the Medic's big problem is that the eight seconds of invincibility to which his whole moveset seems to lead up doesn't strike me as all that... dangerous. He's not that quick or that aggressive, and he has a lot of attacks that don't really work on a strictly offensive level, so that once he's invincible, the foe just has to avoid him for long enough to keep all that damage they healed from being cancelled out.

The thing I do really like here is the hospital-bed aspect, part of a great web of characterization that captures the Medic's unscrupulous code and general mercenary status. The team playstyle is generally neat but is again held up next to Nurse Joy's and finds it hard to hold up.[/collapse]
[collapse=SHUMA-GORATH - MarthTrinity]Another translation from Capcom vs Marvel or whatever this game is called. Shuma-Gorath is in the unfortunate situation of having so many eccentric attacks in his source material that getting them all to cohere in a Brawl environment is nigh-impossible. You put it together through move interactions - I like the otherworldliness of the playstyle, which he brings right to the playing field through Chaos Incarnate - but the set nevertheless feels a little bit unfocused and, not to mince words, doesn't flow too well. So many eccentric animations... so many side effects... it's all very fascinating to read through, but hard to piece together and the playstyle section is not entirely helpful. Versatility is a very, very difficult thing to nail.[/collapse]
[collapse=BURTER - MasterWarlord]I have an unfortunate mental image of Burter as a character predicated entirely on multiple hits. Then again, every DBZ character could feasibly be based on lightning-fast hits.

I feel like the use of the tornado is especially interesting here - it's like Junahu says, you raid the canon of your past movesets, gleefully putting your old clichés to new work. Burter is not especially unfamiliar territory for you, as you've even explored momentum in Hannibal Bean, but rarely have you combined the common emphasis on grabgames, earth-shaking effects, and tornadoes to make a speed demon. Burter is versatile and interesting and not a very easy character to make a moveset for, so any complaints I could have would be pedantic.

As a final note, Burter's implementation of hovering/flying, whatever you want to call it, is my favourite of the DBZ sets yet. It's more relevant than before as well as being more accurate.[/collapse]
[collapse=RECOOME - Smash Daddy]Recoome was always very frustrating to me. Not only was he stupid-looking and given to throwing out ridiculous taunts, he was unfairly strong. How could he beat up Vegeta that badly? It's not fair! He's just a human, Vegeta's a Saiyan! So chugged my train of thought.

The great thing about this set is that clearly Recoome can't bear to do just about anything without showing off first. The player picking him up starts off wondering why all of his attacks are so slow, why he insists on all of the glitz and glory. Eventually they start to discover his taunts, and they find that Recoome's apetite for showmanship can be satisfied if and when the player wants it to be - and, along the way, the opponent's ability to figure him out can be totally annulled, just as Vegeta, who started off doing so well, discovered that there was more here than meets the eye.

