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Make Your Move 3.0: It's over, it's done, moving on.

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mutalisk332

Smash Rookie
Joined
Aug 20, 2008
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12
Submission: NOVA (from Starcraft)

Challenger Approaching!

Nova Joins Brawl​



Introduction:

Background
Nova is the protagonist in the Blizzard game Starcraft: Ghost (unreleased). In this universe, the Terran government, threatened by hostile aliens and internal strife, developed a secret military program to create the ultimate warriors warriors. Every child is tested at a young age for psionic talent and mental faculties. Those who pass are taken away from their parents trained to become ghost operatives. Ghosts represent the peak of human physical and mental prowess. In addition to intense training, cybernetic enhancement, and advanced weaponry, ghosts also have an arsenal of psionic powers at their command, granting them enhanced speed, agility, telepathy, and other superhuman abilities. They can kill with ease, and leave no trace. They are covert operatives, assigned only to the most dangerous and vital of missions, sometimes for the good of humanity, other times for the benefit ofthe corrupt. The Terran Dominion has apparently taken an interest in Brawl.

Playstyle:
Nova plays like a combination of Zero Suit Samus and Snake. She's got some versatile projectiles and a good balance of attacks. She has a lot of agility and a strong air game. Her PSI blades (sword-like fields of psionic energy projected from the devices on her forearms. For refference, see http://www.ugo.com/images/galleries/starcraftghost_games/12.jpg) give her excellent reach, which is only supplemented by her very long legs. Her cloaking device adds an element of stealth to her game. She is hurt, however, by a relatively weak recovery and slow killing moves.



Stats:
Power: 6/10
Range: 8/10
Height: About the same hight and dimensions as Zero suit Samus.
Weight: 5/10 A little heavier than Zamus
Walking: 4.5/10 A little slower than the average.
Dash Fast floating speed: 5.8/10 (passable)
Fall Speed: 5.5/10 a little above average
Jumping: 7/10
Traction: good
Wall-jump: Yes
Wall Cling: No
Crawl: Yes
Glide: No
Tether: No



Movest

Specials:

Neutral B: Cloak
All ghosts are armed with a cloaking device, and Nova is no exception. When she activates her B she becomes invisible. She can still take damage and movement will leave a small visual distortion. How long she can remain cloaked depends on how much energy she has stored. On a fully charged battery, she can remain cloaked for 15 seconds. From empty, her cloaking field takes 30 seconds to recharge charge. One can tell how much energy Nova has by looking at the glowing sections of her armor. The brighter they are, the more energy she has. They will blink when she's fully charged. Nova can cloak on a partially charged battery, but it won't last as long. She can be decloaked at any time by tapping B. There is no lag when Nova cloaks or decloaks.
Damage: NA
Knockback: NA
Hitstun: NA
Range: NA

Down B: Snipe
Nova pulls the canister rifle from her back and fires a shot horizontally in the direction she's facing. When the canister hits a target or reaches the end of its range there is a small explosion. The shot has a very good range (1.25x the length of final destination) but its decreases significantly at greater distances. The move has significant start up and cool down lag, but the projectile travels almost instantaneously. The shot has very little knock back, but strong hitstun (which also varies with distance).
Damage: 16% (point blank) 4% (maximum range)
Speed: 2.5/10
Knockback: 1/10
Range: 10/10

Forward B: Lockdown missile
Nova Takes the rifle from her back and fires a missile from it. The missile travels in a straight line (like Samus's smashed forward B) but you can angle the shot up or down during the start up animation. Upon impact, the missile does not explode, but emits a small electric field, which deals damage and stuns anything it touches (see Zamus's stun gun). This move also has a good deal of start up and cool down lag.
Damage: 5%-8% (depending on how clean the hit is)
Knockback: NA
Speed 3.5/10
Range: 8/10

Up B: PSI jump
Nova activates her PSI blades and then lunges diagonally upward. The attack is a multi hitting, like Mario's Up B. At the apex of her leap, she twists around and delivers a powerful horizontal slash with her PSI blade, with decent (but not killing) knockback on a low trajectory. She then goes into an auto fastfall.
Damage: 1% per hit going up (9% total) 10% for final slash
Speed: 8/10
Knockback: 1/10 going up; 5/10 final slash
Priority: 7/10

Final Smash: Nuclear strike
Once Nova gets a smash ball, a monotone feminine voice (which those familiar with the starcraft games will recognize) says "nuclear missile ready". When you press B, Nova disappears. About half a second later, a laser dot appears where she was last standing, and the voice will say "Nuclear launch detected". 2.5 seconds later, the nuclear bomb will fall on the laser dot with a massive explosion (say, 1.5 times the radius of a smart bomb explosion; enough to cover all of the platforms on battlefield). At ground zero, the blast is an instant kill. Near the perimeter of the explosion, it will kill at about 70% and deal 30% odd damage. Once the blast is over, Nova decloaks where she last was, ready to fight some more.



A attacks

Jab combo: a-a-a
punch-punch-hit with the butt of her rifle. Comes out quickly, and deals minimal damage and knockback.
Damage: 2%-2%-4%
Speed: 8/10
Knokback: 3/10
Priority: 3/10

Dash attack:
A running kick similar to Zamus's dash attack.
Damage: 8%
Speed:8/10
Knockback: 4//10
Priority: 6.5/10

Ftilt:
A relatively quick, circular kick (with those long legs of hers). Does decent damage and knockback.
Damage: 11%
Speed:7/10
Kockback: 4/10
Priority: 6.5/10

Dtilt:
From a crouch, she sweeps her leg outward along the ground. Low knockback, but may cause tripping. See Shiek's dTilt
Damage: 6%
Speed: 8/10
Knockback: 1/10
Range: 6/10

Utilt:
Jumps up and does a two kick combo just above her head (with those long legs of hers. See Sonic's Utilt or Capt. Falcon's Usmash. The first hit is weak with minimal knockback, but combos naturally into the second, which is considerably stronger.
Damage: 6% 10%
Speed: 7.5/10
Knockback 2/10; 6/10
priority: 7/10


Smash Attacks

Fsmash:
Nova lunges forward with an upward slash of her PSI blades, similar in its look to Marth's Fttilt.
Damage: 16% uncharged; 21% charged
Speed: 5.5/10
Knockback: 8/10
Priority: 8/10

Usmash:
Using Psi to cheat time, Nova does three slashes above her head with her PSI blades almost simultaneously. The move has decent knockback and excellent priority, but is crippled by some start up lag.
Damage: 6% 6% 9%
Speed: 4.5/10
Knockback: 7/10
Priority: 8.5/10

Dsmash:
With psionically enhanced speed (which has a really cool animation) Nova does a nifty, break-dance move on the ground, similar to Shiek's Dsmash.
Damage: 10%
Speed: 7.5/10
Knockback: 5/10
Priority: 4.5/10

Arials

Nair:
Nova spins around in midair with her arms out and PSI blades extended. Comes out quickly and has decent priority. Good for combos.
Damage: 11%
Speed: 8.5/10
Knockback: 3/10
Priority: 7/10

Fair:
Nova slashes forward with both PSI blades, dealing a good damage and strong knochback. There is also a sweetspot where both blades meet.
Damage: 9% (16% sweetspot)
Speed: 5.5/10
Knockback: 7/10
Priority: 8/10

Uair:
Nova does a backflip, kicking above her (with those long legs of hers). See Zamus's Uair.
Damage: 12%
Speed: 8/10
Knockback: 6/10
Priority: 6.5/10

Bair:
Nova kicks behind her (more leg action). See Samus/Wolf/Zamus's bair.
Damage: 11%
Speed: 8/18
Knockback: 6.5/10
Priority: 6/10

Dair:
Nova slashes her PSI blades below her. Similar to marth's dair, but slightly slower. It will spike if you hit the sweetspot (which is at the center of the blade, rather than at the tip)
Damage: 12% (14% sweetspot)
Speed: 7/10
Knockback: 4/10
Priority: 5/10

Grabs

Grab Attack
Nova attacks with a jolt of psionic energy, similar to mewtwo's grab attack from melee. 2% damage

D-throw
Nova leaps onto the opponant's head, then springs backwards, sending her flying a few feet backwards and the grabeedirectly into the fallen possition. Good for comboing into nova's other attacks, and setting up a hit with her projectiles. 6% damage.

