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Make Your Move 11 - It's Over, Duder!

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Leviathan
Now I know that you were trying to have some semblance of realism here, but the rising/falling water mechanic just comes off as awkward. I've never been a fan of characters that alter the nature of the stage simply by existing. You also show that the ice can exist out of the water for a few moves. I don't think anyone would cry OOC if you got rid of the water mechanic entirely. Alternatively, you could just have the water be creatable in the moveset somehow (I'm picturing filling up an ice basin with water, forcing the opponent to attack the sides to empty it. You do manage to do some pretty neat things with it though. Floating the opponent off the top blast zone is always fun. The Jab seems like it's a bit overpowered in its current state though, as 10% damage is a lot for a spamable homing/controllable (how does that work, anyway?). Overall, this suffers in a similar way to Harupia in that is makes things a lot harder and complicated than they have to be, but there's still cool concepts and gameplay underneath.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I forgot to do this after Jinouga. Oops.

The Northern Seal has been broken.
Spring has come to Snowhead.



I MUST CONSUME... CONSUME... CONSUME EVERYTHING...


Project Rapture is on its way! But first, I have to get my art from Spire. So I need to procrastinate a little. Until then, I'll be digging through No More Heroes to make a set of the pinnacle of fair play and sportsmanship! :bee:
 

Junahu

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

MYM11: Week #4a
This is Halloween.


[30th October - 6th November]
Time for Halloweenie times. Let's celebrate it for a whole week why not? Just post any extra related to Halloween; items, assist trophies, stages, events, SSE levels, bosses, stickers, trophies, fiends, cosplays, minions, fatalities, familiars, crate enemies, CTF stages. Anything goes!


MYM11: Week #4b

Halloween Movesets.


[31st October - 5th November]
Because we have so many Halloween themed sets rolling in, I think it should have it's own little contest. Post a moveset between Halloween, and Guy Fawkes Night and lets see who brewed the most entertaining set!






Week 3's MYminis were pretty darn nifty. From Kris121's time controlling sand-dagger, to Smashbot's crazy romp to past Smash Bros stages. And even mrtownsend826's Time Expansion Helmet, that freezes everyone else for up to 15 MINUTES. Wow.
But, in my humble opinion, I was most tickled by MarthTrinity's moveset sapping Devolution Gun, because you just can't have enough monkey in your Brawl. :embarrass:
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Deviljho
So, you start off with this hunger mechanic, then.... you never really explain it very well. You say he gets hungry "fast" and that bite attacks "take a chunk" out of his hunger, which really isn't helpful at all for telling us how exactly the mechanic works. Even a lot of the attacks themselves lack important details, especially the ones that pitfall opponents "at high percentages". You need to give numbers for these kinds of things, as that lets people figure out exactly what is going on. The bit with the tail seems pretty tacked on, and it doesn't contribute much to the set after its mention in the beginning of the set. Aside from that, the idea of wearing down the stage to knock the opponent through it is pretty cool, even if a lot of stages make it unfeasible due to not being based on a platform. Basically, you have several different pieces here, but they don't really fit well together, and and a few lack enough detail to be fully understood.


Shelmet
Definitely a step up from Party Pete. The poison mechanic works well and intuitively, though Shelmet being able to poison itself is a little weird, especially when only one move even makes use of it, and that's only to also poison the foe again. You do manage to make good use of Shelmet's armor, which reminds me a lot of Omastar last contest with the way you protect yourself, though the objective here is to stall them with poison. Overall this set is really simple, but it works quite well. Great job, CB.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
For those who do not know Granfaloon was posted on the Bunker by Junahu. And yes, it does indeed weight one thousand times as much as Captain Falcon.

Have a nice day.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Granfaloon is next in my random chain of comments, Junahu, but as a side note, why are you averse to posting sets in the actual thread these days? Anyway, the concept is simple, but interesting, you have a ridiculous amount of health to start, but the only way to actually attack the foe is to chip away at said health and make yourself vulnerable. However, the execution is equally simple and doesn't really expand on the concept too much, the set is basically a big moving ball that sends its little minions out to overwhelm the foe. It becomes a bit more interesting when parts of the shell are already chipped away and your specials become usable without being completely self destructive, but seriously, a directional special? I also found it odd that you picked the specials, the moves that define the character, and make them nigh unusable until halfway through a stock. (Normally I wouldn't care about this, but it clashes with your normal style of being newbie-friendly and I don't really see why it was done. There's no reason they couldn't have been put on forwards smash and down smash, really.) Additionally, the set suffers from a severe lack of inputs (No aerials is understandable, but no grab game in addition plus the directional special is just ridiculous), and 2/3 player co-op doesn't really add anything and feels tacked on. So yeah, I'm not really sure what you were going for here.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
Granfaloon
I actually REALLY enjoy this set, to be quite honest. Sure, I have absolutely no idea what the balance of this set is, but past that, there isn't really a lot to complain about. I mean, it's a very ambitious piece of work what with the sheer unsmashness of it all, but it's all very easy to understand and there's actually a lot of strategy here. Especially in the specials, with the ability to light sections of yourself and your zombies on fire, creating a high risk-high reward element to them. Not to mention the ability to build stacks of zombies and where you space them. It's all very fun and enjoyable, and I, unlike Nick, loved the multiplayer version of Granfaloon. I thought it was pretty clever and the only sane way to have multiple people play it. Main complaints I have are the randomness of the Up Smash(I really don't like randomness, and such) and that yeah there is no way in HELL this thing is balanced, but it's an awesome set, one of my favorites so far easily.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Instead of waiting, I'm gonna lighten next weekend's load by commenting the last three movesets before Armageddonween.

Pachirisu is the 4th gen's obligatory Pikachu lookalike that seems to get so much unnecessary love from fans. Seriously, I don't get it. My favorite part about Pachi is the wall climb mechanic, which is strangely underused more than it should, that fits the Pokemon well. However, the set feels held back in that the specials, save DSpec and SSpec, are generic and feel like partial Pikachu copies. And I still have problems with DSpec; what if you toss a berry to Vol Opt, Kirby, or anyone else who pretty much can't choke on anything? You acknowledge the Pikachu similarities, I'll concede, but that doesn't change the problems. And while the grab game is fairly creative, it's also very underpowered. Most upward attacks are either strong enough to knock Pachi off with one hit or hit multiple times to deal 10% overall. I get that Grab must be used in tandem with Sweet Kiss but that doesn't change how underpowered it is otherwise. I am, however, intrigued by his DSmash and UAir. I would've liked to have seen more interaction with sacrificing your electric attacks and statically charging your moves for greater effect, but you don't really go anywhere with it. 2/5

Legato Bluesummers is a Trigun set I'd rather have seen after Wolf or Million Knives was made. But beggars can't be choosers, so here we have... a special move that deals psychological damage from killing civilians? I'm fully aware of the source material, but suffering 25% damage from killing civilians is, at best, questionable. If we're talking characters like Ganondorf or Pennywise, they'd probably HEAL damage. I've some issues with the SSpec as well, in that it's... well, Legato is dealing continuous damage by holding onto them. The hell is that crap? But the USpec does interest me, as does the FSmash- it reminds me of a parrying mechanic I sorta came up with for Stefan in MYM3, but I digress. You also provide some good flow between mind control and the civilians, even if I disagree with the guilt system. The rest of the inputs seem confusing and sometimes even irrelevant to Legato's goal. A playstyle section would've helped but right now, it could be much better. 1.5/5

Granfaloon is... what? What is this? Eyes Wide Shut: The Moveset? Anyway, it's super strange. Yet subtly simple. You're basically a hulking mass of bodies that you can shoot out, but still have defense mechanisms when you're "naked". I'm not entirely sure if the 2-3 player mode is necessary, but I certainly understand the purpose in adding it. It's a fun extra, sort of like alternate colors. Although outside of that, there's not much for Granny. 2/5 for creativity.
 

Hyper_Ridley

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


FIREBRAND



Firebrand is a Red Arremer, the most infamous group of enemies in the epic Ghosts and Goblins series. Like others of his kind, Firebrand is capable of flight and high-precision movements, perfect for evading every single projectile a knight tries to throw at him, as well as fire-breath and the ability to summon weaker blue demons in battle. While he’s a member of one of the most abominable enemy-types ever to appear in a video game ever, he’s actually not truly evil, and in fact is regarded as the hero of his village, even earning the nickname “Demon Knight”.

He’s had starring roles in 3 games, with the last of them, “Demons’ Crest” for SNES, apparently being the only game in existence to have NEGATIVE SALES one week. Seriously, how does that even work? Did a bunch people return their copy and nobody bought one that week? Whatever, those who did were missing out on an epic platformer, and the reason I $#!% myself in excitement when Firebrand was confirmed for Marvel vs Capcom…but not Megaman :troll:

STATS​

Ground Speed: Below average
Traction: Good
First Jump: Great
Midair Jump: Basically the exact same as Peach’s, including his very own Peach float as he beats his wings to maintain his current momentum!
Air Control: Great
Fall Speed: Average
Size: About the same as Luigi. Firebrand’s wings do not normally have a hitbox.
Weight: Below Average
Firebrand’s shield regenerates 30% slower than normal

SPECIALS​

Neutral Special: Hellish Assistance
Firebrand screeches over .6 seconds, then the match continues on its way. The next time, you perform any non-smash standard attack, a little blue demon zips through your opponent (and this happens to EVERY opponent in FFAs), leaving a horizontal streak line 1/8 of Battlefield through their body as they take an almighty 3% and 1 frame of hitstun...wat

This move, naturally, is one of the most epic harassment attacks in the history of fighters. The demon is completely invisible and intangible until it strikes, and it attacks on the very first frame Firebrand’s attack starts up. This makes it next to impossible for your opponent to perform anything with noticeable startup time whatsoever without being interrupted until the little bugger attacks, but thankfully Firebrand can only have one of these things “in play” at a time, with further inputs just making Firebrand hurt his vocal cords. Still, considering his amazing aerial mobility, he certainly doesn’t exactly have a difficult time attempting to summons buddy to begin with.

Side Special: Hell Spitfire
With moderate lag Firebrand spits a fiery projectile a bit larger than Mario’s. It travels at an above average speed and deals 7% and flinching knockback. What makes this move so good for Firebrand and so annoying for enemies is that Firebrand aims the projectile at the opponent’s position, and even leads the enemy with it if they are moving! The best way to ensure you can dodge the shot is to sharply change direction after it’s fire, but if you’re trying to run away from him on a different elevation it means the best way to dodge is to start moving back towards him.

And then Firebrand has his demon pal stop your movement a moment before the fireball reaches you and you get hit anyway.

Up Special: Demonic Dodge
Firebrand quickly dashes 2/3 as far as Pikachu’s Quick Attack straight upwards. This has no startup or end lag but has no hitbox whatsoever. You can perform this 3 times in a single aerial session before Firebrand enters free-fall, and if you perform it as a smash input, Firebrand dashes downwards instead.

Remember all those times you met one of Firebrands buddies in Ghost and Goblins and you’d line up that perfect shot, then they’d just casually dodge you no matter how quickly you kept up the attack? That’s what this move lets you do, casually dodge your opponent’s precisely spaced attacks before retaliating with one of your own.

Down Special: Demon Missile
On the ground, Firebrand quickly dashes forwards head-first with a plume of fire enveloping his front, traveling 1/3 of Battlefield. This is the hitbox of the move and it deals 11% while launching the victim(s) twice Ganon’s height into the air. This has below average startup lag and moderate end lag, unless Firebrand happens to be in the air when the move ends, in which case he has no end lag at all.

In the air, Firebrand performs a very different attack, using one of the signature attacks of his people! With low lag on both ends, he performs a fast swooping attack in a downwards arc as after-images follow. He travels 1/3 of Battlefield horizontally and the lowest point of the arc is slightly over 2/3 of the distance of Pikachu’s Quick Attack from Firebrand’s initial (and ending) height. His entire body minus his wings is a hitbox that deals 7% and flinching knockback; no matter what point in the swoop Firebrand hits his foes, they’ll recover from hitstun/shieldstun at the same time the move ends. If Firebrand happens to hit a platform/wall in the middle of the move, he’ll immediately cancel out of the attack.

There’s one feature of this move that is shared between both versions. If you hold the opposite direction Firebrand is facing when the move ends, He’ll immediately turn around during its end lag. In the case of the aerial version (or ending the ground one in the air), you’re facing the other way essentially instantly! This is awesome for performing follow-ups, or to anger bad players by swooping down on them over and over and over…to prevent Firebrand from stalling off-stage with this forever, using this move 3 times in a single aerial session without connecting any of your other aerial moves (direct hit or shielded is fine) will force Firebrand into freefall as he loses motivation.. Thankfully Firebrand’s got plenty of ways to mix things up in between uses of this move for you perform your aerial harassment forever!

STANDARDS

Jab: Rapid Scratches
Yeah yeah, basic rapid-fire left-right scratches. 2.5% a pop. What’s fun about them is that the first one you do in a string only has 2 frames of startup tine, so if you happen to have an assist ready via neutral special, you can actually combo that hit into this. Of course, this move does have low range, so you’d need to actually get within range without using up the assist during your approach to begin with.

Forward Tilt: Afterburn
Firebrand opens his mouth and releases a stream of fire straight ahead which lasts for .4 seconds. It deals 2% and flinching knockback every .1 seconds, and the move has low startup lag and moderate end lag. You definitely want to try using this move from max range, which is about as long as Olimar is tall, in order to keep yourself safe and take advantage of the great priority of the hitbox. Just don’t use it as your opponent approaches from above, ok?

Up Tilt: Speedy Flip
Firebrand quickly performs a badass front-flip that travels twice his width forwards and a goes bit higher than Ganondorf. He has dodge-type invulnerability during this, and when he reaches the apex of his maneuver he descends at his normal fall-speed, uncontrollable except for being able to perform non-special aerial attacks. This has no startup lag at all, so you can use it as a sort of dodge/approach tool in one, then use your aerials to descend safely. It’s also fits into the “anti-air” theme of UTilts as you can theoretically jump right through an enemy’s aerial attack and engage them in epic anime air battles!

Down Tilt: Hot Foot
Firebrand spits some short-ranged fire along the ground, dealing 8% and flinching knockback that pushes an enemy back 1/10 of Battlefield. With low startup lag and below average end lag this is a pretty good low poke, but you can’t really follow-up with anything.

Dash Attack: About-Face
Firebrand does a quick, low trajectory hop across 1/6 of Battlefield while turning around. This has no startup or end lag and Firebrand has dodge-type invulnerability while performing it. Offensively, you can go right past an opponent’s defensive attempt and end right behind them in a perfect position to strike. Defensively, you can use it to run past (or through) your assailant before taking your escape to the air, hopefully before returning to offense mode. If Firebrand passes through an opposing attacks’ hitbox during this move he’ll chuckle for a moment, just to troll his enemy further. Because lord knows picking this character isn’t enough of a troll in itself to Ghosts and Goblins players.

SMASHES​

Forward Smash: Dark Façade
Firebrand rears back before charging forwards across ½ of Battlefield at a good speed. He deals 12-30% to the first thing he hits, KOing it at 90-75% and stopping his charge. This has moderate startup lag and above average end lag, but before Firebrand hits something, you can press the Attack Button for him to stop the attack and perform a short-hop backwards ¼ of Battlefield. The trajectory for this feinting hop cannot be altered, but you can perform aerials attacks during it, allowing you to have some sort of hitbox even though you decided to not commit to the main attack, you little devil.

Up Smash: Raise Hell
Firebrand spits a burst of fire into the ground, before the flames start to rise and form a swirling column of fiery death. The flames reach as high as Olimar is tall and are as wide as Ike’s sword. On a clean hit, they deal 2% every .1 seconds as they push enemies to the top. The fire lasts from .4 seconds to a full second, depending on charge time. What makes this especially useful is that the attack itself has .4 seconds of end lag, so charging the move actually causes the fire to linger past the end lag! With below average startup lag, this can work as a bit of stage-control and a way to make enemies face you in the air.

Down Smash: Crimson Wings
Firebrand covers his body with his wings as he charges, then whips them outwards, covering large areas on both sides of his body with a hitbox that deals 11-27% and KOs at 110-85%. This has moderate startup and end lag. Firebrand’s wings also reflect any projectiles that come in contact with them during their attack. This is a great defensive move when you’ve got someone approaching you with a projectile to cover them; now you can fight them off and still not worry too much about the projectile!

AERIALS

Neutral Aerial: Talon Strike
Firebrand does 2 40 degree downward kicks in quick succession. Each kick deals 5%, with the first dealing flinching knockback and the second dealing light knockback angled 50 degrees upwards. This has low startup lag, moderate end lag, and above average landing lag. Only the second kick when the move stales, so if you spam this too much you might find your opponent right next to you even after landing it. Of course, it does push enemies back about 1/6 of Battlefield if they shield the second kick, so using this right as start a jump can be a good way to make some space to lead to further shenanigans.

Forward Aerial: Fire Burst
Firebrand releases a stream of fire (about as long as Marth’s sword) from his mouth, aimed 30 degrees downwards, for .4 seconds. It deals 4 hits of 3% during this time, with each hit dealing flinching knockback, but the hitstun for every hit stacks upon the last! Land all 4 hits and, by the time the (moderate) end lag finishes, you can start another use of the move, and 1 frame before the (again moderate) startup time finishes your opponent is FINALLY able to shield the next blow. Of course, you could always try to space yourself so you can use a fast-starting move to follow-up with for a combo, or try to retreat as the final hit takes place to buy yourself some time to position yourself for further attacks.

Back Aerial: Spin Slash
Firebrand does a 180 while slashing at a downwards angle. This deals 11% and KOs at 165%, and has low startup lag, moderate end lag, and has nearly no landing lag no matter what point of the move Firebrand lands during. This makes it a great, safe poke, but it can be difficult to use as a pressure tactic because Firebrand ends the move turned around. Of course, if you’re still in the air and high enough to perform Demon Missile…

Up Aerial: Fireplace
Firebrand releases a stream of fire directly straight up, traveling as high as Olimar is tall. It lasts for .4 seconds, dealing 3% every .1 seconds, and deals light vertical set knockback to cover the move’s moderate end lag (it also deals enough shield stun to cover it as well). In addition to having low startup lag, Firebrand continues the move upon touching the ground, and you can angle the fire left or right at a 20 degree angle, making it easier to landing the thing flame in addition to making it more difficult to escape. This actually works pretty well as an anti-air when short-hopped or when performed as you’re about to land but it’s punishable if an approaching foe stops short and baits you into firing into the sky next to them.

Down Aerial: Double Dive-Kick
Firebrand tucks in his legs briefly, stalling his aerial momentum before kicking at a sharp downwards angle with both of them at once. This also causes our Demon Knight to plummet at a fast rate, his legs a hitbox till he hits the ground, which gives him moderate end lag. Of course, if you actually hit something with the dive-kick, you’ll deal 11% and an automatic footstool for your efforts (and if this lands during your UTilt it’ll place Firebrand into a true aerial state). If you hit a shielding opponent, Firebrand bounces off 1/6 of Battlefield away as the opponent recovers a moment before him, keeping him safe. Unfortunately the hitbox for this move is just barely covering Firebrand’s legs so it doesn’t have the best priority in the world, so if you develop a pattern in this move’s usage expect to be sucker-punched out of it often.

THROWS​

Grab:Basic grab motion, but it has 2 things to note stat-wise: it has 1 frame of startup, and it is THE worst grab range ever, barely outranging the mega hit of Luigi’s Super Jump Punch

Pummel: moderately fast headbutts, 2% a pop

Forward Throw: Bon Voyage
Firebrand uses the enemy as a surfboard as he rides them across the stage till he reaches the edge of a platform, dealing 1.5% for every .1 second he rides the foe. At the end, he hops off ¼ of Battlefield away while his enemy is stuck in a prone position. Besides having the potential for amazing damage, if used on the main platform of the stage you guarantee placing the enemy at the edge and one-step away from an easy KO or gimping attempt. For the ultimate troll move, if you predict a recovering foe using a ledge attack, stand facing away from the edge, shield their attack, and use this ACROSS THE ENTIRE STAGE TO THE OTHER END.

Back Throw: Power Current
Firebrand bashes his opponent on the head to daze them (and deal 7%) as he briefly lets go to hop to their back. Firebrand then swats the enemy away, dealing another 5% and light horizontal knockback. He THEN does a powerful flap of his wings to release a gust of air that travels fast and across 1/3 of Battlefield. The main use of this is in FFA battles to create some space so you aren’t bombarded by other players when you finally land a grab, as if you try to toss your foe off the side with this the enemy gets out of hitstun in time to go below the wind and back up to grab the platform.

Up Throw: Infernal Explosion
Firebrand tosses his opponent a bit upwards before blasting them in the face with a fireball, dealing 14% and KOing vertically at 85%. Straight-up high damage/KO move, the exact thing Firebrand needs when he actually lands his grab.

Down Throw: Toss n’ Hop
Firebrand throws his opponent against the ground to deal 11% and good hit-stun as Firebrand himself jumps back 1/8 of Battlefield and as high as his first jump. Firebrand then enters his air-game, allowing you to follow-up with aerial torture.

FINAL SMASH – GATES OF HELL

Firebrand screeches as ANOTHER Red Arremer shows up near his location. This one has 40 HP acts as a level 7 CPU, and generally tries to remain in the air as much as possible. Demon Missile spamming ahoy! If Firebrand has over 130% damage, then TWO of his kin show up! The final smash lasts for 16 seconds or until the assistant demons are defeated.

PLAYSTYLE

Firebrand is the lord of air-to-ground combat and pissing-off his opponents. Let’s start the annoying-train by talking defense. Sure, the Demon Knight won’t be using his “trusty” shield that often, since it’s not really trusty at all, but he’s got so many options for EVADING attacks outright that he won’t have to worry about that. He can dodge both directions vertically via Demonic Dodge, he’s got great aerial mobility, he can approach via evading with UTilt, heck, even Demon Missile is essentially an attack and a dodge in one move if you end the ground version at the edge of a platform! Firebrand’s ability to stay out of harm’s way is only going to make your opponent infuriated as they try to actually land a powerful hit to get some good reward when they finally succeed.

Of course, that’s the offensive part of annoying your opponents. While Firebrand dodges everything thrown at him, he’s not performing amazing rushdown strings and combos, he’s poking you. Constantly poking at you. Pokes which lead to more pokes. Poke. Poke. Poke. Poke. Poke. Poke poke poke poke poke poke poke poke pokepokepokepokepokepokepoke GOD FIREBRAND STOP POKING ME THIS ISN’T FACEBOOK! I mean, he’s even got the ability to poke you across the entire stage if hellish assistance is active, and no matter where you are relative to him, he can try to snipe you with Hell Spitfire.

Firebrand is at his most poky when he’s in the air and his enemy is on the ground. This is when he can really mix-up between his aerial pokes and turn them into some legitimate sustained offense. As you approach you can use FAir to scare them onto the defensive with some extra hit-stun, and then you can spam Demon Missile for a while, only to mix it up with the occasional DAir. When you eventually decide to land, you can use a safe BAir to start your ground pokes. Then again, Firebrand doesn’t really want to be at close range on the ground, he’d rather be at mid range for what else but POKING DEATH.

Firebrand’s got some nifty KO options. His FSmash is a long-range ground punisher that can also be mixed into regular gameplay as a feint. His other primary option is to edge-guard, and even this is trolly, seeing as he can instantly cancel your second jump with Hellish Assistance then just harass you forever with Demon Missile until you fast-fall yourself into the pit. Firebrand’s anti-air options are also pretty strange, seeing as his ground “anti-air” move actually allows him to meet his opponent in the air directly, and his “normal” upward hitting anti-air is actually a short-hopped aerial that continues when he lands. And finally, Firebrand’s grab-game serves a different function than most, as its short range makes it work more as an epic punisher where Firebrand can unleash hell with some vicious throws!

If you enjoy constantly being on the move, taking constant pot-shots at foes, and generally gaining the advantage through weakening your opponent’s composure, then Firebrand is the demon for you!
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I make exceptions

I would've ignored this set for next weekend's review queue but in all honesty, I was quite giddy when I saw Firebrand. He's a character ripe with potential. And then I read him, pictured a rather meager copy paste of his UMVC3 incarnation, and felt underwhelmed. I know you're trying to achieve a playstyle similar to how Arthur encounters the Red Arremers in Ghosts & Goblins but still, tossing in some ho-hum claw strikes and short range fire projectiles is rather disappointing for a supposed Demon Lord. Especially considering he has an array of transformations in Demon's Crest that gives him different capabilities. 2.5/5. Sets such as Dormammu, Dr. Strange, and Shuma Gorath are considered quality sets because of their incarnation that totally contrasts with their fighting game appearances. Firebrand doesn't really do that.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Incomplete Set #11



~~ Muskippa ~~


Muskippa is an authentic Pocket Monster made by Japanese people and given to us as the unholy name of "Carnivine", an obvious play on the words carnivore and vine...hahaha, that's real funny. It is a patient hunter that hangs on ledges and waits for the right time to eat it's prey, just like a real flytrap would. Muskippa is otherwise weak.

Muskippa is as large as Pikachu, weighing a similar amount to the yellow rat. It unfortunately does not have the mobility advantage, which is only as good as Jigglypuffs. Muskippa has to rely on it's special specials to get anywhere, just like every other character in MYM.


~~ Su-pe-shillz ~~


Neutral - Ingrain: 25th Western Style



A move used billions of times by plants alike in MYM, but here it has a totally different effect :awesome:. If you use this move, you'll see Muskippa plant it's tentacleslol in the ground...but it does nothing. WTF!?

To use this move with a smart effect, you must use it when you're facing the edge of an edge, even if it cannot be grabbed :glare:. Here, you will find that Muskippa has done something awesome: the ledge is glowing with green. This green makes the ledge ledge-it--a-mate! Yay!

....though this move IS called Ingrain FOR A REASON. Foes who try to grab a green ledge will take 4% plus 1% more for every half a second they stay on it...they also get no invincibility frames! Muskippa will find himself wanting to grab a green ledge, because when he does he heals all the damage that green ledge drained from enemies. This move can stack-a-lack for every use, but if you're actually stupid enough to overly orientate yourself on doing that you will probably die. Just remember to go for green!


Side - Captain Crunch



Did you know it takes a whole day for Carnivine to eat it's prey? None of that bullcrap for Muskippa! You tap it and it'll go CRUNCH in a grab manner - angle up and down to respectively bite; if you hit the boys they'll be stuck in Mussy's mouth! Basics of the basics: the jaws inflict 1% per 1/3 seconds for 1.377X grab difficulty...but unlike fatty five, Mussy will be stunned if it's prey escapes due to it's mouth being paper weak. What Mussy wants to do to avoid this is: Hold Z, and then directional input to toss the victim 0.2 SBBs for every 10% they have. Totally better than the OTHER Chomp which only spits enemies out in one direction...seriously, you'll need this dudes. Playstyle....:awesome:


Up - Di-Vine Whip



Yay, Tether Recovery! Google it and Brawl's all game! You can swing it in any direction, something you CAN'T DO IN BRAWL (hence we fix this grave mistake with MYM ;)), and it is as long as Ivysaur's magical extension. When Muskippa grapples the ledge, it is hanging by that vine which is however long it was the distance was between the ledge and Muskippa.

But that's not all kiddies! When hanging on the vine like this, Mussy can go UP! And DOWN! But no further down than the length of it's wine. It does this at Ganon's walk, and once it totzallyz reaches the ledge it hangs onto it like usual. Use jump to auto-detach. Sadly, there is no shortcut to actually grappling the damm ledge, but...

Mussy, yes kids, is ABLE TO USE IT'S AIR GAME WHILE ON DE VINE! You won't be defenseless, and you can totally use moves to kick can at an advantage of the vine because teh enemies will be trying to attack you from down there. Also, Mussy is upside-down when it's hanging by the ledge...this will screw with your controls and make you use the D-air instead of the U-air and yeah................but you know, it's not like anyone actually takes into account the difficulty of a human player using the character in their playstyles and such, meaning that only stupid annoying CPUS will be using them competently...


Down - No Hit-STUN SPORE



Everyone's favorite Pokemon move: desrever! Using this move causes a green yellowy spore to emit from Mussy a Smart Bomb's worth. What this does, is, prevents anyone within it's reach from taking hitstun! Wow, totally creative...one could definitely use it to protect Mussy when it's trying to recover...or maybe...something something something. Anyway, the spore lasts for 7 seconds. Make it cont.


~~ Stand-didz ~~


D-tilt - Cheating and Grabbing the Ledge on Land hahaha!



Very simple move kiddies: Mussy extends his tentacleslol on both sides of him a platform's length, and they will trip anyone who touches them...BUT! If the tentacleslol touch a ledge, Mussy automatically grabs that ledge! Wow...just wow.....nobody will ever have to waste their time actually dashing and landing on the ledge...just make sure you don't, like, not grab a ledge with this move because if that does happen, Mussy will have to retract those tentacleslol for average end lag.



~~ Smashes *_* ~~


Mussy can use these with it's Up Special, but I should have told you that earlier hahaha!

U-Smash - Sweet Scent



The image pretty much explains it all: Mussy opens it's mouth all the way to reveal a hot dog that it stole from one of it's past victims...ooooooooooooohhhhhhhhh...wait :glare:. It stays in this position until somebody is actually stupid enough to try and eat the hot dog, to which Mussy can follow-up with whatever move it wants to, it following up with the Side Special automatically if no input is given. Also, if the enemy is stupid enough to NOT eat the hot dog, Mussy will eat it instead! The hot dog heals it's eater 22.5% and refreshes their jumps....tempting.


U-Smash - Powder RAGE!!

A move that makes Pokes angry, but unfortunately, unless you somehow MAKE THE PLAYER angry this really cannot do anything in-game...oh wait, it does make the player angry!


~~ Air-E-Ls ~~




~~ GRaB ~~


I seriously should not have to mention anything about this.








There's a reason why I posted this despite being years old. That is all.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Welcome To Halloween, Whelps!

Fright Knight


The Fright Knight is a recurring villain from Danny Phantom. He is the ghostly Spirit of Halloween, and one of the most powerful ghosts in the entire series, serving as either a main story villain or as the herald of the few characters even stronger than he is.

Alongside his ghostly powers he is a master of fear, who sends those who dare to fight him to an alternate dimension where their worst fears become reality.


Stats

Weight: 14
Size: 10
Recovery: 10
Range: 9
Power: 8
Jump Height: 7
Air Speed: 3
Attack Speed: 2
Fall Speed: 2
Ground Speed: 1


The Fright Knight lives up to his reputation as a a powerhouse. Not only is he the heaviest character in the game by far, he's powerful with an excellent recovery to boot!

On top of that, he also has a special mechanic; he takes drastically reduced knockback and no hitstun from any attack that deals less than a certain amount of knockback, about equivalent to that of Yoshi's second jump. He can easily tank weak attacks all day without having to worry about being pushed around until very late damage percents. What prevents this monster from making Meta Knight look like a balanced character?


Special Mechanic


The Fright Knight's weapon of choice is the Soul Shredder, a legendary ghostly sword that houses a great deal of his power. It is also, however, his greatest weakness...

At the start of the match, instead of spawning on a respawn platform like most characters do, this purple pumpkin appears on the ground where he would spawn, sword firmly planted inside (on moving stages, an extra floating platform will follow the camera, only big enough to fit this pumpkin). If a player presses A near the sword, they will draw the sword and wield it as a bashing item. This replaces their jab, forward tilt, forward smash, and dash attack with the Soul Shredder moves, just like all other bashing items. Doing this releases the Fright Knight though, who spawns with the second of invulnerability and a blast of wind that knocks anyone nearby back far away.

The player can seal his power again by planting the sword in the pumpkin. The character can do this by using any of their Soul Shredder granted attacks while standing over the pumpkin, and performs the following chant, which takes four seconds to complete:
To cease the storm
to end the fear
the sword must sheath
in pumpkin near
The player or the Fright Knight can interrupt this process at any time, but doing so saves their progress through the chant. Once the chant is completed, they plant the sword in the pumpkin, and the Fright Knight is sucked by a powerful Ecto Storm off the top of the screen, instantly KOing him.

If no one draws the Soul Shredder within ten seconds of the start of the match, Danny Phantom flies in from offstage, saying "Here's the Soul Shredder, right where I left it!" He then picks up the sword, and is immediately punched out by the summoned Fright Knight, who retakes the sword for himself.

If a player holding the Soul Shredder takes an attack that has enough knockback to 'launch' them (smoke trails coming off) they drop the Soul Shredder. If the Soul Shredder is thrown off stage it falls from the top of the screen directly over Fright Knight.


Specials


Neutral Special: Summon the Sword

If the Fright Knight does not have the sword in his possession at the start of this move, he stretches out his hand and summons it back from wherever it is on the stage after about a half second of start lag.

If another player is holding it though, he will shout in a booming voice, "Return my sword to me at once!" The Soul Shredder will begin to glow and shake violently as it tries to reunite with its master.

How long this takes depends on the difference between the two characters' damage percents, much like Bowser's Flying Slam. If both players are at the same damage percent, the sword will return to the Fright Knight after about two seconds. If the Fright Knight's damage is lower, the sword will return more quickly and vice versa. The other player can still perform the chant to seal the Fright Knight, or attack him to stop him from regaining the sword, as long as the attack does the minimum knockback to make him flinch.

Neutral Special: Ecto Storm

If the Fright Knight does have the Soul Shredder when he uses this move, he instead takes it and plants it into the ground. While it is in the ground, anyone can grab it and take it for themselves, be they Fright Knight or peon.


The sword fires a pillar of green light into the sky, creating a dark storm above which grows as long as the sword is planted in the ground. The storm is centered around the sword at the top of the blast zone, and grows by about a battlefield platform in size every few seconds, taking up the entire screen in about thirty seconds. The storm has a couple of important effects:

Lightning begins to bolt from the sky to the ground beneath the storm, getting more common as the storm grows bigger and bigger. It fires psuedo-randomly, either hitting a random part of the stage, or aiming at or near a random opponent beneath the storm. If the lightning hits a player, it deals 11% damage and somewhat strong upwards knockback, and sends the player reeling so they're ripe for an attack.

If the lightning hits anywhere on the ground though, it will instead summon a skeleton soldier to fight alongside the Fright Knight. These monsters shamble towards enemies to deal fairly basic sword attacks identical to Fright Knight's melee moves, but they are weaker and lack any special properties. They can't kill enemies, but they can deal damage, hinder approaches, and attempt to grab opponents to pummel them. A summoned monster can be destroyed if it takes 15% damage, and they're fairly light as well, but they pursue the nearest opponent relentlessly. There can be up to three of them at a time, any more lightning bolts will simply do nothing if they strike the ground.

The storm also creates a strong updraft of wind every couple of seconds that pulls everything beneath the storm upwards a fair vertical distance, and makes it impossible for enemies to fastfall.

Finally, if Fright Knight is knocked into the storm somehow by any attack, the storm will kill his momentum and he floats back down. With a storm covering the entire screen it is impossible to get a vertical KO against him.

If the sword is removed from the ground for whatever reason, the storm begins to grow weaker at a rate of about half the rate it grows, and does not fire bolts of lightning nor does it create updrafts.

Up Special: Nightmare

The Fright Knight pulls out a small pumpkin and smashes it in a somewhat lengthy start-up period, releasing his steed in a puff of smoke.


Nightmare is the name of the Fright Knight's bat-winged Pegasus, and his fastest way of traveling around the stage. Nightmare falls very slowly, and can jump three times in the air, turn around, hover for up to three seconds, and glide. His air movement is about equivalent to Pit, but during an Ecto Storm, it increases to be similar to Yoshi.

An updraft from an Ecto Storm also refreshes all of Nightmare's jumps and hover, letting him essentially stay in the air indefinitely as long as the sword remains planted.

The Fright Knight can use all of his aerials while riding Nightmare, as well as his Neutral Special. Landing on the ground causes Nightmare to disappear in a puff of smoke.

Down Special: Ecto Thunder

Fright Knight raises his hand and calls a bolt of lightning from the sky to strike him. This takes relatively little time if he's beneath a summoned Ecto Storm, but without one, a small green cloud temporarily forms first that gives the move a lot of delay. Fortunately he can still move a little after summoning the cloud in that case.

The lightning bolt is identical to the ones summoned by the Ecto Storm passively, but when it strikes Fright Knight he is covered with electricity and takes a fair bit of lag, but opponents who touch him take 13% damage and moderate diagonal knockback.

Side Special: Ecto Ray

Fright Knight fires a pink beam from his eyes, dealing 6% damage but no knockback or hitstun. The move is longer than it would seem, making it not good for much other than pestering opponents.

If the Fright Knight is wielding Soul Shredder, he will instead fire a blast of ectoplasmic energy from the tip of the sword that deals 9% damage and decent knockback and hitstun.


Standards


Jab: Soul Shedding Slash

This jab has two different options. Rapidly tapping it causes whoever is wielding Soul Shredder to do a quick, long ranged three hit combo for 8% damage and weak set knockback, while holding it down causes them to spin the sword in front of him, making it act as a weak angel ring that reflects projectiles.

Soul Shredder always has transcendent priority; being a ghost sword it passes through any enemy attacks.

If Fright Knight has been deprived of his sword one way or another, he does a two hit punching combo. The first hit is fast but has terrible range and does a meager 3% damage, but the second hit, while slower, has him step forward with his shoulder to the opponent, letting him get a powerful, longer ranged uppercut blow for 8% damage and upwards knockback. You can fish with the first punch if the opponent is close up or try to get the longer ranged second hit in.

Forward Tilt: Warp Blade

Another attack that uses the Soul Shredder, whoever wields it slashes forward for 9% damage in a slightly slow but long ranged slash.

Instead of doing knockback though, this attack will teleport it's opponent in whatever direction you tap the control stick, increasing in range as the opponent's damage percentage goes up but never sending them further than about half of battlefield around 120% damage. It also flinches the victim regardless of if they have super armor or not.

If Fright Knight uses this attack without the Soul Shredder, he does a Ganondorf-style Sparta kick for 12% damage. Although it has no vertical knockback, it has insane pushback, even on shields, and will send the enemy sliding backwards in a hurry.

Up Tilt: Burst Sphere

Fright Knight raises his right arm upwards and generates a pink ecto ray around his fist, which then bursts in an area the size of a party ball above him for about 9% damage and strong base knockback. It's a bit slow for a tilt, but has a nice effective radius to make up for it.

Fright Knight can hold down the attack button to charge this attack up to give it a x1.6 boost to damage, radius, and knockback. He can cancel the charge by shielding, which stores it. A stored energy ball can be released just by using the attack.

Fright Knight can also lob this as a projectile by tapping the attack button and a direction before it bursts, but it only has a range of about a battlefield platform and has a delay before bursting similar to Zelda's Din's Fire, making it only useful if you can predict an opponent's air approach and when they'll attack.

Down Tilt: Rage Stomp

With a roar of anger, Fright Knight stomps the ground powerfully, glowing with a purple aura. Nearby opponents on either side of him are hit for 8% damage and tripped.

Fright Knight is slightly obscured by purple flames from his aura that act as an extra protection; opponents have to be practically touching him to be struck by it, but it deals 5% damage, a bit of hitstun, and nicely blocks incoming attacks that clash with it. While the flames are present his natural knockback resistance also takes a slight buff. It also lasts a bit after the end of the attack, making it even easier to punish approaches. The flames last for about half a second after the attack as well.

Dash Attack: Soul Rush

Fright Knight dashes forward, dragging Soul Shredder behind him. He then swings the blade up at the end of his dash, dealing 7% damage and pretty good upwards knockback. This move also however has a follow-up attack where he then slams the blade back down to the ground, dealing 8% damage and spiking knockback that will leave airborne enemies prone from mid-percents on. These moves combo until ridiculously high percents.

