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Make Your Move X - Congratulations winners! MYMXI start date OCTOBER 10TH!

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Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Testing my 3DS's internet browser here...

I do feel bad that it has taken me so long to comment on movesets. Much like King Boo in MYM9, there are a good few movesets that I like that I have yet to even touch inside of a comment.

But first, a brief comment for SCOTT PILGRIM.
The presentation and writing style of this moveset are both very clean and nice. Pilgrim straddles the line between formal and informal very well.Though I would have preferred a more, punky, tongue in cheek style for a moveset for a Scott Pilgrim character. Then again, that's just me, and I'm a crazy crazy person..

The regular attacks feel a little 'incomplete' in that you tell us what they look like, but little else. If you're drawing inspiration from video-game eske attacks for the moveset, then perhaps you need to draw more attention to that fact. I would also like to hear a little about how each regular attack helps out Pilgrim in-match.
I also have to protest the presence of a special you can only use once per stock. It is not good movesetting practice to place a static limit on the number of times you're allowed to use an attack. I would hate to imagine limiting Link's arrows to just 10 shots per stock, or denying Olimar any more Pikmin if he ends up losing his first batch. While such limits would encourage more conscientious play, it would not be 'fun'.

Scott Pilgrim is a difficult thing to make any moveset out of, not least because of all the various strings of symbolism and references that run rampent throughout the comics. And while you have my respect for attempting to tackle such a difficult character, your interpretation of him reads a little dry.
That said, I'd love to see another moveset from you.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
I've got to go to a funeral tomorrow, and it's out of state, so I'm going to be gone for a couple of days. I'll try to get my first two sets up next week. They're mafia themed.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
100% American character - no faggy anime/manga involved

KING BARBOVOR



Yes, that is a picture of Dodoria from Dragonball Z, and no, this character doesn’t actually exist – it’s an “original character”, or at least as much of one as you can have when you blatantly steal the design of an existing one. Appearance wise, Barbovor has no armor on his upper torso due to not being in Frieza’s army (Made even more unsightly by the fact he’s even –more- obese than Dodoria), has a gigantic spike sticking out of his stomach where his belly button would be, and the rest of his spikes on his arms and head are slightly larger than those of Dodoria. His racial powers include the ability to absorb his poisonous water like a sponge and shoot it at enemies, extend out his spikes to skewer his enemies and shoot the water out of said spikes, as well as simply fire the spikes out before regrowing them. If you hadn’t figured out, Barbovor’s race is essentially a bunch of humanoid pufferfish. His stomach spike is unique to him specifically and doesn’t have to extend out in a straight line.

Being simply born into “royalty” over his below average intelligence race, Barbovor was rather spoiled and developed a bit of an eating problem, not helped by the fact that the aquatic planet he ruled over, Nagosha, was in a time of plenty. During this golden age, the population of Nagosha skyrocketed. Due to the sheer numbers of the poisonous race infecting the waters of their planet, though, they began to infect their plant based food sources and caused a famine. Left with no food in the waters, they were forced to go on land and hunt the Elvish race that inhabited it. While they were far more technologically advanced than the Nagoshians and they were far weaker in combat on land, their sheer numbers enabled them to easily defeat the race and take the technology for their own to boot (Not that those outside Barbovor were particularly interested in it).

While Barbovor tried to preserve the race they conquered as a food source, his people were too stupid and eventually hunted them to extinction. Realizing that the planet was nothing but a wasteland, Barbovor attempted to reach other planets with the leftover ships. While many of his race got lost in space trying to properly operate the ships, it was hardly a loss as his race continued to breed like rabbits, as his attempts to sterilize the “mentally challenged” of his race (The vast majority) was met with attempts to overthrow him. Eventually finding planets to invade, Barbovor sent countless soldiers to the planets on suicide missions, knowing well that they couldn’t defeat their enemies. To further kill off his race, he intentionally spilled some information to one of his less stupid (And over-consumer) generals, Dodoria, causing him to take a good chunk of the race and leave of his own accord, eventually joining up with Frieza. Eventually, some of Barbovor’s scouts managed to find a planet that seemed like the ideal place to invade – not only were the planet’s inhabitants pitifully weak, but two thirds of the enormous planet was covered in water. . .

STATS


Weight: 11
Size: 10
Traction: 9
Falling Speed: 7
Aerial Movement: 5
Jumps: 4
Float: 2
Movement: 1.5

Largely unexposed to the outside world, Barbovor’s obligatory DBZ float is significantly weaker than those who have gone through countless generic training sessions – his weight doesn’t help. All his “float” does is cause Barbovor to more slowly descend towards the ground. While it slows his falling speed down all the way to Jigglypuff’s, it lasts no longer than Peach’s float, which is enough to get you laughed out of competitive MYM Brawl when double Peach’s is essentially the minimum.

SPECIALS


DOWN SPECIAL – INFLATE

King Barbovor starts inflating himself with water inside his body, puffing up like a pufferfish, for up to 5 seconds (He can enter and exit the move freely), increasing his already impressive size and weight. At max, Barbovor looks as if he’s about to explode as his size, weight, and falling speed are doubled. His “Float” also becomes less and less functional as he gets more and more inflated, to the point of being entirely unusable when fully inflated. While increasing your hurtbox to such ridiculous proportions may be awkward, you’ll probably shoot out the water before it becomes much of a problem.

SIDE SPECIAL – NAGOSHIAN GUARD

Barbovor claps his hands twice quickly as he says “Chop chop!”, causing a Nagoshian to drop like a rock from the top blast zone and land in front of him, presumably out of some off-screen space ship. This is near lagless for Barbovor regardless of it taking .3 seconds for the Nagoshian to actually spawn, and Barbovor can have up to 3 minions out at a time. The king’s minions are as tall as Ganon (Making them taller than their leader), but are incredibly skinny, only being as wide as Mario. Needless to say, they’re pretty pathetically frail, being twice as light as Jigglypuff (Though they don’t take damage). They pursue enemies at Jigglypuff’s dashing speed, mindlessly chasing enemies even off edges if necessary, and can float after enemies that take to the air for up to 2 seconds.

Their main attack is a wimpy shoulder charge where they speed up to Mario’s dash that deals 5%, but will cause them to impale the foe on the spikes on their shoulders, dealing 1% poison damage per second until they escape at half grab difficulty. The shoulder charge can be out-prioritized by anything, but if you attack the Nagoshian from the front the momentum from the charge will weaken the knockback they take significantly, cutting it in half. If you attack them from behind while they’re charging, on the other hand, they are even easier to kill. Their other attack is only used if the enemy gets above them, causing them to extend the spikes on their heads upwards a Mario height, dealing 6% and knockback that kills at 190%, but being incredibly spammable, with the minions being intelligent enough to turn their heads slightly to follow the foe, hitting them with the spikes as they come out of their obligatory air dodge.

The most obvious use of your minions comes into play when this move is input as a Smash, as it will order your nearest minion to come within a platform of you and shoot water out of their mouths at you, helping to inflate you. It takes as long as it would normally for you to inflate this way, but here the king is free to defend himself as he inflates. Unfortunately, the Nagoshians only have enough water to shoot at Barbovor for a single second before having to reinflate themselves over two seconds, and during that time they’re only half as wide as Mario with their already pathetic weight and power once again getting cut in half. If a foe gets in the way of a Nagoshian water stream, they are pushed to the end of it at Sonic’s dash speed and get infected with 5% Lip’s Stick poison damage. Like any good moveset with lots of poison damage, being hit by poison damage when some is already on you does no extra damage, but adds its’ timer to the existing one.

NEUTRAL SPECIAL – SHOOTING SPIKES

The king puts one of his arms behind himself and positioning it to face in said direction, while he puts his other arm at his side and angles it to face downwards. He then proceeds to shoot out all of his spikes at once, being completely covered from behind, above, and below himself. His stomach spike is the only one that is shot forwards, but can be angled. The spikes travel as fast as Shiek’s needles up to 3 platforms away from Barbovor. Contact with a spike causes them to impale the foe, them taking a constant 1% poison damage per second (The poison damage increasing by 1% for every 5 spikes you have in the foe) and having their ground movement/jump stats lowered by 4% for each spike they have impaled in themselves (Only the movement nerfs stack, not the poison). If foes stand still, they can automatically pick the spikes out of themselves over .15 seconds. . .1 at a time. There are 5 spikes shot out above/behind/below Barbovor, while the stomach spike is 5x as potent if it hits, including in how long it takes for foes to rip it out of themselves.

While a scarily powerful move when coupled with the fairly low lag, the king does not regrow his spikes instantly, taking 4 seconds to do so, and until then cannot use any of his many moves involving them, leaving him incredibly vulnerable.

UP SPECIAL – WATER JET

Barbovor extends out his limbs as he flails a bit in mid-air to swing his obese body to face downwards, then starts shooting out a constant stream of poisonous water downwards from his mouth. This propels Barbovor upwards at a rate of 2.5 Ganons per second at the cost of deflating twice as quickly as he inflates with his Down Special as long as he keeps shooting. Contact with the stream of poisonous water as wide as the Nagoshian King deals 5% poison damage and pushes foes downwards as fast as Sonic’s dashing speed. . .Unfortunately, the move is prevented from being an unstoppable gimping tool due to the fact that contact with the stream causes one to flinch, refreshing their jumps and recovery, meaning foes can essentially “climb” up the stream by just touching it occasionally to regain their jumps. Granted, foes can’t DI out of it –that- quickly, so if you catch them in the dead center of the stream you can pull off a gimp.

Barbovor can continue to shoot water even once he reaches his default size and weight, puking his guts up which are just as if not even more poisonous. If Barbovor pukes up all water in his body, he’ll end up looking like a shorter version of one of his Nagoshians Guards, with a token 1/10 for his weight. Inflating from this state back to normal still takes a full 5 seconds, but it’s not as impossible to re-inflate as you might think – at minimum weight, Barbovor’s float functions exactly like Peach’s, enabling him to easily flee as he does so.

Barbovor can shoot water at his minions with this move and all other water shooting move to follow in order to inflate them, inflating them as much as he deflates himself. They can potentially become as large as their king is by default at max (And with a significant water investment no less), causing their power to double (Including shoulder charge grab escape difficulty, but not including poison damage) and for them to become as heavy as Mario. Not worth the time needed to inflate them? What if I told you their newfound width and halved movement speed prevents foe from being able to roll/spot-dodge to get behind them when they use their shoulder charge – any attempt to jump over them will be met with an attempt to impale foes with their head spikes. If foes want to advance past the Nagoshians while playing it safe, they’ll have to repeatedly attack them Their priority is still pitiful) across the stage.

GRAB-GAME


GRAB – SPIKE EXTENSION

Barbovor extends out the giant spike in his stomach, you able to extend it out in any direction as fast as Ganon’s dash. When the tip comes into contact with a foe, it will impale them, dealing 10%, a brief bit of stun, and a constant 1% non poison damage per second. Foes are still able to freely move around/attack/shield/etc, albeit with their ground movement/jumps lowered by 15% while impaled.

Foes cannot fight against the pull of the spike any further once they get 3 Ganondorf heights away from where the part of the spike they are impaled on is positioned, the spike bending slightly as the foe fights against the pull. Foes –do- gain a single movement benefit, though, of being able to climb along the spike by using the taunt-pad, and regardless of the climbing movement speed being as slow as Ganon’s walk it can help if the foe needs to climb –up- a spike.

If foes can reach the tip of the spike and advance past it, they can finally get off of it – this is the only way to get off, button mashing will do nothing but make you look like a monkey on crack.

However; if the foe is running after a spike currently extending out to try to get off it, Barbovor can just turn the spike around and impale the foe a second time, dealing another 10% and bit of stun (And no, the stun cannot combo into itself). A more clever tactic is to extend the end of the spike off-stage, though be wary you can only extend the spike out a Final Destination’s worth at max.

Pressing shield will cause the spike to stay where it currently is as Barbovor is free to use other moves, while if Barbovor is already in “grab mode”, inputting Z again will him to start retracting the spike at double its’ extension speed.

Whoever is lighter out of Barbovor and the foe impaled on his spike will find themselves tripping when they dash if the other character dashes in the opposite direction, leaving Barbovor more vulnerable if he is deflated. If that is the case or Barbovor simply doesn’t want to wait for his stomach spike to retract, he can use his Neutral Special to release the spike (Not that it will actually shoot out more than a character width, being so long)

The King can impale his disposable Nagoshian minions on his spikes, which seems impractical until you realize they don’t have HP/damage anyway and this lets you prevent them from stupidly suiciding off-stage. More importantly, if you can impale an inflated Nagoshian after the foe, they can essentially function as walls with their beefy shoulder charges to prevent the foe from getting off the spike.

PUMMEL – ABSORB

The tip of King Barbovor’s stomach spike pulsates, which does nothing if a foe is not overlapping with it – a very difficult task, as if they’re on the tip that means they can get off the spike and are inevitably trying to do so. If the undodgable hitbox connects, the foe lets out a wheeze as their model condenses briefly, causing them to not only take 8% and a bit of stun. In addition, if the foe has any poison damage racked up on them, this will cure them of that poison, but when the poison goes through the spike back to Barbovor he will inflate himself an amount relative to the amount of time the foe was going to remain poisoned – if they had 5 seconds worth of poison damage, it will be as if he inflated himself for 1.5 seconds.

SPECIAL PUMMEL – INJECTION

After charging the move for up to a second, a mass of poisonous water starts visibly going through Barbovor’s stomach spike – anywhere from Captain Falcon’s dashing speed to Ganon’s, slower based off charge. As soon as the water starts going through the spike, Barbovor is free to move. Once the mass of water arrives at the tip of the spike, it’s wasted if the foe isn’t currently overlapping with it, but if they –are- indeed overlapping with the undodgable hitbox, the poison will be injected into their body, causing them to take anywhere from 10-30 seconds of 1% poison damage per second. Aside from increasing the duration of the poison, the slower speed the poison water travels down the spike can actually be beneficial in some cases to give you more time to get the spike tip into position.

This deflates Barbovor for 1-2 seconds worth of Down Special inflation, but it’s worth it – if the foe was already poisoned, they’ll start taking 2% per second instead of 1%. There is no limit to how much this can stick, but if the poison runs out you have to start from scratch. Also keep in mind that if Barbovor absorbs poison water from a foe, how much actual damage they’re taking per second will multiply how much he inflates. . .

STANDARDS


DOWN TILT – GROUND SKEWER


***

Before we begin this move, you should know that Barbovor’s dtilt, usmash, and bair, all of which use his various spikes, have some similarities to his grab. Firstly, the spikes have the same impaling hitboxes of the grab, foes having to get to the tip of the spike to get off and taking constant damage until they do (And yes, with multiple spikes impaling the foe the passive damage will stack). Secondly, the spikes will stay extended out until Barbovor uses the input again, at which point he can either use his pummels with those specific spikes or attempt to retract the spikes – he doesn’t have to fully retract the spikes, but the spikes can only impale foes as they’re being extended out, meaning they won’t remain a hitbox for long if he doesn’t retract them enough. Lastly, Barbovor can use his Neutral Special to disconnect these spikes from himself without retracting them.

***

Barbovor brings out his right arm to face diagonally downwards towards the ground, then extends the spikes out of it, causing them to impale through the ground, meaning it’s largely impossible for the foe to get off the spike if they get impaled by the spike on its way to the ground (Which deals 10%, by the way). Barbovor is tethered to the ground with this move and can’t be move/be knocked further than half a platform from where he impaled the spike into the ground, but if an attack would knock him at least 3 platforms away his spike will be uprooted from the ground by force. Needless to say, excessive weight from over-inflation can be highly beneficial here. Better, the spike tip will be very close to the foe regardless of them not being able to get of it during this move, but you can surprise the foe by retracting it to overlap with them before pumping some of your poison into them.

NEUTRAL ATTACK – THUNDEROUS APPLAUSE

The king extends out his arms into the foreground/background, one each, before he starts pumping the water into his body into his hands. He continues to pump water into his hands until you press A again – at which point he claps them together. It always deals a static 10% and knockback that kills at 140%, but the range of the move increases dramatically with more charging. Furthermore, because of the position of Barbovor’s hands while he’s charging, foes are unable to go into the dodge planes, the hands blocking them from doing so. If they attempted to shield it, not only will they be met with good shield damage, they’ll be pushed away from Barbovor a Wario width from his hands. Needless to say, an invaluable close combat option when the foe is dead set on approaching you, most obviously when they are literally forced to do so because of your dtilt.

FORWARD TILT – THE PITS

Barbovor transfers some of the water inside himself over to his arm, inflating it further, as he gets into a position as if he was going to do a shoulder charge. Instead of imitating his minions, though, Barbovor reaches out with his arm without unclenching his fist before dragging it back to himself – realistically he’d be grabbing enemies with his arm pit in the motion. Rather than yet another grab, Barbovor’s lower arm simply becomes solid and invulnerable during the duration of the move, becoming a hitbox that deals several 10 hits of 1% and flinching over the duration all the while.

The main purpose of this is to drag foes back in who are attempting to run away from you (Especially those rolling away) – most common if they’re trying to get to the tip of your stomach spike that’s far off in the distance. The move becomes surprisingly potent when more inflated, as Barbovor’s arm will swell to ridiculous proportions during the move’s duration, giving you a larger wall. The width of the “wall” part of Barbovor’s arm is especially relevant considering that if the foe is standing where the “wall” spawns, they will be immediately pushed to whichever side they were closer to.

UP TILT – LOWER THAN DIRT

Barbovor turns to face the screen, then reels his entire massive body into the background as he stands on a single foot, raising his other foot as high as he can into the air. Only Barbovor’s leg on the battlefield is a hurtbox, and Barbovor can stay in this stance as long as he wants, transferring the water in his body to his foot, obviously increasing the move’s range. If his leg is hit with –any- attack in the charging phase, Barbovor will fall over onto his stomach prone position with horrible lag. That said, it is almost lagless to stomp down, and Barbovor can stomp at any point within half a platform of himself with his other leg, turning his body to do so as necessary. Barbovor’s stomping foot deals 8-16% based off inflation, and while it deals no knockback it will pin the foe under his foot during the move’s ending lag. This can work nicely if the foe is attempting to outrun poison that is being pumped to the end of the spike and get off it before that point – pin them down so they’re forced to take the injection.

This move’s most notable property is the ability to stomp down on your spike – the foe will be unable to go past that point on the spike if they’re impaled on it until you come out of your ending lag, with said ending lag being superarmored so they can’t just knock you off. Considering it’s untelegraphed where you’re going to stomp, this leads to plenty of potential mindgames with the foe moving back along the spike to avoid your stomp. While blocking off the foe’s escape while you’re unable to do anything may seem pointless, your minions are still perfectly capable of attacking, making this a good way to sandwich the foe between you and them. If the foe doesn’t want to get glomped by them while you’re blocking off their exit off the spike tip with your foot, they’ll have to fight them back towards the other end of the spike.

DASHING ATTACK – BODY SLAM

Barbovor leaps forward as he transfers the water inside of his body to his stomach, dealing 11-19% and knockback that KOs at 135-85% based off his weight (With the smallest amount listed being his default weight – not if he deflates himself beyond that). While the attack is rather painfully laggy, you can angle the attack while Barbovor is in mid-air briefly – when he lands on the ground, he’ll bounce up at the opposite angle that he slammed onto the ground, still a hitbox.

This can be used as an approach (Not that Barbovor would ever think of that), but is better used as a retreat - a retreating bounce can either take you horizontally backwards or up into the air (At which point you regain control of Barbovor). Barbovor’s constantly shifting position prevents him from being too vulnerable, and forces foes who want to punish him to chase after him seeing if they just wait at an area they predict Barbovor will bounce to in order to punish him, he can just bounce elsewhere.

SMASHES


FORWARD SMASH – WATER CANNON

The king opens his mouth to ridiculously wide proportions before firing out a gigantic stream of water that reaches out 3 platforms and is as tall as Barbovor rather than a generic DBZ style mouth beam. Every second foes are caught in the stream adds on another 5-12 seconds of poison damage to them based off charge. As per usual, foes are pushed away at Sonic’s dash speed while in the stream, which provides you with some decent defense with which to reinflate yourself after the move, considering Barbovor deflates twice as quickly as he inflates in Down Special as he uses this move. He has to hold it out for a second minimum, with no maximum limit other than how inflated he is. This is the main move you’ll be using to inflate your minions, as well as a simplistic spacing move to send the foe towards the tip of a spike about ready to inject some poison.

UP SMASH – NAGOSHIAN CROWN

Barbovor extends upwards 4 spikes from his head 2-4 platforms, dealing 16-26% and cutting the foe’s movement/jumps by 20% while they remain impaled. Foes have to jump up the spikes they’re impaled on to get off them, making it near impossible for a good chunk of characters to get off without having to climb up the spikes at an overly slow rate. On the other hand, considering Barbovor will have already used his usmash, his defenses to deal with the foe that’s inevitably falling down on top of him are unfortunately minimal. . .

DOWN SMASH – NAGOSHIAN PRIDE

The Nagoshian king puts his hands on his hips, leans forward on one knee, and puffs out his chest (Because his hurtbox was clearly not big enough as is), laughing deeply. If he is hit while laughing, he will take no knockback from the attack, but will instead gag on some water and vomit it out forwards, the water being as tall as tall Mario-Ganon’s height and Bowser-5x Bowser’s width. The water will deal 10% poison damage and push foes a Bowser beyond it’s width at triple Sonic’s dashing speed, though the water barely travels anywhere before hitting the ground. Barbovor uses anywhere from half a second worth of Down Special charging to 3 seconds based off how long he charges the move, and while this would normally make charging the move largely not worth it, the “charging” is simply determined by how long you hold down the input during the (Brief) starting lag, with there being no traditional smash attack charging for the move.

This is obviously an excellent tool to get foes off you in general when largely inflated and combo fodder, but your resistance to knockback can be a much larger threat when you’re rooted to the ground via dtilt, making it impossible for a foe to uproot you and thus making it impossible for the foe to get off the dtilt spike if you impaled them. As far as grabs. . .That’s what your minions are for.

AERIALS


NEUTRAL AERIAL – AXIS OF EVIL

Barbovor starts flailing his arms, doing very, very weak hits of 2% and weak set knockback. The purpose of this move is to rotate Barbovor in mid-air, him doing so for as long as you hold the button, with you able to determine whether he does so clockwise or counterclockwise at the start of this lagless move. It takes half a second for Barbovor to complete a full rotation.

The purpose of this move is to rotate the position of your spikes that are already out – primarily, those in your usmash and bair specifically. When combined with your usmash, you can turn upside down and cause a foe who was sliding down the spikes to land top of you to slide away from you back towards the tip of the spike. When they’re about to get off, you can rotate yourself back to normal and repeat – obviously mixing things up enough so that the foe doesn’t just predict what you’re going to do. There’s also always the possibility of, y’know, flipping over when the foe’s about to get off the usmash spikes to drop them off-stage.

BACK AERIAL – GOUGE

Barbovor juts out his left arm behind himself at a 90 degree diagonal downward angle before spikes extend downwards out of it 3 platforms, the tip of the spikes dealing 10% and impaling any foes they come in contact with. If a foe tries to get off the spike overly quickly, keep in mind that if they’re on the tip of the spike as it falls down onto the ground, they’ll take an additional 8% as they get knocked into their prone state, with rolling failing to get them off the spike, being unable to get off in any form until they get up (The same applies to a similar situation with a nair flipped usmash).

An obvious use of this move is to scoop a foe up, then casually turn around, causing them to be positioned 3 platforms behind you if they were at the tip of the spike. If you impale a minion, combining this move with your nair will enable you to very quickly bring them airborne to attack foes while your lazy *** stays safe on the ground.

If your grab stomach spike is impaled inside the foe, you will be unable to swing the foe around like this by turning around – your stomach spike will ultimately win against the pull of the bair spikes, causing any portion of the bair spikes impaled inside the foe to get broken off as you turn around. This causes the foe to be treated as if 5 spikes from your Neutral Special were impaled into them, while Barbovor automatically retracts the remainder of his bair spikes, unable to use his bair again for 4 seconds.

FORWARD AERIAL – TITANIC JAWS

Barbovor opens his mouth as wide as possible as he starts transferring water to his jaw, making the grab hitbox bigger and bigger. There must be enough room in your jaw for the character’s upper torso to realistically fit inside, or else your jaw won’t be a grab hitbox against them. At max Down Special inflation, you don’t have to spend any extra lag time transferring water to your jaw to successfully chomp down on Bowser, while at default you’ll have to spend .4 seconds to do so. Barbovor is very punishable from behind during this move, but he can hold his mouth open as long as he wants. Approach the foe alongside a charging minion for the best results. Barbovor can continue the move upon touching the ground if he has chomped down on the foe, but the move has bad lag if he lands before that or cancels out of the move.

Upon successfully grabbing the foe, Barbovor can crunch down on the foe with his jaws, dealing 10% and causing the foe to vomit up all of the poison Barbovor has injected into their body. As long as Barbovor holds down A, he’ll keep his grip on the foe with his teeth, absorbing the poison, but if he lets go the foe will get propelled backwards by the stream of poisonous puke they vomit up. The exact formula for how far they fly back is 1.5 platform for each 10 seconds of poison damage they have left to take, multiplied by how much damage they’re taking per second. So for example, if the foe had to take 3% for second for 12 more seconds, they’d fly back 5.4 platforms.

UP AERIAL – CLUTCH

Barbovor turns to face the screen as he extends his hands above his head, having optional lag where he transmits the water in his body to his hands as long as you hold A, increasing the size of the grab hitbox. This water transferring is faster than in other similar moves, but directly adds to the ending lag as he transfers it back to the rest of his body. Upon grabbing the foe, Barbovor throws them forwards for 8% and knockback that kills at 160%. This alone has obvious gimping potential if you tilt Barbovor’s body via nair so he grabs forwards, then throws the foe downwards.

If Barbovor grabs a foe who is impaled on a spike, then he won’t throw them and will simply keep them in his clutches until you let go of A or they escape at varying grab difficulty (Normal at default to quadruple at max inflation). If he drags the foe more than 3 Ganons away from a spike they’re impaled on, the foe will snap off the spike with them being treated as if 5 Neutral Special Spikes were shot into them like in the bair. Barbovor automatically retracts the remainder of the spike attached to his body, able to do other attacks while doing so.

If Barbovor drags the foe away from the spike 3 Ganons or less then releases his grip on the foe, they’ll attempt to snap back to the point they were on the spike with cartoon physics, but realistic physics will take over, with the foe passing up the main location of the spike and going 3 Ganons past it. After that, they’ll get launched 2 Ganons back towards where you released them, 2 Ganons away from that point, 1 Ganon towards it, 1 Ganon away, before finally getting snapped back into place and regaining control over their movement. This takes roughly 3 seconds if you dragged the foe 3 Ganons away, with the time being reduced significantly if you dragged them less far. Foes are immune to all knockback and grabs during this time. Foes are still perfectly capable of attacking and dodging as they bounce around, but it becomes pathetically easy to impale them with other spikes and prevents the foe from making any progress in getting off of the spike they’re on. Barbovor can also grab a part of a spike that doesn’t have a foe on it to cause it to constantly bounce about – if a foe moves to that part of the spike, they’ll experience the effects as if Barbovor grabbed them directly until it finishes bouncing. You’d think this would require awkward set-up with your nair to really work all that well, but your float enables you to drag foes horizontally better than you’d expect.

DOWN AERIAL – DEVIL’S DROP

King Barbovor drops down in a token stall then fall (With an actual stall, a rarity these days), speeding up to twice Sonic’s fall speed. While still entirely unusable off-stage, the move can be made significantly less predictable by activating your “float” in the middle of it, causing Barbovor’s downward momentum to slow significantly. If you can bait an air-dodge, the foe will get hit far more easily.

The move’s power varies massively based off how inflated Barbovor is. At minimum weight it does a token 5% and knockback that KOs at 180%, at default it does 15% and KOs at 120%, while at maximum weight it does 23% and KOs at 70%. All knockback is horizontal rather than the downwards kind you’d expect, meaning this is a horrific on-stage KO move when inflated enough.

FINAL SMASH


Barbovor raises his arms skyward and laughs maniacally, causing his off-screen ship to actually lower enough for the bottom of it to be visible at the top of the screen. It is as wide as the main stage before it will proceed to drop down tons upon tons of Nagoshians – roughly 40 of them or so. Barbovor then strikes a triumphant pose as he has them start shooting all of their water at him, rapidly shouting out “MORE!” as they do so. Unfortunately, Barbovor eventually gets inflated to ridiculous proportions, attempting to shout out “STOP!” before his mouth gets covered up by his absurdly inflated fat cells. While he attempts to signal them to stop with the hand motion as he lets out muffled curses, his stupid minions continue to inflate him anyway, causing him to literally explode and a gigantic tsunami to sweep across the stage. This tsunami comes towards the camera and is undodgable, smacking all of Barbovor’s minions against the camera as well as any foes for an insta KO. This obviously also KOs Barbovor, but what remains of his corpse takes a while to disintegrate, meaning he will win if they’re both on the last stock.

The only safe place to be for foes is either 5 Ganondorfs up into the air (Impossible for many chars on many stages), or under the stage. The actual water washes across the screen incredibly quickly, so characters like Link –can- survive it by going under the stage for just a split second before grabbing the edge. Of course, in a FFA, Link will get mauled horribly by the likes of Dedede, who will be busy being an asshole and edge hogging him. If Barbovor wants to kill said assholes who do that sort of thing, though, he can just impale them on his spikes so they can’t run before he activates the Final Smash. While they may be able to get off the spike while King Barbovor inflates himself, if he impaled them with a dtilt it’s a guaranteed kill, as foes will be unable to knock Barbovor away while he’s being inflated, him entirely invulnerable.

PLAYSTYLE


If you haven’t gathered that Barbovor’s primary goal is to impale foes on his various spikes then prevent them from reaching the tips of said spikes so they can’t get off, there’s little this section can do to help you. This process is without a doubt his primary damage racking mechanism with all of the passive damage foes will accumulate while trying to get off the spikes, and it’s far easier to pump some poison into the foe if their ultimate goal is to get to the area where the poison can actually be injected into them for even further passive damage. Multiple spikes impaling the foe at once also not only adds more damage, you can have the paths interfere with each other to make the foe not only ignore one spike, but be specifically going away from one spike tip to get to another spike tip. Further passive damage can be added by impaling spike tips into the foe with either your Neutral Special, bair, or uair, forcing them to either take ludicrous amounts of poison damage or stand still to take them out, giving more time for existing poison damage to rack up.

So in order to actually keep them from escaping your spikes, much less if you want to keep them on multiple ones at once, you’re going to largely be relying on minions impaled on your spikes heavily, letting them slowly delay the foe’s escape from you while you keep reeling them in with your ftilt. If the foe intends to get past both you and your minion, things will probably be too frantic for them to avoid getting injected when they reach the spike tip – utilt is immensely useful here, not only to pin them on the spike tip, but to prevent them from retreating on the spike. If they’re too cowardly to even attempt to go for the spike tip at that point/prefer to attack you directly regardless, you can just use your fsmash or jab to push cowardly foes or your dsmash and many defensive moves to deal with foes in your fat face.

An alternative approach is to race the foe to the end of your spike – while this may sound nigh impossible for a fatty like Barbovor to do, he doesn’t have to deal with his minions, and his dashing attack can help him immensely here. While your spike impalings that slow the foe’s movement are universally beneficial, they are needless to say most beneficial here, giving you more incentive to use your uair and bair to get some spikes directly embedded inside the foe. Once you –do- beat them there, you can just spam jab, fsmash, and dsmash to prevent them from ever reaching you. If you somehow have the time, use dtilt to set up camp to prevent them from knocking you away so you can’t defend the main spike tip. If you’re currently ahead but can’t beat them to the end, cause the part of the spike they’re about to run to to bounce about with uair.

If you just can’t seem to pin the foe down to prevent them from escaping due to something like Sonic’s absurd dash speed or superarmor abuse, a large goal of yours should be actually landing the dtilt, as it prevents the foe from escaping off spikes traditionally and forces them to attack you directly to get off. Barbovor’s GTFO and generally defensive options prove as useful as ever here, and if you stomp down on a spike with utilt when they’re as far away from the spike as they can go, they’ll be trapped and fodder for a minion to come impale with a shoulder charge.

Barbovor has three main options for early kills outside simply waiting for a “natural” kill when the foe is at an obscene damage percentage – the first is obligatory DBZ-esque gimping, which involves him impaling a foe with bair or usmash, then going off-stage and dumping them off. This can lead to surprisingly early KOs, as while some foes will cling onto the spike due to having hopelessly high damage, others will take the chance to get off the spike and slide off it downwards, ready for you to finish them with a fair. While it might not kill off fellow DBZ characters, when you bring minions into the mix it becomes horrific, as you can have a minion impaled on your arm impale the foe, then drop them off into the abyss. If nothing else, this will surely encourage them to DI to the bottom of the spike in a predictable manner, giving you a easy chance to inject more poison into them.

Kill option number two involves Barbovor simply inflating himself to his maximum when he doesn’t have all that much damage on the foe, not bothering to impede the progress of foes who are desperately running away from him to get off spikes and simply taking advantage of the time to himself. This gives Barbovor obscene range on many of his moves and turns his dair most specifically into a horrific killer – bring the tip of your stomach spike into the air to force them to approach into it.

Kill method three flows the most naturally from Barbovor’s normal damage racking, but puts a more heavy focus on stacking up poison damage and going for injections. Once you’ve achieved this, you will want to either get them off-stage (Or even just to the edge if you’re lazy) and kill them with your fair as they vomit out all the poison to their death, or to casually siphon out all of the poison yourself from a spike to bring yourself to max inflation instantly. In the case of the later, if you have enough poison on the foe you get the added bonus of being able to be extremely liberal with your water shooting moves before the process happens, helping you get to said goal with far less stress – you’ll forget Barbovor even has an ammo bank mechanic.

MATCH-UPS


BARBOVOR VS. VEGETA – 50/50

Barbovor has a very distinct lack of moves that can get his enemy into the air – his up inputs assume a foe is already in the air attempting to attack him from above. Barbovor’s options are almost entirely limited to his bair and uair combined with his nair to shift his position around to properly scoop a foe up from the ground and bring them into the air. How is this relevant? If Vegeta makes a fake moon on the ground, Barbovor’s incredibly slow, stallish playstyle will make it far too easy for Vegeta to turn into a great ape and curbstomp him. One method Barbovor has to prevent Vegeta from doing this while still having him impaled on his spike is again his uair, but using it on the spike Vegeta’s impaled on, dragging it up into the air, to cause him to repeatedely bounce back and forth.

While it might seem difficult, it’s quite possible if Barbovor is aware of what he has to do, as Vegeta isn’t all that great at melee defensive combat, paling in comparison to Barbovor, making it quite easy to provoke Vegeta into his much more natural mindless rushdown. From there, things go much better for Barbovor what with his assortment of defensive moves to constantly shun him away while he takes repeated poison damage. If Vegeta attempts to use his incompetent ranged game when pushed away, he’ll be taking far more damage from Barbovor’s various passive damage than he ends up dealing. The one thing Vegeta has in the bag to make him not a helpless victim against Barbovor is his Zanzoken, enabling him to “teleport” past minions on the spike he’s on as well as Barbovor’s stomped down foot from utilt (Though unfortunately, it fails to take him off the spike – we’re already being generous letting him do this much, considering it’s just him moving fast and not a teleport), as well as surprise Barbovor from behind where he’s most vulnerable.

BARBOVOR VS. NAPPA – 0/100, Nappa’s favor

Nappa’s fake moon is constantly in the air and he has to constantly direct his eyes to look at it, but unlike Vegeta, Nappa can do this in the air or on the ground and is far, far more defensively suited to defend himself properly, with projectiles that he can fire at Barbovor from a multitude of angles with his float, as well as the ability to use ground chunks to defend himself from spikes looking to impale him. This forces Barbovor to, god forbid, approach, something that is incredibly foreign to his playstyle, though his dashing attack and “float” provide some half decent options to do so with. Once Barbovor gets to Nappa, Nappa will probably have stared at his fake moon long enough to just stay up in the air for the remainder of the time he has to stare to complete his transformation, but Barbovor is able to impale Nappa much more easily in the air, as there he can’t use ground chunk shields and it’s generally more awkward for him to aim his Eye Lasers properly while still staring at the fake moon. Barbovor can consistently keep Nappa from immediately transforming, but it’s a very constant threat.

This is ignoring how much Nappa enjoys the match-up outside his ability to go Great Ape, as Nappa’s rock chunks not only function as shields but as pretty much entirely unbeatable projectiles for Barbovor to contend with, forcing him to continue to approach. While Barbovor could just use his dtilt to prevent Nappa from fleeing, Nappa can uproot the part of the stage the spike is impaled into, not only invalidating Barbovor’s attempt but enabling him to drag Barbovor around by moving the ground chunk about. Considering how much Barbovor plays into Nappa’s hand, Nappa also finds it very easy to send Barbovor off-stage, meaning his recovery will limit his water to use in other moves. Barbovor –could- inflate properly by making use of his minions, but then Nappa can casually turn into a Great Ape. Oh, and for good measure, Nappa moves forwards during his token DBZ jab, enabling him to beat the crap out of Barbovor –and- move towards the tip of a spike at the same time, should he ever actually be threatened by the Nagoshian king.

BARBOVOR VS. BURTER – 50/50

While Burter can get off non dtilt spikes with relative ease thanks to his Neutral Special, godly movement speed, and ability to attack while moving at said speeds, said dtilt spikes cause Burter very awkward problems, as he’s relatively incompetent at generic melee combat without making any use of momentum. Combined with how all his high knockback moves only have high knockback when he has momentum, he struggles to push Barbovor away far enough to uproot him, much less when he has his almighty dsmash at his disposal.

Thankfully, Burter can just largely stay in the air to avoid the dtilt, but Barbovor can have a spike tip directly in front of himself to prevent Burter from using his fair unless he wants to get impaled on Barbovor’s spike. All of Burter’s massive forwards momentum will cause him to be unable to escape the spike, and Barbovor will inevitably have a counter ready with his dsmash to avoid taking any knockback. Still, Burter’s fair will do meaty damage, and when it’s time for the actual kill Burter can just grab him out of the dsmash counter and drag him to the side blast zone for a kill.

Barbovor can prevent this otherwise highly unfavorable scenario by keeping minions around as extra hitboxes for Burter to dodge through on the way to his spike, though it’s difficult for Barbovor to keep his incompetent minions directly in front of him to form a perfect barricade and will rarelywork – though when it does, it works beautifully and can lead into a dtilt that Burter utterly loathes. If Burter is playing overly cautiously, he can attempt to cause an earthquake with his dsmash as he goes across the stage to force Barbovor up into the air, but it takes time – very precious time. See, if Barbovor gets Neutral Special (Or less likely, uair or bair) spikes into Burter, he has a constant source of passive damage that will never go away and will also weaken Burter’s otherwise meaty movement. Burter’s playstyle is definitively never coming to a stop, so he won’t have time to pick them out, meaning this will be Barbovor’s main source of damage. If Burter –does- come down to pick them out, he’s begging to be gutted by Barbovor’s dtilt.

BARBOVOR VS. RECOOME – 65/35, Barbovor’s favor

Recoome’s grab counter works against ranged grabs –if- Recoome is right next to the foe anyway, and all of Barbovor’s spike impaling moves do indeed count as grabs, going through shields and what have you. This makes it essentially impossible for Barbovor to impale Recoome at close range, forcing him to have to send Recoome away with his fsmash, dsmash, and jab – preferably having those moves force Recoome directly into a spike. Once you get Recoome on a spike, he’s very easy to stall out, though good luck getting in the dtilt against him. If you do get him in said dtilt, though, Recoome will fail miserably to get up taunts as you just knock him out of it, him taking passive damage en mass all the while. The only way Recoome will really get an early kill on Barbovor early is a gimping attempt, but if Recoome somehow got in enough taunts to do that Barbovor probably has plenty of inflation to easily recover from it. That said, any points in the match-up where Recoome isn’t impaled are extremely painful for Barbovor, and Barbovor will be attempting to push him away in a rather predictable manner – Recoome still does have a laggy regular grab he can use if Barbovor gets too predictable with the dsmash.

BARBOVOR VS. CAPTAIN GINYU – 45/55, Ginyu’s favor

Ginyu will generally find gimping Barbovor in the regular manner incredibly annoying, as considering Ginyu is so obsessed with it Barbovor will inevitably be focused on staying well inflated to foil Ginyu’s gimping attempts. However; if Ginyu can knock Barbovor under the stage, he’s a sitting duck, as his recovery is entirely vertical and his “float” can only take him so far horizontally. That and, y’know, Barbovor has the worst off-stage game of any DBZ character, hands down, much less when Ginyu is going to be primarily going to be attacked Barbovor from below, where his least usable off-stage aerial, dair, is at the fore front.

While this is very threatening, Ginyu has to knock Barbovor high enough up into the air to spike him through the stage first, and Barbovor’s immense weight gained from inflation can come in incredibly handy here, literally forcing Ginyu to have him drag him up with his levitation field. Assuming Barbovor is indeed inflated, his dair will see massive use during this time to simply get to the ground, nevermind it being such a huge threat. Ginyu can’t ignore spikes he’s impaled on and just sponge damage for a body swap, as Barbovor’s dair is too threatening to actually KO him on a regular basis. That and, y’know, Barbovor’s spikes can prevent him from even getting high enough. In addition, if Barbovor is indeed impaled Ginyu generally can’t take him all that far off-stage due to the spike holding him back, preventing him from just going for said body swap. Sound unfavorable for Ginyu? It would be, if Ginyu didn’t win if he –ever- gets Barbovor under the stage, and how he gains an additional option in taking Barbovor off-stage for a body swap at high damage. Ginyu can also get off the spikes while dragging Barbovor along with him with his levitation field, meaning he doesn’t have to forfeit any offensive advances while doing so.

BARBOVOR VS. JEICE – 45/55, Jeice’s favor

Jeice can force Barbovor to actually use up all the distance his stomach spike is allowed to travel with his ridiculous float and –two- uses of Up Special, all the while he harasses Barbovor with his godly crusher ball from above. From up high in the air, Jeice can generally see the usmash coming a mile away, though it’s pretty easy to victimize him if Barbovor can take advantage of when he –does- come down. If Barbovor gets him on a spike, Jeice can’t run from Barbovor nearly as well, him only able to go 3 Ganons into the air, much less if that leads into a dtilt, in which case Jeice is forced into close combat with Barbovor – something completely and utterly foreign to his Australian brain. Jeice is so mediocre in close combat that Barbovor will hardly even have to use his defensive moves to make up for his size, and at such a range can pressure him quite easily. If Barbovor lands a dtilt, Jeice is largely done. It’s all too easy for Jeice to get careless earlier on in the match when he’s amounting such a gigantic lead, so he making use of after-images here can be useful for Jeice if he wants to not get impaled – even if you do mess up, he might impale something that doesn’t matter anyway. If Jeice gets enough of a lead before he gets impaled, though, then he may actually get enough damage on Barbovor to force him more than 3 Ganons away from where he’s rooted and not get destroyed horribly.