F-throw
Nova twists around, pushing the other character's head downwards, then hits them with a circular kick. It's a fairly average throw, with only ok knockback and damage. 8%

U-throw
Upper cuts her opponant with a psi blade. Strong damage and knockback, though it's difficult to combo out of due to a fair bit of ending lag. 11% damage.

B-throw
Nova slams her opponant to the ground behind her, causing them to bounce backwards. Nothing special. Ok knockback. 9% damage.


Other Stuff

Taunts:
Up Taunt: Nova holds up her hand while psionic energy crackles above it.
Side Taunt: She pulls the rifle off of her back, ***** it menacingly, then puts it pack.
Down Taunt: Nova crouches in a spiderman-esque pose and her cloaking device flickers.


Dazed possition:
Nova falls on one knee,holding her face in both hands. Unlike mist other characters, she remains fairly still while in this pose.

Dodges:
For both air a ground dodges, nova sort of fades out of view, surrounded by a shifting blue aura. Kind of like Lucario when he uses his down B.


Misc.​

Xal'Naga Temple

This stage one might remember from the cinematic at the end of the Protoss campaign in brood war. The stage is simply a platform, about the size of Halberd, with a very pretty crystal at the center. One begins at the base of the temple. Then, after half a minute or so, the platform seperates from the temple floor and rises, spinning slowly, giving a view of the inside of the temple. After a while, the platform reaches the top of the temple, opening onto a large, flat, final destination sized platform, giving a wide view of a battle taking place between Protoss and Zerg armies. After another while, the crystal at the center will glow, crackle with energy, and then emit a giant pulse of light. The entire screen goes white, with only the fighting characters visible. The stage returns to the bottomb of the stage when the light dies down.


Kirby hat:
Kirby acquires her pony tail and goggles.

Item: Flamethrower
Wielded by firebats (heavily aremd assault troops) in the Starcraft games, now any character can use this powerful short range wepon. It is handled in much the same way as the cracker launcher; while carrying it, characters have no second jump, and can tilt the angle of the flamethrower upwards and dawwards the control stick. By pressing A, the character can spew fiery napalm in the direction that the flame thrower is facing. This hits a lot harder than a fireflower.

Entrence:
Nova leaps from the back of a Terran dropship.

Costumes: :
White (default) red, blue, green, black.
The black costume is "Infested Nova" Her face is a pale green and her eyes are gold. She has black veins across her face, and her armor plates look more like sections of zerg carapace. Her hair becomes a bundle of thin antennae. For a better idea of what she looks like, google image search "Infested Kerrigan".

Victory pose:
A: Standing with her hip popped out, hand on her communicator, as if she's receiving a message.
B: She c0cks her rifle, looking bad a$$
C: Nova does a front flip, landing in a crouch, ready to spring upwards.
D: She does a complex series of slashes with her PSI blades, finishing in a triumphant pose.


Snake Codec:
Snake: Whoa! Get a load of this one, Octagon.
Octagon: Let's see… That's Nova. She's a Ghost operative from the Terran Dominion.
Snake: More covert ops? How many does this game need? No way she's a match for me.
Octagon: Don't get overconfident, Snake. Ghosts are some of the most advanced humans in the universe. They have the best gadgets, best weapons, psionic powers…
Snake: Well, if you say so… Hold up! She just disappeared!
Octagon: Yes. Ghosts are equipped with personal cloaking devices. Like I was saying abou-
Snake: What the hell? She gets a cloaking device, while all I've got is the f#@%ing box!?
Octagon: I'll take it up with the budget department. Good luck Snake.



"You called down the thunder. Now reap the whirlwind!"
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
I stand corrected.
Very corrected.
Best fourth gen pokemon.
Hippo, wobbly, wynat, and metagross are the only cool non-first...
Unless there's a pic of another one shooping dah whoop.
And also for the record, my second entry IS going to be Hippowdon. Maybe I should make a Shoop da Whoop Hippopotas AT...
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
It suddenly occurs to me that I never made a codec for The Kid. I've done that now. The link to his post is in my signature.
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
And also for the record, my second entry IS going to be Hippowdon. Maybe I should make a Shoop da Whoop Hippopotas AT...
Finish the Mystery Men or else. Nah just kiddin. No I'm not. Yeah I am. No I'm not.
Anyway Blitzkreig your in 3 parts of the MYM moveset. Just thought I'd tell you.

@Darkurai: I laughed at the last line of that codec. Nice work.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
P.P.S. A while back (page 38 methinks) a judge judged everything that had been done so far and put his thoughts on a blog page, will that be done again soon?
Yo. *raises hand*

I'm doing daily updates whenever possible. I've only covered up to page 58 so far, but I'll complete the rest I have queued for me tomorrow, hopefully. (I was tired today and didn't feel like judging)

Based on the page growth, I usually judge about 16-20 pages per day. It's a little easier for me to keep track of this time, because there aren't as many movesets this topic than there were in the last one. It's still quite a lot to go over, though, so I keep my responses as limited as I can. They can be sorted from good, really good, average, broken and incomplete. I also let people know if they missed certain things in their moveset. (Attacks)

And there's the rejudgements, too. Whenever an update is announced, I'll put the moveset up for my rejudgement.

People can comment on the post I made of all my judgements about certain things they changed, or if they want their moveset rejudged. It doesn't look like anyone's used that yet.

------------------
Regarding Nova, it's awesome for a first post, here of all places, when I look at it. Seems you have tons of potential for future movesets. Can't wait to write up about that one.
 

The Real Inferno

Smash Hero
Joined
Jan 22, 2008
Messages
5,506
Location
Wichita, KS
It suddenly occurs to me that I never made a codec for The Kid. I've done that now. The link to his post is in my signature.

That is awesome. I love his codec. I feel you should work on The Kid (AKA The Wanna Be The Guy) some more and add more details about his moves like knockback and damage. He seems hilarious to me. his long range shot should work like Fox's where it deals no flinch. Also The Kid needs to be able to Wall Cling and Wall Jump as he can do both in his game.
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
That is awesome. I love his codec. I feel you should work on The Kid (AKA The Wanna Be The Guy) some more and add more details about his moves like knockback and damage. He seems hilarious to me. his long range shot should work like Fox's where it deals no flinch. Also The Kid needs to be able to Wall Cling and Wall Jump as he can do both in his game.
He can? ****.

Well...I'm only three rooms in...
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
I'll get to it at some point...