If Fright Knight is unarmed, instead he will take a sudden leap forward and slam his shoulder towards the enemy for 14% damage and good horizontal knockback. This gives him a sudden burst in forward momentum and increases his normal knockback resistance significantly, making this a very hard attack to stop.

Of course, it is haunted by hideous ending lag that makes Dedede's Dash Attack seem relatively quick to recover, but if you need to quickly make an attack from range, it's a good option.


Smashes


Forward Smash: Sword of Storms

Fright Knight swings his blade in a powerful overhead slash, similar to Ike's Forward Smash, and the sword stretches its range a bit like a beam sword, covering a massive area. The sword is covered with ectoplasmic storm energy, increasing it's strength to deal 18-29% damage and pretty strong knockback, but the attack is a little slow and isn't as good at killing as one might hope.

The attack also releases a miniature Ecto Storm, blowing everyone nearby away with a great deal of force, stronger if they are at a high damage percentage. Even shielding and dodging opponents are blown away, and it's strong enough that it can affect Fright Knight himself.

Without the Soul Shredder, Fright Knight jumps forward with a powerful punch a bit like Ganondorf's Forward Smash, stepping forward and pushing straight ahead, his gauntlets glowing with purple flame. This deals 19-30% damage, but is pretty hard to hit with.

Down Smash: Flaming Carpet

Fright Knight stretches out his hand and fires a blast of purple fire at the ground in front of him, dealing 14-22% damage in multiple hits and flinch that pushes the target backwards. The fire lingers for five seconds and creates a path of flames a bit smaller than a battlefield platform, dealing rapid hits to anyone who stands on it much like a flamethrower attack, forcing the opponent to DI out. Only one path of flames may be out at once, and Soul Shredder and the pumpkin act as walls blocking flames from appearing on both sides.

If a monster is struck by Fright Knight's purple fire it is set aflame, taking 3% damage every second, but they break out into a sprint slightly faster than Mario and all of their attacks deal extra fire damage.

Up Smash: Pillar of Fire

Fright Knight's cape burns with rage, and he releases it upwards, covering himself in a bright pillar of purple flame that he can angle slightly in forwards or backwards It has a pretty ridiculous hitbox, which makes up for it being somewhat slow.

it deals 16-26% damage and decent enough diagonal knockback, but has relatively poor knockback growth, making it lousy to try for kills.

It also leaves him enveloped in flame for half a second, and boosts his usual knockback resistance a fair bit.

Combined with a Flaming Carpet, this can make approaching the Fright Knight absolutely hellish.


Aerials

Neutral Aerial: Whirlwind of Fear

Fright Knight is surrounded by purple fire that acts as a barrier around him. Opponents who get near him take 5% damage and mild knockback and hitstun, but it doesn't do much beyond close range defense. It has an extended hitbox, and you can mash the attack to make it last longer and make the fire thicker. Like his other flame barrier moves, it makes him harder to knock away.
- Nightmare: Wingbeat of a Giant Bat
Nightmare flaps his wings strongly and creates a gust of wind in the area about a battlefield platform around Fright Night with good vertical range. This blast of wind sucks enemies upwards and puts them into hitstun, but deals only 3% damage, forcing them into aerial combat.

This move expends one of Nightmare's three mid-air jumps, and it cannot be used if all of his jumps have been used up.

Forward Aerial: Fireburst

Fright Knight thrusts his hands together, creating a powerful, massive blast of fire that he can angle up or down. While this move has a predictable period of start-up, it lasts for nearly a second and has incredible range, covering an area about the size of Charizard in front of him.

The flames deal 13% damage and strong but set knockback, making this good for forcing enemies back. If it's angled down while Fright Knight is dropping down, the knockback will pop the opponent off the ground in front of him.

If Fright Knight is riding Nightmare, instead Nightmare will breath the flames for this attack. It doesn't affect the damage, but makes the range even greater as the source of fire is further removed from Fright Knight himself.

Down Aerial: Fist Drop

Fright Knight does a slow punch downwards, similar to Samus's Down Aerial, and hods it down as he drops at a rate slightly slower than Toon Link's Down Aerial. Opponents hit take 17% damage and powerful spiking knockback, but it's pretty hard to hit with off-stage.

This is also the fastest way for Fright Knight to get to the ground since he's so ridiculously floaty, and if he hits the stage, he'll smash the ground and create a shockwave from the impact, dealing push and hitstun that deals 5% damage to nearby opponents and gets him some breathing room on landing.
- Nightmare: Sky Trample
Nightmare kicks beneath him six times, twice with his hind legs and once with his front legs, the green flames from his horseshoes glowing and increasing the hitbox. The attacks actually have a strange angle that pulls the opponent upwards into more hits, but you'll not likely get all six hits, especially with good DI. Each hit deals 2% damage.

Back Aerial: Armor Kick

With a forceful twist, Fright Knight spins around in a full turn in midair, delivering a kick behind him for 14% damage and relatively good knockback, but it's pretty slow. It also has a very long duration though, allowing it to act as a pretty decent spacing move to force opponents to back off, and it has considerably less ending lag than it has starting lag. Landing while performing this attack leaves him tumbling though, but he's so floaty he can actually perform it in a shorthop.
- Nightmare: Bat-Donkey Kick
Nightmare performs another kick, this time raising his hind legs back, green flames burning bright, in a fast kick that tosses enemies back and above him for 11% damage and strong knockback. This move has a fair bit of end lag, but leaves opponents reeling for a bit as well.

Up Aerial: Spirit Grasp

Fright Knight raises his hand and a few minor spirits swirl around his gauntlet. He releases them to fly above him, grabbing anyone directly above him in the air and trapping them in a ectoplasmic bind. Opponents caught take no damage, but are trapped in midair at grab difficulty and vulnerable to attack.

The hitbox is actually a bit wider than one might imagine, but it has a bit of starting lag and a surprisingly short period of duration, requiring precise timing in order to avoid enemy spot-dodges.

Glide Attack: Night Rush

Because Fright Knight can only glide while riding Nightmare, he only has access to his glide attack then as well. Nightmare charges forward, covered in a black mist as he tries to skewer opponents with his horn. A sweetspotted hit deals 15% damage and excellent knockback, but a sourspot deals 7% damage and mild knokback away from him.

Fright Knight's glide attack propels him almost two battlefield platforms in whatever direction he's gliding, letting him attack from any angle, but using it kills his glide, and he can't use it again until he touches the ground, even in an ecto storm.


Grab Game


Grab: Terrifying Grasp

Fright Knight reaches out and grabs the opponent. With his large size, he has a very good grab, if not quite as good as King Dedede's, and it's just slightly slower than average. Skeleton Soldiers share their master's grab.

Pummel: Struggle

Fright Knight struggles with the opponent, dealing damage as he tries to force them into submission. If the opponent is holding the Soulshredder, this is his chance to take it back by mashing as hard as he can; it takes him about a second to retake his sword, but it goes faster if he button mashes harder. Each his deals 1% damage, but they come out very quickly.

On a related note, if the Fright Knight is grabbed while he has the Soulshredder, opponents can take the sword back in the same way! Summoned skeletons can do the same to enemies as well!

Fright Knight can also use his pummel to drag enemies away by holding down the attack button. This doubles the length of his grab as he hold the opponent up in the air and walks with his frankenstein slowness in whichever direction you point him.

Forward Throw: Spinning Toss

Fright Knight whirls the enemy around, knocking anyone else near him away before tossing them away for 11% damage and fairly good knockback.

Down Throw: Mighty Slam

Fright Knight lifts the whelp in front of him, tosses them downward for 4% damage, then stomps them for another 9%.

He can actually toss enemies offstage if he's standing near an edge, but he'll miss the stomp, and it can only kill against opponents with either terrible recoveries or at extremely high damage percents.

Back Throw: Ghostly Hold

Fright Knight turns around and shoves the opponent away, releasing green ectoplasmic energy that forms a trap around the character's body identical to his Up Aerial.

Up Throw: Uppercut

Fright Knight punches the opponent from beneath the chin straight up, dealing 9% damage and pretty decent knockback that leaves the opponent ripe for an aerial assault.


Final Smash

Lost In Nightmare

Fright Knight holds his hand out and instantly summons his sword back to his hand if it isn't in his possession already, even if an opponent is holding it. He then slashes forward in a massive slash that dwarfs Ike's Forward Smash.

Any opponents struck are then instantly teleported to another dimension where their worst fears are brought to life. A single CG flashes of that character's specific fear, before the screen goes dark. The enemy takes thirteen hits of 5% damage each, and is then launched straight up for incredible knockback.


Playstyle


Overview

Now, I'd thought that this might have been obvious, but let me go over how Fright Knight plays in case you haven't figured it out. Fright Knight's survivability is topped by no other character; his weight is incredible and his recovery the best in the game. Alongside his natural knockback resistance and protective moves, he is an almost impregnable bastion, with one fatal flaw; his pumpkin.

Now then, Fright Knight could simply hold on to his sword for the whole match, but he wouldn't be very effective; for such a heavyweight, Fright Knight has surprisingly few truly effective KO moves. His Down Throw, Forward Throw, Glide Attack, Down Special, and Forward Smash all certainly can get kills, but actually doing so requires either sky-high damage or a very beneficial set-up.

By planting the sword into the ground, Fright Knight gains a host of advantages; Skeletons to help defend his sword, lightning strikes to harass the enemy, but most importantly the Ecto Storm. The Ecto Storm lets Fright Knight unleash his absolutely terrifying aerial game, letting him stay in the air for an incredibly long period of time, and force the opponent up with him. Fright Knight's aim essentially is to juggle the enemy upwards or offstage from the back of Nightmare, forcing the opponent above him so he can finish them with a lightning strike from up high.

The Ecto Storm also makes Fright Knight invulnerable to vertical KOs, which are most common in high-level matches. With excellent DI work, Fright Knight can render himself almost immune to kills by forcing himself into the storm to save himself.

Playing As

Now that we've gone over what Fright Knight's goals are, let's talk about how to actually play as him. In the early stage of the game, the opponent will almost certainly draw the sword, but you're in the best position you can be to retake it. With no damage taken, almost no attacks will actually be able to knock you away, letting you freely guard your pumpkin with whatever attacks you like, go for a grab to counter any attacks of their own, or try to simply resummon the sword with your Neutral Special.

Now then, you'll want to actually plant the sword on the other end of the stage; you don't want to make this easy on the opponent, do you? The sword's moves are pretty good at creating space and forcing the player away, and with your more powerful projectile you can take this opportunity to start building up some damage.

When you plant the sword, you'll want to start by actively guarding it so that you can get a decently sized Ecto Storm. Let skeletons slowly start to come, and use your Up and Down Smash, along with other moves to space the enemy out and drag them away; your Forward Tilt will do well for this. Once your storm is of decent size, it's time to harass the enemy from the back of Nightmare.

Your Forward Aerial is a brutal long-range attack that can work as fantastic air-to-ground or air-to-air, and Nightmare's fast movement lets you pretty easily move around to intercept enemy movement. You'll want to carry the opponent upwards though, using your Neutral Aerial to force them skyward, using your Down Aerial and Back Aerial to catch anyone trying to fall out of range, especially if you exhaust your jumps.

For the kill, you can kill with the Back Aerial or Forward Aerial, but chaining an Up Aerial into a Down Special thunderbolt from a great height is usually the best bet.

When the tables are turned, and the opponent has the sword, you'll want to use your Neutral Special if you can somehow keep your opponent at a distance, but beware that they may get an opportunity to get a long passage of the chant in if they can reach the pumpkin. Going in for a Dash Attack or flying in with Nightmare are also good ways to try to reach in time, although hopefully you can adequately defend the sword without them. If you're in close range and at a high percent, moves that give you extra knockback resistance may be the last bit of an edge you need to let you get in an attack without being knocked away (and protect him from grabs!)

If the opponent is being uncooperative and you need to go for a kill without an Ecto Storm, as a last-ditch move you can actually throw your sword at the opponent; it's fast, unexpected, and deals pretty dang good knockback... but if they catch it instead, you pretty well damaged yourself.

Playing Against

While I've never really enjoyed this two-faced approach to playstyle sections, if ever a character warranted it this would be it.

While it is certainly possible to kill Fright Knight traditionally, his fantastic air game and recovery against his heavy weight makes it a very difficult path to take. Getting him sealed into the Ghost Zone again is by far the more attractive option, especially for characters with more mobility than Fright Knight. While he can move quickly under certain circumstances, his movement is a bit clunky and he has a noticeable delay before any of his approaching attacks that lets a wary player sniff out any attempts he makes to get in and stop the ritual.

One incredibly useful thing about claiming the Soul Shredder is that it happens to be a very effective weapon against Fright Knight himself. The Forward Smash can force him backwards if he approaches while the Forward Tilt will teleport him and interrupt any attempt to summon the sword normally. You can even reflect his few projectiles away or launch him up. His fall speed is very slow, which makes it difficult for him to get down in time if he's high in the air, ironic since getting high in the air is one of his main strategies. Watch out for his falling aerials though, Forward Aerial, Down Aerial, and the added protection of his Neutral Aerial makes him very hard to stop.

Skeletons should be dispatched quickly, and three or four hits is usually all it takes to take them down. They can also be blown offstage with the Forward Smash, and they'll just walk straight into the Soul Shredder's jab blindly refusing to DI only to be destroyed.

Beating Fright Knight in part relies on finding a sudden reversal. When he goes for the KO he must naturally stray further and further away from the battlefield where his sword and pumpkin are; if you can escape his air attacks, that's the time to strike. And despite his incredible knockback resistance and weight, damage building is still hugely important in letting you knock him away with your attacks to get enough time to seal him in the pumpkin.


Match Ups


Vs Dark Star: Advantage Fright Knight

Reality Tear ultimately is more of a boon for the Fright Knight himself than for his opponent, as he has a way to quickly access the top of the screen for the Ecto Storm an can avoid vertical KOs himself. What's more is that he can plant the sword beneath the tear in reality, making it even harder to access.

That said, Dark Star can try to wall Fright Knight off from the pumpkin using his Dark Line so he can get a kill with the sword, but if Fright Knight can avoid letting him access the sword it will be very difficult for Dark Star to separate him from both, especially if he puts them on opposite sides of the screen. If Dark Star can pull this off though, a difficult match becomes an easy victory.

Either way, this is certainly one of the most interesting aerial fights to watch, as they both battle high above the stage with little care for the ground below them, either of them being able to stall in the air almost indefinitely. Fright Knight however is just all the more likely to be successful at his strategy than Dark Star is.

King Ramses: Advantage King Ramses

Fright Knight gives King Ramses something he desperately desires, a good kill move. With his combination of moves that can force the opponent to move around and altogether harass the foe, he can easily stall to grab the sword. Since Fright Knight cannot simultaneously possess the slab and the Soul Shredder, he'll likely feel pressed to plant the sword in the ground so he can take advantage of the slab; as a ghost, he obviously gains the advantage of healing which with his own mechanics to mitigate knockback makes him even more difficult to KO normally.

King Ramses can also set up a grave trap right next to the pumpkin, making it even harder for Fright Knight to stop him. With locusts to harass any attempts to summon the sword from a distance, King Ramses is uniquely suited as a counter to Fright Knight despite his otherwise mediocre suitability for one on one combat.

Vs Vlad Plasmius: Complete Advantage Plasmius

Any gameplan that starts with keeping Vlad out of a certain area is going to be a complete failure by default, seeing as it's quite impossible to zone all of his clones at once. Vlad's air mobility is fantastic, his intangibility lets him reliably escape some of Fright Knight's traps and tricks in the air, and his clones let him constantly harass the sword and makes it difficult if not impossible for him to ever plant it for fear of it being instantly taken. Fortunately, Vlad's light weight and easy to damage clones make it somewhat easier to get standard kills, but if Vlad gets his hands on the Soul Shredder, it's very hard to stop him at all.

That said, Fright Knight and Vlad do make fantastic teammates. The Ecto Storm works great with Vlad's own strategy, letting him kill opponents off the top, or use Fright Knight's own ghost energy traps to get an overshadow in. Similarly, Fright Knight can abuse his ectoplasmic bubbles in the air to make it impossible for opponents to reach the ground ever again.

Vlad can also constantly guard the Soul Shredder and the Pumpkin with relatively little effect on his own game effectiveness thanks to his ability to maintain clones anywhere on the stage. With these two together, it's almost impossible beat them.


The Ghost Zone




The Ghost Zone is a new stage in Brawl. Similar to other stages like Delfino Plaza the stage travels through various locations in the Ghost Zone every twenty seconds, changing the stage and the rules. When the area is changing, all characters get to float through the zone at their respective air speeds in any direction, up or down, before they land back at the stage when gravity behaves normally again. There are a few locales that the stage switches between.

Pariah's Keep

Pariah's keep is always the first location the stage starts at, although it goes through the rest in a random order. The stage itself is a floating castle about the size of Battlefield, with two platforms on opposite towers and a somewhat wide area beneath. The platforms hover just overlapping the edges of the floating rock the castle sits on, and are about as high up as the tallest platform on Battlefield

Skulker's Island

This jungle filled floating island is slightly larger than Smashville, and has obscuring foilage all over the place, making it difficult to see. there is a water hazard in thecenter, which while not deep enough to drown in, slows players down that walk through it. It's also the easiest pace on the stage to see.

The stage also is littered with various traps. On occasion, passing by trees will fire darts filled with a sleep poison that sends opponents to sleep for as long as Jigglypuff's Sing, or passing by a bush will cause them to trigger a bear trap, which deals 14% damage and makes them button mash to escape.

A single platform floats offstage, travelling back and forth from just over the edge to near the blast zone, a highly disputed safe zone that hunters prefer to overview the safari from.

Realm of the Far Frozen

The realm of the far frozen is an icy land, about as big as the top level of Spear Pillar. The terrain is covered in ice, and players have very little traction and have an increased likelihood to trip while running on it. There are no platforms on this stage.

Walker's Prison

Players in Walker's Prison will instantly be reminded of Shadow Moses Island. This floating jail is flanked by two very high walls that are almost impossible to reach the top of and make lateral KOs very difficult. Each wall has 150% stamina before being collapsed, but it's not that difficult to achieve it, seeing as the stage won't cycle again until at least one wall is broken.

It is possible to stand on top of the walls, but when players are transferred to the stage they are forcibly thrown to the floor within, which is the size of Smashville. Watch out for vicious combos using the walls.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
DM, I'll be perfectly honest. It's one in the morning and reading through Fright Knight is a treat, with the inventive sword mechanic and flow with Nightmare. But I can't really provide much constructive criticism at this time, but I think I'd still like it even if I'm sleep-sober. 4/5

... Hold on... what's that noise?

Are you ready...?

Uh, does anyone else hear that? Hello...?

Are you... reeeeeaaaaaady?

By Warlord's belly, who is that?!?




"I think it's time for a little reformation around these parts, wouldn't you say?"
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Incomplete Set #12






Squid Girl



Sick of having her ocean polluted by humans, Squid Girl rises from the oceans in order to conquer humanity! Unfortunately she has a squiddle tendency to get distracted on a whim but none-the-less remains questionably dedicated to her goal. Can this undersea invader take Brawl as hers or will she end up as a squid-out-of-water?

Squid Girl's definitely not as large as her ego, nor does she have any kind of impressive physical capabilities to make up for it...that is, if one foolishly doesn't take into account the ten-tacles (pun intended) that hang from her head as hair. Strong, fast and dead accurate, these tentacles give Squid Girl an incredible first jump that's twice as good as Falco's by launching her into the air, with her second one being okay. Squid Girl's weight is average, she having to maintain her position as invader to get the best of those who oppose her.

Oh yeah, did I mention that Squid Girl can illuminate herself? Not the most practical power for a fighting game, but Squid Girl will use it in a situation when she's being obscured from sight. Handy against certain enemies that like the dark, cause Squid Girl doesn't!


Specials

Neutral Special ~~ Inking



Being a squid, Squid Girl naturally has the ability to produce ink in the place of human saliva. Tapping B once has Squid Girl vomit ink from her mouth that acts and naturally flows like any liquid would, while charging the move has Squid girl spit the ink forth projectile-style. Squid ink isn't threatening unless it manages to cover the enemy's body, to which it'll drag them on it's course before leaving them soaked. Enemies covered with squid ink have their chances of tripping doubled, and...can 'eat' the ink to heal themselves 5%.

You'd think Squid Girl would have an infinite supply of ink but that's hardly the case; after using it for 3 seconds she'll become pale, indicating that she's running out of ink. Use it for 2 more seconds and you'll find yourself with an ink-less Squid who's overworked herself. It takes 3 seconds to restore 0.5 seconds use of ink (1 second's worth for the projectile version).


Up Special ~~ Tentacle Tether

A pair of Squid Girl's tentacles become controllable and can be moved like Lucas' PK Thunder but at triple the speed for 2 seconds, inflicting a flinching 3% to anyone in their way. If the tentacles' tips make direct contact with a part of the stage, the stage boundary or a ledge they'll momentarily connect themselves to it and Squid Girl will be dragged towards that area with brief Super Amour. As good as a recovery or retreating move as this is it can easily be thwarted if Squid Girl's tentacles are attacked, which will send her into helpless.


Down Special ~~ Tentacle Root

Providing she's above ground, Squid Girl takes 8 of her ten-tacles and plants them in pairs together directly beneath her. If the move's charged beforehand (can be stored) Squid Girl will scatter her tentacles so they're spread out evenly along the ground she's above, naturally spreading further if there's more ground. While she's rooted Squid Girl cannot be sent flying horizontally past the tentacle pair(s) furtherest away to her and cannot be KO'ed from the top of the screen. To bring the invader to level of KO'ability foes must inflict 2% on each of the 4 tentacle pairs until they've damaged all of them, which will force Squid Girl into helpless; once a tentacle pair is destroyed it has to regenerate it's health 3% a second and cannot be used until all it's health is restored so Squid Girl can't just keep spamming this move.

While she's rooted Squid Girl loses her incredible jump as her tentacles are preoccupied but these same tentacles keep Squid Girl from falling and give her the ability to move around at Ike's dash speed while she's in the air, providing she doesn't go past the furtherest one. This gives Squid Girl a lot of camping efficiency.


Side Special ~~ Tentacle Reinforcement

For her Down Special Squid Girl will root 8 of her ten-tacles because she keeps a pair of them for attacking. Using this move has a pair of Squid Girl's tentacles waver in front of her; if her tentacles are rooted the closest pair to Squid Girl unroot and waver in front of her. Squid Girl's tentacle pair will continue to waver, and while they're doing that they become available for attacking use; you see, Squid Girl's tentacle attacks have that 'tentacle priority' from MYM6 Spadefox set in that Squid Girl isn't interrupted if her tentacle is struck mid-attack but it will temporarily be destroyed and Squid Girl will have to wait 3 seconds for that tentacle to regrow. To put it simply, 'reinforcing' tentacles allows Squid Girl to still attack even if her attacking tentacle is destroyed; it also allows Squid Girl to immediately use another tentacle-based attack in the middle of one! Squid Girl can have all her 4 other tentacle pairs reinforced if she wished (which potentially allows her to use up to 5 tentacle-based attacks at once!), though every tentacle used for this purpose lessens the amount she can root; if Squid Girl wants to de-inforce her tentacles she simply has to Smash the input.



Aerials




F-air ~~ Strike from Above

A pair of Squid Girl's tentacles thrust in a downward arc at Sonic's dash speed until they hit the ground or a stage boundary; struck enemies take 13% with upwards knockback that KOs at 220%. The attack has massive range for a F-air and is faster than it sounds though it's rather difficult to aim the actual move; on the other hand Squid Girl will automatically home in on enemies in front of her if they're near one of her rooted tentacles, making this an ideal move to protect them with.



N-air ~~ Deep Retreating

Squid Girl covers her entire body with all her tentacles; if this was used while she was rooting Squid Girl will automatically unroot her tentacles. She'll then fall like an anchor with Super Amour until she lands on ground, where she'll be......pitfalled!? That's right, Squid Girl increased her weight for the duration of this move and suffered the consequences for it...or more like benefits; you see, as Squid Girl's tentacles are located on her head she's capable of using her ground game while she's pitfalled! Squid Girl remains pitfalled for exactly 4 seconds before she frees herself.

With all the weight she put on, enemies caught beneath a falling squid will surely be dragged down with her. Once Squid Girl pitfalls herself the poor victim is crushed beneath her for 21%; they won't be seen until Squid Girl frees herself, where we seen that they themselves have been pitfalled! Though they won't be buried for as long as Squid Girl was they'll be open to lots of punishment from the invader...they'd better free themselves quickly!



Standards





Standard ~~ Tenta-thrust


If Squid Girl's tentacles come into contact with any items she'll


Dash Attack ~~ Tenta-Latch

Squid Girl should never need or WANT to dash as she's unfit for land dwelling with her horrible Ganon-dash speed. That said, she still has a Dash Attack;




F-tilt ~~ Rushing Tentacle

Squid Girl sends out a pair of tentacles that move forward at twice Sonic's dash speed until you let go of A. Anyone touched by the tentacles takes 5% and is pushed along with them, though they cannot be pushed off ledges or into the blast zones of walk-off areas. Although Squid Girl can get her enemy wherever she wants with this move they can still attack the invader while they're being pushed, hence why Squid Girl needs to know when to retract her tentacles.



D-tilt ~~ Triumphant Mockery

Squid Girl stomps forth with her foot; not used to using her human limbs, she'll trip if she fails to connect. Even if she does connect however nothing happens.

If Squid Girl stomps on a pitfalled character she'll hold her hands on her hips and glare at her victim mockingly. Tapping A makes Squid Girl grind her foot on their head, inflicting 5% to them out of physical pain and shame.




Smashes


F-Smash ~~ Ten-fold Crush

Providing she's not rooted, all of Squid Girl's tentacles align with each other before Squid Girl can control them in a similar manner to Ness' PK Thunder for 1-3 seconds, though they cannot go offstage. Anyone caught in the tentacle's path will be dragged along for 1% per 0.2 seconds before being knocked in the direction the tentacles were last facing for 6-10% with KO potential at 190-155%.

If Squid Girl directs her ten-tacles into a solid her powerful tentacles will go right through it!



D-Smash ~~ Tenta-Cage





Grab


A pair of Squid Girl's tentacles momentarily waver before they fly out with the same speed and controls as Pit's arrow, though this is none-the-less a clone of Hades' grab in that if Squid Girl misses she'll have some ending lag to deal with but not a lot; either that or the extension of her tentacles are predicted and enemies damage them. Rather than bringing her held victim back to her Squid Girl keeps them in place where they were grabbed as she grins at them with menacing red eyes...I hope she's not thinking of what I think she's thinking of...


Pummel ~~ Merciless Tide

While holding Z Squid Girl can drag her enemies anywhere she likes at Mario's dash speed though she cannot drag them any offstage any further than where she grabbed them and cannot drag them within 2 SBBs of stage boundaries. Squid Girl can smash her victim into surfaces to inflict 3% on them in the place of a normal pummel.


D-throw ~~ Constriction

Squid Girl crushes her victim's limbs before she decides she's had enough and releases them, inflicting 12% that forces them into a footstool'd state. For 16 seconds the victim will find it harder to button mash with their weakened limbs.




Tips for Playing as Squid Girl

Squid Girl won't and shouldn't hesitate to make her invasive presence known to all her enemies, done easily with the Down Special that gives the invader free reign over the stage...but that's the easy part; what's next is to subdue all who oppose you and make them take you seriously.

And while Squid Girl could just sit back and camp with her tentacles she'll soon find that doing so (carelessly) will lead to their destruction since they're easily out-prioritized. Squid Girl can talk big but when it comes right down to it she underestimates her enemy. What Squid Girl has to do from here, is bide her time and strike the enemy when they least expect it...

As you'd expect from a squiddily-persistent invader, Squid Girl has as much control over the transition of her moves as she does with the tentacles that protrude from her head. This factor makes itself most obvious with Squid Girl's Down Special, which she can cancel into a Side Special for extra attacking reinforcement or into an N-air for retreating.




Really, Squid Girl's definitely an odd duck; she's not the strongest or most feared character out there but she does what she does well and is quite good at adapting to situations. If you ever feel the need to spread your tentacles all over and never get tired of doing so no matter how many times you're stopped, Squid Girl's your character of choice!






Final Smash - Power of an Invader

Knowing the power she now possesses, Squid Girl lets out a cunning laughter as she does what's fit for an invader....become a giant. Uh-oh, you've gone and foolishly put all the attention on yourself, Squid Girl! Having become 3X her size (as if a Giant Squid Girl used a Super Mushroom), the ground beneath Squid Girl collapses as the bottom half of her body becomes stuck under the stage boundary!

As you'd probably know Squid Girl's normal moveset would hardly work in giant form, so instead she gets a little boss moveset of sorts:







That said, the Final Smash does NOT make Squid Girl invincible; in fact, it's made her a massive target that can be taken down within seconds. Enemies only need to deal 200% to Squid Girl and she'll shrink back to her normal size before falling through the hole she made in the stage and suffering a KO. On the other hand Squid Girl will not return to her normal size until she's KO'ed all her enemies, who will not respawn until the Final Smash ends.






Made around the start of MYM12, could have been instead of Keroro Platoon. That said, I already have Medusa and Mistelteinn, and with other tentacle stuff this would be too old. The idea of planting tentacles around the stage and forcing foes to run around and hit them seems pretty fun though, representing her nature as an invader, yet I was already onto other stuff and wasn't quite passionate enough to go back and watch the series for pictures, whatever. Having to fit in other random abilities like ink didn't help either. It's still a concept that could be worked on in a future set, even nowadays.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
This pasta is looking at me funny...


This world doesn't exist just for you. And I'll tell you why..
That's part of a novel I wrote. I absolutely love writing about the close bonds between Trainers and the Pokémon they train.
Sit with me, I'll tell you a story. Don't believe all you hear, appearances are deceiving.

This story, does not end well.
Believe it... or don't, that is for you to decide...








My Daughter is so self centered. She only has a few friends...


---Copycat--
Hiiii! I fight for my friends! And now I'll fight for you too!

I'm a Pokemon Trainer! Really! Yeah! I'll help you find your Clefairy doll, little girl!
I have a Clefairy myself! She's my Pokemon partner! Come out and say hi to the cute girl, Clefairy!



Hey! What are you doing all the way over there? Come here where we can see you! Silly-billy!
My Clefairy is a bit on the shy side, I mean, more so than a normal Clefairy.
I think it's because she's so small. Some people mistake her for a toy!
....
"She IS a toy"? How mean!
Clefairy is my Pokemon! PO-KEY-MON! They have feelings too! What would you think if I just pretended YOU were a toy?



Our Stats:
[Me][Clefairy]

Size
[][][][][][][][][][]
Weight
[][][][][][][][][][]
Running
[][][][][][][][][][]
Jumping
[][][][][][][][][][]
Float
[][][][][][][][][][]
Traction
[][][][][][][][][][]
Awesomeness
[][][][][][][][][][]

Hey now! Stop making my stats wierd Clefairy! I'm just a normal trainer person. :bee:
We actually fight together, Clefairy and I! I may not look like it, but I've lived and trained with my Fighting Pokémon! And that will never change!
Clefairy starts the match standing at my feet. When you move me, you also move Clefairy. But Clefairy is super fast, so she'll get to the foe before I do.
She will never move too far away though, two battlefield platforms is her limit. She won't admit it, but she totes loves me! Knockback can still tear us further apart, and even KO Clefairy! We don't lose a stock until we're both gone... luckily.

Don't worry about Clefairy accidentally running off the side of the stage, she'll stop automatically. She's no dummy! You CAN take her offstage if you jump off, rather than just run off,
but why would anyone want to be offstage? It's dangerous!
We also attack together. Press an attack input, and we both attack! Clefairy automatically turns to face her nearest opponent before attacking, which is handy.
If I had to tell her to turn around, we'd never get anywhere!


Cutey Moveset Time yay go!!!
(Stop it Clefairy! Our moveset is Left aligned, not Centered!)


Our Moveset:
[Me]&[Clefairy]

Up Special: Trick:
Me and Clefairy switch places like magic! Ping! Now I'm where she used to be! Ta da!
Clefairy can fly anywhere she wants, so don't worry if you teleport her off-stage, ok?


Down Special: Embargo:
Clefairy comes to where I am! Ping! If you press this when we're already together, Clefairy floats behind my head, following me around everywhere like a good Pokemon! Together forever! (or until you press Down Special again)
Speaking of pressing Down Special again; if we've been hit and are blasting off again, I can jettison Clefairy mid-flight. She'll fall straight down, rather than continue to take the nasty knockback that I'm stuck with.

Incidentally, Clefairy can attack while floating behind me, but she will use only her aerials, due to the flying and all. If one of Clefairy's attacks involves movement, then she'll hurry back behind me when the move is over.

Forward Special: Grudge:
Whoa! Clefairy's mouth just opened wide, and a gassy gas shot forth! You're full of surprises Clefairy! Hey... you, stopped moving Clefairy... are you ok?
If this hits a guy, now they're under MY power! I can't move them around like I'd want. But when I attack, he attacks. New playmate yay!
Eventually though, playtime is over and that gassy thing goes back to Clefairy.


Neutral Special: Copycat:
The foe is now me! Or vice versa I mean.
I dress up as the nearest cool guy and get to use all their generic punches and kicks when I press A! Ok, I'm still not very strong, but I try! Punch punch kick! I love this game!
Huh? The foe doesn't have generic punches and kicks? Then I'll make some up! Falcon punch! Pikachu Punch! Nurse Joy Punch! Ramses Punch! I'mma moveset maker person now!

Huh? You want me to stop dressing like you? :woman: You can make me take my clothes off by taunting, just like that creepy Kirby person.

If Clefairy is nearby when I press Neutral Special, she'll also join in the fun. Poof! Now Clefairy looks like a mini version of who my costume is of. This isn't just for laughs, Clefairy pretends to have the same stats as that foe too (movement speed, weight, traction, yada yada).
When the fun is time to be stopped, I can undress my Clefairy by pressing Neutral Special again. But Clefairy will give you one last surprise before going back to normal; she'll use the foe's Neutral Special! Samus Beam! Falcon Punch! Donkey Punch! Clefairy can do anything that stupid Kirby can!



:nifty:

Clefairy's Regular Moves:
(I don't get any unless I use my "Copycat" move to copy the foe's moves)


Jab: Screech

Argh! My ears! Clefairy is wailing so very loud! I can't stand it! Stop pressing A!
Anyone nearby (who isn't super soundproof) will curl up in agony at the sound of Clefairy's voice. From this position, they can only roll.
:roll:

F-Tilt: Knock Off
Clefairy swipes at the foe with her tiny paw. If it hits, the foe takes 6% shadowy damage and drops a little something behind them. THEIR HEART :demon:
Well, actually it's just a colorful little heart shaped thing, the kind that I make Link eat when I play Legend of Zelda: A Link to the Past. It heals 6% to whomever picks it up first. Maybe it'll be me, maybe it'll be the foe, or maybe even Clefairy?

U-Tilt: Snatch
Clefairy darts stright into the air 1.2 stagebuilder units, grabs any nearby foe, then hugs them super tightly. She's stronger than she looks, and stops the foe from acting until they both land back on the ground. If you press jump while Clefairy has a victim, she'll jump up a little, prolonging the time spent in her clutches.

D-Tilt: Cotton Guard
A tear noise happens, and Clefairy turns all fluffy, like a woolly sheepie. This stops her from taking knockback from attacks, but it only lasts 1.2 seconds, and Clefairy can't do anything else in that time.

Dash Attack: Shadow Sneak
Clefairy... stops still and sits down? Oh ho Clefairy, you're fooling the foe! Well, sorry girlfriend, but if they see ME using my Dash Attack, then they know YOU are. We attack at the same time, remember?
So, what happens with the actual attack? Clefairy's shadow sneakily extends across the floor, 1 battlefield platform. And then the foe... falls in? Yes, it's like in cartoons, the shadow is really a hole! And then the hole closes up, leaving the foe buried in the ground like they were pitfalled!



:karma:​

F-Smash: Curse
!! Clefairy utters a swear word, like "bum", or "jerk", or "flowing-playstyle" while wringing her hands together. Turns out she snuck some needles into Brawl, and she's taking them out... of her skin. Ick! I know you wanna win Clefairy, but this is a bit much!
Depending on how long you charge, Clefairy takes out up to 5 needles, then darts them at the foe (sheik style!). This deals up to 10% damage to the foe up front, and pushes the foe away. Kinda weak, but those needles are nasty pasties, and stick to the skin! Until the foe is hit with another attack (knocking the needles out), they will get hurt a little every time they try to move. For every second spent moving, each needle in their skin deals 0.5% damage.
Just be careful the foe doesn't use their reflector or something like that. We don't want to be stung with our own needles!

U-Smash: Will-o-Wisp
Oh no! Clefairy is super mad!
She tenses up, before releasing her pent up frustration into the air above her head. This creates a tiny flamey/magicky explosion just above her, dealing 19-35% damage and knockback that could KO the foe at around 80%.
The lag all around is not very fun, but if the foe tries to attack Clefairy before the attack appears, Clefairy will blow up! In your face! Then you take a bajillion damage and die (30-40% and KO at 60%)!
Don't worry, Clefairy is just fine. Well, she took 20% damage from blowing up, and flinched a little, but she's otherwise okey dokey!

D-Smash: Night Shade
A pulse of energy radiates a short ways from Clefairy's feet, knocking the enemies away from her with 12-25% more damage than they used to have. The knockback is a "semi-spike"... whatever THAT is.

:rosalina:



N-Aerial: Shadow Shed
A radiance of darkness pulses outward from Clefairy, knocking back everyone near her (while dealing 6% damage too). Clefairy learned this attack because it helps get rid of any needles she accidentally got stuck to her. It's true!
I wish I could use an attack like that to get rid of my spots...

F-Aerial: Shadow Down
That cute little Clefairy slaps her foe down out of the air. Because Clefairy is a magical Pokemon, this is actually a pretty powerful spike. I'll admit it's not very fast, but don't mention it to Clefairy; she's sensitive about her start lag...

B-Aerial: Shadow Panic
Bamf! Clefairy dissapears into thin air, then reappears 1.4 stagebuilder units backwards from her starting position. This cute little teleport deals 12% damage and hitstun if Clefairy reappears on top of a foe.

U-Aerial: Shadow Hold
Clefairy just... forgets to keep falling? Now she simply acts as if she was on the ground for 3 seconds. Hey, I bet Clefairy could get up to all sorts of mischief with this!

D-Aerial: Shadow Rush
Clefairy turns to face the ground, then hurtles towards it. No, don't worry, Clefairy is light and squishy, she won't get hurt from hitting the ground.
Saaaay, have you guys heard of Toon Link? I hear his Down-Aerial is similar to Clefairy's. Why is he copying us?



:yoshimelee:


Grab:
Clefairy grabs the bad person. That's it. It's kinda slow though, especially since its range is low too. The grab release sends the foe straight up into the air. They'll be vulnerable to aerial follow up, but won't be vulnerable to regrabbing.

Pummel: Payback:
Clefairy singes the foe with a spiteful power. It deals as much damage as the last attack that hit Clefairy. And yes, she can pummel just as fast and frequently as anyone else.
Hey, opponent, I have a tip for you; don't let clefairy catch you *giggle*

Forward Throw: Shadow Ball:
Clefairy chucks the foe forward, then chases them off with a rapid fire of shadowy bullets fired from her palms. The bullets travel up to 2 battlefield platforms before failing, and they deal 2% damage plus backward/upward knockback. Clefairy shoots 10 shots in total, and is sure to aim towards the foe she threw. If the foe shields every last shot, their shield will be near breaking point by the end.