BARBOVOR VS. GULDO – 35/65, Guldo’s favor

Barbovor’s fetish for the ground makes it relatively easy for Guldo to easily threaten him with his eye lasers, and Guldo will generally be approaching Barbovor to hit him with his Mind Bind, Barbovor having to use his fsmash before he gets to him to send him away. Barbovor can generally routinely dodge Guldo’s grab if he spams it, but if Guldo is also threatening with Mind Bind things become much more complicated for Barbovor. Having to rapidly jump into the air to dodge the grab is also a pain for Barbovor, seeing the eye lasers on the ground prevent him from dodging there, enabling Guldo to repeatedely approach Barbovor faster than he can inflate himself to keep sending Guldo back out. Guldo will have enough time to get an earth spear above Barbovor most probably, and from there Guldo can just keep levitating Barbovor off-stage and forcing him to waste water, repeating the process until Barbovor has nothing left to recover with.

The main thing interfering with Guldo’s otherwise guaranteed victory is Barbovor’s dtilt – if he’s that close up to Barbovor, he will struggle to make time to use his Mind Bind properly and Barbovor can keep Guldo’s annoying Eye Lasers down. At low percentages, Guldo pretty much –has- to freeze time to get out, but considering he has little other need to Barbovor will have to catch him on the dtilt spike on a regular basis for this to actually work.
 

MasterWarlord

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



Barbovor? Wahahahahahahahahah! He’s busy starvin’ to death back on Nagosha, while I’m servin’ under the most powerful being in the entire galaxy! Nobody can defeat us, nobody! Especially not some random survivor from that stupid monkey planet we destroyed! After all, the other surviving monkies from the planet are weak as all hell. Their “prince” is so weak that it’d take four of him put together to defeat me! Wahahahahahahahahha! Oh, me? I’m one of Frieza’s two top generals and I kicked the father of that random monkey survivor’s ass, so he must be totally weak. His brother is so weak that it’d take forty of him to even tickle me! Yep, there’s no way we could EVER be defeated, and you’re so weak that you’ll NEVER challenge Frieza, EVER, let alone if you don’t get past me!

STATS


Float: 10
Weight: 10
Size: 9
Traction: 9
Falling Speed: 6
Aerial Movement: 6
Jumps: 4
Movement: 2

Who you callin’ fat? This is all muscle, baby. Every last inch! . . .Don’t believe me? Uuuhhh, my race’s fat looks like muscle. Totally. More importantly, I have a float that lasts longer than any of those damn dirty apes, even that pathetic so-called “general” of theirs. . .I can only move as fast as I can walk as when floatin’, but that’s besides the point!

SPECIALS


UP SPECIAL - HEADBUTT

I fly up 3 Raditzes before turnin’ upside down, making the flight path I take somethin’ of an arch shape. I continue to fly down until I hit the ground, speeding up massively, attempting to hit any poor sucker under me. If I’m off-stage, big whoop, they’ll die too. The spikes on the top of my head constantly deals tons and tons of hits, regardless of them doing next to no damage and just makin’ the foe flinch, it lets me drag any who dare resist Frieza’s regime all the way to the end of my flight path. No matter how much they struggle around, there’s no way to get off, meaning they’ll either go down crying like a baby while I go down like a man when we go off into the abyss, or they’ll get slammed against the stage and fall down on the ground while I get off, ready to beat the crap out of ‘em.

DOWN SPECIAL - SCOUTER

See, in Frieza’s army, we get plenty of benefits, like no pay, no influence in his decisions, minimal food, and uuuhhhh. . .Well, hey, we get these scouters at least, that’s gotta count for something, am I right? In any case, if I activate my scouter during a battle and some shit flingin’ monkey tries to attack me, I’ll see it comin’ a mile away and just bring up the front of my arm to not only block the attack, but cause them to impale whatever they used to attack me on their spikes, dealin’ some pretty nice damage. While I can’t knock ‘em away while they’re stuck, it’ll take ‘em a bit to rip themselves off my spikes, durin’ which time I can either prepare an attack or drag ‘em around a bit. If they were layin’ on the ground like lazy slackers then if I bring them up into the air while they get off my spikes, they’ll helplessly flail like idiots, unable to do nothin’, leavin’ me plenty of time to just laugh at their pathetic attempts at resistance as they fall into the abyss.

SIDE SPECIAL – ENERGY BEAM

I open my gigantic mouth before firin’ off the most gigantic energy beam you’ve ever seen! Frieza never actually fights anyway seein’ he doesn’t need to anyway, so he doesn’t count! Anyway, this does a TON of light hits to any stupid big green guys or monkies in the way, as well as pushing them to the end of the beam at light speed – the beam’s around 5 Raditzes wide and as tall as I am. More importantly, if a foe attempts to “dodge” the beam, the beam’s so large they’ll still be caught in the edge of it, causin’ them to still get pushed to the edge of it regardless of only takin’ a small bit of damage. This also applies to anythin’ else that counts as dodgin’, meanin’ if the foe is rollin’ about to try to get up they’ll still get grazed by it, at least. The attack can also easily be shielded, but who gives a crap? They’ll still be pushed to the end of the beam anyway!

NEUTRAL SPECIAL – ENERGY SHOT

I bring up my hand as high as I can before I generate a nice ball of energy in it before I lob it at a 90 degree downward angle. It still does a ton of knockback to idiots who are stupid enough to shield it, and if they just dodge without rollin’ past it they’ll get caught in the blast when the energy shot blows up when it hits the ground. This means they have to keep constantly movin’ by rollin’ to get past the thing, either bringin’ em closer to the edge so I can finish their pathetic excuse of an existence or closer to me – in which case I can send em to the edge with a good ol’ fashioned energy beam.

BATTLE PLAN

Sure, not like I need much of a plan to consistently win fights, seein’ how weak all my enemies are, but I’ve got a strict schedule, see? Places to be, innocents to slaughter, and all that jazz, so I’ve gotta be efficient in my killins’. My main goal’s just to get the enemy off the edge, seein’ most of the people I’ve sent out to kill can’t fly. From there I could just gimp ‘em with an energy beam or somethin’, but the surefire way to do it is to knock em to the ground (And yeah, I’ve got plenty of ways to do that besides just my signature moves), then counter their pathetic get-up “attack” with my scouter, impale them on my spikes, then drop em off the edge. Either way, knocking my enemies down is a easy way to get them to the edge, as no matter what they do an energy beam can easily take ‘em over there once I do.

If that don’t work, somethin’ I like to try is getting my flea-brained foes to try to think I’m gonna use a scouter so they try to grab me, but just go for a grab myself. Nobody can out-muscle me, ya see, so if they try to do some sort of wrestling and grab back at me I’ll always come out on top. And trust me, they don’t wanna get grabbed, as I’ll just snap their neck, knock em down, to the edge, whatever I feel like.

Too complicated for your puny brain to comprehend, ya say? Well, I’ll simplify it for ya, by puttin’ it in your native language. . .ooohhh oooohhhh aaaaah aaaaah aaaaah eeeeee eeeee eeeee!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
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Location
Not wasting countless hours on a 10 man community
Because Junahu is too lazy and too bad at making match-ups

KRILLIN MATCH-UPS



KRILLIN VS. NAPPA – 0/100, Nappa’s favor

Krillin struggles to really pressure Nappa away from looking at the fake moon if he attempts to transform, having to abandon the campy aspect of his playstyle to attempt the generic rushdown aspect, severely hampering his unpredictability. Krillin –can- stop Nappa, sure, but he’ll barely be tacking any damage on to the ridiculous sum he’ll need to –ever- kill Nappa, and will have to rely on the aid of projectiles fired from his Up Special and his duplicates. So yes, Krillin –can- stop him, but he’ll take far more damage than Nappa in the process, which is bad when Krillin needs about triple as much damage or so as Nappa needs to kill him, considering Nappa is one of the most durable characters ever, even by MYM standards. Krillin will obviously need to transition to his camping to get actual damage on Nappa on occasion, which is also why Krillin needs duplicates even if directly pressuring Nappa – hopefully one of Krillin’s duplicates will go randomly camp, giving Krillin enough mindgame potential to get away with it when he goes to do it for real. That’d all be well and good if not for Nappa’s infinite range DBZ energy beam fsmash, though, which lets him hit all the Krillins at once, instantly destroying the duplicates. That, and Nappa may not even –want- to destroy Krillin’s duplicates, seeing he can use them as battering weapons/projectiles against the real Krillin. If Krillin somehow lives long enough to get off a solar flare, Nappa can just set up camp with ground chunks to defend himself and stare at the moon, forcing Krillin to actually approach and rendering his entire game useless.

1

KRILLIN VS. VEGETA – 35/65, Vegeta’s favor

Vegeta’s ranged options are completely incompetent, making Krillin look like a godly camper, and Vegeta has to stay on the ground to stare at his Fake Moon, enabling Krillin to minimize the threat of the Great Ape in the match-up. If Vegeta just ignores the transformation entirely and goes for offense, though, Krillin will struggle to stall all that well anyway. Vegeta’s ranged attacks still serve as good methods of hitting multiple duplicates at once to weed out Krillin, and Krillin’s main hope of being remotely competent at close range is mindgaming with his smashes. Krillin is going to be playing more campy this match-up, though regardless of Vegeta getting beaten on badly during these sessions the threat of Great Ape will prevent Krillin from taking advantage of it nearly as well as he could otherwise. This also applies to when Krillin gets off the Solar Flare – it will do little to actually help him because of said Fake Moon, and Vegeta will probably have a ton of damage at that point anyway. Killing him is the problem, considering Krillin’s kill options are close range where Vegeta beats him out.

2

KRILLIN VS. BURTER – 30/70, Burter’s favor

Krillin doesn’t have any real way to invalidate Burter’s momentum, unlike pretty much every single other one of his match-ups, enabling him to use all his options to the fullest which means he’s pretty bloody overpowered, considering Krillin isn’t exactly some uber combo character who can take advantage of Burter’s size when he –does- manage to poke him out of his momentum. Krillin’s main way to prevent Burter from utterly destroying him is to go to the air when Burter attempts to charge past him, preventing him from kicking up dust clouds so Burter himself is impossible to dodge, then just spiking him to the ground with his awkward uair. Unfortunately, the fact he’s in the air means he can’t use his actual competent grab, which is otherwise one of his best methods to get Burter out of his momentum. Krillin will mainly be begging Burter with projectiles as he approaches for damage racking, but Burter is possibly even more durable than Nappa if such a thing can even be conceived, and this damage racking method is painfully slow.

Where any glimmer of hope comes in for Krillin is when the match goes on long enough for Krillin to use his Solar Flare, as rushing about to find Krillin with his momentum is absurdly difficult – much less not suiciding, considering it’s near impossible to judge how close to the blast zone he is. Burter will have to slow the hell down to track Krillin down, leaving him incredibly vulnerable and giving Krillin his chance to finally damage rack him properly. Burter’s Neutral Special increases the difficulty Krillin has in hiding immensely, though, especially if the stage has no platform for Krillin to hide on – hope you’re not on Final Destination. Even on Battlefield and Smashville, Krillin’s work is cut out for him considering just what absurd amounts of damage he’ll need to have any chance of actually killing Burter, as his Neutral Special enables him to confirm that Krillin isn’t on the main stage.

3

KRILLIN VS. RECOOME – 40/60, Recoome’s favor

Recoome’s superior aerial prowess enables him to bypass his lag and trade ranged hits with Krillin – Krillin’s projectiles are generally meant to hit foes on the ground, causing him to surprisingly come out on top in these exchanges even without taunting (Which he can’t do in the air) to bypass lag. That and, y’know, Recoome needs about 3x less damage to kill Krillin than visa versa, and can do it far more easily when the time comes. That said, Recoome can’t kill Krillin as easily as other DBZ heavy hitters thanks to having to get in said taunts, and even Krillin can pressure the incredibly slow and lumbereing Recoome out of his self glorification. This is his main chance to get in lots of damage aside from the Solar Flare, which Krillin is actually likely to be able to perform considering how Recoome will want to play campy in order to damage rack (Something he normally has trouble with, but has a solution for here). Krillin can actually feasibly get up enough damage for the KO through this process as Recoome incompetently tries to go look for him, having no real easy way to cheat to find him. The problem is this damage racking can only begin once Krillin is in KO range, meaning Recoome will be attempting to finish him the whole time. That and once Krillin does indeed get enough damage, matters become far more complicated for him in terms of actually finishing off the big oaf.

4

KRILLIN VS. CAPTAIN GINYU – 20/80, Ginyu’s favor

Krillin is glad that Ginyu kills through traditional gimps rather than his muscle, considering Krillin’s weight isn’t a handicap for once. Krillin’s air-game is decent, which gives him a decent shot at resisting Ginyu when being pulled up skywards in a levitation field so he can be spiked through the stage, but the fact Krillin will already be in the air prevents him from using his jump drifts, hampering his aerial mobility significantly and leaving Krillin as mostly just trying to get out of the field rather than actually resisting Ginyu.

Ginyu is one of very few DBZ characters with no good ranged options and no godly approaching to make up for it, so Krillin’s mainly going to be camping Ginyu up. Ginyu also has no real answer to avoid getting damage racked en mass when Krillin goes for his Solar Flare, although if Ginyu gets a kill it will probably be before that point anyway seeing his kills require no damage racking, meaning Krillin has his work cut out for him surviving. The match-up would only be slightly favorable for Ginyu if not for the Body Swap, which enables Ginyu to poke Krillin off-stage then turn all his hard work against him. This is a pretty casual thing for Ginyu to do considering how much Krillin sucks at KOing, as while Ginyu isn’t that durable for a DBZ char that’s not saying a whole lot.

5

KRILLIN VS. JEICE – 42.5/57.5, Jeice’s favor

Krillin can’t stay up in the air with Jeice, but he is decent at approaching him for a single attack in the air with his air drift, before falling down to the ground and having to go back up again, during which the whole time he is disgustingly vulnerable to Jeice. Krillin can’t really do all that much competent camping against Jeice unless he uses duplicates seeing his camping options aim for grounded foes, in which case they will do next to no damage, and the duplicates are only so useful when Jeice will see a usmash approach ever so slightly predictable when Krillin attempts it for the sixth time or so. If Jeice really wants, he can even retreat to the ground when he predicts said usmash to get a chance to use his fsmash, using the crusher ball as a wall and his main weapon at the same time. The match-up would be ludicrously rigged if not for Krillin’s Solar Flare, which is feasible to come in to play if Krillin plays somewhat more conservatively, enabling him to get in some damage racking considering how much of a failure at life Jeice is when he’s forced to stop camping. Considering Krillin can’t come capitalize on this without the screen zooming back out, though, he pretty much has to rely on his duplicates to get the job done, which will take ludicrous amounts of time. . .Enough time to buffer it to another solar flare. Still, Krillin will be at a KO percentage by the time this happens, and Jeice sending his crusher ball out at random will probably KO him at some point.

6

KRILLIN VS. GULDO – 45/55, Guldo’s favor

Guldo isn’t absurdly heavy –and- doesn’t have a great recovery, meaning it’s actually feasible for Krillin, who has essentially zero kill moves, to actually have a chance to ever realistically kill him, especially considering his vertical recovery is actually bad enough that Krillin’s gimping game can be of some actual use. Sadly for the bald ******, Krillin is inferior to Guldo at a range and has to pressure him to get up any damage, considering he –cannot- fight Guldo if he lets him keep his eye lasers that ban Krillin from dodging. While Krillin is incompetent at this, Krillin’s duplicates make Guldo’s elaborate set-ups go to waste if he goes out of his way to impale a duplicate on an earth spear or send one into a usmash rock stream. In addition, while the weakened hits of Krillin’s duplicates are indeed weak, Guldo doesn’t need to be terribly damage racked to die anyway, and all of those weak hits make it difficult for Guldo to keep up his eye lasers, potentially even enabling Krillin to get in some camping while his duplicates pressure him directly. . .

Well, that –would- work out splendidly for Krillin, if Guldo didn’t have an fsmash that can easily hit Krillin and his duplicates all at once to instantly destroy said duplicates. There’s that and the fact that Krillin’s Solar Flare is completely and utterly useless against Guldo, as Guldo can grab Krillin regardless of his location, then either bring him over to himself to reset the camera, or better yet, levitating him under the stage, with Krillin having no idea where the hell Guldo levitated him and the camera restrictions working against him. The match-up is very winnable for Krillin, but he has to put in much more effort than Guldo to pull it off.

7

KRILLIN VS. BARBOVOR – 40/60, Barbovor’s favor

Krillin’s natural stallish manner of play for the Solar Flare works against him in this match-up, as it causes him to take immense amounts of passive damage over time. This requires Barbovor to actually impale Krillin on spikes, though, and when duplicates abound all of Barbovor’s effort to impale a duplicate could be entirely pointless. Barbovor may want to abuse the range on his fsmash to attempt to hit all of them at once to expose the true Krillin, but this is Barbovor’s only real move that can do it, and it wastes his precious water. Krillin is going to want to play incredibly campy in this match-up, as his melee options are too incompetent to put any noticeable dent in Barbovor with his defensive melee options – especially when landing a grab for Krillin gives him minimal benefit, considering his “throws” are so pitifully weak, enabling Barbovor to spam his dsmash counter with minimal thought.

Krillin can potentially survive until the end to use his Solar Flare if Barbovor fails to force a KO move, but he’ll have absurd amounts of damage on him by that point, meaning if Barbovor ever finds him he’s dead. Considering how completely and utterly non threatening Krillin is, Barbovor will probably take the time to fully inflate himself when he can’t find Krillin, as well as to prevent Krillin from KOing him with all the damage Krillin will inevitably get on him. Considering how long this phase will last, though, Krillin will inevitably lose track of where he is at some point, and Barbovor can just randomly search around with his stomach spike and eventually find him later on. Barbovor can also generally hit him with a casual fsmash, but both of these options simply hit Krillin to give Barbovor a general idea of his position – he has to actually physically come up to Krillin for the camera to return to normal, and Barbovor’s approaching is, as we’ve established, totally incompetent.

8
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Time to get out of JapanLand and back to good ol' America...

You bet yer lily white livers I'm the Flying Dutchman...

I'm gonna let you in on a little secret...

The Flying Dutchman

The Flying Dutchman is a ghastly green ghost who appears as a recurring character in the popular show, Spongebob Squarepants. The Dutchman was once a feared pirate who ravaged the Seven Seas, being one of the most famous pirates of them all. When he died, he went down with his ship, falling into the water by the Bikini Atoll, an island famous for being a location for radiation tests. His body was never recovered by human beings, instead being found by fish living in the town of Bikini Bottom, his body was being used as a window display. In the afterlife, his spirit haunts the town of Bikini Bottom as his body was never put to rest. After being dead for more then 5000 years, he's adjusted to his job of scaring people quite well.

The Dutchman's powers have expanded upon becoming a ghost; he has gained masterful manipulation over fire to the point of being able to use it underwater, has been shown in some appearances to be able to fires lasers from his eyes, control over a hellish portal known as "The Fly of Despair" and the ability to fire beams of energy from his mouth. These powers have allowed him to become the gatekeeper of Davy Jone's Locker, the underwater equivalent of Hell. The Dutchman often escorts what he calls "Bad Undersea Folk" to Davy Jone's lockers, them kicking and screaming all the while. Click the picture to start the playlist and let us get rolling...


Statistics

Size: 9
Aerial Movement: 8
Traction: 7
Jumps: 7
Recovery: 6
Weight: 5
Movement: 2
Falling Speed: 2
Float: 2x as long as Peach's, and The Dutchman is able to use his smashes as he floats.


Animations

Specials

Down Special: The Fly of Despair


If you're not familiar with the show, here's a handy dandy link to help you imagine this move.

Now, I'm sure something has immediately sprung to your mind upon seeing this, if you're Warlord: It's something akin to "OH NOEZ, A GENERIC PORTAL RECOVERY! I'M ON THE FIRST INPUT AND IT'S ALREADY RUINED FOREVER!" for the rest of you, it's "lolol he opens a fly. i get it.", the first indeed used to be true: But I wouldn't say it's generic anymore. While there is in fact a portal, it's far less generic then the standard portal recovery. Far less generic.

As soon as the input is pressed, the Dutchman reaches forward in a grablike motion, with an expression on his face that seems to be that of regret. After he reaches his hand one Kirby–distance outwards, he grabs the air, as he generates an Olimar-sized Zipper in his hand. In a smooth motion, he pulls downwards on the Zipper, creating what appears to be a vagina-shaped hole that constantly floats 1 Kirby off of the ground. The hole itself is slightly taller then Ganon, actually, 1 head taller then the Gerudo King. It takes about .40 seconds for the Dutchman to create one of these portals, and he has about .5 seconds of ending lag coming out of it. For now, The Fly of Despair does nothing, that is, until you create a second one. When the Dutchman creates a second one, both of the portals begin to swirl, the insides of them turning a deep orange color. It seems like they finally lead somewhere! If the foe gets knocked into one of these portals, they will cling to the sides of it, desperately attempting to break free from it's grasp. Those unfortunate souls remain there for 5 seconds before being shot out of the second portal, dealing 6% with decent horizontal knockback. Once they're shot out, they get a brief 3 seconds of invincibility and immunity to grabs, represented by a green portal on their HUD, next to their stocks.

Multiple foes are allowed in the portal, in fact, this is encouraged: every foe in the portal adds 3% to everyone's damage when they are knocked out, in addition to 5 more seconds being added to the window of time foes can stay there, giving you plenty of time to gather up all the foes. To clarify here, since I doubt I'll get the chance to later: If, say, Mario were to be forced into the first Portal and Luigi were to be forced into the second Portal, Luigi will be teleported toe the first portal and will be shot from it if you don't act quick enough. The Flying Dutchman's projectiles can be shot through either of his portals, them moving immediately out of the second one. Getting back to the move itself, the main thing about your portal is that The Dutchman himself can venture into it, being transported to the other one with a delay of .25 seconds.

...That is, unless, all of your foes are gathered up inside. If the Dutchman enters either of his portals with all of his foes inside, the stage blacks out for a second, before clearing to reveal...



OH JEEZ, WHAT THE HELL IS THAT

Indeed, once you are inside the Fly of Despair, abandon all hopes. Everyone will find themselves on this new hellish stage, the length of which is about the size of two Battlefields. The only blast zones present are the one at the top and the one at the bottom; if the foe is sent into the left blast zone, they will reappear from the right and vice versa. I wouldn't be so quick to call it a stage, however, as there is no ground here. That's right: For the next 15 seconds, everyone will be doing nothing but free-falling in this hellish landscape, so hellish that the mere sight of it would make Giygas himself cringe. The height of the stage is 6 Ganons tall, the stage is constantly scrolling downwards here at a speed akin to the road on Big Blue, meaning that if you get frozen here you're pretty much going to die a horrible, painful death off of the top blast zone. Everyone can still use any sort of tactic they would normally be able to use in midair. If you go into helplessness, for example, you might as well be screaming "KILL ME" right then and there because if The Dutchman gets to you, you're absolute history. If that's not enough for you, the Flying Dutchman is given such a thrill knowing that he's about to kill his foes that he all of his aerials now boost him upwards in mid-air and come out faster, akin to Wario-Man. In addition, it is impossible for the Dutchman to enter helpless state inside of his Fly. After 13 seconds of this, everyone of the Dutchman's foes will be shot out of the portal that they didn't enter, the Dutchman flying out shortly after that. KOed foes will not spawn in the Fly of Despair, and neither will items, instead, all the foes you KOed will reappear shortly after you exit. If only one person is left floating in the Fly of Despair, all the others having been KOed, they are let out immediately. Obviously, the Dutchman can't use his down special inside the Fly, and your portals are destroyed once you die. A way the Dutchman can destroy his portals will be revealed later on, but for now, let's continue.

By the way, credit to Warlord for the brief concept of this move, without him, The Fly would have remained nothing more then a generic portal recovery.


Neutral Special: Ablaze With Fear

The Dutchman leans forward from his hunched-over stance, now levitating Kirby's height off of the ground in this position. Plugging up one of his nostrils, The Dutchman proceeds to close one of his eyes as though he were aiming for something. After striking this pose, a cone of toxic green fire as tall as Ganon erupts from the Dutchman's uncovered nostril. The fire covers an area of two Bowsers and has an excellent multi-hit property, containing foes within them in a manner that's almost identical to PK Fire, if not better. The multiple hits your fire trap deals to the foe totals up to about 4% per second, if they are unfortunate to be stuck within them. This move has about .15 seconds of starting lag and .15 coming out of it, but if you're an at-all competent Dutchman player you should have your foes trapped within the fire trap when it ends. The actual move itself lasts for about .25 seconds, but the input here can be held for as long the Dutchman player wishes. That's not to say that The Flying Dutchman player should rely heavily on this, as it is easily DI'd after a period of time.

When used in the air, once the Dutchman stops holding this input, the fire drifts down from the Dutchman's nose, at about Snake's falling speed. It retains the same attack properties as it did before, so getting a drop on the foe with this and subjecting them to the multiple hits of the flame as it drifts downwards is an excellent idea, as there is potential it can drag them downwards to the bottom blast zone for a KO. This is easier said then done though, but at the very least it'll hold the foe in place while The Dutchman plots his evil schemes. The fire will keep moving until it either hits the ground or disappears off the lower blast zone.

After the Dutchman exits the move, the fire on the ground remains exactly where it was fired at. The cone shape diminishes into a more pillar-like shape; it has the same size, area of effect and damage-dealing properties as it did before. The Flying Dutchman is obviously immune to his own fire trap and only one of these fire traps may exist for each Dutchman on the field. If you use your Neutral Special in the air, the flames that fall onto the ground will create this trap as well. The trap itself lasts for 7 seconds, but the Dutchman has several moves the "feed the flame", refreshing the time it lasts.

If the Dutchman uses this after he's created a fire trap, the Dutchman will begin to grow a bright green, far brighter then he was before. During this time, moving the control stick upwards will have The Dutchman raise his arms, causing his fire trap's height to spike upwards, adding a Bowser to the height of the trap. Pointing it downwards will cause him to point at the ground, giving the trap more distance, adding two Bowsers to each side of the Fire Trap. The Dutchman enters these states with about .15 seconds of lag, and is immobile while he is able to manipulate his trap in this way. Pressing any button besides A will cause the Dutchman to exit this move and perform the attack you pressed. If you press A, the Flying Dutchman's current fire trap sinks into the ground as he leans forward, shuts one eye and clasps his nostril, beginning the first part of his Neutral Special again. Surprisingly, your fire trap doesn't disappear after your death.


Side Special: Haunting Memories

When the Dutchman presses the input, the ground Wario's distance in front of him begins to rumble as dirt starts to rise. The Dutchman cackles to himself, as he generates a Bowser-sized mass of green smoke to cover the activity happening underneath the ground. This takes a decent amount of time, 1.20 seconds, but the Dutchman is completely immune to knockback during this time, while still being vulnerable to damage. Once this time has passed, the Dutchman points one arm forward, causing the smokescreen to move 3 SBBs forward at Captain Falcon's dash speed before disappearing. This smokescreen has the added benefit of pushing foes along with it, making it the perfect tool to push foes into your fire trap, or perhaps pushing them from your fire trap into your Fly?

Once he's pushed the smokescreen, it is revealed exactly what was underneath it: a skeletal fish in a pirate hat, wielding a sword. This is what remains of the souls who were condemned to Davy Jone's lockers, a mindless skeleton that now serves the Dutchman as a pirate on his crew. The fish is about as tall as Ganondorf and floats forward at the Gerudo's dashing speed as well. The skeleton floats 1 Kirby off the ground where it was summoned, due to being cursed by the Dutchman. Due to a lack of motivation, the skeleton will simply float idle until a foe is within a close enough range. If the foe is at least 3 Bowsers away from the skeleton, it will move towards them in it's un-motivated float. As it floats, it swings it's sword a Wario distance forward at a rate of 2 swings per second. Each swing of the sword deals 5% damage and low knockback, each swing is a freeze frame, which makes it extremely effective against those shielding types. Once the skeletal fish is a Kirby away from someone, it will reach forward and grab those pesky foes with it's bones (see those 4 bones in the pic?). Once they're grabbed, it constricts them, holding them in place and dealing 3% damage per second. The foe can escape this with 2x more difficult then the normal grab, with no other way to. Of note: If the foe was shielding at this time, they will keep shielding, the bones dealing extremely good damage to the shield instead of the foe.

One of the most detrimental things about these skeletal minions is that they are not immune to your fire, being contained by it and taking damage much like your foe does. Each skeletal fish has about 20% stamina and all are resistant to knockback. Four of them can be on the field at the time, and the Dutchman only has these 4 members of his crew. But who says you want them on the field? Your skeletons can enter the Fly of Despair without The Dutchman and company, while you cannot summon more skeletons to make up for the lost numbers, this can be rather effective if you want to overwhelm the foe. It's not like your skeletons would ever want to enter the Fly, what with how unmotivated they are, so you'll just have to find a way to force them.


Up Special: Smoky Materialism

The Dutchman stalls if he is in the air, laughing as his body materializes into a toxic green smoke. Pressing the shield/dodge input at anytime will cancel this, allowing you an opportunity to fake foes out. This animation is about .18 seconds long, once it is complete, the Dutchman disappears as a thick green smoke is left where the Dutchman was. You now control the smoke, it moving at the speed of Mario's dash for the next 2.8 seconds. The Dutchman is immune to knockback and hitstun in his smoky state, he is still, however, able to take forms of damage during this. As the smoke swoops through the air, it leaves behind a trail, which will come in handy later on. After this move is complete, the Dutchman falls into helplessness if he is not inside of his Fly during that time. Immune to helplessness there, remember? Your smoke trail remains even after you exit this state. While the obvious purpose of the smoke trail at a glance would be to obscure your various traps, you can still make out everything the smoke trail covers making that somewhat useless. The smoke trail, however, does have a unique purpose that I'll get to.

If you press the up special input a second time, The Flying Dutchman will snap his fingers before transitioning to his smoky state. Once the Dutchman snaps his fingers, the smoke trail you left behind? The trail turns solid, being able to be stood on or be used as a wall. The Dutchman's projectiles can make a hole through the solid smoke, giving it a decent use as a sort of wall you can snipe your opponents through, or a platform to snipe foes from. The trail has about 20% stamina, and can't be destroyed by the Dutchman's traps or minions. Only one solid trail may exist per the Dutchman, as the next time he turns a smoke trail solid, the current one will disappear.

When the Dutchman uses this inside his Fly, the smoke trail is unaffected by it's scrolling, meaning that he'll be able to use it as a platform inside of his Fly without it automatically flying off of it.


Grab-Game

Grab - Soul Steal

The Dutchman scoops his hand downwards, before swiping it upwards, hoping to grab characters by their collar/article of clothing. Due to the hand scooping, The Dutchman can grab downed foes more easily then foes standing in front of him. The range of this grab is below average, and is comparable to Wario's in terms of speed/lag.

As soon as The Dutchman grabs a victim, he thrusts his now-translucent hand straight into the grabbed foe's chest. For the next half second, The Dutchman moves his arm about in the foe's chest, searching for something. At last, The Dutchman smirks as the foe closes their eyes and goes lifeless, as The Dutchman pulls out a glowing, pokeball-sized orb from the foe's chest and tosses it a set distance of 3 Bowsers forward. This orb represents the foe's soul, being white or black depending on their alignment to good or evil. The Dutchman immediately tosses the foe to the ground after this, dealing 3% damage to the victim, forcing them to use a getup attack afterwards, or fall downwards if he grabs them in the air.

The foe's soul now remains on field, calmly (or erratically, if it's black, but it's cosmetic) above the ground. The soul is about as heavy as Kirby, and it takes knockback almost like that of a normal character, but will only travel about 2 Bowsers at most with each attack, halting upon reaching it's destination. The foe is at a disadvantage without their soul, as while their soul is separate from their body at this point, the foe will take 2x more knockback without their soul inside of them, so they'll want to get it back as soon as possible. If the foe manages to overlap the soul, it will fly back into them and reunite the body and soul in an animation with lag of about 1.25 seconds, during which they are invulnerable to knockback, before they resume attacking (or falling into helplessness if in the air).

Not only do the foes get lighter without their soul, if the soul flies off the blast zone, the foe will fall to the ground and die in a laggy animation that removes a stock. While the obvious idea here would to knock it off the blast zones, the Dutchman's aerial prowess is thanks to the Fly, as outside his Fly his airgame is certainly not the best. Floating to it and attacking it with smashes would be the ideal option, but when you eventually fall, your half-decent recovery isn't going to be your friend. If the soul enters your Fly of Despair, the foe turns a sickly green color. After five seconds, the foe will fall to the ground and lose a stock. The only way the foe can recover their soul at this point is to enter the Fly, if they are blasted out, they will be blasted out with the soul inside of them. If the Dutchman sends them to the stage, they will perform the reuniting animation before freefalling, giving the Dutchman some time to set up platforms or use his F-Air. The Dutchman cannot use this grab while the Soul is floating about the stage. Once the soul reunites with the foe, The Dutchman cannot use this attack again for another 20 seconds.


Aerials

Neutral Aerial: Eye Blaster



The Flying Dutchman leans forward, his right eye glowing as he shuts the other eye. Suddenly, he fires a beam the size of a Battlefield Platform from his open eye! The beam is, at first, fired at a downwards angle from the Dutchman, as seen in the picture above. It's fired over the course of a second, however, so the Dutchman can angle this as he pleases, and can float about to move during this time. The beam has a containing effect, dealing 2% for every .25 seconds a foe is being affected by it. The primary use for this beam? To close the gap. As Dutchman can float during the move and angle the beam, it makes an excellent option to bring yourself closer to your escaping foes. Inside your Fly, the Dutchman gains special properties for the movement of this move, he can float in any direction during this, not just left or right like his usual float. The move, like most others, has halved start and end lag, and the end lag here is almost completely nonexistant. This means that The Dutchman will be able to follow this up almost immediately...

Forward Aerial: Ghostly Wail



Glaring, The Dutchman extends his neck forward. Closing his eyes, the Dutchman lets out a dark howl, mocking that of a wolf. The start-up lag here is nothing to be proud of, and it is the only aerial of yours that keeps all of it's lag and momentum while inside your Fly of Despair, gaining no buffs. While the Dutchman is howling, a small hitbox appears from his mouth. The size of the hitbox is pitiful, usually only affecting those directly next to The Dutchman's head. The hitbox stays out for a short time, and the Dutchman strikes a triumphant pose immediately after performing this maneuver, giving this some end lag. Thanks to this end lag, the Dutchman is incredibly vulnerable to a counter attack from foes.

What does this move do to make it at all worth using, then? If the foe is unfortunate enough to get affected by this pitiful hitbox, they are stunned in place for 3 seconds, terrified by the Dutchman's howling. Outside of your Fly, this can make a decent keep-away move so you can get some traps set up. Once in your Fly, however, this becomes your best kill move. Thanks to the Fly constantly scrolling downwards, if you land this near the top blast zone, this is your best killer. Your other aerials can juggle the foe upwards, and the increased momentum can help you space yourself properly.


Back Aerial: The MacNeil Spin



The Flying Dutchman faces the screen with an un-nerving grin, arms to his sides. Suddenly, his head starts spinning 360 degrees! Huh, guess that the Dutchman's learned some tricks from other demons. The Dutchman's head is a hitbox that spins around 3 times over the course of a second, each time his head spins, 4% is dealt to those who come into contact with it. This has decent knockback as well and is an incredibly difficult move for your foe to DI out of, even at high percentages. Despite this, the landing lag here is absolutely attrocious. When in your Fly, this move sends The Dutchman up one Kirby, making this one of your best options for juggling.

If you press B while using this move, however, it's use changes entirely. As the Dutchman spins his head, he spews out flames from his mouth, forming an effective shield all around his head due to his spinning. Due to his head spinning, the Dutchman is able to hit foes lurking in the background or dodging. The Dutchman can hold the input to keep holding out the flames as long as he wants, but they begin to diminish after 2 seconds of continuous use, being reduced from Kirby-size flames to Pokeball-sized flames. If a foe is unfortunate enough to stumble into the flames, they will be given 4% damage and be lit aflame. When lit aflame, the foe enters their helpless state and takes 2% per second, if they hit the ground, they will write around, continuing to take damage. The foe must button mash to stop the flames, being slightly harder to escape from then the typical grab. The foe suffers .25 seconds of lag cooling themselves off from this, making them vulnerable to the Dutchman's various tricks.


Down Aerial: Toxic Drool



"Expecting a generic gimp? Too bad, Flying Dutchman time!"

....

The Flying Dutchman's facial expression turns into the one seen in the picture above, a bit of drool slipping from his lips. Quite horrifying, ain't it? Fortunately, the Dutchman's expression doesn't stay like this for very long as he changes back the instant a drop of neon green drool escapes his lips. This whole animation isn't as pitifully laggy as it sounds, actually coming out at a decent speed. So, what's the point of this move, then? His drool, of course! The drool from his lips goes downwards at a fast speed, from the top of Final Destination's blast zone, it reaches the lower blast zone in about 5.5 seconds. The drool is about the size of Pikmin, but with a slightly different shape then Olimar's little minions. If the drool comes in contact with the foe, they are coated with the drool for about 10 seconds. If they were in the air at this time, they're footstooled very lightly. If the drool lands on the stage, it coats an area as wide as Bowser with drool. When the Dutchman uses this inside his Fly, he is boosted 2 Bowsers upwards. He can't juggle his foes with this, but it can help him to setup a hit with this.

That's it? Isn't it blatantly OOC for someone as intimidating as the Flying flippin' Dutchman to attack someone with his own saliva? There has to be a big benefit involved there, and there is. You see, if you press the input again as the drool falls, the Dutchman will snap his fingers, causing the drool to explode into a cloud of acid! The initial explosion is an extremely high priority hitbox the size of Kirby that deals 10% damage and high knockback, being a decent killer for the Dutchman if his foe is low enough. You cannot detonate drool that has landed on a player or the stage. A translucent green smoke cloud is present where the explosion went off, lasting for the next 15 seconds.

This is one of your best ways to space your skeletons about, as the smoke cloud and players coated in drool will attract your ghost minions to the smoke/coated player at the rate of Ganondorf's walk. Obviously, they will attack players if they get close enough. The skeletons can float off-stage to get to off-stage clouds. I almost forgot to mention: This acid will snuff out your flames if it comes in contact with it, so be careful where you use this.


Up Aerial: Dragging You Down

The Dutchman raises both of his arms above himself, with a deranged smirk on his face. Inside your Fly of Despair, the execution is almost instant, and it boosts him two Bowsers upwards. The arms here are a hitbox, and the Dutchman keeps them out for .25 seconds before lowering them. If a foe comes into contact with the arms, The Dutchman lets out a laugh as he pulls them into a mid-air grab! Unlike most mid-air grabs, neither The Dutchman or his victim stop in mid-air, instead continuing to fall. But considering The Fly is infinite falling, this doesn't unmotivate The Dutchman in the slightest. By pressing A, The Dutchman will activate his regular grab, The Soul Steal. By moving the control stick about, however, The Dutchman will enter his float, being able to float about with his foe. This midair grab is about 1.5x as hard to escape from then The Dutchman's normal grab.

Standards

Jab: Flamethrower



The Dutchman strikes the pose seen in the picture above, widening his eyes a bit to add extra intimidation to the whole thing. Shortly after this, a Kirby-sized flame bursts from the Dutchman's mouth! The fire from the Dutchman's mouth is aimed at a downwards angle, making it good for hitting foes directly in front of you. The fire deals 4% damage per second, and has a hitbox similar to Bowser's Fire Breath. By default, it stays out for a very short time before disappearing, but the Dutchman can hold the A Button to keep this move out for as long as he wants. If the flames from the Dutchman's mouth meet the fire from his fire trap, the time on his fire trap will be refreshed.

Forward Tilt: The Power Within



The Dutchman brings his eyes to his forehead, closing his eyes as though he were concentrating on something. Suddenly, his glowing eyes shoot open! Without leaving this position the Dutchman fires two glowing beams from his eyes, the beams constantly intertwining with eachother. The two beams together are as tall as Wario and move forward 6 SBBs in front of the Dutchman at Falcon's dashing speed. If any foes are caught within the beams' grasp, they're dealt 6 light, flinching hits of 1% damage. In addition, they will be pushed along with the beam for the entire duration of the move, making this perfect for getting the foe into the areas you want them to. Of note is the fact that if any members of your pirate crew are caught in the beams' grasp, they will be dragged along for the ride as well.

While the beams are out, the Dutchman can press the input again to retract them, causing the beams to move back towards him. If foes or your minions are caught in it, they will be dragged back too. The beams a full battlefield platform in front of Dutchman, to give him an adequate amount of space.


Up Tilt: Winds of the Caspian Sea

With a sneer, The Dutchman pulls his arms out in front of him, palms facing up, before he quickly retracts them upwards! The range on this isn't very big, but if it successfully hits a foe they take about 3% damage and little knockback, but there isn't much point. The Dutchman holds this upward pose for .80 seconds, during which, a wind is created from his hands! The wind extends the entire range of Battlefield in front of him, and is not visible to anyone. Foes who get caught in this wind are sucked in with twice of the force of King Dedede's inhale, but foes can attempt to outrun this. If one of your minions gets caught in the wind, they will be sucked towards the Dutchman with no resistance. Once one of his fish or the foe are within 2 SBBs of the Dutchman, he lowers his arms with no end lag, causing the wind hitbox to disappear. The closeness of your foe allows you to follow this up with one of your moves, such as your Neutral Special or your Down Tilt if they're a minion. Alternatively, who is to say you can't just head by one of your Flys and use this? Projectiles go through the Fly after all...

Down Tilt: In for a Shock

The Dutchman hunches over slightly with his fingers extended. In this position, he starts erratically moving his fingers up and down, as electricity pulses through his fingers! The stream of electricity from his fingers heads about a Bowser in front of him, and is as tall as Pikachu. By default, he performs this move for about .50 seconds before withdrawing with some end lag, but he can hold this to keep it out as long as he wants. The electricity deals about 2% per second to foes who are caught within it, but it's very easy to DI out of this compared to, say, your Fire Trap. It does hold them for some small time though, which you could use to hold them in place while a skeleton minion is in range, allowing them to reach the foe without any sort of difficult. If your a skeleton minion is the one being hit by the electricity, however, he will be healed 2% per second! If your minion needs some quick healing and your foe needs some damage added (and you don't want to set a fire trap up), one of your best possible strategies is to use this while your minion has the foe within it's skeletal grasp.

Dash Attack: Hypnotizing Momentum

The Dutchman grinds to a halt, and raises his arms into the air, after a small delay, a translucent green bubble is raised around the Dutchman's body for half a second, before The Dutchman lowers it back down to add some end lag to this move. The bubble is the size of the Dutchman's standard bubble shield, essentially taking up a small space around him. He can still be hit out of this by projectiles during this state, or even direct attacks if the foe is quick enough, but more often then not, the foe will end up being hit by this. The Dutchman can hold the A Button to keep using this move, and can move about at his normal dashing speed while doing so, but cannot jump as he does so. After 3 seconds of holding this, The Dutchman will bring the bubble down with double the end lag.

What does this do, then? Foes who come into contact with the bubble will stand still, there eyes glowing green. They will now follow the Dutchman wherever he goes for the next 3 seconds, the Dutchman being unable to use any moves during this time to prevent abuse of his Fly. The Dutchman can use this next to his pirate fish to force them to follow him, giving him an actual way to command them about. Using this next to the foe's soul works too, it moving around with the Dutchman for the next 3 seconds.