And what MYM moveset are you talking about? Did I miss something here?
Yes, two pages of people not reading what I said. In other words I'm making a moveset based on people who have contributed to these contests in the past. The specials are based off me, you and Fawriel as is the FS. One of his taunts is related to you to.
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
Yes, two pages of people not reading what I said. In other words I'm making a moveset based on people who have contributed to these contests in the past. The specials are based off me, you and Fawriel as is the FS. One of his taunts is related to you to.
Is it the Blitzkrieg Seal of Approval?
 

bivunit94

Smash Journeyman
Joined
Feb 15, 2007
Messages
364
Location
Vault 101
A PREVIEW OF MY FIRST SUBMISSION, AN ORIGINAL CHARACTER...

WARNING! CHALLENGER APPROACHING!

GOMO

SUMMARY

An all-knowing, forever-living force of the universe, ruler of all things logical and illogical, real and unreal, and creator of the very fabric of the universe, Gomo is impossible to describe. Gomo is everything, and everything is Gomo. He is the very fabric of the universe and all things within it. He controls all, knows all, and is all. Since witnessing the true form of Gomo is both unimaginable and dangerous, he chooses a human form, named Eric Go, from which to project himself through. This body is that of a young Chinese boy. Although this human form is amazingly powerful, Eric Go is at first unaware of Gomo's presence within himself. Thus, he is but an ordinary child until the Prophets of Gomonism reveal to him the incredible tale of both Gomo and himself, which are all told within the pages of The Glorious Go, the religion's holy book. Although only a select few, known as the Karumbens, have been enlightened by the teachings of the three Prophets, their dedication to Gomo and destroying those who wish to bring harm to him is unrivaled. Defeating all who oppose him and his native homeland of China, Eric Go journeys on a universal conquest, slowly unlocking more and more of Gomo's power within himself. Having faced off with everything from Oprah to the Death Star, Eric eventually comes to his final obstacle; God himself. Just as Eric is about to deliver the final blow, God realizes that the only thing that can defeat one chosen by the Gomo is another chosen one, and creates a duplicate of Eric, destroying himself in the process. Eric is left with an exact clone of himself to fight. The battle lasts for over a year, and along the way, the original Eric finally realizes the true power of Gomo within himself, and unleashes it. The following events were on a scale of such epic levels that the entire universe was collapsed in on itself. In the last second before the destruction of all things, Gomo concentrated all of his energy in one spot. In this one spot, the entire universe was recreated as it was before Eric Go was ever found. But, the Gomo still remains…as does Eric Go. However, they now reside in peace, realizing that just because they have the power to do something doesn't necessarily mean they should.


:D Let me know what you think. And a picture of Eric Go (the form of Gomo that you fight as) will be up soon!
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Because I finished my Plusle/Minun, I currenty wonderly which moveset I should enter next. So I'm asking for you guys to help me decide. The choices are:

Ouendan (Osu! Tatakae! Ouendan!)
Delibird (Pokemon)
Fransizka von Karma (Ace Attorney)

(Note: Ouendan and Delibird are more likely to be finished earlier)


Also, GreatClayMonkey, can I be a victory pose in your MYM Moveset. I see 345 foxes and cats (Kitsune and Neko, respectively) carry MYM as the pose.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
My second moveset. Make way for...

OMEGA RIDLEY



http://www.youtube.com/watch?v=y4VZlEKWFZo

Game of Origin: Metroid Prime 3: Corruption
*SPOILER WARNING*
Omega Ridley is what happens when you take Meta Ridley, give him phazon enhancements, and give him even more mechanical body parts and body armor. Omega Ridley was tasked with defending the Space Pirate homeworld’s leviathan seed. In the end, he was defeated by Samus Aran (Yet again).
*END SPOILERS*

STATS
Movement Speed: 4/10 (below average)
Attack Speed: 4/10 (below)
Attack Strength: 7/10 (good)
Range: 9/10 (Excellent, but should be noted that this range is only achieved with a few moves)
Priority: 4/10 (below average)
Weight: About Snake's weight ( I beliwve Snake is supposed to to be the 3rd heaviet in the actual game.)
Jump Strength: 5/10 (average)
Second & Third Jump Strength: 7/10 (good)
Fall Speed: 7/10 (good)
Size: Around Bowser’s size, but it should be noted that Omega Ridley is on all fours when on the ground. Omega Ridley’s tail simply drags behind him and does not have a hit box when it is not being used in an attack.

SPECIAL ABILITIES
Glide

Cannot crouch, but does have something of an “Anti-Crouch” with his up tilt (see move set for more details).

Instead of dashing, Omega Ridley performs a short hop forwards and continues with his normal walking. Because of this, Omega Ridley has no dash attack.

Pros:
Good Attack Strength and Range
Good Recovery
Heavy
Cons:
below average prioirty and attack speed
MOVE-SET
Omega Ridley actually has a good amount of material from his own games to draw moves from. I will note moves that were either pulled from or inspired by an attack from a game.

Standard Attacks

A: Tail jab. 4%

AA (hold): Rapid tail jabs. 2% low knockback each.

>A: “Energy Tail”: Omega Ridley lashes out with his tail while blue phazon energy envelops it. This move actually has decent priority. 8% medium knockback. (Metroid Prime 3)

VA: “Plasma Claw”: Omega Ridley scratches with his left hand while it is enveloped in phazon energy. Despite being a tilt, this move has below average speed. 10% above average knockback. (Metroid Prime 3)

^A: “Bi-ped mode”: Time for the “anti-crouch”! While holding up, Omega Ridley will stand on his back legs. His height is enough for his head to almost reach the top platform of battlefield. While holding up, pressing the standard attack button will make him scratch horizontally. 9% medium knockback, but this move is only really good for hitting opponents on a higher elevation. Holding up and forwards will make Omega Ridley hobble forwards (he is more used to walking on all fours after-all). Pressing standard attack during this will cause a scratch at a downwards angle, that has the same damage and knockback as the horizontal scratch but is slightly slower. Omega Ridley cannot turn around while in Bi-ped mode and being hit will result in a trip 5% of the time. (Metroid Prime 3)
*Pants*

Remember, Omega Ridley has no dash attack!

Smash Attacks

FSmash: A nice, big, CHOMP! About as fast as the Ultimate Chimera’s chomp, but thankfully, not as strong. 17% above average knockback.

DSmash: Omega Ridley looks behind himself, and then does a quick spin with his tail fully extended. Somewhat slow startup, and Omega Ridley ends the move in the opposite direction, but this move has incredible range (1/4 to 1/3 of final destination), and Omega Ridley has super armor while he’s looking back. 19% high knockback. (Metroid Prime 1)

USmash: This move’s a two-parter. First, Omega Ridley quickly rears back to his hind legs and swings his head up. Getting hit before he is finished results in 5% with low knockback, but getting hit as his head reaches the apex of his swing results in 18% with high knockback straight upwards. A good anti-air move. Afterwards, Omega Ridley slams his fists to the ground, doing 6% with medium knockback. The not sweet-spotted first part can combo into the second part.

Aerial Attacks

Nair: Omega Ridley performs an aerial version of Plasma Claw. 10% above average knockback

Fair: Omega Ridley reaches out with his claw. If he connects, he briefly hovers with the opponent in his grasp while bombarding him or her with fireballs. Counts as a grab. 10% below average knockback. Omega Ridley has super armor while holding an opponent. (Metroid: Zero Mission)

Bair: Omega Ridley whips his tail behind him. 6% above average knockback. Hitting with the end of his tail results in 12% with the same knockback.