Up Throw: Spite:
Clefairy begins thrashing the foe this way and that with a psycho-k-k-kine.... with voodoo powers! She jerks them once for every attack they attempted in the past 15 seconds, each jerk increasing the knockback of the final toss while also tagging on 2% damage. The throw proper is upward, is usually weak, and deals no damage. So only spite the agressive foes. Give em a taste of their own medicine Clefairy!

Down Throw: Pain Split:
Whoa! Where'd did those floating numbers come from? Damage meters? What're those?
Well, whatever they are, they begin pummelling both the foe AND Clefairy. When they're done (they take their sweet time beating my poor Clefairy), both of em are left lieing on the ground, prone.
More importantly, their health has been messed with. It has been evened out! Now both the foe and Clefairy have the same amount of damage!
Hey... what would happen if she did this throw with me? Should I be worried?

Back Throw: Substitute:
The foe vanishes in a puff of smoke, only to be replaced by a little doll version of themselves, which Clefairy carefully sets down on the ground. This plushy toy, cannot take damage, but will still take 3/4 of the knockback attacks would normally deal. More importantly I guess, the foe is incapable of doing anything other than DI (?) any hits it recieves, along with generic button mashing to break free of the curse.
Clefairy can turn the foe into a doll? Could she do that to me too...?

Could she?


Final Smash: Hex:
....
....




Hello


....
I... I'm a Banette... Copycat used to be my owner... she used to play with me every day...

But... now, I'M the Copycat, and she's my plushy little doll.
It's for the best. I love dolls more than she ever did, and she's happy to be my Clefairy... truly
I get to keep my ghostly powers in my new, stronger body. And the Clefairy? She can't move anymore. But if I pick her up, like a toy, I heal 3% damage every second. Don't worry... I'll keep her safe..

Is this better than before the Final Smash? I don't know... it's... different.
There's... no.. going... back...
... here.... take this TM31...
.. TM31 contains my... favourite... MIMIC


Did you enjoy that tale? Don't believe it? Go play HeartGold/SoulSilver and visit her. There is a Banette in her room.

As for how they work as a team. Yes. You may have some trouble understanding. The vacuous Copycat uses her power of mimicry to become a weaker version of her opponent, throws and all. The conniving Clefairy doll is the true focus of your attention, with its gung ho style that seems bizarre for a ghost. But learning to use both halves at once is the key to forming the cohesive whole.
 

MasterWarlord

Smash Champion
Joined
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HAMMERHEAD



Hammerhead is one of many villians who chases Daffy around in the short “The Great Piggy Bank Robbery”. Hammerhead does literally nothing specific of his own – at least Snake Eyes has a unique death scene. Hammerhead is the definition of a 2 second screen time character who just stares menacingly at Daffy.

STATS


Aerial Control: 5
Size: 7
Weight: 6.75
Aerial Control: 6
Jumps: 5
Aerial Speed: 5
Ground Movement: 5
Falling Speed: 4
Traction: 2

Nothing much notable about the statistics here other than the presence of cartoon physics. Sure, his head is heavy, but it’s just his head – the rest of his body is pretty bloody scrawny.

SPECIALS


Down Special – EXCAVATION


Hammerhead attempts to start digging with the claw part of his hammer, taking a rather lengthy 1.2 seconds to finish creating a pitfall trap. There is no limit to how many of these Hammerhead can have, so it’s his main method of enticing approach considering he has no ranged moves. When the enemy gets pitfalled, though, they’re still able to shield, dodge, and attack normally with any attacks that don’t involve the portion of them that’s buried. All they lose is the ability to move. Hammerhead has no projectiles of any kind, so he has to actually come up to the foe to fight them during this time. Yes, they –can- turn around while in the hole, but there’s a good .2 seconds of lag on it.

If you started in front of the foe when they were pitfalled, though, you won’t really have the time to get behind them. The foe doesn’t escape via a grab escape, but rather by jumping. Each jump takes .1 seconds of lag and unearths the foe by 5% (Pitfalling them envelops them by 50%).

Any of Hammerhead’s attacks that deal downward knockback will send the foe further into the pitfall. Not only this, but it doesn’t matter if they were in a pitfall to begin with – they can enter one if Hammerhead deals downward knockback to them. For every Ganon the foe would normally get knocked downwards from this knockback, they’ll become 10% more enveloped, so yes, the foe’s damage percentage is still relevant.

Once the foe becomes fully enveloped, smacking the ground where they were will cause them to take the actual knockback of the attack as they get blasted through the bottom of the stage.

Up Special – RAISING THE HAMMER


Hammerhead generically leaps into the air 1.5 Ganon heights before slamming his head down, spiking enemies as powerfully as Rob’s dair and dealing 16%. On-stage, this is useful if you predict a jump from the enemy to immediately slam them back down into the stage. Such jumps are quite easily predicted when the enemy is spamming them to get out of a hole in the first place. Like most MYM recoveries these days, this doesn’t put Hammerhead in helpless but he can’t use the move again until touching ground.

This can go through the invincibility frames of somebody edge hogging like the asshole they are. If you connect with the move while Hammerhead’s hammer head is horizontal against the foe on the ledge, they’ll get smacked into the stage to be automatically 50% enveloped. Their upper body sticks out of the part of the stage –next- to the ledge, not the ledge itself.

In the event the move is –still- not enough to get past the enemy’s gimping game, Hammerhead can use this move underneath the stage where a pitfall trap is buried to go up through the stage to recover, though this will use up the trap.

Side Special – CHISEL


Hammerhead puts his head horizontal, and you are then able to direct his head’s position with the control stick as he either stoops down or stands on his tip toes to extend the range of the move as much as possible by pressing up and down, as well as rotating his head (By bending his neck, he’s not an owl) by pressing left and right. Pressing B again causes Hammerhead to lightly tap his head forwards, dealing 4% and flinching.

The move’s purpose is to chisel down shields, which enemies will be relying on a lot when their only other means of dodging is spot dodging. This –does- do some extra shield damage, yes, but it’s nothing that will shatter the shield any time soon. Instead, you simply want to weaken the foe’s shield enough so that it doesn’t cover part of them, then go direct Hammerhead to hammer that part of them for a shield poke. Preferably, you can make the top of them vulnerable then hammer them downwards.

Neutral Special – HAMMERHEAD


Hammerhead slams his head down onto the ground rather quickly, dealing 10% and downward knockback .6x as strong as Rob’s dair. However, if Hammerhead hits anything other than air, it’s revealed that his head is faulty as it gets launched off of his head, going 4 Ganondorf heights either directly forward/upwards or anywhere in-between based off how you angle it. No, it’s not the head is not a hitbox – it’s fully controllable as normal, considering all of Hammerhead’s moves only use his head anyway. The head’s ground movement is reduced to a 1, but his weight is still a decent 5.25. His body, on the other hand, has a grand weight total of 1.5. KOing Hammerhead’s head kills him, though he can’t get his body back on that stock if you kill it. Pressing Neutral Special again while Hammerhead’s head is separated from his body will cause his body to dash towards him at its’ normal dashing speed, picking it up and putting it onto itself once reaching it. In the air, the move still functions, with Hammerhead simply flinging his head off his shoulders.

GRAB-GAME


Grab - PRY


Hammerhead attempts to grab foes with the claw portion of his hammer. Considering this beats both shields and out-prioritizes things on account of being a grab, the hitbox is only out for a very very brief period of time to make it easy to spot-dodge. Once the enemy is grabbed, you can input Neutral Z to pummel them, squeezing them in the claw for 2%.

You can press (And hold) left and right to start bending them into unnatural positions as if the foe were a nail. If you bend the foe all the way to one direction, they’ll enter prone once they get out of the grab, or after they escape the current hole they’re in. Foes who attempt to roll in prone over a pitfall will get caught in it, so this has more advantages for Hammerhead than most. If you didn’t bend the foe all the way, it takes 2 seconds for them to fully stand up from the position they’re in (If you bent them 99% of the way), and during that time their hitboxes will pretty much all be directed upwards/towards the ground based off which way you bent them. They can still jump out of holes/shield/dodge normally during this time, though shielding becomes more awkward as it becomes easier to shield poke them by chiseling them.

Inputting and holding down causes Hammerhead to start digging in the same way he’d make a pitfall normally with his claw until the foe escapes, them getting automatically released into it. If they’re already in a hole, this will cause him to start digging it deeper until they do so.

Inputting up exists just to complete the “throw-game”, in which Hammerhead flings his head upwards, causing the foe to get knocked out of the claw, take 7%, and vertical knockback that KOs at 170%. If you want an actual throw and not a pseudo pummel, it’s there.

STANDARDS


Neutral Attack – RAT-A-TAT-TAP


Hammerhead hammers forward lightly on the first press of the jab, dealing 3% and flinching, does an even faster and weaker tap next for 2%, then for the third hit does a laggy swing of his head forwards for 13% and horizontal knockback that kills at 100%. The correct response to the full combo is to shield the first two hits, as if you dodge the first you’ll be hit by the second, then dodge the third. If the foe dodges the first hit, you can stun them with the second hit and cancel out of the move into a less laggy attack. If they’re shielding it properly, start chiseling away at them.

Dashing Attack - SCRAPE


Hammerhead leans back as he continues to run forwards, scraping the ground with the claw portion of his head as he runs, creating dirt projectiles that get shot out from him, dealing about 5 hits of 1% and flinching per second on average. This is obviously good to cover Hammerhead from foes chasing him if he’s fleeing - pretending to be campy and make traps only to quite literally nail foes with this move.

The move only lasts a single second as Hammerhead’s scraping brings him to a halt. At the end of it, Hammerhead’s claw portion of his head causes him to flip over 180 degrees onto his stomach behind himself. His body is only a hitbox when it comes downwards, dealing knockback half as strong as Rob’s dair and dealing 8%.

Forward Tilt – GAVEL SLAM


Hammerhead laggily reels back before hammering down on the foe, dealing 16% and downward knockback 1.2x as strong as Rob’s dair. Hammerhead is superarmored during the starting lag, enabling him to use this as a counter – having a counter is far more useful when the enemy is forced into close quarters combat with you. If you fling your head forwards, this move is a great way to cover up the lag –and- give you superarmor as you approach.

Up Tilt - HAMMERDOWN


As Hammerhead faces his head down, he jumps up. He can either jump directly upwards, or a set distance to the left/right if he “angles” the move. He then proceeds to come down, his head a hitbox that deals downward knockback .4x as strong as Rob’s dair and dealing 6%. While rather unambitious, it’s not only a quick response to a predicted shorthop/approaching fodder, it enables Hammerhead to get in some nice tech-chasing on prone foes. Jump directly up if you predict a get-up attack to avoid it before hammering the foe, or to the left/right for the respective roll. If you overlaunch your head forwards with Neutral B, leaping backwards with this move can help out.

Down Tilt – BLUNT FORCE


Hammerhead hits foes with the bottom portion of the head of his hammer rather than how he usually smacks them directly. This deals 6%, weak diagonally downward knockback, and knocks grounded foes into prone if they’re not in a pitfall. Considering simply bending the foe is better than making them enter prone in the side Pummel a lot of the time, an alternative method of putting the foe in prone is rather needed in Hammerhead’s arsenal.

SMASHES


Forward Smash – HAMMER AWAY


Hammerhead bursts out into a charge a bit faster than his dash, headfirst, 1-3 platforms based off charge. Contact with a foe doesn’t deal any sudden knockback, but will rather drag them along with Hammerhead with a series of hits that do very weak forwards knockback and 1%. For each platform you travel with the foe, you’ll deal 10% to them in total. Hammerhead can shift the vertical position of his head during this move at will via the control stick, enabling him to catch somebody in the air, then drag them downwards so he can drag them over a pitfall. This has minimal lag on either end, but the duration of the move is quite exploitable if you can hit Hammerhead from behind. If your head has been flung forwards, this can get around the head’s terrible normal movement to perform the fsmash normally, and if you don’t immediately activate said fsmash during your flight you can cover a lot of ground.

Down Smash - SLEDGEHAMMER


Hammerhead hammers at a diagonally downward angle, but more emphasis on the forward part than the downward part. The move deals 15-25% and knockback that kills at 135-90%. This can still knock enemies into the ground and pitfall them like any other move that deals downward knockback, but the forward knockback is so strong that the enemy will continue sliding forward while pitfalled, albeit only half as far as they normally would. Every .1 seconds they slide is them getting 1% more enveloped. If they pass any pitfalls along the way, the speed they’re going at will be cut in half as they get 50% more enveloped, continuing to slide along (Yes, this uses up the pitfall). This can indeed be used on foes who are already grounded/pitfalled, though if you’re intending to knock the foe into a second pitfall to stage spike them you’ll have to be careful the forwards knockback of the move doesn’t just bring the foe to the ledge. If your head has been shot forwards, the forwards knockback on this move can set up the foe to potentially get hit by another move.

Up Smash - SPIKES


Hammerhead turns to face the screen, looks at the ground, lowers his head to it, then thrusts his head upwards to hit foes with the claw part of his hammer, that part of his head getting exaggerated in size briefly. This deals 16-26% and vertical knockback that kills off the top at 145-105%. If used over a pitfall, Hammerhead will lower his head into it before thrusting it upwards. If this hits under the bottom of the foe’s hurtbox, the knockback will be doubled, so if a foe is almost out of the pitfall you can hit with this “sweetspot” of sorts. Be wary of the end lag, though.

AERIALS


Neutral Aerial – PECKING ORDER


Hammerhead hammers forwards 6 times over the course of half a second. Each hit deals 5% and weak forwards knockback, but no hitstun. This enables you to pester foes without refreshing their jumps when gimping them. If you fling your head forwards and approach with this move, the lack of stun isn’t much of an issue, as more often than not you can just DI/jump over their attacks as they get pushed along by you due to your very small hurtbox, then hit them during the aftermath of a laggy attack.

Forward Aerial – EARTHSHAKER


Hammerhead does yet another diagonally downwards hammer, with minimal starting lag but very long ending/landing lag. This is as powerful as Ganon’s dair spike in all respects, making for an obvious finisher under the stage. If you trigger the landing lag of this move, Hammerhead will cause all ground within a quarter of a platform of him on either side to generate a hitbox that deals 10% and vertical knockback that kills at 70% (!). If a foe is pitfalled within that range, they’ll become 20% less enveloped and take the 10% damage – it’s completely unavoidable. If this would unearth the foe, they’ll take the knockback of the attack, but for each 5% the earthshaking un-enveloped the foe they’ll take one fifth less knockback. This can make more mindgames with the foe in the pit as they don’t want to escape/come close to escape at a specific moment, unless they have the balls to try to interrupt you. If you fear the horrible ending lag for flubbing this, launch your head and use fair as you pass the foe as you fly off to safety to cover said lag.

Back Aerial – LOOP DE LOOPS


Hammerhead bends over backwards, the claw portion of his hammer a dragging hitbox that deals 12 hits of 1% and flinching per second. He then proceeds to bend his upperbody in-between his legs, then attempts to reach up to where his chest level would normally be, before his lower legs finally catch up with his upper half and go below him, snapping into place cartoonishly. Hammerhead is not dedicated to this move, though, and will stop bending if you don’t hold the input, him jerking the claw of his hammer in whatever direction it’s facing and dealing slightly forceful knockback to the foe that KOs at 130% and 6% extra damage. After that point, Hammerhead doesn’t snap back into place, and is free to use any of his aerials from his current position, with wherever his hammer is currently facing being considered forwards. This can enable him to do more advanced aerial pressure, especially when if he uses bair again he’ll pick up exactly where he left off. Dair still takes hammerhead downwards, but changing the position of the hitbox on it can prove useful.

Up Aerial – IMPALE


Hammerhead attempts to impale foes with the claw portion of his hammer, dealing 13% and trapping foes in a grab hitbox. If he has his body, Hammerhead will then proceed to acrobatically swing his body above the foe and stomp on them, dealing an additional 6% and knockback .8x as strong as Rob’s dair, boosting Hammerhead upwards the same distance. If he doesn’t have his body, then the foe remains grabbed as Hammerhead is free to drag the foe where he pleases. Launch the foe, launch your head, impale them, then use your Up Special to drag the foe even higher for a stronger dair.

Down Aerial – HAMMER DROP


Hammerhead goes into a generic stall then fall headfirst. Rather than static knockback, Hammerhead’s head drags foes with him as he falls with several hits of weak downward knockback and 1%. Once Hammerhead hits the ground, the foe is dealt downward knockback varying based off how far Hammerhead fell – they get 15% enveloped for every Ganon he fell. Obviously you can bring foes to the ground, but Hammerhead can DI around horizontally once he’s caught a foe to bring them into a pitfall. . .

If Hammerhead lands on a pitfall, he’ll dive through the stage, using up the pitfall trap. This can get obvious suicide KOs against foes, though keep in mind they’re not grabbed or anything and can just DI away from Hammerhead (Assuming they predict Hammerhead’s own DI). Hammerhead can come out of this move whenever he wants, so this is also a quick way to chase after foes you’ve knocked through the stage, and if you have –another- pitfall after that you can actually make it back by Up Specialing through it.

FINAL SMASH - BANHAMMER


Hammerhead grows to double his normal size before hammering down directly in front of himself – the attack can’t be dodged or shielded, you have to physically get out of the way of the move. Anybody who gets hit takes 40% and becomes 99% enveloped. If they were so much as 1% enveloped, they get spiked through the stage with Ganon dair knockback.

PLAYSTYLE


Hammerhead is a very offensive character who won’t want to let up the pressure to buy time to make pitfall traps – he doesn’t actually need them to start knocking the foe into the stage anyway, they just give him a head-start. If Hammhead wants his own head-start, he’ll want to throw his head forwards, as several of his moves get many new doors opened when he’s in motion and it gives him a great initial approach on the enemy. He doesn’t really need his body if he successfully pitfalls the foe, as the only things he loses is movement speed, and the enemy won’t be going anywhere at that point. Being a head also gives you a significantly smaller hurtbox to work with when in close combat with the foe.

Granted, you don’t want to be just a head forever. Without it, not only can the enemy run from you easily and camp due to your terrible movement speed, you can’t launch the head off of the body (Which can even potentially serve as emergency recovery). If the foe understands this, though, they’ll be gunning to destroy the body, which makes the body a far more useful tool than it otherwise would be as you use it as bait to bring foes to general areas of the stage where pitfalls are. When do you make said pitfalls? Generally when the foe is enveloped already.

Racking damage on the foe should generally come before making excessive pitfalls, though, as it enables you to knock the foe away more easily so you have more time to make them. You want to pressure the foe’s shield and punish them for dodging with stuff like jab to generally make them focused on just getting out of the hole, at which point fair/usmash come into play. You have to make the enemy as afraid/paranoid of all their possible options being punished to damage rack them to the best of your ability, as well as to potentially hammer them down even further into the stage to mindgame them further with fair/usmash. If you particularly pressure their shield in this state, they can still be left rather vulnerable when they get out of the hole, unless they just run like pussies and let you make a pitfall for free.

When you have enough pitfalls and the foe is well ready to be sent into the abyss, you can gimp foes primarily with a combination of pretty much all your aerials. Nair’s horizontal gimping is perhaps the most effective of all of them, surprisingly, as it prevents the foe from reaching the edge rather than simply knocking them downwards, which some characters can recover from just fine. If this phase is still rather hard for you, you can forgo it altogether and simply damage rack the foe before killing them outright with a spike through the stage or off the top with fair as they come out of a hole. Gimping is more for when you’ve just got a KO and have plenty of pitfalls to make use of, but the foe’s at a low percentage. Hammerhead can further sustain his lead by sacrificing his body to make it back to the stage when knocked off – if he has enough pitfalls, he won’t really need his body to chase the foe around.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Boys and girls of every age, would you like to see something strange?

:phone:

Profpeanut - Lexaeus, Zexion, Xaldin, Xion
Kholdstare - Axel, Roxas, Saix, Vexen
Smashbot226 - Xemnas, Xigbar
MarthTrinity- Marluxia
Clownbot - Demyx
? - Luxord
Junahu - Larxene
 
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smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.


"Wow. Look at all of the terrible villains in this movement. 88 Teeth? What, did you get that name by sucking off Billy Joel one too many times? Neon Noodle? How does one get fired from the easiest job in the world- BEING a sign. And don't get me started on Jukebox Jaw, that poor guy is less practical than Melee Pichu. You're all a bunch of one-time, two-bit, third-tier thugs. None of y'all know how a real bad guy works."



"Lemme show you rookies how it's done!"
=-=-=-=-=-=-=-=-=-=-=



Dr. Facilier​


Dr. Facilier is the villain of one of Disney's most recent animated feature films, The Princess and the Frog. The film itself is a nice change of pace from Disney's usual suckery, as most everything about the film is done very well. Including the main villain, who just oozes of trickery, deceit, and flat-out evil. Just judging from the appearance, you can probably guess he's a witch doctor of sorts. What you probably haven't guessed, if you are unaware of his abilities, is that his shadow acts independently from his physical form. He's also capable of summoning voodoo doll and shadow minions due to his deal with some unnamed friends. But now, he's going after the entire Make Your Move roster, from one to now. Is he going to succeed?​


=-=-=-=-=-=-=-=-=-=-=
STATS & OTHER COOL STUFF (Ranked on a 1-5 basis)


Ground Speed: 2 (Now I know I'm one tall, dark, and handsome stranger... but these lanky ol' legs of mine can't take me too far in a hurry. Luckily, I take great stride in my great strides, so I'll probably be dashing as quickly as that space bird...)


Aerial Speed: 3 (While I normally ain't one to divulge my background so easily, I feel like it's best to explain my apparent speed while midair. Long answer? I'm in debt to some very nasty people who will let me live if I feed them souls. Short answer? Atkins.)


Aerial Control: 4 (You're probably wondering about the REAL reason I'm so damn floaty in the air and... not so much on the ground. Well, lemme tell you: I'm a ghost. From down under, and not the Australian kind. This, corpo-real body sure helps me wander the current, though.)

Power: 3 (Ooh, look at that. Shadow's flexing. Yeah, look at that smooth operator go. Oh, wait, now he's done. That sucks, since he's very helpful in playing ping pong with perplexed potheads. But enough alliteration. Or was that illiteration? Meh...)

Attack Speed: 4 (For the most part, I make use of my lanky limbs in swings and I'm already something of a strong guy, so I can keep swinging until they start singing! 'Course, I've got my openings during some attacks, but that's what Shadows are for... right? RIGHT?!?)

Jump Skills: 2 (Yeah, remember when I mentioned the corporeal body? Legs gotten weaker, mostly used to navigating with my tongue. No, you sick sonsaguns. Not like that. I'll make sure my friends on the other side gut you first! Lemme think... I've got some jumps about as high up as that blue swordsman... the gruffier one.

Weight: 3 (I might be a large target, but I sure as hell ain't a heavy one. You know, with the corporeal body and all. Anyway, takes about 125% from heavyweights to knock me out... putting me at about the taller green elf's weight.)

Height: 4 (Yes, just judging from the little pictures for your simple little minds to ogle, this tall handsome gentlemen is TALL. At about my brother from another mother's height, no less! Us male antagonistos gotta stay together, huh? Yeah, we should...)



=-=-=-=-=-=-=-=-=-=-=-=-=
THAT DAMN TALISMAN
=-=-=-=-=-=-=-=-=-=-=-=-=

So, you're no doubt wondering what Facilier is holding with his left hand in the second picture. That's a talisman given to him by his friends on the other side. He safely wears it around his neck, because if it ever breaks... well, feel free to YouTube that. Anyway, Facilier is extremely difficult to KO normally, since his recovery move is just that damn good. But we'll get to that later. So, what is the purpose of the talisman? That is also for later, but much earlier than you'd think. At any rate, you're wondering how Facilier can be killed.

Whenever Facilier suffers 80% damage or is hit by five consecutive attacks within half a second intervals between each- needless to say, each attack will have to cause some stun-, the talisman detaches from his neck, plopping to the ground. Now you're in trouble. The talisman becomes an item that, if picked up by anyone other than Dr. Facilier, can be thrown at people, the environment, or off-stage. If Facilier picks it up, he reattaches it around his neck. Unluckily for Facilier, the requirement to detach the talisman decreases by 10% for each time the talisman falls off. But I digress for what happens when the foe has it. Should the foe toss the talisman off-stage or with enough force against a solid object (The force required to actually break the talisman requires either the horizontal or vertical distance of the toss to be equal to the Hyrule Jump. So off-stage is usually the best answer...), it breaks. And Facilier turns into a desperate, desperate man.

It's broken, and now Facilier panics. Ominous music starts playing. Any minion, sans his shadow, turns their complete attention toward Facilier. His speed jumps from Falco speeds to Captain Falcon speeds, with all his normals and specials gone, with his only normal attack input a command grab. Should he land this on any grounded opponent, he latches onto them in a plea for his life. This deals no damage and Facilier can't toss them, but it keeps them in place, though foes can shrug him off with thrice as much difficulty as a normal throw. If he grabs them int he air, he uses his victim's body to break his fall and continues to cling to them, requiring six times as much difficulty to break his grip. He'll remain in this state for fifteen seconds before, well, this happens:

http://www.youtube.com/watch?v=UsbcN2LbgvM

Skip to about 3:30 to get what I mean. A giant tiki head pops out of the ground at the edge closest to Facilier and opens its mouth, revealing a giant green space that vacuums anything and anyone into the maw. This includes Facilier's enemies, any onstage items, and of course, Facilier himself. The power of the vacuum will obviously increase over time, but Facilier can still sort of resist the pull during the early stages. He can even grab onto foes and drag them into the tiki's maw, although any foe caught in the maw that isn't with Facilier can escape with DI. However, the moment Facilier crosses into the tiki's giant green space inside its mouth, the tiki closes the vacuum, taking away Facilier's stock as well as any item or foe that happened to be trapped with the witch doctor.

Moral:



DON'T DROP THE FREAKING TALISMAN

=-=-=-=-=-=-=-=-=-=-=
Fun fact about voodoo, Larry: can't conjure a thing for myself.
=-=-=-=-=-=-=-=-=-=-=

NSpec (Poor Sinner's Deal):​

Dr. Facilier leans inward and reaches out a bony hand accompanied by a too smooth smile, implying he wants to shake any foe's hand. For all intents and purposes- and for as long as the player holds down B- Facilier keeps his hand out in front of him until the move activates or Facilier either releases special or is hit out of the move. As for the hand itself, it acts as both a throw and counter move. Although the beginning lag is a bit too much to qualify this as the latter, it's quick enough to catch foes in their slower attacks; it acts like Wario's Bite in that Facilier will counter almost any physical attack in the game. Better yet, the counterbox covers the entirety of Facilier's front side. And like I mentioned, Facilier will also automatically start the move if they're in grab range. But enough of the stalling, what does it do?

Well, if you miss, nothing. Either knockback plus damage or a quarter second recovery comes from doing nothing. But if you manage to land a handshake on a foe either via counter or grabbing, Facilier locks the arm into place in order to pinch one of the victim's fingers with a talisman. Facilier steps away as the former captive backpedals groggily, bedazzled by the flashing lights coming from the talisman and Facilier. With a swing, the talisman safely swings from Facilier's neck, its eyes glowing blood red. And now, the true fun begins.

One of the more notable changes Facilier receives is that from now on until the talisman is destroyed, the NSpec is replaced by a generic summon special, with voodoo dolls coming out of the ground. These dolls are half the size and weight of Olimar and have only 10% stamina. Luckily, you'll always summon three times the amount of enemies you're fighting on stage and serve primarily to annoy the opponent. They'll lumber after the foe with the most amount of damage, stabbing their feet with needles for minimal stun and 5% damage. You're able to perform subsequent summons only after the last doll has been destroyed, so it's wise to lead your foes into dolls on purpose, assuming you've still got the talisman.

Another big benefit for Facilier's bloody talisman is that he leaves behind Afterimages for his normal attacks. A full second after Facilier performs a normal attack, either on ground or air, a shadow copy of the doctor performs the exact same move in the exact same spot with equal knockback and damage, regardless of how stale the move was or how much health the foe had during the first move. This means you can really perform some complex combos alongside Facilier's Shadow to rack up damage until the time for killing is ripe. Add that with the voodoo dolls to cause havoc and there's even more chaos to be had. Of course, that can all end if the talisman is broken, and even before you draw blood, it can be broken. Plus any voodoo dolls still out and about go for Facilier.


USpec (Shadow Man):​

Shadow Man is very different depending on whether or not you're airborne. If performed on the ground, Facilier's shadow appears directly behind the opponent, stretching an arm out to its physical form. It tugs on the doctor's arm, sending him flying toward the opponent, as Facilier's shadow drops into the ground. Facilier can perform any of his aerial attacks during the glide, even a single follow-up USpec. The dash itself does no damage or knockback, however, but the afterimage still applies to aerial attacks. Additionally, if you already had your shadow out beforehand with DSpec, the shadow won't disappear.

When Facilier is in the air, however, the same rules apply. Only all of the doctor's momentum halts and the shadow quickly pulls him back to the edge of the stage. Not the edge itself, but the edge of the stage. So Facilier can basically cancel out any killing move with USpec and come back safely, with enough speed to require very strict timing on the foe's part. Like the ground version, aerial Shadow Man allows Facilier to perform aerial attacks on the way in to prevent gimping opportunities. Needless to say, it's quite easier to just destroy the talisman than to try and knock out Facilier normally.



DSpec (Friends on the Other Side):​

The witch doctor lets loose sadistic laughter as his shadow pops out of the ground directly behind the foe nearest to Facilier. It's similar to the afterimage bonus in Talisman mode in that the shadow performs the same moves as Facilier, only at the exact same time as he performs them. Unlike the afterimage, the shadow's movement is the opposite of Facilier's. In other words, Facilier dashes left, the shadow dashes right, toward Facilier, and vice versa, at the same speed as Facilier but cannot jump; doing so will result in the shadow staying in place, unless you DI during the jump. Then, the shadow follows the movements. There's some additional trickery with aerial attacks; making an input whilst airborne affects what the shadow does on the ground. So if you perform a Uair with a tilt motion, the shadow performs Utilt. Performing Uair with a smash motion has the shadow perform Usmash. Performing a grab with Facilier also has the shadow perform a grab. In other words, you can jump in order to change the distance between Facilier and his shadow, perform IC-like combos between the two with ground-to-air combos, and force Facilier or his shadow to stall the opponent while giving the other villain some time.

What's interesting is how else you can apply your shadow; if the opponent attacks it, the shadow receives stun, but all the damage is done directly to Facilier, who receives no stun from any attack performed on the shadow. If the foe decides to focus on Facilier, however, both forms receive stun, but the shadow is no closer to being destroyed temporarily. That's right, in order to take down the shadow, it must lose all of its 50% stamina, leaving Facilier to his own machinations. Luckily for Facilier, he's able to summon a new shadow as soon as his current one is destroyed or recalled. There's also the question of how the shadow works on different elevations from Facilier. Well here's your answer: if Facilier should summon the shadow in small spaces and move off of it, the shadow instantly moves to the lowest possible ground on-stage. So don't worry about accidentally killing your shadow either; it takes ten seconds for Facilier to summon his shadow back. Facilier can also tap DSpec again to prematurely put the shadow away- it doesn't entail cooldown and may save the shadow from temporary death, since once you summon the shadow again, it has full stamina. It only takes half a second for the shadow to disappear anyway.

Lastly, the shadow can automatically catch items that are thrown or passing through it. Any item that makes contact with the shadow results in the shadow instantly teleporting to Facilier and handing the item to the evil doctor. This includes the talisman, so a crafty Facilier can summon the shadow if the foe decides to toss it in the direction opposite of Facilier, resulting in a quick summoned shadow and the doctor getting the talisman back. After retrieving the item, the shadow returns to its location prior to catching the item.

You're also probably wondering what happens during Facilier's panic mode for when the talisman is destroyed. Or not. Either way, I'm telling you. Facilier is still able to summon the shadow with the same input, although his usual beginning animation doesn't occur- the shadow just pops up behind the nearest foe. However, this shadow is different- it's form is constantly fuzzy, so its hitboxes are also jagged at times. You can still use your usual shadow-available attacks as panicked Facilier when you make the inputs, though the witch doctor will still perform his usual command grab. The shadow, however, is now largely limited to Facilier's location- when Facilier starts getting dragged toward the tiki, the shadow moves with him. It can still attack, though Facilier will inevitably lose a stock, with the shadow disappearing along with its master.

SSpec (The Cards Will Tell):​

Facilier, and only Facilier- not his shadow or afterimage-, enters a ground only toggle state that makes him stand in place. He appears to draw a single card and from there, up to six different results can come from this stance. The time it takes for Facilier to draw a card is nigh negligible; less than a tenth of a second. Your shadow does not suffer from the motionless doctor and will still follow whatever inputs you make with the control stick. But enough about the shadow, let's see what Facilier can do... Oh, one other thing about The Cards: this is Facilier's only move that can be canceled into from most of his ground normals.

Right (If Facing Right) is The Magician: Facilier tosses the card outward, flying at the speed of Toon Link's arrow at a constant horizontal level. Should it strike a solid object, it dissipates, deals 8% damage to anything it hits, and often kills at... 300%. A fairly simple projectile that ends very quickly and it won't disappear until it hits something. But with a projectile move that starts quick and ends quick, you'd think this would be overpowered at close range. If you're using projectiles at close range, you've already lost.

Left (If Facing Right) is The Hermit: Facilier throws his card into the air, but instead of falling to the ground, it floats right above where Facilier stands, only disappearing after ten seconds or until a foe hits the card. Keep in mind that even thought the card itself is small, the evil energies that surround it make the entire "mine" itself about as large as Jigglypuff. Deals 14% damage and can kill at 150%. Unlike The Magician, Hermit takes about a full second to come out.

Up is Wheel of Fortune: Facilier turns out to be holding THREE cards in his hands, throwing them up into the air with abandon. Each card floats in place for about a second before zipping in a random direction at a lightning fast speed. Yes, any direction counts, and anything it hits will deal 5% damage and enough knockback to kill at 250%. I say anything because even Facilier can be struck by a card. It's called the Wheel of Fortune for a reason, y'know! It's still a pretty good way to keep foes off of you, even if the starting lag is the longest out of all of Facilier's card moves.

Down is Strength: Despite the name saying otherwise, Facilier puts away his card instantly, not doing any damage or knockback. It's his only way to cancel out of the toggle stance other than getting hit or grabbed. But remember when I mentioned you can cancel into the toggle stance? Well, with Strength, you can instantly cancel out of the toggle stance. Can you say toggle canceling to reduce bad ending lag for normal moves? I think you can!

Normal Attack is The Moon: Facilier appears to toss out a card with the same exact animation as The Magician. However, half a second after the animation would normally end, Facilier snaps his fingers as the card suddenly begins to home in on the nearest opponent, dealing 10% damage and knockback that can kill at 250%. While there's some definite appeal in using The Moon over The Magician completely, keep in mind the ending lag is much longer and if Facilier is damaged at any point during The Moon, the card disappears. Also unlike The Magician, the card will disappear a full second after Facilier snaps.

Special Attack is Justice: Facilier drops the card to the ground... but it's still glowing? W-woah, it disappeared from sight! Yes, that's right, it's literally a land mine that is invisible and will last until some unlucky foe steps over it. While the time it takes to plant a mine is rather lengthy, at least Facilier won't take friendly fire from it. The victim, on the other hand, suffers 15% damage and knockback to kill at 125%. You're only allowed to have one of these on the battlefield at a time, however.
FINAL SMAAASH (World of [goo]):​



THIS IS FOREVER IMPRINTED ON YOUR SCREEN.

I HOPE YOU'RE SAAATISFIIIIIIED.

=-=-=-=-=-=-=-=-=-=-=
I'll have the city of New Orleans in the palm of my hand.
=-=-=-=-=-=-=-=-=-=-=

Jab (Main Cane):​

Facilier takes a swipe at anything two Mario-lengths in front of him with his cane, swinging at about Mario's head level. I specifically mention the latitude of the strike because that means a majority of characters can duck under the swing and promptly punish Facilier. However, this IS a jab move; it has very quick start-up with around 6% dealt to whoever he hits, but doles enough knockback to kill at 150%. It just happens to be a jab with quite a bit of range on it, but with poor ending lag. In tandem with his shadow and afterimage, however, Facilier's jab attack becomes one of his staple combo links. While Facilier bats his unfortunate victim toward his shadow with jab, the afterimage appears just as the opponent is struck back to Facilier. Basically, options abound.

FTilt (Double Tap):​

The mad doctor grasps the center of his cane with both his hands, swiftly swinging one end of the cane before bringing down the other end in a downward arc. The spacing between each attack is two fifths of a second, with each strike reaching toward about a little over a Kirby-length. Landing both strikes deals 13% total damage, although the individual knockback on each move practically guarantees you won't. Additionally, striking airborne foes with the downward motion spikes them to the ground. Facilier, or his shadow, can luckily make use of this feature with a follow up DTilt due to FTilt's very low ending lag and then, well, you can probably guess what happens once you get to DTilt. Quite helpful in swatting your opponent toward your shadow with the first strike, only for said shadow to bat the opponent into the ground in front of it.

UTilt (Ain't Got No Rhythm):​

After sliding his rear foot a smidge backwards, Facilier swings his rear foot in a crescent motion, arcing from the ground in front of him and ending at a small space of area behind his head. Yes, the hitbox is as awkward as it reads and the vanilla payout isn't too special; 9% damage and enough knockback to kill at 175%. The knockback is primarily horizontal, however, and can compliment with some of Facilier's other moves such as his floating cards. However, AGNR has a big flaw: the ending lag requires Facilier to resettle himself, taking just under a full second to do so. Except for cancelling into his card stance, this UTilt leaves the user wide open should he miss. But like I said, the VANILLA payout is low. What happens when you slide this into a shadow/afterimage combo? Planning beforehand can result in your afterimage UTilting your opponent into a carefully laid card trap, knocking your victim into either you or your shadow and... boom.

DTilt (Au Chante!):​

Dr. Facilier performs a gentlemanly action similar to NSpec but without any unsubtle hints of hostility. He takes a bow, introduces himself to anyone about two builder blocks in front of him, all while holding out a hand for anyone in said distance to take. He takes around half a second to enter this pose and only lasts for another half a second before instantly entering his idle stance. Should anyone be in the range... well, he pulls them closer towards him. No damage, no knockback, not even an opening for Facilier to follow up.

However, this is one of Facilier's most helpful moves for three reasons. First is, like with a bunch of his other attacks, it can link into his card stance. Further complimenting this reason is that while Facilier is pulling the opponent toward him, Facilier can cancel into his card stance even while the foe is still in the "pulled in" animation, basically rendering him/her helpless. Second, Facilier can pull a foe from basically any form, so long as they are two building blocks away in front of him. Be it standing, crouching, airborne, or even PRONE, the closest character to Facilier gets drawn in. Last but definitely not least is when you factor afterimage into the equation. Remember how I mentioned the afterimage takes a full second gap before copying Facilier's move? Remember when the beginning lag is half a second? You do the math.

Dashing Attack (Things He's Tried):​

All at once, Facilier stops in his tracks with heels grinding to a halt, reaches into his inner jacket pocket after which he pulls out a small skull-shaped capsule that he quickly opens up, shooting out a large, fiery skull before closing the capsule and discarding it. He apparently has an infinite supply of flaming skull capsules in that pocket. As for the attack itself, it covers about a little over a full Bowser-length slightly off the ground in front of Facilier, dealing a large 15% damage and enough knockback to K.O. at 115%. The move itself comes out and ends very quickly, although the only actual attack lasts for an even shorter period of time, one tenth of a second. Worse yet, neither your shadow nor your afterimage can imitate Facilier's dash attack. Shadows don't have pockets, after all. So what can this dash attack be used for? Well for one, it completely stops your momentum before covering your tracks in a very quick yet potent killing move.