Smashes

Up Smash: Psychic Possesion

During the charging phase of this move, The Dutchman places both of his hands to the side of his head as he closes his eyes. This takes about 2 seconds to fully charge, when the charging is complete, the Dutchman's eyes burst open, glowing a bright green color. A toxic green bubble slightly smaller from Kirby emerges from The Dutchman's skull. You are in control of the bubble for now, The Dutchman has to press the shield input or take damage to be taken control of again. The bubble takes no damage, and can float in all directions with no repercussions. The speed the bubble floats at depends on the charge time, from Mario's Dash at minimum charge to Sonic's at the maximum. What exactly does this bubble do? Well, once the bubble overlaps with something (Traps, Foes), it shimmers brightly. If the bubble successfully stays overlapped for another .15 seconds, the bubble possesses whatever it came in contact with! The effects of this will be listed below.

Your Fire Trap: Using the control stick, the Dutchman move his fire left or right. Depending on your charge time, this varies from Bowser's dashing speed or Captain Falcon's dashing speed. Obviously, this is the main tool the Dutchman will be using from this, as you can manipulate your foe right into your Fly when you're good and ready.

Your Fly: Yes, the Flying Dutchman can manipulate his Fly. While you have control of your Fly, you can angle it up and down as though it were a Cracker Launcher. Pressing A while in control of your Fly causes it to start sucking air in, at the rate of Dedede's inhale. Pressing B causes it to explode, dealing 15% and good knockback to anyone inside of it. This is impossible to KO with at low percentages, so it's best to use this against foes who keep avoiding you inside the Fly or those who have better aerial capabilities.

The Foe's Soul: Once the Dutchman grabs the foe's soul, it's nearly game over for the foe. Their soul becomes a sickly green once the Dutchman gets a hold of it, and The Dutchman can manipulate it from Bowser's dash speed to Fox's dash in any direction, depending on the charge time. However, The Dutchman can only move the soul about for 3 seconds, so hopes of getting this off the blast zone are near worthless.

The Foe: If the Dutchman is able to gain control of the foe, he can move them, them having to button mash to escape. This is easier to escape from then a grab, though, being 2x as easier. This shouldn't be a focus, but it could be good as a last resort.

Forward Smash: QUIET!


The Flying Dutchman looks rather pissed off during the charging of this move, his face turns slightly red and steam blows out of his face, almost like a tea pot. The Dutchman can angle his head here to determine where he will make his move. Once the charging is complete, The Dutchman opens his mouth wide for some small start-up lag, before releasing a Bowser-sized blue beam from it, yelling this move as he does so. The beam is about 3 Battlefield Platforms long, and is fired from the Dutchman's mouth for .30 seconds. The Dutchman can alter the angle of the beam while firing if he is quick enough.

What does the beam do, then? It deals 8% - 20% depending on the charge time, and has a pushing effect similar to that of Samus's final smash, making it an excellent option for pushing your foes into your flames or your Fly. In addition, if it is shot at the ground, it creates a small dirt trap. Foes who walk over this dirt trap are pitfalled for 3 seconds, before they can escape from it and the trap disappears. Dutchman can only have one of these pitfall traps on stage at a time. While it's not likely to be used as a killer, especially not when firing it at grounded foes, it still remains a good move, especially when used as a threat against foes about to jump out of your Fire Trap.


Down Smash: Scare of All Scares


The Dutchman throws his head back during the charging phase of this move, as his head slowly grows larger and larger. Without any sort of charge, The Dutchman's head remains the same size while at maximum charge, the Dutchman's head is about 3x larger. This takes 2 seconds to fully charge, if the Dutchman himself is hit during the charging portion of this move, an extra .10 seconds is added to the Dutchman's end lag for every .50 seconds he charged this for. When the charge is completed, the Dutchman suddenly strikes his head forward in a swift motion, dealing 7-18% damage depending on the charge time and good horizontal knockback. Once he strikes his head forward, The Dutchman immediately lets out a horrifying scream of "BOOOOOO!" over the next second, in an attempt to terrify his foe.

During his bloodcurdling scream, a wind hitbox emerges from the ghostly pirate's head. The hitbox here is about the size of Ganondorf, and at minimum charge, reaches two Bowsers away from the Dutchman. At full charge, the hitbox is five Bowsers long. The wind from The Dutchman's head will push foes away with 3x the force of Dedede's inhale, likely pushing the foe into your flames in the process. The Dutchman can angle his head over the course of this second to adjust the wind's trajectory.

Speaking of your flame trap, the wind hitbox will affect that as well. Due to the lack of resistance from your trap, it'll move farther then your foes will. At minimum charge, it moves away from The Dutchman at Mario's dashing speed, while at maximum, it will move at Sonic's dashing speed.


Final Smash

The Perfume Department: Upon activating the Final Smash, the camera zooms in on The Flying Dutchman, who shrugs and pulls out a fork and knife. As he does so, he says "I've been thinkin': this fightin' thing? Doesn't really work out for me, so I decided I'm just gonna eat ya." He smirks, placing a sock over his tail. "Time for dinner."

The camera zooms back out to the foe, the Dutchman becomes an AI at this point in the match as he gains a new walking animation: leaning forward and flying with fork and knife in hand. He'll attempt to fly towards you at his regular dashing speed for the next 4 seconds, but there's no use outrunning the Dutchman, as after those 4 seconds are up, he'll instantly teleport towards you and eat you for an instant KO. Overpowered, much? Well, as soon as the camera zooms back out, a mysterious green door appears 4 SBBs to the left of the foe, a large arrow pointing towards it. The door can be entered like a Subspace Emissary Door, walking in will lead to a cutscene. If multiple foes are present, they must either enter/die for the cutscene to start.

In the cutscene, the character is seen running from the Dutchman in what seems to be...a perfume department? Yes, for some reason, the door leads to a perfume department. As the foe runs away from the Dutchman, they are sprayed with various perfumes as the camera slows down and zooms on them dramatically as generic department store music plays in the background. This lasts for about 10 seconds, upon which the foe, covered in perfume, will find another glowing green door. They enter it, as the foe reappears where he was, the Dutchman does not exit the door for another 3 seconds, so you could easily attempt revenge on him. All foes who were dead or eaten by the Dutchman will respawn during this time. Everyone who entered the Perfume Department now has 50% damage added to their percentage meter and takes accumulative damage of 1% for the next ten seconds, still being covered with some perfume. It's a choice between taking 60% damage or being KOed immediately, but it's not like they have a choice; If you're a decent Dutchman, you should have your foe trapped in your flames before they get to the door...

Smash Balls do not spawn in the Fly, but if you are to use your Smash Ball inside your Fly, the door will not spawn, making the foe's death even quicker.


After consideration, I've decided to use Badger's Final Smash for The Dutchman. This is clearly the best final smash ever, and no matter what I do, I will never top it. Thanks to this final smash, this will very likely end up in first place.


Playstyle

Right from the start, it's clearly obvious what The Flying Dutchman revolves around: The Fly of Despair. The Fly is an incredibly unique, versatile trap and is the method in which you'll be scoring most of your KOs, as it gives The Dutchman the ability to have his aerials live up to his excellent aerial mobility and fall speed. While herding the foe into your Fly may sound like a difficult task, a lot of your moves are absolutely perfect for scaring your foe straight into the Fly. The campy nature of your Fly is absolutely perfect for parts of the Dutchman's zoning/spacing game, as nearly all of your projectiles will head through the Fly of Despair and will likely hit the foe straight in their stupid face.

In a match with The Dutchman, the first thing you'll want to do is find a place to set down your first Fly. Preferably, on the edge of the stage with enough room for the Dutchman to be able to send projectiles through it, but as you'll be able to destroy it with your Up Smash if you're at all dissatisfied with it, it doesn't really matter. Summoning one or two of your skeletal minions to guard yourself during this time can work, and the smoke that pushes the foe back can give you some much-needed breathing room to get back to work. If you want your minions out and attacking your foe, forward tilt is decent at pushing both your minions and approaching foes away. Use Down Aerial to call a minion back from far away, just make sure that you don't use it over a fire trap if you have one set up. Your Up Tilt can also call them in, but it has a limited range unlike your down aerial. Most of the time, you'll want to use the down tilt against them if they're holding a foe in place. You could also wait for the foe to escape and grab them as soon as they do, or if you're in a sacrificial mood, you could also start your Neutral Special right then and there at the cost of what will very likely be your minion's demise. Perhaps, however, you want to get right in the foe's face? You could use your dash attack with some skeletal fish around you to begin a full-blown assault against the foe, moving towards them while moving your minions about as well.

Once you decide to get an assault going, the first thing you'll want to do is move slightly closer and set up your other Fly and perhaps your fire trap as well. This is going to be your primary fighting ground, so try to put a little bit of thought into this one, unless you want to destroy it ASAP. Your next step here is to attempt to get your foe into your fire trap. The foe will very likely attempt to be running away at this point, so try floating in the air above them to assault them with some of your aerials and your smashes. As FSmash can create pitfall traps, you could easily attempt to pitfall the foe and drop your Neutral Special fire trap on them from above. Alternatively, you could just have your fire trap already on the grab, and grab it with USmash from the air where you can charge it to full speed without interruption. If the foe attempts to shove you down from your aerial spot, you could always fire DSmash downwards at them. If this gets to be too much, however, you could create a platform with your Up Special to attack with ease from, as FSmash goes through it, it's quite easy to perform the FSmash/NeutralSpecial combo by sniping through your platform. If your foe does manage to get in your face, you can attempt to use your DAerial to call over skeleton minions to attack your foe, land NAerial to space yourself towards your foe in order to land an FAerial. If you do land that FAerial, you'll be able to move away while their stunned in place. If they attempt to attack from above, use your UAerial to catch them from above and drag them downwards to your fire or use your soul steal. Using your BAerial to space yourself works wonders, too. If your fighting takes too long, your fire will likely disappear. Either jump down and use your Jab against it to replenish the time it lasts or let it fizzle away.

Now, let's talk about the Dutchman's grab. This is one of your two big close range options, in addition to just landing your fire trap when the foe approaches. When The Dutchman grabs the foe, sending the soul into your Fly should be the highest priority, so attempt to stall the foe with your FSmash or even contain them in your fire trap while you move the soul about. Many of the Dutchman's attacks are viable in moving this soul about, especially your USmash or your DashAttack. If you hope to place the soul in the air, far above your foe's reach, USmash will be the solution. If your foe doesn't look to be getting out of their situation anytime soon, use your dash attack to lead the soul directly to your Fly. Once the soul is inside of your Fly, they'll want to go in there ASAP or suffer an immediate stock loss. While an immediate stock loss would be the ideal option, your foe will likely move into the Fly to reunite with it. Once they're in the Fly, feel free to either send in some skeletal fish if you have enough time or just move right in after them.

Now, let's talk about your fire trap. Your fire is the most direct way of guiding your foe into the Fly of Despair, once it's down, you're going to want to stay spaced away from the foe. Use ftilt as a spacing technique in order to guide them into the fire, or perhaps use your DSmash or FSmash? If the foe attempts to get in close, you can use Dash Attack to do the dark deed as well. Once they are in the Fly, your most obvious move is to either damage rack them a bit to prepare them for KOing inside your Fly or start to move it in there. Use the second phase of your Neutral Special to adjust the fire to accommodate small or wide foes, if you find them attempting to escape. One of your big damage rackers here is your jab, as you can run inside your fire and start burning the foe while refreshing the duration that your fire trap exists for. If the foe attempts to escape at this point, try aiming a Forward Smash beam above the fire, as this could possibly push them into your Fly as well. Once you feel that they've taken enough damage, manipulate the fire into your Fly with your USmash, or your DTilt for a slightly slower option compared to a more speedy USmash. Try pushing some of your skeletal minions, but if you can't, feel free to just move in after them.

Once you're in the Fly, now is the prime time for KOing. You're going to want to attack them with some of your aerials to knock them off the top blast zone, The Dutchman has WarioMan-like aerial mobility here, meaning that he'll be able to leave his foes in the dust for the most part. Your main killer here is your FAerial, as it will cause the foe to be instantly KOed off of the top blast zone, so most of your aerials will accommodate that. BAerial can help you juggle your foe upwards to the top blast zone, sending you towards the ground you'll need to send the foe off the top, using your Neutral Special during this can help send those foes who have superior aerial mobility into a state of complete stun, or just help you land FAerial. NAerial can help you space yourself closer to the foe in order to land FAerial more easily. UAerial can work well against attackers, as the soul will fly straight off the top, leading to a near-instant KO. Creating a platform here allows Dutchman to use his grounded arsenal against the foe, or create minions if you didn't bring them in with you. Your minions are a major help to you here, as you have a prime way to space them with your DAerial and their grab can help lead into your FAerial.

Overall, the Dutchman is a unique character whose gameplay revolves around shoving the foe into their own living hell. He has a pretty high learning curve, but don't let that dishearten you. The Dutchman can accommodate foes of all sorts, being a semi-versatile (minus 1 vote from Warlord) character with multiple options to use against his enemies. Davy Jone's Locker takes all types, after all...​

Boss Set


Match-Ups

Vs. Two-Input Spongebob Squarepants - 95/5, Dutchman's favor.

The only thing Spongebob has going for him here are his bubbles, which despite being a generic projectile, are apparently good for edgeguarding. The point is, though, is that they're made of water, which will extinguish the Dutchman's flames. This is a rather moot point, however, when The Dutchman can herd him into the Fly using several other alternatives such as his grab. Spongebob's poor airgame doesn't at all help him here, despite his recovery going above several of the Dutchman's traps, The Dutchman can wait it out or move him off the stage with an FSmash beam if he's extremely impatient. Whatever the case maybe, The Dutchman clearly has an advantage above this annoying little two-button set.

Extras

UP TAUNT - PIRATE LAUGH
The Flying Dutchman throws his head back and laughs a hearty pirate laugh, his hair blowing back in the wind.

SIDE TAUNT - TIME'S UP
The Dutchman points to the foe menacingly, stating "[CHARACTER NAME HERE], your time has come!" If he is facing more then one foe, he will speak to the closet one.

DOWN TAUNT - FORMAL INTRODUCTION
The Dutchman points to himself, a demented smirk on his face. He speaks to the foe, stating "You bet your lily white livers I'm the Flying Dutchman!" The next time this is used, his speech changes. Now, he states "I'll let you in on a little secret...I'm going to steal your soul!"

ENTRANCE - THUNDERING APPEARANCE
Green smoke swells up on part of the stage, thunder strikes down onto the smoke, causing The Dutchman to form from the smoke as he laughs manically. As he does so, an excerpt of the song that always plays when he appears, begins.

VICTORY POSE #1 - HORRIFYING INNUENDOS
The Flying Dutchman eyes the losers as they clap, before unzipping The Fly of Despair next to them. He grabs the last place loser and tosses them into the Fly, before unzipping it. Looking at the horrified losers, The Dutchman folds his arms and asks "Would anyone else like a ride on the Fly of Despair?"

VICTORY POSE #2 - WATCH ME BE "KNOT"-Y
With a smirk, the Dutchman turns towards the losers and proclaims "I've won the undersea knot-tying competition for the last 3,000 YEARS!". He then proceeds to show off his fancy knot-making skills to the foes.

VICTORY POSE #3 - THE WELCOME WAGON
The Flying Dutchman is nowhere to be seen, with the losers looking around confused. Suddenly, The Dutchman bursts from the ground behind them and lets out a screech of "BOO!" Frightened, the losers run off the right side of the screen, only to reappear on the left! They look around confused as The Dutchman crosses his arms triumphantly, stating "Welcome back!" They then run off the right side again, this cycle repeating until you exit the results screen.

VICTORY POSE AGAINST SPONGEBOB - THINKING STRAIGHT
The Flying Dutchman grabs the bright-colored Sponge, letting out a yell of "Next stop, Davy Jone's locker!" He laughs, while Spongebob screams as the two disappear into green smoke. If you stay on the results screen long enough, The Dutchman reappears with Spongebob, tossing him on the ground with a cry of "Take him back!" before he disappears again.

VICTORY POSE AGAINST MR. KRABS - SHAMELESS GROVEL
The Dutchman glares down at the greedy old crab, stating "Your time has come, Krabs! You'll be spendin' your days at Davy Jone's locker!" At the sound of this, Mr. Krabs gets on his knees and starts grovelling and crying, letting out cries of "I don't want to go in there!" The Dutchman rolls his eyes at this.

VICTORY POSE AGAINST MANRAY AND THE DIRTY BUBBLE - SECOND-RATE VILLAINS
Manray and the Dirty Bubble are shown bickering to each other about their loss in the background. The Dutchman gets annoyed with this after a few seconds, turning to them, he lets out a cry of "QUIET!" and blasts them with his FSmash beam. The two are scorched and become quiet, as The Dutchman grins triumphantly.

VICTORY THEME - SWASHBUCKLER
The Dutchman wouldn't be represented well by any of the victory themes of the rest of the Spongebob cast, so he instead gets his own, the last few seconds of Malleus Mallificarum.

LOSS POSS - ANNOYANCE
The Dutchman claps slowly and sarcastically, occasionally grumbling and crossing his arms.

ICON - UNHEALTHY LIVING SPACE
The Dutchman shares the main Spongebob icon with the rest of the cast, a pineapple.

Interactions

M. Trinity's Down Taunt
"Unzipping a giant fly? Huh; guess you have to compensate for the small one somehow." (Pose 2)

Little Mac's Down Special
"Looks like it's Halloween, Mac, baby! KO that pirate before he trick-or-treats all the chocolate away; I need to get some for myself!"

Pennywise's Final Smash

Despite this set's quality, the final smash was the best concept from it, and perfectly fitting to character. This section is all about character, so...

With the Flying Dutchman's back turned, Pennywise shapeshifts into Spongebob and Patrick. The duo comically start to tip-toe towards The Dutchman. Suddenly, The Dutchman turns with a fork and knife in hand, ready to eat the eater of worlds! The Dutchman realizes, however, that he's missing his dining sock. As he finds it and prepares to place it over his ghostly tail, Spongebob dashes towards the sock and takes it, giving it to Patrick. Worried, The Dutchman holds up 3 fingers, signifying that he will giving the sponge 3 wishes if he lets the sock go. Spongebob shakes his head and smirks as Patrick tears the sock apart. As The Dutchman cannot eat without his dining sock, he falls to the ground and starts to starve to death. Spongebob and Patrick let out horridly creepy laughs, as they close in on the Dutchman, growing fangs...

Snake's Codec

Snake: Otacon, who's this freak dressed like a pirate?
Otacon: That's the Flying Dutchman you're fighting, Snake.
Snake: Flying Dutchman? Like the famous pirate ship?
Otacon: This is the man for whom the ship was named. He died long ago, and now haunts the seven seas, gaining a range of powers to do so.
Snake: What's that thing he's pulling down, it looks like some sort of portal...
Otacon: Snake, step away from it! The Dutchman's Fly of Despair may not seem all that intimidating, but it leads to a hellish dimension!
Snake: I bet it's hell under his other Fly, too.
Otacon: Ugh, Snake...​

I'm going to steal your souls!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
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Location
Shropshire Slasher
MYmini entry


Waaaah ha ha ha!

Can't get enough of Wario, eh? Want more of my stage? Excellent! Gimme your wallets, Wahaha!
For a limited time only, I'm offering you lucky pidgeons er-patrons, a whole slew of new microgames, as DLC! Snap them all up right away, and play Warioware, the right way!

Waah? "How much will this cost"?
Well, it won't be cheap, so cough up! This on-disc DLC doesn't pay for itself y'know!

That's not all though. Becuz I'm feeling generous (and gassy) I'm giving you slobs a patch in order to make my stage play slightly less like grating your face against my keester!
It's true! I (Someone else) made the stage wider. I also got rid of all rewards you get for winning (now you just heal a little health maybe).

What? You wanted more? Ah, shaddup and just buy my stuff!


Gamez

Wario Bros.
Run around the Mario Bros stage! Collect at least one coin that appears! There are only [number of players]-1 coins, so make sure that someone you hate loses. If you hate everyone, then nab all the coins for yourself! Waahaha!


CAKE!
I love cake! Sit yourself down in one place to start scarfing down delicious cake. You'll heal 4% every second, just so long as you don't move. But watch out for the stingy hand of grandma "doesn't like people eating her cakes"! She'll drag you up and away until the microgame ends! I hate her!


Wario's aMaze
No! You can't have even one of these coins, they're mine! I don't care if you only need to collect one in order to win. If, as I run about, I catch anyone even remotely near a coin, I'm gonna ram you for 20% damage, you hear me?


Splash down
Your only platform is a dinky inflatable? I don't care! I can't swim! Once I fly across the screen, I'll use my hip drop to slam down onto the banana. I'mma bit heavy though, so I might KO anyone still standing on the thing. But you can swim, right?


Jump Rope
You've gotta jump the rope! Otherwise you trip and lose! Boo hoo! I'm the master of this game!




Brake line
That train is coming in aweful fast. You'd better work together with everyone else and attack the side of that thing so that it can slow down in time. Please be careful not to let the train hit you, it could deal up to 26% damage! (Only people who help stop the train win. Lazy poos get nothing!)


Ball fall
Everyone is on an unstable, seesaw platform. Use your collective weight to tilt the platform so that the red ball can fall down the hole in the center. If the ball falls off the sides, then no one wins, so work together!


Cold reception
The big woman (sometimes it's two women) has caught a runny cold! Don't touch the sticky drip, or you'll be sniffed up! Please don't knock your friends into that mucus, they'll take up to 18% damage after being sniffed up.


In the bud
You guys look like ants from up here! Don't let me nip you with my tweezers, because they'll hurt quite a bit (8%). Your pals might even try to attack you while you're stuck!


Lotsa Spaghetti
Rotate your control stick in order to spin the fork and get all that delicious pasta into one big ball! If you land yourself in the spaghetti, get out quick, or you'll be trapped when your friends spin the fork! And being stuck is fatal if the microgame is won, because I'm hungry and that spaghetti is looking very tasty!


Drive your Point
Attack the nail (it acts as a wall) into the ground by attacking it from above. Aim carefully so you don't end up bending the head of the nail to one side. If you do accidentally get the nail all skewed, attack the nail from the correct side in order to straighten it again. Work together to put the final nail in my spice rack!




F Zero
Blocky sprites are coming right at you! Avoid them as you would F Zero cars on any other F Zero stage.


Ice Climbers
It's a tense fight to be the first to hit the patrolling condor from below. Projectiles don't count, sadly


Duck Hunt
Those ducks only have 14% stamina? Hit one until it falls, and earn your dog's love! There aren't enough ducks for everyone though, and only the killing blow matters


Mario Paint
Buzzing flies are everywhere! Smack them all with an attack, and everyone wins! But miss even one, and it's the flies who are victorious.


Donkey Kong
You're all on 25m, and those barrels are coming in thick and fast! Avoid them, or you'll take 18% damage and lose!


Batter Up
As the toy pitches baseballs, be sure to hit them away. If just 4 of the 10 balls touch the ground, everyone loses. Co-operate with your buds, or just use them as meat shields to avoid being pelted by balls (they deal 12% damage and 'thrown item' knockback)




Steak
The cutting implement will be removing a slice of that bovine from tha main piece. Try not to be under it when it falls, or you'll suffer 4^2% damage!


Banana
Unleash your most powerful attacks in order to consume the yellow berry. If you win, you regain health relative to how much you helped ingest the monster fruit.


Cat
If you are in motion when the feline is awake, she will hold you in place with her ionic projected beams, ready to be assaulted by anyone else who is playing.




Down Right Fierce
Input the move as shown by our hero in order to pass the test! Make sure to press each button in turn. If you've already lost, then go ahead and screw it up for other players too by smackin em around!


Under Glass
Whoa! That tumbler is chasin afta' you! You'd better not be under it when it comes down, or you lose!


Stellar Spelling
Hit the question marked boxes to turn them into letters! Only people who hit a ?box can win, and only if no ?boxes remain at the end of the microgame. If you're a sneaky sort, then hit a letter in order ta turn it into a ?box again. If you can't win, then no one will, eh?


Exciting Bike
Man that's crazy! Don't marvel at the stunt too much though, becuz you don't want to be standing where she's gonna land! I mean, if you were, and you got hit, you'd take a mean 26% damage. And you'd probably die too. Yikes.


Ninja Tunnel
Those red, wall/ceiling clinging ninjas are coming at you from a distance. There aint enough for everyone, and you need to hit at least one as it passes by in order ta pass. So, you think you have ninja skillz?


Shoot Up
Ah, now this is the kinda game I'd spend my loose change on down by the gulp 'n' change. You've gotta not only avoid the enemies and their bullets, as they scroll down at ya, you've also gotta steer clear of that triangle ship that's fighting the bad guys. He lurks underneath the invisible platform you're all standin on, and he shoots up at the alien dudes, killing many. But he might hit you too.
Nothin' on this stage does more than 6% damage on contact, but there's a lotta stuf to make "contact" with, so yer damage can rack up quick..





Tramp-Oline
If you're any kind of smooth playa, you gotta step on up to the spring board and leap off the top of the screen. Yeah, you gotta Star KO yourself. But no worries, it don't hurt none.


3 Foot Wood
Aint nothing gonna stop this guy from chopping his wood, 'cept maybe the wood! You gotta weaken it with hurtin' enough so his hands can do the rest!


Smooth Tracks
Look at this fool! He think he can impress? Show me you can do better! Run along as the screen scrolls and jump over those 'frontin obstacles, you hear?




Fishy
Catching fish with your beak sounds haaaaard. Well, all YOU need to worry about is not getting caught like the fish. You also have to swim a little, but you can do that, right?


Catch!
Such an adorable puppy! Sorry, puppy, but I've gotta catch this frisbee, or I won't win this microgame. Don't gimme that sad face...there's only one frisbee, and you can't have it.


Coconus
The aim is to nab a coconut right? Then why not just jump up and grab one? But, if you wanna do this the "real" way, hop on the seesaw with the mouse, and have someone knock the rock out of the bird's claws.


Leafs
Some of the platform dissapears when you stand on it! Navigate this treacherous place and get to your leafy prize, wherever it may appear!


Fruit Machine
One prize falls for everyone! But not all of it is the fruit you want. If a diamond smacks you in the noggin, it really hurts! Make sure the fruit falls on only you!


Penguin Parade
The line of penguins only has a small gap in order to fit all us fighters in. If we don't keep up with the marching penguins, we're going to get trampled and hurt! Maybe I can cheat by flying up above them all...


Licky tongues
Those tasty hearts, I'll eat them myself, mr lizard! There's one for everyone, and each heals 5% damage, but if you eat em all, everyone loses. Save one for the lizard to eat. And be careful, because if you nab a heart while the lizard it trying to eat it, he'll eat you too (dealing 30% damage)! Lizard-san you goddamned a55-hole!


Jump
This scrolling stage is full of fluffy, dissapearing clouds. You've gotta coordinate yourselves if you all want to get to the end of the level. If you fall, you won't die, but you will take 36% damage, and that's bad.




Input
Use your digitus manus to make the input that is show on the screen. You have to do it perfectly, like me.


Plaque Attack
You are all food stuffs caught in my teeth. If you can find the gap before my teeth close together and squash you, I may let you live. For everyone else though, you shall take 23% damage.


Hot Water
Be mindful where you stand! I am pouring steaming H20 into this system of pipes. Use logic to determine where the fluid will emerge, and stay away from that spot. Otherwise, a 23% scalding is in store for you.


I like Turtles
These shelled reptiles facinate me, I cannot stop balancing them on my weight determination aparatus. If you wish to earn my respect, use your own weight to stand on the scales so that they balance out. If either side is "heavier" by the end, then you have failed.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
MYMini Entry AKA Repost

GARLIC HEAVEN​


WHY HELLO THEIR LITTLE MOVESET MAKERS TO MAKE YOUR WARIO. YOU SEE: GREAT OVERLORD WARIO HAS TAKEN OVER MAKE YOUR MOVE WHILE YOU WERE FAPPING TO DRAGON BALL Z. WARIO READ ALL ABOUT YOUR LITTLE INFINITE SAKURAIS AND DECIDED THAT YOU ALL ARE GAY. THEREFORE. WARIO WILL DEMONSTRATE HIS SKILLS IN THE ART OF MAKING YOUR WARIO BY MAKING A STAGE OF WHAT YOU WILL SEE IN THE AFTERLIFE IF YOU FOLLOW WARIO-WARIOISM: GARLIC HEAVEN. YOU SEE LITTLE BOYS AND SLASH OR GIRLS, IF YOU ACT LIKE WAAARRRRRRRIIIOOOO DURING LIFE, YOU WILL BE AWARDED WITH GARLIC HEAVEN.

GARLIC HEAVEN IS A LARGE, AERIAL STAGE THAT IS ABOUT SEVEN LITTLE STAGE BUILDER BLOCKS LONG. THE TOP OF THE STAGE SLOPES UP 3 STAGE BUILDER BLOCKS LONG, GIVING THE STAGE A HILL SHAPE. OVERLORD WARIO WILL BE IN THE BACKGROUND AT THE TOP OF THE STAGE WITH AN AWESOME GRIN ON WARIO'S FACE. AT THE START OF THE MATCH, WARIO WILL PULL OUT WARIO'S ACCORDION AND BEGIN PLAYING THIS SONG. IT IS BEAUTIFUL MUSIC, YOU CHOSE TO COME TO GARLIC HEAVEN, YOU LIKE THIS MUSIC.

THE BIG THING ABOUT THIS STAGE? IT IS MADE OF GARLIC. YOU CAN SEE MANY HUMOROUS GARLIC-RELATED THINGS ON THE STAGE AND IN THE BACKGROUND, SUCH AS THE GIANT GARLIC-SHAPED SUN. AS THE STAGE IS MADE OF GARLIC, YOU CAN EAT IT. CROUCHING AND PRESSING A ON TOP OF ANY CLOVE OF GARLIC WILL ALLOW YOU TO EAT IT FOR 4% RESTORED HEALTH. HOWEVER, GARLIC DOES NOT REGENERATE, IT'S GARLIC YOU IDIOT ONCE IT IS EATEN IT IS EATEN! EATING A CLOVE OF GARLIC WILL TAKE AWAY AROUND 1 STAGE BUILDER BLOCK FROM THE STAGE.

EAT ALL THE GARLIC AND YOU WILL START FLOATING IN PLACE AND WARIO WILL SCREAM "WHAT HAVE YOU DONE TO GARLIC HEAVEN IT HAS NO MORE GARLIC" AND THEN WARIO WILL KICK YOU ALL OUT OF GARLIC HEAVEN AND TELL YOU TO HAVE A ROTTEN DAY AND YOU WILL FALL INTO...

WALUIGI PRISON​

WARIO HAS SENT YOU DOWN TO A MISERABLE PLACE CALLED WALUIGI PRISON. THERE IS NO GETTING BACK INTO GARLIC HEAVEN. EVER. YOU ATE ALL THE GARLIC IT IS NO LONGER GARLIC HEAVEN SO YOU CAN'T COME BACK. WARIO MUST PUKE OUT ALL HIS SPARE GARLIC SO HE CAN REBUILD GARLIC HEAVEN.

ANYWAY, WALUIGI PRISON IS A STUPID PURPLE PRISON WHERE WALUIGI RULES. EXCEPT WALUIGI DOESN'T RULE BECAUSE HE SUCKS AND WARIO IS NUMBER ONE. YOU FIGHT INSIDE OF THE PRISON, IT BEING A FLAT, GROUNDED STAGE 12 STAGE BUILDER BLOCKS LONG, YOU CAN SEE 6 JAIL CELLS IN THE BACKGROUND. OF PARTICULAR NOTICE IS THE CELL LABELED "LUIGI". THIS CELL HAS NO TOILET. POOR GREEN MAN.

THIS STAGE WOULD BE FAIRLY STRAIGHTFORWARD, IF NOT FOR THE WALUIGI GUARDS. WALUIGI GUARDS ARE PURPLE PRISON GUARDS WITH WALUIGI'S STUPID NOSE. IF THEY CATCH YOU OUTSIDE OF A CELL, THEY WILL RUN AT YOU AT CAPTAIN FALCON SPEED, GRAB YOU AND TOSS YOU INTO A CELL. YOU CAN DAMAGE THE BARS OF THE CELL, THEM HAVING 50% DAMAGE. ONCE THEY ARE DESTROYED, YOU CAN SPOTDODGE TO GET IN AND OUT OF THE CELL. DESPITE THIS, WALUIGI GUARDS WILL STILL PATROL.

WALUIGI GUARDS ARE INVINCIBLE AND CAN ONLY BE KILLED BY ONE THING: FLYING PURPLE PEOPLE EATERS. RANDOMLY IN THE MATCH, A FLYING PURPLE PEOPLE EATER THE SIZE OF GIGA BOWSER WILL FLY IN FROM THE RIGHT SIDE OF THE STAGE AND EAT THE WALUIGI GUARDS BEFORE FLYING TO THE LEFT SIDE. ANYONE HIT BY THE PURPLE PEOPLE EATER WHILE IT'S ON THE MOVE WILL BE DRAGGED TO THE OTHER SIDE OF THE SCREEN, SO IT COULD BE A GOOD TIME TO GO INTO YOUR LITTLE CAGES. TWENTY SECONDS AFTER THE PURPLE PEOPLE EATER GOES, WALUIGI WILL COME IN AND CALL TWO MORE WALUIGI GUARDS BEFORE LEAVING. THAT SISSY.

WARIO THINKS THAT JUNAHU IS MAD AND THAT JUNAHU WILL BE ***** IN WALUIGI PRISON. WAHAHA.

Anyone who follows Wario-Warioism is an idiot. That is all.
 

mrtownsend826

Smash Rookie
Joined
Jun 27, 2011
Messages
10
NNID
ssbm64
Another moveset for all

Princess Bubblegum



Princess Bubblegum is a major character of popular cartoon Adventure Time. She is the benevolent ruler of the Candy Kingdom and the object of Finn and the Ice King's affection. She gets her name by the fact that she is mostly composed of bubblegum as she is infused with bubblegum DNA. She is also a scientist, and uses her smarts to concoct formulas that would help her and her people out.

STATISTICS


SIZE......7
WEIGHT.......4
SPEED.......4
AIR SPEED.......5
FALL SPEED.......7
POWER.......5
TRACTION.......8


Princess Bubblegum doesn't have much physical prowess, and she barely does anything physical in the series, so she has below average speed, both on the ground and in the air. She matches Zelda in size and Peach in weight, but has 3x Zelda's fall speed, and exceeds both in the traction area. She has average power.

Specials

Up Special: Swan

As a princess, she is used to riding exotic things from all over the Land of Ooo. One of these things is a swan that has a special twist. When Bubblegum uses the move, she has the option to shoot lasers at the opposition. The lasers deal 4% damage with hitstun, and each individual laser can stretch 5 stage builder blocks. The swan itself flaps its wings to fly 5 times before Bubblegum jumps off and lands back to the battlefield. But anyone can knock off Bubblegum off the swan as she flies it and if she gets knocked off, she cannot summon the swan until it flies offscreen which can lead to compromising situations.

Side Special: Peppermint Guard

She is still a princess and she has to be guarded whereever she goes so she would not be kidnapped by the Ice King or even worse. When players use the side special, she calls one of her guards to the battle. The guard himself is a living piece of peppermint as tall as Pikachu standing up, as wide as Kirby, and runs as fast as Ness. The guard drives his spear, which reaches up to 3 stage builder blocks long to the opposition, dealing 9% damage and good knockback. The guard can stay on the battlefield for as long as it can until it gets hit by either 1 fully charged Smash move, a Bob-Omb/Smart Bomb, or 3 normal hits. In an interesting side effect, the remnants of the guard can be used as food, healing 4% of the eater's damage. Bubblegum herself cannot eat the guard's remnants to heal her damage (It was her guard after all). She can call up to 3 guards at a time. This is a great move to clear away any area that Bubblegum feels is too hectic.

Down Special: Charm

No one can resist Princess Bubblegum's charm, not even Finn the Human. She is easily the nicest person in the series and she brings the same charm to the world of Smash. When the player uses this move, Bubblegum leans forward 2 stage bulder blocks forward. If the target is far away, she blows a kiss in the air.
If the kiss or Bubblegum herself gets to an enemy, she pulls them in and gives them a kiss on the cheek. This might not sound much, but the kiss in question stuns an enemy for 5 seconds and deals 3% damage, like the Deku Nut. It opens up the opportunity for Bubblegum or any other character to attack the stunned opponent. This effect is not limited to boys and can affect girls and Pokemon. Great to use during an impending attack. Cannot be used during her Final Smash and it can be deflected.


Neutral Special: Science Beaker

Princess Bubblegum is not only royalty in the Land of Ooo, but she is also a distinguished scientist, that even make a concoction that can reverse death itself. Her neutral special has her throwing one of her beakers at the fighters, like Snake does with his grenades. The color of the beaker determines the effect the beaker has on the victim.
Red: When a red beaker is thrown and hits the opponents, the beaker acts like a Bob-Omb and explodes on impact. It deals around 11% damage with some knockback.
Blue: When a blue beaker is thrown and hits the opponents, the beaker acts like a Freezie and freezes the opponent on contact. This beaker deals 7% damage. The freeze effect lasts for 6 seconds.
Pink: When a pink beaker is thrown and hits the opponents, the beaker releases a piece of bubblegum and sticks to the opponent in question. The opponent stick to where they are and is pretty much a sitting duck for Bubblegum and/or anyone else to attack. The acutal hit deals 2% damage with miniscule knockback. Victims of this effect has to escape this trap by repeatedly moving the control stick left and right to move the opponent out. The bubbllegum stays as a trap for around 5 more seconds before disappearing, but anyone to fall victim to this trap, even Bubblegum herself.


Standards

Jab

Princess Bubblegum throws 2 punches before she pushes the opponent down. Each punch deals 2% damage while the shove deals 3% damage and minimal knockback. In some cases, the final shove from Bubblegum can trip characters, leaving an opening for the player to capitalize.

Forward tilt

Princess Bubblegum does the final shove from her jab. It deals the same damage from the jab, the same knockback and has the same chance of tripping characters. It's a good idea to use this when near a rolling crate because it rolls over characters in the way.

Down tilt

Princess Bubblegum swings her foot 360 degrees around her. It deals 2% damage and in remote cases can also trip characters.

Up tilt

Bubblegum lifts up her arms up top of her head. It only deals 3% damage with miniscule knockback.

Dash Attack

In this dash attack she jumps, bends her knees and performs a dropkick. She drives her two feet on her opponents face and deals 6% damage with good knockback.

Grabs

Grab

Princess Bubblegum is mostly composed of bubblegum. Her hair is completely made of bubblegum, which can stretch and stick to surfaces for long amounts of time. When she grabs an opponent, she stretches her hair around 3 stage builder blocks. When she grabs an opponent, she retracts her hair and starts her pummel. she can also grab items (excluding the Smash Ball) and can use it as tether recovery.

Pummel

Princess Bubblegum does quick knees to the opponents stomach. It deals 3% damage each.

Forward Throw

Bubblegum does a shoulder tackle on the chest of the victim. 5% damage is dealt with some knockback.

Back Throw

Bubblegum throws her opponent behind her and bumps them with her hips. It also deals 5% damage with some knockback.

Up Throw

Bubblegum simply tosses her victim in the air. 4% damage is dealt.

Down Throw

Bubblegum throws the opponent to the ground. She then pours a red concoction on the character for 3 seconds before letting them go from her feet. The concoction is acts like fire from the Fire Flowerand deals 1% damage as long as Bubblegum uses the beaker. The whole attack deals 7%damage.

Aerials

Neutral Air

Princess Bubblegum does a simple kick. Deals only 3% damage.

Forward Air

Princess Bubblegum spins her hands for a big slap to the face. 4% damage is dealt with a little bit of knockback.

Up air

Bubblegum turns upside down, throwing a kick upwards. 5% damage is dealt with a little bit of knockback.

Down Air

Bubblegum drives her foot on top of the opponents head. 4% damage is dealt with some knockback. It is a good meteor smash.

Back Air

Bubblegum elbows anyone she sees in the back of her and then slaps them. It deals 5% damage with some knockback.

Smash Moves

Side Smash

Without any of her specials and her science, Bubblegum looks helpless does she? Well, she still has an ace up her sleeve as her side smash has her stab an opponent and do a strong slash sideways with a previously hidden sword. This smash, when fully charged will deal 20% damage and be capable of KOing anyone that exceeds 105% on the damage counter. When timed correctly, this smash could destroy projectiles that comes in Bubblegum's way. The stab, when fully charged, deals 8% damage, while the slash, individually deals 12% damage when fully charged.

Up Smash

Using the same sword seen in her side smash, Bubblegum takes it out and lifts the sword up in the air and over her head. When fully charged, this smash move deals 15% damage, with vertical knockback and is capable of KOing anyone who exceeds 110% damage.

Down Smash

As her name states, she is composed mostly of bubblegum. Princess Bubblegum's down smash depicts her blowing a bubble. After she blows the bubble, the bubble floats around the stage for awhile before the bubble finally pops. When fully charged, this smash is able to produce 20% damage with very good knockback and is capable of KOing anyone who exceeds 105% damage. However the bubble can be popped while Bubblegum is charging the attack and the blowback can affect Bubblegum and bring the damage to her so be careful not to charge it too long.

Final Smash: Lich-Possesion

In the final episode of Adventure Time's second season, Princess Bubblegum after suffering a near death experience, gets possesed by an evil sorcerer named The Lich. After he possesed her, the result quickly turns her into a 40-foot monster that destroyed nearly anything in her path. She was only stopped when the was completely frozen by the Ice King. She thought she wouldn't go through that again but unforunately The Lich has other plans. When her Final Smash gets activated, a shadowy figure goes by and gets inside of Bubblegum herself. After going through a nightmare inducing transformation, she grows exponentially large, about 5x the size of Bowser himself and as tall as 7 Ganondorfs stacked on top of each other. This transformation last about 15 seconds before the shadow moves from inside Bubblegum, but while she's there, her moves have become 2.5x more powerful than her normal attacks. She is invincible to any attack and is vulnerable to virtually no knockback. However when the 15 second period is finished, she gets very very weak and gets incredibly vulnerable to any attack. this last for the same amount of time the original transformation lasted.

Extras

On Screen Appearence: Princess Bubblegum rides to the stage astride Lady Rainicorn.

Taunt 1: Princess Bubblegum takes out a science book and flips through it.

Taunt 2 Princess Bubblegum straightens her hair while humming the Adventure Time theme.

Taunt 3: Princess Bubblegum takes out a royal tart and starts eating it. No damage is healed though.

Win 1: Princess Bubblegum makes a concoction that sets up fireworks in the beaker.

Win 2 : Princess Bubblegum celebrates with her royal citizens of the Candy Kingdom.

Win 3: Bubblegum whistles while sitting down.

Loss: Princess Bubblegum applauds in the background albiet with a pissed off look on her face.

Series Logo: A silhouette of a small snail waving at the camera.

Snake's Codec:
Snake: I've seen some weird things in my day... but what is this?!?!

Otacon: That is Princess Bubblegum, Snake. She rules over the Candy Kingdom in the Land of Ooo.

Snake: So... what do I have to do to defeat her? Just eat her to death?