Uair: Nothing special, just a head butt. 7% average knockback straight up.

Dair: “Tail Stab”: Any true Ridley fan knows this attack! Omega Ridley jabs his tail straight down. If his tail hits the ground, Omega Ridley will briefly stop falling, making it relatively easy to continuously perform this move. Unfortunately this move hits a little bit behind Omega Ridley instead of directly underneath him. 12% above average knockback, and can meteor smash. (Super Metroid, Metroid Fusion and Metroid: Zero Mission)

Glide attack: Quick scratch to the side. 5% medium knockback.

Special Attacks

B: “Homing Fireballs”: First press makes Omega Ridley start charging (flames will begin forming in his mouth). Like other charge up attacks, you can shield or roll to store the charge. Pressing the button again will result in Omega Ridley firing 1-5 fireballs (depending on charge time) that home in on opponents. These fireballs do 4% damage with no knockback, but can be dispelled through attacks. It takes 2 ½ seconds to fully charge. (Metroid Prime 3)

>B: “Mega Charge”: Omega Ridley starts rearing back and growling as purple energy starts flowing around him. After about 3 seconds, Omega Ridley charges forwards with great speed across the platform he’s on, stopping only when he hits an opponent or reaches the end of the platform. Being hit by Omega Ridley results in 25% damage with knockback slightly less than a Falcon Punch. Omega Ridley has to rest for about a second afterwards. Omega Ridley also has super armor during the charge up, so don’t bother trying to interrupt the move, just run! (Metroid Prime 3)

VB: “Inferno Breath”: Omega Ridley fires a quick stream of fire from his mouth that reaches ¾ the distance of his DSmash and lasts for 1 ½ seconds. Being caught in hit will deal 5% damage at the same rate as Bowser’s fire-breath with the same knockback. Omega Ridley cannot angle the Stream. (Metroid Prime 3)

^B: “Mega Slam”: First Mega Charge, now Mega Slam? Don’t worry, this move isn’t as scary. First, Omega Ridley flies straight up into the air about the distance as Bowser Bomb. He has super armor during this. Then, he hovers for about two seconds, and can be move left or right during this time. Finally, he comes crashing straight down to the ground, with a small blue shockwave emitting around him when he lands. Being hit by Ridley when he’s falling deals 8% damage with medium knockback. Being hit right as he hits the ground deals 14% damage with high knockback. Being hit by the after-shock deals 6% with low knockback. (Metroid Prime 3)

Final Smash

“Phazon Spheres”: Omega Ridley stands on his back legs, facing the camera, while holding two purple spheres of phazon energy. These orbs can attacked will be destroyed if dealt 30% damage. After 5 seconds, Omega Ridley will slam the Spheres into the ground creating a purple shockwave. If both are intact, the shockwave is a complete circle that could completely cover final destination (Including the surrounding space!) and will deliver 50% damage with very high knockback (so, basically, you’re screwed. ^_^) If only one orb is intact, the range is the same, but there are now several smaller projectiles instead of one big shockwave, making it easier to avoid, with only 20% damage and high knockback. If both orbs are destroyed, Omega Ridley is stunned as if his shield was broken. In a 1v1 match, you should be able to destroy one sphere. (Metroid Prime 3)

Grabs

Grab animation: Omega Ridley holds the opponent in his jaws.

Grab attack: fire breath applied directly to forehead. 4% and can be done relatively quickly.

Fthrow: Omega Ridley jumps forward and slams the opponent to the ground with his mouth. 12% no knockback. Opponent is lying on back afterwards.

Bthrow: Omega Ridley grabs the opponent with his tail and tosses him or her backwards. 8% low knockback. At low percents, you might be able to combo this into his Bair or Dair.

Uthtow: Omega Ridley lifts his head up to a 60 degree angle causing the opponent to be partially swallowed (ew!). He then spits the opponent at a 60 degree angle. 10% above average knockback.

Dthrow: Omega Ridley blows the opponent away with a stream of fire. 13% with below average knockback on the ground, but if used at the stage’s edge, this can function as a meteor smash, as the opponent is blown at a downwards angle. As the opponent is pushed farther away it is possible for another opponent to be caught in the stream, and will receive 8% with the same knockback.

Other Attacks

Lying down back: Flail limbs around. 6% medium knockback.

Lying down front: Same as above, only he’s on his stomach.

Ledge attack <100%: Claw swipe. 10% below average knockback.

Ledge attack 100%: Omega Ridley fires a small fireball that travels straight forward. 6% with the same knockback as Samus’s homing missile.

OTHER
Entrance:
Idle animation: Omega Ridley just stands there, breathing. He’s kind-of freaking me out. (Metroid Prime 3)
Walking: A generic “big quadruped dragon” walk. He makes clanking noises as his feet hit the ground (Metroid Prime 3)
Dashing: See Special Abilities
Taunt1: Claws at the ground twice and growls (Metroid Prime 3)
Taunt2: Scratches nose (Metroid Prime 3)
Taunt3: Omega Ridley opens his chest plate, then closes it (Metroid Prime 3)
Win1: Omega Ridley does a few fly-bys then lands
Win2: Omega Ridley breathes fire at the player
Win3: Omega Ridley rasies up and roars
Loss: Omega Ridley looks at the ground and pounds it.
Wiimote Noise: He does his signature roar from the Prime games.
Kirby Hat: Kirby gets little versions of his wings and tail.
Logo: Metroid franchise logo
Win Jingle: Metroid franchise jingle

Alt Colours

1) Default
2) Blue armor (Blue Team)
3) Red armor (Red Team)
4) Blue armor (Blue Team)
5) Purple armor
6) All black with red eyes

Snake Codec

Snake: Colonel, Ridley's here! Only he looks different...
Colonel: Watch out Snake. That's Ridley's Omega Form. He's been enhacned by phazon to increase his offensive and defensive capabilites.
Snake: That doen't sound good. Does he have any weaknesses?
Colonel: If anything, his unatural armor tends to weigh him down, so his speed isn't quite as good as his normal form.
Reardless, don't let your guard down even for a second.
Snake: I'll keep that in mind.

Unlocking Info

How to unlock: Beat classic mode on Intense with Samus or ZZS.
Unlock Message: "The Space Pirate senitel, Omega Ridley, has joined the Brawl."

SSE Role
Due to having both Ridley and Meta Ridley make an appearance in the SSE, Omega Ridley does not play a part. He is not even in a secret door, so you’ll have to unlock him the old fashioned way.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Cons:
Being big and only a middle-weight means he is somewhat easy to KO.
I'm sorry, but that has to be the most incorrect information about Omega Ridley. Middle-weight? So, he weighs about the same as Pit? Samus weighs more than Omega Ridley, but she's smaller?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
MYM4 BB code area - SECRET!


---DAROACH---


Game of Origin: Kirby Squeak Squad

Daroach is an anthropormic mouse who is the leader of the Squeaks, a gang (more like army) of intergalactic thieves, all of which are mice. He comes to Kirby’s world in order to get a legendary treasure and ends up stealing Kirby’s cake in the process, which pretty much starts the Armageddon of Pop-star. At the end of the ordeal, he has a change of heart, and apologizes to Kirby…by giving him more cake. Daroach fights in with those massive claws of his, as well as ice magic assisted by a magic wand, and he also has his own stash of bombs concealed in his cape.