=-=-=-=-=-=-=-=-=-=-=
I'm a royal myself on my mother's side!
=-=-=-=-=-=-=-=-=-=-=

FSmash (Disillusionment):​

Facilier reaches into his other inner jacket pocket, retrieving some of his pocket sand illusion dust before callously throwing it into the area in front of him. The move itself starts up very quickly and ends with just as little time. Plus, the range is fantastic, roughly covering one and a half Bowser-lengths in front of him as well as space above previously mentioned length. Lastly, the dust itself forms a cloud that lasts for about a full second before the wind forces it to scatter. But the dust deals no damage or knockback. So what can Disillusionment do? The moment someone is caught in the dust or the cloud, the camera's view of the entire stage is obscured, covered with dust. The only visible patch is the victim, who is actually able to clear away the dust by moving toward areas where there's dust. While the method in removing this temporary gimp is simple, it still leaves Facilier with ample time to either escape or get in potshots towards the foe. And like with his dashing attack, Facilier's shadow and afterimage cannot copy this move.

USmash (Spectral Visions):​

Facilier throws up his left hand into the air, releasing some more of the illusion dust mentioned in his FSmash. However, instead of disorienting the foe, the dust automatically forms into a semisolid cloud that captivates anyone two and a half Kirby-lengths away, no matter where they are. The cloud itself lasts for two full seconds and deals no damage or knockback. The opponent, however, will just turn and look, peering into the dust cloud as distant memories play, instilling the viewer(s) with doubt in regard to why they're fighting. Existentialism aside, they're stunned for a full two seconds before the cloud disappears, leaving Facilier with plenty of options to set himself up or finish the opponent while they're helpless. On the other hand, try not to spam this too much; the cloud is totally immobile and Facilier really leaves himself open after using this move. His USmash is also the only move in his arsenal where he's unable to cancel into his SSpec.

DSmash (Undone Deal):​

Facilier points toward the ground in front of him as black magic- well, technically magenta or bright purple magic- flies from his sleeves to wrap around anything adjacent to the witch doctor. In layman's terms, he surrounds himself with purple haze that slowly rises into the air, disappearing once it goes past his head. While the range limits how useful Undone Deal is as an attack, it's a decent anti-air due to the damage (13%) and high vertical knockback. Unfortunately, your shadow and afterimage are unable to copy this move. Luckily, Undone Deal has an additional use. Simply performing the move gets rid of any dust you might have put on the screen and calls back your shadow. If you land the attack, however, their movement speed decreases by half, making it easier to land your NSpec if you already haven't. Be wary of overusing this move; it has a lengthy ending lag of little over a second and a quarter.


=-=-=-=-=-=-=-=-=-=-=
You DO have a soul, don't you Laurence?
=-=-=-=-=-=-=-=-=-=-=

NAir (Shadow Step):​

While your talisman isn't active, Facilier sticks his right foot outward, angling the kick toward the ground. It's a pretty dinky sex kick that deals around 7% damage and can kill at 250%. Pretty boring, right? Well, if your talisman has some blood in it, Shadow Step turns into something else entirely. Performing this in the air causes Facilier's shadow minions to rapidly ascend and form a temporary platform that only Facilier can stand on. The platform lasts for around three seconds and Facilier can summon the platform during any point while he's airborne. So he can cancel out of his USpec, perform NAir, then continue with the mindgames.

FAir (Tarot- The Sun):​

Facilier twists his left wrist and out from his left jacket arm pops three cards. The witch doctor tosses each card in a different direction relative to the position he's in when he tosses the cards- one moving diagonally upward, one straight ahead, and another diagonally downward. Each card only lasts for half a second, but each card deals 5% damage. Using this at point blank range obviously wrecks the opponent and can kill at percentages as low as 95%. But the catch is deadly- Facilier takes a little under a full second to toss the cards out. And you don't have the ground-only SSpec to cancel into. But if you time it correctly, Facilier can combine his shadow's ground restrictions with his FAir to create a rather deadly approach.

BAir (Tarot- The Tower):​

Without turning around, Facilier clasps his hands together and swings them backward as a large mess of cards magically pop out of his sleeves, covering quite a bit of space similar to his Dash Attack. Except in this case, he covers around a full Bowser-sized space behind him. Also unlike his Dash Attack, The Tower lasts for around half a second, dealing 15% damage on the initial strike and a descending amount for as long as its out. If you manage to land The Tower's sweetspot, you can possibly kill as low as 100%. After half a second, Facilier releases the cards as they disappear. This is a great spacing tool Facilier can use to keep foes between him and the shadow.

UAir (Tarot- The Hanged Man):​

Facilier spins some more magic similar to his USmash, only this time he directs it upward. Also unlike his USmash, the magic binds the foe so that all their momentum stops while in midair and the magic will keep travelling upward, even through soft platforms and items. If anyone is caught in The Hanged Man, they fall to the ground in helpless. They're not able to tech out of it, but they're dealt no damage. The more noticeable part of the previous sentence is "untechable." That means Facilier can pick his opponent up from prone for a potentially free combo, but be warned; should the foe be attacked during any part of the freefall before he hits the ground, the spell is shattered and the foe is let loose.

DAir (Cane Stand):​

Facilier briefly drops his cane before catching it with his ankle, continuously spinning it with his surprisingly deft feet for the rest of the time he's airborne. For those that are worried about infinite combos, don't worry; the knockback is heavy enough to prevent such an event from happening at percentages above 20%, although the damage racked up from catching a foe early on is impressive. The average damage dealt reaches to 17%, although it can be more or less depending on several variables. The spinning cane also covers a majority of the area below Facilier's hurtbox, basically rendering most anti-air attacks useless. Lastly, the beginning lag is quick enough to beat out several of previously mentioned anti-air attacks, with the obvious drawback being the nonexistent ending lag. While Cane Stand sounds like a limiting aerial approach, there's an additional function for when Facilier lands during the attack animation. Should Facilier hit solid ground during this move- which he should if he's not attacked- he'll end up standing on top of his cane, temporarily increasing his maximum height to about Giga Bowser's, taking about half a second, before stepping in a direction of the player's choosing. The step itself acts as a constant hitbox, dealing 7% damage and minor knockback to anyone in the way. This can still be helpful for aerial approaches, as anyone who attacks the cane simply puts Facilier back into his aerial stance. He can use his quicker aerial attacks in this case, putting his foe into a lose-lose situation. The only real flaw in this attack is if the opponent manages to push Facilier far enough away from the stage so that he won't be able to grab onto a ledge in case he's still stuck in his cane spinning state.


=-=-=-=-=-=-=-=-=-=-=
Now you're gonna spend the rest of yo' life as a slimy little frog!
=-=-=-=-=-=-=-=-=-=-=

Grab: It's The Green That I See

First off, this move will only work when Facilier has an active talisman. Trying to use it otherwise results in an agitated Facilier tapping his foot, with his shadow doing likewise if it's out. However, let's say you DO have an active talisman: Facilier opens his palm, releasing some magic dust similar to the one in his FSmash. Unlike his FSmash, however, this specific kind of dust transforms the first contacted foe... INTO A FROG!



... Granted, it's not a photo-realistic frog but a highly stylized amphibian version of whoever you cursed. With a chuckle, Facilier quickly hops backwards as he lets his foe wallow in their new-found misery. While frogified, the foe only has access to a very high-reaching jump followed by a pitiful second jump and two moves. Additionally, their walk/dash is replaced by hops, with each individual hop taking them an extra Bowser-length forward while hopping to the Koopa King's height for each hop. The frog's normal attack is a simple flick of their tongue, which deals a measly 2% and barely enough knockback to kill Jigglypuff at 250%. However, it CAN grab Facilier's talisman straight from his neck, so nearby bystanders/enemy allies can take advantage of this sudden turn of events. The tongue itself doesn't reach TOO far though, only about two Bowser-lengths. If frogs tap the special button, they expand their cheeks/throat with a loud ribbit. This does... nothing. Outside of pushing anyone nearby away without any sort of stun and slowing their descent in the air.

Frog foes also very light and just as small, being around the size of a Deku Nut. Still, Facilier can pretty much end the fight if he goes after the frogified foe, although the entire process takes three seconds and both Facilier and his foe retain hyper armor, meaning advantageous foes can wail on either competitor during. Most importantly, however, is how long the foe lasts as a frog. The answer being indefinitely. Yes, they can stay as a frog so long as they don't kiss a princess (Or a prince, depending on who you've froggified. If you transformed a genderless foe, it'll be GLaDoS in a dress.). You see, as soon as a frogified opponent touches the ground, a princess/prince/GLaDoS appears somewhere on stage. If the frog somehow makes contact with this important person, they're put in a near instant and hyper armored animation during which they transform back into their old selves through a kiss. Or spark. Of course, Facilier wants to stop this from happening, but he can't do anything about the V.I.P. in question: they're stuck in the background and roam the battlefield. Luckily, Facilier has ways of obscuring the foe's vision and redirecting them as he sees fit.


=-=-=-=-=-=-=-=-=-=-=
Play? Style? Baby, I don't NEED to play, I've got so much style!
=-=-=-=-=-=-=-=-=-=-=

As you can probably tell, Facilier comes off as a combo character who likes bouncing his foe off his shadow and his afterimage to rack up damage in a short amount of time. However, his approach is seemingly simple enough- summon his shadow and land the talisman. Of course, your shadow is weak stamina-wise and all the foe has to do is either deal 80% or land a five-hit combo to force you to drop the talisman. This is a blessing in disguise, as it just makes it easier to land NSpec, summon some voodoo dolls, then flee or cover your path with cards. But there's still the matter of actually getting close, since abusing your shadow summon only results in racking up your own percentage. The next time your adversary hits you, it may be the only shot they need.

So how can Facilier make his approach easier? True, his shadow spawns RIGHT behind the foe, although Facilier somewhat telegraphs this and any damage dealt to the shadow is transferred to him. While he has an infinite amount of shadows, you'll obviously not want to spam those summons. However, he's got tools such as FSmash to cover the stage in dust so you can successfully get your shadow onto the field. Combine that with NAir and you can essentially move your shadow in directions you see fit. Add in the afterimage and you can screw with your foe even further. And when you're done in the air, fall back down with DAir and recover for some cruelty with a capital "T."

This gives Facilier more than just one playstyle, which is good for players who prefer different approaches. He has that card stance that he can cancel into from several of his ground attacks, a screen-covering smash attack that only the foe or you, with a single input, can clear. Maybe your goal is to stay away from the opponent and pelt them with periodic shadow summons, voodoo dolls, and card traps. Maybe you can go the Edgar route and prone abuse with your grab. If your talisman is active, you can perform a DThrow, C Stick a tilt, then drag your opponent onto their feet just to have your afterimage knock your foe into your shadow, then perform a "whiffed" move so your shadow can knock the already-airborne foe back to you. FSmash or USmash and let the games begin again.

But you want a thesis, right? Here's one: Facilier thrives on helplessness, either through constantly battering the foe back and forth between his minions or creating paranoia with his combination of screen obscuring and bullet-hell style range game. And hell, these are just two possible playstyles. So what if he's not essentially a combo character, despite the very first sentence of the playstyle section stating otherwise? It's the first impression you likely got from reading through the set. So I hope you're satisfied.

[COLLAPSE="you know what's coming"]
But if you ain't, don't blame me!

You can blame my friends on the other side!

[/COLLAPSE]

=-=-=-=-=-=-=-=-=-=-=


"So? Whaddya all think? Ah, screw it, it doesn't matter what you think. Because I'm gonna have SWF in the palm of my hand! All these souls are gonna be mine, and nobody can stop it! Not even that straight-as-an-arrow fool Bonerman!
=-=-=-=-=-=-=-=-=-=-=
 

Junahu

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

tee hee~ I seem to have misplaced my book of spells on the way to nun school, and now there are monsters loose! eeek, how dreadful!
I heard that if you read about a monster, their soul becomes trapped in this book again, so please! Please read everything you can about Giant Bat, Medusa, Mummies, The Creature and Death! Also, read up on these other things too. okay?

Oh, and before I forget, does your computer have "Copperplate Gothic Bold" font? You don't exactly need it, but it's a nifty font to have.

This is regular text
This is Copperplate Gothic Bold text




Simon Belmont:- The Iconic Belmont
Demon Lord Dracula:- Can't have Castlevania without this guy...
Maria Renard:- The double jumping witch herself..
Shanoa:- Dat back
Soma Cruz:- The reincarnated spirit of the demon lord.
Alucard:- The stalwart son of Dracula

~~Castlevania [NES]~~
Vampire Killer:- Can't have a Castlevania music list without this tune
Wicked Child:- Imps, Crows, and Bone Pillars. Admit it. This level kicked your butt.
Out of Time:- A music track that only the most dedicated of Castlevanians will have heard (because you have to beat Death to hear it)

~~Castlevania II [NES]~~
Bloody Tears:- Can't have a Castlevania music list without this tune... really.
Dwelling of Doom:- Stake those orbs, and holy water that floor.
The Silence of Daylight:- Towns? RPG?

~~Haunted Castle [ARCADE]~~
Crucifix Held Close:- Simon's epic quest to walk as awkwardly as possible has begun!
Don't Wait Until Night:- Because that would be a horrible night [to have a curse]
Devil's Revival:- Protip: Whip it until it dies.

~~Castlevania: The Adventure [GB]~~
Battle of the Holy:- Sure, make Belmont even slower, and put in a time limit too. That's not stupid.
Revenge:- Let's not kid ourselves, no one played this game. So I could say anything here, really.
Evil Devil:- Dracula just doesn't quit, even on Gameboy

~~Castlevania III [NES]~~
Beginning:- Can't have a Castlevania music list without this tune... really, really.
Mad Forest:- They're huge...
Riddle:- The theme of the hardest part of any game this tune appears in.

~~Castlevania II: Belmont's Revenge [GB]~~
New Messiah:- He's back, and this time... it's personal
Passpied:- Dracula seems to have kidnapped some composers this time
Chromatische phantasie:- He's Bach, and this time... it's musical

~~Super Castlevania IV [SNES]~~
Simon's Theme:- Can't have a Castlevania music list without this tune... truly.. we cannot. Mendez likes it, it has to be included.
Forest of Monsters:- Descriptive title right there...
Room of Close Associates:- Slogra? Gaibon? Death?! This is not a very friendly room at all!

~~Kid Dracula [NES]~~
Beginning:- Who knew the prince of all evil was so upbeat?
Ice Mountain:- Who names a mountain that?
Outer Space:- Yes, Dracula has been to outer space. If only he did that in Dracula X, then I could make a Jason X comparison...

~~Castlevania: Rondo of Blood [PC-ENGINE]~~
Bloodlines:- Richter Belmont, you dapper man you!
Poison Mind:- By the power of Shaft, arise!
Slash:- Maria is so boss, THIS is the tune that is associated with her double-jumping, dove spamming heroics.

~~Castlevania: Bloodlines [GENESIS]~~
Reincarnated Soul:- Where are the Belmonts?
The Discolored Wall:- Leaning Tower of Pisa is scary?
Nothing to Lose:- Those stairs are going up the wrong way. Genesis, your stairs do what Nintendon't.

~~Castlevania: Symphony of the Night [PSX]~~
Dracula's Castle:- Let's go one shot those Wargs some more
Lost Painting:- You can't enter the water without the "Holy Symbol"
Festival of Servants:- This theme is eternally ruined because it is used for the stupidest "The Creature" fight in Castlevanian history

~~Castlevania Legends [GB]~~
Castle Entrance:- de-canonised ¬_¬
Bloody Tears:- de-canonised ¬_¬
Meet Lord Dracula:- I'm sure he'd be happy to see you, but this is de-canonised, you see

~~Castlevania [64]~~
Sign of Blood Pulse:- de-canonised ¬_¬
Clock Tower:- de-canonised ¬_¬
Dance of Illusions:- de-canonised ¬_¬

~~Castlevania: Legacy of Darkness [64]~~
The Sinking old Sanctuary:- de-canonised ¬_¬
Invisible Sorrow:- de-canonised ¬_¬
Thorny Grave:- Noticing a pattern here?

~~Castlevania: Circle of the Moon [GBA]~~
Awake:- Worms that are too low down to hit and poison you with no hope of recovery? This is the first level? *cries in the corner*
A Fate to Despair:- Welcome to this humble chapel. Fear it.
Big Battle:- Yeah, you go fight that naked woman riding a giant skull...

~~Castlevania: Chronicles [PSX]~~
You Godd-amn Bathead!:- Fighting Dracula to techno? How does someone even let that happen to a Castlevania game?
Moonfight:- Pretty rockin'.
Boss:- Yup, "boss". As in; this tune is boss.

~~Castlevania: Harmony of Dissonance [GBA]~~
Successor of Fate:- agh! The high contrast! It burns my eyes!
Chapel of Dissonance:- I think a nice orchestral arrangement of this theme is in order.
Skeleton Cave:- I know it's called "Dissonance" but really, you didn't have to go all the way and butcher the music too.

~~Castlevania: Aria of Sorrow [GBA]~~
Castle Corridor:- Trapped in a solar eclipse... what else are you gonna do but go kill Dracula?
Premonition:- Sit. Chat. Have some coffee.
Dracula's Fate:- "Sorry to keep you waiting. Time to keep that promise I made you"

~~Castlevania: Lament of Innocence [PS2]~~
Leon's Theme:- seems pretty self descriptive.
Snake Head Medusa:- Welcome! I haven't had any visitors in a while..
Death Flower Succubus:- "HAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHA" ~Tidus

~~Castlevania: Dawn of Sorrow [DS]~~
Pitch Black Intrusion:- A cult bent on ressurecting Dracula is on the loose. What should we do? I know, let's give them exactly what they need :bee:
The Pinnacle:- Let's go kill mirror-land Aguni!
Beginning:- Julius is so manly, he can steal other Belmont's themes, and trap Dracula in the sun.

~~Castlevania: Curse of Darkness [PS2]~~
Abandoned Castle:- Seems quite lively to me.
Belmont; the Legend:- Trevor: the Legend
Eneomaos Machine Tower:- Saint Germaine, get out of my canon you time travelling lark!

~~Castlevania: Portrait of Ruin [DS]~~
Invitation of a Crazed Moon:- Not literally. Could you imagine?
Chaotic Playground:- Where are all the peop-OH MY GOD I'M CLIMBING UP THE WALL.
Esquisse of Violence:- BLOOD ART TECHNIQUE! THE PAINTING OF THE SOUL! THIS IS ART!

~~Castlevania: Order of Shadows [MOBILE]~~
Daring Assault:- Mobile phone game? I'll pass?
Bloody Tears:- No, seriously, I'll pass
Dracula Fight:- It's a game for mobile phones. I aint playing it.

~~Castlevania: Dracula X Chronicles [PSP]~~
Crucifix Held Close:- Plenty of awesome remixes from this Rondo of Blood remake.
Moonfight:- See?
Vampire Killer:- Plenty.

~~Castlevania: Order of Ecclesia [DS]~~
Monastery:- I could kill zombies all day to this. Actually, one day I did.
Dusk's Holy Mark:- "I am the blade to banish all evil, and I've come to see you annihilated"
Order of the Demon:- Demonic Meggido!

~~Castlevania: Judgement [Wii]~~
Darkness of Fear:- With character designs that no-one (everyone) hates :bee:.
Accessories:- Gotta have your silly hat on to defeat Dracula.
Time Reaper:- He comes from 10,000 years hence. Hence from what year exactly? Who knows...

~~Castlevania: Pachislot [ARCADE]~~
Trezire de Spirit:- Yes, this music, for a Slot-machine.
Divine Bloodlines Ver. 511:- Not sure what exactly is divine about lining up cherries.
Beginning:- Yes, I like Beginning, what of it?

~~Castlevania: The Arcade [ARCADE]~~
Prelude:- Time to begin your quest to shoot Dracula with your lightgun
Voyager:- Pretty calm for an arcade game.
Dance of Illusions:- Dracula's weakpoint stood no chance.

~~Castlevania: Harmony of Despair [XBOX360/PS3]~~
Crimson Blood:- This music is buried in the sound test. How dreadful.
Corpse's Gate:- Ready to beat Dracula with friends? You have friends, right?
Tractus:- You beat this game on single player!? You sir are a passionate man.

~~Castlevania: Lords of Shadow [XBOX360/PS3]~~
The Ice Titan:- In the shadow of a colossus, Gabriel shows his worth.
The Hunting Path:- It's a path, and you hunt along it.
Final Confrontation:- Dracula Vs Satan. Oh sorry, I just spoiled a 20 hour game for you :urg:


Rondo of Blood battle royal:- 5 bosses, back-to-back.

~~Giant Bat~~
Harmony of Dissonance fight:- Giant bat is not what you'd call a hard fight
Symphony of the Night fight:- In fact, the only tricky part is in hitting him when he decides to fly up high.
Aria of Sorrow fight:- Behold just how little Castlevania thinks of Giant Bat.

~~Medusa~~
Castlevania Chronicles fight:- Medusa is usually one step above Giant Bat and takes to more direct confrontation more readily
Symphony of the Night fight:- That doesn't mean she isn't above the odd easy battle.
Portrait of Ruin fight:- Medusa actually has a pretty diverse range of boss battles.

~~Mummy Men~~
Castlevania fight:- The mummy men's gimmick is that there are two of them. Though that usually doesn't pose a threat.
Symphony of the Night Hacked fight:- His SotN appearance was so poor, that someone went through the trouble of hacking a second mummy into the fight, and then majorly buffing the both of them.
Portrait of Ruin fight:- Mummy man's powers tend to involve blocks and bandages, not that there's much else he can do

~~The Creature~~
Haunted House fight:- The Creature is big... and that's about it. He can be imposing, but only when the boss is deliberately geared that way.
Symphony of the Night fight:- The Creature is not exactly liked by Castlevania developers, and tends to get some pretty derp boss battles
Portrait of Ruin bonus fight:- But he does occasionally receive just treatment.
Order of Ecclesia Goliath fight:- Not exactly "the creature" but pretty obviously related.

~~Death~~
Castlevania fight:- Death has a longstanding tradition of being the hardest boss by far, and he maintains that title in every game he appears in.
Symphony of the Night fight:- Even in games that are otherwise a cakewalk, Death proves to be a challenge.
Harmony of Despair fight:- Behold the boss who doesn't even wait for you to enter his room.
 

Junahu

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

+Giant Bat+
-Darkwing Bat-

The Giant Bat is a staple boss of the Castlevania series, and a symbol of vampires in general. Some see the bat as an omen of Dracula's return. Others think the bat is a form of Dracula himself, appearing to coax hunters ever deeper into his castle. In truth though, the Giant Bat is one of the five guardians of Dracula, guarding a piece of his body in the event he ever returns. Notably, the Giant Bat is a hive minded being, composed entirely out of lesser bats
Giant Stats

The Giant Bat, true to its name, is Gigantic. Taller than one and a half Ganondorfs whenever it deigns to stand upright on the ground. It will not be doing this often, as it has 20 mid air jumps, so it can more or less stay up in the air for however long it pleases, and edge guard with complete impunity. In the air, Giant Bat is not actually all that fast, but that's much much better than its ground movement, which is to say it HAS no ground movement. Nope, not even a walk, you gotta fly everywhere
It is a total light weight too, and being KO'd outright by one well placed KO move is not unheard of.
Don't worry though, the Giant Bat has SOME good points. His wings, which provide almost all of his attacks, have a wingspan of 4 battlefield platforms from end to end. And while those wings can take damage, they only take half, and no knockback either. Each hit suffered does reduce his mid-air jumps by 1, but this can be refreshed simply by landing. On the ground, Giant Bat stands tall and regal, with his wings folded over himself like a cloak. If struck in this position, he will only take 3/4 of the usual knockback.


Giant Ground Game
__/\/\/\/\-:Jab Attack:-/\/\/\/\__
Giant Bat flaps its expansive wings together. You thought I was kidding about his size? This measly flap hits up to two battlefield platforms away, with 3% damage. Each flap also lightly blows away anything that's roughly in the direction the bat is standing. Among other uses, you can delay approaches considerably, and cause fleeing foes to retreat much further than anticipated
__/\/\/\/\-:Forward Tilt:-/\/\/\/\__
Your friendly neighbourhood batguy leans forward and takes a bite out of crime the foe, two actually. Each deals 4% and heals Giant Bat in the process. On shields it does little, but any damage is syphoned out and added to the Giant Bat's shield.
Compared to his gigantic wingspan, Giant Bat's bites are relatively close range.
__/\/\/\/\-:Downward Tilt:-/\/\/\/\__
The massive bat crouches down low (which still leaves his hitbox taller than most of the Brawl cast), before sweeping one wing out under the foe's feet, dealing 3 hits of 5% damage that knock the foe into the air. While slow, this attack has the ludicrous range you'd expect from a Giant Bat; 1.5 battlefield platforms. It also deals a lot of shield push, making it an excellent (and even comboable at low percents) means of discouraging foes.
__/\/\/\/\-:Upward Tilt:-/\/\/\/\__
Giant Bat swings both wings in front of him, from toe to head, sweeping foes high into the air. The range is "only" one battlefield platform, but that's both one platform in front of, and one platform above the bat too, shutting down many aerial approaches.
The swing, which deals 6% damage and enough upward knockback to lead into your air game, also comes with a brief gust of wind, which reaches just beyond his winged hitbox and blows airborne foes upwards.

Giant Specials

__/\/\/\/\-:Neutral Special:-/\/\/\/\__
Giant Bat bursts apart, turning into a cloud of 40 lesser bats covering an area no less than 3 stagebuilder blocks in radius. They hover in place until B is released, in which case they coalesce back into one being.
Each bat deals 1% damage and light upward knockback if the foe touches it. They're packed densely enough to combo the foe all they way up to the top of the flock.
Now, here comes the problem, every one of those Bats can be KO'd very easily, they have virtually nil weight. As each bat is KO'd, the Giant Bat loses a little of his intimidatingly awkward size, and is KO'd alltogether should every last bat be disposed of. Each dead bat also adds 2% damage to Giant Bat's total damage.

__/\/\/\/\-:Forward Special:-/\/\/\/\__
Giant Bat again breaks up into his batty kin for up to 5 seconds, but this time as a swarm that can be directed via the analogue stick. They bunch up into a group argueably smaller in size than Giant Bat himself, though there are a good few stragglers in the group who are slower than the main host, so it's more like directing a stream of bats around the screen, rather than a ball of em. The stragglers always head towards the main group, always playing catch up. With clever use of this behaviour, you can paint some fairly nifty "projectiles" to catch the foe unawares.
Each bat simply deals 1% damage and a light dragging in the direction the bat was travelling, though not every single bat will ever hit. Even if you direct the whole swarm right into the foe, the most they'll take is about 15% damage.
Like the Neutral Special, the bats are individually fragile, and bunching them all together like this is a quick way to lose half your entire body in one foul swoop

__/\/\/\/\-:Downward Special:-/\/\/\/\__
With a dismissive flick of his head, Giant Bat sends out one tiny bat, flying forwards. Why yes, this is the same kind of bat that the Neutral and Forward specials have already talked about. Thanks for asking. While this projectile is blazingly fast to use, don't go spamming em, because the foe can kill these bats just like before, and you only have 40 to play with.
Each bat you send forth travels in a straight line for 2.6 battlefield platforms, then circles round and head directly back to Giant Bat, where he will merge again with the rest of his pals. When you send out a bat, Giant Bat takes 2% damage, but he regains this damage when the bat returns.

Interesting (potentially) is that a bat's flight path will actually be manipulated if they fly through any wind hitboxes, updrafts or the like. When they meet one of these things, the bat follows the wind's path to the end, or off the side of the screen, whichever happens first. Then the bat hurries back to its master.
I bet you guys can guess what all of Giant Bat's aerials are gonna do, right?

__/\/\/\/\-:Upward Special:-/\/\/\/\__
Giant Bat looks up to the heavens, and emits a bone chilling shreik. This audible display of echolocation manifests itself as a circular shockwave that expands outward from Giant Bat in every which direction.
So, what does it do? Not a whole lot. It inflicts a temporary Helpless state on the foe, causing them to tumble toward the ground for 1.4 seconds. However, it also makes the foe far more suggestable to the pull and drag of wind hitboxes during their fall.
Do be careful though, as the shockwave is easily spotdodged, and it also has the unwarrented side effect of dispelling any wind hitboxes that the shockwave comes in contact with. It's overall range is also kind of poor, at least for Giant Bat's standards.


Giant Gliding

__/\/\/\/\-:Glide:-/\/\/\/\__
Why of course Giant Bat may glide. It's a pretty fast one too. However, it is a little slow to turn up/down, so using it to divebomb the foe is not reccommended.
During a Glide, Giant Bat is much more submissive to wind hitboxes he may fly through, allowing him to follow trails of wind and fashion flight patterns that are devilishly difficult to avoid. Wind can also give him a helpful boost upwards, or enhance his gliding speed to near supersonic levels.

__/\/\/\/\-:Glide Attack:-/\/\/\/\__
The Giant Bat folds his wings to his sides, and corkscrews his body like a drill. This deals damage and knockback relative to how fast the bat was travelling at the time, potentially resulting in 26% damage and 50% horizontal KOs. Like most Glide attacks, using this takes Giant Bat out of his glide. But with 20 mid-air jumps, it's not hard to just resume gliding again straight after.
Giant Aerials

__/\/\/\/\-:Neutral Aerial:-/\/\/\/\__
(Unless otherwise stated in the move, Giant Bat does not fall while performing an aerial attack)
Hey, it's one of them thar Fire Breathing Bats. Giant Bat coughs up a flaming ball of goodness that shoots towards the nearest foe... but only if the foe is below Giant Bat. If there is no applicable target, Giant Bat shoots down at a 45 degree angle.
The fireball is rather tiny, but moves at a canny speed, dealing 4% damage and light knockback away from Giant Bat. It automatically peters out after travelling a distance of 2.4 battlefield platforms.
While the attack has a bit of end lag, you are allowed to spam three fireballs in quick succession by repeatedly tapping A.
__/\/\/\/\-:Forward Aerial:-/\/\/\/\__
Giant Bat flaps both wings forward/down at a 45 degree angle. This creates a line of wind blowing down at a 45 degree angle. It is one platform wide, and two platforms long. It also lasts 10 seconds, though is relatively tame as a wind hitbox.
Anyone directly in front of the Giant Bat as it flaps, is blasted down into the line of wind, which then carries the foe away.
__/\/\/\/\-:Forward Smash Aerial:-/\/\/\/\__
Yep, Smash attacks in midair. That crazy nocturnal flier claps both of his wings together in front of him. Since his wings reach 2 battlefield platforms ahead of him, this is clearly a formiddably massive attack. Not only does this launch foes away with 16-28% damage and KO from 100%, but the move also issues forth a blast of wind, which sharply repels anyone who was just outside the move's range. Sadly, it fares poorly against shielding foes, but if you're using this near the ground, you're clearly doing it wrong.
Used correctly, you can use this attack to pressure the foe into retreating right into a cavalcade of other wind hitboxes you've set up. Or you can just KO the foe outright, should they refuse to keep back.
__/\/\/\/\-:Backward Aerial:-/\/\/\/\__
With a graceful swing, Giant Bat thrusts his wings back, opening them fully for all to see. This act creates a line of wind behind Giant Bat, but this one quickly arcs upwards, becoming sort of a "corner" of wind, rather than just a line. It's not a very strong wind, so you'd need to repeat the attack in the same spot a few more times in order to create a gust that can really help out. Corner winds last a fairly long 11 seconds
The thrusting itself is also a hitbox, dealing 12% damage and 3 stagebuilder units of fixed horizontal knockback (i.e. knocking them right into the wind you just created). However, it's range of the hitbox is fairly poor, barely extending far from Giant Bat's body at all.
__/\/\/\/\-:Backward Smash Aerial:-/\/\/\/\__
Giant Bat flaps its wings thrice, each time propelling itself backward 1 stagebuilder unit. If the Giant Bat hits a foe whilst in the middle of jerking backwards, the foe will take 13-18% damage and fairly poor knockback, that none-the-less leaves them vulnerable to additional hits from the same move.
In terms of creating wind hitboxes, the net effect of this aerial is one neat unbroken horizontal line of wind, 2 battlefield platforms long, blowing away from the Giant Bat. The strength of the wind is relative to how long the smash was charged, and lasts for 8 seconds before dissipating.
__/\/\/\/\-:Downward Aerial:-/\/\/\/\__
In a sudden and unexpected change of heart, Giant Bat does NOT flap its wings this time. Instead, it scratches at the foe a little with his clawed feet, dealing up to 5 drilling hits worth 3% each. This is also the only aerial in which Giant Bat continues to fall during. If the big bat lands on the ground while in the middle of this attack, is instantly finishes with a cute little headbutt that knocks the foe into the air.
While this move won't exactly discourage the foe from juggling you, Giant Bat can use this in conjunction with some suppressing winds in order to keep the foe's anti-air manouvers at bay.
__/\/\/\/\-:Downward Smash Aerial:-/\/\/\/\__
Speaking of supressive downward winds; Giant Bat performs his favourite move; the wing flap. He turns to face the ground, before flapping his wings together under him twice (the second being stronger and laggier than the first). The second flap is completely optional, much in the same way Toon Link's Forward Smash is.
If the wings smack against a foe on the second flap, they send the foe down hard against the ground, or simply meteor smash them if they were offstage. Both flaps deal between 8% and 16% damage.
But enough about that. This attack, quite predictably, creates a column of wind blowing down towards the ground. It reaches, at full charge, 2.3 platforms downwards, but is otherwise a rather strong wind, very well suited to keeping the foe grounded (or stopping them from recovering).
If the wind reaches the ground, any remaining wind blows outwards across the floor (creating a similar effect to the wind from Toon-Link's D-air when it hits the stage).
All together, the wind lasts an unimpressive 6 seconds before vanishing. So be prepared to use this attack frequently.
__/\/\/\/\-:Upward Aerial:-/\/\/\/\__
Our favourite bat-man slashes the air above him with his clawed hands. Yes, he has hands, they're on his wings, which means his hands have an absurd reach, hitting one battlefield platform above him. This quick slash, deals 13% damage and KOs from 80%, though will likely KO sooner, if the foe is high in the air to begin with.
The problem is, that this attack ONLY hits one battlefield platform above him. If the foe is any closer than that, the slash will fail to connect, and instead you'll just buffer them with a pathetic 4% damage wing hit.
__/\/\/\/\-:Upward Smash Aerial:-/\/\/\/\__
The Giant Bat concentrates super hard for this, challenging attack. This time he... flaps his wings a few times, and it creates a wind hitbox. However, THIS time the Giant Bat angles his flapping upward at a 60 degree angle. Much like the forward aerial, if the foe is nearby, Giant Bat's flaps will blow the foe up into the wind hitbox he created.
The longer this attack is charged, the longer and stronger the resulting line of wind becomes, potentially becoming 3 platforms long, and powerful enough to utterly counteract normal falling speeds.
What might interest you to know, is that if you fully charge this attack, there's a little bonus in store; you can control where the wind goes! By moving the analogue stick, you can snake the resulting wind whichever way you want, into whatever contorted shape you want.
Fully charged winds last for 14 seconds, while anything less only lasts for half as long.
Giant Grab
__/\/\/\/\-:Air Grab:-/\/\/\/\__
Giant Bat snatches the foe directly below him with his taloned feet, carrying to foe with him wherever he may choose to go. The Giant Bat can move around as normal (albeit with a higher fall speed thanks to his passenger) and perform any move at all while carrying a victim, though only Down-air will hit them. Neutral Special and Forward Special will also release the foe early.

__/\/\/\/\-:Ground Grab:-/\/\/\/\__
Giant Bat brings the foe in nice and close by throwing his wings around them, and then dragging them in. It's like a great big hug!
This grab has the same ludicrous range you'd expect from Giant Bat's wings, though the lag in performing this grab is rather egregious. Still, if you litter the stage with enough wind, and corner the foe, you can make this grab stick more easily.
Once you have a victim, pummelling them will drain 3% health from them. And your only throw, Up-throw, simply transistions into Giant Bat's air-grab, dragging the foe up into the air. This also refreshes the grab-timer, so don't think you can't have a light snack with your pummel, before you fly.

Giant Final Smash
__/\/\/\/\-:Giga Bat:-/\/\/\/\__
Whoa! When was Giant Bat... THIS big? And he's getting bigger.
A whole host of bat bretherin fly to Giant Bat's side, adding to his already considerable mass. They appear at completely random points on the stage and fly in from all angles, potentially hitting the foe with their weakling 1% hits and dragging them in towards the growing Giant Bat.
Giant Bat eventually stops ingesting bats, around the point where he is as big as Giga Bowser.
But immediately after reaching critical mass, Giant Bat explodes!
He explodes, sending all those superfluous bats back out. Anyone caught right near him as he explodes is OHKO'd. Anyone else gets to deal with hundreds of little bats, dotted around the stage. They stay where they are for 10 seconds, before popping out of existance, and deal 2% damage on contact with anyone.
Giant Bat himself is just fine and dandy by the way. The explosive overengorging of bats didn't even phase him...

Giant Playstyle
__/\/\/\/\-:The Big Bad Bat:-/\/\/\/\__
It doesn't take a genius to figure out that the bat's domain is in the air. But figuring out how to bring the foe up there, and more importantly KEEP them up there, is the real trick to this aerial powerhouse.
Problems begin amassing when you notice that there are barely any attacks at all that aren't putting Giant Bat at some kind of risk of counterattack. Even his main projectile, his mini-bats, are built out of his own lifeblood. You gotta play it cool and use that wind of yours to dictate the fight. Stacking wind on top of wind can make it stronger, though you don't want it so strong that it starts bullying YOU about.
Gimping is the obvious strategy to aim for, as Giant Bat's insane jumping abilities can keep him airborne for pretty much as long as he wants. The key to actually setting up for a gimp, is to pretend your'e not aiming for that. Giant Bat does indeed have KO attacks, and the foe would much rather deal with those, than risk stumbling into a wind that takes them offstage. Using a KO attack to knock the foe INTO a wind that they previously disregarded as irrelevent is quite satisfying when it works.
 

Junahu

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

+Medusa+
-Mommy Medusa-


Medusa hardly needs introducing at all. She's a mythological snake, one of three Gorgon sisters. Staring directly into her eyes is said to turn men to stone. Her visage and powers have been used in almost every possible form of media, and many many games. This particular incarnation of Medusa hails from Castlevania, where she is one of the 5 guardians of Dracula
Statssss

Medusa is intimidating in scale. When upright, her body stands almost as tall as Dracula himself, with plenty of tail still coiled on the floor. When on the move, Medusa slithers at a terrifying pelt, capable of keeping pace with even Captian Falcon. As you might suspect, her lengthy svelt body is a huge target when she's on the move. Luckily, she coils it up when standing still, and even leaves a little of it hanging in the background, creating a tripping hazard to rolling foes. Medusa also takes advantage of her shield, which protects her from projectiles when she is standing idle (Just like Link)
But, speaking of easy targets, Medusa's jumping leaves plenty to be desired, and her lengthy tail trails an arc behind her as she leaps through the air. This proves to be a huge problem, as even if you try to avoid an attack, your lagging tail may still be hit. While her air movement is comparitively slow, she does get to keep any of her ground momentum as she jumps, allowing her to "pounce" as it were.

Oh, and she's kinda chubby too. And she lacks a recovery option.