Otacon: Uh... I don't think so Snake. Besides she does have a few powerful moves under her hood herself.

Snake: Well... I... I don't know what to make of this, Otacon. I've fought angels, plumbers, robots, even a plain 2-D figure. But this is too weird even for me...

Otacon: Just... do you best against her...


Playstyle

The main thing that Princess Bubblegum teaches the player is to use combination when using her moves. Her moves on their own isn't very damaging and cannot KO anyone easily. But with the use of her science, the help from others, and bubblegum to stick on and immobilize opponents, the combinations of her moves are limitless and can be very damaging to the opponents. She can use her smashes when her enemies are stuck to the bubblegum trap she concocted. She can use her Down Smash and when it floats away fully charged, she can use her guards to pop it from far away without fear of blowback. She can recover with the swan while shooting at the Smash Ball to try to activate her Final Smash. Her moves are about combining her moves and using said combinations to defeat the characters.

Another thing to think about Bubblegum is her bubblegum. Her traps can seriously trap characters and immobilize them, so that they cannot escape while Bubblegum has her way with them. Opponents cannot escape the bubblegum easily and can lead to serious trouble for those that have high damage. One thing to note about the bubblegum trap though. Anyone and anything can get stuck in the bubblegum, even Bubblegum herself. It's especially difficult if Bubblegum herself gets stuck because her hair gets stuck there too and makes the already difficult bubblegum even harder to escape.

Princess Bubblegum's love of science also plays a role in her moveset. She uses her smarts to her advantage when she uses her Neutral Special. The move, as already explained has a random effect on the victim, so the player can't expect what happens when its used. This random chance is the thing that separate this from other neutral specials. Each effect affect the character in some way but all does effective damage to the victim other than the Pink beaker that stick the opponent to where they are.

With all of these in consideration, the one thing that is the Princess's major flaw is that she is not powerful. With the exception of her smashes and Final Smash, most of her attacks aren't damaging enough to leave an impression to any character. This is a message that needs to be mentioned again. Bubblegum needs to combine her moves to defeat opponents. She brings moves that could be really damaging if used by the right combinations. It ultimately resides to the player to use them effeciently.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
And, a couple more long-delayed comments from me.

Krillin:
This one was an interesting read. It reminds me a bit of Flame Hyenard, but the concept of having clones is pulled off in a much more interesting way, being how you can swap with your clones, going from hiding behind them to going up in the opponent's face to fool them... However, there are a few rough edges to the set. Some of the moves skirt the edge of being generic, and the jab (while awesome), has a few parts that don't make sense. (For instance, I believe one move had two blue arrows coming out of it, another one was missing a red arrow, stuff like that.) It doesn't hinder the identity of the set much, but a bit more proofreading (or explanation if it was intentional) here might have helped. Additionally, although it makes complete sense to stall for solar flare, even during the move Krillin's going to have a tricky time killing. He comes off feeling underpowered (although I suppose that's in character), as he essentially has one good shot to kill every 90 seconds (which is a huge amount of time in a match), and if he whiffs it, he has to wait another 90 seconds (or over damage the opponent to a ridiculous extent) to try again. However, these problems aside, it was a nice set, and I like it better than Victini.

Gallade:
Well, I suppose I'll get straight to the point, and although it initially sounds interesting, Steadfast is essentially Lucario's mechanic applied to speed rather than damage/knockback. The reason I'm saying this is that although I see how new options open up as you gain more damage, there's no real drawback to being heavily damaged, aside from the inherent risk of being KO'd. However, despite my dislike of the main mechanic, I did enjoy the set, as it's an interesting take on the combo character (with a side of shieldbreaking). Using magical leaf traps to extend combos, faking out the opponent in your approach with several similar moves, and the F-air/B-air increasing exponentially in power with every swipe is quite cool. However, there are some downsides to the set. Firstly, although making the grab extremely powerful but only practical out of shieldbreak is a neat idea, I think you went a bit overboard. For example, when you put the opponent into shieldbreak, you can use several false swipes for a quick 15% damage or so before grabbing, use a throw for another 15% damage (more or less depending on which throw), AND start a combo off the throw for even more damage! It's completely possible to end up dealing 50% or more off of just one shieldbreak, and given how good Gallade's shieldbreaking game is, that's somewhat overpowered. The other complaint I have is that some attacks (like the N-air for instance) end up being just generic MvC3 style quick attacks to continue combos with, rather than being interesting by themselves. However, all this aside, I did like the set, and consider it your best this contest. (By the way, it was pretty interesting to note how much the set has in common with my Phantom set I haven't posted yet. A quick character that focuses on outmaneuvering the opponent with the help of up-B teleports, and breaking their shield for huge payoff? Add that they both have a very good projectile for approaching with a cooldown to prevent spamming, and a grab that doesn't work on shields... it's downright uncanny. XD)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
First comment by me woooooo

Now that it counts, why not?

COMMENTING ON​

Princess Bubblegum
I am a huge Adventure Time fan, so I feel that I should comment it. Transitioning characters from a non-game media is already difficult, and out of all the characters on the show, Bubblegum would probably be the hardest to pull off correctly, so I'll give you points for that. One of the first things that needs to be said is that Bubblegum really doesn't have that much detail. You shouldn't overload your sets with it, but more detail is always a good thing. One of things you'll want to consider is viewing this from the perspective of someone who has never watched Adventure Time, I know what Bubblegum's Candy Guards look like, but someone who has never watched the show could easily assume they are gargantuan monsters that are as tall as Giga Bowser and stomp around the stage at Sonic's dash speed. Adding something like "The Candy Guard is a living peppermint that walks around at Bowser's dash speed and is as tall and wide as Kirby would greatly enhance your sets.
Now onto the second thing, balance. Bubblegum does come off a bit overpowered, and doesn't really seem to have any major downsides to cover that. You never mention any how many candy guards Bubblegum can call out at a time, leaving the reader to assume she can have as many as she wants on the battleground. For a character who is described as having "average power", 30% on down smash is a bit ridiculous, and the blowback doesn't really work when she could easily release it before the foe gets to her. The biggest offender here are the down special and the third potion, 10 seconds is an absolutely ridiculous amount of time, even for a short ranged attack. On the other side of the token, having a 5 second startup period on the neutral special only to get a random effect is not worth it.

The third part, character. Bubblegum does have a lot of character in the show, despite being coming off as something of a generic princess. She doesn't really fight within the show, so her coming off as wanting to be right in the foe's face, punching them seems a little out of character for her. Eating your own dead candy guards does come off as OOC for Bubblegum as well, she's only done this once in the show, and even there it was more of an "I'm worried, I don't realize what I'm doing." sort of thing. The sword attacks come off a bit random as well, but that's just me.

Now for the part you'll probably want to read the most: suggestions. At the moment, Bubblegum really doesn't have any sort of playstyle to speak of, and the set has a rushed sort of feel to it. My biggest suggestion is that you come up with a central idea and stick with it, try to keep to your character, but don't try to include everything they do or you'll fail. In addition, try to take some liberties with the character. Using Princess Bubblegum as an example, have you ever noticed how sticky bubblegum is? Her hair is made of it, so maybe her hair could stick to the foe, allowing her to drag them around while they're attached. Bubblegum likes using potions, right? Maybe give her a growth potion that she could pour onto her hair, extending it and keeping some distance between the foe? Maybe once she does this, you could have her stick her hair to stage as a sort of rope that'll pull her back if she gets too far? Maybe she could attach something like this to the foe to prevent them from getting too much mobility? My point is, when you come up with a central idea, try to add onto it as much as possible and take some time with it. With that being said, your take on the princess of Ooo was a tad dry, but I'd love to see you improve and make more sets.

Recommended Reading:

As said earlier, sets for characters from non-game media are hard to accomplish. On the subject of cartoons, I'd recommend reading Vlad Plasmius by Darth Meanie or The Flying Dutchman by myself, two very recent sets for cartoon characters that, in my opinion, successfully take their respective characters and utilize their potential to their fullest while taking some liberties with them as well, crafting an interesting set without character getting in the way, but adding onto it.

Now, on a more negative note, is the subject of what not to do. For this, the set I'd recommend not following the example of Pennywise the Dancing Clown by BKupa666. While it was made 4 contests ago, it is still the best example to use here. While Pennywise can do everything depicted in this set, why would he want to start suddenly pulling out a laundry sheet that he used for 5 seconds? Worst of all, it flows into a generic playstyle, completely ignoring that it doesn't at all represent how the character would attack.



To come, a N. Tropy comment (Since Smady wanted me to), a possible Mafia Man comment and some extras for The Flying Dutchman once I get access to a computer again/stop camping.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Heya, folks. Sorry, I've dropped off the face of the Earth recently, (not that a lot of people care...) but my computer has pretty much become unsalvageable.

On a more a positive note, once I have access to a working computer, (I'm using my Wii atm) I intend on making some very good changes to Ashley's set, including fixing up the format so it's not blinding, as well as getting rid of the more generic moves for some more interesting ones I think you guys'll like, which will focus more on her playstyle of controlling the stage and screwing with the opponent.

If all goes well, I'll be able to make the changes tomorrow. If not then, eventually, I will make those changes.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Krillin:
This one was an interesting read. It reminds me a bit of Flame Hyenard, but the concept of having clones is pulled off in a much more interesting way, being how you can swap with your clones, going from hiding behind them to going up in the opponent's face to fool them... However, there are a few rough edges to the set. Some of the moves skirt the edge of being generic, and the jab (while awesome), has a few parts that don't make sense. (For instance, I believe one move had two blue arrows coming out of it, another one was missing a red arrow, stuff like that.) It doesn't hinder the identity of the set much, but a bit more proofreading (or explanation if it was intentional) here might have helped. Additionally, although it makes complete sense to stall for solar flare, even during the move Krillin's going to have a tricky time killing. He comes off feeling underpowered (although I suppose that's in character), as he essentially has one good shot to kill every 90 seconds (which is a huge amount of time in a match), and if he whiffs it, he has to wait another 90 seconds (or over damage the opponent to a ridiculous extent) to try again. However, these problems aside, it was a nice set, and I like it better than Victini.
Thanks for the comment. Glad you liked it more than my previous set.
I've colour-coded my responses to your commentry.
I'm sorry to hear you found some of the attacks generic. I do put as much thought as I can into designing each move. I try to weigh a good balance between moves that would actually work, and moves that are fun to read. But when push comes to shove, I almost always lean towards the former catagory. Not that 'generic' instantly means 'bad', right? Sometimes it's nice to know that the back-air hits behind you, rather than summon some convoluted trap, or spray magic status effect juice..
I checked, and none of the moves had more than one blue arrow coming out of it. There is still the one move with no red arrow, but that's because there is no branching point from that move. Basically you go from Spin Kick to Auraboris, regardless of when you tap A. I'll admit, it's something that could have done with a little more explanation. Sorry about that.
You seem to misunderstand. The playstyle section I wrote is simply there to help readers get to grips with the core ideas of the moveset. It's not the be all and end all of what he can do. Solar Flare may be a star attraction, and the thing Krillin ultimately works towards, but he is still quite capable of KOing without it. You could skip Solar Flare all together by using Tri-Form duplicates to keep the foe hassled while you hit them with a Destructo Disk. You'd have to damage rack up to 130% or more first, but it's not like Krillin is utterly worthless outside of that one use of Solar Flare. Krillin actually has a number of KO routines, and fair edgeguarding game too. He even has his "Backfire Kick" which you can smack the foe with when he's trying to KO one of your Krillin doppelgangers.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
been a while

Son of a Shoopuff!


Final Fantasy X's resident Blitzball player with the awesome accent, Wakka joins the Brawl!


Playlist


Background
Wakka is one of the main party members from the 2001 PS2 game Final Fantasy X. Along with the mage Lulu and the Ronso warrior Kimahri, Wakka is one of the appointed guardians of the summoner Yuna. He is first met very early in the game, and quickly becomes friends with Tidus, the main protagonist. Wakka's defining traits are his laid-back Hawaiian accent (thus the words 'brudah' and 'ya?' exist in his vocabulary), his strong devotion to the Yevon religion, and his love for the game of Blitzball, which is basically water polo but played entirely underwater. Yeah, all Blitzball players are able to hold their breath for 5 minutes while playing a physically demanding game (wary).

Wakka is the captain of a Blitzball team called the Besaid Aurochs, a woefully inept team that has not won a game in ten years (despite Wakka himself being skilled). However, they make an unlikely run to the finals of Luca's Blitzball tournament during the events of the game. While Wakka officially retires from Blitzball afterwards, he carries his love of the game into his fighting style. He carries a Blitzball with him in battle, and his normal attacks consist of him throwing the ball at enemies. Wakka can also infuse the ball with magic before throwing it to inflict more damage or various status effects on his foes. This set focuses on Wakka's Blitzball experience as well, arguably even more so than his in-game fighting style does. Let's get to it, ya?

Stats
Wakka is pretty tall, reaching Ganondorf's height thanks to his hair, though his basic standing stance has him hunch over a bit. He weighs as much as Wolf, and shares his aerial movement as well. He falls as fast as Marth, and shares his dash speed with Lucario.

Specials

Neutral Special: Blitz-off / Pick Up the Spare
Let's get this started then. A single tap of B will cause Wakka to reach behind his back for a moment, before pulling out a Blitzball. A bit smaller than a soccer ball, Wakka will carry the ball around with him everywhere, tucking it under his right arm when he dashes. Another tap of B while Wakka already has a ball causes him to take out another one and hold it under his left arm. Tapping B while Wakka holds two balls has him swap the ball in his right hand with the one in his left and vise-versa. The balls are not treated like normal items: Wakka has access to all his inputs while holding them, and can even hold other items if he wants. But keep in mind that if Wakka is holding two balls (or a ball plus another item) he won't be able to grab. Instead, hitting Z has Wakka drop the ball in his left hand right to the ground in front of him. Watch out though: any ally or foe can take the ball and use it as a normal throwing item, and Wakka is not immune to being hit with his own Blitzballs. Wakka can have a total of 4 Blitzballs onscreen at any time: he cannot take out any more until at least one ball leaves the stage or is thrown off-screen.

Holding the button however causes Wakka to, very briefly, take up another sport. Wakka comes out of his hunched over stance and holds his right arm (or left, but he defaults to right) behind his back in a bowling stance. And sure enough, he takes two small steps forward and bowls; the ball moving along the ground at Mario's dash speed. Any foe who touches the ball takes 7% damage and immediately falls into their face-down prone state. After the ball travels the length of Battlefield, it begins to slow down, coming to a complete stop after traveling half of BF's length. The ball deals flinching and 5 to 2% damage based on speed. This is a good way to force foes into the air, but what about actually THROWING the balls?

Side Special: Fire! / Aim / Pass
Yep, Wakka actually throws his Blitzball(s) with Side B. Tapping side B causes Wakka to throw the ball in his right hand (for reference, he always defaults to his right first) forward like a normal throwing item: the input even be smashed to put more power behind it. If B is held down, Wakka hunches over a little more and enters an aiming stance (he cannot move while in the stance). A crosshair the size of a soccer ball item then appears half a Battlefield Platform in front of his head. The crosshair can be moved around at Marth's dash speed, and can be aimed at any angle (though Wakka cannot turn around or aim behind him at all). Wakka can throw the ball straight up or straight into the ground if need be. Releasing B has Wakka let loose with his throw (if you smash the control stick as he throws, you can still do a smash throw). Hitting Side B again has Wakka exit the aim stance.

When Wakka throws the ball straight down it bounces 2 Ganondorfs straight up (2 1/2 with a smash throw) before coming back down. Any ball that hits the ground at a strictly vertical angle bounces back up half as far until it comes to a stop, while balls that hit at a diagonal angle bounce halfway back up while continuing to travel forward. A normally thrown Blitzball deals 10% damage and flinching, while a smash-thrown ball deals 14% and low knockback, and weakly spikes airborne foes (KOing at 140%). Balls that make contact with a foe or a wall fall to the ground, coming to a complete halt quickly. If the foe reacts by throwing another Blitzball and the two balls collide, whichever one was traveling faster will continue on its path (though having slowed down a bit), while the slower one immediately drops to the ground.

However, the thrown balls can be attacked like most other thrown items. A low-priority jab won't get the job done, but the average tilt attack will be enough to knock a ball away. When a ball is attacked, it flies away at 1.25 times its original speed, changing its trajectory based on the direction of the attack's knockback. The knockback and damage that the ball deals increases or decreases proportionally along with the speed. If Wakka can gets the foe into a Ganondorf-esqe projectile reflecting match, he can increase the speed of the ball beyond what they can react to if they're close enough. This works well in combination with Wakka's bowling move: forcing foes into the air only to spike them back down into the grounded ball. Grounded balls can be knocked away in the same manner, though they generally will not fly into the air and simply roll the other way. If the ball is just sitting on the ground motionless, it will roll away at Jigglypuff's dash speed, though characters can walk up and hit it again to increase its speed. Balls will only begin forcing characters into prone upon a hit if they are traveling at Mario's dash speed or faster.

One last note: Wakka can literally pass off the ball on his right to friend or foe alike by double tapping B with this input. If they are within 1/3rd of a Battlefield Platform, Wakka casually passes the ball to them, and the unsuspecting foe or ally catches the ball on impulse. But why in the world would you want to give your foe a Blitzball? The answer lies in the heart of battle Wakka's other two specials. One OTHER thing to note is that if a foe grabs Wakka, they can forcibly take a ball from him if they pummel him 3 or 4 times. Just another reason Wakka doesn't want opponents near him for long.

Down Special: Elemental Ball
Here's where things start to get interesting. Wakka holds the ball in his right hand right in front of him and looks towards the ground, fiercely concentrating as small amounts of yellow magical energy surround him. After about .65 seconds, Wakka infuses the ball with elemental magic, the exact type of which depends on which way the control stick is tilted during those .65 seconds. Tilting down (or not touching the stick at all) infuses it with fire, forward is ice, up gets lightning and back is water. Wakka goes back to his basic stance afterwards, being able to utilize his enhanced Blitzballs normally. He cannot stack elements, only overwrite one with another.

Now let's get into the specifics of each element!

Fire
Fire engulfs the ball in orange flames, making it deal about 4% more damage upon touching a foe. It also lights them on fire for 4 seconds, which aside from forcing them into their spicy curry animation, disables their ability to jump higher than a shorthop, shield, dodge, or grab. Obviously this can be useful for forcing foes into a Blitzball deflecting match. Flaming Blitzballs will lose their fire 2 seconds after lighting someone on fire. Whenever the ball touches the ground, it leaves behind some flames that dissipate after a few seconds that deal 1% and flinching to foes. You can also create a line of flames along the ground by bowling with it, but the ball will lose its flame effect after rolling on the ground for 4 seconds. This grounded fire can also light foes ablaze if they take 2 hits from it within a few seconds. Finally, rolling a normal ball through the fire will light the ball ablaze.

Water
Skipping slightly out of order now, Water transforms the ball into an orb of water, and comes with the pushback effect that's associated with water attacks in Brawl. Upon hitting the ground, a foe or basically anything (but note that attacking the ball doesn't count), the ball creates a Bowser-sized watery explosion that pushes foes backwards anywhere from 1/3rd of a Battlefield platform to a full platform, depending on their weight and damage. It doesn't deal any actual knockback to grounded foes: it simply pushes them while dealing slightly decreased damage and some decent hitstun. The ball will lose its properties after hitting something. Water is the element to use for spacing for sure. Wakka can also bowl with the ball to spread water onto the ground (just like with fire, the ball returns to normal after 4 seconds). The water slightly increases foes' chances to trip, while Wakka is unaffected by it. An explosion caused by the ball hitting the ground also creates a Bowser-sized puddle of water. The water disappears after 20 seconds naturally.

Ice
Ice, as you might guess, turns the blitzball into a ball of ice. These icy projectiles don't travel as far normal blitzballs when thrown, but they do travel faster with their increased weight, and hit harder. The freezing ball KOs at 100% with a smash throw, making the ice element Wakka's best source of KOs. Unlike other elements, the ball retains its icy properties no matter what, unless a character smash throws the ball against the ground to shatter the ice. Bowling with an ice ball does nothing normally... but I'll get to that in a bit.

Lightning
Last but not least, Lightning makes the blitzball cackle with purple electricity. This actually slightly decreases the ball's damage, but adds a stun effect. When smash thrown, this stuns foes for as long as ZSS's neutral B does at full charge. This can give Wakka enough time to hit them with another attack, though hitting them with another electricity-enhanced ball will simply do normal knockback. Bowling with one of these balls also does nothing, and they retain their properties forever.

Of course, there are a few things that still need clarification. The flames and water that balls can leave behind do interact with each other, and give a purpose to bowling with the other two elements. Touching the flames with a water ball via bowling or just throwing it puts out the fire, but also creates some thick white mist that rises 2 Ganondorfs up within a second. This mist completely cloaks anything or anyone in it, hiding their actions, and lasts for 10 seconds before dissipating. Bowling a water ball through flames will create a large amount of mist that Wakka can use to hide his actions and set up on the foe without them knowing. Bowling a flaming ball through water though will simply put out the fire. Touching water with an ice ball will, as you may expect, turn it into ice. This ice is the same as all ice in Brawl, and disappears 20 seconds after appearing. Creating a large amount of ice can give Wakka a nice field to play with: balls gain a bit more speed when bouncing off of ice, and balls travel almost twice as fast when bowled over the surface. Touching the ice with a flaming ball will melt the ice into the familiar mist as well. Even touching a puddle of water with a ball of lightning electrifies the entire thing for 10 seconds. Anyone who touches the electrified water (including Wakka himself) takes 8% damage and is stunned for almost a full second. If a ball touches electrified water, it will take on the effects of lightning.

Some of these elements are... dangerous to be in contact with for a long while. For example, if a foe holds onto a flaming ball for more than 2 seconds, they end up dropping the ball and get caught in stun as they react to getting burned. Wakka himself can hold onto the ball for 4 seconds before getting burned. As for lightning, both Wakka and others can carry an electrified ball around for 5 seconds before a strong cackle of electricity causes them to drop the ball in the same manner. Ice and Water balls do not cause any ill effects. This adds more of a point to Wakka being able to pass balls to his foes: he can encourage them to try and attack him with his own weapons, or simply pull out another ball as they throw the one they have away. Additionally, foes who trip over a magic-infused ball take added damage (if applicable) and experience any side effects for half the normal period. One last note: if a magic-infused ball touches a normal blitzball, it spreads its effects to it. If both balls are infused with magic, whichever one was traveling faster spreads its effects, overwriting those of the slower ball.

Up Special: Buster Ball / Curaga
Like with the down special, the main purpose of this move is to infuse balls with magic. This time, Wakka prepares the balls to inflict various status effects on his foes. The animation and such are identical to the down special. Hitting down or nothing will result in Dark Buster, forward gets Silence Buster, up is Sleep Buster and back is Curaga. The damage and knockback remain the same as normal for all except Curaga, and they lose their effects upon hitting a foe.

Getting right to it, Dark Buster causes the ball to become cloaked in dark energy. On a hit, it causes foes to suffer 25% more lag on attacks than normal, and triples their trip rate for 7 seconds. It really just makes them generally clumsy and more susceptible to being tortured with projectiles. Silence Buster envelopes the blitzball in a gray cloud of mist, and upon landing a hit, prevents victims from using any 'magical' attack for 7 seconds. This includes everything from Mario's fireballs to Marth's Shield Breaker to nearly all of Zelda's moveset. Of course, this screws over characters that rely on magic, and ruins most projectile users (btw, random hammerspace counts as magic). But it doesn't prevent foes from using personal items, and characters like Samus that use technology for their attacks are pretty much unaffected.
Sleep Buster makes the ball glow with purple energy, and inflicts a rather annoying status on hit foes. For 10 seconds, they will randomly fall asleep every couple of seconds for about .5 seconds (assuming they actively button mash to wake up each time). Wakka can use this time to set up or what not.

Curaga is a unique case: using this makes the ball glow with white light. Instead of doing damage or knockback though, it HEALS whoever it hits for the same damage it would have inflicted on them, and causes a bit of stun. Wakka can heal allies with this in team battles, or use it as bait to draw his foe(s) to different locations, possibly giving himself time to set up or leading opponents into traps. Now if Wakka isn't holding a ball when he uses up special, he will automatically use Curaga on himself, gradually healing 10% damage over 2 seconds. He suffers pretty bad end lag when healing himself too, so don't expect to get much more out of it.

These effects all interact with each other in the same way as the elemental balls do: up to overwriting each others' effects if they collide in midair. But they can not be directly stacked with the elemental magic, simply overwriting it. But Wakka can stack them through indirect means, like tossing the ball into fire or electrified water. He can create some really dangerous weapons this way, as you might be able to tell. Just stay wary of the fact that foes can use your blitzballs against you. Effective use of Wakka's standard moves though, will make it tough for them to capitalize on that fact.

Standards

Neutral A Combo: Spinning Globe / Is That Legal?
Only a few of Wakka's non-special moves change based on whether Wakka has a blitzball in hand or not: this is one of them. If Wakka is indeed holding a ball, he immediately starts spinning it on his finger as if he were a Harlem Globetrotter or something. This traps foes for multiple hits of 1%, though the mediocre range of the move makes it easy to escape from outside of low percents. If Wakka has two balls, the damage and the size of the hitbox increase slightly as he uses both hands to spin both of them. If Wakka is using magic-infused balls while he does this, he will inflict their effects on the foe for the same amount of time they remained trapped (or they just do increased damage, electric balls don't stun because that would just make this broken). Wakka can stack two effects on them if he has two balls too. Overall this is a good way to damage a foe at low percents and maybe force them to deal with some status effects too.

If Wakka does not have a blitzball, he simply attacks with a pair of quick punches that deal 9% combined and deal low knockback. This is Wakka's quickest move for deflecting Blitzballs that are thrown back at him, but they don't fly as far as they would when hit with a stronger attack. So Wakka would be best off only using this to deflect them in emergencies or at midrange.

Dash Attack: Dribble
Wakka can only use this move if he has a ball in his hand. The blitzballer begins to dribble the ball in his right hand as he runs, and continues running forward until the A button is released or if he gets to a ledge. This move essentially traps foes, dealing a 3% damage hit that causes a bit of stun every half second as Wakka pushes them along. He can use this to force foes into places they don't want to be, like into fire or electrified water, or make them trip over grounded balls. Wakka cannot force foes to fall off a ledge with this though. Trapped foes can break out of this by timing a quick attack between bounces of the ball to knock Wakka out of it. This move isn't the easiest to land either, with the starting animation being very telegraphed.

Forward Tilt: Auroch Spirit
Wakka takes a bit out of Captain Falcon's book for this move (not Falcon Punch or Kick mind you). Wakka draws back his arm briefly before stepping forward and thrusting his elbow out in front of him, like Falcon's fsmash. This deals 9% damage and knockback that won't KO until beyond 200%. Also like Falcon's fsmash, this attack can be angled down or (slightly) upwards to change the knockback accordingly. This comes in handy when Wakka has to protect himself from Blitzballs: he can launch them into the air or bounce them off the ground with one move. Just be aware of the above average end lag that could leave Wakka open if he misses at close range.

Up Tilt: Knee Juggle
If there's one move that'll make Wakka look a complete idiot, this is the one. Wakka quickly raises one bent leg, his knee nearly reaching shoulder level. The only hitbox on this attack is the knee itself, which deals 4% damage and low upwards knockback. If A is held when performing this move, Wakka will attack with his other knee .5 seconds after the first, and will keep attacking, alternating between legs, until the button is released. Aside from making him look ********, he can combo foes at low percents, though he'll start doing too much knockback to keep it up around 20%.

This also gives Wakka decent protection against thrown Blitzballs. While foes can time their attacks to hit between Wakka's attacking, any Blitzball Wakka hits with his knee will fly up to two Ganondorf lengths straight up depending on its original velocity, at half the original speed. Wakka can then follow up by hitting the ball back from the air, or he can simply wait. If you wait for the ball to fall back to earth, Wakka can use up tilt again to bounce the ball back up again. Once the ball falls below a certain speed, he can just continue to bounce the ball with his knees like he were playing with a hacky sack or something (the ball is a weak hitbox dealing 1-2% and flinching). Whenever Wakka decides to stop, he'll have a chance to knock the ball away with whatever attack he wants, which can keep his foe guessing.

Down Tilt: Chest Bump
Wakka's next couple of moves starting with this one draw heavily from soccer (football for you guys from Canada/Europe/Space Australia). Regardless, this move has Wakka lean his upper body as far back as possible, putting it at about a 60 degree angle backwards. He returns to a normal stance after half a second. This move actually doesn't do anything to foes: its main purpose is to stop Blitzballs in their tracks. Any Blitzball that hits Wakka's torso during the move is only shot slightly upwards, about a 4th of the normal distance, and at half its original speed. This allows Wakka to quickly stop any balls thrown at him and reuse them for himself. This isn't the fastest move in the world, and has noticeable lag on both ends, so there won't always be time to use this. Wakka can affect some thrown items with this move as well (obviously not hammer head or swords), and have a chance to steal those for himself too.

Smashes

Forward Smash: Venom Shot / Sphere Kick
This move doesn't really change very much depending on whether or not Wakka is holding a ball, but enough so that both versions have names. If Wakka does have a ball, he'll toss the one in his right hand (by default) slightly up in the air before sending it flying with a fierce roundhouse kick! It travels slightly faster than a smash thrown ball when hit in this manner, which does place it at risk of simply flying offstage without hitting anyone. The kick can also be slightly angled to send the ball flying at an angle. Contact with the ball deals 15-22% damage and knockback that KOs around 150%.

There's an additional effect to this move as well. Right as Wakka sends the ball flying, his foot glows with a faint green light. The ball takes on this glow as it is sent flying. If it hits a foe, the spot where it hit them begins to glow with that same green light. They've been inflicted with another staple RPG status effect: poison. For the next 5 seconds, they'll take 1% damage each second, and have their dash speed lowered by 25%. Combined with fire, this can practically trap foes into a game of projectile hockey with Wakka. Speaking of which, the poison effect CAN be stacked on top of elemental magic, but not on top of other statuses like Silence. If combined with fire though, the progressive damage will not stack upon a hit. Again though, this move has quite a bit of start lag.

If Wakka is not holding a ball, he skips right to the roundhouse kick. The kick itself deals 14-22% damage and knockback KOing at 130%. He can't directly inflict poison on foes with the kick though. He can still kick balls back at them with a lot of speed if they try to attack him with them. However he can't add the poison effect to fast-moving balls. If Wakka uses this near a slow-moving ball on the ground though, he'll automatically angle the kick very much downwards to send it flying at a low angle. One final note regarding both versions: Wakka can connect with both the kick and the deflected ball at close range for massive damage. But the lag of the kick, especially when already holding a ball, makes it difficult to pull off.

Up Smash: Header
Assuming Wakka has a ball, this has him toss his default ball slightly up like for the fsmash, only to smash it away with a headbutt attack not unlike Mario's. This makes the ball travel forward as if it were smash thrown: it'll hit the ground about 1.5 Battlefield platforms in front of him and bounce from there, dealing normal damage upon hitting a foe. The headbutt can also be angled downwards to make the ball fly at a sharp downwards angle, making it bounce about 3/4ths of a platform ahead of Wakka. A bit faster to execute than fsmash, this is probably the best way to set up a bouncing quickly bouncing Blitzball as an obstacle for foes.

Without a Blitzball, Wakka will simply use the headbutt, which has more end lag than start lag in this case. The attack deals 14-24% damage and knockback that will KO around 125%, depending on how the headbutt is angled. As you might guess, this can be used to deflect thrown Blitzballs too. This increases the speed of balls a bit more than other moves do, but the small range of the move means that it has to be timed very well. This also leaves Wakka's lower body completely vulnerable, so don't use this on balls aimed at that area.

Down Smash: Armor Attack / Non-Magical Arm Shield
Wakka hunches over a bit more than usual, holding his armguard out in front of him. He then quickly attacks with said armguard, swinging his arm horizontally before him. This deals 13-15% damage and knockback that KOs at 140%. This is a surprisingly quick move, probably Wakka's best GTFO attack. If the A button is held, Wakka will not charge the attack. He will instead stay in his hunched-over position, holding his armguard out to protect himself. This is a defensive move Wakka can use to protect himself from projectiles or any move that hits his armguard (as long as it doesn't reach past it). Wakka's legs and part of his head are left exposed though, so his protection isn't absolute. Use this to force foes to throw Blitzballs at a specific spot, where Wakka can easily hit them back, or to make them approach you while avoiding balls or other traps. This move does have some end lag to be wary of.

Grabs & Throws

Grab and Pummel
Wakka's normal grab simply has him reach out with one arm, having average range. His dash grab has great range, but it involves him diving a short distance in front of him, so he suffers a lot of lag if he misses. Being a Blitzball player, Wakka can actually snatch Blitzballs out of the air with his grab input. But the ball has to be clearly within his grab range, which makes it difficult for Wakka to use his standing grab to do it. He can use his diving grab, but he'll fall to the ground and suffer lag even if he succeeds in catching it.

Wakka's pummel consists of him smacking the foe with a Blitzball if he has one, dealing 2% damage per hit at an average rate. Damage is added if the ball is infused with Fire or Water, and Ice or Lightning extends the grab time a bit by stunning them. If the ball has a status effect on it, Wakka inflicts that status on the foe for a second per hit. The status will stack if the foe is already inflicted with one, though only at higher percents will Wakka be able to truly cripple them with it. Also note that Wakka can use his neutral special to pull out a Blitzball while he has someone grabbed (assuming he isn't holding one already).

Down Throw: Drain
This is the only time Wakka will use magic directly against his foe. Wakka's hand takes on a slight white glow as he puts it against the foe's chest (or head if they're short). He then starts to progressively drain hp from his victim, dealing 3% damage and healing himself for that amount each second. This is more an alternate pummel than a grab, as foes can break out during it. Wakka suffers extra lag if they do so, so be careful. He'll stop draining with another down input, and can perform his other throws (with a tiny bit more lag) from this position.

Up Throw: Unwanted Boost
Wakka lifts the foe above his head, and tosses them up, dealing 7-8% damage and medium knockback that can't KO. Yep, this is pretty much a generic throw, but Wakka suffers very little lag from it. He can combo into a headbutt or a shorthopped aerial at low percents, or toss a ball up into their face if you have one. Extra points if you toss them into an airborne Blitzball and hit the spiked foe with a headbutt after.

Forward Throw: Go on, Get!
Wakka quickly lets go of the foe and forcefully pushes them forward with his foot. This deals 2% damage and causes them to stumble half a Battlefield platform ahead. The main point of this is to force them into a trap: they'll trip over any grounded balls they contact while stumbling and walk right into fire or electrified water or what not.

Back Throw: Power Play
Wakka turns around and weakly tosses the foe back, and then throws a Blitzball at them. This knocks them away for 10% damage and average knockback. In addition, if the ball is infused with magic it will react accordingly. Fire, Lightning or a status effect will inflict its effects of them for 1/3rd of the normal time, Ice will increase the knockback to KOing at 155%, and Water-infused balls will explode like normal. Wakka can use this after pummeling to cripple foes for a decent amount of time, and it could lead to potential KOs using the Ice or Water variants near an edge.

Aerials

Neutral Aerial: Hi Jump Kick
Just for the record, this move's nowhere near as broken as its Pokemon equivalent, though it is just as straight-forward. Wakka simply kicks forward twice in an attack very similar to ZSS's forward aerial. Both kicks together deal 13% damage and knockback KOing at 160%. This is really just a generic aerial for gimping or deflecting Blitzballs while airborne.

Forward Aerial: Hard Spike
Showing off his athleticism, Wakka raises one leg above his head before bringing it down in front of him in a telegraphed spiking attack. This deals 16% damage and spiking knockback that KOs at 100%. It also can be used to spike Blitzballs, which will travel faster than normal when struck, and deal 15% damage with spiking knockback that KOs at 120%. This can make a very effective edge-guarder if used correctly, spiking foes down right before they can grab the ledge.

If Wakka is holding a ball when he uses this attack, he will still execute the move as normal. But in this case, he can choose whether or not to use the ball in the attack. If this move is input with a double tap of A, Wakka will weakly toss the ball up in front of him just before he attacks, spiking the ball downwards as normal.

Back Aerial: Jecht Shot
Jecht may not be as manly as his MYM8 set implies, but there's no doubting that he was an awesome Blitzball player in FFX's universe. Wakka does his best emulation of Jecht's signature shot here. Wakka holds his arms out at his sides and begins to spin around, as his fall speed magically gets cut in half for the duration of the move. He immediately picks up speed, spinning around very quickly after .7 seconds. At this point he throws his default Blitzball up a bit above his head, and slows his spinning down dramatically. The ball falls back down to chest level after .7 seconds (assuming Wakka doesn't fastfall), at which point Wakka will quickly deliver a harsh, downward-angled kick to it. This causes the ball to fly back at a 45 degree angle downwards, at the same speed that a ball hit by the forward aerial travels. The ball deals 20% damage and diagonal downwards knockback that KOs at 85%. While very powerful, the lag of this move makes it only really useful for intimidation to force them into traps, or for gimping a recovery-challenged foe.

If Wakka is not holding a ball, he simply performs the same attack without tossing a ball. He performs the move a bit quicker, with Falcon Punch-esque lag. The kick itself deals 17% damage and 45 degree spiking knockback KOing at 120%, and has a deceptively large hitbox as well. It can also be used to hit stray Blitzballs in the same manner as usual. Wakka is probably better off using this on balls that are not in his possession because of the significantly decreased lag. This gives him a reason to hit or bounce balls up into the air, so he can use them as fairly lethal weapons.

Up Aerial: Volley Shot
This is the only move Wakka has that even resembles a recovery, and it's not a good one at that. Wakka jumps up about the height of his second jump (average height), and tosses a ball above his head before spiking almost directly downwards, angled slightly forward. The ball travels as fast as if smash thrown, dealing normal damage and knockback upon a hit. This is far outdone by the fsmash as an edge-guarder: its primary use is to bounce balls off the ground to set up as an obstacle, or to bounce it back up so Wakka can knock it towards foes with a neutral air.

If performed without a ball, Wakka will simply do the move without it. The open-palmed spike is pretty weak, dealing 6% damage and very low knockback. It still maintains its spiking properties if a Blitzball is near his head. If Wakka can reach a ledge as he holds his arm up to spike the ball, he will just grab it and cancel the attack.

Down Aerial: Scoop Up
Wakka pulls his foot back behind him before dragging it in an arch under him and to his chest in a somewhat slow and weak move. It deals 4% damage and very low knockback, pretty pitiful. However, this serves an important function when it comes to stray Blitzballs. If a stray ball comes in contact with his foot or lower leg while he attacks, he drags the ball along with his foot up to his chest level. Wakka will take possession of the ball if he isn't already holding two balls (the ball will simply fall to the ground if he cannot take it). If any foes try to nail Wakka with a Blitzball (or some select other throwable objects), he can just shorthop and use this to take the projectile for himself. This is faster than using up tilt to deflect the ball up and less risky than trying to catch the projectile, so it's probably Wakka's best tool to take back what's his.

Final Smash: Triple Foul
Wakka's got the (smash) ball, and he's going in for the goal. When the FS is activated, Wakka immediately takes out two blitzballs (if he doesn't have them already) as the camera zooms in on him. Wakka takes a charging stance not unlike the down or up specials. The next sight should be familiar to those who've played FFX: the game pauses while a slot machine with 3 reels appears on the screen. The reels then start spinning, and Wakka has 20 seconds at most to stop all three reels. The reels contain symbols representing all 4 of his magical elements, as well as Darkness, Silence and Sleep (each will be pretty obvious). Each one Wakka hits will be infused into both of the Blitzballs he's holding, ignoring normal magic stacking restrictions. The Final Smash itself will end after all three reels are stopped, but Wakka will be free to do whatever he wants with the superpowered Blitzballs. He can also temporarily have up to 6 balls on the field, as long as those special balls stick around and maintain their effects.

When Wakka manages to hit two of the same element/status, it multiplies the damage by 1.5 and doubles whatever the distinctive effect of said element is. For most it doubles the length of time the foe suffers the status effect, but it doubles the pushback a water ball has, and (the only exception) Ice balls now KO at 85%. This effect will be tripled if all three reels are lined up, and Ice balls then KO at 60%. Damage will be doubled as well. Wakka can really create some scary weapons this way, that can leave foes hurting for a long time or KO quite early (even the Water ball goes from annoying to lethal with tripled pushback). Of course if you'd rather put multiple status on them for a shorter time, that's also an option if you want a severely crippled foe to KO quickly.

Playing as Wakka: Gameday Strategy​
Now you know everything that Wakka can do for you... but how can you use his talents to win games? It all begins and ends with how Wakka uses his Blitzballs. At the beginning of matches, Wakka will struggle to match up directly against foes with his slow and/or weak physical attacks. What he'll want to do is just hold his own while taking out Blitzballs at every possible moment and spreading them around the stage, both as projectiles and grounded obstacles for his foes. He can bounce them around and shoot them down from the air to further complicate matters. If they do get in Wakka's face he might want to damage then enough with a psedo combo so that they'll GTFO when hit, or just grab them and toss them away. Either way, Wakka definitely wants to keep foes away as much as possible. Even if foes toss Wakka's Blitzballs away, he can just pull out another and continue to bombard them. They'll already be tempted to use Wakka's Blitzballs against him, but Wakka is well-prepared to deal with that. So much so in fact that he may want to get into an OoT Ganondorf projectile reflecting match with his foe, who likely won't be as adept as he is. Wakka can even scoop up balls pretty easily with down air or his grab to reuse.

Wakka will want to start infusing balls with magic as soon as possible, and maybe create some fire, ice or electrified water to discourage the foe from approaching. Of course you'll want to use them directly as projectiles too: using both a rolled and thrown ball can be a good strategy to force them into at least one. Inflicting status effects like fire or darkness can be a good way to weaken them, more or less forcing them to play Wakka's back-and-forth game of reflecting projectiles. When they try to use Wakka's balls against him at this point, hitting the balls with another magic-infused Blitzball to send it back and them AND transfer the effects is always an effective option. The fsmash is another useful tool: may as well add on some passive damage while the foe struggles to approach. The lightning and water elements and sleep are just there for general annoyance and damage. You can freak foes out even more by creating some mist, so they can't accurately guess which direction a ball might fly out from.

Wakka also has silence and his dsmash to deal with campers, making approaching the only real option for opponents. If they do manage to reach Wakka, try to force them back into obstacles with basic GTFO attacks or more efficient methods like the dash attack. If not, Wakka can attempt to grab them, despite his grab hardly being the best in the world. From there he'll want to inflict a status effect on them if possible, or just drain some hp before tossing them away (or tossing them up for a follow-up).

Once the foe has enough damage, Wakka needs to somehow force them near the edge with smart use of his Blitzballs and/or traps. It'll take another smash thrown ball or a smash attack from there to send them off the stage, or an Ice ball can send them to their doom on its own. Wakka is probably better off not following foes too far off the stage for a gimp due to his weak recovery, but he guard the ledge with a forward air or by spiking a ball from above. Wakka can simply stand on the edge and try to snipe foes with Blitzballs for KOs too. If you DO want to go for a direct offstage gimp, Wakka can do that well by throwing balls in mid-air or using neutral or forward air. Really cocky players can try to finish their foe in style with a back air (dat Jecht shot). While Wakka's recovery is pretty bad, he might be able to refresh his second jump and up air by hitting himself with a Blitzball: Wakka can try to bounce a ball off the stage and into himself to refresh his pitiful recovery.