---OVERVIEW---​

Daroach’s most basic attribute would be his slight leaning towards power over speed. While he can deal good damage, he has slight trouble landing some moves, and the quicker ones coming out tend to have punishable end lag. His two best strengths are his good bevy of ranged moves as well as using his minions to assist him with otherwise low-tier attacks.

---STATS---​

Movement Speed: 5/10
Traction: 6/10
Attack Speed: 4/10
Attack Strength: 6/10
Range: 8/10 (melee attacks have decent range but what makes Daroach shine in this category is his nice selection of projectile style moves)
Priority: 4/10 (while he has a decent amount of disjointed moves, the ones that aren’t tend to be below average if not bad)
Weight: More or less middle of the road
Jump Strength: 8/10
Second Jump Strength: 4/10 (for some reason once he’s already in the air he can’t lift himself very well)
Fall Speed: 5/10
Size: While Daroach is quite big compared to Kirby in Squeak Squad, it would rather weird in Brawl to see a mouse the size of Bowser. While he’s still larger than Kirby, he isn’t quite as big as the heavyweights.

---SQUEAKERS---​

With Daroach’s Down Special, he summons a little mouse-like creature known as a Squeaker, that’s about the size of Olimar. These are his most common henchmen as he scours the galaxy for treasure. Here is a pic of it in its four colors:



Now, just what happens when he successfully summons a squeaker? These critters will usually stay in place not really doing anything. However, with some of Daroach’s own attacks, the squeaker will also attack at the same time as its master. They have their own limited move set that will be brought up when applicable. Additionally, some of Daroach’s attacks are affected when performed near a squeaker. So show your leadership prowess and you will be rewarded. There can be only one squeaker on the field at a time per Daroach, with the color of the squeaker being determined through player number.

Additional info on Squeakers can be found in Daroach’s actual Down Special description.

Note: Squeaker attacks are written in yellow type. Affects on Daroach’s own moves are named in blue type

---

PROS
Above average power and damaging capabilities
Good projectile game
Nice amount of disjointed moves
Squeakers provide assistance in battle through distractions or “powering up” one of Daroach’s moves.

CONS
Below average attack speed
Non disjointed moves tend to have worse than average priority
Bad recovery
Squeakers are rather bad on their own
Some of Daroach’s moves require a squeaker to be useful
Daroach’s bomb attacks can harm himself

---MOVE SET---​

STANDARD ATTACKS

A: “Scratch Assault”: Daroach rapidly slashes forwards with one claw. He keeps slashing for as long as you hold A, not tap. If you just tap it once, he slashes 4 times. Each slash deals 1% and just hitstun so the next one will hit until your enemy DIs out, though Daroach slashes very fast, like Grey Fox’s sword slashes. All slashes have below average priority.

AA: “Slash Finish”: Now here’s something you don’t see every day, a normal hit coming after an A infinite. If you tap A during Scratch Assault, Daroach does one final slash that has a special little “scratch marks” graphical effect to signify he did this one. This final slash deals 3% and below average knockback. It has average priority.

>A: “Backwards Shot”: Daroach points his wand forwards and fires a small beam of ice out of it. For some reason, it travels a very short distance forwards before curving around and going behind Daroach and short distance in that direction. This means that the move has poor frontal range but decent range backwards. He fires the beam for .7 seconds, and anyone hit by it takes 8% and below average knockback. The beam is disjointed. Below average startup lag with average end lag

Squeaker >A: As Daroach fires his strange beam, the squeaker will perform a quick forwards diving attack that goes 1/5 of Battlefield. It has average priority and deals 4% with low knockback

VA: “Bouncing Snowflakes”: Daroach spins his wand low to the ground in front of himself. While the wand itself does nothing, it fires 4 small snowflakes forwards that are affected by gravity like Mario’s fireballs and last as long. The snowflakes have abysmal priority but deal 3% each with slight hit stun so the next one can hit. Below average startup lag with below average end lag.

Squeaker VA: The squeaker will spin around in place for a moment as Daroach fires the snowflakes. It has good priority but deals no damage or knockback, it just holds the enemy in place from inescapable hitstun. It lasts until the end lag begins on Daroach’s VA.

^A: “I Tip My Hat to You”: Daroach picks his hat off of his head with one claw and quickly swings it somewhat downwards. His hat is a disjointed hit box, and it deals 7% with set average knockback. While this seems rather useless, when he takes off his hat, he reveals a bomb resting on his head with the fuse burning. Daroach chuckles with an evil grin, and after .9 seconds, the bomb explodes into a medium-sized explosion. It deals 14% and good knockback to enemies struck by it, but Daroach also takes 8% and above average knockback as well. While the move has practically no startup lag since he instantly takes off his hat and it is part of the attack, it is still rather difficult to hit with the bomb since it hits above Daroach and there is some time in between the hat swing and the bomb detonation. There is also technically no end lag since Daroach ends up taking damage as well at the end of the move, but he still receives hit stun from the explosion.

Dash Attack: “Toe Punt”: A rather simple attack in appearance. Daroach kicks out one foot as though he’s punting a football (American football for those outside of the US). If he connects, he deals 7% and below average knockback. The kick has low priority. Not much startup lag but above average end lag for some reason. Is there any point in using this move…?

Dash Attack on a Squeaker: If Daroach hits a squeaker with the punt, he will actually punt it, sending it flying on an upwards angle at a good speed as far as 1/3 of battlefield horizontally and high enough to land on the middle platforms. The squeaker has good priority and deals 10% with above average knockback if this connects. However, this also KOs the squeaker, so consider that before doing this.

SMASH ATTACKS

FSmash: “Cloak Strike”: Daroach swings his cape forwards as if he was performing Galaxia Darkness. While Daroach doesn’t swish it completely over his shoulder, it still has decent range. If he strikes a foe with the cape, he knocks them towards his body for no damage, but this has average priority. He can only harm one enemy, whoever’s closest. If he connects, you have a moment to perform the actual damaging part of the attack by pressing A. Daroach will quickly slash outwards with the same claw that initially swung his cape forwards, causing it to swish back into position as his enemy takes 10% (20% charged) and above average knockback forwards on a low trajectory. You may only do the damaging strike if you connect with the initial cape swing. This move has below average startup lag but above average end lag if you miss or don’t activate the second hit in time, as Daroach holds his cape in place for a moment, looking much like a vampire in this pose.

FSmash on a squeaker: If Daroach hits a squeaker with the cape swing, he then holds his cape over it for a moment, and when he pulls it back the squeaker is seen holding a small bomb with its ears. After 2 seconds (Daroach can move immediately after the squeaker is armed BYW) the squeaker will throw the bomb forwards on a low trajectory, and its miniscule explosion deals 6% and low knockback.

DSmash: “Cold Blade”: Daroach turns to face the camera and he spreads his “arms” (he doesn’t really have arms or legs, his paws float on their own lol) and scratches rapidly on each side of his body (so the left claw scratches to the left and the right one goes to the right. Simple, yes?) His claws emit a slight ice effect. He scratches about 10 times with both claws, and each scratch deals 1% with the final one dealing above average knockback. There is a 4% chance to freeze your foe instead, with the chance increasing as you charge the move, up to a nice 25% chance, but note that only the final hit can deal the freezing. Average startup lag with low end lag.