Aerialssss

>~~~~~#-:Forward Aerial:-#~~~~~<
Medusa stretches her open hands outward at a 45 degree angle toward the floor. This grabs the foe, obviously rendering them rather helpless until they struggle free. If Medusa lands whilst having grabbed a foe (or if she grabs a foe who is standing on the floor), she slams the foe, dealing 12% damage. She also transitions instantly to her normal grab
>~~~~~#-:Backward Aerial:-#~~~~~<
Medusa's massive tail swings underneath her, whipping a wide area below her, before "cracking" like a whip at the space just in front of and below Medusa. The hitbox itself can vary depending on where exactly her tail was when the move began, though the damage on the swing is relatively constant; 8%, and light, ground-bouncing, knockback. If the crack at the end connects, the foe flies away with 15% damage (being KOed from 75%), though this sweetspot is particularly tiny.

Interestingly, if Medusa's tail is in front of her when you use this attack, she will perform something else instead; she'll attempt to wrap her tail around anyone in front of her, then flick them away behind her, dealing 14% damage and KO around 95%. The foe needs to be overlapping with her tail in order for this attack to work.

>~~~~~#-:Downward Aerial:-#~~~~~<
Medusa rears back before smashing her shield down on the foe's skull, spiking them after dealing 15% damage. This attack, like the Forward Aerial, is angled down at a 45 degree angle.
The lag should be familiar to anyone who knows Mario's Meteor Smash. Though what might be a surprise is that the landing lag of this attack sends Medusa into prone, yikes. Try not to miss from a short hop, ok?

I should mention that this attack does some terrific damage against shields, which is odd, because the attack USES a shield. Maybe Medusa is trying to be ironic?
>~~~~~#-:Upward Aerial:-#~~~~~<
Medusa swings that sword of hers in a brilliant 225 degree arc, from behind her back, over her head, all the way back to that 45 degree downward angle I keep mentioning.
It's rather slow, and it will remind you of Ike's Neutral Aerial, for better or worse, but all things considered there's not much else she can do against a foe above her in midair.
The attack, should it hit, knocks the foe lightly down towards the floor (in addition to knocking them away, of course) and deals 6% damage
>~~~~~#-:Neutral Aerial:-#~~~~~<
Oh hey, a generic somersault in mid-air! What are you doing on a MYM moveset?
So, yes, Medusa does a flip. However, her lengthy tail follows suit as she tumbles. She almost looks like a spinning wheel right now, how crazy!
The tail, is the hitbox, dealing 3 light hits, before sending the foe away with the 4th (dealing 11% damage altogether). More importantly, this attack is usually used to reign Medusa's tail in, since it tends to flop about in mid-air, just begging to be struck. Medusa's tail sure can cause trouble if you aren't mindful of where it is

Specialssss

>~~~~~#-:Forward Special:-#~~~~~<
After an unmistakeable pause in which Medusa lowers her shield, the queen of snakes unleashes her gaze upon the foe.
You know how this works, right? If they meet her gaze, no matter how far away, and regardless of dodging, they become stoned. They could shield the stare, but that turns their shield to stone, quadrupling the lag it takes to raise and lower the shield.
When the foe is stoned, they are an immobile grey hunk of granite that cannot attack. Foes may struggle out in the same way they would escape a grab (and shields can be destoned by repeated dodging and rolling, or by just shielding a couple of attacks). The stoned foe may be attacked, or even grabbed, though they will only take 1/2 the damage they normally would, and zero knockback.

Medusa's glower power can also be used to turn projectiles to stone, yes, even lasers. Small projectiles become pepples that can be picked up and thrown for minimal damage. Large projectiles become boulders that are massively heavy and deal a great deal of knockback when thrown. Thin, laser like projectiles are turned into stone spears, which are as long as the projectile itself was and can be picked up and used like a battering item (check the bottom of [THIS] moveset, to see what spears do). And finally, gassy gasses are turned to clouds of volcanic ash (the properties of which can be found [HERE]). All projectiles fall straight to the floor when stoned.
Here might be a decent point to mention that Medusa holds items with her tail, and her battering item attacks are similar to Marth's Forward-Smash-with-sword, in that she swings her sword first, before swinging her battering item with her tail.
>~~~~~#-:Neutral Special:-#~~~~~<
After an unmistakeable, yet strangely familiar pause in which Medusa lowers her shield, Medusa thrusts her sword dead ahead. The motion and properties of the attack are very much like a half charged version of Marth's Neutral Special, including the part where it ravishes shields. In fact, this thrust can OHKO stoned shields, instantly breaking them.
Now, something important to note here, and it's kind of vital. This move can be interrupted at any point (before the attack comes out), by simply dashing, jumping or shielding. Now you can chase down the foes who thought to start running away from you.
>~~~~~#-:Down Special:-#~~~~~<
After an unmistakeable, pause in which Medusa lowers her shield (yes, again), Medusa suddenly hunkers down behind her shield, much like Pit performing his Down Special. Attacks that hit the shield, clank against it, giving Medusa a window of opportunity to attack.
If you tap B during the start lag, Medusa will instantly move onto the shielding part of the move, allowing her to react to even the twitchiest of foes.

>~~~~~#-:Up Special:-#~~~~~<
Medusa runs her fingers through her hair, which causes one happy little snake (it's tiny and cute and I want one!) to pop out and run forth across the ground.
It follows the surface of the terrain, running up walls and along ceilings, for 2 seconds, before giving up and vanishing. If the snake was on a wall/ceiling when it gave up, it will fall to the ground first, giving it one last chance to hit the foe. On contact, the snake deals 4% damage and a little flinch
If you hold B instead of just tapping it, Medusa will get a little... amorous with her hair stroking, running her fingers every which way through her snakey hair. After charging for at least 1.5 seconds, releasing B will make Medusa.. rip off her own head?
Now Medusa's own head is a throwing item. Don't worry, she'll grow a new head in 10 seconds or so, but until then, no more Up-Special.
When thrown, Medusa's head does not just flop to the ground like any other item, but instead flies forward along a sine-curve pattern, bobbing up and down on its travels, until it leaves the screen, or an attack knocks it out of the air. On contact with the foe, her head stones the opponent (for half the usual duration)

Note// Up special, Neutral Special and Side special work in midair, though the start lag on the latter two looks different to that of their grounded counterparts (she coyly covers her face with her hands)

Ground-Tiltssss


>~~~~~#-:Jab Attack:-#~~~~~<
Shunting her shield forth for the first hit, Medusa follows up with a quick one-two with her sword, before finally barging the foe away with her... stage presence.


  • Shield hit deals 2% damage, relatively short range, but deals excellent shield stun and can be jab cancelled out of. The hitbox is also deceptively tall, hitting crouchers.
  • One-Two with the sword is obviously two hits, though you cannot only use one. The hits, dealing 2% damage a piece, are jab combo fodder, additional pressure to hopefully break the foe's shield, and so on
  • The final shunt away, dealing 4% damage, causes Medusa to travel forward slightly. It offers great shield push and reasonable shield damage too. The delay between the sword hits and this attack, allows some fastfallers to touch ground and shield first.

>~~~~~#-:Forward Tilt:-#~~~~~<
Medusa's shield flashes white for a split second, right before Medusa slashes her sword in one quick horizontal swipe, dealing 7% damage and light backward knockback.
During the tiny window while the shield is flashing, attacks that hit it are parried away, and projectiles are reflected. It does take expert timing, but with it mastered, you can calmly walk right up to your opponent, turning away their attacks with beauty and grace.
>~~~~~#-:Downward Tilt:-#~~~~~<
Crouching down, Medusa looses a flurry of sword stabs aimed toward the ground. The stabbing pierces under the surface of the stage, though each stab is only worth 3% damage and is much akin to any repeating jab combo.
Other than for skewering Digletts, this tilt is very useful against planking, as the stabs poke under the ledge, allowing Medusa to keep the edge too occupied with hitboxes to use.
>~~~~~#-:Upward Tilt:-#~~~~~<
That sword of Medusa's is swung in a broad arc, from the ground, all the way up to above her head. It deals 8% damage and juggling knockback. If you're using this as an anti-air, use it early. While the swing is slow, the hitbox lingers during the end lag.
>~~~~~#-:Dash Attack:-#~~~~~<
Screeching to a stop and turning to face the other way, Medusa's tail swings around to clobber whoever may have been occupying the space she wanted to dash to. This deals 14% damage and KOs from 85%, but is just plain unusably slow.
In fact, one may argue that the point of the Dash Attack, is to discourage Medusa from using Dash Attacks.
!! A move that is purposely bad for playstyle reasons!? Say it aint so!!
Sssmashessss


>~~~~~#-:Forward Smash:-#~~~~~<
Medusa makes like a Spartan and barges forwards under the protection of her shield. During the barge, the shield glows white, indicating that it will deflect projectiles and attacks.
While not quite as strong as you'd like from a forward smash, it does at least have the power to parry attacks. However, the parrying and the hitbox itself (which deals between 17% and 32% damage) are mutually exclusive. I.E if you parry an attack, the foe will be pushed backward, out of range of the main hitbox. This means that, at the cost of being pushed back a little, the foe can just jab your shield to avoid the forward smash
>~~~~~#-:Upward Smash:-#~~~~~<
I won't beat around the bush, Medusa needs a proper anti-air, and a non-grab related KO option.
Medusa does Toon Link's Up-Smash, and it KOs from 70%. On shielding foes, it knocks them in toward Medusa. Unless their shield is stoned, they WILL punish you out-of-shield.
>~~~~~#-:Downward Smash:-#~~~~~<
In one fluid swing, Medusa's tail sweeps the floor around her, catching foes either side with two hits that deposit the foe directly in front of Medusa, and in their prone state.
The first hit, behind her, deals between 7% and 13% damage, and knocks the foe in front of Medusa, where they are greeted with the second hit, which deals between 11% and 19%, and smashes the foe into prone.
Even if shielded, the first hit pushes the foe towards Medusa, while the second deals a fair amount of shield damage.
Grabsss


>~~~~~#-:Neutral Grab:-#~~~~~<

Guess what? She grabs with her tail. If you didn't guess this back when I specifically told you she held items in her tail, then congratulations! You're too dumb to read movesets.
For the rest of you... Medusa's tail lays itself flat behind her, then suddenly coils tightly around itself, binding any foe(s) who were touching any part of the tail. It's a little laggy, and obviously only grabs foes standing behind her, but it does have some range to it, just over a battlefield platform's worth.
Once grabbed, Medusa brings her ensnared foe around so that they are in front of her. For a pummel, Medusa constricts the foe with her powerful tail, squeezing 2% damage out of them with each pummel.
>~~~~~#-:Forward Grab:-#~~~~~<
Just like with the previous grab, this one begins with Medusa's tail lieing out behind her. After this however, it suddenly darts forward, wrapping around any foe directly in front of Medusa.
>~~~~~#-:Dashing Grab:-#~~~~~<
Almost identical to Forward Grab. However, since Medusa's tail is already trailing out behind her, she proceeds to whip it forward, grabbing the foe while she brakes. Faster than the Forward Grab, but with much more punishable end lag if it misses.
>~~~~~#-:Downward Grab:-#~~~~~<
Since pressing down during a shield (shield + attack = grab, remember?) results in a spotdodge, this grab is performed simply by pressing A during a spotdodge.
For this grab, her tail barely moves at all, simply coiling around in the foreground. This grab ensnares only foes stupid enough to have been standing directly where Medusa was before the spotdodge.
>~~~~~#-:Upward Grab:-#~~~~~<
Medusa hops up into the air, then whips at the foes feet with her tail while in midair. While the fastest of her grabs, it sadly does not lead to anything, as this grab simply drags the foe down into prone underneath Medusa, whom will shortly land on the foe, knocking them away with 8% damage.
Throwsss


>~~~~~#-:Forward Throw:-#~~~~~<

So long dear Bowser! Medusa swings around and around, with her happlessly bound foe in tow, before slacking her grip on the victim, allowing them to fly off into the horizon.
On its own, the throw deals 11% damage and KOs from 90%, but each pummel made before the throw strengthens it. With five or more, the throw KOs from only 50%!
>~~~~~#-:Downward Throw:-#~~~~~<
Medusa, if you believe the tales, was once a beautiful woman.
For this throw, she leans in towards her ensnared prey, and the rythmic pulsing of her tail sinks the foe deeper and deeper into the coiled mass. Deeper and deeper, writhing and reverberating. Medusa seems to be quite into this throw.
Until, CRUNCH! Her coiled tail abruptly contracts, crushing the foe under its intense pressure. This deals a ludicrous 40% damage and leaves the foe in prone.
The throw takes a while to execute, and the foe is indeed allowed to struggle free beforehand. If the foe has enough damage to let this throw land, then they probably have enough already for any of your KO moves.
>~~~~~#-:Upward Throw:-#~~~~~<
Medusa's coiled tail, squeezes the foe, popping them up and out of the writhing mass of snake, like a cannon firing. She can angle this throw 45 degrees forward or backward, and it deals 9% damage. Neat
If multiple foes are trapped in this throw, the knockback is multiplied accordingly, potentially leading to 70% KOs if three foes somehow get stuck
>~~~~~#-:Backward Throw:-#~~~~~<
Medusa again leans in toward the foe, this time simply to bring her head near theirs. The offensive tangle of serpents that comprise her hair, spring to life and begin mauling the foe's face, dealing a rather unheathly series of 4% hits (for a total of 20% damage) before launching the foe away with floor bouncing knockback that is tough enough to KO off the top of the screen from 90%.
Sadly this throw does no damage if the foe is stoned, nor does it work if Medusa is lacking her head.
Final Sssmash

>~~~~~#-:Obviously Vore:-#~~~~~<
After an unmistakeable pause in which Medusa lowers her shield, our lordette of serpents attempts to snag the foe in front of her with her tail. If she fails, so too does the Final Smash. Luckily, you could instead activate the Final Smash when you already have a foe grabbed in order to guarantee a victim.
There's no happy way to describe what she does in this Final Smash. She eats the foe (with a cartoonishly Wario-like CHOMP!) and they die. She picks her teeth clean, and the fight continues on from there

Playssstyle

>~~~~~#-:The Huntress:-#~~~~~<
There's no two ways around this, you want the foe running scared, that's key; it allows you to corner your prey, pounce on them, and then play with them to your delight. Your repetoire on the ground, while rather easy to puncture, is devastating with correct prediction. And that's where fear comes back into the equation; mindgames are about domination. They're about making the foe decide not to take the oportunities you give them. You want the foe to think you're so overpowering, that defense is the only way to survive. Medusa players don't play Medusa, they play her prey. They feed on the predictable instinct of a foe in a tough spot.
And keep it up, when you catch Medusa off guard and fall into the foe's own tricks, the snake queen can be felled astonishingly quickly.
 

Junahu

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

+Mummy Men+
-Akmodan I, Akmodan II-


Mummified men are a commonly known aspect of ancient Egyptian culture, where it was believed that a man's afterlife neccesitated that his physical body be preserved. Kings of the time went to great lengths to secure a happy afterlife, even having elaborate tombs constructed to keep their bodies, and worldly possessions, in one piece. Popular culture loves to assume that the kings who tried to preserve their bodies after death found themselves trapped in their mortal husks; an ironic and fitting punishment for the suffering of the slaves who were made to build the tombs. In Castlevania's world, the souls of particularly tyranical kings were swayed to Dracula's side, becoming mindless guardians that serve to protect the Prince of evil. In return, the mummies have the eternal life that they so dearly saught.
Walk like a Stats

The mummy men, as the title suggests, are two men. They have identical movesets and act independant of one another. Killing both is neccessary to put an end to their stock. The player controls one mummy, and the CPU controls the other. The CPU mummy does little to help, simply walking around in sporadic bursts, and using regular attacks (and occasionally Forward Special too) whenever it feels like it.
Statistically, both mummy men are at a strictly average height, and just over average in terms of weight. Their movement speed is, put gently, almost nil. Walking around takes time, and dashing is, somehow, SLOWER than walking. Jumping is slow, but it does gain a good deal of height. The mid-air jump is pretty limp though, and midair movement is just as bad as ground movement.
Mummy men also have the ability to crawl, which can come in handy in case there are any narrow spaces the player wants them to squeeze through.

Walk like a Ground-game


~~~~~-:Jab:-~~~~~
Our regal mummy dispels this vexatious foe with a dismissive, slow, and magical, back handed slap. It deals 4% damage, and causes the foe to skid backwards 3 stagebuilder units. The foe can still attack while sliding backwards. If they skid into a wall, they will comedically slam into it, being stuck against the wall for a brief 1.4 seconds (visually, they look as if their butt was pitfalled into the wall). Don't get any clever ideas though, the foe can STILL use attacks, even when splatted against a wall.
If the foe was shielding, they'll still slide backward, but won't slam into any walls.

~~~~~-:Forward Tilt:-~~~~~
The bandages that comprise mummy man's arms, snap forward, whipping the foe but good with a thorough lashing. So long as you hold A down, mummy man will continue whipping the foe, each time deal 2.5% damage and run of the mill jab combo flinching. Because of his bandage's stretchy nature, this attack has a pretty decent horizontal range, but can be ducked under. If any attack hits the bandages, mummy man will flinch as if his move clanked, while the foe will be free to continue the attack.

~~~~~-:Downward Tilt:-~~~~~
Ewww! Rotten corpse smell! A cloud of filthy dirt, squirts out from under mummy man's bandages and drifts forward lazily for 5 seconds. It deals 3% damage and minor backward knockback. It also deals a large amount of damage to shields and cannot be reflected, though it travels so slowly that you would barely notice if you did reflect it.
The cloud's penchant for crawling across the floor like a cheap horror movie fog effect, makes it fairly trivial to jump over, no matter how much Mummy Man spams it. However, if you have the high ground, you can roll the gas down toward the foe, making it a tough climb for the foe to reach you.
~~~~~-:Downward Smash:-~~~~~
The bandages that make up the mummy may come undone, fall to the floor to reveal... nothing? Indeed, for some reason, there was no corpse in those bandages, mummy man IS the bandages.
The bandages dissapear into the floor, and reappear at a point 1 stagebuilder unit left or right of where he used to be (depending on which direction you tilt the analogue stick). If the area he needs to reappear at is HIGHER than the point he dissapears from, Mummy man will reappear as far upwards as need be. Basically, you can use this to teleport to the top of tall towers or walls.
In case you're wondering, there IS in fact a hitbox to this attack. If mummy man rematerialises on top of a foe, that foe will take between 22% and 40% damage, and upward knockback that could KO from 60%. Just be careful not to hit your teammate mummy man with this, ok?
~~~~~-:"Dash" Attack:-~~~~~
Mummy Man trips over onto his face, a deliberately slow fall into prone that deals 15% damage if it somehow manages to hit. Unlike other prone states, mummy man does not automatically come out of this one if you just let him lie, and instead recovers 4% health every second thanks to his dirt nap... yummy! Also, if your CPU mummy friend uses this attack, he won't be getting back up of his own accord. Help! I've fallen and I can't get up!
Walk like a Specials


~~~~~-:Neutral Special:-~~~~~
Rise from your grave! The mummy man summons a solid block of granite from the ground, and telekinetically moves it around while you hold B. when you release the button, the block stays exactly where you put it, until it recieves 25% damage and dies. If you're still moving the block around and haven't put it down yet, the block only has 10% stamina, so be careful about that.
The block itself is half a stagebuilder unit in size, and, due to a "curse", players cannot grab the edges of these blocks (i.e. they don't act like ledges).
If you summon another block, and try to move it into the first, you'll just push the first block out of the way. If you move one block right next to another and then release B, the two blocks will snap together, acting as one whole structure until it takes 50% damage. The more blocks you snap together like legos, the more robust the entire thing becomes. Also note that if you smush a foe in between two blocks, they are KO'd. This also applies to your partner mummy however.
It also should be mentioned that the mummy man's telekinetic powers only work within a 3 battlefield platform radius of himself, so building an unsurmountable tower of
boxes blocks would be pretty difficult. Instead, try a pyramid, why not?

Incidentally, if you use this special while right next to a block already, mummy man will simply move that block instead of summoning a new one. Why waste a perfectly good block, right?

~~~~~-:Forward Special:-~~~~~
Your Mummy man holds his arms out, in that familiar zombie like pose we all know and love. A streamer of bandages then begins tearing off of his arms, and snakes its way forward, moving in whatever direction you tilt the analogue stick. The streamer is, at most, 3 stagebuilder units long, but you can move it around for as long as you want. Bear in mind that it has a slow turning circle, and a slow movement speed in general. Once you release the B button, the streamer heads in its current direction until it leaves the screen or hits something solid. Only then may you summon another one. (however, that's a "one streamer per mummy man" limit, so you can technnically have two out at once, so long as the CPU mummy is kind enough to contribute)

So, what exactly do these flying bandages do on contact with the foe? Do they wrap the foe up like a mummy, like EVERY other mummy moveset? No! These mummy men are progressive thinkers. They know that the old "mummify the foe and bury them" playstyle is egregiously out-of-character for any real mummy.

Instead, it just deals a generic 4% damage and a bit of backward knockback. A single streamer can, from tip-to-tip, hit a total of 5 times before running out of bandage.
If a streamer hits one of your Neutral Special blocks, it will heal the block, instead of damaging it.
One last note, and this might be important. If the CPU mummy uses this attack, it will endeavor to chase the foe around with it as much as it can, though will obviously stop if struck. It's also pretty dumb with aiming, and will frequently drive head on into blocks or solid ground, because the foe is on the other side.

~~~~~-:Upward Special:-~~~~~
Mummy tether recovery, what else? A single bandage from the mummy man's wrist shoots out at a 45 degree angle, tethering the ledge. It reaches up to 2 stagebuilder units away, and is pretty fast. WoooooOOOOOOoo.
This is the only tether that will actually work on your Neutral B blocks, because... I dunno... eqyptian curse. If you've got yourself a neat little pyramid of blocks, then your Upward Special may be a good way to scale it quickly.
If the bandage snags a foe, the mummy man drags them in toward him (or vice versa if the mummy man was airborne at the time). This leaves the foe and mummy man in a frame neutral situation (i.e. neither player has the advantage)

~~~~~-:Downward Special:-~~~~~
When you use this input, the player begins controlling the other mummy man, while the CPU takes over for the guy you were just in charge of. Basically, you swap control other to the other mummy man, allowing you to stop the foe from just absent-mindedly beating up the stupid AI mummy.
Something of note, if you use this to swap with a CPU who is currently using the Forward Special bandages, you will not be able to control them, they'll just fly straight on their merry way.


Walk like an anti-airs

~~~~~-:Upward Tilt:-~~~~~
Mummy Man extends... himself into the air. His stomach bandages come undone and lift the rest of his torso 0.75 stagebuilder units into the air (remember, there isn't a person under all that wraaping). This deals 7% damage and moderate upward knockback.
More importantly, you can use an aerial when you're in mid-air (well, duh, but you know what I mean), allowing you to use aerials without the hassle of actually needing to jump.
Once an aerial is used, or 4 seconds pass (you are allowed to move in the meantime, btw), the mummy man snaps back down to his original shape. If a foe was really, reeeeeally close to the mummy man for some dumb reason, the foe will be struck when the two halves reunite. This deals damage and knockback similar to Luigi's Super Punch. Ouch.

~~~~~-:Upward Smash:-~~~~~
Mummy Man hits the sky above him with a sharp burst of sand, expelled from his face. This hits a wide area, that gets wider the higher up it goes. While there is no upper limit to how far the sand can travel, damage and knockback scale downward the higher up the hitbox connects, quickly becoming a pathetic 1% flinch. At its very base, the damage comes in a flavour between 17% and 30%, with knockback that KOs vertically from 60%.

~~~~~-:Upward Smash from Crouch/Crawl:-~~~~~
See now the godly strength of Egyptian regality! Mummy Man thrusts his arms right into the air, dealing 16-34% damage and KO from the top after 75%. Kind of underwhelming actually, if you think about it. You'd think his arms would stretch or something. But nope. Sorry.

But hey! Let's stick a situational use in here! All the cool kids are doing it!
If you use this attack while crawling underneath a Neutral B block you placed close to the ground, Mummy man will hurl it into the air, where it will deal 28% damage and upward knockback that KOs from 80%. The block also retains its solid properties, so unlucky foes could see themselves being dragged off the top of the screen.
If the block was stuck to other blocks, this attack will dislodge it for you, in addition to propelling it into the stratosphere.

~~~~~-:Quarter Circle Attack:-~~~~~
Someone seems to have gotten their peanut butter in my chocolate. That actually sounds like a disgusting mix. You Americans eat some bizarre stuff.

Oh, I'm sorry, an attack... yes. Um, Mummy man throws both arms up into the air, throwing forth a multitude of bandage scraps that bluster about in the air and hold the foe in multiple 2% hits. They cover a single stagebuilder unit area just in front of the mummy man, making it a nice way to deter foes from entering your space. The bandages linger for just 2.4 seconds, so don't treat them like a trap. Please.
(The bandage fragments are affected by wind, but this set won't be using wind at any point. I'm just warning you in case some hypothetical foe blows the bandages into your partner mummy)
Walk like an Aerials

~~~~~-:Neutral Aerial:-~~~~~
Mummy man bursts apart into a small cloud of bandages. This deals a single, repellant hit that deals 7% damage. The A button can be held to extend the time spent as a cloud for up to 1 second. This could save your life, because mummy man has no hurtbox in this state.
If you're using this aerial after having used the up-tilt, both your torso and legs become seperate, smaller, clouds.
~~~~~-:Forward Aerial:-~~~~~
Our choice king snaps at the ground with his magic extending bandage arms. This hits at 45 degree angle, dealing 9% damage and light downward knockback. Not much else to say here. It's quick? It reaches a fair distance?
~~~~~-:Upward Aerial:-~~~~~
More stretchy arm fun! Mummy man pummels the air above him with a flurry of 4 elastic punches. Each deals 3% damage, and the last deals very little upward knockback, meaning you can pressure the foe into another of these, and another, and another. If you've got a ceiling above you to bounce them off, you could combo them for a long while. But then again, I bet the foe could too.
~~~~~-:Downward Aerial:-~~~~~
Mummy man compresses himself in to half his usual height. This somehow deals 13% damage and moderate downward knockback on contact with the foe. It also sharply jerks mummy man downward in mid-air, potentially helping to avoid an incoming attack.
If you're using this aerial after having used the up-tilt, this simply acts to reunite your two halves on command. There's much less end lag if you reunite this way too.
~~~~~-:Backward Aerial:-~~~~~
Mummy man punches backwards. No, really. What are you doing using a backward air? Did you think this was Brawl, where every backair is better than the forward air? Screw that noise. Learn to face the right way before using up-tilt to get "airborne".
This is a short ranged hit, dealing 10% damage and some sharp knockback.
Walk like a Grab/Throws

~~~~~-:Grab:-~~~~~
Very ordinary, this grab is. A simple bear hug that is decidedly average in every way except whiff lag, which is pretty stifling.

As for a pummel, mummy man squeezes his adorable victim for 5% damage, then pushes them away, ending the grab.
~~~~~-:Forward Throw:-~~~~~
The undead kind begins taking large strides forward while holding the foe. This continues until another throw input is made, or the foe escapes the grab.
~~~~~-:Upward Throw:-~~~~~
Mummy man stretches his torso up, much like with his up-tilt. Nothing else happens, until the foe escapes the grab, the mummy dangles the foe up off the floor. You can also use other throws in this situation.
Speaking of situations, if this throw sends mummy man crashing into a ceiling, he will slam the foe against it, dealing 14% damage to them and spiking them out of his clutches.
~~~~~-:Downward Throw:-~~~~~
Mummy man shakes his foe. Shake shake! Now they have 3% more damage! You can repeat this to "pummel" the foe with more damage before you throw them away.
~~~~~-:Backward Throw:-~~~~~
Mummy man falls onto his back, keeping the foe held in his death grip. If the up-throw was used prior, this results in a suplex that deals 12% damage and pitfalls the foe upside down. If the up throw was NOT used prior, then the mummy simply lands on his back. The grab duration extends to double its usual strength, and since the mummy man is lieing prone here, he starts recovering health.
Note that you cannot do anything as mummy man until the foe escapes from your grab. You may as well switch to the other one and start building with your blocks. Or perhaps crush both your partner and the foe under a block.
Walk like a Final Smash

~~~~~-:Entombed:-~~~~~
Both mummy men turn into solid gold, invincible, egyptian blocks, half a stagebuilder block in size. Like any other block, these two are solid.
Crosshairs appear over all the opponents, signalling that something is going to happen in those areas. So long as the foes move at least 2 stagebuilder units away from the crosshairs (which don't move from where they appear), they will be fine. Otherwise, the etherical blue explosions that appear will evaporate the foe into nothingness.
After a couple of seconds, the foe reappears at the top of the screen, plummets down to the stage, then takes 30% damage from the impact, and vertical knockback that KOs from 50% onwards.
After the crosshairs explode, both mummy men return to normal.