If he's on a team, Wakka can toss balls to his allies so they can use them. He can also toss balls to opponents to encourage them to use them: this is particularly effective with fire balls that they'll have to get rid of quickly, less they (literally) get burned.

Wakka himself isn't that fast and is a wide target, so he can be pretty vulnerable to fast characters with a great approaching game and/or combos. Luckily you'll be able to raise enough havoc to deter them or cripple them with status effects. There's also Wakka's pitiful recovery to keep in mind, so opponents who excel at getting early gimp KOs can give him problems. This also increases the importance of Wakka's healing via Curaga or Drain so he can stick around longer. A proper balance of weakening foes and utilizing plenty of projectiles and traps can make Wakka quite a character to be reckoned with. And that's all I've got for Wakka's equivalent to a playbook... now play ball!

Taunts and Victory Poses

Up Taunt: Eat This!
Wakka makes a "come here" motion with his hand and says "Get ready to eat some of this, ya?"

Side Taunt: Around the World
Wakka shows off a bit more of his Harlem Globetrotter skills by rolling a Blitzball across his outstretched arms, and bouncing it up above him and balancing it on his head for a few seconds.

Down Taunt: Futile Prayer
Wakka smirks slightly and says "Don't bother praying for victory, won't happen brudah!"

Victory Pose 1: Pretty Fireworks
I should be shot for this, but here goes. Wakka laughs as he tosses a Blitzball up and spins it on his finger. He lets it fall after a few seconds, and stops it with his foot. During this Wakka says "Just like happy festival fireworks, ya?"

2: Who's keeping track?
Wakka continually bounces a Blitzball in a similar manner to his up tilt, only he uses his shin and foot to bounce it as well as his knees. Wakka starts to speak a few seconds after: "This all might against the teachings, but hey, who's keeping track?" He eventually kicks the ball offscreen and slowly sits on the ground.

3: Ball to the Head
Wakka tosses a Blitzball up and headbutts it towards the screen. It hits the screen and cracks it like glass, to which Wakka's response is to grimace a bit in an "oh sh-" reaction.

Victory Theme: Victory Fanfare




 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Location
Make Your Move
Incoming novel-... err... moveset.

-Edit: All artwork was made in the Aion character creator because I'm a lazy ****.


Aidan of Aeander
The Phoenix
A Lionheart Original Character


“Music is the fuel for the soul’s flame.”​

"And For Tonight's Performance"

Here’s a selection of some epics to listen to while reading.

E.S. Posthumus
http://www.youtube.com/watch?v=1iu-WAHBbW8
http://www.youtube.com/watch?v=GusLypfx7OQ&feature=related
http://www.youtube.com/watch?v=IJWgUUc-oNE&feature=related
http://www.youtube.com/watch?v=VoaUYcwEpSw&feature=related

Two Steps From Hell
http://www.youtube.com/watch?v=qi5EiCgQKuw&feature=related
http://www.youtube.com/watch?v=LRLdhFVzqt4
http://www.youtube.com/watch?v=L4tOrRgnxfU&feature=related
http://www.youtube.com/watch?v=lzkwFzXkvZg&feature=related
http://www.youtube.com/watch?v=BQMpRWuT6hk&feature=related
http://www.youtube.com/watch?v=XstrpkqT6dw&feature=related

VGM
Features music from Guild Wars 2, DMC, Aion, Nier, and Lost Odyssey. May add more.
http://www.youtube.com/watch?v=VTPtpVmzh9Y&feature=related
http://www.youtube.com/watch?v=7nhDHECK9pk&feature=related
http://www.youtube.com/watch?v=ReAe0JMXdmI&feature=related
http://www.youtube.com/watch?v=X4-Y9Fjvdbk&feature=related
http://www.youtube.com/watch?v=o-KvDJ7S190&feature=related
http://www.youtube.com/watch?v=sFE9RcSg1ak&feature=related
http://www.youtube.com/watch?v=LhCojimYTI4
http://www.youtube.com/watch?v=BmUpIuHqmzg

Anime Epics
http://www.youtube.com/watch?v=6DNy1iaHPsQ
http://www.youtube.com/watch?v=QBBBGGvrz0Y&feature=related
http://www.youtube.com/watch?v=9cwgzZ-Mf5U&feature=related
http://www.youtube.com/watch?v=lwxbelTTsjE
http://www.youtube.com/watch?v=MK8AC_WnXH8&feature=related
http://www.youtube.com/watch?v=n5y1cybJjHE
http://www.youtube.com/watch?v=BmUpIuHqmzg

"And my tale begins"​

The story of this world of Vallan

This is a world of strife and fallen gods. A world of little hope. In this world, there existed five beings thought of as gods- Raeth, Aeander, Aidan (from whom this character draws his name), Raven, and Levy. Raeth was their leader, the god of light and darkness. Unfortunately, he suffered from a split being- an undying bipolarity that resulted from being the combination of two opposing halves. In reality, he was a combination of two different gods, and the being of darkness, Damion, deceived and weakened his better half. The new Raeth was a complete and psychotic monster and decided in his paranoia that humanity was a threat to be destroyed. He quickly defeated the other four “deities” and even brought the end of their race, the chevaliers, but was entrapped by their last resort plan. Aeander, Aidan, Raven, and Levy sacrificed their physical forms in order to bind Raeth’s power, lowering him to the status of a demi-god. Unfortunately, this left the other “gods” unable to use their own powers to destroy their former friend altogether. Humans would ironically need to become the key to Raeth’s demise by becoming vessels for some fraction of the other gods’ powers.

How did humans react to their new role? The answer is unsurprising- it divided them into many different sects. The two main warring factions of humanity are the kingdom of Atheca, a neutral and largely “anti-god” faction, and the “Godsworn.” While Athecans choose to rely on the strength, pride, and ingenuity of humanity to defend themselves, Godsworn choose to receive the blessings of a patron god. They are divided into “estates” that follow a particular deity (simply called the House of Aeander, Aidan, Raven, or Levy). A particularly blessed member of the Godsworn has the strength of a demi-god and is denoted by the title of chevalier. There is also a secretive Cult of Raeth, which opposes all other human factions and seeks to be spared from Raeth’s wrath by doing his bidding.
And with that backstory summary out of the way, that brings us to our character, the great Duke Aidan, a chevalier of Aeander.

"But I'm sure you all wish to hear about Sir Aidan, aye?"​

Aidan was born from an intermarriage between House Aidan (now all but gone) and House Aeander, and was named for both houses. His father was the final chevalier of Aidan, god of earth, who nearly defeated Raeth, but ended up completely losing his sanity due to the death of his wife. In his sorrow and rage, he was overtaken by his own incredible powerful, losing his humanity to become an immortal fallen god that only knows vengeance. Raeth escaped from the new god and has been in hiding since.

After that tragic incident, the infant Aidan Aeander was adopted by Lyall Evard, a chevalier of the wind god, Raven, and former friend of his father. The Raven House is interesting in that it is mysterious to the other houses, who have no knowledge as to the whereabouts of their house. In truth, Raven has no central house, and its members travel throughout the continent, serving as a wisdom-seeking group. Aidan was raised as a wandering minstrel and developed a deep love for music and an undying passion for life. When he decided to join House Aeander, it was that burning will that so impressed the fire god and caused him to be granted a power impressive even among chevaliers.

To gain the power of Aeander, one must go through a trial by fire. The body is enveloped in divine flame. Those who are granted the most power must also suffer the most. And Aidan’s trial was beyond horrific. The entirety of his being was burned, leaving only a pile of ashes where he once stood. From these ashes, however, was born a new Aidan. His once dark ponytail of hair turned white and his blood literally burned with endless flame. His ears become almost “elven,” a common trait among chevaliers. The area around his right eye was left hideously scorched with an almost-volcanic pattern of dark skin and fiery veins. His entire left arm and right leg were similarly marked. He decided to conceal these body parts, wearing a mask over part of his face and a long-sleeved cloak.

His powers would take a considerable amount of time to develop, but they were well worth the pain and the wait. In addition to the ability to create and control fire, he is also given powers very similar to the mythical phoenix. When injured, his body tends to quickly repair itself, even being reborn when killed by most forces. He also gains the ability to produce a “phoenix song,” in that music he produces gains power. Like all chevaliers, he is not immortal, but does not age. When his life finally runs its course or he is somehow slain by something stronger than himself, he will have died with the same appearance and energy that he had possessed in youth.

The new Phoenix of Aeander has a long road ahead of him. First, he plans to end the base existence that was once his father, and then he must avenge him against the king of gods.

"Allow me to play a song to rally the soul."

What defines Aidan in smash is his ability to augment his abilities with musical notes produced by his harp and even weave them into songs. His Neutral Special produces a Note of Fire (represented by F) to augment his next attack. His Side Special produces a Note of Burning (B). His Down Special produces a Note of Explosion (E).

When a note is produced, it remains in effect for an infinite duration until a successful attack is made, at which point the note is added to a music bar above the character portrait. When three notes are added to the bar, they produce a unique song which buffs Aidan for 30 seconds. He can play up to three songs at one time, each song showing as a 3-note line of music that stack above his portrait, though it is difficult to reliably produce this effect, as very few of his moves can consume notes if they do not successfully land on an opponent.

(In general, songs based around Fire tend to be offensive, songs based on burning tend to be defensive, and songs based on explosion tend to aid in finishing foes off.)

"What would the crowd like to hear?"

Song of Fire (Note of Fire x 3)
Aidan’s attacks deal additional damage. This amount varies by move for balance reasons (we can’t exactly let a spammable jab deal extreme bonus damage, can we?), but has a minimum benefit of +1% damage.

Song of Burning (Note of Burning x 3)
Aidan’s attacks set their entire hitbox on fire for 3 seconds, dealing 2% and a mini-flinch each second to foes that enter. This includes struck foes, the ground, and even the air. Does not damage through shields but causes them to rapidly degenerate. A foe cannot take more than 2% per second from this song, but hitting them again refreshes the effect. This does stack with a Note of Burning.

(This song is excellent for countering foes with slow, powerful attacks, as the flinches shut them down quite effectively).

Song of Explosion (Note of Explosion x 3)
Knockback from Aidan’s attacks is increased (varies with song). Does stack with a Note of Explosion.

Song of Phoenix (Note of Fire, Note of Burning, Note of Explosion)
Aidan’s successful attacks cause him to heal his wounds with increased morale. Amount varies by move for balance reasons, with more difficult to land attacks healing for more and spammable moves healing for less, if anything at all.

Song of Storm and Fire (Note of Fire x 2, Note of Explosion)
When effected by a note, Aidan’s attacks cause a fireball to fall from the sky and hit the first thing in their path (with the destination being the hitbox of the attack that caused them.) This fireball deals a base of 6% damage with rather mediocre knockback, but also benefits from the note that produced it.

Song of Inferno (Note of Fire x 2, Note of Burning)
Aidan’s attacks have their hitbox extended greatly. Does not affect priority.

Song of Retribution (Note of Burning x 2, Note of Fire)
Foes that strike Aidan take 1/4th of that damage from his burning aura. Must deal a minimum of 1% damage.

(Especially strong against fast but weak spam moves.)

Song of Enduring Flames (Note of Burning x 2, Note of Explosion)
Gives Aidan some resistance to opposing knockback. (Acts the same as increasing Aidan’s weight from less than that of Marth to a bit less than Ike).

Song of Eruption (Note of Explosion x 2, Note of Fire)
When effected by a note, Aidan’s attacks cause the ground under the hitbox of his attack to release an upwards fireball that travels all the way to the top of the stage or until it hits something. Deals a base of 3% damage with good knockback (kills a lightweight center-stage as low as 90%). Also benefits from the note that produced it.

Song of Hell (Note of Explosion x 2, Note of Burning)
Aidan’s attacks cause foes to start burning for 2 seconds, taking 1% each second. Their weight is reduced by 25% while effected by this, making the next attack to strike them be considerably more likely to finish them.
(Apply this with a jab and follow with a finishing move effected by note of explosion for potentially devastating knockback).

"Now, all stories need a hero."​

Aidan as a character has perhaps the worst base stat average out of any cast member in Smash. This is because his note system would be remarkably overpowered on any decent character and more than makes up for his bad regular statistics.

Height
Aidan’s height is rather average for a human, comparing to that of Marth or Link.

Width
Aidan is a bit slender, again having basically the same proportions as Marth.

Weight
Aidan may be human, but his weight (atleast in Smash) seems to take after The Phoenix he is titled after. He manages to be even lighter than Marth (who is hilariously lighter than Peach). Probably most comparable to Pit.

Average damage output (unbuffed)
Ignoring his notes and songs, Aidan has some of the worst damage output in the game.

Average killing ability (unbuffed)
Again, ignoring notes and songs, Aidan will have a difficult time finishing anyone.

Running speed
One of the few areas the character naturally shines, Aidan is quite fast on foot.

First Jump
Aidan’s first jump is quite poor heightwise. Great for short hopping though.

Second Jump
The second jump by contrast is quite remarkable. He can get great height when already airborne.

Recovery
An already good recovery becomes one of the best and most versatile in the game when combined with notes.

Falling Speed
Very slow. His character really seems to stay airborne.

Traction
Great. Will rarely, if ever, trip… well, except on Friday nights. **** happens while heavily intoxicated.

Dodges
Superb reflexes tend to make for superb evasion. His sidestep is remarkable, his roll gets great distance, and his air dodge seems to occur before you can even press the button.

Crawl
No.

Wall Kick
Yes.

Wall Cling
No.

Glide
Yes, and it is superb.

Extra
Can run up walls by smashing the control stick towards them.

"His powers were most unusual."

Neutral Special ~ Note of Fire
Has no animation. Aidan’s next successful attack will play the Note of Fire, dealing extra damage that varies by move. An F chord will afterwards be added to his next incomplete music bar (3 notes forming a song based on the combination). If a previous unplayed note was in effect, it is replaced.

Side Special ~ Note of Burning
Has no animation. Aidan’s next successful attack will play the Note of Burning, setting struck foes on fire for 3 seconds for 1% each second (hitting with multiple burns will merely refresh the effect, not stack). A B chord will be added to his next incomplete music bar. If another unplayed note was previously in effect, it is replaced. These burns, while they don’t hurt through shields, cause them to degenerate more rapidly.

Down Special ~ Note of Explosion
Has no animation. Aidan’s next successful attack will play the Note of Explosion, dealing extra knockback that varies by move. An E chord will afterwards be added to his next incomplete music bar. If another unplayed note was previously in effect, it is replaced.

Up Special ~ Wings of Aeander
Fiery wings burst from Aidan’s back and allow him to temporarily fly. Acts similarly to Pit’s recovery, though the duration is longer and the flight is slower. Does not leave him helpless after ending, but cannot be used again, much like Sonic’s recovery.

This move can be effected by notes for some very unique effects and does not need to come into contact with foes in order to add a chord to his songs:

Note of Fire – Allows Aidan to use his aerials while flying, as well as play notes.
Note of Burning – Aidan’s body exudes a burning aura, burning enemy projectiles before they can hit him and setting foes near him on fire.
Note of Explosion – Adds a brief starting delay before the wings appear. After this delay, Aidan will dash in the direction of the control stick, much like a Fox/Wolf/Falco Up Special, and also causes foes in his path to be knocked downwards, but not damaged. The flying effect of his recovery occurs afterwards.

"Fight on, Sir Aidan"

Neutral Attack ~ Note of Judgment
Repeatedly press A for Aidan to unleash a flurry of open-palm jabs for as long as you do so. These jabs are unique in that they deal no direct damage (but do cause a flinch), but each one burns a special note into the foe’s body. An infinite number of these notes can be applied and each is worth 1% damage and a small set forwards knockback, the total dealt knockback being the sum of all notes. The number of notes currently on them will be displayed above the foe’s portrait. Theoretically, it’s possible to “OHKO” a target from 0% with a ridiculous number of these notes, though they are best used as a finishing tool after already knocking the foe forwards with another move.

To detonate them, simply hold the neutral A input while grounded. Alternatively, use Down Taunt while either on the ground or in the air to detonate all Notes left by this move, his grab attack, AND his Nair.

Interestingly, this move benefits from notes without consuming them:

Song/Note of Fire ~ Each add 1.5% damage (for a total of +3% with both) to each note applied while under its effect.
Song/Note of Burning ~ Apply the burns both during the jab and after detonation.
Song/Note of Explosion ~ Increases the knockback dealt by each note applied under their effects by a small amount.
Song of Inferno ~ Increases reach of the jab by a small amount, also making it a bit harder to escape.
Song of Phoenix ~ Only benefits from detonation. And it takes 5 notes to heal for 1%.
Song of Eruption/Storm and Fire ~ Triggers on detonation only.

Dash Attack ~ Immolated
Aidan’s body burns with a fiery aura which burns foes next to him for 3 hits of 1% each second and his running speed increases considerably, bringing him up to roughly the speed of Captain Falcon for 3 seconds. At the end of this duration, he lets a more fierce burst of flame with the radius of about a Battlefield platform, which deals 3% and rather moderate forwards knockback. Free movement and other inputs can be used while under the effects of this move.

Song/Note of Fire ~ Each add 3% damage to the burst at the end.
Song of Inferno ~ Increases the aura reach a bit (though it’s still quite poor), and doubles the burst reach.
Song of Burning ~ Aidan leaves the burning trail as he runs and with the burst, making this one of the best moves for spreading burns over the field.
Song of Phoenix ~ Heals for 1% on the end burst.
Song of Storm and Fire/Eruption ~ Only trigger on end burst.

Forward Tilt ~ Sound of Sword
Aidan strums his harp and the hand motion releases a fiery longsword that slashes in front of him for a light 4% damage and mediocre forwards knockback (killing lightweights as low as 140%). This skill’s defining point is its impressive reach, which is a bit longer than the beam saber. Its lag is rather average.

Song/Note of Fire ~ Each add 4% damage.
Song of Inferno ~ Increases range to about 1.33x that of a beam sword.
Song/Note of Explosion ~ Now kills as low as 127% (115% with both).
Song of Phoenix ~ Heals for 1%.

Up Tilt ~ Phoenix Crescent
The fiery wings from his recovery burst from Aidan’s back, this time considerably larger. He ducks, causing the wings to slice above him, dealing 3% damage with great reach, comparable to that of Link’s Up Smash, as well as enough upwards knockback to kill lightweights as low as 120%. Starting lag is rather considerable, but ending lag is almost non-existant.

Note/Song of Fire ~ Each add 3% damage.
Song of Inferno ~ Greatly increases the wingspan, making the reach compare to Ike’s Up Smash (though this only hits behind, above, and diagonally forwards above Aidan, not directly in front of).
Note/Song of Explosion ~ Now kills as low as 110% (or 100% with both).
Song of Phoenix ~ Heals for 2% if successful.

Down Tilt ~ Flame Stomp
A quick forwards stomp with a fiery foot. Very fast move with a small hitbox, but lots of spammability and flinching, making it the closest thing to a true jab in Aidan’s arsenal. Deals a mere 1% damage per hit. Benefits from but does not consume notes.

Song/Note of Fire ~ Each adds 1% per hit.
Song/Note of Explosion ~ Has a very interesting effect in that it causes an extra knockback value (equal to about 1/3 BF platform’s distance per stomp) to be added each time the foe is struck. When Aidan stops attacking with this move and follows up with something else, this extra knockback number will be added to his next attack. For instance, if he were to flame stomp for 3 hits, and then use flame sword, the foe would take the knockback from flame sword + 3 stomps worth of knockback. Naturally, this makes an Explosion Stomp quite worthy as part of a killing option.
Song of Inferno ~ Increases the hitbox of this move to about that of Mario’s jab combo. Still not that great.
Song of Phoenix ~ Only heals for 1% every couple seconds. (Hit a foe, and the move is now incapable of healing for 2 seconds).

"Few was the foe who could stand against him."​

Forward Smash ~ Splitting Sol
The charging animation shows Aidan playing his harp. Upon release, he thrusts his arm forward, commanding three trails of fire to spawn direction in front of him, forking into a sort of trident shape as they travel about a BF platform’s distance. This move deals 4…11% damage with rather average lag and enough knockback to kill lightweights as low as 140%.

The defining trait of this attack is that it hits the foreground, background, and directly, effectively making it impossible to sidestep (leaving rolls, shields, and counters as the main defenses.) In fact, foes who are struck while sidestepping, take an additional 2…6% damage and can be ko’d as low as 120%.

Song/Note of Fire ~ Each add 3…8% damage (+1…4% while sidestepping).
Song/Note of Explosion ~ Now kills as low as 130% (120%) or 105% (90%) while sidestepping.
Song of Inferno ~ Doubles the reach (can now more reliably hit rolling targets).
Song of Phoenix ~ Heals for 1…4%.
Song of Storm and Fire/Song of Eruption ~ Also hit the background and foreground.

Up Smash ~ Rain of Fire
While you hold the input, Aidan starts hurling small fireballs into the air with his left hand, at a rate of 3 per second, each dealing 1% and flinch. These travel straight upwards until they hit something or reach the border of the stage. Upon releasing the input, he will smash his hand into the ground, commanding the projectiles to fall back to earth, though now they’ve combined into epic meteors. It takes 6 fireballs to form a meteor, which is identical to one from Song of Storm and Fire, except it deals 7% and good upwards knockback (kills as low as 120%).

Interestingly, if you cancel the “charge” with a shield rather than releasing it, the fireballs will simply stay there until you actually do use the move again AND release the charge. This allows you to set up as many meteors as you want in as many places as you want (or the opponent will allow you to.) A real death trap of falling projectiles.

Song of Storm and Fire ~ Interestingly, doubles the number of meteors, potentially allowing you to strike a foe with 2 at once (albeit the SoS&F meteor only deals 6%).
Song of Eruption ~ Even more interesting. The fireball shot from the ground and the meteor will meet halfway and explode, striking targets for the total of their damage and knockback (which is absolutely devastating and very capable of finishing a low damage character, especially lightweights).
Song/Note of Fire ~ Adds 3% to the meteors, even buffing the Storm and Fire ones.
Song/Note of Explosion ~ Now KO’s as low as 115% (110%).
Song of Phoenix ~ Successfully landed meteors heal for you for 2%.

Down Smash ~ Rebirth
A fiery explosion bursts from Aidan’s body before he enters the charging animation, damaging foes within a BF platform’s radius of Aidan for an instant 2% and minor hitstun. This explosion has reduced him to a mere cloud of ashes for the entirety of the charge animation. Upon releasing the charge, Aidan is reformed and another explosion occurs, dealing 3…15% and enough upwards knockback to kill lightweights as low as 120%...100%. By inputting a direction with the control stick before releasing, you can cause Aidan’s cloud to move in that direction quickly, even putting him in the air before releasing the smash.

Song/Note of Fire ~ Add 1% each to the initial burst and 1…4% each for the second burst.
Song of Inferno ~ Increases the already considerable range considerably. It’s circumference nearly doubles.
Song/Note of Explosion ~ Now kills as low as 110...90% (100…80% with both).
Song of Phoenix ~ Heals for 2…7% if successful.
Song of Eruption/Storm and Fire ~ Auto-seek struck foes.

"On wings of flame he flew"

Neutral Aerial ~ Note of Hellfire
Aidan’s body catches on fire as he repeatedly spins, the hitbox comparing to Wolf’s Nair. Continue pressing (not holding) A to keep spinning. Struck foes take no upfront damage (with a flinch) but have a Note of Hellfire burned into their bodies, similar to those from his jab. These notes each set the foe on fire for 1 second at a rate of 1% damage each second (especially harming to shields), as well as a small set amount of upwards knockback. This upwards knockback stacks with each note applied, making it theoretically possible to OHKO someone from 0% with a ridiculous number of notes.

To detonate, HOLD this input while in the air. Alternatively, use Down Taunt while either airborne or grounded to detonate all Notes of Hellfire AND all notes of Judgment.

Song/Note of Fire ~ Each adds 1.5% (3% with both) to the aerial itself, not the notes.
Song/Note of Burning ~ Apply the burns both during the jab and after detonation.
Song/Note of Explosion ~ Increases the knockback dealt by each note applied under their effects by a small amount.
Song of Inferno ~ Increases reach of the jab by a small amount, also making it a bit harder to escape.
Song of Pheonix ~ Only benefits from detonation. And it takes 5 notes to heal for 1%.
Song of Eruption/Storm and Fire ~ Triggers on detonation only.

Forward Aerial ~ FireballT
his nearly lagless attack involves a quick strum of Aidan’s harp, which releases a sizeable fireball that travels a short distance (about 1/5 of FD, if not less). Can be aimed diagonally or even reversed if you hold the input and reverse the control stick (though doing so increases the “lag” of the move, the actual animation not occurring until you release the input.) This fireball does a mere 3% with a light forwards knockback, but if the fireball is attacked or collides with a projectile, it will explode, unleashing a considerably more painful 7% and knockback (strong enough to kill as low as 100%) in the direction the fireball was thrown. In the case of projectiles, struck opposing projectiles will also be reflected back to the source (auto-seeking, no less) and gain the benefits of any songs and notes that were effecting the fireball. This is hilarious in the case of Song of Burning, as seeking projectile leaves the trail of fire as it flies, making it a very potent form of stage control.

Song/Note of Fire ~ Each is worth an extra 1% on the fireball and an extra 5% on an exploded fireball. Adds variable damage to reflected enemy projectiles, based on the projectile used.
Song/Note of Explosion ~ Little effect on the regular fireball. Explosion now kills as low as 90% (80%).
Song of Inferno ~ Now reaches about ¼ of FD.
Song of Phoenix ~ Heals for 1% regular, 3% on explosion.

Back Aerial ~ Phoenix Trail
Aidan turns around and drags his arm from above his head to below him, spawning a trail of fire that reaches out roughly the distance of Marth’s sword. Foes struck by this move (which hits behind, and slightly diagonally above and below him) and dragged along with it and take a mere 3% damage. This results in them being pulled below him, a perfect setup for his Dair. If a struck foe is on the ground, they will be tripped.

Song/Note of Fire ~ Each add 3% damage.
Song of Inferno ~ Increases hitbox reach to be more comparable to Link’s F-Smash in radius.
Song/Note of Explosion ~ Effect this move in a different way, instead each applying a bit of hitstun.
Song of Phoenix ~ Heals for 1%.

Up Aerial ~ Flame Whip
Aidan flicks his wrist upwards releasing a thin whip of fire, which is very fast and has about the reach of Samus’s beam grab, but deals a pathetic 1% damage. The real defining feature of this move is that it puts struck foes into the helpless state, as well as increasing their falling speed slightly for a couple seconds, making it an amazing gimping move when combined with his Fire Note Up Special.

Song/Note of Fire ~ Each add 3% damage.
Song of Inferno ~ Increases reach by about 1/4th, needless to say giving it a huge hitbox.
Note/Song of Explosion ~ Each adds half a second to the helpless time, in addition to slight increases to falling speed, making the move an even better gimping technique.
Song of Phoenix ~ Heals for 1%.

Down Aerial ~ Explosion
A snap of his fingers and a downwards thrust of his left arm as he turns towards the camera is all it takes to unleash a sizeable explosion under him (hitbox comparing to a downward’s Bowser flamethrower). Struck foes take 5% and good upwards knockback (killing as low as 125%) from this fast move.

Song/Note of Fire ~ Each improve damage by 4%.
Song/Note of Explosion ~ Now kills as low as 100% (80%).
Song of Inferno ~ Increases the length and width of the hitbox by about 25%.
Song of Phoenix ~ Heals for 2%.

"Would victory lie in his grasp?"

Grab ~ Hands of Fire
An average-length tether grab that can be used on ground or air (though only as a poke for 3% + tether recovery in air) that involves releasing multiple thin arms of fire from Aidan’s left palm. Grabbed foes are tied up by the burning apendages. While fast to start, the lag is painful if whiffed.

Also note that notes can be played while grabbing a foe.

Song of Inferno ~ Slightly increases range. Triples increases range while airborne.
Song/Note of Fire ~ Improves the aerial poke by 2% each.

Grab Attack ~ Note of Radiance
Aidan presses the palm of his hand against his foe, dealing no damage. Now while this might seem like a horrid grab attack, especially for its very slow speed, it’s actually quite useful, as each of these grab attacks leaves a Note of Radiance embedded into the foe’s skin which the player can detonate to condemn the foe to Hell, so to speak. Each mark heals Aidan for 1% and deals small a set amount of diagonal knockback (forwards and upwards, in the direction Aidan is facing when they detonate). This stacks with each mark, such that the foe could potentially be killed from 0% with a ridiculous number of marks.

To detonate them HOLD this input for a couple seconds or alternatively use Down Taunt to explode all Notes of Radiance, Judgment, and Hellfire.

Song/Note of Fire ~ Each cause each grab attack to deal 1% damage upfront.
Song/Note of Explosion ~ Increases knockback slightly with each mark.
Song/Note of Burning ~ Applies their burning effects on the detonated foe. These do stack with the burning marks.
Song of Phoenix ~ Heals for 1% for every 3 marks.
Song of Eruption/Storm and Fire ~ Triggers on detonation only.

Down Throw ~ Bed of Coals
Aidan ignites the area under the foe’s feet to cause them great pain. For a short duration after this throw ends, the foe is left jumping up and down on the coals, taking up to 5%. The foe can be attacked, but not grabbed, during this duration.

Song/Note of Fire ~ The move now deals 7 (10%) over the duration.
Song/Note of Explosion ~ Each increases the duration slightly, also adding an extra 1% potential damage due to the increased duration (+2% with one note/song of fire, and +3% with both).
Song of Phoenix ~ Heals for 1% upfront.
Song of Storm and Fire/Eruption ~ The projectile is pretty much guaranteed to hit the stationary foe, so be sure to time any hit you are planning with it, if at all possible.

Forward Throw ~ Star Burst
Aidan grabs the foe’s face with his left hand and releases a searing heat into their minds. The resulting explosion sends them flying forwards for enough knockback to kill as low as 90%, as well as dealing 3%.

Song/Note of Fire ~ Each add 2%.
Song/Note of Explosion ~ Now kills as low as 83% (77%).
Song of Phoenix ~ Heals for 1%.

Back Throw ~ Scorcher
Sets the foe on fire and pushes them behind him. They will uncontrollably travel in that direction until they hit the edge (or end up a short distance from the blast zone in certain gimmick stages), taking rapid hits of 1% damage over time. The farther the distance travelled, the higher the damage they take. For example, if they were to be thrown all the way from one edge of FD to the other, they would take roughly 12%.

Song/Note of Fire ~ Increases the rate of damage such that the former scenario would deal roughly 17% (22%).
Song of Phoenix ~ Heals for a small amount based on distance travelled. The example scenario would heal for about 3%.
Song of Burning ~ The foe leaves the burning trail as they travel.

Up Throw ~ Rising Phoenix
A phoenix rises from beneath the foe’s feet, carrying them into the air as sort of a humorous platform. This can get some serious height. While it won’t kill them, if they don’t break free from the “grab” and jump off the Phoenix in time, it will explode and deal 7% to them, as well as spiking them back downwards.

Song/Note of Fire ~ Now deals 10% (13%).
Song/Note of Explosion ~ Increases the speed and distance of the spike. With both, they will hit the ground almost instantly and take another 3% and be tripped.
Song of Burning ~ The Phoenix leaves the fire trail as it goes, as well as erupting the entire explosion radius with the burning trail, making it a great move to spread burning.
Song of Phoenix ~ Heals for 2% on explosion.

"Fight on, Aidan... fight on."​

Ledge Attack ~ Burning Finger
Aidan leaps back onto the stage, staying aiborne briefly and jabs the foe with a burning index finger for 8% and small set forwards knockback.

"Get Off Your ***" Attack
Aidan jumps back to his feet, facing the camera, and lets off some steam, burning a small area around him for 9% and small set upwards knockback.

"Ah, it would appear that it's time for the climax."

Requiem

Aidan spawns a large grand piano made out of fire in the center of the stage and starts playing it for 30 seconds. This starts a sequence similar to Guitar Hero in which notes fall from the sky and are played simply by pressing the control stick or control pad in the direction each note as it hits the bar, which is right above Aidan’s piano and stretches all the way across the stage, acting as a hilarious platform (all foes are automatically warped onto this platform). Each time a note is successfully played, all foes are struck for 5% and set upwards knockback, and the notes fall down rather rapidly. In addition, notes can strike and pass through foes as they fall, dealing 1% when they collide. With masterful playing, you could potentially kill the opponents with sheer accuracy, as you rapidly deal set upwards knockback to them.

Curiously, your down taunt is also available during this, so take advantage of it if you want.

Also, the input used to activate this final smash DOES matter. A neutral B will play the Requiem of Flame, causing all successfully played notes to deal an extra 2%. A side B will play the Requiem of Destruction, causing all played notes to deal increased set knockback. A down B will play the Requiem of Rebirth, healing Aidan for 1% with each successfully played note.

"An incredible perfomance, was it not?"

Down Taunt ~ Obliteration
The only taunt relevant to gameplay. This can be used on ground or air, even while helpless, and instantly detonates all Notes of Judgment, Hellfire, and Radiance on the foe. Aidan loudly snaps his fingers towards the camera and says “Feel the burn!”

Side Taunt ~ Rock
Aidan lifts his harp over his head and starts playing an oddly distorted sound like that of an electric guitar. Awesome.

Up Taunt ~ Inside the Fire
Repeatedly tossing and catching a ball of fire in his left hand, Aidan says “Now let’s see how well you fare… inside the fire.”

Entrance Pose ~ Performance
Aidan spontaneously bursts onto the stage after an eruption of flame, tuning his instrument and saying “So how much am I getting paid for this?”

Victory Theme
X-1999 Destiny
http://www.youtube.com/watch?v=lwxbelTTsjE

Victory Pose 1
“Well, it was a good warm-up”, he says, spitting a fireball on the ground at the end.

Victory Pose 2
No better way to celebrate than with a good drink! And Aidan drinks… a flask of firewater… big surprise…

Victory Pose 3
Aidan plays his piano in the background. His closest friend, Kallen, takes his place in the foreground, dancing to the music, along with all the losing characters.

Loss Pose
A quick fiery rebirth in the background. Instead of clapping, he starts slamming his harp on the ground, guitar hero style.

"Remember, behind every strong hero is a strong mind."

Playing As

Aidan is one of the most complex characters in the game. His playstyle is largely adaptive and has multiple variations:

Aggressive Aidan- Uses damage based songs and notes to damage the foe greatly. Usually song of fire and song of inferno are important. The third song may be Phoenix, Storm and Fire, Eruption, Burning, or Enduring Flame. This playstyle is usually seen early in his stock and/or against foes who are early in their stocks, though “Shining Burning Aidan” may be used instead.

Judgment Aidan – Attempts to maximize his knockback to finish foes quickly and efficiently. Makes good use of Song and Note of Explosion as his core, as well as Song of Hell. May also use Song of Inferno (usually), Song of Eruption, Song of Enduring Flame, and Song of Phoenix. Judgment Aidans focus primarily on the use of their jab, nair, and grab attack, finishing foes with a devastating detonation after unleashing a smash on them. Usually used after Aggressive or “Shining Burning” Aidan to finish foes.

Defensive Aidan – His strategy is to chip away at the foe as he maximizes his survivability. Song of Phoenix is absolutely core. Song of Inferno is useful. Will usually attempt to use Song of Burning or Song of Retribution early and Song of Enduring Flames when his own damage percentages raises. Typically comes into play when Aidan is already at a high damage percentage, but may be used early to help lengthen his stock.

Shining, Burning Aidan – A quirky and yet immensely useful build that focuses on manipulation, utility, and limiting the foe’s defenses. The philosophy behind this strategy is that Song of Burning and Note of Burning are devastating to enemy shields, making it difficult to defend against him. Will ALWAYS use Song of Burning as his core song, though the second and third song can really vary by personal preference (most favor Song of Storm and Fire and/or Eruption or Song of Inferno) making this the most versatile playstyle. While his damage output is lower than Aggressive Aidan, he is a lot more adaptive and defensive. Covers large parts of the stage and the air with burning trails, making it very difficult for the foe to avoid taking damage (or degenerating their shields). Especially favors his mobility, far-reaching, and utility moves like Dash Attack, Down Smash, Up Tilt, Up Aerial, Back Throw, Down Throw, Forward Aerial, and the signature move of this playstyle- his Side Smash. Perhaps the only playstyle that is relevant all game long, albeit with changes to his second and/or third song. Will definitely want to throw in Song of Eruption, Song of Hell, or Song of Explosion as the foe becomes more damaged (or perhaps just outright switch to Judgment Aidan).

Even ignoring his many playstyles, a lot of his moves are built around obvious interactions. While not necessary combos (he does have a few short strings, usually of 2-3 attacks), there is blatant synergy between moves. His Dash Attack synchronizes perfectly with his Down Smash. His Up Aerial is a great all-around utility and gimping move that compliments many moves, but especially works when combined with a Note of Fire Up Special, as you can fly under a foe as they attempt to recover, use the aerial to gimp them, and fly back to the stage. His back aerial exists mainly as a setup for his down aerial, which is his only non-utility aerial (and that brings up another point- his air game is intended to be a utility supplement to his ground game, as such, he is at his most effective on the ground, and short-hopping). His forward aerial compliments his utility greatly and when used as a quick short-hopped aerial, it can act like both a short distance projectile spam AND a pseudo-counter and reflect, making it great for mindgames, defensive play, and for anti-camping.

Playing Against​

There are two rules when playing against Aidan- do NOT attempt to camp against him (as it will not be effective due to his great approaches and reflects) and do NOT attempt to attack him from above, as his upwards attacks are among the best in the game (him being able to up aerial you into helpless, up tilt you for great range, and even throw projectiles up towards you).

The best way to counter him is simply to be aggressive. He doesn’t enjoy having foes interrupt his careful setups. Don’t allow him to build up Up Smash meteors, for example. Don’t give him opportunities to weave webs of burning trails with his song of burning. If you insist on attacking him from the air, do not do so directly above him, instead approaching from the front or back.

In addition, try to figure out that particular player’s tendencies. Aidan players relying on maximizing damage or knockback tend to be fragile, while those focusing on defensive songs tend to be easily outdamaged by any respectable damage racker. The “Shining Burning” Aidan is the most adaptable and difficult to counter, though even they have personal tendencies. Some will focus more on penetrating your shield while others may try to assault your sidesteps and rolls with Fsmash. Some might be more inclined to counter you with their Fair or poke with their more far reaching moves. Figure them out and beat them at their own game.

Be sure to use your defense (though use it wisely against those that favor Burning). If you can postpone and interrupt the forming of songs, you can really throw him off. Characters with counters (such as Marth and Ike) are the best counterpicks to Aidan, as they can defend themselves freely from even Burning Aidans and punish him for even trying.




"Now where would any hero be without the help of others?"



Assist Trophies

Kallen Evard

This dashing beauty appears center-stage and starts conducting blades of wind to randomly slice through through the air, dealing hits of 10% and high upwards knockback with each hit. Also increases the running and air speeds of all participating players by 300% for laughs. Lasts 30 seconds.

Trophies

Rebirth

A four book series of my own imagining. The four books follow the stories of Raeth, Gawain, and Aidan (listed in chronological order by cannon, not release). Raeth’s book happens thousands of years in the past and describes an immortal and almost angelic race that once populated the world, eventually to fall and its surviving members being misnamed as gods, as well as Raeth’s own fall from grace as to the god of light to the god of darkness. Gawain’s book describes the life of Aidan’s father, Gawain of Aidan, a chevalier of the god of earth. It focuses on a figurative web of close friendships, tragic deaths, and a beautiful, but unfortunate romance that ends with one person dead and the other mentally insane. Aidan’s story is followed by two books, the first detailing his origins, rise to power, and quest to end the life of his father. The second book wraps up the series by returning Raeth to full power and the fate of humanity being decided by a great war.

The Major Races of Vallan

Chevalier ~ The oldest race to have walked Vallan, now all but extinct. There are only five true blooded chevaliers remaining, which are now misconstrued as the gods of the world. Those humans who have been transformed by them resemble the originals greatly, though are less powerful and long lived. The original chevaliers were immortal and un-aging (but could be killed, especially by other chevalier). They resembled angelic elves, though with much variation in appearance.

Human ~ On their own, they are the weakest, but most numerous race on Vallan. They first appeared near the end of the age of chevalier, and their existence caused much debate among the angelic ones- some saw the rapidly growing human race as an inconvenience or even a threat, while others defended humanity. Eventually, the debate lead to civil war that weakened the chevalier as a race. The modern humans are split into multiple factions – the religious groups (collectively called “Godsworn”) under Aeander, Aidan, Raven, and Levy (as well as a rogue cult that serves Raeth), and the large human kingdom of Atheca which serves as a “neutral ground” (actually a bigoted and supremist nation that attempts to suppress all other human factions and the other races.)

Leonan ~ A race of humanoids that resemble lions with prominent horns jutting from their skulls and shoulders. They are tall (averaging about 8-9 feet), bipedal, and vary heavily by gender. Defining characteristics of their race include golden feline eyes, long tails, powerful teeth and long retractable claws, thick manes and very brawny forms (for males), and slender and fierce looking females. Their pelts are very individual, including many shades and combinations of yellow, golden, orange, white, gray, silver, brown, black, and red. These citizens of Leonir are naturally proud, courageous, and resourceful- excellent at both scouting and war. They have a natural affinity to nature, and have learned primal earth magic that resembles that of a chevalier. While they do have a formal army like all other races, they can usually be found alone or in small groups of warriors, attempting to make legends of themselves. They seem to have shorter lives than other races, though this may be because nearly all of them wind up dying in battle (in fact, the other races could swear that it’s a thing of honor).

Volfen ~ A race of humanoids that highly resemble black-winged werewolves. Volfens, named for their country of Volf, are incredibly cunning and perform well alone or in small packs. Volfens are roughly the size of a human, with a comparable life span as well. It is no surprise that they are able to blend in among humans by suppressing their lycanthropy, though most have difficulty hiding their silver pupils and sharpened teeth. They are a very aggressive race (especially hostile to the Leonans) and their wind-blessed city, high in the mountains where most non-winged creatures have great difficulty reaching, is among the strongest war machines on the continent. They have already started to develop gunpowder and primitive firearms.

Tengu ~ A race of what appears to be bipedal birds, with beaks, wings sprouting from the backs, and sharp talons on their hands and feet. Curiously, they cannot fly, instead being able to swiftly move through water, much like the penguins they evolved from. The Tengu are amphibious (actually able to breathe underwater permanently), intelligent, and scholarly. They are often fluent in multiple languages due to a long lifespan and knowledge-seeking and merchant nature. This isn’t to say that they are a helpless race. While they are the smallest race and quite slender (averaging 4-5 feet tall), they have remarkably keen vision on land or in water, lending them to scouting, archery, or gunner roles.

Accursed ~ The remnants of what were once living beings. These creatures are the result of a soul being used to summon and bind to a daemonic host by Raeth Damion. They are but a hive mind- a perfect army- and most are incapable of free thought, let alone free will. Their abilities match those of their original soul, which is especially daunting if they are a remnant of a chevalier (or human turned chevalier), the only accursed souls strong enough to maintain some small amount of thought (though for most, this is an even worse curse, as they are self-aware of their torment).