USmash: “We Have Liftoff”: Daroach charges up icy energy on one claw before firing it straight into the ground beneath him. He slowly rises as he fires, going just high enough to land on Battlefield’s middle platforms before he stops. It takes 1 second for him to finish firing. The icy beam is very thin and only hits directly underneath Daroach, but you manage to connect it deals 16% (25% charged) and high knockback. The beam also creates small blue shockwaves that emit a short distance outwards in both directions from the ground. 6 in total are created, and each one can deal set 9% and average knockback. These are what you’ll usually connect with. Above average startup lag but thankfully low end lag. Both the beam and the shockwaves are disjointed.

Squeaker USmash: While Daroach is charging up his lazah, the squeaker pulls out a suction device with its ears. Once Daroach begins firing the beam, the Squeaker activates the device, pulling enemies closer to itself who are within one Bowsers distance. This does no damage, hit stun, or knockback, enemies are just pulled in towards the squeaker like wind.

AERIAL ATTACKS

Nair: “Mist Shield”: Daroach begins concentrating as a blue icy mist begins to emit from him that travels out about half jigglypuff’s thickness away from his body in all directions. Enemies struck by it take 2% a hit for up to 4 hits with the last hit dealing low knockback. If you connect with all four hits, the enemy is frozen. This can be difficult since the move has average startup lag, but it doesn’t really have any end lag, allowing you to attack your helpless frozen foe. The mist is disjointed but projectiles can pierce through it.

Fair: “Poke n’ Slash”: Daroach thrust his wand forwards, holding it halfway. The wand is disjointed and deals 4% with just hit stun. When you press A again, He slashes with the free claw, and this deals 6% and average knockback, and the slash has low priority. Low startup lag with below average end lag.

Squeaker Fair: As Daroach attacks with his wand, the squeaker will hop upwards as far as a double jumping Mario and then come crashing back down to the ground. It only harms foes as it comes back down, and it deals 6% with average downwards knockback. It has good priority.

Bair: “Present For You”: Daroach turns around and holds out a claw with a small bomb resting in it. After 1 second, the bomb explodes in a medium-sized blast, and anyone hit by it (which would include Daroach) take 10% and above average knockback. Before the bomb goes off, you may press A for Daroach to cut the fuse with his other claw to stop the bomb from going off, and then Daroach will drop the bomb to the ground. When it lands, it can be picked up and thrown like an item, and when it hits something, now it will explode in the same fashion as before. Low startup lag to take the bomb out, with no real end lag if Daroach lets the bomb go off in his hand since he’s taking damage, with below average end lag id he cuts the fuse. Note that Daroach remains turned around when the move ends.

Uair: “A Small Price to Pay”: Daroach takes out a treasure chest and holds it above his head. Once he does this, you may rapidly tap A for Daroach to shake the chest, and you can hear jingling inside of it. When you press B, Daroach will quickly give it a bigger shake to flip open the chest, causing anywhere from 5 to 20 small coins to fly out depending on how much you tapped A, up to 25 for a full charge, and any taps after that are just gonna tire out your fingers. The coins don’t go very far before disappearing, about as far as Mario is tall, and they each have low priority and only deal 1% each with slight hit stun, but good luck getting through a full swarm of these things. Daroach will not end the move if he lands on the ground, it only ends after he releases the coins or he is hit beforehand. Average startup and end lag.

Dair: “Bombs Away”: Daroach grabs his cape with both claws and pulls it around over his body. After a moment, he then swings it back into position as one of his infamous bombs comes flying out, falling towards the ground at a sharp angle. When it hits something, it makes a small explosion that deals 8% with average knockback, and Daroach can potentially hurt himself if he’s not careful. Average startup lag and end lag.

Now, if you enter the input like a Smash Attack, he instead releases a larger, red bomb, that won’t explode on contact and will merely deal 6% and average knockback to anyone it hits while dropping. If lands on solid ground, its timer starts (that you can’t see), and after 4 seconds, the bomb erupts in a massive column of fire as thick as Dedede and as tall as two Ikes. It deals 14% with good knockback, but Daroach himself can be harmed by the explosion as well, so think twice before abusing it! As a final note, the large bomb cannot be picked up.

Dair on a Squeaker: If the squeaker is hit by the small bomb, it will hold it for a moment before throwing it forwards on a low trajectory about ½ of battlefield. Damage of the bomb explosion remains the same.

SPECIAL MOVES

B: “Bomb Freeze”: Daroach pulls out a bomb with one claw and his wand with another. He then shoots the bomb with a blast of ice from his wand before putting both back into his cape. If he completes this animation (which takes .8 seconds), the next bomb attack he uses will have a changed property. Instead of dealing knockback, the bomb will explode in a blast of ice, freezing those hit by it (still including Daroach). The damage will not change. The bomb will have a blue tint to signify that it is the special frozen kind. The large bomb from his Dair will not be affected by this. Once the move animation is complete, Daroach may move again. There is no point to doing this move multiple times before using a bomb move.

>B: “Super Ice Beam”: Daroach holds up a claw as ice energy starts to gather in it. After 1.2 seconds pass, Daroach lowers his claw as icy mist starts to emit from his body. The next time you input for this move, Daroach raises his claw again but only for .4 seconds before firing a thick beam of ice from his claw as he points it forwards. The beam is disjointed and fires for 2 seconds, dealing 5% a second with no special knockback on the final hit. The beam travels as far as the main platform if Battlefield. After attempting to fire the beam, interrupted or not, Daroach will once again have to prepare the beam first, and as you expect this goes in a cycle every time you want to use the move. Daroach may not cancel the initial charge, he has to perform the entire 1.2 seconds uninterrupted to get the right to use the beam.

B: “Teleport Sneak”: Daroach phases off the screen, and then he reappears one second later. While he is off the screen, you may “move” him around with the control stick, though he can’t be seen, not even the player indicator, which can make it hard for even the Daroach player to control his recovery. Additionally, he goes rather slowly during it, just slightly farther than a Fire Fox if you move in one direction. The move does no damage whatsoever, and it has average startup lag. Really, the only saving graces of this move are that Daroach can’t be harmed while he’s teleporting and that there isn’t a lot of end lag when he lands. Still, this is a very punishable recovery.

VB: “Squeaker Summon”: Daroach waves points a claw forwards as if ordering troops to move out. After a moment, a squeaker will appear, phasing onto the screen like Daroach’s Tele-Sneak. Once this happens, congratulations, you officially have a squeaker at the ready for all those yellow and blue attacks you’ve been reading!

A squeaker has only 10 HP and takes hit stun and knockback from attacks, and it doesn’t have any midair jumps to help himself recover. Of course, these things are an expendable resource anyways, so the moment one dies, you can immediately summon another. It takes 1 second for the summon to finish, so plan ahead before trying it.

Squeaker VB: If you input for this move when you already have a squeaker out on the field, Daroach will not attempt to summon another. Instead, when he makes the motion for the summoning, the squeaker will get a “!” over its head and start hopping along the ground at a good clip to get to its master’s location. It still can’t jump, so if Daroach is in the air it will just go to his x-coordinate, and if Daroach is across a chasm the squeaker will just stop at the edge.

GRABS

Grab Animation: Daroach whips his wand in front of himself, and if he hits the foe they are frozen solid. Not in a block of ice, mind you, frozen like they were hit by one of Sub-Zero’s freezing moves in Mortal Kombat. Daroach then pulls his cape over his side. From this point, instead of pressing the control stick to throw, you have to press one of three buttons to perform a “throw” move.