Walk like a Playstyle

~~~~~-:Tomb of the Kings:-~~~~~

The Mummy men want their pyramid, and even if they have to build it themselves, they WILL have it. Knowing what kind of structure to build, and how to go about it, is vital if you want to eventually trap the foe inside and smush them. You could just go for that right from the start, spamming blocks and crashing them together until the foe happens to get trapped inside one, but that will likely just lead to one dead mummy, followed by the second.
You could use your AI mummy as a decoy while you build, but it doesn't take a lot to KO him. So instead consider making him his own little tomb, to keep him out of trouble and grant him a strategic nest to keep the foe out of his face.
That Final Smash bears mentioning, because it kind of sums up one of the better strategies of the mummy men. To connect with the Final Smash, you have to trap the foe in a small area, so they cannot get away from the explosion. Luring the foe deep into your pyramid, before walling them off in a small room is a great way to do this. Buried alive, how terrifying
Very few characters have the ability to crawl. Take advantage of this fact, and build your pyramid with plenty of small crawl spaces for the mummy men to escape out of, or come in through.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Walking on the Edge

+The Creature+
-Frankenstein's Monster-



Frequently misrepresented as "Frankenstein", the Creature has no name at all. His namelessness is an artifact of its inhumanity, and what drives the Creature to discover who he is. Thus this moveset will call him ______. His origins are rooted in mad science, though his actions are that of a lost child. _____ has no real identity to see in himself, and is reviled by all who see him, seeing his very existance as a crime against god. In the world of Castlevania, ______ actually predates his creator, suggesting that this is not THE famous _____ at all. It seems fitting that, in Castlevania, _____ lacks not only name and purpose, but a creator too. Rejected by everyone, and yet still one of Dracula's 5 guardians. Perhaps guarding the prince of evil is his life's only meaning.
Frankenstein's Stats

_____ is exceedingly, tremendously tall. Twice Ganondorf's height, and bear in mind that Ganondorf is one tall cookie, so _____ is downright godly in size. Adding to his forboding size, _____ cannot be run/walked past. He's a wall in many respects, and the foe's choices are; jump over, or roll around...
As you might suspect, his movement is by all means a shambles. He can't even dash, his mid-air jump is atrocious, and he is much better suited to moving only periodically. Being big and immobile is a dangerous combination, but _____ somehow manages to pull it off. Only his head takes full hitstun from attacks, while his torso takes half, and his legs take none at all (and only half the knockback to boot). Bearing in mind that his legs alone are taller than Ganondorf, most players will need to jump in order to even make _____ flinch
.
In addition to this, grabs used against him (at least of the grounded variety) will leave _____'s arms and head free to perform attacks, or even grab the foe right back. For the lucky few who can grab _____'s head or torso, _____ still has use of his legs, and can move around or jump while the foe tries to pummel and throw him.
Predictably, _____'s weight is also rather extreme, tipping the scales beyond the likes of even Bowser


Frankenstein's Aerials

^v^v-:Attack Aerial:-v^v^
_____ only has two aerials, one performed by pressing attack, the other by pressing Grab (attack during an airdodge). This attack is the former;
_____ performs a clunky elbow drop, which deals a simple 13% damage and middling, non-scaling knockback down to the ground at a 45 degree angle. Only the actual elbow is a threat, but that hitbox covers the important part of _____ anyhow, so it's not too risky.
When _____ lands on the ground during the elbow drop, the impact shakes the ground around him, in the same manner that DK's Down-Special does. If you land directly on a foe, they are pitfalled after receiving 23% damage.
^v^v-:Grab Aerial:-v^v^
Very similar to the elbow drop, if you press Grab in midair, _____ again motions to slam against the ground. This time however, he wants to take the foe down with him, and reaches out to grab them mid-flight. A little laggier, and lacking a little in terms of hitboxes, but if _____ does snatch a foe, he slams them, head-first, into the ground, knocking the foe up at least 2.6 stagebuilder units. This slam deals 18% in damage.
Frankenstein's Specials
^v^v-:Neutral Special:-v^v^
Old bolt neck himself begins winding up for one ape of a punch. You can cancel out halfway by rolling, though bear in mind that _____'s rolls are pretty bad. You can more or less see where this is going; it IS DK's wind up punch after all.

However, there three different punches you can eventually unleash. The standard Donkey punch comes out simple by tapping B again without tilting the analogue stick. This deals anywhere between 9% and 40% damage and KOs horizontally from between 100% and 0% (OHKO). You may think that's awesome, but remember that DK's mobility is the main reason he can even land those punches. How do you expect _____ to hit anything when he can barely move? Also, this punch hits high. So high in fact, that Ganondorf can avoid it at point blank range simply by not jumping up into it.

The second of the three punches is utililised by tapping down before the punch comes out. Here, _____ punches his fist into the ground, dealing between 12% and 27% damage and bouncing the foe so hard off the floor that they could be KO'd from 80%. Since this punch is aimed right at the floor, its horizontal range is virtually non-existant, but at least it hits foes that are hacking away at your kneecaps. The attack, if fully charged, also sends a bolt of electricity racing across the surface of the stage. It deals 7% damage and decent hitstun on contact with the foe, but is stopped dead by walls and shields. However, it will keep travelling forth until it hits either of those things, and penetrates straight through anything else.

The third, and final, of the three wind-up punches is the 'uppercut', which is exactly what it sounds like. _____ leaps up to 3 stagebuilder units off the ground while performing his uppercut, which reaches a good ways above him. On contact with the foe, it deals between 11% and 30% damage, with knockback that could KO off the top of the screen from 65%. This also acts well as _____'s means of recovery, though the distance travelled is directly related to how much the punch was charged beforehand. There is very little end lag to the uppercut, meaning _____ can transition to an aerial pretty quickly.


^v^v-:Forward Special:-v^v^
_____ bends his arm, points his elbow forward, and it.... opens up to reveal a hidden rocket? Huh?
Indeed, the rocket pokes out of his elbow, and then "rockets" forwards as a projectile. The ballistic only travels at the speed of Samus' non-smashes missiles, and unlike those, this one doesn't even home in. It's simply shot at a slight (25 degree) angle toward the floor and cruises forwards until it finds something to explode on.
When it does, the resulting explosion deals 10% damage and sharp knockback away from the explosion. It rarely KOs, since the knockback does not scale too well with damage, but it does great work in repelling the opponent.
While laggy to start up and put away, you can press B multiple times to fire more rockets with less lag in the way. Rocket spam is one of the reasons why Free For Alls fear _____.
^v^v-:Forward Smash Special:-v^v^
.Same deal as before; a rocket shoots out of _____'s elbow. This one is much faster, and accelerates to an even greater speed. It also deals a meatier 16% damage, and knockback that can KO from 80%. Wow! Why use the other one, when this missile is better in every way?
Two problems. First of all, you cannot fire more than one rocket, making this an overall slower move if you wish to spam it. Secondly, the rocket is no longer angled towards the ground, meaning it will just sail right over everyone's head unless they specifically jump into it.

^v^v-:Downward Special:-v^v^
_____ leaps 1 battlefield platform forward while delivering the tried and true "Falcon knee" to the opponent. Of course, _____'s knee is huge, so this attack is not to be trifled with. It deals a steady 15% damage to the foe and knocks them down sharply at a 45 degree angle.
_____ does not leap very high vertically, simply enough so he can leap forwards. The attack also has a good deal of start lag (well, every attack does, but this one especially so)
If used in midair, _____ only travels half the horizontal distance. Don't try to recover with this. You'll be sorry...


^v^v-:Downward Smash Special:-v^v^
Much like its non-smashed companion, the Down Smash Special sees _____ leap forwards laggily. This time however, he leaps up 1.7 stagebuilder units too, and then slams his fists down to the ground upon landing. This sends a shockwave spiralling out from _____. It reaches up to 2 stagebuilder units either side of _____, and pops the foe into the air with hitstun and 12% damage. If _____ himself lands on the foe, they are belted away with 25% damage, and receive horizontal knockback similar in style to Luigi's Super Jump Punch.

^v^v-:Upward Special:-v^v^
_____ holds his arms forth in that iconic "Frankenstein" pose. Then, _____ summons lighting from his fingertips, which arcs down to the ground like a rainbow of yellow death! The lighting covers a 1.3 stagebuilder unit wide stretch on the ground, and can be aimed slightly, so that the lighting lands either further away, or closer. The lightning lasts for 2 seconds before _____ runs dry (he needs to wait 4 seconds before he can use it again).
If the foe touches any part of the lighting, they suffer multiple 2% hits (up to 15 hits in total) while being dragged along where-ever _____ aims it. The final hit simply knocks the foe away a little.

^v^v-:Upward Smash Special:-v^v^
Taking a page out of the previous attack's book, _____ aims his arms up at a 45 degree angle, and again summons lightning. This time, it's three bolts that fan out, covering an area of roughly 2 stagebuilder units just above _____. These bolts, which last for only a split second, deal 20% damage and blast the foe away at a 45 degree angle, whilst also stunning them briefly.
Unlike the regular upward Special, this special can be used even while _____ is recharging his batteries, and is in fact the only up special you can use during this time.

Frankenstein's Tilts
^v^v-:Jab:-v^v^
Ganondorf's punch? Have you head of it? Okay, then this description should be nice and short. Imagine that, with the same lag, but double everything else.
Also, I hope I don't have to keep reminding you just how high up his arms are. You aren't hitting with this unless the foe is airborne.
^v^v-:Forward Tilt:-v^v^
_____ steps forward while shunting the foe back with his shoulder. His entire torso is a hitbox here, so the taller characters are going to have to shield. The shunt is fairly static, taking the foe out to mid-long range while dealing 11% damage. Probably one of your better options for actually moving closer to your opponent, though you risk stepping right into a trap this way.
^v^v-:Upward Tilt:-v^v^
Pesky bug! _____ swats the foe away from his vulnerable head. The attack is over a little too quickly, so it takes timing to actually strike the foe. The attack deals 9% damage and knocks the foe down toward the ground. Nothing too special, but neccessary all the same. You can't just rely on your Up Special ALL the time, y'know.
^v^v-:Downward Tilt:-v^v^
_____ puts his foot down, he's had enough! And this stomp causes nearby foes to be popped up into the air with 6% more damage to their name. Go ahead and jab them, or game their twitch reflexes by using some other high hitting attack.
It's pretty darn fast coming from _____, and the stomp itself deals 10% damage while popping the foe up (with stun too). Its range however, is pretty poor, you need to be standing pretty close to even get caught by the ground shaking part, nevermind the actual stomp.
Frankenstein's Smashes

^v^v-:Forward Smash:-v^v^
The creature known as _____ pulverises the foe with his fists, loosing a barrage of 4 punches while stepping forward between each punch. The first three hits deal 5% and knock the foe backward lightly, probably catching them in all three hits. The fourth, deals all the knockback, which can KO off the side from 60%, and deals between 8% and 25% damage.
Again, I need to remind you about how high up these punches will actually be. To hit, the foe needs to jump into the hits, or fall down into them. But at least the punches do a reasonable job of protecting your torso while you move forward. Being able to advance on the foe safely is a vital part of keeping _____ in the game after all.
^v^v-:Upward Smash:-v^v^
_____ bends down on one knee and plunges his hand into the ground. He then brings it back up again, scooping up an armful of debris, which he chucks forward in the same underarm pitching motion.
The debris, which comprises of between 2 and 7 pokeball sized clods of dirt, arcs up into the air and then plops back down in a rough area 2 stagebuilder units away from _____. On contact, each clod deals 5% damage and knocks the foe back a small amount. If two or more clods hit in close succession, the knockback is multiplied. Hence, if you shotgun blast the foe, by having them right next to you when you throw an armful of debris in their face, they will probably die.
The debris sadly does little against shields, other than a little shield stun to cover for your end lag.
^v^v-:Downward Smash:-v^v^
_____ smash! Our Frankenstinian friend squats over and pounds both fists on the ground. This deals between 19% and 38% damage, and pitfalls the foe. How drole.
Somehow, even though he's been slamming the ground throughout the set, THIS time, debris begins falling from the top blastzone, crashing into the stage (breaking up as it does so). Between 2 and 5 pieces, each as big as a Smash Ball, fall at random points ahead of _____ and fall. No piece will appear further than 4 stagebuilder units away from _____, but nor will they appear directly over or in front of him.
Upon smashing into the foe's skull, a piece of debris deals 8% damage and meteor smashes the foe, albeit fairly lightly.
Frankenstein's Grabs

^v^v-:Neutral Grab:-v^v^
_____ reaches out with a single lanky arm, and grabs the foe. This grab does work to pluck aerial foes out of the air, which is good, because you aren't gonna be grabbing any grounded foes with this.
^v^v-:Upward Grab:-v^v^
It's pretty much the neutral grab, but aimed 45 degrees upward in order to snatch out aerial approachers. It's not rocket science.
^v^v-:Forward Grab:-v^v^
Taking out his chain cuffs that he somehow has connected to his left arm, _____ laggily swings the free end forwards in an attempted tether grab. Along with leading into _____'s throws, this particular grab also shackles the foe to _____, making it impossible for them to move more than 2 stagebuilder units away from him for the next 5 seconds. Feel free to stomp the foe or something, they aint going nowhere.
^v^v-:Downward Grab:-v^v^
_____ stoops down to the ground, and scoops up any foes who may be there. This works on even foes who are ducking or are in prone. However, the lag of the grab, means that the foe can get a quick shot off in your face as you stoop down to grab them.
Frankenstein's Pummel/Throws


^v^v-:pummel:-v^v^

_____ holds the foe at arm's length with one hand, with his other hand slowly closing into a fist as the foe comes nearer to escaping the grab. As a pummel, _____ squeezes the foe in his hand, dealing 3% damage.
^v^v-:Forward Throw:-v^v^
_____ has no need for subtle throws, and simply whollops the foe away with a straight punch to the gut. This deals 25% damage and horizontal knockback that KOs from 90%. More importantly though, it can hit other players in the match, more specifically, those who are jumping up in order to hit your face and save their teammate.
^v^v-:Backward Throw:-v^v^
What a surprisingly flexible creature! _____ suplexes the foe, spiking them down into the ground behind him while dealing 22% damage. You can use this whilst facing away from the edge of the stage, in order to spike the foe off-stage.
^v^v-:Upward Throw:-v^v^
_____ hurls the foe 5 stagebuilder units skyward, dealing 19% damage in the process. High above _____ is not exactly the best position for the foe to be in, relatively speaking
^v^v-:Downward Throw:-v^v^
_____ smushes the foe's smug little face into the dirt, then smacks them down once more, which deals 29% damage in total and bounces the foe off the ground. If you hold down on the analogue stick, _____ delays the final hit of the throw by a couple of frames. And if you hold up on the analogue stick, the foe is thrown a frame earlier. In both cases, the foe takes 5% less damage.
Frankenstein's Final Smash

^v^v-:Love:-v^v^
From out of nowhere, _____'s only worldly friend, a tiny imp named "Igor", hops into the fray. He hops around near _____ doing almost nothing, other than flinch foes who touch him. He's extremely light, and can be KO'd with great ease (except by _____, who for some reason cannot hurt Igor). Other than that, the Final Smash has had no effect on _____. Aw shucks.

However, when Igor is KO'd by the foe, _____ becomes enraged! He receives invulnerability, and some movement speed buffs (now he can dash!) for 7 seconds.
Igor won't leave by his own accord, so the only thing the foe can do, is continue fighting _____ while hoping they don't accidentally hit Igor.

Frankenstein's Playstyle

^v^v-:Wall of sorrow:-v^v^
.More than most movesets, _____ comes dangerously close to being a boss in the guise of a moveset. His moves are ludicrously powerful, he's impossible to run through, and his ability to tank hits is rediculous. He can't outright stop knockback from happening, but the foe won't knock him very far if all they do is hack at his legs.
_____'s lacking speed and lagging attacks make it very easy for the foe to come in and buzz around you. So it's vitally important to learn your foe, before you fight him. Use your elbow missiles and lighting and debris to keep the foe at arm's length while you figure out how they react to your attacks.
When you've got them sussed out, let them in, and shut out every attempt they make at hitting your torso/head. If the foe prefers to play from a distance, use your various approaching attacks to draw in safely.
The big themes in fighting _____ are, "don't let him catch you in mid-air" and "you have to be in midair to even stand a chance of KOing him". On reflection, that's not very fair.

 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
-Death-


That icey feeling trickling down your spine, that is Death; the Reaper of souls. But an incarnation of Death is all you can hope to defeat, as he is an entity that cannot be destroyed - hence, his is only a temporary body and one crafted to fit his otherworldly abilities. Wherever the evil of Dracula lingers, Death is sure to not be far behind, using his influences to the benefit of whatever nefarious scheme is in place to resurrect the eponymous vampire lord. Death has been shown to be charismatic despite his devilish appearance; parallel to the Belmont line, this nightmarish figure will always summon his power behind the current cause of evil. On occasion, he lauds out the threat to the protagonists, but the story is always the same: Death cannot overcome the right of heart.


Death is one of those characters who has an aerial affinity on top of a husky size, lending him to be a bit of a target in the air, but escaping the folly of those tied to the ground with his impressive aerial flight. Death's main body is comparable to Ganondorf, only being slightly wider as well. Death is constantly hovering a Kirby above the ground, having four miniature jumps to play with rather than the usual two. He's relatively middle-ground for weight, though - comparable to Samus. As you can imagine, his aerial speed is impressive and his fall speed is low, along with his traction being superb, making him quite mobile. When merely hovering above the ground, though, he's a lot more mediocre, but this simply allows for a more deliberate fighting style.

\___[/-:Jab Attack:-\]___/
Death slashes with his scythe into the background, then into the foreground if the input is pressed again immediately afterwards, dealing 8% damage to opponents if it hits and dragging them into the main plane of battle with some mild stun if they're caught during a dodge. This is a fairly generic move, but serves the simple purpose of catching opponents off-guard who are trying to dodge your various projectiles.

\___[/-:Dash Attack:-\]___/
With gusto, Death dashes forward and drags his scythe along the floor. If he comes into contact with the opponent or the input is released, he slashes upward in a large uppercut with his scythe, dealing 7% damage. The knockback is mild and backward, but if the opponent is caught in the apex of the scythe's lunge [on level with Death in the air], Death pierces the foe and tugs them back toward him at the end of the move. This will leave the opponent in prone on the floor next to Death.

\___[/-:Down Tilt:-\]___/
Death holds his scythe above him, before dropping it down in front of him like an executioner's axe and this has heavy start lag. This deals 8% damage and low knockback if the opponent is hit by the furthest part of the blade, but if they're within a Bowser, they are impaled and slammed to the ground as the move transitions into the next part. He then drags the scythe back to him on the floor, raking in any opponents who were in prone, forcing them to react or be pulled in as well.

\___[/-:Up Tilt:-\]___/
Scythe overhead, Death leans the weapon back in mid-air before swiping it forward [attacking from foreground to background], dealing 5% damage to anyone he hits. The move is very fast, but has a small range. If caught, the opponent is also tugged down by death as he recollects his scythe - pulled into mid-air above Death, or suffering end lag if they hit any solid ground on the way down. What makes the move useful is that the first phase of the animation will avoid any walls or solid platforms that would have otherwise stopped Death from getting through, letting him attack opponents camping from above.

\___[/-:Forward Tilt:-\]___/
Death holds his scythe two-handed and more subtly prods it down in front of him, using the end of it to prick any foes standing in range. This causes 7% damage and half-a-second of flinching, but the move's real playstyle use is against shields. It won't one-hit-kill them, but it will do a sizeable amount of damage to them and cause set knockback to the foe, pushing them back a platform before they can stop shielding.

\___[/-:Neutral Special:-\]___/
Death hangs ominously in place with both arms extended outward in a menacing pose, causing sickles half the size of Kirby to spawn on-screen around him. These sickles do not have any set pattern, one appearing every 0.2 seconds while the move is in use and gradually filling up an area the size of a fully-exploded smart bomb if the move is used continously. Going in and out of this mode has little lag on either ends, but leaves Death vulnerable to attack. The sickles fall down and slightly home in on Death as they do, dealing 5% damage and low knockback if they hit an opponent. After falling to the ground, they will naturally rise back up again and follow a similar, but reversed pattern as they ascend, before falling again as they reach a similar height to when they were originally summoned. Like uppity spirits, they ignore everything but the stage, travelling through any other solid object that isn't an enemy's attack. The sickles are not destroyed naturally - they are destroyed if they hit an enemy, but also enemy attacks. However, they naturally cause a clash if hit by an opposing attack, leaving the opponent momentarily defenceless to Death's machinations.

\___[/-:Down Special:-\]___/
Death points down, creating a horizontal purple-hued portal the size of Mario below him. This only has moderate start lag. Death can have up to four portals on-screen at a time, causing the first one to dissipate if he creates a fifth. The portals operate by transferring Death's attack hitboxes to the next portal in line - if you attack the first portal, it will come out through the second and so on, with an attack the fourth portal connecting through to the first portal. The portals will transfer attacks on different sides of the portal [top and bottom] separately, meaning that if you attack the bottom side of the first portal, it will come out of the top side of the second and so on. Also of note is that you portals do not transport anything with their "thinner sides," and will only allow in parts of the attack that actually are small enough to go into the portal at its current size [making the the scythe a rather handy shape to pierce through portals].

Death and opponents alike can travel through the portals in a similar fashion to Death's attacks, but with one slight difference - the relevant portals will increase in size to fit the person travelling through them, if they have to. This stretches the boundaries of the portals and allows for more of Death's attacks to fit through them if nothing else, with the portals staying at an extended size until they are destroyed by Death or Death is KO'd. Death can travel through portals directly below him on the stage by using the down special on top of them. Keep in mind, tops and bottoms are still in play and Death will suffer end lag if he enters a portal with not enough space on the other end [such as the bottom end of a portal on stage]. This is worse for opponents, though - they are forced into prone if they attempt to go through a portal connected to another, which is placed right on top of the ground. Prone abuse ahoy.

If the input is held as opposed to pressed, Death instead takes up a pose similar in appearance to his neutral special. After medium start lag, Death summons four portals spaced evenly around him, one platform apart from each other. These face toward Death, and allow him to create somewhat of a barricade later on in the moveset and has simpler uses, as it destroys any portals previously out on the stage. The numbering on these portals is fixed as having the bottom left one as the first, and going counter-clockwise from there for the rest, but the first in the order of chains can be selected by pressing a direction during the start lag of the move.

\___[/-:Up Special:-\]___/
This move simply functions as a way to create portals directly above yourself until you have at least one. Death summons a hand out of the top side of the nearest portal, the hand connected by a chain that seems to be coming out of Hell itself, causing the portal to turn scarlet red. The hand automatically homes in on Death at Falcon's dash speed, but can only reach up to three platforms in distance before it has to stop. If it grabs Death, it will then reel him back in - pulling him up to the portal as a very powerful recovery. If it failed to grab him, the hand stays extended out, but its chain becomes a wall, allowing some effective gimping off-stage. All chains, however, can be broken by attacks from the opponent, taking 20% before breaking apart. At any point, Death can simply summon more portals, destroying any chains out on stage.

With more than one portal, multiple hands instead reach for the next portal in line. Starting at first, a hand will grab into the second and then another appears from the second and grabs onto the third, and the hands can actually go through solid ground too. Every chain has its own stamina of 20%. The hands now form a bit of a wall, its size and shape depending on the positioning of your portals. Opponents can be guided into a brawl with Death himself, or simply kept out of the way so that you can summon some more sickles. If a hand is currently sticking out of a portal, the portal cannot produce another one and opponents cannot use the portal as long as a hand is inside it, or teleport to a portal where a hand would be blocking their path. Death's attacks still go through portals, but can no longer force opponents into them.

\___[/-:Side Special:-\]___/
Death spins his iconic scythe in front of him for 0.4-1.2 seconds, releasing it in the chosen direction after charging. The scythe does not home in on the opponent, but is totally invulnerable, dealing 10-20% damage and knockback that can KO at 100% at its maximum charge - it travels at a slow pace of Dedede's dashing speed. The scythe will ricochet off of the sides of your chains at an angle, potentially creating a death trap for the opponent - but if they're already boxed in, you will need to be crafty to actually KO them as you'll need to get rid of the chains as well. If Death comes into contact with it, he'll pick it right back up with no end lag. While the scythe is loose like this, Death's tilts - which involve using the scythe - are replaced by the applicable aerials, so his up tilt becomes his up aerial and so on. If the scythe travels past the blast zone, it's gone for the stock, meaning you'll have to retrieve it if you want access back to your tilts.

\___[/-:Grab:-\]___/
Death can use his grab on the ground or in the air. Like his up special, Death cannot use his grab without at least one portal out, otherwise simply creating one directly in front of him when the input is pressed. When portals are out, Death summons hands out of the top sides of all the portals with some medium start lag - all at once this time, and now grabbing for the opponent! They can only reach three platforms in distance as stated previously in the up special, but if one hand reaches the opponent and the others are in range, they automatically grab on too. If they do grab an opponent, they hold them in place, squeezing them tightly. Multiple hands grabbing the opponent at once makes it up to one-and-a-half times more difficult to escape from than normal, with all four hands grabbing the opponent. If the hands are out of range for the opponent, they will recede after failing to grab, still pre-occupying that portal until they do.

With an opponent grabbed, Death has a number of options. He can pummel the opponent, causing 2% or 5% damage a second depending on whether you're using one hand or more. With more than one hand, the damage is significantly increased, but reduces the difficulty of escaping to normal levels. Also, when more than one hand is grabbing the opponent, Death can use the control stick to move the opponent around, moving all the hands in unison, allowing you to drop them off over the ledge or onto traps. You can pull the opponent out of the reach of other hands if you want to, by pulling the foe over three platforms away from any portal. This causes that hand to recede as if it had failed to grab in the beginning, freeing up more portal space.

With multiple portals out, Death can explicitly tell only one portal to send out a hand by inputting a direction corresponding to the specific portal along with the grab input. The grab functions are normal up until you've actually grabbed them. Now, by pressing a directional input, Death will instead reel the hand back in along with the opponent, forcing the opponent through the portal and out of the next portal, as if they had travelled through it willingly, only with strong knockback that can KO at 150% and 14% damage. If the following portal is currently unavailable, the foe will simply be thrown backward past the portal with the same damage and knockback [this happens if you try to throw while holding the foe with just one portal]. This also happens if you manage to get only one hand grabbing the opponent initially or if you force the others out-of-range by moving the opponent away from the other portals.

By using your grab and inputting a direction while you're using your up special, Death will tell that chain to recede and then snatch at the opponent instead. While this is generally just a shortcut with one portal, if your portals are connected together by your up special [creating connecting walls], something special happens. When the hand pulls in the opponent, they do not actually go through the portal if a hand is grabbing that portal. Instead, that hand now grabs the opponent and pulls them back to its portal instead. This pass-the-parcel of the foe continues until they run out of portals to go through, enabling you to pull your opponent to all kinds of wondrous places.

Because you weren't already tiring of the grab, it also has a generic variation out of shield, where Death initiates a short-ranged grab, merely suffocating the foe for a pummel and dealing 3% every second. There are no throws, but Death can move around with the opponent still grabbed, simply releasing them when he's tired of them and standing over a portal. If Death moves the foe through a portal while they are in-hand, they are teleported through and released from the grab, letting him move opponents up through the bottom of portals as well.

\___[/-:Neutral Aerial:-\]___/
A swooshing sound can be heard, as Death seems to become a multitude of faded, red after-images. These are produced in a direction that defaults to straight-forward, but can be directed by the control stick for two platforms, with four after-images being made that are the same size as death, dealing 3% damage each as they knock the opponent backward and insure that they will be hit by all the following after-images if hit by the first. At the end of the move, the opponent will be left at the end of the line... but where is Death? He can choose to be at either end of the move by pressing an input at the start of the move, simply fading into existence when the move is finished with some end lag. This can go through solid objects, allowing to escape from within your terrible maze if you want to.

\___[/-:Down Aerial:-\]___/
This is the one exception to the scythe rule from the side special, as without your scythe, Death merely performs his neutral aerial here. This is a trademark of Death, but a very basic move - he simply slashes down vertically for a spike. This is extremely fast and deals 7% damage, mostly being good for whacking your opponent into one of your various traps while you laugh at them from on high. The move also is the fastest way for Death to go downward, allowing him faster passage through his portals if he's racing an opponent to one.

\___[/-:Forward Aerial:-\]___/
Death holds both hands out in front of him, creating a spooky aura comprised of skull shapes and similarly creepy sound effects. He then fires this projectile straight forward, it travelling at the speed of a firecracker and being the size of Mario's fireballs. Death can keep on firing these as they have barely any lag at all, getting some good area covered as he falls slowly downward. When they hit an opponent, they stick to them and deal constant 2% damage a second. As soon as they do, or hit solid ground, the skull-y shaped things seem to only want to return to Hell, as they immediately chomp away and take the quickest path to the bottom blast zone, carrying the foe with them if they were hit. An opponent can jump or simply attack them to destroy the ball, but on slopes [such as those created by your up special], they become far faster and start to outrun the opponent themselves, while still being attached, pretty much forcing the opponent to jump or use laggier, long-ranged attacks.

\___[/-:Up Aerial:-\]___/
Death puts a hand overhead while still facing forward, making a fist as a flaming red skull appears overhead. This is heavy start lag for an aerial, with the skull being about as big as a bumper and dealing 6% damage and minor knockback to anyone who touches it. After summoning it, Death lightly taps it toward the nearest opponent, the skull chasing the opponent at Mario's dash speed. If it gets within a Bowser of the opponent, it simply stops in place and laughs at them, flaring up as it does this and creating a vacuum of flame around it. From here, any of Death's projectiles within a platform of the skull - barring his scythe and sickles - will be sucked in toward the red skull, then directed straight at the opponent via the vacuum. The skull will dissipate after ten seconds out, but helps to accompany a foe with projectiles through a portal they just widened.

\___[/-:Back Aerial:-\]___/
Cackling again, Death pulls one of his hands in an arc over his head, creating a pale blue wave of energy above him and slightly behind him as well. From here, six sparks of flame jump from this arc, being very small hitboxes [about as big as a Pokeball] and travelling a platform in distance before dissipating. If they hit an opponent, they set them alight for 1% a second and flinching knockback for three seconds. If they hit solid ground - like a platform - they set that alight. This amounts to that part of the stage shooting out actual fire around it, creating blue flames the size of Bowser where the spark hit. The fire causes 6% damage to foes and low knockback, but that's really all that's necessary. The uses of this should be fairly obvious, as you can cover the insides of your chained areas in fire, making them truly hellish for an opponent.

\___[/-:Forward Smash:-\]___/ Death holds out one hand in front of him, it amassing a pale blue aura. Any sickles from your neutral special will be sucked in if they're within three Ganondorfs of Death, gathering together in a big ball at the centre of mass, with Death doing this for 1.2-2.0 seconds. As they're being pulled in like this, they are indeed still capable of hurting the opponent. Depending on charge time, Death can collect more sickles and also better magnetise them into place, creating a neater clump of sickles rather than a big mess. At the end of the charge time, Death shoots the sickles out, either straightforward or angled by the player at the end of the input. The sickles will travel at Mario's-Sonic's dashing speed in that direction, having their usual effect on opponents, but being somewhat, to very well lined-up as they buffet the foe back.

This is very effective, especially when you're shooting an opponent into a portal, or shooting the line of sickles into a portal themselves - creating a stream of sickles that can potentially stretch all the way across the screen. They won't continue like this forever, though - the sickles slowly start to separate, with most of them regaining their normal projectile path after travelling for three platforms, or up to the length of final destination at full charge.

\___[/-:Down Smash:-\]___/
Death holds his hands together, tightening the grip on his scythe if he has one, this ritual summoning three ominous, red sphere that hover in a triangular pattern above and below him. The orbs are the size of Kirby and causes constant flinching knockback and damage of 3% as long as the opponent is touching them. Death can hold this pose for 1.0-2.0 seconds and with no further input from the player, the move proceeds with its first form. The spheres dissipate, as Death launches three scythe-shaped and ghoul-ish projectiles the size of Ganondorf, these circling him and expanding their scope once they go round a full circle, making a full circle around Death 3-5 times depending on charge time and potentially each making a circle as big as a doubly-huge exploded smart bomb. Their speed also depends on charge time, ranging from Luigi's dash speed to twice of Sonic's with full charge. The projectiles deal high knockback that KOs off the top blastzone starting at 130%, but this is far lower if hit higher up on the screen, which they very much have the potential of doing. They also ignore any solid ground, like a lot of Death's projectiles.

These projectiles are highly-telegraphed, but backed up by how there are multiple of them all circling at once, meaning the opponent cannot simply spot dodge them and camp in the air. The second form of the move comes if the Death player inputs directions on the control stick during the charge time of the move, causing Death to move around with the orbs still orbiting him as a makeshift shield and linger for 4-6 seconds before dissipating. But wait there's more, as forcing the orbs through a portal causes their original attack to appear out of the other side of the portal, with its strength still depending on your charge time. Considering their lofty size, this may be the only way to set them up with portals and it can potentially be devastating.

\___[/-:Up Smash:-\]___/
Turning to face the screen, Death holds up one hand above him, pointing up a finger as well in a uniquely expressive animation. After 0.2 seconds, two crescent-shaped blades almost as big as Bowser appear on either side of Death, pointing below him. Every 0.2 seconds, another pair of identical blades will spawn a Bowser down and away from the previous, all facing in a direction below Death, but progressively pointing more upward with each spawn. Once the input is released, whatever blades are on-screen sweep in a downward trajectory, before turning and quickly swooping up into the air with increased speed the higher it ascends, eventually past the top blast zone, predictably bypassing solid ground if needs be. Any opponent hit by the projectiles takes 7% damage, with knockback depending on the speed of the blade, KOing as high as 260%, or as low as 100% with a high ceiling.

The blades will always be facing the direction they're going, turning up almost completely at the end of their cycle. Facing straight on like this, they easily fit through your portals, but this requires set-up in placing portals carefully at the top of the stage. This makes it far easier to KO with them, though the cost of setting it up may be too dangerous.

\___[/-:Final Smash: Death Rattle:-\]___/ Death glows in a red light for a moment, before transforming into a huge snake devoid of skin and comprised of bones, with a skull for a head. This snake is the size of six Ganondorfs on its side, while being a little shorter than Luigi. The snake is controlled as you'd expect - you move around its head with the control stick, causing high knockback that can KO off the top blastzone at 100% and 15% damage on contact, moving at Sonic's dash speed. The snake isn't too much of a danger by itself, but can fit through your portals, allowing you to be in many parts of the stage at once.

\___[/- Playstyle: A Dance With Death:-\]___/ Death has a contempt for the living, here carried off as a hatred of the physical world - the stage. If Death had his way, the stage would be erased and his portals would replace it as a way to predict, enforce and control his opponent's movement. At first Death seems like a very typical opponent with his mighty scythe, merely pulling around the opponent if he has the inclination too and making the odd portal here and there as simply a means of travel. This initial phase - where you're simply establishing your presence in the match - is infinitely important. The option of erasing it all with your grab, is really a rather finite option and one that should be well-considered.

That scythe is actually somewhat of a burden on you and getting rid of it for the temporary is generally an intelligent thing to do, but only when you are at least in a position to retrieve it later on. Thus, you have even more reason to create a cramped space from your chains. These spaces are open-ended to the player, but the easiest one is obviously a complete square from your grab game. This will give your opponent license to rip off whatever chains they want, though, giving them control over your portals, which is anything but what Death wants. Simply setting up chains that will keep on rebounding your scythe is far better for Death, especially earlier in his game. And this doubly helps you build up to a KO with your aerials, making the cramped space a horrible place for your opponent to exist in.

Whether you've retrieved your scythe or not - which is fairly unimportant and can be decided by the player judging what's best for the situation - Death can generally start actually playing around with his portals and chains to some degree of success. Portals from earlier on that merely acted as opening segues into approaching the opponent from away as a form of pressure, now serve as a way to send your opponent flying off-stage with some deception on Death's part. Portals originally designed to merely keep your opponent pressured away, now can be used to hit them from all the way across the stage whether they like it or not. The more insanely you can combine your undead powers, the easier it is to completely dominate the stage control.

What Death hates is an opponent who fights back. Don't they all, you say. Well, Death doesn't like an opponent who is cautious and has a good memory, as he has amazing potential for not just mindgames, but straight up deviousness when he goes into a lot of moves with multiple completely different options available. These come passively - your down smash's orbs acting as a shield while he uses his forward smash - and they come actively - throwing out an up special purposefully to create a ceiling to gimp the opponent. Death is, expectedly, not above tricking the opponent into death. And if you're gullible enough to fall for Death's gambit, you deserve it.
 
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Rychu

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

The Orca

The Orca is the ship from Jaws, one the best movies, like, ever. Go watch it. Ignore this Duck Twacy bull**** and GO WATCH IT. But not before you read about the stage...

Layout
The layout of the stage is simple: The Orca, which is about 1.5 the size of Pirate Ship in brawl, serves as the main platform. It's in the general shape of the picture above, andit's all solid platform. You can see the shadows of the characters from Jaws in the background, moving inside the cabin. The mast is full of fall-through platforms, about 3. There is melee water surrounding the ship, so no walk off platforms.

Hazards
No hazards at all, nope, none.



Just kidding.


Jaws (or Bruce, if you prefer) will occasionally attack the ship, taking bites towards players. His bites act exactly like UC from New Pork City. The crew will come out when this happens, albiet in the background. They will shoot Jaws with a harpoon attatched to a barrel, and Jaws swims away with it attatched to him. Whenever hee comes back, the barrel(s) act like small platforms off to the side that players can stand on.


Oh, and of course it has this music.


Happy Halloween, folks.
 

Rychu

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

Hello? Get me Duck Twacy!


WAIT... IM DUCK TWACY!
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
GIANT PUMPKIN


The Giant Pumpkin is an item, which functions similar to a crate. However instead of producing items, it instead throws Pumpkin insides everywhere that stick to the foe and hold them still for 5 seconds. If the Pumpkin hits the foe directly it deals 28% and huge knockback.​
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810

[[[[[[[[[[[[[[[[[[[[[[[[[[[ Mouse Man ]]]]]]]]]]]]]]]]]]]]]]]]]]]

Mouse Man is one of the menagerie of crooks and gangsters that Duck Twacy encounters in this wonderful little Looney Tunes short.

Let's set the stage: Duck Twacy, Daffy's fantasy alter ego, has snuck into the gangsters' hideout. He roams around looking for clues, and eventually stumbles onto a wee little mouse hole. "Aha!" he shouts. "It's Mouse Man! Come outta there, you rat! Come on out!" And with a growl, Mouse Man emerges from his lair, so angry at being woken up that he's pulsating.

"Go... back... in again," Duck Twacy says, and like a good obedient rat Mouse Man does just that. Duck Twacy, quivering, tries to flee, only to run into all the other gangsters.

Unlike the other gangsters, Mouse Man doesn't participate in chasing Duck Twacy, so we can suppose that he doesn't get gunned down, either (of course, he was just a figment of Daffy's overactive imagination anyway...). He cuts a bodyguard figure, more than a gangster one. He's muscle. He's bringing the beef. He's a lunk, an oaf. And he's here to remind Brawl that appearances can be deceiving.

[[[[[[[[[[[[[[[[[[[[[[[[[[[ Statistics ]]]]]]]]]]]]]]]]]]]]]]]]]]]

Mouse Man is massive. We're talking super heavyweight, tall as Ganondorf, broad as a stage builder block across the shoulders. We're talking ridiculous fall speed and pathetic jumps. We're talking miserable run - which more resembles a purposeful walk and sees Mouse Man bending forward, his knuckles dragging on the ground as he snarls forward.

Mouse Man doesn't slide around, but he sure trips easily - more than twice as often as Luigi, and when he comes down, he comes down hard, the stage shaking slightly when he falls. Nor can he crouch - how is he supposed to get down on those tiny legs? It's all he can do to stand in one spot!

All that is to say that like many heavyweights, he's absolute combo food. He's a real mountain of a character. He can hardly move around conventionally - when he lands from a jump, he goes into a short period of ending lag as he regains his footing.

But that massive bulk, those meaty arms, also give him extraordinary range...

[[[[[[[[[[[[[[[[[[[[[[[[[[[ Moveset ]]]]]]]]]]]]]]]]]]]]]]]]]]]



Jab
Mouse Man assumes a boxer's stance, if a boxer were a giant mouse bodyguard, and deals a one-two punch. Each punch deals 7% and unremarkable knockback, as expected from a jab. You won't chain both hits on this... unless...

Forward Tilt
Mouse Man reaches forward with both hands and grabs the foe! This is a very short grab hitbox. He proceeds to wring their neck around and around and around, in true cartoon fashion, dealing up to 14% if you tap the A button quickly. They'll break out of this grab after a second or two, usually, and you'll only deal 5-8%. They're released right in front of you.

Up Tilt
Mouse Man snarls and thrusts both hands into the air, very suddenly. Another grab hitbox! Awesome! If he catches them with this high-priority hitbox, Mouse Man will hold his foe above him triumphantly for a second before tossing them to the ground at his feet, dealing 10% and leaving them in prone.

Down Tilt
Mouse Man brings one hand up over his head, for obvious start-up lag, then brings it down before him. Splat! Any foe in the surprisingly big range of this move is turned into a cartoon pancake and dealt 12%. Quick, smash 'em!

Dash Attack
Mouse Man goes into a leap out of his run, coming down elbow-first in a piledriver of beastly proportions! Any foe he lands on will take an impressive 16% and be squished cartoon pancake style. This attack will be obvious and easily dodged and has brutal wind-down, as expected.

Prone Attack