Modern Chevaliers ~ Humans who have become especially empowered by their chosen god. They tend to (in varying degrees) take on characteristics similar to the angelic race for which they are named, including wings (which they may or may not be able to suppress and hide), lifelong youth (and often varyingly increased, but not endless, lifespan), elongated “elven” ears, and improved strength and reflexes.


Raeth Damion {pronounced very similarly to “Wrath Demon”}

The antagonist of the overall series (though a hero in his own book). One of the Firstborn Chevalier (and the last to survive), who are as old as life itself. Originally, he was idealistic and kind. He embodied the element of light and, while very strong among his race, was known for being the weakest of the Firstborn. In truth, he was only half of a split being, the other half being Damion, a Firstborn of darkness. When the two halves united, a man with two conflicting personalities was formed, and the dark half ended up deceiving and overthrowing the light, afterwards destroying nearly all of his kind, targeting humanity next. His power was sealed by his former allies, lowering his abilities greatly until he can somehow weaken and destroy the seal.

His powers vary, as they include both those of light and darkness, though some of them are well-observed from his few (and always deadly) confrontations. He is able to go invisible, turn ethereal to avoid harm, shape shift, and conjure elemental light and darkness to burn and blind foes. Most daunting, however, is his power to summon daemonic constructs to form his own personal army (albeit gradually). If his seal were to break, his ability to summon nightmarish entities would greatly increase, spelling destruction for all.

Who is Raeth as a character… or rather, who is Damion? Damion is a very spontaneous sort of villain. He has every intention of turning the world into a living Hell, but he wishes to do so at his leasure- life may be beneath him, but he sees humanity as a sort of object to be played with, much like a toy. In fact, he is incredibly interested in the way the mind works. He is sadistic, deceptive, and manipulative to the core. And even as he aspires to destroy chevaliers such as Gawain and Aidan, he cannot help but want to disguise himself as one of their allies, get close to them, learn how their minds work (in fact becoming sincerely fascinated with their personalities and actions), and finally drive them off the edge. Truthfully, the entire reason he slew Tristan and later Raine was to see how Gawain would react- and Gawain’s reaction was beyond entertaining to him. Simply put, the dark side of Raeth Damion is an absolute psychopath and a complete monster.

Aeander {Pronounced Aain-der}

One of the five “gods”. He was the younger brother of Raeth, and while strong among their race, was not a Firstborn, and as such was considerably weaker than his kin. He was a fire elemental represented by the Phoenix. Known for great courage and a “fiery passion for life” that oddly contradicted his tendency to throw himself into danger. Fortunately, he proved very resistant to death, rebirthing a little stronger with each incident. He, like three of his allies, chose to forsake their physical forms in order to weaken Raeth when he fell.

Aidan {Ay-dan}

One of the five “gods.” While this earth elemental was strong among chevalier, he was not among the Firstborn. He allied himself with Raeth and Aeander for personal gain as a mercenary of sorts. He was very resourceful and a natural leader, though a bit prone to greed seeming to serve as an anti-thesis to Raeth, who was more naïve and was able to only able to lead the band through sheer power.

Raven

One of the five “gods.” Raven was a female chevalier who was strong and brilliant. She was a wind chevalier, who was free spirited and travelled the world in search of knowledge and purpose. Conversely, her brilliance also resulted in some arrogance and a tendency to be careless towards other beings, even friends. She “allied” herself with Raeth and Aeander solely out of curiosity for the group, which she deemed interesting enough to “grace with her presence.” While rumored to be romantically involved with Raeth, any relationship between the two obviously ended when he fell and she sacrificed her physical body to weaken him.

Levy

One of the five “gods”. Levy, represented by a snake (or leviathan), was a chevalier of water, who was a close friend of the brothers, and as such loyally followed them. Had an incredible ability to adapt and change to fit the situation, even altering his form to do so. His personality seemed to be as adaptable as his body, and as such, it was difficult to guess what his true nature was- though, in fact, his lack of identity was in itself his identity.

Aidan of Aeander

The main character of two books in the (currently imaginary) series, and the overall main character. He can be described as incredibly brilliant, cultured, witty, and passionate, but also pretentious (if not socially careless) and overthinking, among another flaws. Before becoming one of Aeander’s chevaliers, he was raised as a travelling bard (talented with the harp, lute, and piano), which fueled his love of life and music (and women). After becoming a chevalier, his body was left unrecognizable – his hair went from black to white and feather-like, his ears elongated, the pupils of his eyes turned golden, and terrible burns marked part of his face, an arm, and a leg. He gained many great blessings from the transformation, however, including the control of fire, the ability to add power to sound, increased physical strength and reflexes, regeneration and rebirth similar to that of a Phoenix, and lifelong youth (but not immortality.) While not an adept swordsman, he was trained in the use of concealed weaponry, though his main weapon is still his signature harp, the Firebird.

In the first book, he is shown as a relatively carefree spirit with characteristics stated earlier, though he has a darker side beneath the surface. When he is put under trial by fire, he literally seizes Aeander’s power (something that the fire “god” ironically found amusing and worthy). He is a character who is unsatisfied by his limitations, even when they are seemingly non-existant, always striving for more talent, more strength, and more support- anything that could help further his ambitions. This sort of greed to reach nigh-perfection also develops him into an anti-hero despite his generally good nature. This is best shown with one of his defining actions in the second book- he bends the entirety of the human kingdom of Atheca to his knees by marking them with the “Symbol of Wrath,” which would cause them to spontaneously burst into flames if they so much as intended to oppose him. In order to gain the army necessary to fight Raeth Damion, he was willing to become a tyrant himself, even if only temporarily. Necessity drives cruelty.

Then again, his own apparent lack of empathy for others can be subverted and contradicted. For example, Kallen ends up becoming mortally wounded by Gawain, and Aidan sacrifices his ability to rebirth and regenerate his own body in order to save her life. While this is largely an exception, as he has very strong feelings for her, she wasn’t exactly accepting of him (for his own good), so it showed a willingness to make an incredible sacrifice for potentially no reward.

Overall, he is a character who is largely at war with himself, not unlike the literal warring personalities inside of Raeth. His great passion, desire, and resolve, while in themselves potential virtues, also fuel a sort of greed, perfectionism, and a lack of significance assigned to the majority of those around him. His glaring flaws even lead him to question his own humanity. “Am I not human?”

Gawain of Aidan

Aidan Aeander’s father and the main character of one book. He was a survivor of House Aidan, which was sieged and all but eliminated by Raeth’s demons. The spirit of his house god remained dormant inside of him since childhood, and awakened later in his life. His early years were lived as a thief and a mercenary until he was saved from his contracts and his leaders by his former childhood friends, two siblings from House Aeander, Tristan and Raine. He became the final, and most powerful, Chevalier of Aidan, god of earth. His power surpassed that of any chevalier to date, and neared those of the god which his body hosted. As such, he was sometimes called a Chosen, and has since been the only one to receive that title. He became romantically involved with Raine, much to Tristan’s protest, and the two had a son shortly before Raine’s tragic death to Raeth. The loss resulted in Gawain losing all sanity and humanity. He was possessed by rage and his desire for vengeance, becoming a very literal force of nature when he unwittingly became consumed by his own power. This new monster was a sort of neutral entity that found conflict with everyone, killing at random, though especially seeking out Raeth (unfortunately, the fallen god was all too skilled at evading the simple-minded creature of instinct and wrath.) When he is slain by his son over twenty years later, the resulting death of a “god” weakens the seal on Raeth.

Tristan and Raine of Aeander

Two members of the noble family of House Aeander who were friends with Gawain as children. They thought he was dead until rediscovering him fifteen years later as a mercenary. The three repaired their strong friendship. Gawain and Raine ended up furthering their friendship to levels deemed inappropriate by her brother. Tristan would be killed by Raeth, and would give his blessing to the two shortly before his death. Raine would unfortunately join her sibling some years later, though she would be survived by her son, Aidan.

Tristan was the original phoenix of Aeander, much more brash and headstrong than Aidan. His rebirth allowed him to put up a lengthy fight against Raeth, but in the end, his foe was simply too powerful and killed him many times over. Raeth ends up stealing not only his life but his very soul. Unfortunately for Damion, this would only come back to bite him, as the soul of Tristan would eventually find its way into Aidan, restoring Aidan’s ability to resurrect like a phoenix and improving his abilities greatly.

Unknown to most is that the two were part Leonan (also giving Aidan some slight Leonan blood), though how far down the ancestry is a complete mystery. It does explain Tristan’s personality very adequately though.

Leon Swain

Formerly a citizen of Atheca, he lived as a mercenary leader of the guild Blood Edge. He and his brother, Luke, found Gawain as a child and cruelly raised him. Leon was known for being remarkably sadistic (and possibly masochistic) to an almost hilarious extent, and Gawain absolutely loathed him. When Gawain is freed from the guild by Raine and Tristan, Luke is killed and Leon survives with an intense desire for revenge. He somehow ends up becoming a chevalier of Levy, and receives the name Leviathan. Ironically, he ends up becoming an ally of Gawain, much to his lament. Despite conflict, the two had a surprising amount in common and developed a mutual respect that neither would acknowledge. Has the unique power to control the dead by use of their blood- a perfect ability for one so sadistic.

Lyall Linus Evard {Lee-all Lie-nus Ev-ard}

The anti-thesis to Leon Swain, Lyall derives pleasure from life, not death. A wandering bard, a chevalier of Raven, a seeker of knowledge, a man of many names, and a glorious and delightful b*****d. There isn’t a man in the world who can match his wit, his womanizing, or his ability to hold a drink, not even Aidan, whom he adopted after the death of Raine and maddening of Gawain. While he has limited control of wind, it is his ability to understand, manipulate, influence, and read the minds of others that makes him so threatening. The term “creatively sadistic” has been used to describe the illusions he has been known to inflict upon an opponent’s mind, though Lyall disagrees to an extent. The ability to attack the foe’s mind directly has an innate and unavoidable element of sadism, but Lyall gains no joy from the effects of his actions on others. He does, however, find his own powers to be delightful entertainment and he certainly isn’t above using his powers of persuasion (or his silver tongue) for his own pleasure.

In truth, he is an exceptionally-disguised Volfen. While his eyes do have a faint hint of silver that might betray the fact, all other aspects of his true nature are well concealed. He’s grown very fond of human life.

Kallen of Raven (Later discovered to be Kallen Evard.)

The daughter of Lyall, though she isn’t aware of it. She is left in the care of House Raven (which, as a loose-knit and travelling organization, meant that she wandered a lot). She becomes a chevalier of Raven, much like her father. As a half-Volfen, she was largely unaware of her more beastial side, so she can hide it very well. Her natural raised intelligence and agility are pleasant gifts from her father’s heredity.

She met Lyall and Aidan numerous times during while she travelled Vallan, and the two became friends during their childhood. Their meetings also inspired a blooming musical love within her. She enjoys singing and playing the piano for the entertainment of others. That was not the only love that started to blossom during these years, however. Unfortunately, when she learned of Aidan’s real father and the fate he met, she became worried for Aidan’s safety (and sanity) and decided it would be best not to pursue a relationship with him on the off chance that he could lose his mind if she were to die. As such, she acts outwardly cold to Aidan if he makes any advances. Music has infinite meaning, however, and the two connect when they play. She is very intelligent and dedicated, but also has a tendency to overwork herself.

Short, slender, and charming, with a tanned, almost Asian appearance, common to those of the Raven house. When she became a chevalier, she gained the ability to control wind, especially favoring moves that cut with sharp blades of air, though she is also quite proficient at speeding up herself and her allies and throwing objects with wind.

She, like Aidan, undergoes a deep mental struggle, though hers is largely the result of his actions. She nearly dies by the hand of Gawain, but she is given the power of rebirth by Aidan, at the cost of his own power to do so- in other words, she lives only because he is willing to risk himself and his potential to destroy Raeth. This further confuses her already long-lasting angst over whether or not she should give in to her own desires and accept Aidan, at the risk of his own well-being. Not long afterwards, he starts resorting to desperate and cruel actions to give humanity a fighting chance, and this starts confusing her image of him even further to the point where she’s not even sure if she should love him or not, though she is unable to stop herself regardless. This is even further complicated by ancestral hostilities- her half-Volfen blood and the trace amounts of Leonan blood in his veins. Truly, for this relationship to work, there must be a great deal of perseverance, but if successful, the two would stand as a testament to unity in Vallan- human, volfen, and leonan cooperation.

Asch The Lionheart

A Leonan warlord of some renown. This white-furred Leonan balances his recklessness with a very strong defense, courtesy of his use of earthen armor (in addition to steel platemail). His tactic is usually to strike fast and hard- leave the enemy too dead to put up a fight.

While courageous and noble, he is also ruthless, and rather bigoted (as most Leonans are- especially to Volfens). Needless to say, he doesn’t (atleast initially) appreciate cooperating with Lyall and Kallen, but he has every intention of using the group to further his own legend.

He is also one of the oldest Leonans, though few outside of their nation know of it. He is living proof that his race is not innately short lived and that death in battle is a goal for all of his kind. Unfortunately (or fortunately), he has yet to meet an enemy strong enough to slay him.

Gryph

A Tengu who is drawn to the party out of pure curiosity in his quest for knowledge. The incredibly bright, but arrogant avian ally proves himself incredibly useful through his clever strategies, control of water, knowledge of healing, skillful scouting, and deadly precision. He is especially quirky and hard to associate with. Opening up to the group is not an intention of his, though he undoubtedly has a profound depth of stories to share if, in fact, he can be convinced to.

The Black Knight

The name used to describe a particularly powerful Accursed, so named for the fact that he takes the form of an empty suit of armor filled with fire, that has been created recently (within the last 20 years.) This unfortunate soul, thought to be that of Tristan, displays all of the same abilities used by Aidan, except that his technique uses the resonance created when his sword strikes a target as the spark for his fire.

Unlike most Accursed, it is clear that he is capable of free thought, though not necessarily free will. He loathes his actions but is incapable of betraying Raeth Damion.




Author’s Comments

When I first joined Make Your Move 2, my early sets were predominantly original characters (though I use the term loosely- as neither my lore nor creative abilities were effective at the time, leaving them as generic self-inserts that could have easily been replaced by Fire Emblem sets.) I’ve made a few OC’s since then, which were improved, but largely forgotten, but this one I hope will be different. This character and the world he lives in is the result of over a year of brainstorming and creative work. It takes inspirations from every good rpg I’ve ever played, as well as some from animation. To get the full benefit of this set, one will need to read the detailed lore, but it is well worth the read, I assure you.

In a way, the moveset is sort of a tribute to the past. My old OC's were characterized by long and detailed (though generic) backstories, which I've continued here (albeit hopefully without the genericisms). It's also a throw back to some of the earlier ages of MYM, which emphasized detail and "over-creativity." The trick here was attempting to give these movements some much needed renovations to bring them up to what is (hopefully) considered to be current standards.


For those who remember my old OC's (and a large part of me would rather not, other than to remember how far my own creative processes have developed over the years), this one has no connection to any of them, nor does it even exist in the same world. The new original world of Vallan is a rethought of the entire thing that has been long in the making, and is still in the making. Hell, who knows... in a year Vallan can undergo even more evolutions. See, for those who don't know, I would like to be a fantasy author some day, or atleast a lorist for the gaming industry. There are three things that I prize above all else in a game, almost even above decent gameplay, and that is story/characters, artwork, and musical score. That is to say that I have a sort of artistic passion that I wanted to reflect in the motif of this set and its world. Vallan is a dark and troubled, though strangley beautiful world, but music, rather like real life brings about inspiration. My new characters have a strong emphasis on personality, and many exist to foil or compliment eachother. In addition, I wanted my main character to be intelligent and cultured in contrast to the generic, witless, and often brooding protagonists often seen today. To make him a bard was absolutely perfect, as it was a job with almost stereotypical personality pros and cons to start with as a template.


Who is Aidan? He is what I’d refer to as a semi-self. I’ve divided my personality and spread it among multiple characters, each getting a few pieces. Some went to Gawain, some went to Lyall, and some went to Aidan. Aidan is a character that I want to have very strong and interesting virtues, as well as be very passionate and expressive such that I would like to be, but also suffer from some very strong human flaws. He has a strong tendency to put too much devotion into relationships, but ironically cares very little for most people- even those he performs for.

Kallen is named for my dear friend, Karen, though she is also a semi-self, split between Raine and Kallen. I’ve known her and her brother (whom I’ve dedicated the character Tristan to) since Jr. High (and I’m a college student now). Truth be told, I’ve had strong feelings for her since senior year (and much of MYM knew this, perhaps too much so… my apologies), but have repeatedly tried to get rid of them and find an alternative girl for the sake of the friendship between the three of us. Needless to say, it has thus far failed. I actually reflected this in reverse- by making Kallen attempt to avoid Aidan, though for different reasons. Kallen isn’t a flawless character, or even as good as the one to whom she is dedicated, but she does represent a very talented, intelligent, and hardworking individual, who manages to be humble (or even oblivious) to it all.

Tristan is a sort of big brother, dedicated to my best friend, Travis. He’s headstrong, noble, and courageous, but prone to petty acts of vengeance and overprotection. He is one of the most important characters in life or death. He represents the greatest obstacle to Gawain’s and Raine’s relationship, but he is tragically cut down shortly after amends are made. Even in death, he is enigmatic, however, and becomes an anti-villain with very little control of himself. In the end, he is even the key to his nephew’s success, being the second half of a complete Phoenix.

And this leaves Raeth Damion (Wrath Demon). Truly, he was a sporadic creation. He reflects a sort of psychotic impulse. An amusing and yet horrifying character, obsessed with causing suffering and turning the minds of others into his plaything (much like Satan would). With a split personality the likes of which would make Gollum jealous, he is the prime example of a warped mind and fallen hero. Whether or not he really has much of a motive is up to the reader. In truth, he enjoys what he does, and that’s what makes him so fun to write about.
 

BKupa666

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MAFIA MAN
I applaud your bravery at attempting to translate a complicated game into an already complicated game, and for the most part, I think your attempt was successful. Granted, there are a few awkward additions here and there, but I don't think they completely undermine what the set is trying to accomplish (yeah, my blatant ignorance of Mafia doesn't do me any favors...). Hiding among townspeople by altering their numbers is a nice concept, due to them being identical, which is rarely the case for "minion" sets, but I can't help but feel some inputs became kind of shoe-horned in for creativity's sake as the set moved along. Having both fake knives and fake pills, plus the generic obscuring cloud, seemed unnecessary, and I feel better moves could have been created in their place. I do, however, think the voting system was handled rather well, and the various interactions to alter reputations were enjoyable, although yes, relevant taunting feels forced. Fairly good set here, although it's still the closest I'm ever going to get to mafia.

SCOTT PILGRIM
Okay, instead of the standard "good for a newcomer set, but not great overall" routine, I'm going to make a little top five list for you on moveset-making tips. Hopefully you use these to progress your abilities in the future.
5. Copying attacks from Brawl and/or altering Brawl attacks very slightly is rarely grounds for a good moveset. Think outside the box.
4. Playstyle is essentially mandatory in this day and age. A good playstyle breaks down how a character reaches their goal of scoring a KO, and details their path to this goal.
3. Conventional punches, kicks, uppercuts and flip kicks are generally frowned upon by MYMers. We enjoy creative attacks.
2. Randomly spawning items and spitting on skillful playing whatsoever is acceptable for Sakurai, but not MYMers. Sakurai, the guy who balances games by online results and by creating a game where his worst and best developers can win an even number of times.
and
1. Seconds are generally a bad measurement for time in Smash. Warlock Punch is barely over a second IIRC, making five second startup times absurd and the moves they accompany unusable, ruining the effects they might otherwise have.

BARBOVOR
Glad to see a grab-based moveset after so many bloody gimpers...anyways, Barbovor actually becomes the -most- interesting with his minion interactions rather than his grab, in my opinion. For starters, minions without HP is certainly a new concept, and shish-kabobing them on your stomach spike to prevent opponents from escaping, building some extra damage in the process. That's not to say his grab game is boring, however, because it is anything -but-. The concept of impaling an opponent has been done before, but has never deviated from generic button-mashing to escape. Forcing opponents to climb along spikes to free themselves adds great depth to Barbovor, who clearly must prevent this from happening with great attacks like U-Tilt and D-Tilt. While one could easily complain that many of his attacks are for simply impaling opponents and keeping them there, Barbovor's option to inflate himself to alter his (and his shish-kabobed minions') width kept him quite fresh in my mind. Without a doubt better than Wario and most likely Vlad as well...if anything, this should replace Wario as number seven on your ranking.

DUTCHMAN
Well, a longtime lurker such as yourself should know that, while stage changes have been used for countless Final Smashes, characters taking opponents to a whole new dimension where they are powered-up mid-battle is entirely new. It goes without saying I'm thrilled you moved the Fly of Despair from D-Smash to awesome concept. Anyways, the rest of the trap-esque moves are a joy to read, although they would not have carried the set nearly as well by themselves. At this point, I feel the soul-stealing concept is quite a bit stale, although your take on it with the soul becoming an entity onstage that can suffer knockback is at least fairly flowing, considering Dutchman can take advantage of it inside his fly. My only real complaint is that the fly seems fairly stagnant throughout the battle, in that Dutchman lacks options to move it around if it becomes necessary. EDIT: Re-read Up Smash. But yeah, this is far from major, and I've praised the set quite extensively inside private chat already, so I'll just take the time to officially welcome you into MYM, seeing as how your obligatory first set is out of the way (quite possibly the best first set ever, in my opinion). Rather than "hoping" you come back like most "newcomers", I beg you to stay with us and give us more awesomeness like the awesomeness found in Dutchman.

Bubblegum and onward later...
 

Smady

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Similarly to Satana, Barbovor mingles in so many different concepts that the purpose of the set becomes slightly muddled, though at the same time it doesn't loiter enough in any one of the slighter ones that it takes away from what is a great set. The concept of creating a tether to your opponent and having it be so versatile through so many options is certainly a double-edged sword – the mechanics of which are still in my mind overly-complicated, but certainly does allow Garbovor to have a lot of variance in how he handles his belly-button. In that way especially, I really don't get why you felt you needed stuff like the poison damage and the Kirby down special, which really don't add that much to the moveset, simply giving him an edge in a tug-of-war due to generic pressure and having a higher weight. Similarly, I feel like space is wasted on the excellent minions (as walls in your tether) by making them mostly be around to juice you up with water.

And really that's the part of the set I don't like. The more cartoon-y elements where Barbovor is a giant puffer fish and his grab is manipulated like a springy rubber wire are very good and the rest of the set flows very well, with plenty of versatility in stalling out your opponent as they hang out, cutting them off and so on, all giving way to a big chase. As stated before, I feel you could have made better use of the minions, as you could have just as well used a generic pulsation in the tentacle a wall. It has to be said that with that poison damage and just how easy it is to get someone on your tentacle, he feels monstrously overpowered on a conceptual level – to the point that balancing him down would make a lot of the poison damage minuscule before it came close to being balanced, though I suppose you could say this is fitting with the other DragonBall Z sets besides Krillin.

This all makes it seem like it would have probably been a better fit for a boss moveset than a regular one, particularly if you had fleshed out the minions more to be more crowd control or even expanded them out to have their own movesets. While I do still greatly like the set's good points – the tentacle, the cutting off of the foe's escape on it – there's a lot of baggage weighing it down, when a lot of the moves are spent on that sponge-like mechanic of puffing up Barbovor or adding on poison damage. I guess it just feels a little too loose to be brilliant, as while you nail down in fine detail just how the grab works, it ends up being used rather passively. I would have liked this take on it if it were for characterisation, but it does seem almost symbiotic for a character to want a constant connection to another character, and a narcissist like Barbovor hardly seems like the kind to want that. So yeah, I like the set, but I disagree with some of the directions you went in.

It goes without saying that Dutchman is the best newcomer set, though this is slightly misleading giving how much help David was given during development and how long it took to make. Going into a re-read upon a previous preview, I was very sceptical of how the fly of despair worked into the rest of the moveset, but was pleasantly surprised that it strengthens not only the aerials in making gimping more unique, but also the otherwise mildly interesting grab game. I think I pitched to Majora the same concept for his Redead set, but here it really is put to great use by using your spacing options to keep the soul away from the body and hit it into the fly. This makes the grab game to me probably my favourite part of the set and I definitely see now why it is such a big improvement. Not to say there aren't some decent, unique functions apart from that – largely this comes in the form of the demoted concept, the fire trap, which is simply a very versatile trap that you can use as a powerful spacing tool, along with his many others.

That's where the set started to lose it for me, with the filler-ish spacing moves that flow in basically just spacing into other attacks. I dunno, I guess it isn't bad filler, but you certainly could have made moves like the forward smash more than just a way to pressure foes into your fly portal. When you actually get inside the fly, having a scrolling stage is pretty cool and definitely creates some interesting dynamics within, but is too self-contained to affect the rest of his match. It feels like this set could have really been marvellous had you worked more into that generic fire trap and thought about more avenues to go for when you exit the fly trap. Perhaps some setting up for when they're shot out of it, or simply being able to manipulate the fly directly would have been better served, with how central it is. There is a sense of disjointedness that probably stems from you having to re-work much of the set around it, which is unfortunate, but the end result is still a good deal better than what it was like before.

As stupid of a character as he is, Wakka does have a lot of charm from his game locked away within his probably short-thought out tropes like his boomerang blitzball, his weird elemental ball overdrive and the way he loves to slap random effects onto his blitzball... somehow. While this moveset captures two of the three well enough, it doesn't capture the first at all – arguably the most important aspect, as well as the most key part of Wakka... he's permanently equipped with a blitzball in battle. There should never be an occasion where he is without a blitzball, and the ways you work with multiple blitzballs and how they can sit around like regular items is second to simply forcing foes to take one or using more direct routes anyway. So yeah, I really dislike that you can just flood the stage with blitzballs if you want to, and the set really doesn't feel like it's playing tribute to that [fictional] sport at all, with the ball in question possibly being replaced by anything you can think of. Keeping in mind I'm a big fan of this game, it just doesn't feel like a Wakka set when you make it like that, it feels like a Waluigi set using basketballs as fodder.

And that is a very big complaint, but largely one that comes out of my own biases toward the character and probably should come second to the set itself. I do like the concept of playing back-and-forth with a projectile where you benefit and the parts involving Wakka actually receiving the ball and receiving a buff are decent, but I dislike the generic nature of the nerfs on the opponent and don't feel they really approach much of a cohesive playstyle. This is the part where it's actually in-character as Wakka's in-game attacks do just give generic buffs [though I don't remember a curaga ball], but it hardly forgives that many of the special effects are somewhat bland. The elemental stuff is indeed very much in-character as it is directly referencing both his elemental reels overdrive [which is perhaps the most important one due to it being the first he learns] and the elemental rock-paper-scissors present in Final Fantasy X. While this is cool, it isn't expanded on all that much in the moveset and mostly just comes down to some very highly treaded elemental weaknesses that mean water puts out fire, electricity runs through water, etc. The set does have some cool ideas on their own, but doesn't bring them together well, making it hard to like it strongly.

I'll comment the latest set when I have more time to read the lore too, as it's getting late. Also note the snazzy new signature pic.
 

MasterWarlord

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WAKKA​



Up Special – Happy Festival Fireworks

Happy Festival Fireworks come up out of Wakka’s hair, going 4 Ganondorfs into the air before exploding in an explosion 1.5x the size of Bowser, dealing 25% and knockback that kills at 70%. The move is surprisingly lagless for Wakka, but the firework has a long way to go before it actually explodes – the awkward position of the hitbox doesn’t help either.

What you –can- feasibly take advantage of are all the fiery hitboxes that slowly come down to the ground after the main explosion – there are roughly 8-12 hitboxes that all do 3% and flinching, coming down in an area as wide as 2 platforms. It takes 6 lengthy seconds for them to finally hit the ground and disintegrate into nothing, so you have plenty of time to capitalize on it for damage racking. Wakka cannot use this move again until the after-effect of the move is fully gone.

In the air, Wakka turns upside down, causing the fireworks to be shot downwards from his hair and propell him upwards 4 Ganondorfs. This is a great gimp, but sets Wakka's hair on fire, causing him to run around with a superspicy curry effect but without shooting flames.

Neutral Special – I want YOU to join Besaid Aurochs!

Wakka points in an exaggerated fashion much like a Phoenix Wright character as he says the name of the move, causing the foe to uncontrollably walk towards Wakka, wanting to join his Blitzball team, if they were within 2 platforms of him, facing him, and on the ground. They will walk either 2 platforms or until they get hit, and are still capable of attacking as they walk, though legs attacks are banned and they’ll continue to walk forward while using other attacks.

Side Special – Blitzball

Wakka does a motion as if throwing a bowling ball, causing a blitzball to roll out of his sleeve forward. It’s the size of a Pokeball and goes forward 2 platforms, dragging anybody it comes into contact with for 5 hits of 1% and flinching per second surprisingly well. Once it loses its’ momentum, it moves about at complete random at Mario’s dashing speed and a single jump that can go up as far as Kirby’s height. Due to it changing the direction it moves in on a regular basis, it will generally stay in the area where Wakka rolled to. The Blitzball lasts 4.5 seconds.

Force the foe to approach you with the Neutral Special, then send them right back where they came from with this move – assuming particles of an exploded firework are raining down, you’ll be forcing them to keep treading over the line of fire repeatedly with this combination. In addition, you’ll of trapped the foe in the danger zone between the Blitzball and Wakka once it’s over.

Down Special – Cowlick

Wakka extends out his gigantic hair in front of himself. Any foe caught in front of Wakka and turning to face him will be forced to laggily cringe in disgust of it over a Warlock Punch’s worth of lag. While Wakka cannot move either during this time, it’s an excellent way to stall for happy festival fireworks to rain down. In addition, if the foe attempts to attack Wakka from the front where he’s holding out his hair, they will get tangled up in his hair and rolls away from him a platform’s worth as they come out of it, being left in prone at the end – that’s what they get for not showing proper sportsmanship, yes? Having a counter makes your Neutral Special horrific, as the foe will be pathetically easy to predict. Preferably, though, land the counter when they're almost done with their forced march anyway.

In any case, if you prefer the forced laggy cringe from the foe, fear not, as Wakka has some moves to turn the foe around like Mario’s cape in his otherwise generic set. Other moves include generic launchers to actually, god forbid, hit with the main explosion of the Happy Festival Fireworks. These launchers are rather weak, though, so damage racking the foe is more about damage racking them enough for the launchers to get them in range of the main happy fireworks explosion. . .
 

LegendofLink

Smash Apprentice
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Feb 17, 2008
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Pennsylvania
Teferi, Mage of Zahlfir

"We define the boundaries of reality, they don't define us."


Teferi is a planeswalker from the plane of Dominaria. He uses magic created from blue mana, mana derived from islands, specializing in the manipulation of time and space. In the wake of the imminent Phyrexian invasion, he used his magic to remove the entire continent of his homeland from the time stream, protecting them for several hundred years. Eventually he returned to Dominaria to find time falling apart at the seams, mixing past, present, future, and alternate timelines in a disaster that threatened the entirety of the multiverse. He sacrificed his status as a planeswalker to help seal the time rifts, meaning that he is no longer nigh-omnipotent, but he is still a formidable mage who can bend the fabric of time and space to his whims.


Statistics


Size: 7
Weight: 5
Ground Speed: 4.5
Jump Height: 6
Air Speed: 6
Air Control: 8
Fall Speed: 5
Traction: 7




Specials



Neutral Special: Vanish
Vanish can be used in two ways: on Teferi himself, or fired as a projectile. Tapping the B button causes Teferi to vanish into thin air, not turning himself invisible, but literally phasing himself out of reality until the B button is pressed again, or a time limit is reached. While phased out, Teferi and anything related to him, such as projectiles, items, traps, etc. simply do not exist. They can't be damaged or interacted with, and time does not pass for them. Teferi can remain phased out for a maximum of two seconds at a time before reappearing in the exact state that he phased out in. This comes in handy when you factor in another interesting property of this ability: Teferi can use Vanish on himself at any time, even in the middle of other attacks or actions such as shielding or dodging. The only time that Teferi can't use Vanish is if he is stunned (hitstun or otherwise), in special fall (though that would have to be induced by an outside source, as none of Teferi's own moves put in in special fall), or in a brief, two second recharge period after phasing back in.

Holding the B button causes Teferi to wave his hand in front of him, creating a blueish distortion in the air in front of him which travels forward at a speed similar to Link's boomerang. Any opponent hit by this attack takes no damage, but instead immediately phases out in the exact same manner as when Teferi casts Vanish on himself, reappearing two seconds later. The projectile has transcendent priority, meaning that it won't clash with any other attack, phasing them out while in the middle of any move they are using instead. In addition, the attack goes through shields and reflectors, meaning that it can only be avoided by avoiding contact with the projectile altogether.

(NOTE: Teferi can only use the self-targeting version of Vanish in the middle of other actions)

Vanish has quite a few uses. It can be delay the timing of any of Teferi's moves, allowing you to make it very difficult for the opponent to attempt to defend against them. Spot dodging literally becomes useless to the opponent, as you can simply delay your attack until they finish their dodge. You can also use it to dodge moves yourself, making for a neat pseudo-counter if you vanish to dodge an attack right before a hitbox from one of your own attacks comes out, punishing them with the move they just tried to punish. The pitfall to using Vanish is that if you are baited into using it early by the opponent, you are almost guaranteed to be punished for it, as the opponent knows exactly where you will reappear. Careful management of this move is essential for success, but when correctly used it makes a very powerful tool. Hitting the opponent with projectile version gives you two seconds of breathing room, and allows you to set up a trap for when they reappear. If you caught them in the middle of attacking or shielding, they will still be attacking or shielding when they reappear, leaving them open for punishment.



Up Special: Boomerang​
Similar to Vanish, Boomerang comes in two flavors: self-targeting and projectile. Simply tapping the B button will activate the self-targeting version, while holding the button will cause Teferi to fire an aimed bolt of blue energy in the direction you point the control stick during the move's startup. The projectile travels at the speed of Falco's lasers. The effect of this move is identical whether you use it on yourself or hit an opponent with it.

Characters affected by Boomerang immediately vanish and reappear on the respawn platform as if they had just been KO'd. They don't lose a stock, and their damage percentage is unaffected. The only other difference between being affected by Boomerang and respawning normally is that characters teleported by Boomerang do not gain mercy invincibility after stepping off of the respawn platform and can't be affected by boomerang again for five seconds.

This serves as a very powerful recovery, guaranteeing that Teferi won't be gimped and must be KO'd outright. It is very predictable though, because you always appear in the same place, and the opponent can easily be ready for you when you reappear. t can also serve as an incredibly fast teleporting approach if your opponent in in the center of the stage. The projectile version's primay usage is as a way to transport opponents away from you or bringing them towards you, depending on your position relative to the respawn platform.



Down Special: Paradox​
Using this move causes a faint blue aura to envelop Teferi, and using it again deactivates it. As long as this aura is active, whenever Teferi uses an attack, one second later an exact copy of himself from the past appears in the exact same position performing the exact same move, starting at half way through the startup animation and skipping any sorry of charging animation if applicable, vanishing after completing the attack. Being yourself from the past, any damage that this copy takes will be taken by you as well and if the copy is KO'd you will also be retroactively KO'd, disappearing in a manner similar to Nana of the Ice Climber's if Popo is KO'd. The copy will disappear two seconds after getting knocked out of the attack, so the opponent will most likely only be able to KO it by knocking it off the stage outright. This means they you must be careful when creating paradoxes, as you risk leaving your past self wide open to danger, especially if you are punished for your own attack, virtually guaranteeing that the copy can be similarly punished. This can be mitigated by using Vanish to phase both you and your past self out, allowing you to perform similar pseudo-counter tricks to those that you can perform by yourself.

On the most basic level, Paradox doubles your attacks, making you slightly harder to chase down as the delayed attack covers your first attack and your movements afterward. You can also vanish immediately after attacking, allowing the copy to attack while you are phased out. It is especially useful in doubling projectile attacks, making it far easier to land a Vanish or Boomerang. In fact, if you do land one, you can attack the air where the opponent will reappear, then attack in conjunction with yourself right when the do reappear, creating very hard to avoid setups.



Side Special: Time Walk​
By warping time in a manner similar to Paradox, Teferi causes another version of himself to appear one battlefield platform in the direction you use the move in. This copy lasts for one second and copies your inputs exactly during that time, and they can be damaged in the same way that the normal Paradox copies can. By holding the B button while using Time Walk, the original Teferi disappears after one second instead, leaving you in control of the one created by Time Walk. In addition, Time Walk can be used anytime that you could cast Vanish on yourself, meaning that you can create your copy in the middle of another attack, having the copy appear performing the attack at the exact point in the animation that you are in. You can even use Time Walk while phased out by Vanish, causing both you and the copy to appear when you phase back in. Using Time Walk does not trigger Paradox, but using other attacks during it does, meaning that when the Paradox copy is created, one will also be created for the Time Walk copy. After using Time Walk, Teferi can't use it again until the copy from the first Time Walk disappears.

Time Walk can be used to extend the range of attacks to supprise opponents, and can be used to create four projectiles in a short time when combined with Paradox. It can also be used as a mindgame-ish short range teleport. Due to it's versatile nature, every move had different reasons to use Time Walk, leaving it up to the player to use it in the most efficient manner without endangering himself.



Smash Attacks



Forward Smash: Psionic Blast​
With a decent amount of startup, Teferi spins around once, swinging his weapons in front of him, a Kirby sized pulse of psionic energy one battlefield platform in front of him that travels forward at a leisurely rate, about Ganondorf's dash speed. The pulse deals 10-16% damage with very powerful forward knockback, KO-ing around 120-90%, depending on the charge. Getting hit by Teferi's weapons as he swings them in front of him deals two hits of 5% damage with set forward knockback on the second hit that knocks the opponent into the projectile portion of the attack.

This is Teferi's primary KO move, and while it is relatively simple by itself, combining it with Time Walk, Vanish, and Paradox can create any number of weird setups. Simply using Paradox gets you two slow moving close together projectiles, making dodging difficult, and combining it with Time Walk gets you four projectiles to play with. Adding Vanish into the mix lets you alter the timing of the projectiles as you see fit, and is especially useful when you vanish before the Paradox copies appear , allowing you to adjust the spacing of the first projectiles independently from the second. Due to the projectile's laughable speed though, you'll pretty much need to fill the screen with them and take advantage of other moves to begin landing hits with it, especially with the startup and end lag making it a dangerous move to just throw out there, especially with multiple copies of yourself performing it.



Up Smash: Recall​
After a decent bit of startup, Teferi unleashes a wave of blue mana across the whole stage, causing moves copied by Paradox to simultaneously repeat themselves yet again. The Paradox copies created by this move are exact copies of the last two to five (depending on the charge) moves that Teferi used with Paradox active, right down to the location that they were performed, with repeated in the sequence moves being skipped (meaning that if you, say, spam forward smash with Paradox, Recall will only grab the last one you used then move on to the next non-forward smash move you used). The only difference between these copies and normal Paradox copies is that these ones skip the entirety of the startup animation of the moves they are using.

This move allows you to save up an "arsenal" of sorts with Paradox copies, saving certain copies for when you want to recall them. The trade off for such a strategy is the fact that it limits Paradox's usefulness elsewhere as using it frequently will get rid of the moves you were saving for Recall. A less conservative but more difficult way to use Recall is to keep good track of the last couple moves you copied with Paradox, then unleash them on the opponent as you see fit. Overall, this is one of Teferi's most powerful moves, but without proper setup and care taken in it's usage, it could very easily become useless.



Down Smash: Time Stop​
Teferi raises his weapons into the air, and the screen flashes to negative colors, indicating that time has stopped ("Za Wurdo!"). Teferi can move freely while time is stopped, but everything else, from opponents, to Paradox copies, to projectiles (yours or your opponent's), to the stage, to even the game's timer is stopped cold. Teferi has to act fast though, because he can only stop time for 1-3 seconds, depending on how long he charged the attack. When time resumes, the opponent will take the damage and knockback of all of the attacks that hit them while time was stopped, and if Teferi had Paradox active a copy for every attack he used while time was stopped will appear one second after time resumes, allowing for a barrage of attacks after coming out of a charged Time Stop. Time Stop does not trigger Paradox itself though.

Pulling off the uncharged version is obviously going to be more common than being able to fully charge it, and it can give you just enough time to slip out of a tight spot. you won't be able to attack the opponent unless you are extremely close to them or they are extremely close to where you respawn from a self-cast Boomerang though. Time Stop also has a five second cooldown after each use, so you can't spam it every second to spam even more projectiles at long range, and you have to make it count if you are using it under pressure.



Dash Attack: Distortion Strike​
Teferi's weapons begin distorting the air around them and he swings them horizontally while running, attacking a one battlefield platform wide space and dealing 3% damage with weak upward knockback to opponents hit. After the attack, Teferi continues dashing without missing a beat.

As Teferi swing his weapons, they leave a reality damaging distortion in the air behind them, covering the area of the attack with a multi-hit hitbox that deals six hits of 1% damage over one second before the distortion fades. The knockback of the initial attack is low enough that it'll combo into the distortion at low to moderate percents, depending on the weight of the character. The distortion lasts just long enough to guarantee that the followup attack made by a Paradox copy will hit, racking up an impressive amount of damage. This is one of the few moves that is almost completely safe to use Paradox with, because the first attack covers the second rather well, and the fact that Teferi keeps dashing afterward means that the end lag is rather low, allowing for additional coverage of the copy and meaning that the copy won't be sticking around long.

This attack covers a lot of ground, especially if you combine it with Time Walk. Vanishing in the middle of the attack also allows you to stagger the distortion across different distances. This attack is at it's strongest when Paradox and Time Walk are combined with it, as you can use the dash attack, create a Time Walk duplicate behind you immediately after passing the opponent, meaning that the copy will finish it's attack right on top of the opponent fi you started your own late enough. If this is followed up by the Paradox copies, you can potentially deal ludicrous amounts of damage by stacking the hatboxes on top of each other. This requires amazing spacing and timing though, so don't expect to pull it off on mobile opponents.



Standard Attacks



Neutral: Time Distortion​
Teferi focuses and creates an area around him where time is distorted in his favor. The time rift is a circular area one battlefield platform in diameter and is indicated by obvious distortion in the air. While inside the time rift, opponent's actions and projectiles are slowed down to had speed, and while Teferi and anything related to him, such as a Paradox copy or a projectile, are in the field they move at double speed. The field lasts for fifteen seconds or until Teferi creates another one.

These fields allow you to control space, putting you at a massive advantage if you are in it, and putting the opponent at a massive disadvantage if they are in it. It also makes an excellent buffer against projectile using opponents, as everything that passes through it will slow to a crawl and become very easy to dodge. It can be used to speed up your Paradox duplicates, though you must be careful if you use this with Paradox active, as creating another field in the same place one second later is useless and a good way to give the opponent an easy target. So, why even have Paradox active while using this move in the first place? The answer is that, like almost every other move, copying a Time Distortion means that it is available to be replayed with Recall, meaning that as long as you keep that particular usage of Time Distortion available, you can refresh it wherever you are.