Throw A: “Ice Sculpture”: Daroach flings his cape back as he goes to town slashing at his frozen foe with both claws, doing the cartoony “showing up in a million places at once” deal as he’s working on his opponent. This lasts for 2 seconds, and during this time you must mash A to deal more hits, each one dealing 1%. At the end Daroach does a final hit regardless of how many time you pressed A that deals below average knockback and no damage, and Daroach will always end the move in the same location as when he begun. As a neat little Easter egg, when the foe is knocked away, the ice that covered the foe is turned into an ice sculpture of the enemy’s franchise logo, being more finished the more you tapped A. It takes 13 slashes to get the 100% finished product (since you only have 2 seconds to do it in). The ice sculpture does nothing, it shatters at the slightest touch, though you could always use it for cool snapshots.

Throw B: “Bombs? You Want it?”: Daroach swishes back his cape as he is revealed to be holding one of his trademark bombs. He then sticks it to the opponent (I guess it just sticks to the ice) and he looks at his foe’s predicament with a wry smile. After 2 seconds, the bomb explodes, dealing 10% and above average knockback to the enemy and Daroach is not hit. However, once he places the bomb on the foe, their “break-free” counter can once again decrease, so it’s possible for the foe to break free of the “throw” before the bomb goes off, in which case it defuses and disappears.

Throw Shield: “Take Him Away”: As you could guess from the yellow name, this move requires a squeaker to be used. If a squeaker is around and would be able to reach Daroach with the VB calling, Daroach will motion for it to come, and it will hop over to the enemy and drag it away from Daroach using a metal chain it hold with its ears. When it reaches the end of a platform, it will whip the chain and fling the enemy off the edge for 8% and above average knockback. However, while the enemy is being dragged away, they may still try to escape, and if they do, the squeaker is stunned for a moment as the chain flies off the opponent and smacks it in the face.

OTHER ATTACKS

Get-up Attack (front): “Low Pokes”: While he’s still lying down, Daroach will quickly move his hands out to get them in front of his face as he rapidly slashes at the ground 6 times. Each hit does 1% with slight hit stun with the final hit dealing low knockback to get the enemy away from Daroach as he quickly hops back up to get himself standing upright. Each slash has below average priority.

Get-up Attack (back): “I’m Taking You With Me”: Daroach pulls out a bomb from inside of his cape and he holds it up, but the fuse isn’t lit! Huh? If the bomb is hit with any attack, it explodes, dealing 12% and above average knockback to Daroach for sure and the enemy if they’re close enough (i.e. not detonating it with a projectile). Daroach holds out the bomb for 1 second before tucking it back into those millions of secret compartments in his cape and he stands back up.

Ledge Attack <100%: “Claw Flip”: Daroach digs his claws into the ledge and he swings forwards for a moment before swinging back, using the momentum to flip him all the way onto solid ground. His feet are the hit box, and they deal 9% with average knockback but have low priority.

Ledge Attack 100%: “Magic Trick”: Daroach makes a pencil disappear slowly climbs back halfway onto the stage, and then he pulls out his wand while still holding onto the stage with his other claw. He points it forwards and he fires a small star out of it that travels up to 1/3 of Battlefield forwards. If the star hits an item, it flies towards him, and he quickly jumps back to solid ground and grabs the item when it reaches him. If it hits an enemy, they simply take 6% and below average knockback. The star has low priority.

---FINAL SMASH: SQUEAK SQUAD---​

Daroach has decided to bring out the big guns (well okay, he IS the big guns, second largest then). He raises a claw into the air for a moment before thrusting it forwards as it makes a dramatic glint in the sunlight (or moonlight, whichever applies). He then teleports off the screen as the other high ranking Squeaks arrive! !This song plays throughout the duration of the final smash.

All of the squeaks function like Assist Trophies, moving about the landscape and attacking nearby foes and are all invincible. While they normally are controlled by a computer, you may press VB to directly play as one, and it cycles between the three in the order I’m introducing them. So without further ado, here’s the Squeak Squad!

SPINNI



Spinni appears on the stage in a puff of ninja smoke. She (yes, that’s a she) is the most agile of the Squeak Squad. She runs about the stage as fast as Meta Knight, and her attacks are weak but fast. She can double jump, wall cling and wall jump. Both of her attacks can be done in the air as well as the ground.

A: “Hidden Claw”: Spinni quickly strikes with a metal claw attached to her right hand. This move has low lag on both ends and deals 5% with below average knockback. If performed by the player and the squeaker is present, it will perform the Squeaker >A.

B: “Shuriken”: Spinni throws a shuriken that travels as far as battlefield and as fast as Fox’s Blaster. It deals 1% with no knockback or hit stun but Spinni can keep chucking these as fast as you can tap B.

STORO



Storo falls down from the sky belly first, and anyone he hits as he’s falling take 20% and high knockback. He is of course the slow strong member, and he completely embodies it. He walks very slowly around, only has one poor jump (though it’s one of his attacks), and can’t really do anything else.

A or B: “Hammah Slammah”: Storo takes out his trusty hammer and slams it hard on the ground. This is the equivalent of performing Dedede’s fully charged FSmash and as you’d expect is very slow. Storo cannot use this in the air. If Storo hits the ground with his hammer within one Mario of the squeaker, it will be sent flying ½ of battlefield in that direction, and it will deal 12% and good knockback to whoever gets in its way.

Jump: Storo’s jump is in fact an attack. He will do a really cruddy hop forwards, barley being able to move his massive bulk. Anyone who gets in his way takes 20% and high knockback.

DOC



Doc phases onto the screen inside his UFO. He can fly around in all directions using the control stick, and his craft moves at an average speed.

A: “Bombing Run”: The bottom of Doc’s UFO opens up as a small bomb drops from it. For all intents and purposes, it’s pretty much just like the one in Daroach’s own Dair. The squeaker can even catch it and use the bomb like in the Dair’s squeaker effect.

B: “Poison Gas”: Now the front of Doc’s UFO opens up and it fires a small purple cloud of poison that travels 1/5 of battlefield forwards. Anyone hit by it takes 8% poison damage over 2 seconds. The move has below average lag on both ends.

The final smash lasts for 18 seconds or until you manage to SD all three squeaks when you’re controlling them, whichever comes first. Then the Squeak Squad disappears and Daroach phases back onto the screen in the exact spot he left it from.

---STRATEGY GUIDE---

As you’d probably guess from reading the move set, Daroach likes to spend a good amount of time at range, using his selection of projectiles or similar moves to strike at his opponent while being safe from harm. VA, Dair, and Super Ice Beam all count for this. Unfortunately, each move has something that prevents Daroach from outright camping his opponent, such as VA’s poor priority, so you’ll need to mix it up between the three to keep up your ranged offense. The defused Bair may also suffice, but I’d recommend you short hop it so that you have a high chance of grabbing the bomb yourself. Long range is also the perfect chance to try and set up a frozen bomb if you wish.

When you do fight in close, Daroach’s speed puts him at a slight disadvantage, but he certainly isn’t unbearably slow like Ganondorf. VA is still a usable choice at this range and a good damager, and short hopped Fairs will also serve you nicely. >A should be used when you’re facing away from your opponent, since it has better range behind Daroach. FSmash, could actually be used as a damage racker since it has below average startup. Really, the great thing about Daroach is that he doesn’t have many REALLY slow moves, so if you can consistently hit with one, chances are, you can probably hit with others as well. As a final note, be sure to experiment with Daroach’s unique grab game. It isn’t for everyone, but if you like it, great!