Someone who goes down so often... I really should explain his prone attack. When he falls, Mouse Man tumbles into a sitting position, so his hurtbox is still painfully big. In his prone attack, he slams a giant hand down on either side of him and pushes himself up to his feet with all the agility of an orangutan. Foes smushed beneath his hands will take 11% and be turned into those lovely cartoon pancakes. This attack is very sudden, although it also has a long duration and can be punished if they dodge your huge hands.



Forward Smash
Mouse Man brings both hands forward in a clap that has range just as impressive as any tether grab! This is a big hitbox, folks, and it's not as obvious as it sounds unless charged, nor is it easy to spotdodge - the hitbox is somewhat staggered, continuous. This deals 24-32% and launches foes quite nicely.

Up Smash
Mouse Man brings a huge hand swinging through the air, from back to front, real volleyball-style. Down comes the foe with this lengthy hitbox, smashed against the ground for 18-25% and knockback that may well bounce them a short way into the air again - they'll be forced into heavy hitstun here, although Mouse Man is going to have trouble chasing them to punish or what-have-you. He's a bruiser, not a chaser!

Down Smash
Mouse Man pummels the ground before him, beating his fists against it with fury! This hitbox, which comes out only after heavy, heavy lag, lasts from half a second to two seconds depending on how much you charged it, and is ever a simple one, dealing 17-20% and knocking the foe out on a low horizontal trajectory. If you could somehow hit with more than one fist - say, by keeping the foe planted on the ground before you while you whale away at it - you could probably rack up anywhere from 36-47%... but nah, Mouse Man has no means of changing the shape of a foe's hurtbox...


Neutral Aerial
Mouse Man extends his arms out to either side, quickly enough. They become hitboxes once he starts coming down, dealing out mild downward knockback and a hit of 7% and basically dragging the foe down with Mouse Man as he goes. This attack has long duration.

Forward Aerial
You know this animation, you've seen it in the Down Tilt! Like a volleyball player, Mouse Man brings a hand swinging down over his head, dealing 14%. This is a very powerful spike if you hit them at the end of the swing, but it'll be hard to land in spite of its huge hitbox - it's obviously telegraphed. Mouse Man can kindasorta gimp with this. Of course, he may doom himself in jumping off the stage, but that's a small price to pay for a giant lemming rat!

Back Aerial
Mouse Man tries to clap his hands behind his back... but it's not very physically feasible for him. Instead his hands twine together behind him in a relatively small - but sudden - grab hitbox. If landed, Mouse Man is essentially clenching his foe in a backward bear hug. How awkward for all involved. This is a difficult grab to button mash out of and if you land it you'll probably still have the foe in your grasp when you come down for your landing lag. You can walk around with them clenched behind you, and when they break out, Mouse Man turns around to be facing them automatically.

Up Aerial
Mouse Man uses those big nasty teeth of his, rearing his head and chomping down. This is a prolonged hitbox in the vein of Wolf's FTilt, and deals 16% with decent upward knockback that nevertheless won't KO any time soon.

Down Aerial
Mouse Man flips right upside down with no small degree of agility and comes down to the ground... head-first. His head is a hitbox all the way down, dealing 9% and downward knockback - so yes, spike potential. When he lands on the ground - POW! - a small but beastly hitbox that deals 24% and knocks the foe on a low horizontal trajectory that may well KO. His head gets buried in the process and he takes an abominable second to stumble out of this wind-down. If you have a foe clenched behind your back when you come down, they'll be pitfalled right next to Mouse Man (although they may still struggle out before you get up). If only there were a way to avert that hideous wind-down, this may be a very safe and potent KO option.


Grab
Mouse Man snarls and swipes one bent-at-the-elbow arm before him, trying to scoop foes into a headlock. If he catches them - and it has very good range despite his arm being bent - he'll clamp them right up to him, precariously close to his vicious jaws, and squeeze for a brutal 4% each time you tap A.

Forward Throw
Mouse Man and the foe vanish into a cartoony dusty mass of punches and kicks. You know the one, it's in 90% of Looney Tunes episodes. They're getting brutalized now! The whole mess deals 10% and nice knockback to any other character who happens to bump into it, and lasts about two seconds; you can also manuever it slowly around the stage, ending it more or less where you want it to. This throw knocks the foe a ways up into the air and results in a brutal 18%. What a throw.

Back Throw
Mouse Man puts the foe into that reverse bear-hug position we saw in his BAir, then - what else? - pulls a brutal reverse piledriver, flattening the foe with the whole of his imposing bulk. This deals 16% and flattens the foe into a cartoon pancake. But beware! You use this near the edge, you're both likely to plummet to your doom - the combined fall speed will probably not give the foe enough time to struggle out, and even if they do, they're in prime position for a BAir.

Up Throw
Mouse Man raises the foe over his head by both legs, then smashes them down before him, once, twice, three times! Each hit deals 6%, so this is another throw with ridiculous damage output. And of course the foe is a bludgeon that will deal 15% and strong knockback to any other foes you hit them with. Like in the DSmash, it'd be nice if you could keep the foe in one place while you smash them over and over again... you could theoretically be able to get 45% in!

Down Throw
Mouse Man gives in to his animal impulses and clamps his jaws over the foe's head! He then turns away from the screen... and... CRUNCH! A hideous scream of pain! 17%! And the foe released, tumbling to the ground, apparently headless! Of course, they've just retracted their head into their torso, as Bugs does so often to deceive his viewer into thinking that he's been decapitated. Fun visuals, but a dull attack... generally speaking...

[[[[[[[[[[[[[[[[[[[[[[[[[[[ Specials ]]]]]]]]]]]]]]]]]]]]]]]]]]]



Mouse Man comes into the stage out of a wee little hole, no bigger across than a Pikmin, defying physics entirely as he squeezes out of it. That hole doesn't go anywhere as the fight continues... and if Mouse Man ducks while overlapping it, he'll squeeze right back into it with minimal lag. And then he'll pop back out, because he's not here to hide, but to fight - so I guess it's just a split-second dodge.


Down Special
Mousehole


But when you use Down Special, Mouse Man reaches down to his feet and seems like he's about to punch a hole in the stage - only to poke one instead, with a single finger. This takes almost a second. He can duck into this hole as well... and he won't emerge from it, but from the other one, almost instantly.

Mouse Man can have three such mouseholes on the stage at a time. You can pick which one to emerge from each time by quickly tapping the control stick in the direction of choice. They disappear after fifteen seconds, including the original. And - here's the kicker - you can do this during attacks, as long as you're more or less overlapping your hole.

This means that you can use a DSmash while standing at one edge of the stage, tap down, and emerge somewhere else on the stage altogether. It means you can grab the foe at the center of the stage and throw them at its ledge. It means you can punch the foe with your jab once, then pop out of the other hole and punch them again just as they're coming out of their knockback, effectively juggling them back and forth between holes. It means that you can DAir straight into a hole, leaving the foe pitfall'd just at your back and completing cancelling your wind-down lag. It means you can squish a foe into a pancake here, grab the other there, and still use the one as a mallet to beat the other with.

There's more, but now I'll just mention a little quirk of this manuever: if you use an FThrow and then sink into a hole, you and the foe will not instantly emerge from the other, but instead the stage will shake and the sound effects will continue as Mouse Man beats on the foe underground. Once in a while a random fist or leg will thrust out of one of the mouseholes, dealing 10% and good knockback if it happens to connect with a foe.

Forward Special
Playing with Food


Mouse Man grabs laggily forward with both hands. If he catches a foe, he'll instantly scrunch them up between his huge palms, rendering them ball-like in shape and size. Time to play! They can struggle out of this state with twice grab difficulty, but in the meanwhile they're helpless, and also very bouncy.

And here enter Mouse Man's huge hands and huge swings. Play ball! Dribble them with FAirs and DTilts! Header them into the ground with DAir! Grab them out of the air and bounce them right back up UTilt! KO them with a jab, or grab them and score a goal by hurling them down with UThrow (he won't swing three times, but let go on the first try)! More relevantly they're now small enough to be thrown right into a mousehole, and they'll emerge instantly from another one of your choice. Get the foe right where you want them before they struggle out, if you can't quite land a KO.

Do note that the ball-shaped foe essentially behaves as a projectile if it hits other foes, dealing damage and knockback depending on how fast it's moving and ricocheting back the other way upon contact.

Neutral Special
Leaning Tower


Mouse Man doesn't move, and until you repeat the input, unless you jump into the air, he won't move; instead, he'll lean when you push the control stick. His legs are immobile, and it's his upper body that move. He can lean to gravity-defying angles, almost parallel with the ground! If he goes up into the air he'll still go back to leaning when he comes down, and he can still move around the stage just fine via his mouseholes.

This works wonders for Mouse Man's already-impressive range. Fully leaning forward and then using an FSpec, he can cover most of Battlefield. He's making his hurtbox primarily horizontal instead of vertical, and it's often easier to protect from below, especially since so many of his hitboxes swing over his head and then plant the foe right there before him. This'll also make it much, much easier to hit low foes that would otherwise pass right under a lot of Mouse Man's attacks - and especially, let you do whatever you like with those squished cartoon-pancake foes.

Although it cuts off his walking and running, his main means of transportation about the stage is still entirely active. This is the state Mouse Man will usually want to be in; leaning about, he can create his own anti-approach fortress; nor can the foe just stay at range, since Mouse Man can quite instantly cross from one side of the stage to the other, and probably pull off a massive attack without risk of punishment from lag while he's at it.

Another tap of NSpec and Mouse Man straightens up quite abruptly. Well, maybe you really wanted access to his riveting Dash Attack (which, in all fairness, is a rather good attack if you come down right on top of a mousehole and cancel its winddown by plummeting straight into it).

Up Special
Michael Jordan


Tether grab ahoy! Up, up stretches Mouse Man's arm, on a slightly controllable trajectory, very quickly, to a maximum length of two battlefield platforms. Used on solid land, this doubles as a quick grab that can segue straight into Mouse Man's beastly throws... or Mouse Man can duck into his mousehole after grabbing the foe, which will result in them being dragged down after him in the hole and promptly being pitfalled. They can struggle out of this pitfall with double grab difficulty, and Mouse Man can emerge from that very hole to come out holding them in a grab, so consider this a safe place to tuck that foe away, only to be grabbed later.

If you've got more than one foe, having that one clogged mousehole can result in all kinds of fun shenanigans. If you turn your other foe into a ball and slam them down through one mousehole into the clogged one, they'll deal 20% to the pitfalled foe and both will tumble right on out with heavy hitstun, allowing you to smoothly chase. Likewise, you can smash that pitfalled foe with a grabbed foe or just with a DTilt/DSmash to drive them out of the other mousehole, as if you're clearing a stuck drain. There are a few other tricks, but I'll leave them to you to ponder.

[[[[[[[[[[[[[[[[[[[[ Playstyle Summary ]]]]]]]]]]]]]]]]]]]]

Mouse Man is a bruiser! He bashes things - hard! He flattens them into pancakes, then beats them for ridiculous amounts of damage! He scrunches them into balls, then bounces them all around the stage! He's cruel, sadistic, excessive; at his best he's a damage machine.

Mouse Man likes to strangle things! He has lots of grabs and can move the foe around the stage via his mouseholes while they're grabbed! He can deposit them near the edge of the stage right from the very beginning!

Mouse Man can move around very quickly! With just a pair of mouseholes a world of potential opens up; combined with his NSpec, he can practically hit any part of the stage, including platforms, what with his long range up over his head! You've picked a fight with the wrong mouse!

Mouse Man is good at fighting multiple opponents! He can practically be in two places at once, and has a bevy of ways to hit one foe with another! He's dangerous in team battles, especially if he's taking fire for the sake of a more subtle, endgame-oriented partner! Mouse Man is essentially a goon and a bodyguard! Whadda ya expect?
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
SNAKE EYES

Oh no, Snake Eyes has appeared from the fiend doll! As soon as he spawns, Snake Eyes tosses a pair of six-sided dice towards the top blast zone, before they start falling down to the ground. The dice constantly spin in midair, determining the number they land on once they hit the ground. The number Snake Eyes lands removes that number from his per- wait, what?

Snake Eyes' own dice damage him, of course! Snake Eyes has about 35%, but this can only be removed by damage the dice give him. The only other way to kill him is to somehow drop him off the stage, but this won't happen unless you have a move that cuts through the stage or something, and he will follow you on moving stages.

Now, why is Snake Eyes throwing these dice if they hurt himself? Well, Snake Eyes wants the dice to land on...snake eyes, which is two ones for those of you who don't play dice games. If he lands on snake eyes, everyone in the match is dealt 50% and high vertical knockback, making this an incredible threat. Snake Eyes constantly knows what number the dice will land on, and constantly attempts to keep it in the air if it is a sour number. His primary method of doing this is with a tommygun, which pushes the dice around, possibly back into the air. It also deals 5% per second to any foe in his path. At any time, the foe can take the tommygun from Snake Eyes by attacking him as he fires, which replaces their Neutral Special with that of Pussycat Puss's.

The dice can be knocked around by foes, being about as light as Kirby. Don't try knocking them off the sides, though, as Snake Eyes has an infinite amount of dice (he will also roll again whenever he loses a roll). If foes try to hit the dice, they can possibly change how it lands, meaning Snake Eyes will likely end up firing a tommygun at them. That being said, if his tommygun is taken, he will also attempting moving about at Ganondorf's walk speed and attacking the foes with laggy melees that do 15% if they get too close to the dice. He can also hit the dice as a last resort.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Made by n88_2004


88 Teeth
88 Teeth is one of the many villains who appear in the animated short The Great Piggy Bank Robbery, a Daffy Duck parody of Dick Tracy.​

Stats

Size|||6

Weight|||5
Ground|||6
Jump|||4
Air|||6
Specials
Forward|||Piano Teeth
88 Teeth spits out a single tooth/piano key, which travels forward at the speed of Mario's fireballs in an arc that causes it to land on the ground one Battlefield platform ahead of 88 Teeth. Or arther, it would land, if 88 Teeth didn't dive forward and stretch his arm out in typical cartoony fashion to catch it and shove it back into his mouth just before it hits the ground. Should the piano key manage to hit someone during its flight, it will deal 7% and flinching knockback as it bounces back into 88 Teeth's mouth.​

As he dives forward to catch his tooth, 88 Teeth can use any of his Aerial attacks. Use this as a way of launching a two-pronged attack! Unfortunately, 88 Teeth lands on the ground in his prone state, with a bit of lag, after using this (assuming he doesn't dive off-stage with it), leaving him a bit vulnerable. But hey, the alternative would be losing one of those nice teeth, and we couldn't have that.​

A few notes: When used in the air, 88 Teeth's diving trajectory will be adjusted so that he catches the tooth just before it would hit the ground. Also, he has superarmor during the dive, so he will catch that tooth. It's not really worth abusing just for the superarmor, though, as the following prone state is no fun at all.​

Up|||Hot Pursuit
Reaching towards the nearest foe in an exaggerated manner, 88 Teeth runs after them at his normal (not particularly impressive) dash speed. Through sheer determination, 88 Teeth will run right across thin air to get at his foe! For a maximum of three seconds, anyway, at which point he looks down, realizes his predicament, and begins to plummet downwards in his helpless state. There must be a foe within a Battlefield platform's length of 88 Teeth in order for this to work. Otherwise, 88 Teeth simply looks around for a moment. If he's in the air, this failed recovery will slow his fall for a moment, but he'll go into helpless immediately afterward.​

While running after the foe, 88 Teeth has access to his Specials (minus this attack, of course). While on the ground, he can also use his Smashes and Grabs. Using a Grab or Forward Special will cause 88 Teeth to stop dashing after the foe.​

Down|||Tickling the Ivories
88 Teeth opens his mouth wide(r) and begins to play a simple, suspenseful tune on his piano teeth. The tune begins to build up to a crescendo after a few seconds; precisely at the six-second mark, the song reaches its loudest, most cacophonous note; this is the point when 88 Teeth can cancel into any Smash attack, which will be used at full charge with severely reduced lag, and deal double damage and icreased knockback. Kind of a big deal Should he decide not to cancel, then he'll continue to play, reaching another crescendo in six seconds.​

88 Teeth is free to move about and attack normally while he's building up to a crescendo. He'll stop playing as soon as a Smash is used, however, even if it isn't employed at the most opportune moment. 88 Teeth will also stop playing as soon as he takes a hit, or uses Forward Special.

As a minor note, 88 Teeth only plays with one hand; the other is free to use for attacks.

Neutral|||Endgame
With a flourish, 88 Teeth pockets his normal pistol and pulls out an even bigger one. This pistol is much, much more powerful than the norm, capable of dealing 10% per shot rather than your normal 2%, and low upward knockback rather than flinching. On the downside, this pistol has only six shots; once those are used up, 88 Teeth pockets it and whips out his normal weapon. This input can be used again to save those extra shots for later. Shots are automatically restored at the end of every stock.

Standards
Jab|||Rat-a-Tat-Tat
88 Teeth fires his pistol in the direction you indicate, releasing a cartoonishly enlarged bullet (still only half the size of a Capsule) that travels in a straight line in the direction you point the analog. It deals 2% and no knockback or histun, much like Fox's lasers. You can't fire quite as fast as Fox, but hey, at least you can aim.

Down Tilt|||Exaggerated Stride
88 Teeth slowly stretches one leg forward three quarters of a Battlefield platform's distance, gingerly places his foot down, then swiftly pulls himself to its location. The initial stretch deals 0% and flinching, but foes he runs into as he pulls himself forward take 6% and light upward knockback. 88 Teeth is free to attack while stretching, though not while pulling himself forward. This is an excellent positioning tool, if a very telegraphed one.

Forward Tilt|||Cacophony
88 Teeth mashes one hand against his piano teeth, producing a very loud and ugly noise. This has very little lag, and deals flinching knockback to all foes within half a Battlefield platform of 88 Teeth. The radius is quite small, so this will likely be used as a defensive measure most of the time. It could also be used to cover up the sound of your Down Special, to keep opponents guessing on when that crescendo is coming.​

Up Tilt|||Spin the Bottle
Reaching as far over his head as a he can, which is not a particularly great distance, 88 Teeth holds one finger through the trigger guard and twirls it around. If the pistol collides with anything, then it will stop spinning and fire with the same properties as a Jab. This attack can be cancelled into a Jab on hit, and the initial strike of the gun deals flinching knockback, ensuring that the first shot will hit.​

Dash Attack|||Menacing Reach
88 Teeth continues to dash forward at his normal speed as he reaches his hands forward and upward. If a foe comes within 88 Teeth's (rather mediocre) grab range while 88 Teeth is reaching, then he'll automatically perform a grab. Note that the foe still has time to dodge, so you're not necessarily guaranteed to land said grab. If no foe enters 88 Teeth's reach within 0.4 seconds, he automatically performs the grab anyway, bringing his dash to a laggy end.

Grabgame
Grab|||Snatch
88 Teeth reaches forward with his pistol hand, scooping foes into a rough, one-armed bear hug. His pummel is a simple gutpunch that deals 1%. If 88 Teeth is playing the piano with his Down Special, then he loses access to his pummel.

Forward Throw|||Yellowbelly
In one quick motion, 88 Teeth shoves the foe to the ground behind him, leaving them in their proned state with an extra 8% damage, as he immediately goes into a dash, looking to get some distance between him and his foe.

Back Throw|||Retreat
88 Teeth knocks the foe forwards into their prone stance, then begins to walk backwards at a rate just a touch lower than Ganondorf's walk speed. As he does so, 88 Teeth pulls out a second pistol, identical to his first, and begins to alternate shots between his two pistols, allowing you to aim freely as he automatically walks backward and fires every 0.4 seconds. 88 Teeth halts his retreat and puts his extra gun away upon backing up to the edge of the platform, or as soon as you use any attack.

Up Throw|||Upped Tempo
88 Teeth grins for a moment (it's hard to tell, but he's definitely grinning) as he begins to play the piano at twice his normal speed, resulting in a crescendo every three seconds rather than six. The foe is released with just a touch of lag, giving 88 Teeth a sliver of an advantage. The effects of the attack last for four seconds. Using the throw again can refresh the timer.

Down Throw|||Full Rest
For this attack, the foe is released in the same way as the Up Throw you just read, but with a somewhat different effect. This causes 88 Teeth to stop playing music entirely for two seconds. After those two seconds are up, 88 Teeth breaks into an immediate crescendo, then continues his theme as he normally would.

Smashes
Forward Smash|||Ivory Knuckles
88 Teeth quickly pulls a tooth out of his mouth and wraps his fist around it, then unleashes with a punch that deals 9-13% and average knockback. Remember that you can get a power boost with that crescendo, making this a potentially lethal kill move, quite possibly the best in 88 Teeth's arsenal. It's rather short-ranged, so 88 Teeth is going to want to advance on the foe before he hits a crescendo.

Up Smash|||Bullet Spray
88 Teeth points his gun upward and slightly backward, then fires off three to six shots in a spread-out arc, dependent on charge, each one with normal bullet properties. Though it's normally a simple damage-racking move, with your Endgame pistol this becomes a great way (ESPECIALLY if used out of a crescendo) to finish opponents ****ing around near the top blast zone, but it goes through ammunition like MT and Junahu go through mattresses.

Down Smash|||Scareface
Grinning as widely as he possibly can (which makes his mouth somewhat wider than the rest of his face is), 88 Teeth brings himself up to his full height and looks forward creepily. Anyone directly in front of him will see his face and be stunned for just a moment as they shout 88 Teeth's name in shock. The stun time increases with charge; when you use this out of a crescendo, the stun time will be multiplied by 1.5. This has a slightly larger range than your Forward Smash, affecting foes within a Battlefield platform. Best used under desperate circumstances, since you need to use it out of a crescendo (sacrificing your chance to use a more powerful KO move) to get significant stun time.

Aerials
Neutral Aerial|||Shot in the Dark
This is pretty much a cookie-cutter clone of 88 Teeth's Jab. . . except it's much , much faster. 88 Teeth can't aim while he's falling, and so doesn't even bother to try. You can fire ridiculously fast with this, even more quickly than Fox's lasers, but all bullets are fired in completely random directions. Not a bad defense mechanism, but it's hardly a reliable offensive tool.

Forward Aerial|||Gun Butt
Holding his pistol by the barrel, 88 Teeth swings it downward in a powerful overhand stroke, dealing 8% and sending the foe downward with low knockback, toward the stage where 88 Teeth can use his important attacks.

Back Aerial|||Switcheroo
88 Teeth reaches forward with one hand and grabs the opponent, then pushes them behind him. Foes are left with moderate hitstun, giving 88 Teeth time to throw a tooth at them (or catch one). This also has grab priority, allowing 88 Teeth to disrupt enemy attacks and force them behind him, where they probably don't want to be.

Up Aerial|||Ankle Grab
It's that terrible cliche move where the fighter grabs upward and tries to drag the foe down with them. How horrid, let's just quit reading here. In a slight variation from the usual formula, 88 Teeth doesn't manage to drag the foe down, and instead just hangs onto their legs. This leaves him at the mercy of Down Aerials, but he has weak super armor (that blocks against attacks dealing 11% or less) to help him out here. This can be used as a recovery move or simply a way of keeping on top of your opponent.

Down Aerial|||A Bit of Kicking
88 Teeth kicks downward three times for 5% a pop. The kicks deal flinching knockback, making them quite good for dragging a foe downward or leading into a Smash.

Final Smash
Villains Galore
88 Teeth remains fully controllable as every other Duck Twacy villain joins the fray. They fight as a team against the foe for ten seconds. Fortunately for victims, they only have Level 3 CPU intelligence and Friendly Fire is on.

Playstyle
Typical Melodramatic Villain BS
Set the Mood Before You Finish the Foe
This is a Pretty Freakin' Simple Moveset
If You Haven't Got it By Now, You Should Find a Different Thread
 

MasterWarlord

Smash Champion
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Location
Not wasting countless hours on a 10 man community
Unfunny Garbage

THE DAILY BUGLE
DISNEY BUYS OUT NINTENDO
PUTS MARVEL CHARACTERS IN SMASH 4




J. JONAH JAMESON PLAYABLE



WHAT DO YOU MEAN I’M IN THIS STUPID GAME?!? It’s only meant to be played by stupid kids! I said I wanted to be in UMvC3, dammit! There’s nobody to antagonize Spidey in that game!
. . .Wait, what? Did you say Spiderman is in –THIS- game? So he is. . .Well, I’ll be damned! Fine, I’ll take the job. Brant, get your overpaid behind in here! We’re going to do some journalism. . .



AHA! THERE’s Spiderman! What? What do you mean it’s Halloween?!? Goddammit it all, this is gonna be harder than I first thought if we’re gonna catch him tonight. . .No, no I’m not gonna put on a damn costume, Brant. There are already enough freaks roaming the street every day of the year around here! . . .Then again, if I put on a costume, maybe I could blend in and Spiderman couldn’t figure me out so easily. . .



There, perfect! . . .What?!? It’s as good a costume as any of those losers who just grabbed a mask and said they were mobsters from some obscure cartoon! Just go get the equipment, pronto! I’m not gonna be doing this “Brawl” shit all by myself! What do you think I pay you for?!?

STATS


Size: 6.5
Aerial Control: 5
Aerial Speed: 5
Weight: 5
Ground Movement: 5
Falling Speed: 5
Jumps: 4
Traction: 3

Average stats for a human? How is that a bad thing? You want me to have some freaky Spider like stats? I’m not a mutant, Brant, for god’s sake! Don’t you dare compare me to him again if you value your job!

Got that equipment and fetched the other employees? Damn, must be at least 10 of you back there. Good, good! Not sure we needed all this crap, but lord knows they’d just jerk off the moment I left them in the building by yourselves. Just make sure they all stay in the background so the boys can get a clear shot of –me- being the one to unmask Spiderman, huh?

SPECIALS



SIDE SPECIAL – PICTURES! PICTURES OF SPIDERMAN!


Holy crap! There’s Spiderman! Quick, you idiots, gimme your camera, I want pictures! Pictures of that web slinging mutant vigilante! Ha ha, the flash from the camera stunned him for a bit (5%)!

Wha. . .Are you just –TRYING- to make my job easy now, Spiderman? You can’t punch to save your life! Stick to the mutant powers! Heh heh, that’s right, now I’ll take a picture of you assaulting me and this innocent civilian!



Good thing the great J. Jonah Jameson can hold his ground when he takes a picture, your weak punches won’t phase my superarmor, Spiderman!

Now, just to get over to the copier machine the boys brought with us to the Brawl. . .I’ll just take out the camera and send the picture to the press, and let the boys do the rest! Instant propaganda! With –my- propaganda, a cop’ll show up in 10 seconds flat to apprehend this masked menace for attacking me, a good, upstanding citizen of New York city!

Yeah, look at what that cop’s doing to him! Handcuffing him from a range before he even fights to keep him from running, then beating up on him in a close range fight, knocking him clean across the stage! These cops are why I’m proud to be an American. . .

. . .That was just a loser in a costume, Brant? Well how can I tell? It’s not implausible Spiderman gained a little weight!

Foes must be on the same vertical plane as JJJ and be within 3 platforms for you to be able to get a clear, incriminating shot. Cops have 40 stamina and will not cuff foes at high enough percentages for them to KO. The main purpose of the cuffs is to force them to actually fight the cops, at which point you can take pictures of them assaulting the cop to summon more cops.



NEUTRAL SPECIAL – PAPERWORK


YOU! THAT LOSER IN THE BACKGROUND! DO YOU EVEN WORK HERE?!? You’ve worked here for 10 years you say? I haven’t seen you in my life! YOU’RE FIRED!

. . .Actually I’m in a Brawl right now, so, you’re rehired if you bring me over that gigantic stack of paperwork over there. Now just set it down on the ground nice and e-

ON WHAT PLANET DO YOU CALL THAT NICE AND EASY? YOU JUST FLUNG THE PAPERS IN MY FACE! You think this could hurt those stupid people in the Halloween costumes? It doesn’t damage em at all! Well, it makes them flinch I guess, but that’s besides the point! Your 15 minutes of fame are over, get back in the background!


DOWN SPECIAL – COFFEE BREAK


Miss Brant, most secretaries don’t have to be –TOLD- to get me my coffee every day. Do I have to tell you to breathe too? Anyway, now that I’ve told you, go over to the coffee machine and get me my coffee. How are you supposed to give the coffee to me if you’re in the background?!? Get your lazy ass into the fray! FINALLY. Ah, good coffee. . . I feel 10% fresher! Good stuff, why don’t you go get me some more, Brant?

Oh good lord, Brant, you walked RIGHT INTO that idiot with the cheap bed-sheet ghost costume! Really, -who- does that anymore? Haven’t seen that since the Confed-GAAAAHHH WHY DID YOU SPILL YOUR COFFEE ON ME GOD SO HOT GAAAAAHHH I SHOULD TOTALLY SUE YOU (10%)

. . .

Well, anything that previous coffee did for my spirits is now TOTALLY gone. Brant, why don’t you try doing that to, y’know, SPIDER MAN next time?

. . .

Seeing she blatantly won’t, I’ll just take it as a chance to get more propaganda on Spider Man when he tries to spill hot coffee on me, heh heh. . .Yeah, and I’ll do the exact same thing when that loser comes up to me with my paperwork. No way that wuss would hold on to it if he was attacked. . .

Attacking cops is also an offense you can take pictures of, in addition to your employees and getting attacked directly.



UP SPECIAL – CORPORATE LADDER


Crap! Some fat kid dressed as a penguin shoved his ass into me and I was knocked off the stage! You there, employees! Make a single file line next to the edge I’m closest to, then make a chain to reach down off the ledge to try and grab me! I don’t care if the fat kid can attack you to break the chain, you’re expendable! More people’ll come in to the background if you die! I can afford it, since Romney and Cain won’t force me to pay for your healthcare benefits!

. . .I’m on the ground! I don’t need you to make a big stupid chain to reach me! This some sort of damn conga line? I know it’s Halloween and there are retarded ghosts goin’ around doing this sort of thing, but keep it out of the Bugle!

If you wanna form a conga line so bad, why don’t one of you just go up and make a conga line with anybody wearing a Spiderman costume and push his sorry ass outta my city (5%, platform set knockback)!

Attacking somebody in the tether chain with an attack that does 11% or more will cause that person to drop off of the chain, and obviously everybody lower in said chain. The shove from the grounded version of the Special deals no hitstun, enabling you to cause an attack the foe’s aiming to hit an unintended target.


STANDARDS



NEUTRAL ATTACK – BIGGEST FAN


Wait, you mean this isn’t somebody who reads the bugle? Dear god, that’s the worst pun I’ve heard since whenever Spiderman last opened his mouth! Anyway, Brant, why don’t you turn on the fan over there at center-stage? I could use a nice breeze. . .Heh, look, that yellow rat’s so scrawny the fan’s pushing him across the stage! Enough of that, Brant, I told you to bring it to –ME-. I really shouldn’t have to give you more input to bring the fan over to where I am to cool me off. Again, basic stuff here. If you don’t know such basic stuff, you must be one of those illegals! Alright, alright, that’s enough. I’m inputting you to turn it off now.

Hey, that paperwork seems to be gettin blowed around by the fan. . .Guess I could maybe blow them at Spider Man, but what good’s that gonna do? Death by paper cuts? No, that’s stupid. . . Maybe if I push Spiderman into attacking somebody so I can take a picture of it? Yes, that’s brilliant! Jameson you clever devil. . .

Attacking –any- employee counts as fodder to incriminate the foe with Side Special, not just Brant.



DASHING ATTACK – LUNGE


An inspector, eh? If you were a real inspector you’d have found out who Spiderman is! It’s not my damn job! All I do is tell the people who are too stupid to think for themselves what to think – it’s hard work, I tell ya! Why, I oughta show ya some respect for my line of work, “inspector”, show you what a REAL lunge looks like! RAAAAHHHH-OH GOD MY KIDNEY YOWCH. Guess I had that coming when I threw my body at you like that, but wow. If you’re so savage, you wouldn’t mind doing that again so I could take a picture, eh?

Jameson’ lunge leaves him in prone regardless of whether he hits with it or not, but if he hits the foe he’ll tackle them into prone. He enters prone first, so he can typically stand up to take advantage of the foe’s prone state. While the initial lunge goes through shields like a grab, it can be out-prioritized by absolutely anything – a cute little jab even. The foe will likely predict this attack if you use it enough then suddenly dash at them, but you can hopefully predict said prediction and snap a photo.



DOWN TILT – FLIPPIN’ TABLES


GOD DAMN IT! GOD DAMN IT ALL! WHAT’S THAT?!? MY BLOOD PRESSURE?!? THE HELL WITH MY BLOOD PRESSURE! RAAAAGHG! I’M SO MAD I FEEL LIKE FLIPPING ONE OF THOSE USELESS TABLES YOU BROUGHT AND PUT IN THE BACKGROUND! THEY PRACTICALLY COVER THE WHOLE STAGE! GRAH!

Ha ha, it hit some idiot in a gorilla suit, and knocked him pretty far away, too (14%)! Heh heh, why don’t I do it to his friend too! . . .What do you mean you don’t have a table for me to flip?!? Put the table back up! No wait, put it back down, I need it to shield me from the peanuts they’re throwing at me!

Jameson doesn’t particularly need his employees to put his tables back up seeing they coat the background, but this move is just a generic sweep of Jameson’s arms (6%) if he’s not in front of one. If he’s in front of a knocked over one, he’ll order an employee to put it back upright.

Tables can be dealt knockback, and are as heavy as Bowser at 50%. They are completely solid at all times and are never hitboxes except when initially flipped.



FORWARD TILT – FIST SLAM


Gah! Why are people growing so attached to this vigilante when he won’t show his face! Iron Man revealed who he was and everything went just fine and dandy for him, so what’s Spiderman got to hide, huh? It just burns me up. . .Brant, quick, give me something to slam my fist on for dramatic effect! You don’t have anything? Bah! Punching that fatso Spiderman again will have to do (7%)! Nevermind, there’s that table over there I flipped. DAMN YOU SPIDERMAN (11%)!

Pounding your fist on the table will cause the entirety of the table that can be stood on to become a hitbox that deals 11% and trips them. JJJ’s fist has the same power, but foes can potentially be hit by both hitboxes. Prone abuse is useful on JJJ because of how predictable their get-up attack will be, prime fodder for a photo.



UP TILT – THE DAILY BUGLE


Alright boys, bring in the Bugle, we’re gonna drop it straight on ‘em! Better than having it be in a city alongside such a ruthless killer as that so-called “vigilante”. . .



GAAAAH! JUST WHAT IS THAT HORRIBLE CREATURE?!? MOVE US BACK, MOVE US BACK!

Seeing we can’t afford to move the entire building on a regular basis due to some budget cuts, guess the actual paper’ll have to do. You people in the background, toss me a fresh copy of the Bugle, would ya? Good, now I’ll smack that monstrosity with this and send him up into the air (8%)! Let’s see if your Spiderman’ll help ya now! Have a taste of the bugle and educate yourself! Lemme just unravel this paper here and swing it up to wrap ya up in it – now wherever ya look, you’ll see nothing but my propaganda! You’re on the right track to becoming a contributing member of society. . .

Heh, seems the guy doesn’t know how to read, Brant. Look at him just flailing away with his attacks as the paper cancels them out! . . .Welp now he’s so mad that he knocked it off himself. Paper’s light, who’d of thought? Brant, distract him by appealing to his primal instincts while I get outta here.

Unraveling the paper after swinging it upwards is optional and is done by a second press of A – the fully extended paper is Ganon sized. It will cancel any of the foe’s attacks, but will take the knockback from said attacks, and is light as Jigglypuff at 80%. The paper is pushed by the jab fan at Captain Falcon’s dash speed unless it comes into contact with something, at which point if the foe tries to knock the paper against the wind current it’ll just come back in their face. Obviously a good way of provoking mindless assaults from the foe.


Addendum: This actually happened in the stupid show and is mocking 60s racism.

SMASHES



FORWARD SMASH – LIKE A BOSS




THAT’S IT! SPIDERMAN, YOU CAN TAKE MY TOWN, THE MINDS OF THE PEOPLE, AND ALL MY MONEY, BUT WHEN YOU TAKE AWAY MY HATRED OF YOU I JUST CAN’T TAKE IT ANY MORE!

I DON’T CARE WHAT YOU DO TO ME! I’M NOT EVEN GONNA SO MUCH AS –FLINCH-! IF YOU LAY SO MUCH AS ONE FINGER ON ME I SWEAR I’LL SMACK THAT SMUG SMILE UNDER THAT MASK RIGHT OFF YOUR FACE!

Bloodpressure? Schmudsmessure! Keep your hands off me or else I’ll. . .I’ll. . .

Well, do that! Can somebody get an ambulance for Brant? No, officer, no I did not smack her upside the head and across the room (Damage of enemy move +15-25%, you don’t have to be hit for the punch to come out). That was that guy behind the desk over there. . .Parker, was that you the whole time? Goddamn it all, Halloween is BANNED from the bugle!

Now, when I see the real Spiderman I should try and get all enraged like that again. He’ll think I’m just gonna take a picture of him like always, but boy, he’ll have another thing coming!

The animation itself is pretty much "JJJ Punch", and it is largely a weaker version of Falcon's punch with superarmor and damage return properties.



UP SMASH – CIGAR


It’s good being the only one in New York with any common sense – think I’ll celebrate with a nice cigar. Crap, there’s some skanky whore! I’ll just blow out a cloud of smoke to obscure her so she can’t see what’s what. . .Hey, this is workin’ better than I thought. I oughta try this when there’s some employees in here – I’ll get a photo of her being a whore and getting it on with some of em. Pictorial evidence! Also could be useful against Spiderman, but whatever. In any case, good thing the camera flash is nice and bright to make things clear. . .Last one I got was false advertising. I got ripped off twenty five cents from that guy!

Alright, the slut in the skin tight suit’s mad. I guess I’ll just cancel outta this smoking crap to hold the cigar in my hand normally, and now I’ll throw it at her (3%)! Eh, that just pissed her off more. Wait, I know! You there, bring me some more paperwork! I’ll throw my cigar at it and set it on fire! Heh heh, now that bitch is burning up (3% per second per each of the 10 pieces of paper). Not gonna let her get away. . .Let’s light the tables on fire (5% per second)! They can be replaced, just like you useless employees! . . .Whaddaya mean we can’t afford more tables? Tables are worth more than a man these days? Well, I knew a lot of people needed work these days cause of the economy and all, but DAMN.

This does of course also work on fully extended newspapers from the utilt. It does no more damage than a burning regular piece of paper, but takes 15 seconds to burn up as opposed to the 7 seconds a generic piece of paper takes. Tables take 20 seconds to burn up and can still be dealt knockback with disjointed attacks, which the foe probably has far more of than JJJ. Tables take 30 seconds to burn



DOWN SMASH – TELEPHONE FOR MR. JAMESON


The telephone closest to Spiderman’s ringin’! Damn straight it’s for me, Brant! Who would want to talk to any of you losers. . . Let’s see if I can make it in time. . .Ha! Spiderman was shocked by the telephone ringing cause he was right next to it and fell on his ass (5%)! Alright, I’m at the phone. It’s Kingpin and I’m jabberin’ away, nothing important. He hasn’t discovered jack about Spiderman. Whoop de doo. Seeing I’m in the middle of fight and all, I’ll walk and talk. Good thing I got telephones with nice long cords – those wireless ones take up too much electricity to charge. Oh, ‘scuse me, Kingpin, there’s some idiot dressed as a plumber coming up behind me. I’ll just use this move again and swing the telephone wire around to grab the sucker! Serves him right! You should be here to see it Kingpin, he’s just struggling around in the wire, trying to attack me, but he can’t move one inch!


. . .Kingpin? You there? Kingpin? That was barely 10 seconds! Well, since he hung up, guess I’ll release the phone here. . .That plumber was in the way of the phone, so he got dragged all the way over there where it originally was, and there was nothing he could do about it! Get to the toilet Brant clogged when she had her period already, would ya?

Jameson will release the phone after 10 seconds regardless of if he’s in the middle of an attack/stun.


GRAB-GAME



PUMMEL – CRUMPLE/POSE


Why’d you drop all those stupid pieces of paper, huh? Let me grab it and see what was on it. . .Eh, just threats from unions. The hell with the unions! Lemme just crumple up this useless paper so nobody else finds it. . .On second thought, I’m bored, so I’ll crumple it into an airplane. I don’t need any fancy webslinging freak powers to fly, see? I can throw my plane in any direction and it’ll sail off (7%). Nothing’ll stop it – not fire (15%, makes a fiery trail behind it for 1% and flinching for 3 seconds), spiders, hell, it can go superspeed if it has wind backing it! I can do all sorts of fancy tricks with em too. If I throw it backwards, it’ll do a loop de loop before goin’ forwards again, heh heh!

. . .What’re YOU looking at? You think this is funny? Why, I oughta make some propaganda outta you! Don’t struggle, dammit! All I’m doing is setting you up to look like you’re gonna hit me, so when you get outta the grab I can take a nice picture of ya! Guh, struggling a lot are ya? I only need you to stand still for –one- second. Just one. You so hyperactive you won’t let me do it for one second? Yeesh.

Jameson can immediately take a picture after pummeling the foe for a full second to summon a cop guaranteed, but if he doesn’t the foe will come out of the pose and be free to move.



FORWARD THROW – CAFFIENE RUSH


Brant, get over here! I want some more coffee! Not for me, for my friend here! Nah, forget the cup, just bring over the whole coffee machine and pour it down (12%)! What’s the matter? Can’t keep down some coffee? You should keep well away from the town pub then, pal.

Heh, the youngster here is just vibrating from the pure caffeine, moving back a good platform or so, and now he’s vibratin’ up and down. He’s trying to do crazy aerial attacks, but he just keeps hitting the ground, and he gets sucked up into the air before he can do almost any attack on the ground! Sucker. He can’t do shi-CRAP HE JUMPED INTO THE AIR AND IS GOING TO PLOP HIS FAT ASS ON ME! YOU THERE! WANT A PROMOTION? GET OVER HERE FAST!

That wasn’t so bad, I didn’t feel a thing! And that caffeine rush only lasted what, 5 seconds? Either way. . .Seems they can still attack if they jump up into the air, though when they come down their attack’ll be really predictable. I’ll have my camera ready next time, just you wait, Spiderman!


BACK THROW – POWER OF THE PRESS


Alright, boys. Roll up the presses, we’re gonna put Spider Man THROUGH the propaganda machine known as the Daily Bugle. No, not by taking pictures of him – I mean literally. Yowch! That looks painful (15%). . .Make it print twice as fast!

Heh heh, now he’s gone through the machine and he’s paper thin – as thin as his legitimacy as a vigilante, that is. Now he’s so light he’d go flying if I laid my hands on him (Jigglypuff’s weight)! If he’s thin as paper, bet the fan could be put to some good use too. Blow him right off the stage with the rest of those violations on my desk! Wha? It only lasts for 7 seconds? Money doesn’t buy what it used to, I tell ya!


UP THROW – GIMME A RAISE


You? A raise? BWAHAHAHAHAHAHHAH-Wait, you’re serious, Parker? I’ve seen some of your crappy photos, and some of them look like you just picked up a cheap Halloween costume and took pictures of yourself! No, you and the others are gonna come over here and give ME a raise (2.5 Ganons). Three cheers for the best boss around! And just cause I’m in a particularly good mood, this pal of mine I brought with me can have one too. But make sure you don’t throw him as high into the air as high as you do for me (1.5 Ganons set knockback, 8%) – that’d make me look bad!

This throw sets up JJJ’s air-game, positioning both him and the foe perfectly, but more notably if Jameson is on the phone this will make the foe have to be immediately wary of him grabbing them with the phone cord.



DOWN THROW – HELP WANTED


Eh, I won’t hire you, Spiderman, but I think I’ll hire that whore in the skin tight suit from earlier. You, yeah you! You’re hired. You people in the background! Get her a suit so she matches the rest of you drones! Individuality is forbidden in the Bugle! The last time people started thinking for themselves, they tried to form a union!

Now, your first job is to carry these –VERY- important papers back to the bugle. Hopefully, unlike –somebody else-, you won’t fling them in my face. That’ll keep ya busy. You can’t do anything but walk and jump carrying that mountain of paper! Yeah, you could try and attack me, but then all the paper would just fall in your ugly face. Think twice before disobeying a man’s orders and get back to the kitchen, woman! Yeah, guys, you can just have the office whore here go get me my coffee and my papers from now on – no not Miss Brant, THIS one.

Whaddya mean she won’t bring me my coffee and papers? Well fine, just give her the coffee at least. After I forced her to chugg down so much last time, not like she’ll drink it. If she dashes, she’ll spill it all over herself, and if I hit her the same thing’ll happen, so let’s see her fight while carrying the coffee! And she already can barely carry all that paper – hell, let’s make her carry multiple things at once for a nice juggling act! She’ll just trip and spill it all on herself, dumb woman.

Oh for the love of. . .You’ve got till the fat lady sings to overload her with paperwork! She can’t dodge forever. Fine, if you’re so incompetent, I’ll give her more important things to worry about.

. . .Or rather I would, if she hadn’t gone in front of Brant in the background to quit (Hit up like a SSE door). Who installed that giant flashing red arrow pointing at Brant anyway?!? Ah well, it’s shorted out now. Brant, stop letting employees fill out forms to quit and go pay the power bill for crap’s sake! Note to self: don’t let the newblood talk with Brant. Don’t want them getting any ideas.

Even when employees do successfully quit, it takes 10 seconds to go through afterwards. In FFAs, any KOs hired employees make will count for JJJ and they cannot hit JJJ until they quit.


AERIALS



NEUTRAL AERIAL – HAYMAKER


Enough with all of these office supplies! I don’t care how much OfficeMax paid me to advertise for them – I’ve done more than enough as is. C’mon, Spiderman, let’s fight man to man! First let’s sneak in a nice little jab here (4%). . .Ha! Fooled ya! That was just a distraction for this giant haymaker punch (13%)!

The jab is incredibly quick, but deals very little stun, enabling foes to easily dodge the haymaker afterwards. If they dodge the jab, though, they’ll come out of it to get a haymaker to the face. If foes are too afraid to attack you for fear of giving you more propaganda, they’ll have little alternative other than to just dodgespasm when in close combat with you.