Down Tilt: Fog Elemental​
Teferi points one of his weapons forward, and a Kirby cloud of fog (which you can faintly make out a face in) appears in front of him before flying away at Ganondorf's dash speed. The Elemental is vey much alive, and it has been ordered to attack the nearest opponent. It will travel along the ground in the direction of the nearest opponent , though it will never leave the horizontal plane it has summoned on, and will simply hover above/below the opponent if it can't reach them. Opponents that come into contact with the elemental are dealt 12% damage with good forward knockback, KO-ing around 120%. The elemental dissipates immediately after successfully attacking the opponent. Only one elemental can be summoned at a time. Using down tilt again while an elemental is summoned will cause Teferi to tap motion towards the ground in front of him, commanding the elemental to block instead of attack. Elementals commanded to block return to Teferi's side and immediately move in to attack any opponent or projectile that comes within half of a battlefield platform of Teferi, dealing the same damage to opponents as if it had attacked them normally, then dissipating after doing so, regardless of how strong the attack is, or even if they didn't attack at all. Fog Elementals created by a Paradox copy don't disappear right away like the copy, but disappear after ten seconds instead.

Fog Elementals are very beneficial to have out at all times, though the noticeable startup and end lag of summoning one means that it is difficult to do so while under pressure. The easiest way to defeat an attacking elemental is to simply shield it, causing it to disappear. Teferi can make this difficult for the opponent by using Vanish right before it hits the shield, meaning that your opponent either has to hold their shield for two whole seconds, or let the shield down to roll or dodge, which means that the elemental will be right on them again when you make it reappear. The opponent will have to have good reflexes and timing to avoid it in that situation. if shielding it isn't an option. Shielding the elemental also leaves you open for a Vanish from Teferi. Elementals commanded to block essentially give you a one shot shield against any attack, and makes your opponent wary of approaching you until they can either make it block a projectile or bait it with a weak attack. It can be used on either offense or defense, though it is obviously better at defense while blocking.



Forward Tilt: Force Spike
Pointing one of his weapons forward, Teferi fires a lightning fast bolt of energy forward (traveling at about the speed of Fox's lasers). The bolt deals a measly 2% damage and has a small amount set horizontal knockback. What the bolt does have going for it though is transcendent priority, meaning it will knock the opponent out of any unarmored move and will pass through other projectiles. Teferi can fire these at a rate of one every 0.75 seconds, meaning that he can get four off in a fully charged Time Stop, the combined knockback of the four bolts hitting simultaneously being enough to knock the opponent two thirds of the way across Final Destination. The bolts have a maximum range of two battlefield platforms though, so it can't be spammed from across the stage

This is Teferi's primary projectile for stuffing grounded approaches that the opponent tries to make, especially of they try to go through a Time Distortion, where they move slow enough and the projectiles are fast enough that you can juggle them all of the way across the distortion with them. Standing in a distortion yourself is also helpful, as you can fire them twice as fast to really shut down the opponent, especially if they have their back to the edge. Adding a paradox copy into the mix allows you to put even more projectiles out there in front of you.



Up Tilt: Parallax Tide
Teferi motions upward and a one battlefield platform wide space in front of him twists and distorts from the top blast zone all of the way to the bottom, warping to the point that you can hardly tell what was there before. This process takes one quarter of a second. For all intents and purposes, the warped space is phased out and doesn't exist, meaning that if anything try to pass through the space, it immediately appear on the other side as if the space weren't there, even allowing characters to have half of themselves on one side of the warp and half on the other. Opponents caught in the warped space as it is formed are dealt 5% damage and are shunted forward a a small distance and out of the warped space. Projectiles, items, and other objects freeze in place if a warp is created on top of them, and resume their motions/timers when it disappears. The warp lasts ten seconds or until Teferi creates another one.

Parallax Wave essentially shortens the stage, reducing the area that the opponents has to run around and eliminating key stage features or traps. The attack also helps set traps for phased out opponents, as warping the space where they are phased out guarantees that they will be damaged and knocked away when they reappear, eliminating the chance they they are able to dodge your attack. Throwing them out frequently can also mess with the opponents spacing and throw off their approaches.



Aerial Attacks



Neutral Air: Paradox Haze​
Holding his arms out, Teferi summons a bluish translucent haze around him, covering a two battlefield platform by one battlefield platform area. This fog causes causes time to repeat itself for opponents that pass through it in a manner similar to your own more controlled Paradoxes. Whenever an opponent passes through the haze, a paradox copy of them will appear one second later and repeat their actions exactly on that one second delay until they leave the cloud. These copies come with the same drawbacks as your own Paradox copies, meaning that they can be attacked to damage the original character and KO-ing a copy also KO's the original character. They also come with an additional drawback: opponents with copies created by Paradox Haze can be hit by attacks made by their copies and can hit their copies with their own attacks, meaning that opponents must be very careful about what they do in the haze, as it is very easy to be in contact with your past self if you aren't moving fast enough. The haze lasts fifteen seconds or until Teferi creates another cloud of it.

This, combined with your Time Distortion, are capable of covering a large area of the stage with zones that aren't outright harmful to the opponent, but are very dangerous to be in for any extended amount of time. They are also extremely effective if they are overlapping, as a very slow moving copy that reacts a second too late to dodge is a very easy target to hit. Even without the distortion, because the copy is on a one second delay from the opponent's actions, there is almost no way that it can dodge your attacks as long as you react to what the real opponent is doing. You have to be careful though, because the opponent can use the paradox copy against you, just as you use your own against them, they just have to go about it in a much more difficult way to avoid hitting themselves.



Forward Air: Mark of Eviction
Teferi's weapons glow blue as he swings them horizontally in front of him, dealing 10% damage with strong horizontal knockback that KO's around 140%. Opponents hit by the attack, even if they shield, are marked by a glowing blue rune. Three seconds after being marked by the rune, the opponent vanishes and reappears on the respawn platform as if they had been hit by Boomerang.

While Boomerang is a great way to move the opponent either away from you or bring them towards you, it's speed doesn't allow for much setup for the opponent at the respawn platform. Mark of Eviction's delay on the effect means that you will know exactly where the opponent will be and when, giving you time to set up Paradox Haze and/or a Time Distortion or even set up Vanish delayed Paradox combos with your own attacks. Just be aware that the opponent will give you a hard time getting ready during those few seconds unless they were at a high enough percentage to be knocked rather far away.



Down Air: Upheaval​
In a two part stall 'n fall move, Teferi quickly falls while striking downward with his weapons, traveling a maximum distance of two Ganondorfs before automatically moving into the second part of the move. You can also move on to the second part of the attack early by pressing the A button or hitting the ground. Upon entering the second stage of the move, Teferi halts his momentum and releases a pulse of blue mana around him, extending half of a battlefield platform in all directions if released in the air, or taking the form of two kirby sized shockwaves that travel along the floor one battlefield platform in both directions if you hit the ground. Opponents hit by the pulse are dealt 5% damage and teleported two Ganondorfs straight up, putting them into a a tumble state as if they had been hit by a powerful attack. Opponents hit by the first part of the attack are dealt 8% damage and dragged down into the second part.

Upheaval gets opponents up into the air, simple as that. It can be used to get them to tumble through a well placed Paradox Haze, leaving their helpless copy at your mercy, or to simply get the opponent prone on the platform above you. Things get real interesting with Paradox though, as it is very easy to have the teleport combo into the paradox copy's attack, allowing you to follow up the second attack for even more damage.



Back Air: Snapback​
Teferi swings one of his weapons behind him in a manner similar to Ike's back air. Opponents hit by the attack are dealt 8% damage and are warped back three seconds in time, returning to the exact position and state that they were in at that time. The opponent just get out of a Time Distortion or Paradox Haze? Send them right back in. Did they just finish a rather laggy move that you didn't manage to punish? Make them do it again. It also works wonders on opponents who just recovered, as you get to put them back out there for another shot at getting gimped.



Up Air: Blue Elemental Blast​
Teferi points a weapon above him and a Mr. Saturn sized orb of blue mana appears at the end of it, dealing 4% damage with light upward knockback to opponents who come into contact with it. The orb will last for a minimum of half of a second, though you can hold it as long as you want by holding the A button. When the orb is released, it detonates in a Bowser sized cone of blue mana aimed upwards, dealing 13% damage with very powerful upward knockback, KO-ing around 130%. The force of the explosion propels Teferi downwards, canceling all of his upward momentum and causing him to fall at his fast-fall speed. This attack is extremely powerful, but the startup makes it extremely difficult to land. When this attack is copied by Paradox, the copy skips the charging phase of the attack entirely, appearing at the point in time that the attack was released.

The initial hitbox makes it easier to land at low percentages, but when it comes time to try and KO with this attack, you will need to rely on trickery and placement. Using Time Walk to attack two places at once allows you to easily control far more airspace above you than normally possible. In addition, the unique properties of the Paradox copies for this attack allows you to uses this attack to poke at proponents on platforms above you, then rocket back to the ground quickly while the Paradox copy covers your descent. In addition to this type of usage, the Paradox copies are ideal for Recall, allowing for essentially on demand explosions where you last used it.



Grab: Levitation
Teferi makes a upward sweeping motion with his hand, and opponents right in front of him are lifted a short distance off the ground and held there. Overall a pretty basic grab, medium range, medium speed. Using Vanish while holding the opponent will cause you to drop them, so there isn't mush use for it here unless you are playing with more than just two players. Using Time Walk creates a temporary double of both you and your opponent allowing you to shift both of your positions before throwing. Throwing the opponent causes the Time Walk duplicate to disappear immediately. Your grab and throws do not trigger Paradox.



Pummel: Mana Shock​
Teferi rapidly blasts the opponent with mana, dealing .5% damage with each pulse, at a rate similar to Lucario's jab. A simple pummel, for damage racking, nothing more.



Forward Throw: Teferi's Curse​
Teferi blasts the opponent forward a good set distance, dealing 6% damage. Three seconds later, the opponent will immediately phase out as if they were hit by Vanish. After phasing back in they will phase out again three seconds later. This continues until they have phased out four times. Using this throw makes it very difficult for the opponent to mount and effective offense or defense, as you will get five seconds to prepare or approach to their three. This is a great way to set up for a KO on the opponent, shattering their defenses for the next twenty seconds.

Down Throw: Mind's Desire​
Using this throw causes the last move you copies with Paradox to repeat itself in a manner similar to Recall, but you don't actually throw the opponent anywhere. In addition, the opponent gains 10% heavy armor during this move, allowing them to be hit by lighter attacks without being knocked out of your grab. The throw has one second of end lag if the opponent isn't knocked out of the grab.

This "throw" can serve several purposes. If you have a good damage racking move like Distortion Strike set up with Paradox, it can act as a more powerful pummel, dealing massive amounts of damage to the held opponent before they escape or you use another throw on them. Second, It allows you to set up area control effects through Paradox like Time Distortion or Paradox Haze then throw the opponent into them, allowing for easier followups. Finally, it can set up a powerful attack like Psionic Blast or a Fog Elemental to act as the throw for you, either knocking the foe right out of your hands or letting you throw them into the attack.



Back Throw: Savor the Moment​
Teferi tosses the opponent behind him with a brief flash of blue light, dealing 10% damage with near horizontal knockback, though it isn't very strong and probably won't KO the opponent any time soon. For the next three seconds after being thrown, the opponent is slowed down to half their normal speed as if they were in a time distortion. This also stacks with your normal time distortion, meaning that you can slow them down to ridiculous levels if you combine the two. This move is obviously best used to stage a followup attack, either by chasing the opponent down while they are slowed, making their movements from prone much easier to predict (though it also becomes much easier to tech the throw because they are slowed down), or throwing them into a Paradox Haze or Time Distortion, giving you an easy target to beat up on.



Up Throw: Gush​
Teferi raises the opponent up higher, and a Ganondorf sized pillar of mana-generated water erupts from the ground below them, dealing 12% damage with powerful upward knockback, KO-ing around 140%. While the move would normally be difficult to follow up, the geyser of water remains on stage for two seconds after the throw, and will propel people who jump into it upward similar to Sonic's spring. This allows you to chase the opponent upward into a Paradox Haze or just to keep the pressure on them.



Shield/Ari Dodge: Glyph of Delusion
Teferi does not have a normal shield or air dodge. Instead, when the shield button is pressed, blue runes rapidly spin around him for a third of a second, protecting him from attacks, after which there is a one second cooldown before the shield can be used again. The shield can be brought up without interrupting your movement, so you can walk, dash, or jump while using it. When the shield is struck by a melee attack, the attacker is has the speed of that attack's animation cut in half until the attack is over, essentially doubling it's end lag. This effect is indicated by runes identical to Teferi's shield circling the opponent instead. Teferi can still roll, spot dodge, grab, and attack both normally and out of the shield, though doing any of those will cancel the shield (except for Time Walk and Vanish on yourself). The rune shield can't be worn down or broken, unless an attack is stated to break shields outright.

This shield can be used in two ways. First and foremost is, obviously, as a shield, blocking the opponent's attacks. Blocking a slower attack practically guarantees that you will be able to punish the opponent, and even multi-hit attacks are in quite a bit of trouble, as their longer than average duration means that you can dodge in between the now slowed hits and counterattack before the move finishes. You have to be careful though, because the opponent can easily bait your shield with projectiles or fast attacks, then attack you during the cooldown, when you are far easier to hit (this is where having a Fog Elemental set to block comes in handy, as it can cover for you so you don't have to use your shield). This means that you are better off either shielding while retreating and covering the cooldown with an attack. Combining this with a Time Distortion can practically immobilize a foe, though blocking in one becomes a bit trickier because the shield fades twice as fast inside a distortion, making the timing necessary to block an attack stricter.

A far more proactive use of the shield is as an offensive counter. Many of Teferi's abilities allow you to know what the opponent is doing ahead of time, such as hitting an attacking opponent with Vanish, slowing them down in a Time Distortion, walking right up to them during a Time Stop, or using the Paradox copies of the opponent created by Paradox Haze. The fact that you can adjust your spacing while using the shield allows you to move in and out of danger as necessary while shielding, letting you take advantage of these types of situation much easier. Even opponents throwing out moves at a bit of a distance for spacing reasons aren't safe, as you can easily pop a shielding Time Walk duplicate in right on top of them.



Final Smash: Eye of the Storm

Teferi channels massive amounts of mana, causing every single attack he has copied with Paradox to occur again, in reverse order with half a second in between when each move starts. essentially covering the stage with a chain of attacks from all directions, which the opponent will have to be extremely luck or skilled to avoid.



Playstyle



Master of Time
Time is a tool to Teferi, and he uses it to be in multiple places at once. Both Paradox and Time Walk can be used in conjunction with just about any move Teferi has to increase it's effectiveness. Things can start getting a little messy when you get into using Recall and Mind's Desire though, as you either need to limit your Paradox usage or plan ahead in order to allow these moves to be effective. Once you do though, you can essentially replay a whose series of attacks on the opponent at will, leading to a world of hurt for the poor guy caught in the middle of it all. Teferi can also manipulate the opponent's time to great effect. Slowed opponents, whether from your back throw, shield, or a Time Distortion, are incredibly easy to predict, which, combined with phasing them out with Vanish or a forward throw, can lead to meticulously planned assaults set up right in front of the foe as they struggle to get into a defensive position or stop you to begin with. When Paradox Haze is thrown into the mix, things can get even worse for the opponent. It is near impossible for the opponent to play any sort of defensive game while in the mist, as their copy creates a massive weak point that they can't effectively hold their ground to defend without it whacking them in the back of the head with their own attack. Combined with any of your other time manipulation abilities, such as Time Stop to take advantage of even the smallest inevitable opening being in the haze can be a nightmare for almost any opponent.



Master of Space
Manipulating the fabric of reality doesn't just extend to time travel shenanigans, but also to messing with the fabric of space itself. Teferi's best use for controlling space is, well…. controlling space. Several of Teferi's moves cover a lot of ground, such as your dash attack, forward smash, forward tilt, down aerial, and up aerial, even moreso when combined with Time Walk and Paradox. Combining these with Paradox Haze and Time Distortion as well can make the stage a rather hectic and painful place for the opponent to be. This is compounded further when Parallax Tide is thrown into the mix. Parallax Tide essentially shortens the stage, giving the opponent less room to run around, and making spacing awkward near the warped space. It also allows Teferi to neutralize the opponent's attempts at controlling space by removing their traps, minions, etc from existence for the time being. Boomerang allows Teferi to quickly traverse the stage if he plans ahead, meaning that the opponent should be wary of lingering around in the middle of the stage even if there aren't any hazards there. Correct use of the Boomerang projectile also allows The last piece of the puzzle is Fog Elemental, a blue mage's minion of choice. The elemental makes sure that the opponent can't stay in any safe areas of space without a fight, either forcing them to take a risk and attempt to fight your elemental directly or end up on the move and take refuge at a different altitude. Of course opponents with spamable projectiles have a much better time of eliminating the elemental at a distance.



Putting it All Together​
Of course, manipulating time and space together is far more useful then using them separately. Overall, Teferi's strategy boils down to the combat goal of just about any Blue mage: Control. Control the space around you, control the opponent's movement, and control the flow of the match. Teferi has all of those tools, it just takes proper planning to make use of them. When it comes to controlling the area around you, deterring the opponent with a Paradox Haze or Time Distortion (which is especially useful since it buffs you as well as slowing the opponent) are the ideal first choices, but if you wish to gain total control, you have to personally stop opponent's from taking refuge in any safe haven you leave them. Your projectiles are potent tools for keeping opponents out of the space in front of you, and carefully placed and organized Paradox attacks can cover anywhere you can get them for use with Recall. Thwarting the opponents attempts at getting around your various attacks comes down to proper use of Vanish and Time Walk. Vanish forces the opponent think their actions through and have great reflexes, as using Vanish to dodge in the middle of your own attack or to delay a projectile can easily punish any even remotely punishable action the opponent takes against you. Time Walk not only extends your range and lets you be in two places at once for a brief moment, but it allows you to vary your Vanishes and pop up in unexpected places. When it comes to the flow of the match, Teferi has the power to control whether he is the defender or the aggressor, and you will need to change rolls on the fly as Teferi can't easily KO while defensive and he can fall play into the opponent's hands if he becomes too aggressive. Landing a Boomerang or Vanish on the opponent is an ideal way to shift momentum, as the opponent will be displaced and their own flow and plans will be disrupted, allowing you to take and offensive or defensive stance in the meantime. From there, the best way at determining the flow of the match is with your shield. Teferi's shield can effectively disrupt both an opponent's offense and defense when use properly, and proper prediction against an aggressive foe can result in a complete reversal of momentum. From there, Teferi's most surefire way to set the flow of the match is by landing a grab, best done after initially disrupting them with one of the above methods. Then you can slow them, phase them out, make use of a previously set Paradox copy, or go straight for the all out offensive KO off the top.


Despite all of his ways to control the game, Teferi is not without his weaknesses. Aggressive use of projectiles can shut dow a lot of his offensive options and render a lot of his stage control a moot point. In addition, his primary methods of personal defense, Vanish and his shield, both run on a cooldown, meaning that if he is baited into using them early, he is in for a world of hurt. On top of that, in order for Teferi's Paradoxes to be safe to use, he has to be just as meticulous and careful as the opponent does with their own approaches to avoid punishment, as one slip up can lead to both Teferi and himself from the past getting punished, leading to however much damage the opponent is capable of doing, and potentially leading to a KO on your helpless Paradox copy. Teferi is a character that demands precision, both of the opponent and his own player, and with a bit of thought and planning, he can warp the reality of the brawl into his favor with ease.
 

MasterWarlord

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

I completely love the fly concept – it’s the most truly unique concept we’ve had in a ridiculously long time, something that’s becoming harder and harder to do as more and more movesets are made. This sort of thing has only been seen in Final Smashes in the past, for crap’s sake. In any case, the Dutchman’s gimping game is made far more relevant and intruiging in the context of the fly, and while the mass spacing moves are good enough for putting the foe into the fly/the fire trap, they take on a whole new meaning when combined with the smokey trails from his Up Special, enabling him to use them in the air/the fly for further gimping shenanigans. The grab was another great element introduced to the set, being an excellent way to turn the tables and have you fight the foe to keep them out of the fly. Even when the Dutchman loses here, it just leads to going inside of it. Last but not least, the generic minions are actually relevant to a gimping game of all things, adding another layer as the Dutchman tries to herd them to the fly alongside the foe. There isn’t any real filler left in the set outside some redundancy among the spacing moves – the only thing that lacks polish is the rather lackluster summary which fails to do the set justice.

FOZZY BEAR

Wakka is incredibly comparable to Strike Man, with most of his moves simply being ways to reflect his projectiles in various ways. It –is- better than Strike Man, though, in that the moves do not just generically reflect projectiles en mass and instead are made to reflect the projectiles back at specific angles, and the fact that Wakka is blatantly more awkward to make a set for than a Robot Master. Still, there is a lot of redundancy among the inputs to make the comparison to said moveset very relevant. The main thing that makes me prefer Wakka is the various status effects Wakka can put on the balls to either cover the stage in hazards or slow the foe’s movement – preferably both. This forces the foe to actually have to participate in the Ganon style tennis match, something that was rather fundamentally flawed with Strike Man. Wakka’s many methods of hitting the balls at specific angles also helps give him enough of an unpredictability factor to make him actually come out on top in these matches, while still giving the foe enough of a chance to fight back to actually want to participate at all, unlike in Strike Man where his entire body just reflects all projectiles mindlessly in a good chunk of the moves. Again, the set is primarily held back by filler, though it’d be hard to make it much better without mass magic syndrome or just starting the entire set over.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Dutchman's getting a comment from me in time since I plan on giving him a matchup with my set, but for now I'm commenting a set that I've seen bits of but not the final product.

AIDAN

First off, definitely among your more interesting OCs. He kicks more *** with a harp than all the death metal guys wish they could do with a guitar. The "human phoenix" motif is also pretty cool, since it lets antagonists actually win fights with him while allowing him to revive so the story doesn't end (smirk2).

The song mechanic works pretty well I'd say. It had the potential to become absurdly complicated but there are some little touches that make it much easier for the player to digest. He also manages to avoid the pitfalls of most buff-central characters by allowing him to work towards his big buffs while fighting his opponent, allowing to play offensively even when he doesn't have one of his songs active.

Speaking of playstyle, the song system was a pretty good way to give him a "versatality"playstyle without generically giving him every type of move under the sun. He has to actually work towards the songs that support the specific style he wants to play, but then his opponent can bait him into using a certain song so he ends up using a worse style for the situation, but then Aidan can call their bluff at the last moment and switch into a different song to give him the edge...this is the correct way to do "can do every playstyle" characters, he has some level of commitment to a certain style so his opponent has a chance to think of some sort of counter strategy.

Also, best USmash ever. I already see myself spending an entire 99-stock game creating meteors before unleashing PK STAWSTORHM on the last stock (h).
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
I've just gotten back now, and am going to write up some extras for the Dutchman in this post at a later time. (Squidward Cosplay, possible minion if I can think of a good one, a fiend, a stage, animations, etc.) I'll get to responding to the comments at some point as well.

...What, you want something else? Fine, here's a little preview to tide you over.


"Now?"
"Hmhmhm..."




"Let's go practice medicine."​


"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 the seventh of nine playable classes in Team Fortress 2. He is filed under the support section, along with his comrades, Spy and Sniper. While often found near the front lines of the war, he most often is found healing his team-mates, finding it a rather decent strategy to use them as meat shields. Off the battlefield, he can be a pretty nice guy, even while being something of a psycho. At least he's nice enough to keep a flock of doves as pets, even though he's rigged them all to explode. When he's not attending to the doves, he can be found performing science experiments on the rest of his team, such as ripping open their stomach, removing vital organs and replacing them with those of Loch Ness Hamsters and Mega-Baboons. As a scientist, he has invented several advances in the field of technology, such as the Medigun, a gun which concentrates voltage into a stream of healing on the target. Recently, the Medic has perfected the "Uber Module", a device which can be attached to the heart. After enough voltage is concentrated onto it, it (and whoever is attached to it) becomes invulnerable. Perfecting many more sinister experiments, the Medic is ready to bring them all into Smash, testing them on his foes...

Statistics

Size: 9
Traction: 8
Movement: 8
Falling Speed: 6
Recovery: 5
Weight: 5
Aerial Movement: 5
Jumps: 4


Specials

Neutral Special: Syringe Gun

One of the Medic's many invented things, the Syringe Gun shoots custom-made needles at a target through an air cartridge in the back. The Medic has invented multiple types of needles to be used in this.

Once the input is pressed, the Medic draws the custom-made gun from his coat, wielding it in his hands with a deranged smirk. This is not at all a laggy motion, only taking about .15 seconds for the Medic to arm himself. While he is armed, the Medic can aim his Syringe Gun much like he would a Cracker Launcher, losing one of his jumps in the process. By pressing the B Button, the Medic will fire a needle from the Syringe Gun. Each Needle travels at around the same speed as the lasers of the space animals, and is about the same size of Shiek's needle. The Medic can fire about 6 of these needles before the air pump dies out, forcing him to stand still and fix it, grumbling all the while. This animation is slightly slower then a Warlock Punch, meaning you'll have to gauge the needles carefully if you don't want to get smacked in the face. The needles travel the length of Final Destination, and each deal about 1% damage with no hitstun. The Medic can rapid-fire the needles by holding the input, emptying out all six in about .80 seconds. What's the point, then? When the foe is hit by a needle, it buries itself in their body, reducing their speed stat by 1 for each needle injected. They can still attack during this time, but any movement-giving moves (recovery, etc) will not work. This effect can be stacked, and lasts about 3 seconds for each needle. The Medic can effectively grind the foe to a halt if he is quick enough, giving him some time to perform his experiments...

Up Special: Surgical Preperation

If he is currently grounded, The Medic will extract his bonesaw and immediately thrust it out a short distance in front of himself. He holds the saw out for about .25 seconds before he draws it back. The end lag here totals up to .40 seconds, so missing with this manuever will often be incredibly detrimental to the twisted doctor, as he is highly vulnerable to counter attack. If the Medic successfully lands the initial thrust, the foe will be held in place for the next .50 seconds as the german doctor gleefully moves his bonesaw inside of them, creating a large incision as he cuts through their stomach. After this, he pulls the saw away and takes out his medigun, quickly healing the foe as he stomps them onto the ground, this actually heals the foe the 5% damage they would've taken from the thrust, so this is a damage-less and knockback-less attack. The Medic steps a Kirby away from the foe after this. The foe now has to use a get-up attack to get back up (they will still be unable to move after the get-up attack if they were stunned by the syringe gun). Once the foe gets up, they will find that the majority of their stomach is cut open, exposing most of their internal organs, not bleeding thanks to being healed by the Medigun. While this incision is there, the foe is immune to the effects of the Medic's Up Special. In addition, several of the Medic's status-inducing attacks, such as his Syringe Gun, have their duration doubled if he aims at their stomach.

In mid-air, the Medic leaps 1.50 Ganons upwards, holding his arm in an uppercut motion and holding his bonesaw in his other hand. If the Medic comes in contact with the foe while he is leaping, he will grab the foe by the scruff of their neck, stalling in mid-air as he does so. From here, he performs the default attack before footstooling off of them.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Wakka:
Well silver, I rather enjoyed the main premise of the set, to use the fire effect to limit the foe's defensive options, and force them into a tennis match with blitzballs. Unfortunately, many of the moves here are rather generic attacks that just vary in speed and power in various ways to reflect blitz balls. However, unlike most characters (who I'd blast for doing that sort of thing), Wakka doesn't really DO that much else, at least from what I know of him. So, you get a bit of a pass on that. Aside from that, I found the set to be rather good, although some of the ball effects were a bit confusing.

By the way, one last question. Would you get more sets done if I didn't force you into so many games of epic mafia?
 

BlackFox

Smash Rookie
Joined
Jun 16, 2011
Messages
21
Location
Wherever you don't
Hello Guys. I've been viewing this series of threads for a while (since like 6), but I just decided to join. I have made a few movesets in the past, although not on here, like Silver Surfer or The Gingerbread man, but those have been lost. However, I am here to present you with a new moveset for an old character




Iron Giant​


The Iron Giant Joins the Brawl​

The Iron Giant crashed on earth around the 1950s. It isn’t sure why he was here, but it can be assumed that he was here to cause destruction. However, due to a bump on his head, and meeting a very helpful Hogarth Hughes, The Iron Giant learns his true purpose. However, being misunderstood, he is hunted by the military, in when he learns his destructive ways. Hogarth then calms him down, and he then saves the town by flying into a nuke, and supposedly dying. He is shown to comeback though, apparently to brawl…

Robot Status​

Size-10 (1.5 times as tall as Gannon, slightly wider. Iron GIANT for a reason guys)
Weight-10 (A Super heavyweight, he’s called the IRON Giant for a reason again)
Walk Speed-2 (Iron Giant has nothing to lose, being virtually indestructible)
Run Speed-6 (Iron Giant can cover some distance with his long legs.)
First Jump-5 (iron Giant uses his sheer strength for an average jump)
Second Jump-6 (However, his second jump is fueled by his rockets, making it slightly higher)
Recovery-8
Priority-8
Traction-2 (Iron Giant’s insane momentum makes it hard to stop.)
Fall Speed-8 (What do you expect, really?)
Air Movement-5 (Pretty good for a heavyweight)
Range-8 (Being giant, most moves have high range, including his projectiles.)
Crouch-4 (he sits down for his crouch, halving his height, but also greatly increasing his width.)

Crawl: No
Wall Jump: No
Wall Cling: No
Tether: No

Iron Giant is a pretty big target, but is faster than an average heavy weight in terms of movement. Otherwise, he’s like most. However, the Iron Giant doesn’t rely only on melee attacks. He has a wide variety of projectiles that only get worst as his damage does…


Artificial Powers​

Neutral Special-Anger Blast: The Iron Giant, based on his damage percentage, will perform one of several moves, with higher damage elevating into higher terror. For a better idea of these moves, click here

0-19% Eye Blast: The Iron Giant’s eyes turn red and he shoots a blast of energy that deals 6% and knockback that kills around 150%. This move has less ability to aim as ROB’s Neutral Special. This move also has slightly more start and end lag. However, the thickness of the beam is 3 times that of a full charged ROB special, but can only go around half of Hyrule Temple.

20-39% Electro Lazers: The Iron Giant transforms his arm and has some small mini-arms on his arm rapidly touch a disc, making 5 blue blasts. These blast do 4% and very low knockback, just enough to kill at a sudden death match. The first of these blasts appear .5 SBB away from the Iron Giant, and the last 2.5 SBB away from him. These blasts come out so rapidly that, getting hit by one will almost indefinitely knock the foe back into the next one, meaning at most, you can get 20% out of this move. This is a great damage racker, and it has only slightly longer start and end lag than Eye Blast. The lazers are like the one Duon shoots, except shorter in length.

40-69% Arm Blast: The Iron Giant transforms the same arm used in Electro Lazers, but instead, makes a tank like gun appearance. This then shoots a beam similar in appearance to the Eye Blast, except 2/3 thickness, and has the ability to move across almost any stage fully. This move deals 15% and kills around 90%. However, the start up lag for this is around the same as a Falcon Punch, but the end lag is around a quarter of that.

70-99% Tentacle Beam: 3 Tentacles sprout out from the Iron Giants’ back and each will shoot 1 beam. The tentacles can be aimed pretty much wherever, and the tentacles shoot a beam that deals 9% with increased hitstun and knockback killing around 130%. The beams are the same length and thickness as that of the electro lazers but green. It should be noted that only one tentacle can aim at a time, and it has 2 seconds worth of aiming time before it actually shoots, although pressing B will make it shoot early. As soon as 1 tentacle shoots, you can aim the next one instantly, until all 3 are used up. The start up lag for this move is around a second, and the end lag is .1 second longer.

100-149% Matter Disintegrator: Iron Giant’s other arm (the one not used for the arm blast and electro lazers) will transform into a tube with green energy flowing through, and to robotic claws at the end. This move shoots a ball of green energy the size of Bowser, at a speed of Sonic’s Dash. It is usually aimed downwards, and can range from 1SBB in front of him, to 1.25 times that of Final Destination (Because the “range” depends on the downwards angle fired at, the range, say if it happened to not hit the ground would be 1.5 times that of Final Destination). This ball, if it hits someone will cover them and do 1% every 1/6 of a second, for a maximum of 4 seconds, and at twice grab difficulty to escape. This move also removes any traps or buffs/debuffs the foe may have, and if it hits a projectile or item, it will destroy it on it’s path. Anyways, after they escape, they will be knocked upwards a set knockack of 1 SBB. For the amount of time you were in the bubble, is the duration that their weight will decrease slightly, meaning a follow up attack is super effective after this. It should be noted although the start up lag is the same as the Arm Blast, but the end lag is slightly longer than the start up lag, this move can’t be used until the blast dissipates. Note: The bubble disintegrates projectiles, and deals 6% and the same set knockback if touched from the outside. However, some disjointed moves, or explosions, like that of a smartbomb can knock a person out of it.

150-999% Omega Weapon: The Iron Giant opens his chest and a dome appears over his head as he charges possibly the best, non final smash move ever. A green orb starts to form in his chest, growing to the size of a normal hothead. It is then fired from his chest at the speed of Bowser’s dash. When it hits a character, it will do no damage, but extended hit stun, and disappear…for a second (if it hits anything else, it simply disappears for a second. However, reflectors and perfect shielding will reflect it.) The then reappears, except 1.25 times the size of a fully exploded smart bomb, and last for the same duration of a smart bomb explosion. It has a slightly higher damage rate, than the smartbomb, with the max damage being 40% if in it from the beginning to end. It then delivers knockback that kills around 120%. This move also disintegrates all projectiles, minions and traps, but not buffs/debuffs. I know this seems pretty powerful, but don’t think you’ll get a chance to spam it, or even use it. The start-up lag (charging) for this move is equal to a fully charged Skull Bash (although there is super armor on the last .1 seconds of charging) and the end lag is 2 seconds. Also, to use this move again, you must wait 5 seconds after the explosion disappears. Oh, by the way, the Iron Giant is immune to this (Unless it is no longer his property.)

Notes: Iron Giant can walk at half speed while doing all these moves. However, none of these can be performed in the air unless using Up Special.



Side Special- Automatic Grappling: The Iron Giant holds his left arm out and his hand fires out of it, having 1 second start up lag and half a second end lag. His hand then flies forward at the speed of Samus’s Side Smash missle, until it comes within 4SBB, which it will stay at the same speed, but start homing into the foe. If it hits the foe, then it will grab it and will turn off its rocket thrusters, although still moving slightly from the momentum if grabbed in mid-air, although if grabbed on the ground, they will stay in place. When the hand grabs the foe, it will deal 2% a second, and it will be at twice grab difficulty to escape. When they do escape in midair, they can use any of their attacks and second jump, after being thrown up 1 SBB upwards. This is good for stopping foes recoveries, and keeping campers in place to attack with your own projectile. Also, while this move is being used, Arm Blast can’t be used. Attacks involving that hand (left) can be used, but the move will have no hitbox. Also, you can’t grab while your hand is out.

The range for this is across the entire stage, where if it has reached the blast zone, it will fly back to the Iron Giant at twice speed, passing through walls and the like and doing no damage or knockback. Same happens for after a foe is released from the hands grip or if 20% is dealt to it. This move can be reflected, but it will not hurt Iron Giant, as it will just become a part of his arm again. If somehow destroyed…a new hand will come back.



Up Special-Jet Boosters:
Iron Giant activates his jet boosters, and hovers in the air for as long as ROB can. However, there is a few differences. Iron Giant’s up special is automatic, meaning that if you don’t move the analog stick, you’ll just hover there in place. Also, hovering down also uses fuel. In addition, moving continuously in one direction will cause you to slightly accelerate. You can use your aerials and dodge freely while hovering, and ones involving your feet will do extra fire damage and knockback. Getting knocked back will temporarily turn off the special until you get control. There is a charge for this move like ROB’s, except it is twice as long.



Down Special-Metal Conductor:
With little to no explanation and around .3 second start up lag, the Iron Giant’s internal system gets messed up some how. This causes the exterior of the Iron Giant to become electrified. For every half second you are in this mode, you take 1%, and you also can’t move; you are stuck in a position like if in pain. However, there is an advantage to this, other than the obvious build up of damage which can be used for better guns. Iron Giant’s pure metal hide, combined with the electrical energy field, makes the Iron Giant capable of reflecting projectiles for as long as this is held. Also, coming in contact with the Iron Giant will deal 4% to the foe and send them a set knockback of around 5 SBB. It it still possible to hit the Iron Giant though, I.E. if a foe hits the Iron Giant with an attack that makes contact, you will go flying regularly while the foe gets knocked back 5 SBB. Also, if a foe is next to the Iron Giant right as he starts this move, they are dealt 6% and knockback like that of Lucas’s PSI Magnet. This move has around a quarter second end lag, but is special as the electrical buff last for a half second after. Also, this can’t be used in air except while hovering.



Standard Programming​

Jab-Robot Fists:
Iron Giant, slightly slower than the average, punches with his right, then left fist, each doing 3% While his left arm is extended, he then spins his upper body, taking half a second to do, and dealing 6% and low knockback.


Ftilt-Bionic Punch:
Iron Giant gets a punch ready with .5 second start-up lag, and punches (left arm) with impressive strength and range, dealing 14% and low knockback, slightly higher than in his jab though with decent end-lag.


Utilt-Head Slash:
Iron Giant does an animation like that of Dedede’s utilt, but slightly longer in terms of start up, duration and end lag and better range. Getting hit by the head does 7% and knock back that kills around 130%. Getting hit by the fin does double the damage, but very weak knockback. However, you most likely won’t be juggling foes with this.


Dtilt-Ground Boosters:
Iron Giant, while sitting down (that is his crouching animation), ignites the boosters on his feet, taking around a quarter second. The fire from the boosters do 5% fire damage and knockback that KOs at 150%. The fire is around .5 SBB long, and a kirby high, which, coupled with the fact that his legs are already out pretty far, this gives this move impressive range. This move also has .5 seconds of end lag and pushes the Iron Giant half a SBB backwards.


Dash-Robot Savior:
Iron Giant quickly slides head first to the floor, while holding his right arm out hand open. This move comes out almost instantly, and until Iron Giant completely loses momentum, does the move stop. The entire hit box is his body. During the first few frames before and as he gets to the ground, this move does 5% and knockback that kills around 130%. If you get hit by the hand while it is near top speed, it does 4% and weak vertical knockback. While the move is near its end and lost speed, the entire body does 2% and just makes the foe take extremely weak vertical knockback. The entire move lasts around a second, and has half a second end lag as he gets up. This move has great reach and can actually duck under few projectiles. Also, the hand will automatically pick up any small item it’s near if you press A.


Iron Smashes​

Fsmash-Ground Quake:
Iron Giant raises it’s leg and then stomps it down .5 SBB away from him, creating a shockwave 1 SBB in front of his foot. This move comes out with around .75 seconds of start up lag, and uncharged, this deals 12% with high knockback that kills around 100% A fully charged version does 21% with knock back that kills around 70%. The shockwave also grows an extra .5 SBB when fully charged. This move has around a second end lag. This is a pretty powerful smash, but due to the fact that it only hits on the ground, it is somewhat easy to avoid and Iron Giant can easily be hit during the end lag of this move.


Usmash-Rocket Punch:
Iron Giant charges his boosters for around a second (or more, if charging) and does a Shoryuken like move with his right hand, where he jumps a Kirby high. This move has amazing range, due to the height of the Iron Giant himself, and his limbs and jump height. Uncharged, this can kill around 80% and does 10%, whereas fully charged, this does 18% and kills around 60%. This move also has around 1.25 seconds of end lag. A very useful ant-air attack.


Dsmash-Anvil Fist:
Iron Giant with his arms down to his side, from almost nowhere with nearly no start up lag, has his hands fall off his arm at high speed towards the ground. When charging this move, he raises his arms as if he was yawning, and then his hands fall, giving this move more range and power. This move has little range, as the hands fall straight to the Giant’s side, and the hitbox is around the size of Jigglypuff. However, the hands do make a shockwave .5 SBB long on the opposite side of the Iron Giant. The shockwave does 8% uncharged and kills at 120% whereas fully charged it does 15% and kills at 90%. The hands, however, do much more damage. Uncharged, they do 16% and knockback that kills around 70% and fully charged, 25% and knockback that kills at 55%. His hands stay on the ground for around a second and it takes half a second to magnetically pull them back. Note: if done on the edge of the stage, the hands won’t fly off, they’ll just hover in mid air.


Rocket Powered Aerials​


Nair-Robo Cycle: Iron Giant spins around twice in the air, but instead of being a multi-hit attack, it just knocks foes back on contact with decent knockback and 5%. This move comes out with almost no start-up or end lag, and has decent range.

Fair-Iron Smash: Iron Giant does an animation not unlike Gannon’s Fair with his right hand, but this move instead is a strong meteor smash that deals 8% and gives you forward momentum. This move has around a .5 second start-up lag and .4 second end lag, and decent range. This move has almost a whole second of landing lag though, so be careful.

Uair-Head Kick: The Iron Giant lifts his leg to his head, kinda like snake in his fair. This move comes out very quick and has horizontal range, but doesn’t actually go above him, unless used while hovering, where it will only slightly reach above his head. This move deals 9% and knockback that kills around 110%. When used while hovering, this move deals 14% and knockback that kills around 90%. Due to all these good traits, this is easily the Iron Giant’s best aerial, although does have the negative trait of bad landing lag.

Dair-Iron Stomp: Iron Giant pulls both of legs up with 1 second worth of start lag, and then has one quickly crash downwards at a slight angle This move is a powerful meteor smash (works better on grounded foes), and does 10% and also gives downwards momentum. If used while hovering, the meteor smash becomes even more powerful and does 16%. This move has around .5 second end lag and pretty bad landing lag.

Bair-Flip Kick: Iron Giant does a back flip with little start lag, although it won’t do any damage for the first few frames (like up until when his feet are completely vertical in the air.) This move does decent knockback, KOing at 130% and dealing 7%. This move has rather short range compared to the rest of his aerials but also has barely any end lag or landing lag. If used while hovering, this does 10% and probably kills at 115%

Iron Fisted Grabs​

Grab: Iron Giant moves his arm in a fashion as if he was going to give a bear hug. This grab is pretty fast to start out with, and has decent range, although it does have noticeably worse end lag. This is a pretty good out of shield option, but punishable. Also, when he holds the foe, he lifts them in the air.

Pummel-Hard Head: Iron Giant pummels by hitting his head on the foe. He has a slow pummel, but each hit does 3%. However, you are unlikely to get more than one on the foe.

Fthrow-Robo Cannon: Iron Giant lets go of one hand and punches the foe hard with the other. This grab is insanely fast, and does 12%, but has low knockback.

UThrow- Flying Machine: Iron Giant holds the foe tight, and flies upwards into the sky, like Kirby. He then crashes down, which makes an explosion that deals 10% and below average knockback, although it probably won’t kill until really high in damage.

DThrow- Crushed: Iron Giant throws the foe to the ground, and then stomps his foot on them, doing 10% and low knockback that is always around a 60 degree angle. angle

BThrow- Iron Tornado: Iron Giant spins the upper half of his body 4 times, the very last time throwing the foe backwards with decent knockback, killing at maybe 200% and doing 6%.