We've never had a taunt-centric character - not to this extent, as far as I can remember - and it's pulled off with a tact and grace I wouldn't expect of what sounds like such a rushed set. Consider me a fan.[/collapse]
[collapse=CAPTAIN GINYU - MasterWarlord]I previewed most of Ginyu and my opinion hasn't changed; the idea of making him a gimper as a means to make Body Swap viable is impeccable. And in fact, Body Swap in general is a spot-on match for your movesetting style, which results in characters that have very steep learning curves and densely intertwined attacks; the poor schmo maining Airman over there is going to have no idea what he's doing once he's given Ginyu's complex Levitation Field spacing game to deal with. I would have liked to have a few mindgame attacks with very subtle visual hints as to what is actually going down - which the Ginyu main would have the trained eye to spot - but I didn't think of that until just now anyway, which makes me a pretty lousy previewer. And it's stupid to complain about what a set omits, gameplay-wise, when the character has been so firmly established, right down to a T, right down to Body Swap being treated strictly as a last resort.[/collapse]
[collapse=JEICE - Smash Daddy]Well, color me impressed. Jeice has the least potential of the squad and yet the arrogance of the Crusher Ball as a central tactic and the relentless - if somehow patronizing - work ethic of it as a pressure device draws out a lot of character where one would think there is none. At the same time you diversify Jeice's options every step of the way and give him a playstyle of both stage control and pressure. The set is not one of your best-written and it's far from easy to parse but again there's that moment of click and it all makes sense now. I'd say it's quite on par with Recoome.[/collapse]
[collapse=GULDO - MasterWarlord]The interesting thing about Guldo is indeed the punisher aspect - he capitalizes on mistakes. I like his manipulation of space and time and his aversion to physical combat indeed. I'm also amused by the sight of the central "trap" and the boulder and midair grabs and so on and so forth; on your fourth DBZ set, even with all of Guldo's strange telekinetic abilities, it's clear that these are things you expect to be universal to all DBZ characters. Since I've been reading them all in a very short span of time, it shouldn't be a surprise that my eyes glazed over a little as I was seeing this; that's not a knock on a very different implementation of the ideas. As with many of your sets this contest, I find Guldo a little bit too tightly wound, his interactions too specific... but I do realize that that's a silly thing to complain about. The problem is that you've polished your work to the point where the little mistakes have been ironed out and any preference of one set over another is going to come down to subjectivity. For me, Ginyu is the most compelling of your sets here, and a strong competitor with Landlos for your best of the contest, but that shouldn't suggest that the whole project isn't a success. Four contests after Steven, you've got this going-out-with-a-bang thing figured out at last.[/collapse]
Then there are the match-ups, which I can't claim to have even tried to read.

[collapse=BLAZE - Junahu]This set does have the arcade feel. Seriously, let's back up a minute from the complex spacing between opponents and our own projectiles and the mindgames and the deceptive false projectiles concealed by clouds of dust and so on and focus on a simple fistfight. If you try hard enough, you too can rid the city of crime!

But I'm impressed by the moving-wall aspect of Blaze, highlighted most by her grab and the careful use of the police car. The whole thing is supposed to make the opponent feel like a perp on the run and Blaze like the dedicated, hard-working agent-in-the-field, and it does it very well. It reminds of Regal and Blaze the Cat; it's not trying to break any walls, but to fit seamlessly into Smash. All of your sets do this these days, anyway; the question is only how compellingly you do it. Blaze is a little on the bland side, which, I suppose, she's meant to be.[/collapse]
[collapse=MONA AND LISA - Junahu]Now this is cool. Forcing the spirit of true teamwork between, in all likelihood, you and another person... well, you craftily make it eligible as a set by saying that a CPU can fill in for your buddy, but that's hardly the point, is it? The point is that real arcade feel that can only be got from grabbing a buddy and continuing to play the same game, only now with two of you. And it doesn't get easier - it becomes a question of very carefully and closely coordinating your attacks. All that blandness of attacks, in these Luigified clones, becomes suddenly logical. It's Mario&Luigi, but with two people actually working together instead of one person managing two characters and claiming that it's the spirit of teamwork or whatnot. Very clever stuff you've done here.[/collapse]

And there you have it. Be so kind as to forgive any comments where I seem to have no idea what I'm talking about; I'll admit that I wasn't always 100% focused, and I might have missed some details or made a few mistakes in interpretation. On the whole, though, let me say that this MYM has been more challenging to me as a reader than any before it; more and more, we're moving away from a style of movesetting in which the writer does all the work and the reader just gets to cruise along for the ride. In today's day and age, MYM demands very active, very clever readers to pick up on not just the nuances of feasible playstyle and the soaring heights of creativity, but the intricacies of characterization and the subtle art of presentation.

All that to say - good job, folks. Keep it up. It's been a good MYM.
 

MasterWarlord

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Now that I’ve gotten your attention with my not so subtle BBCode abuse, I’d like to tell you that the submission period for MYM 9 is now over, and any further movesets posted in this thread will not be accepted as part of the contest. The voting period where we decide the top 50 will start up in a week at this same time (12 AM Pacific, 3 AM Eastern). In order to be able to vote on the top 50, you must advertise 3 movesets during this week – no, you cannot be a selfish jerkwad and advertise your own. These advertisements should be telling people about some of the sets you plan to use your votes on – what’s good about them, and why other people should vote them as well.
 
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