FORWARD AERIAL – BRIEF SWING


I carry all sorts of important stuff in my briefcase! Far more important than that stupid lawyer who just uses his suitcase as a battering weapon. Lemme show ya! Well. . .There’s nothing in it right now, I used it to carry some of this junk to the stage from the Bugle, ya see? Lemme just close it back up (8%). Wuzzat? You say –nothing- is worse than what that lawyer puts in his briefcase? Well, I’ll have you know I contain all my papers inside this briefcase! Lemme just go grab some of them from that guy who STUPIDLY just dropped them everywhere. . .No, no I do not know why some of them are on fire and some are crumpled into airplanes. Best send them back outta the case before somebody –important- sees it. Hey, it could be worse! Mayor Fleming keeps photos of his previous affairs inside –HIS- briefcase. . .Was one of the best articles we ever did at the Bugle!

This is used to store and send out papers later, with the move just being a physical hitbox by itself. Fiery paper will still burn up while inside a suitcase, so don't hoard it for too long. . .But then again, if any one piece of paper is on fire inside the suitcase, all of them will catch alight.



BACK AERIAL – TRUST


I’ve come up with a new method of testing how loyal all you no-name employees are – we’re gonna play a little game called trust. I’ll fall over backwards and speed towards the ground (10%), and one of you lot’ll come out to catch me. No, I don’t give a damn if I’m off the stage, you’ll come catch me anyway! Did I –SAY- not to do it if I was off the stage? If I don’t tell you not to do things, then do them anyway! . . .You can stop holding me up in mid-air now, sport. Throw me back to the stage (2 platforms, can be angled in any direction)!

Well, that –would- have went well, but unfortunately that employee didn’t get the memo he needed to come back to the stage. So then, let’s try this again. You there! You’re next! I’ll go up into the air and-what’s that stupid yellow rat doing there? No, don’t catch him, catch me! Gack! Forget this stupid trust game, I’m canceling out of it! Stop cuddling the stupid rat and throw him at me, I’ll teach him not to mess with J. Jonah JAAAAAAAAAAAAGH!

Yes, you have control over where the employee throws the caught victim, and yes, you can cancel the stall then fall. Throw them at JJJ to force an immediate and frantic close combat situation from the foe. The employee that attempts to catch Jameson moves at Mario’s dash speed as he attempts to overlap with Jameson’ horizontal position. If you’re using it as a recovery instead of the tether, be wary that the employee –can- take knockback, being as heavy as Mario at 50%.



UP AERIAL – WHY I OUGHTA. . .


DAMMIT THERE GOES SPIDERMAN SWINGING OVERHEAD LIKE THE LITTLE COWARD HE IS! I’M GONNA SHAKE MY FIST MENACINGLY AT YOU IF YOU DON’T COME DOWN AND FIGHT LIKE A MAN (3 hits of 3%)!

The hits have a gap between them that’s notable, but the stun covers the lag. Jameson drags the foe to be directly in front of himself with this attack to prompt direct aerial combat from the foe that can easily be used as propaganda, assuming they were above him at the start. This also doubles as a way to pull foes to the ground into your traps if you fastfall during/after the second hit.



DOWN AERIAL – PUTTING HIS FOOT DOWN


You employees try to make a union, ask for raises, spill scalding hot coffee on me, AND fail to catch me when I’m falling to my death! This is it, I’m putting my foot down (16%)! I’m not taking any more crap from you lot when there’s a bunch of Mexicans outside who’d be willing to do all your work for half the price!

Aside from simply sending enemies who are intending to avoid your traps back down to the stage, this move can launch foes who are grounded, much like Ganon’s dair. The point isn’t so much to use it on foes, though, as it is to use it on tables – try fastfalling at a foe with a table under them while using this move. If you hit, good for you. If you miss, you'll go down and hit a table, propelling yourself back into the air to be face to face with the foe, with ftilt at your disposal to boot. If you don't specifically want pictures at the moment, you can also attack the table to determine where you'll both land.


FINAL SMASH


Goddamn all of these cheap mobsters! Death to people who are honoring characters with two seconds of screen time. . .What a way to go. I’ll give ‘em some more screen time. . .After I reveal to the world that they’re the masked menace terrorizing the city! Cm’here, Wolf Man. Put on this nice Spidey suit here and. . .OH MY GOD IT’S SPIDERMAN! COPS, COME QUICK! Heh heh, that didn’t long. You need –at least- 10 cops to take down a menace as big as him. Personally, if I had it my way we’ve have the entire army come in and-Naaaaah. That’s giving the lazy good for nothing far too much credit!

PLAYSTYLE SUMMARY


While Jameson has some good ways of pressuring the foe at close range to prompt attacks he can use Side Special on, things only truly come together when Jameson’s stage control is brought into the mix, as the foe is left with too many things to dodge to worry about the aftermath of attacking Jameson – they want to attack him when they can, before he just runs off to hide behind more paperwork, tables, and cigar smoke, healing himself with coffee to boot. During this phase, Jameson will want to be constantly summoning his employees in his Neutral and Down Specials to use as walls. No, they don’t directly stop the foe from doing anything, but attacking while overlapping them is massively discouraged, enabling Jameson to use them as such. There’s not much to set-up here, but it can catch the foe off guard if you play campy at first only to start smacking them around suddenly. There are two big moves to transition out of this – use fair to store all the paperwork you’ve been working on to use for later when in close combat, or grab the foe with the telephone cord to prevent them from running.

Once you have one cop, things tend to snowball in your favor as the cop handcuffs the foe to them, forcing them to fight back against the cop to enable to you get easy photos to summon more cops. When you have multiple cops out you’ll want to transition back to being more campy and largely letting them do the work for you – you’ve done your part already. That said, the easier it is to camp the more shocked the foe will be when you suddenly come in and smack them with a fsmash.

If you manage to get in a grab, employing them with dthrow is generally the way to go at low percentages. It gives the foe a constant area they have to work to go towards, and you can just sit back and defend that position. Not only do you have your papers at your disposal now, but employees are constant hitboxes in the background the foe has to avoid regardless of their location, assuming they’re on stage, assuming you properly spam Neutral and Down Special. Once they get to you, they’ll have no choice but to engage in close combat to force you to move.

The dthrow is the reason the foe will be rather hesitant to use their shield, considering that just invites a grab from you. Even when they’re already employed, all of your other throws are quite threatening. Fthrow and uthrow may not seem as good as bthrow, but they prompt aerial combat from the foe where they can’t shield even if they wanted to, and your nair/dair do a good enough job of dealing with the foe’s dodges.

You may be left wondering just what the hell JJJ’s weakness is when he’s so good at applying pressure in so many different ways, to which case I would tell you that if he takes many hits without superarmor that he’ll be facing a very early grave due to his only average weight and terrible, terrible recovery. Even with all the healing JJJ can potentially get, it won’t matter when he only needs to be thrown a slight distance off-stage, then the foe is left to gimp mindless employee drones rather than JJJ himself.
 
Last edited:

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
PUSSYCAT PUSS


STATISTICS

Traction - 7
Weight - 7
Size - 6.5
Aerial Movement - 6
Falling Speed - 6
Jumps - 6
Ground Movement - 3

SPECIALS

Up Special - Tommy Gun
With very little startup time, Pussycat withdraws his tommy gun from hammerspace, proceeding to fire away. This fires off 20 bullets in about 1.50 seconds, each of the bullets deals 1% and slight flinch, pushing the foes back 4 Battlefield Platforms if all the bullets hit. Pussycat can walk about and angle the bullets as he fires, and will be forced to laggily reload upon the move ending, taking 3 seconds to do so. Fortunately, he can still move as he reloads. Due to the nature of the bullets, foes will will want to spotdodge them most of the time, as they can wreck havoc on shields.

Pussycat , if he fires in the air, recoils 3 Battlefield Platforms backwards as he fires. He can angle this as a recovery or positioning tool, if he so wishes. The pushing can still affect foes, meaning it is useful as a gimper.

Side Special - Get-Away Car
Pussycat puts a gloved paw up to his mouth and whistles, this motion has the same start and end lag as a Falcon Punch. 3 seconds after Pussycat whistled, a convertible as tall as Bowser and two-Battlefield Platforms, driven by an unnamed cat gangster, appears where he first spawned. The gangster immediately starts driving the car towards Pussycat, moving towards him at Captain Falcon's dash speed with a single jump that goes as high as 1.5 Ganons. It will not stop following Pussycat until the 20% stamina it has is depleted (Pussycat cannot summon it for another 5 seconds afterwards), or it reaches him.

The more the car moves, the more damage it deals. The car deals 2% for every .50 seconds it keeps moving, meaning it is often beneficial for Pussycat to keep moving so the car can build up speed and plow through foes in its' path.

Pussycat, Pussycat can jump into the car to take control of it, being able to drive it about like the Wario Bike. He can use much of his attack library while he is driving it, and can press the input to jump out, causing the car to start following him again. This can give a way for him to get around faster, as well as being able to build up some extra speed.

At any time while the car is out, Pussycat can press the input to have him whistle, causing it to shift into the background. It will continue to drive and move there, stopping only when Pussycat presses the input again to have it shift into the foreground. This allows it to build up speed, as well as having another special trait: foes cannot spotdodge while the car is behind them, forcing them to either shield or be hit by attacks.

Down Special - The Glare
Oh no! Pussycat- Pussycat Puss just pulled off the signature trick of the Great Piggy Bank Robbers: The Glare! Pussycat quickly fires off a piercing glare, locking anything facing him that is, at most, half of Final Destination away, in place. This includes your projectiles and getaway car, even. Projectiles such as bombs or bullets do not need to be facing him, however. If whiffed, Pussycat faces lag equal to the the end lag of Warlock Punch.

Pussycat must button mash against the foe, the foe's button mashing to get out of the glare and Pussycat's for...well, you'll see. Once the foe has button mashed out of the glare, Pussycat lets out an exaggerated roar! The foe turns around and runs half a Battlefield Platform away from Pussycat Puss for every time he pressed the button. They will not, however, run off the edge.

Pussycat Puss's glare comically scares even his own projectiles, gangsters and getaway car! Pussycat can button mash as long as he wants against these, once you stop button mashing, he will automatically roar. The thing in question moves the distance Pussycat forced them to, before it resumes its' normal movement pattern. This is especially useful with your car, where you can force it to drive away before it turns around and heads back to you. It somehow retains all of its' momentum, even when it is standing still from Pussycat's glare or turning around, meaning he can build up their momentum even more. Pussycat can, more importantly, redirect all projectiles in the match in this manner. He can redirect his own for an unpredictible strategy, redirect the foes' or redirect this projectiles of his minions.

Neutral Special - Gangsters
Pussycat motions towards the background, causing a cat gangster to run out and appear behind him. Gangsters have Pussycat's size and weight, and about 15% stamina. They constantly pursue the foe at Mario's dash speed, attacking with furious claw swipes that deal 8% and very light knockback, allowing for repeated hits. Pussycat can have 3 gangsters out at a time, not counting the ones in his car.

GRAB-GAME
Pussycat's grab has him deliver a straight punch in front of him, 8% and good knockback, strong against shields, quick to come out.

Now that we've got the Jun appeal out of the way, let's get to the meat of the grab. Pussycat can only use his throws and pummel while he has Gangsters out on the field, his actual grab causes the minions to stop whatever they were doing and stand completely still, each move has Pussycat bark out a gibberish order at them as they carry out their action. Pussycat will exit this by inputing anything outside the follow commands or being attacked, as his minions will remain "grabbed" after he has performed a throw.

Pummel - Tommy Gun
The gangsters extract their own tommy guns, as they stand completely still and perform their own version of Pussycat's Neutral Special, they can all be aimed in the same manner and deal the same damage. The only real difference is that they are not as strong as Pussycat and recoil from the force of the tommy gun, moving 2 Battlefield Platforms backwards as they fire.

Side Throw - Moving About
The gangsters begin moving the direction you chose, moving at the speed of Bowser's walk. They will only stop walking once you use this again, they will even stupidly walk off the stage if they get to the edge. This allows you to position your gangsters more neatly and simultaneously than with your down special, though they will not move nearly as fast. You can also perform your other throws while they're on the move.

Down Throw - Natural Selection
A different gangster becomes highlighted every time you use this throw, which is completely lagless. If a gangster is highlighted, they will now be the only one responding to the commands you give with your grab-game. You can switch to a different gangster while the highlighted gangster is perform an action, which can allow you to desync them and become utterly unpredictable. You can command all your gangsters again by holding the input.

Up Throw - Shoulders, Knees and Toes
All of your gangsters begin running to the first one you summoned (the second one if you're using this on a highlighted gangster), before they climb on his shoulders. This allows you to have a giant tower of gangsters, which can be quite useful combined with your pummel. However, your side special is less effective, as the tower of gangsters moves now at Ganon's walking speed if there are two and will simply not move if there are 3. The gangsters can be broken out of this stance by any attack that deals 10% or more, or by inputting this twice, in quick succession.

One of the more notable things here is that Pussycat Puss can stand on top of the minions, using them as a makeshift snipe point.

STANDARDS

Jab - Smoking
Pussycat's cigarette begins spewing smoke at an incredibly rapid rate. Why does it now spew smoke? Comedic Timing!

As long as Pussycat holds down the input, his cigarette will begin spewing out a poisonious smoke. He will spew out smoke as tall as Ganondorf and about as wide as Bowser, at a fast rate. This smoke lingers on-stage for 8 seconds, with very little things able to be seen inside the smoke. The smoke deals constant damage of 3% per second to any foe inside of it.

Pussycat can hold the input to keep moving as he smokes. If he is running forward, the smoke will linger behind him, leaving a hazordous trail wherever he walks. This can be quite useful in your pursuit of the foe, as your foe won't want to enter an area where smoke and cars may lie...

Forward Tilt - Hands off!
Pussycat suddenly makes a rough shove in front of him, dealing 8% damage and set forward knockback to anyone who moves into it. He can deliver this set knockback to his own minions, pushing them forward as they shoot their gun or what have you.

Pussycat Puss can keep his hands in this position by holding the input, causing his hands to become solid. No one can roll or walk past his hands, including your own minions.

One of the more obvious strategies here is the possibility of fighting against the recoil of your pummel, as you can can get behind your minion and push him forward or simply hold it out to make sure he can't move backwards.

Up Tilt - Bomb
Pussycat extracts a cartoony bomb, lighting the fuse with his own cigarette. The Soccer Ball-sized Bomb will detonate in 5 seconds, and Pussycat can throw it before then to keep it from blowing himself up. Pussycat can throw the bomb upwards, downwards and to the sides, as it does with all throwing items. The bomb has an explosive hitbox dealing 15% damage, but it can damage Pussycat as well.

Pussycat can hold the bomb and dash at the foe for a suicide run, or jump in the car as he holds it for better movement while doing such, this will damage the car, though. Like your other projectiles, this can be affected by your glare, causing it to move back towards you for incredibly unpredictable movement.

Down Tilt - Pounce
Pussycat gets on all fours, resorting to his catlike instincts as he snarls and pounces! Pussycat pounces 4 Battlefield Platforms. If Pussycat hits the foe, he grabs them and starts rolling across the stage, continuing the length of platforms. He will stop by pressing the input to knock the foe into prone, or when he travels the max distance. Pussycat will grab straight out of shields, and can also jump off stage for a suicide KO tactic, though he will enter helpless if he misses.

If Pussycat comes into a gangster during this time, he will grab them instead of the foe, though they retain their normal attack pattern while being held. Pussycat can possibly leap towards the foe with a grabbed gangster to attack them directly, or position them about. He can also leap towards TNT and Bombs to suicide run...

Dash Attack - The Run
Pussy Cat Puss pulls off another trick of the Piggy Bank Robbers: The Run; the same sinister run they used to chase down Duck Twacy! Pussycat Puss enters this frantic dash with no noticeable lag, flailing his arms about. The arms deal rapid hits of 2% to foe, but this can be DIed out of with medium difficulty, Pussycat can hold this out by holding the input.

One notable feature, however. Pussycat becomes so focused on running, that he falls to the one of the cliche cartoon tricks: running through the air! Pussycat can keep running as though there was a line of solid ground in front of him, entering an aerial state once he exits the stance. Pussycat can use this in combination with his USpec to push foes downwards, if he needs a little bonus. He can also lure the car offstage to hit aerial opponents, alebit causing it to fall to it's death in the process.

SMASHES

Forward Smash - Hammer
Pussycat Puss just pulled out a comedic staple: an oversized hammer! He smashes forward, dealing 18% damage to foes hit by the hitbox, as well as pitfalling them into the ground for 2-5 seconds, depending on charge. While this is unlikely to KO, this can lead to some great gang attacks, as well as assisting him in dragging the foe across the stage.

If Pussycat hammers one of his own minions, he completely pitfalls them into the ground. They will appear once again when Pussycat uses his grab, popping out of the ground to fire their guns off. This can lead to incredible sneak attacks, especially within the smoke.

Down Smash - TNT
Pussycat wickedly chuckles to himself, pulling out a red box labeled "TNT" and dumping it on the ground. As soon as a foe touches or attacks the box, it blows up in a Bowser-sized explosion, dealing 15-25% to everyone within range. Naturally, this works wonders with your playstyle of chasing the foe across the stage, as you can simply push them into your box. You could also run into it yourself with a foe nearby if you feel sneaky enough, this being able to reset your damage percentage if you're too low.

This can also launch your gangsters or your car into the air, alebit it does no damage to them. This allows you to create some pretty sneaky aerial tricks, alternatively, Pussycat can hammer the TNT into the ground to hide it underneath the stage, it automatically detonates if anyone steps above it.

Up Smash - Cigar Puff
Pussycat takes out a cuban cigar and lights it with his cigarette, placing them both in his mouth at the same time. Suddenly, he looks upward and blows a cone of smoke! The smoke cone is as wide as Bowser and as tall as 1.5 Ganons, being filled with ash. The smoke lingers for 1-4 seconds depending on charge time. If any foes step into the smoke, they are dragged down to the ground by light flinching hits of 1%. This can get them down to Pussycat's level quite easily...

If Pussycat uses this while he has a smoke cloud out, he comically blows a large amount of wind upwards. This pushes everything above him 2 Ganondorfs upwards, Pussycat can easily damage rack by sending his foes through smoke just as they're falling or even send them back into the air, if he wants to try something crazy...

AERIALS

Neutral Aerial - Cigarette Peck
Pussycat lunges his head forward, delivering a devastating peck with his cigarette. This has some heavy start lag, but it can be well worth it as the foe takes 5% and catches themselves on fire, taking constant damage of 1% per second and having some ash caught in their eye, which causes their dodges to come out a bit slower. The only way you can put this out if by getting yourself back on the ground and rolling, this may be hard when Pussycat can just drop down and use his forward tilt...

Even if they don't roll, the fire will burn out in 7 seconds.

Back Aerial - Comedic Timing
Pussycat extracts an enlarged mallet and turns around, spinning! If this hits the foe, they will take 10% and high knockback, alebit this is a laggy move on both ends, leaving Pussycat screwed if he misses. Regardless, it's a great move for KOing.

Forward Aerial - Tommygun Whack
Pussycat whips his tommygun in front of him, hoping to hit something. If this hits the foe, it causes them to take some set knockback forward as they take 10%. Hitting a minion with this has the same effect, which means you can launch them forward through the air for a potential attack. Do note that you are able to control them while they're in the air, if you can get to the ground quick enough to use your throw.

Up Aerial - Tosser
Pussycat spins, holding out both his hands as he does so. His hands are grab hitboxes, if he grabs something, he holds them in his hands and is able to toss them in any direction, as long as he does it within 1.5 seconds. If he does not, he falls into helplessness. He can toss minions that are in the air, meaning he has another strategy to toss them about, this especially works with minions in a tower, as you can pluck one out and toss them from there.

Down Aerial - Drop Down
Pussycat gears up for a stall and fall! Pussycat drops forward, elbow-first at about the typical stall and fall dash speed. His elbow is a grab hitbox during this time, which causes them to be grabbed and forced to button mash out at typical grab difficulty. If he drops down to the ground with the foe, they are pitfalled and take 10%. This can function as an easy way to space yourself from the foe, as well as dropping into your car for a quick escape. This can also be used as a generic suicide KO, however, Pussycat will always die first, making this more of a last resort than anything.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
DOUBLE HEADER



Double Header is one of the notorious gangsters responsible for The Great Piggy Bank Robbery, a self-explanatory crime from the 1946 Daffy Duck cartoon of the same name. His two heads share a body, literally embodying the term 'double header', or two back-to-back baseball games, for comedic purposes. While Double Header displays no real abilities during his second onscreen, his heads are baseball fanatics, and possess a wide display of cunning tricks from their days as petty thieves.

STATISTICS

Fall Speed o ~ o 10
Size o ~ o 8.5
Movement o ~ o 8
Weight o ~ o 7
Jumps o ~ o 3
Aerial Movement o ~ o 2
Traction o ~ o 1


A ridiculous character like Double Header can only be expected to move around in a cartoony manner, and at times, it may seem as if he makes it a specific point to do so. Double Header stumbles, sprints and plummets like any old Looney Toon, creating quite a spectacle on the battlefield. While these klutzy traits often work against Double Header, they can also aid him when channeled through his baseball gear, or even when he becomes stretched to the limit...quite literally.

SPECIALS

Neutral Special - You Take This Side...
Now, here's a comical move, if there ever was one. Both heads turn to face the screen, before each of Double Header's sides begin hopping slightly toward either side. This causes his body to stretch out like taffy, as each side travels out a Battlefield platform per second the input is tapped. While stretching, both sides remain around Marth's size, as their central body decreases down from Falcon's height to Mario's over three seconds (the maximum stretch time). Whenever Double Header stops stretching, he'll remain elongated in place for a second, unable to move, before his sides are slowly dragged back toward their initial position, as their body reverts to normal over the same time they stretched for (tapping B causes them to stretch out again if they start shrinking in). Opponents who come into contact with either of Double Header's sides as they hop out suffer light stunning hits of 3%, which can push opponents closer to an edge nicely, despite the hitboxes being strictly jointed. Foes are bounced upward lightly, taking the same damage if they land on his bouncy middle.

If either side is attacked while stretched at all, it will snap to the other side's location at a rapid pace. The sudden return deals 5% to Double Header per Battlefield platform between the sides, as well as knockback KOing at 150% one Battlefield platform away, with 5% subtracted for each additional platform of distance. To alleviate this pain, the launched side can always DI while snapping back to its twin, possibly angling its flight path to knock the duo into the air or away from an opponent, rather than off the ledge to an untimely death. Double Header deals all the damage and knockback he suffered snapping back as he flies, allowing him to use this DI against opponents. If Double Header's middle is attacked, both sides will return to their initial location, suffering damage but no knockback. Shielding while stretched out causes the duo to snap back to their initial location instantly, without any negative side effects whatsoever.

While one may think these nuances are reason enough to keep Double Header together at all times, he's not here to play safe and sound. Double Header is perfectly capable of attacking while stretching, standing still immediately after stretching, and being dragged back to his initial location. A good few of his hitboxes cover both sides while they're stretched out, rather than the regular one while they're together, giving Double Header double the opportunities to put the hurt on foes in his lair.


Side Special - Mean Glare
The definitive intimidation tactic of the Duck Twacy gangsters...how could any of them -not- use this move? Double Header quickly makes an intensified version of his face from the opening picture, staring deep into the eyes of his opponents. Any character within a platform on his level suffers 5% and begins dashing away for half a second each 20% they have, horrified at the sight of D-d-double Header! While Double Header merely gazes in one direction regularly, if he stretches out, each head peers to either side, giving him twice the range with which to frighten opponents. Double Header can easily put distance between himself and opponents, stretched out or together, but he's not spacing just to hide himself away; he might just be forcing his opponent out of the frying pan and into the fire.

Down Special - Bat Man!
Double Header reaches behind his back and pulls out…B-b-bat Man! The glaring wooden pole is Mario’s height, albeit quite a bit thinner, and chases after the nearest opponent at said plumber’s dash speed, with one average jump. If Bat Man comes in contact with a victim, he’ll rear back and take a swing at them over .45 second, dealing 13% and a bit of set knockback. He has 30 HP, and cannot be summoned until seven seconds after he’s been KOed.



Of course, in his obsession to be a little slugger, Bat Man doesn’t stop at hitting opponents. If Double Header pitches any baseball projectiles at him, he’ll immediately turn at bat them back into the air. Homerun! Depending on how many balls Double Header throws, his fellow gangster can really turn the skies into a war zone, full of dangerous projectiles. If Double Header himself is sent flying at Bat Man, he’ll take a smack at them as well, dealing his swing’s damage, but potentially saving from a KO with that set knockback. When Double Header is stretched out or at higher damage levels, Bat Man can be a real lifesaver.


Up Special - Ballplayer Bubblegum
Double Header reaches into his pockets to pull out a pack of bubblegum, placing a chunk of it into both heads and starting to blow furiously. The bubble he creates grows from Pokeball to Party Ball-sized over a second, becoming a 5-10% hitbox that pops and pushes foes who touch it back a character width each .25 second it was charged. Splatter a mess of gum right in your foe’s face as they rush in to snap Double Header back to normal after he stretches; both heads blow a bubble to either side while stretched apart, unlike the single bubble they produce together.

If the input is pressed twice, however, Double Header gets a little too full of hot air. You see, all the air he blew into the gum quickly reverts back into his body, inflating into a floating balloon. His inflated state lasts for one second each .25 second you waited before tapping the input, while his body ranges from a quarter to three-fourths the size of a Smart Bomb blast. While inflated, Double Header gains terrific aerial DI, able to glide in any direction freely while using his aerials (unaffected by his slightly larger size), not to mention float back to the stage to recover, both of which are difficult feats with his regular cartoony fall speed. If he suffers 10% or dodges, Double Header deflates, with the former causing him to fly back to the ground uncontrollably, like a balloon. This move does not change if Double Header was stretched out upon inhaling his air.


STANDARDS

Jab - Pitch
Double Header takes a suspiciously-purple baseball, aiming it for as long as the input is held before tossing it in the chosen direction at Sonic’s dash speed. Balls travel off the nearest blast zone, dealing a set 5%, with low set knockback. Although the end lag isn't awful, he can cancel it with additional pitches, tossing out his balls at a rapid pace. Double Header cannot throw out balls while stretching, due to not being able to wind up properly, and one hand being occupied by his glove.

While in his regular state, Double Header can really flood the stage with balls to create a hostile aerial environment, especially if he has Bat Man onstage, batting balls back into the skies to elongate their time onstage. Balls are also great camping projectiles, which come in handy for both pressuring opponents toward Double Header through the fields of traps he can create, or away from him through them for the same result. If a ball hits Double Header, he'll take no damage, but will suffer a bit of stun; his immobility will cause him to shrink back in if he was stretching.


Dash Attack - Base Slide
Double Header quickly dives a platform forward, as if into a base. If he comes in contact with an opponent, he'll grab them and yank them to the ground, dealing 6% and putting them in prone. If he misses, however, this fate will befall him instead. When stretched out, Double Header doesn't dive, so much as make a slight jump half a platform to each side, as if in a last ditch attempt to snare a victim. In this case, he'll hold their ankle as he automatically shrinks all the way back to his regular state, dragging them along for the move's initial damage plus 1% extra per half second (they can mash free with double grab difficulty). Yes, Double Header might just lose all of his stretch-work if he whiffs here, but if he connects, he can easily rack some damage before launching the opponent right back out into the field of traps he made while stretched out.

Forward Tilt - Beaner
Double Header winds up and pitches a fastball directly at his oppo...wait, what? He just reaches into his pocket and throws a handful of beans forward? Looks like he's making one of those literal puns again; he's beaning his foe with actual beans! These beans travel a character width forward, where they land on the ground and cover a platform for the next nine seconds. During their .4 second in the air, the beans deal multiple stunning hits of 1%, while on the ground, the beans deal no damage, but trip opponents, simultaneously rolling underneath them to carry them forward with their momentum. Opponents dashing (such as after seeing a Mean Glare) or using a charging move are slid further away than a victim slowly meandering along. Depending on what other traps Double Header has left onstage, beans can easily drag an opponent right into a world of hurt. Unlike with baseballs, Double Header tosses beans to both sides while stretched out. He is not immune to his own beans.

Down Tilt - Home Plate
What? Another pun? Double Header pulls out a literal round Hothead-sized plate and stands it up in front of him over .6 second. The plate remains in place for nine seconds before vanishing; Double Header can have up to four of these onstage at a time. The plates can stand up to 10% before they shatter and vanish, although if a victim dashes (or is knocked or slid) into one, they shatter automatically. This deals 10% with no knockback, serving as a great damage-builder if Double Header sets up multiple plates in an area. He automatically places a plate to both sides if he's stretched out, situating himself between two areas of traps to push foes through.

Up Tilt - He's Got a Cannon!
Don't tell me...oh, yep, he's parodying those players with 'cannons' for arms! Double Header hefts a Mario-sized cannon from behind his back and plops it to the ground over .7 second, during which he can angle slightly left or right. The cannon is Double Header's most durable, powerful trap, having 45 HP and lasting for nine seconds. If an opponent is hit into the cannon, they are absorbed in a cartoony manner and fired a moderate set distance, suffering 10% in the process. Double Header can pitch balls into a cannon for them to be fired in a similar manner, dealing a slightly buffed 7% (which is carried over if Bat Man hits the ball again). Double Header can have two cannons out at once; he automatically places both when stretched out, which can be advantageous or annoying, depending on your set-up strategies. Think carefully before you act...or don't; you're a cartoon gangster, for suck's fake!

SMASHES

Forward Smash - Bouncy Struggle
Double Header stretches himself out to both sides while charging, moving one platform each half second of charge time. Upon release, both sides hop a short distance into the air, snapping back together automatically, before bouncing back out half the distance they traveled initially. For each platform Double Header's sides traveled, his sides bounce an additional time, with each bounce being half the distance of the previous one.

Opponents who hit Double Header's sides as he bounces suffer 9-16% and moderate set horizontal knockback, capable of pushing opponents through a field of traps. Although Double Header cannot stretch out past his regular Neutral Special distance, he can instantly snap himself back to his regular state with this move (as he can with Neutral Special), before surprising opponents by bouncing back out at them. If one side is being launched at the other while they're apart, the other can quickly perform this maneuver, eliminating its twin's knockback (but not damage) while turning an enemy hit into a cool counter.


Down Smash - Twin Spin
During the charge time, you can tap the control stick left or right to determine which of Double Header's sides stretches out away from his body. Upon release, the side spins into the foreground and background while stretched out, traveling around the non-stretched side in a whirlwind, causing Double Header to travel in the opposite direction at a moderate speed from one to two seconds. Opponents who hit his spinning body suffer multiple stunning hits of 3-5%, with moderate vertical knockback when Double Header stops spinning. If Double Header stretches his side out as the opposite one is being launched at him by an opponent, the spinning side will avoid the launched one, rotating around it to reverse Double Header's knockback while retaining the Smash's hitbox. Turn around an opponent's attack by turning around over and over!

Up Smash - Butt Bounce
Double Header points his bountiful rear end into the air, waiting for nearby opponents to hit it. When they do, they sink into his rear folds, before being bounced up comically, suffering 10-15%. Hey, you saw how phat Double Header's arse was when he lunged at Duck Twacy through that door...If an opponent fastfalls onto Double Header's behind, they suffer 3% extra for each Marth they fell before contact. If the Twins (Double Header, not the team) want to get an opponent into their aerial warzone, they can always go ass-out with this move, in addition to their anti-ground projectiles.

AERIALS

Neutral Air - Jamming the Batter
Double Header extracts a jar of sandwich condiment and squeezes it in his fist until it explodes around him, creating a sticky purple Bowser-sized circle. While opponents may think the stuff tastes good, it's certainly not beneficial to them in their fight; the jam deals 4-5% and coats them in the stuff for five seconds. Now, whenever they touch a character, minion or trap, they become stuck to the subject like glue, having to mash away from characters or minions, who can drag them around at their walking speed. Items vanish along with the jam itself, although if the victim is knocked around during this time, the attached items get knocked off as well, possibly battering the victim in a flurry of clutter as they soar. Double Header's jam circle falls to the ground after a second, creating a Soccer Ball-sized puddle on the ground to inflict the same sticky situation on opponents for its five second duration. Double Header can have two jars of jam onstage at a time.

Forward Air - He's Throwing Heat
Double Header pulls a flaming baseball out of thin air and hurls it diagonally toward the ground at Fox's dash speed, over .3 second. This little baby forces the opponent to...just kidding. This fireball -does- light the opponent's back on fire, but simply deals 7% with knockback KOing at 120% otherwise. The quick, bouncy nature of this projectile allows Double Header to inflate himself with Up Special before flying above the stage, hurling down fireball after fireball at opponents. Their trajectory can coax opponents forward or backward in an attempt to dodge them; Bat Man can hit flaming baseballs to prolong the period opponents must dodge them for, but being a wooden gangster, he suffers the move's damage as well.

Back Air - Sticky Cheeks
Double Header leans his bountiful bottom back a short distance, with it having a minute 3% stunning hitbox. After pulling his rear out, Double Header can hold it out for as long as he wishes, with he option to flip it around to face the opposite direction. The move is quick, but its range isn't even enough to throw into attacks to interrupt them. What it can slow down, or even interrupt, on the other hand, is knockback. You see, Double Header apparently sat on some bubble gum in one of those trashy ballpark seats; upon contact with his rear, opponents are stuck to it like a piece of toilet paper, having to mash free, unlike a piece of toilet paper. While this deals no actual damage unless Double Header fastfalls to the ground, upon which they are released with 5%, if Double Header thrusts his butt into an opponent as he's being launched away, he'll latch onto them. The combined weight of the characters halves the speed he's flying away at, possibly saving him from an untimely death...or bringing opponents along with him for a crafty suicide KO. Double Header can also snare Bat Man, who will knock them in the opposite direction to free himself.

Up Air - Headspin
Double Header twists his heads around a bit, before letting them unwind, spinning them around like a propeller to repeatedly smack opponents. These multiple hits deal 3%, flinging opponents horizontally with decent force when they reach the perimeter of the rotating heads. Double Header's spinning prolongs the time he can remain airborne slightly, although with multiple uses, this trait wears off, as his cartoony fall speed takes over. Regardless, this is a quick aerial that can be pulled out whether or not Double Header is inflated, throwing opponents into traps on either side of the villain.

Down Air - Stolen Base
Double Header takes a can of some nondescript substance and begins sprinkling it down onto opponents. Heh, heh...it looks like this gangster isn't just a pro at stealing bases, he's a pro at stealing -base- as well. The chemical travels down a Ganondorf and a half in a thin stream, both dealing a constant 1% to opponents caught in it while pushing them downward. Double Header pours the stuff until he touches the ground or you tap another input. This is quite likely the aerial that is rendered most useful via inflation, as it buys Double Header much more time to glide over opponents, carrying them down into traps or off the stage.

GRAB-GAME

Grab - Shoestring Catch
Double Header kicks forward, causing his shoelace to become untied, then kicks again to cast it forward a platform, attempting to snare an opponent. The lag on the move is plentiful, and unless Double Header remains idle for a half second to retie his shoe, he'll trip every third time he dashes in a cartoony manner. If he manages to snare an opponent, however, he'll have plenty of time to inflict pain on opponents. He doesn't pull the opponent to him just yet, although the opponent does suffer the regular grab stun. Although Double Header cannot throw while stretched out, he does cast out a shoelace to both sides, giving him quite a bit more delicious range.

Pummel - Drag Me To Double Header
Double Header has two distinct pummels to use on opponents. By simply tapping the input, Double Header extents his shoelace to tie his opponent up, slightly increasing the escape difficult of the grab while dealing 1%. This is a fairly slow pummel, although it can come in handy during the second pummel, or even when throwing opponents, as Double Header can throw his opponent without being up close to them.

Now, if you tap the control stick away from the opponent, Double Header will start to reel them in, dragging them across the stage at Mario's walk speed. This deals identical damage to the first pummel, but can pull the victim through other onstage traps; this is generally how damage-racking will be done through this pummel, as Double Header can 't throw with this option. Double Header holds his opponent regularly if they do not escape before they are pulled to him. If Double Header grabs an opponent while stretched out and allows himself to shrink, this pummel takes place automatically.


Forward Throw - Foul Ball
Oh, oh...what's that smell? Double Header reveals the answer, pulling out a moldy green baseball to wave in his victim's face. The wafting odor of some unknown gangster lair smell forces the opponent to make a cartoony jump back a platform. This deals no damage, being a more tactical positioning throw, used to send opponents over a field of traps before forcing them to approach, or off the stage entirely. If the victim jumps off the stage, they fall for two platforms before regaining control, giving Double Header some time to follow up and ensure their demise.

Back Throw - Tag Out
Double Header roars at his victim, causing them to leap over his shoulder and start dashing as he gives chase, arms outstretched. During this time, Double Header can perform a single average jump, and can cancel his dash with a dodge if an obstacle is in his path. If Double Header catches the opponent, he merely regrabs them; if the opponent stays out of Double Header's range for a second, he pants for half a second, giving them time to punish. Of course, Double Header can prevent this with a field of traps...

Down Throw - Grounder
Double Header pulls out a Hothead-sized jumbo baseball, rolling it forward the ground at Mario's dash speed at his tied-up victim. The initial impact with the ball deals 6%, while the victim suffers 1% per second as they are pulled along the ground behind the ball. The victim is technically in prone state at this time, forcing them to roll or attack to escape; Double Header can counter by following the ball and pelting the victim with stunners, or attacking it to continue rolling it along. Double Header can bowl the ball through any traps he's set up if he's too lazy to give chase. The ball can also drag the victim right off the stage to a satisfying gimp.

Up Throw - Pop Fly
Double Header opens his vest, releasing a Soccer Ball-sized winged insect with a human head...it's the Human Fly! The secretive gangster flies into the victim, grabbing them before dragging them up toward the blast zone, dealing 1% per half second from his vibrating, pulsating body. While the victim can mash free from the fly with grab difficulty easily before they are dragged off the screen top, the Human Fly can stall the hapless character, biding Double Header time to set up traps beneath them to break their landing.

FINAL SMASH

Final Smash - Batter Up!
A team of nameless, faceless gangsters abduct all opponents onstage, giving Double Header free reign to run or stretch about to set the stage with traps. At the end of ten seconds, Double Header is seen in a 3-D plane, about to pitch the opponent (in baseball form) at Bat Man, who stands a short distance away, ready to smack them. A tap of A causes Double Header to pitch the opponent for his fellow gangster to smack them away. By tapping up or down on the control stick, the ensuing hit can be aimed diagonally in that direction; no input results in a horizontal hit.

Double Header's goal should be to throw a pitch that Bat Man will hit through as many traps as possible for insane damage. After the ball-victim is damaged by all the traps Bat Man's hit knocked them through, they reappear in Double Header's glove. Yes, the gangster has three pitches with which to build maximum damage on the opponent, who reforms into a ball after the pitches are used up. This move targets multiple opponents in FFAs, balling the victims up into one sphere of pain. This is potentially a devastating final hit, if Double Header has mastered the art of painting the stage with his traps.


PLAYSTYLE

Double Header takes a sports bag full of cartoony baseball pun-infested props and puts them to use to turn the stage into one heck of a gangster hideout for opponents. At the start of the match, Double Header can hit his opponent full force with his evil presence, glaring at them or pushing them back with baseballs, bubble gum or a smelly F-Throw. You might say the impact of his attacks stun his victim, especially if they're a silly waterfowl posing as a detective. Once you've got the opponent on their toes, it's time to start planting the seeds of their demise. Quick, split up! Or...don't split up; why not stretch out instead? Double Header can pull himself apart a short distance, covering both sides with such dastardly devices as b-b-beans! Puh-puh-plates! Cannons! Oh no!

Once he's laid down some traps (but no trapdoors), Double Header can go to town, baiting his opponent into the mess with a plethora of pitches, as well as his right hand (Bat) Man. Bait the opponent through your dangerous grounded maze to stop the barrage of projectiles, or stun them before pushing them through it from the inside. Either way, the air proves nigh impossible to use as means for defense, as Double Header's baseballs, pitched by him and batting around by Bat Man, keep opponents on the field. But wait! Once they get to Double Header, how is he supposed to cope? His traps will vanish soon and he's in a dangerous melee situation! This is almost as suspenseful as a comic book! Oh, I hate to look!

Yes! Double Header survives and shows those good guys a thing or two! When stretching out to set up traps, Double Header can manipulate any knockback he receives to turn it against his opponents, or at the very least survive a bit longer. With a quick D-Smash, Double Header can whirl himself around in the opposite direction, colliding with a victim for some crashing damage, or simply into Bat Man to save himself. B-Air and U-Air combined can also halt both his horizontal and vertical launch speed in the air, while his regular cartoony fall speed can keep him far away from the top blast zone (albeit in easy combo range). Aside from surviving the gang fight, Double Header can allow himself to be knocked away far enough for him to puff himself into a balloon with his bubble gum. Soaring back to a fighting locale while dropping additional traps onto opponents, Double Header's prospects for a win are going up, up and away! Soon, his opponents will be so weak, they'll go soaring away at the slightest smack or the most butter-fingered gimping throw! For Double Header, it seems as though crime pays a truckload.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
PICKLEPUSS

Picklepuss appears as a minion for all the other Duck Twacy villains. As soon as he is summoned from the minion crate, Picklepuss begins launching pickle juice from his arm as though it were a cannon, creating multiple puddles of the stuff on stage. After he creates at least 5 vinegar puddles, Picklepuss begins firing his gun off at foes, creating 10% and some light flinch with no knockback.

Stepping into the vinegar puddles will cause the foe to enter a prone state, of which you can take advantage of, combined with the gun shots from Picklepuss. Picklepuss will disappear after 15 seconds.
 
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