Final Smash-Nuclear Embrace​

Iron Giant flies up and beyond the upper blastline, and foes under him get either grounded or spiked. For around a few seconds, nothing happens, until a loud bang is heard, and the screen flashes white for a while. The Iron Giant just took a nuke head on! When the flash dissipates, nothing happens for around 2 seconds. Then, a bunch of robot pieces (50) of various sizes quickly fall on the stage, dealing 12-30% damage and dealing Bonsly knockback to instakill knockback depending on the size. After 5 seconds, all the pieces will move towards the center of the stage and move in a tornado like fashion. After around 2 seconds, a blue flash will appear and the Iron Giant will be shown, in the exact same shape he left in.

Note: anyone who is past the upper blast line when the nuke detonates, WILL BE KOed.



Playstyle​
One of the most unique things about the Iron Giant is his damage varying projectiles. Even in low damages, these are pretty powerful, and despite that in the movie, it was all about how guns were bad, you want to use this as much as possible. This is pretty hard to do, due to the terrible start up lag of these moves. Luckily, your other specials help you in this department, most noticeably your side special. The ability to restrain a foe at long range is pretty useful and allows you to use your powerful projectiles on the foe. In addition, you can actually walk while these moves are being preformed, making you slightly mobile to adjust to the foes current distance. In addition, your Up special allows for you to stay in place while doing a move, so it’s a good idea to hover off the stage and use these moves. Your Down Special lets you get your better projectiles faster while providing defensive measures. Due to the fact that it reflects projectiles, foes will most times be forced to approach you, probably get knocked back, and while that happens, firing a move is a good idea.

The Iron Giant has one of the highest survival rates among characters; due to his aerials that can cancel partially cancel momentum, his super heavyweight status, fast falling speed, and his amazing recovery. He can easily last until 200% due to all these traits. Generally speaking, if the Iron Giant has high damage and the foe has high damage, the foe gets Koed first. Why? The Iron Giant’s side special works better if the foe has higher damage, and the Iron Giant’s projectiles work better with the his own high damage. This means that if the foe and him were at 150% or over, the Iron Giant could trap the foe with his hand, and fire the Omega Weapon for serious business.

Another thing to note is that the Iron Giant is practically immune to camping/projectiles. His Down Special reflects them, his Matter Disintegrator destroys all projectiles in it’s path, his side special can take a few hits, and he can fly over or duck under few with his Up Special and Dash attack respectively. This means most foes have to approach him if they want to fight him, which kinda limits your projectile use. Also, most moves come out slow, and end even slower, so up close combat is pretty bad for the Iron Giant too, although his attacks do have excellent range. However, even the benefit of range is broken as sometimes, your attack won’t even have a hitbox.

The Iron Giant is special, as his Up special allows him to use his powerful air game despite having a fast fall speed. This is slightly risky though, as if you are knocked out of the safe zone (which would be above the stage), your fuel could run out, and you can get KOed. It’s a good risk though, because most of the Iron Giant’s aerials are kill moves, and come out quickly. It’s even possible to follow people after they get knocked back to land another hit, although this is at low percentages. In addition your aerials can be used to kill foes as they recover, while you hover over them and hit them with wither a dair or fair. Your side special also is useful for killing foes as they recover.

To summarize, the Iron Giant is about keeping the foe at bay, even though they have to keep coming back to you. Most moves either do high damage so it is easier to subdue them with your Side special, or knock them away so you have enough time to launche a over powered projectile. Some even do both so you can knock them away just to be trapped, and then launch an attack for an almost certain hit. Also, your grab makes for a good out of shield option and most times sends the foe with just the amount of damage or knockback you need. In the case that you can’t do this, this strategy may be reversed. You can rush to your foe and try to hit them with one of you more powerful attacks, just to follow it up with a powerful hover aerial or Side special. Despite what strategy you use, you must make sure your moves count, as the end lag on most can easily punish you, although the Down Special helps a bit with that.


Extras​

Up Taunt Iron Giant pulls a random Steel Girder, and chews off a peice.

Forward Taunt Iron Giant goes into all weapons mode for a brief moment, but then turns normal and shakes his head.

Down Taunt Iron Giant sits down quickly and shakes the ground and vibrates slightly before getting back up.

Victory Pose #1 Iron Giant has an S on his chest and puts his hands on his hip while saying “I’m Superman” in his robotic Vin Diesel voice.

Victory Pose #2 Iron Giant takes look at the losers before igniting his rocket boosters and flying up.

Victory Pose #3 Iron Giant looks rather happy while Hogarth Hughes sits on his shoulder and shouts, “Yeah, we did it!”

Losing Pose Iron Giant’s eyes turn red looking at the Winner briefly, but then turns back to normal and looks somewhat happy while clapping

Snake Codec Snake: Ocaton, what am I dealing with here.
Ocaton: Snake, that’s the Iron Giant, a robot from outer space. Be careful, it’s super strong.
Snake: Well it looks like I’ll have to fire power to win this.
Ocaton: I don’t think so; it’s taken an artillery barrage from the army and even a nuke. Plus, this thing boosts extreme fire power. Luckily, it’s naturally nice, and probably won’t use it.
Snake: Well, how am I supposed to beat this thing then.
Ocaton: You’ve beat those Metal Gears before, right?
Snake: I never get a break from these damn robots…


Next Moveset? Here are 3 clues!
1. He's from the Marvel Universe
2. He has no real physical form
3. His power is nearly unmatched

Can YOU guess who it is!
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Nah, that guy's just the pawn of Norman Osborn in another plot against Spidey (and the world at large).
 

MarthTrinity

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























He's coming.........





































Give him a minute....





































Slowbro
Slowbro is the 80th Pokemon who was in like…the original Pokemon and stuff…yep…​


Stats​

Traction: 10/10
Weight: 7/10
Size: 6/10
Fall Speed: 6/10
Recovery: 4/10
Aerial Movement: 4/10
Jumps: 3/10
Movement: 1/10

Slowbro is pretty…ya know…? Slow. At least that gives him near perfect traction though. He’s kinda heavy…like…Samus heavy or something…but fortunately he’s not too big. His jumps are kinda bad but…that’s to be expected…*yawn*


Mechanic
Ah. Now I’ve had my coffee I’m awake and less SLOW now. Slowbro has a really kind of unique mechanic. So…as Slowpoke, Slowbro was already pretty oblivious. But as a Slowbro…and with that Shellder thing clamped down on his tail…Slowbro doesn’t really feel pain. As such…Slowbro will not take knockback or flinching from attacks until five seconds after being hit. Yep, if Slowbro is hit with say…a smash attack…he won’t receive any knockback until five seconds after the initial strike. If Slowbro is hit with another attack before the knockback from the first attack takes effect, Slowbro will still take that knockback five seconds from when he was hit with the attack; no exceptions. This does in fact mean that if Slowbro receives knockback from an attack and is launched airborne…he can and will receive knockback from a separate attack while still in the air.

Needless to say you’ll want to keep Slowbro grounded as much as possible; if he starts suffering from the knockback of several attacks while in the air, he may not make it back to the stage. This DOES however make him quite difficult to gimp in the traditional way if that’s any kind of plus…just keep in mind that Slowbro still takes damage normally.

Do note that standard throws will still make Slowbro take knockback from them.


Grab Game​

Grab: Shellder Clamp
Slowbro glances behind him as he waves his tail forward. After lag about equal to Yoshi’s dash grab (the entire duration of it), the Shellder on Slowbro’s tail will leap off and clamp onto the opponent’s head. Slowbro’s dash grab actually manages to be slower (lag wise for Slowbro) than his normal grab; Slowbro, while “dashing” trips, sending the Shellder rocketing forward half of Final Destination. If the Shellder misses while using either form of the grab, he’ll remain on the spot he landed at, unable to be grabbed by friend or foe. The only way to become Slowbro again is to walk past the Shellder which will cause it to grab onto Slowpoke’s tail and evolve him.

If the Shellder clamps onto a foe; their run speed and jumps will be decreased to that of Ganondorf’s…unless their stats are lower…or if they ARE Ganondorf in which case they’ll use the lower stats. The opponent’s attacks will also take a painful dive; the start up lag of all of their attacks will increase by 1/3rd.

Of course…there’s one obvious disadvantage of this move; you’re now Shellder-less! You…DEVOLVED?! It’s true! Slowbro’s now just a lowly Slowpoke…while this doesn’t change his moveset drastically, it does change a few things. You’re jumps increased are slightly and you’re slightly lighter…but you’re attacks also vary up slightly…

If you want to become Slowbro again, simply re-grab the opponent; as a Slowpoke, your grab involves falling forward onto the opponent. At this point, Shellder will latch onto Slowpoke making you Slowbro once again! Upon becoming Slowbro, Slowbro will stand up and stare blankly at the opponent for a moment before psychically shoving them away a short ways (dealing 7% in the process). Also note that if the opponent takes 35% damage, the Shellder will fall off automatically.

Pummel: Chomp
Pressing the grab input again (or Z on a Gamecube controller) will cause the Shellder clamped to the opponent’s head to bite down on the foe, dealing 3%. This does no form of stun at all to Slowbro's opponent and actually gives Slowbro very slight lag to keep players from spamming it.

Yes I'm a (hippo)crite for throwless grab game.


Specials​

Down Special: Amnesia
This move really shows the extent of Slowbro’s oblivious nature. Upon using this move, Slowbro will plop down and look around, yawning slightly as he scratches his tummy. After two seconds are up, Slowbro stands back up, ready to fight again. So…this is some kind of extended taunt or something…? Well…not quite. Once Slowbro stands up he’ll have forgotten that he needs to take knockback! Yep, you read that right. Slowbro is so dopey, he forgets that he needs to get knocked around by the opponent’s attacks!

So if for instance…Slowbro gets Falcon Punched. He then has five seconds to use his Down Special (remember that it still takes two seconds to use however) and, if he does so, he’ll forget entirely that he was supposed to fly away from that attack, some kind of crazy mind over matter stuff huh? Another little helpful thing is, the only way to stop Slowbro from forgetting everything with Amnesia is to grab him. If the opponent tries to knock Slowbro out of Amnesia with a normal attack, he’ll simply forget that knockback too. The only way to stop a Slowbro using their down special is to grab them!

Side Special: Mind Share
One of Slowbro’s fastest attacks also happens to be an attack that’s actually accidental! When this input is pressed, Slowbro will fall forward…is he asleep?! If this move hits an opponent, it deals a solid 16% damage and no knockback. If it misses or is shielded however, Slowbro falls flat on his face and suffers from a nasty bit of lag needless to say.

If the move connects however…Slowbro shares his thoughts with the opponent in a peaceful and respectful manner. IE: Any knockback Slowbro is about to take, the opponent takes the same but 25% stronger! Unfortunately, this means that Slowbro will probably be taking knockback too unless you Amnesia it off almost IMMEDIATELY after the opponent flies away…but fortunately, chances are that Slowbro will have a much easier time surviving due to his weight than his opponent. Alternatively, once the opponent flies away, short hop into Psychic so you can at least direct the knockback somewhere where you can survive…

Neutral Special: Tail Chomp
Slowbro’s Neutral Special may be a tad bit confusing for newcomers but actually becomes a very valuable tool for the sloth-like Pokemon if used properly. Once the input is pressed, you’ll hear a loud chomping noise (much like the Ultimate Chimera’s bite noise) and an exclamation point will appear over the Shellder (Slowbro will also take 1% damage).

What this does is deal high, set upward knockback to Slowbro that he should be able to survive unless you’re on a stage with low blast zones. This allows Slowbro to abuse certain moves that are normally powered up by Slowbro’s “stored up knockback and makes him very deadly in the hands of players who can manage these attacks and Amnesia well.

Also note that if Slowbro uses his Side Special to “share” this knockback, it won’t register as set knockback for the opponent making this combination incredibly deadly. Just make sure you don’t get caught in the air after using this…

If used after Slowbro’s grab, Slowbro will stare blankly ahead. Seems like this doesn’t have much use now…

Up Special: Psychic
Slowbro lets out a cry of “Slooooooow…” as he outstretches his arms. At this moment, Slowbro will glow with a light blue aura, his eyes whiting out entirely. If used in midair, Slowbro’s fall speed will decrease greatly, almost coming to a complete halt in midair. Normally, this effect would last for two seconds before Slowbro falls quickly to his doom. However…if this is used in conjunction with Slowbro’s special mechanic, you can actually use the opponent’s knockback to your advantage!

After inputting the Up Special, you can hold in any direction you wish. If Slowbro were to take knockback during the duration of Psychic, you can direct the knockback to actually aid you in recovery! Of course, this is a very situational recovery…it all depends on the power of the knockback, when you took it, when you used Psychic and other things. If you don’t “recover” within Psychic’s duration, you’ll enter a free fall and most certainly die.


Smash Attacks​

Up Smash: Numbing Strike
As Slowbro charges this Smash attack, he slowly waddles in place, staring blankly ahead as he does so. Once the Smash attack is released, Slowbro spins around and fiercely strikes the foe with his Shellder-tail. With about the range of Ike’s Side Tilt, this attack has decent range and decent damage 18-25% and medium-high knockback…eventually.

What does that mean you ask? Well, this is a way to afflict your opponent with the same effect that Slowbro has; delayed knockback. Depending on how long you charged this Smash determines how long the delay is. At minimum charge, the delay will be three seconds whereas at full charge it will delay knockback by six seconds. Like Slowbro, any additional knockback taken during this timeframe will stack and will occur shortly after the initial knockback from the Smash.

If used after your grab, Slowbro this attack will deal 15-21% and mediocre knockback (instantly, not delayed).

Side Smash: Yawn
It’s 4:30 in the morning; Slowbro’s getting pretty tired so he lets out a big yawn…which manifests itself in the physical form of a white wobbly blob. This blob will travel through midair in a zig-zag pattern, going a maximum distance of half of Battlefield at the speed of Jigglypuff’s dash. If an opponent makes contact with the blob, whether it be while grounded or aerial, they themselves will let out a yawn…

After the opponent yawns, a curious thing will happen…their attack speed will be cut in half. Yes, for the duration of the next three seconds, the opponent’s attacks will come out twice as slowly as they normally would. And to make matters worse…well…for the opponent at least…after three seconds are up, they’ll fall asleep for as long as they normally would with Jigglypuff’s Sing. If charged fully, this attack puts the opponent to sleep for almost double the length of Sing. Use this down time to rack up some damage or Amnesia off any knockback you may be about to take.

Down Smash: Psyshock
Slowly, Slowbro waddles in place, turning to face the camera as he charges this Smash attack. Upon releasing the button, Slowbro’s eyes glow a fierce blue color as a large blue burst of energy shoots out to both sides of Slowbro. This attack will deal 13-19% damage and variable knockback.

Variable knockback for this attack is determined by how close Slowbro is to suffering from knockback. I this move is used normally, Slowbro will deal very weak knockback…but if Slowbro is about to fly away, he’ll potentially deal some really high knockback. It’s a gamble with this move…but it can be used very reliably if you’re good at managing knockback.



Standard Attacks​

Neutral Combo: Psychic Blink
Pressing the standard button will cause Slowbro to blink. This causes a Poke Ball sized burst of psychic energy to appear a Kirby width before Slowbro that deals 4% and flinching. If the button is held, Slowbro will stand there until the button is released before unleashing his psychic attack. This does nothing but delay the attack itself allowing for mindgame potential as Slowbro will appear to simply be standing there while the input is held.

Up Tilt: Shell Drill
Looking downwards, Slowbro crouches low to the ground as he juts his Shellder-tail into the air. Contact with Slowbro’s Shellder will deal 10% damage and slight upward knockback at this point. If the input is held however, the Shellder will begin spinning rapidly, dealing 3% damage and glancing knockback if an opponent touches it. Slowbro can extend this attack for up to one and a half seconds this way although he’s totally vulnerable during from the sides.

That said, if Slowbro suffers from knockback while using this move, Slowbro will become a high priority hitbox as he shoots into the air from the knockback, his spikey Shellder leading his flight! Contact with Slowbro at this point will deal 20% damage and medium-high knockback so watch out for Slowbro if he’s about to take off!

If used while Shellder-less, Slowbro’s initial tail thrust will deal 8% and weak knockback while holding the input will cause him to lazily spin his tail around, dealing 1% and flinching. Despite this however, it can be used to add up some small damage.

Down Tilt: Tail Shield
In one shockingly quick movement, Slowbro hastily spins himself around, hiding behind the spiked Shellder on his tail for as long as you hold the button. Enemy attacks that strike Slowbro’s Shellder will deal half the damage they’d normally deal but the same amount of knockback.

But this doesn’t do much to aid Slowbro now does it? It’s seemingly just a worse shield! That is true…until an opponent tries to grab Slowbro during this attack. If an opponent tries to grab Slowbro during this move, the sharp spikes on the Shellder will dig into whatever they’re grabbing with dealing a nasty 14% and medium-high knockback! But really, who’s going to grab Slowbro during this move?! Well…someone who thinks he’s trying to Amnesia his knockback away, that’s who! You see, Slowbro’s crouching animation is the same as his Amnesia animation. Since the only way to get Slowbro out of Amnesia is to grab him, cautious players may try to grab Slowbro when he’s really just crouching leading into an easy Down Tilt for Slowbro. There’s a reason this move is fast and that’s mindgames.

If used while Shellder-less, Slowbro will shake his head as if confused, acting as a low priority hitbox that deals 4% and very slight knockback.

Side Tilt: Disable
Disable works, at least set up wise, much like how Mewtwo’s Disable worked in Melee; you have to be facing your opponent and the maximum of the move is up to a Battlefield platform away. Upon using this move, Slowbro’s pupils will disappear (only visible if you look in the camera mode) and he’ll stand eerily still, staring straight ahead. Any opponent looking at Slowbro during this move will simply stand there, staring back.

Once the opponent is staring back at Slowbro, the Slowbro player will have to press an attack, any attack except aerials. Once you’ve chosen one, the wind and some leaves will blow past Slowbro and the opponent. The opponent will then shake their head, a question mark appearing above them. Now the opponent is unable to use the move the Slowbro player selected for the next 12 seconds. This CAN be stacked if the opponent is careless enough and is very capable of crippling characters with specific KO methods or mechanic related specials…and of course it can always just be used to remove the foe’s recovery options.



Aerial Attacks​

Neutral Aerial: Slowspin
Grabbing onto his Shellder-tail much like in his Down Tilt, Slowbro begins to spin in place, his body and shell both acting as dangerous hitboxes that deal 12% and outward knockback. This is a pretty standard aerial attack except for one tiny catch; striking Slowbro’s Shellder-tail as he spins will NOT damage Slowbro, instead, the foe’s attack will simply bounce off. Essentially, you have a 50/50 chance to strike Slowbro during this attack.

Much like Slowbro's Up Tilt, if Slowbro suffers from knockback while using this attack, Slowbro will continue using it as he rockets through the air! During this time, Slowbro acts as a high priority hitbox that will deal 17% and high upward knockback. Because of the sudden nature of this move, it can easily take out cocky foes with its shocking speed.

Without a Shellder, Slowbro will act confused and surprisingly panicked, flailing about wildly with his legs and tail as he fails. This is an incredibly useful damage racking move as pretty much Slowbro’s entire body is an active hitbox, dealing 5% per hit and flinching meaning you can typically land quite a bit of punishment with this.

Forward Aerial: Shell Momentum
In one clunky movement, Slowbro spins around, swinging his tail fiercely outward. He does so a bit more fiercely than he intended though…his heavy tail actually drags him forward two Bowser widths through the air! Contact with Slowbro’s spikey tail at any point during this attack will deal 13% and moderate upward knockback. More importantly, this provides a semi-reliable horizontal recovery if you have nothing going with Psychic.

Like Slowbro's Neutral Aerial, knocback can directly affect the outcome of this attack as well. If Slowbro takes knockback during this move, he'll continue in the direction he was headed at an alarming rate (dealing 16% and medium-high knockback if it connects). This makes Slowbro's Forward Aerial much like Luigi's Green Missile misfire in the sense that it can give insane recovery or mess you up greatly if timed incorrectly.

If Slowbro has no Shellder, he’ll lazily swing his tail forward, waggling it around in an attempt to hit the foe multiple times. The initial swing will deal 7% damage and each additional hit will deal 3% and flinching for up to five additional hits.

Up Aerial: Zen Headbutt
Slowbro’s head begins glowing with a blue aura as he jerks it upwards. Chances are he’s just trying to look at the clouds or something but this does manage to work as an effective attack. If one connects with Slowbro’s head, this attack will deal 12% damage and moderate upward knockback, similar to Ness’ uair.

Without Shellder however, this attack provides a reliable source of vertical recovery. Using this attack will cause Slowbro to pause for a moment before shooting upward a Ganondorft height, his entire body glowing blue and acting as a high priority hitbox that deals 10% damage and weak horizontal knockback. Without that extra Shellder weight though, this really aids Slowbro’s recovery thanks to his already improved aerial control.

Back Aerial: Nod Off
Slowbro starts to nod off in mid-air, his Shellder covered drooping behind him before Slowbro snaps back awake. During this time however, Slowbro’s tail will act as a Meteor Smash hitbox that deals 14% damage on contact. There’s a nasty bit of end lag however as Slowbro wakes up and glances around in mid-air for a brief moment.

If used without Shellder, Slowbro’s tail acts as a weak hitbox that deals 9% and mediocre downward knockback. Instead of the lag Slowbro would normally suffer from this attack, when Slowbro wakes up, he’ll start flailing wildly, acting as a moderate priority hitbox that deals 4% per hit for up to five hits. High duration makes Slowbro vulnerable during this attack though…

Down Aerial: Rest
Typical stall-then-fall ahoy! With the input pressed, Slowbro will immediately fall asleep and start falling towards the ground like a rock! Anyone who makes contact with Slowbro as he falls will take 10% damage and moderate outward knockback. Just note that Slowbro will remain asleep for about two seconds after performing the input for this move.

This move however has two distinct attributes. The first unique feature of this move is shared with Jigglypuff’s Rest. Anyone making contact with the center of Slowbro within the first few frames of this move will take stun as if they were hit by Falcon’s Knee and a huge 20% damage! The other unique attribute of this move is that it delays Slowbro’s “knockback timer” until he wakes up making this a mostly safe way to escape the air.


Final Smash​
Mega Punch?
Slowbro’s got the Smash Ball! Upon pressing the Special Button, surprisingly, Slowbro gets serious for once and rears back for a powerful punch, his fist glowing with powerful energy! If he hits, Slowbro will deal 30% and high knockback. Yeah. That’s it. Well…almost it. You see, Slowbro, as you may expect, is a unique case. You WANT to miss with Slowbro’s Final Smash!

If Slowbro misses with his Mega Punch, he falls flat on his face! This causes the Shellder on his tail to soar off and land…directly on his head; Slowbro becomes Slowking! As a Slowking, Slowbro is noticeably less slow (his speed is about Mario’s now) and he’s also got invincibility for the duration of this Final Smash!

Unlike his dopey brothers, Slowking has full control over his Psychic ability and uses it very potently. Once you take control of Slowking, you’ll be able to move around freely and can press the Special button to use Slowking’s powerful Psyshock attack which causes a devastating blast of psychic energy to appear directly before Slowking. This blast of energy deals 25% damage and high knockback to anyone within tbe Bowser-sized blast. After twelve seconds, the Shellder on Slowking’s head begins to wiggle before it falls off and clamps back onto Slowbro’s tail.



Playstyle​

First and foremost, surviving as Slowbro is incredibly easy. Because of his unique mechanic and his ability to, in theory, never take knocback, staying in the game for a long time is the least of Slowbro’s worries. That said, managing your knockback to use effectively against your opponents is a key part of Slowbro’s game. Slowbro’s recovery, for the most part, is entirely dependant on having “stored up” knockback so that he can recover using Psychic. Stored up knockback also directly effects your Down Smash and your Up Tilt, effectively making them far, far more potent if you’re about to fly away. With that in mind, taking damage as Slowbro is surprisingly a key part of playing him well.

To expand on the knockback managing, Slowbro’s Neutral Special is a vital part of his gameplay, especially if the opponent refuses to attack Slowbro normally. Neutral Special will create “artificial” knockback that will allow Slowbro to use his Up Tilt/Down Smash/Side Special normally to put pressure on the opponent at your pace instead of theirs. Even though Neutral Special’s knockback is set, it can easily become suicidal when coupled with aggressive attacks from the opponent. With that in mind, remember that your Down Special is very likely your most important move in Slowbro’s arsenal. With this move and proper playing, you’re borderline invincible.

Slowbro with pent up knockback is a dangerous character both on the ground and in the air. As mentioned above, Slowbro can power up his Up Tilt (making him a high priority hitbox in the process), Down Smash (increasing his knockback tremendously) and Side Special (forcing his knockback onto the foe) but...Slowbro can also power up his aerial game in the same way. Both Neutral Aerial and Forward Aerial are highly influenced by knockback momentum and can be used as dangerous tools and as "escape methods" if push comes to shove. If your knockback "timebomb" is about to go off, you may want to use your Nair or Fair (depending on your opponent's location/where you need to go) to try and use yourself as a living missile.

One of your main goals as Slowbro is to make your opponent as handicapped as yourself. Slowbro is, obviously, a rather slow powerhouse…but that only gets you so far when your opponent rushes in to toss you about. So what Slowbro must do to survive like this is limit your opponent’s options. The most obvious way to do this is with your grab. Reducing your opponents’ stats via the Shellder is a major blow against them that can really throw off their game if they don’t know how to handle it. Futher, Slowbro can use his Side Tilt and his Side Smash (Disable and Yawn) to cripple the opponent further by slowing their moves even moreso or by disabling their vital/fastest moves entirely.

Of course…if you’re going to grab your opponent, you’ll have to learn how to manage Slowpoke. As Slowpoke, many of your attacks are changed to suit an entirely different way of playing. As Slowpoke, your attacks are typically much weaker knockback wise…which suits Slowpoke just fine! Slowpoke is the damage racker of the duo; his aerials and up tilt provide excellent damage racking and, with Slowpoke’s improved aerial control, he can easily add massive damage. Couple this with the fact that the opponent will be weighed down by the Shellder and Slowpoke can literally (and surprisingly) run circles around the foe. Slowbro with his shell however doesn’t have much in terms of damage racking however (aside from “Jab”, Up Tilt, and his Smashes sans Side) meaning players will have to manage both Slowbro and his Shellder-less form as a team in order to make the most out of his set.

Slowbro’s Up Smash gets an entire section to itself simply because of how devastating it can be. If used properly, this move can kill even at low percents. Because of the fact that it causes delayed knockback much like Slowbro himself, Slowbro can stack up some knockback from multiple attacks and have it unleash all at once. Couple this with Side Smash and the opponent will be helpless to defend themselves before they fly off.

Another thing of note is Slowbro’s defense. Mentioned above was how Slowbro is incredibly hard to kill…but his one weakness are grabs and throws. This is where Slowbro’s “mindgames” come into play. Down Tilt is your best friend when it comes to grab happy foes. Because Slowbro’s crouching animation looks like his Amnesia animation, players may try to grab Slowbro during this to attempt to cancel out his Amnesia. However, clever Slowbro players will crouch in an attempt to lure the opponent into grabbing so that they can activate their Down Tilt and deal some nasty damage and knockback in one mistake.

Slowbro (unlike his Shellder-less form) is fairly poor in the air…but he does have the tools he needs to get by. Down Air can be particularly devastating if pulled off properly but is also a vital tool for keeping Slowbro out of the air. His Forward Air can also be used as a makeshift recovery option if you have nothing going for Up Special. Back Air is a good way to force the foe out of the air if they won’t let you free. Neutral Air provides a semi-reliable form of approach as the opponent must time their strikes so as not to have their attacks just bounce off. Without Shellder however, Up Aerial becomes a reliable recovery move and Forward Aerial/Back Aerial/Neutral Aerial become nasty damage rackers. Down Aerial also becomes much more potent thanks to Slowpoke’s superior aerial control.

In short, Slowbro is an incredibly tanky character who can take hits better than anyone while dealing out some major punishment himself after limiting his opponents. Slowbro also has the incredible flexibility to toss his Shellder burden onto the foe and become a more damaging focused character in place of Slowbro’s brute strength. Slowbro’s main strength lies in his ability to shape himself AND his opponent to how he wishes in order to stay in control of the Brawl!


"Sloooooooooooooow..."
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Welp, I've finished editing Ashley's set, and it is -soooo- much better than before, so feel free to take a look. (and maybe give a comment or two?)

Edit:Set above this is awesome, btw.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Improv commenting, because Junahu is entirely disillusioned with real commenting

Barbovor comment
Hey, Taro, Hanako. Have you two commented on Barbovor yet?
...
Come on. You said you'd help with this. Both of you.
I bet it's just some mess involving spikes you can control. Why read what I've read a million times before?
Yeah! Reading this stuff is really boring! No one's even trying anymore, so why should we?
So... what? You're gonna just leave this thing lieing there because you don't like how it looks?
Pretty much, yeah
You two are terrible.
Of course we are, we're demons <3
And what about you Adell? Are YOU gonna comment on Barbovor?
err. No. Commenting.. just isn't my style.
Hardly anything is "your style" these days when it's inconvenient to you.
Princess! Are you going to help us comment on Barbovor?
Yeah, we can get through this together. Come on.
Oh my, would you look at the time. It's 5 to "I don't give a crap about this". Don't want to be late. Good luck you three. Byyyyeeeee!
...


And so a Moveset was read


Phew. That thing was actually pretty cool. There was all sorts of stuff all over the place. Impaling, absorbing, poisoning, minions
I didn't like it.
What!? Tardo, this thing is full of cool stuff that interacts with one-another, what more do you want?
It's just a complete tangle of ideas. I liked reading it, but there's no way anyone would play this. Reading and playing are two completely different things.
You're just saying that cuz you're a sucky noob. Sucky noob!~
ok, then what exactly did you like about Barbovor?
... umm. Hmm.... ah! I know! Those spikes you can impale the bad guy on!
"bad guy"...? Oh, you mean the opponent, right?
Yeah. You shoot out these spikey things and you stick em through the 'opponent' and they can't get away. Well, they can, but they have to move in a way that pulls them off the spike they're stuck on. Isn't that just so cool! It's like a pufferfish!
See? There's a problem right there. What if they're impaled on more than one spike?
So what if they're stuck on multiple spikes? You just take yourself off one spike, then come back and take yourself off the other one. It's not rocket science.
Oh, I see. Tardo -er- TARO's saying, "what if the ends of the spikes are too far apart for the foe to reach either one?". If you can't reach one or the other, you're stuck there forever
When would that ever happen?
If you stab the foe with your stomach spike, loop it over your head, then U-Smash when the foe tries to jump over you to reach the end.
uhuh. And when that happens, the opponent can't go anywhere, they're stuck on two spikes going in per-per...perpendicular directions
So? If they're stupid enough to fall into a trap like that, they DESERVE what's coming to them.
But, then why bother trying to do anything else as Barbovor? Why bother with poison, or minions, or inflation, when all you need to land, is that one combination?
buh?
Taro's saying that having this one combination that works better than everything else, means that people won't bother to use anything else that Barbovor can do.
You guys're talking like this thing is real. But it's not! It's just theory, FUN theory! Nyehh!
That's a good point Hanako.
Heee! Ok Tardo, your turn! What did YOU like about Barbovor?
I liked being able to shoot out your spikes like a puffer fish.
Really? That's kinda boring though, I bet even lame old Brawl could have a move like that!
Yeah, but if you inflate yourself beforehand, the spikes'll come out in slightly different directions. Did you notice that?
Huh? Where does it say THAT?
It doesn't. But, Barbovor's spikes are on his skin right? And when he inflates, his skin stretches outwards, right? So it makes sense that you could aim your spikes a little by controlling how inflated you are. And Barbovor has a LOT of moves for controlling how inflated you are.
Naaaa. If it isn't written down, then it can't happen!
Ok, I think that's enough. Good job you two.
Huh? But we didn't even start our comment
(shhhh! Let's just go Hanako.)

...

...
I didn't see YOU help out any. What did YOU think of Barbovor
He's alright I guess. Bit rushed. And there's so many water attacks that inflict different status effects.
Hmm
I guess I'm also a bit off on the whole idea of poison itself. Like, if Barbovor fights Barbovor, can they poison eachother? They really shouldn't, they're both filled with poison afterall
Since when has Brawl ever followed such nitpicky logic?
Since always. Ever wonder why "poison" in Brawl is a flower that leeches HP off your head?
Is it because Sakurai sucks?
No! Well, not entirely. Look, we're getting sidetracked here. Point is, Barbovor feels like it's missing something.
You think it lacks substance?
Ehhhhhh, I mean that it doesn't feel plausable. It's an idea, a great one sure, but even by the end of it all, that's all it felt like. An idea
Hmph. I never knew you could be so callous
I don't pull punches. That just isn't my style
...
...
Well.. I kind of enjoyed it
You want to expand on that, Princess?
No, I didn't enjoy it THAT much..


Wakka comment
What!? COMMENT!? I'm the great Prince Laharl! Why would I have to talk about my... FEELINGS, about ANYTHING?
Yeah, this is just lame. Let's just get it out of the way quickly.
Ok. Etna, what do you think about Wakka?
He's crap
Agreed, done. Let's go now.

...

Ohhhh! You two are despicable! I bet you didn't even read the thing, did you?
No. Why should I? I can tell just by looking at who made it, reading that drivel would be a waste of my time!
Laharl!
Look, if you want help, just, go harass my Vassals for a bit, ok?
Mine too. I'm sure they're skulking off somewhere... probably "posting minis" or some crap.
... fine, I see how it is.

And so, some vassals were roped into reading a moveset with Flonne

My heavens! This moveset is excellent!
oh, I agree Gordon! Reading this gave me such a cuddly feeling inside. Who knew throwing balls around could be such fun?
BEEP BEEP BLOOP BEEB. ADNORMAL LEVELS OF PANDERING DETECTED. GORDON AND JENNIFER ARE PATRONISING THE MYMER IN LIEU OF ANY SUBSTANTIAL COMMENTRY.
W-what? What are you saying Thursday? We're as sincere as can be!
Well, I guess I went a little overboard. But you have to admit the idea is cool. Wakka's like every ball game rolled into one!
BEEEEEEP BLOOP. THURSDAY DOES NOT UNDERSTAND WHY WAKKA DOES NOT TREAT BALLS LIKE THROWING ITEMS
Isn't it obvious Thursday? It's so he can carry two! And to make his moves sound cool!
BEEEEEEP BEEEP BLOOP. SOUNDING COOL IS DIFFERENT FROM BEING COOL. GORDON SHOULD KNOW THIS MORE THAN ANYONE.
Oh dear, I think Thursday's right. Everyone else can throw the balls like normal items, but Wakka can't. Doesn't that sound off, that Wakka can't actually throw the thing he's famous for throwing?
Not you too Jennifer! He may lose the ability to throw the ball in certain directions, but he gains so much more in exchange!
Like...?
Ack! Well, um, like. He can imbue his balls with a coating of Fire! Or Ice!
But couldn't you do that even if Wakka just held the ball like an item? Why not have that move just elementally charge whatever item he's holding? Then Wakka could be good at throwing anything!
Buut then it's not Wakka anymore is it? It'd be Stevie Mc Throwsabunch, and I don't like HIM very much.
Gordon, do you really think that? Because I know in my heart that Wakka can throw anything, if he puts his mind to it.
BEEPBLIP BOOP BEEP. *PARAPHRASING* WAKKA IS GOOD AT THROWING THINGS. THEY DO NOT NECCESSARILY NEED TO BE BALLS.
Well said Thursday. But I think we're still being a little harsh.
Indeed! It doesn't matter if Wakka falters on one little detail, no matter how vital it is. What matters is that it shows the true DEFENDER OF EARTH SPIRIT!
Yeah!
Heehee! And in the end, love and justice prevail!

...

Dood! Are we late?
BEEP BLOOP.*SARCASM* NO, YOU ARE JUST IN TIME, ETNA HAS PREPARED SNACKS FOR YOU *CLOSESARCASM*
Sweet, dood!



Slowbro Comment
Zut Alors! Why are WE having to make a comment? We have nuzzing to do with this!
Now now, hold on there, Froggy. It's a Dark Hero's duty to give his one sided opinions on things, whether people want them, or not. Besides, I heard MT is actually kind of cute...
Oh ho ho? Then the ever lovable Tink shall assist you. Let us read!
I'll also help, zam. I think being objective in my view of the world will really help my ninja training. Zam.
yeah yeah, just don't cramp my style ok?

One moveset later...

...
So, what did you think, zam?
Hold on! I'm not done reading yet! Slowbro glances behind him as he waves his tail forward. After lag about equal to Yoshi’s dash gra...
Well! I do not think we can rely on his contribution any time soon eh? So! Yukimaru. What are your impressions of zis... thing?
It's rather good, zam. For the most part at least..
ohoho! So you zink that there is a proble-
...zam
DO NOT 'ZAM' WHEN I AM IN THE MIDDLE OF SPEAKING! YOU ARE A RUDE LITTLE GIRL!
I apologise, zam.
Hmph! As I was about to ask, what did you think Slowbro fails to succeed at?
It... it seems to feel pressured to make every attack great, when Slowbro already has enough going for it to carry it through the slower parts... zam.
Whaa? Non! Nonononon NON! I zink this, "Slowbro" doesn't need any less creativity, thank you very much!
But he already has everything he needs to weather attacks and then turn them against his deadly foe, zam. I don't think, things like 'Disable' have much of anything to do with this idea zam.
So! You would cruelly toss it out on the street eh? "Thank you very much Mr Disable-san, but please leave, you are too creative"!? I LAUGH AT YOUR NOTION YUKIMARU... ZAM!
But-
ZIS SLOWBRO IS DYING! IT IZ DYING BECAUSE ZERE IS A YUKIMARU IN ZE HOUSE! THE OPINIONS FROM ZE YUKIMARU ARE ALREADY SUCKING THE CREATIVITY FROM HIS HEART AND KILLING HIM IN HIZ SLEEP!
No, I didn't mean that at-
AND PUNCHES HER, YUKIMARU, AND PUNCHES HER AND PUNCHES HER AND PUNCHES HER! GOOD DAY!
...*sniff*
..aaaaaand done! Now the pummel... Pressing the grab input again (or Z on a Gamecube controller) will cause the Shellder cla
Hey! You! Salad brains! Stop this incessant reading now and give me your opinions on it!
Whoa hey. What crawled up you today? Whatever, I've read enough to know what kind of thing I'm dealing with.
and?
And it's! AWESOME! That Special Mechanic thing is ingenious! It lets you see what's going to go down, ahead of time, and you can prepare for it! That's totally what Slowbro is like!
You think Slowbro is smart?
What? No! I think he's oblivious, like anyone who rejects one of my autographs. But he's also Psychic, and that quality plays against his obliviousness very well!
Axel, good sir. I am surprised to hear such thoughts coming from zat empty head of yours
I'll take that as a compliment
Good, becauz you are not getting another.
I do have to say that this "Grab" business is a bit shallow.
Yeah, I always thought Slowbro's evolution was a symbiotic, yet permenant one zam? Why does removing the clam make them both return to normal?
.. yahuh?
I do get what this was supposed to show. It was supposed to hint at the symbiosis between Slowpoke and the Shellder that evolves him zam. Functionally, he is one being, but there are two minds at work behind that clueless grin, zam.
...eeeexactly what I was going to say, my little lady. Too bad it doesn't work though.
I will secede on that point, Monsieur Axel. Splitting apart such a big guy, you would think zat idea would be going somewhere, non?
I should also-
Oh! Sorry! We has no more time to continue our discussion! You two will have to keep your silly little baseless critiques for anuzzer time, eh?
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Man. Talk about crazy comments. Anyway, I've got one of my own here.

Ashley V2:
Well, first off I'd like to say I enjoy the idea of trapping the opponent in a binding circle and then nailing their little voodoo doll. The set is definitely improved, with a somewhat clearer playstyle. However, I feel it's somewhat overpowered on a conceptual level, as once the opponent's in the binding circle, there's not much they can do to prevent you from completely murdering them via voodoo doll, which overshadows any other options the set offers. Additionally, although the aerials are improved with some actual interactions going on, the tilts and grab game are still rather uninteresting. However, I like what you changed (and THANK YOU for using colored headers instead of a red wave of death), and it's definitely progress. (Color sonic's still my favorite set of yours though, for the record.)
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Hmm, I suppose that first point's true. Still, thanks for the comment.

Edit:Actually, after looking back over the set, I've a counterpoint to that. Sure, getting stuck in a binding circle while a Voodoo Doll is conjured and beaten on can be a tad overpowered, there's still the simple fact that BCs are pretty easy to avoid. So yeah, it may be a bit overpowered in a way, but you still have to actually get the opponent in one first.
 

flyinfilipino

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


This particular moveset caught my eye because it's a Psychic-type (my favorite in terms of MYM, I guess?), and because it uses the same basic delayed knockback mechanic I thought about for Slowbro/poke a couple of contests ago...of course, you went much more in-depth with it than I probably ever could have. I guess I was too...slow! :bee:

So yeah, the delayed knockback mechanic itself is clever, but the ways you can get around and manipulate it are pretty clever in themselves. I especially love the the idea of Amnesia and forgetting about the knockback entirely; awesome! Combine it with the mindgames of Down Tilt and you've got an awesome defense. Using Psychic to manipulate the direction of pending knockback is cool too. I can tell you really did think a lot about how this mechanic would play out by giving Slowbro options for fighting against an opponent that won't play into his mindgames; it makes Slowbro feel very well-rounded. I like a lot of Slowbro's other moves too; the mobile throwgrab is pretty cool.

If I have any criticisms of the set, then it's the fact that like Junahu said, it's plain to see where you're stretching for inputs. Some moves like Disable are kind of...ehhh...along with the aerials (although I wouldn't expect Slowbro's to be great anyway). But the rest of the moveset pretty much makes up for these little burps anyway, as does your always engaging and effective writing style.

In summary, count me in the Slowbro fan club! You don't make movesets that often, MT, but you always deliver. Good job! :bee:
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
This totally counts as a comment (HIPPO)



BEGINNING OF JJJ'S COMMENTS

COMMENTING ON SLOWBRO

Jameson fell asleep, best not to wake him up. He'll be screaming like a banshee...

END OF JJJ'S COMMENTS​
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Iron Giant

Giving him access to his WMDs only when his damage climbs higher was a good way of implementing them into the moveset while making them feel like he's using them in self-defense, so characterization-wise, I have no complaints. I also liked how his up-special allows him to have a functional air-game despite being a mega-heavyweight. After playing so much League of Legends, I immediately thought of Blitzkrank after reading the side-special, so you get brownie points from me

You have a good of grasp of playstyle, most of what you say in the overall playstyle section feels consistent with how the set itself works. The main thing that me wonder if he'd work as intended is some balance stuff, speaking of which...

The main thing I would suggest working on for your next set is the lag-times of your attacks. Many of them were .5 seconds or more; Ike's FSmash is essentially half a second, meaning that Iron Giant is going to have a very hard time landing most of his moves in the middle of a battle. It's especially problematic for the poor guy when each of his weapons seem to get laggier each "tier" he goes up in them, meaning that he has a harder time camping at higher percents than he does at low ones while his large size means he'll be eating a lot of damage quickly.

It seems that your lurking days have given you a good idea of how to make a good moveset, so I'm sure that you'll improve in our humble little thread just fine.
 
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