Now, I believe it is only fair that I talk about those darn squeakers that you’ve been reading about throughout the move set. Daroach should be always looking for a good opportunity to summon one of these (or call the squeaker to a more favorable position). While he shouldn’t forgo KO chances just to get out one, this should certainly be a high priority action, especially since they can greatly enhance Daroach’s options while they last. For example, the shots in his VA have absolutely terrible priority, but the squeaker’s VA has good priority and traps foes. See where I’m going with this? Another great example of Squeaker’s making moves more useful is through Daroach’s dash attack. It really isn’t worth using unless you do it to that little minion of yours, in which case this move becomes a ranged KO option. In the cases of FSmash and Dair, those are simply good mind games or set ups for other attacks.

When it comes time for KOing, Daroach of course has more ways than the average Brawler since he’s somewhat of a power character. FSmash is as good for KOing as it is for damage racking, but of course if you want to use it for KOs then you’d better save it to avoid stale move negation. DSmash is another respectable choice, hitting to both side, but USmash sadly may be too slow and too narrow a hit box for it to work in most cases, unless of course you’ve got a squeaker handy. All of his bomb attacks are viable for this, but alas, Daroach ends up hurting himself a lot with these moves as well, so be sure to take that into account before trying to blow $#17 up.

When you want to recover, I’ll just say you’re pretty much screwed. Daroach has a below average midair jump and a rather bad recovery move since it deals no damage and barely has anymore range than a Fire Fox, so you basically have to pray that you won’t need to sweet spot the edge in order to live.

---OTHER---​

Idle: Daroach floats just off the ground holding onto the front of his hat with one claw.
Kirby Hat: Kirby gains Daroach’s hat. For his copy-move, Kirby will spit out a frozen bomb at a low trajectory that deals 8% and of course freezes opponents.
Credits theme: Squeak Squad Theme Brawl Remix

SPECIAL ANIMATIONS

Entrance: Daroach teleports onto the stage and tips his hat slightly
Taunt1: Daroach spins his wand around a bit in front of him
Taunt2: Daroach chuckles evilly
Taunt3: Daroach pulls out a bomb but puts out the fuse with his other claw before putting it back
Squeaker Taunt: The squeaker will hop around in place while squeaking. About time there was a point to this stupid name Daroach gave to his group!
Win1: Daroach Throws his cape over his shoulder and goes “Hmph!”
Win2: Daroach takes out a bomb and throws it behind himself. The bomb blows up and scatters the losers as Daroach gets a wry smile on his face.
Win3: Daroach is seen in front of a treasure chest and he has an excited look on his face. He opens it up and pulls out a copy of Super Smash Bros…Melee?
Loose: Daroach claps while icy mist emits from his claws

SNAKE CODEC

Snake: Colonel, I’m fighting what appears to be a large rat.
Colonel: You mean Daroach? He’s the leader of an intergalactic gang of thieves known as the Squeaks. He has powerful ice magic as well as a bunch of bombs hidden in his cloak. Take caution when fighting this guy.
Snake: Squeaks? Oh, I get it, because mice squeak, and he’s a mouse. How clever.
Colonel: It’s not just him, the entire group is composed of mice. The weakest henchmen are even called squeakers.
Snake: So what are the higher-ups called?
Colonel: He has a special trio of minions that he uses to safeguard his most precious treasures. They’re called the Squeak Squad.
Snake: I really hate this guy.
Colonel: Nah, despite being a thief, he’s got a good side. He voluntarily apologized to Kirby after stealing his cake.
Snake: Cake? CAKE?!

UNLOCK INFO

How to unlock: Complete classic mode using The Squeak Squad
Unlock Message: “Daroach, the intergalactic thief, has joined the Brawl!”

TROPHIES

Daroach (Kirby Squeak Squad - DS) The leader of a group of thieves known as The Squeaks. He wields bombs and ice magic with his mighty wand. He came to pop star in order to acquire a legendary treasure and ended up nearly destroying the planet in the process.
Squeak Squad (Super Smash Bros Brawl - Wii) Daroach’s final smash. He summons his most powerful minions to do the dirty work for him. They normally fight using AI but can be controlled by the player as well.
Spinni (Kirby Squeak Squad - DS) The speed of the Squeak Squad. She is incredibly agile and practices various ninja arts such as the ever popular shuriken
Storo (Kirby Squeak Squad - DS) The brawn of the Squeak Squad. He is rather slow both physically and mentally, but he makes up for it with a massive hammer that could crush your skull if this game weren’t E10.
Doc (Kirby Squeak Squad - DS) The brains of the Squeak Squad. He is weak on his own but uses a hover craft to propel him around the landscape at high speeds In search of treasure. He also uses massive mechs to battle Kirby with.
Squeakers (Kirby Squeak Squad - DS) Daroach’s weakest henchman. These mouse-like creatures are extremely to destroy but there are a lot of them. In Brawl, Daroach has no qualms with abusing his servants to win, such as punting them at enemies.
Dark Nebula (Kirby Squeak Squad - DS) The ruler of the underworld who was sealed away in an old chest. Daroach accidently ends up freeing him, but thankfully Kirby saves the day and destroys Dark Nebula in a pathetically easy boss fight.
 

TheSnakeEater

Smash Rookie
Joined
Jun 27, 2008
Messages
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Location
Watching the Wizard of Oz for the 50,000th time (a
It's mostly for balance purposes. If he was heavy, strong, and fast with good range, he'd be broken. Making him middle-weight means that now he has strong offense but lacking in defense. Besides, underneath that armor, he's rather lanky.
He sounds a bit broken as it is. SPAM THE SIDE-B FOR THE WIN!!

Lightness doesn't balance characters. Mr. Game and Watch is a lightweight, and one of if not the best all-round character in the game.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
It's mostly for balance purposes. If he was heavy, strong, and fast with good range, he'd be broken. Making him middle-weight means that now he has strong offense but lacking in defense. Besides, underneath that armor, he's rather lanky.
So? That may be the reason why he didn't make it in Brawl as a playable character. Still, Omega Ridley should be heavy, because it's obvious that he is. He should be powerful, because it's obvious that he is. He should have excellent defense, because it's obvious that he does. Do you see where this is going? Phazon does that. That's why the Phazon Suit has incredible defense, and the Phazon Beam is extremely powerful.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
He sounds a bit broken as it is. SPAM THE SIDE-B FOR THE WIN!!

Lightness doesn't balance characters. Mr. Game and Watch is a lightweight, and one of if not the best all-round character in the game.
Lol, sure go ahead and spam Side-B. I'll just wait on the edge of the stage, sidestep you, and hit you during your end lag.

As for weight, it's not just that he's light, it's that he's light and big, so it's easy to hit and subsequently KO him.

So? That may be the reason why he didn't make it in Brawl as a playable character. Still, Omega Ridley should be heavy, because it's obvious that he is. He should be powerful, because it's obvious that he is. He should have excellent defense, because it's obvious that he does. Do you see where this is going? Phazon does that. That's why the Phazon Suit has incredible defense, and the Phazon Beam is extremely powerful.
Gannondorf, Ness, and Samus should be able to be nearly invincible and kill opponents in 5 seconds, becuase their games make it obvious that they can. Fact is, smash bros doesn't exactly follow canon strengths, and frequently makes adjustments for the sake of balance.

edit: I just remembred, Dark Samus was made in MYM2, and shouldn't Dark Samus be broken as well, even more broken than Omega Ridley, due to being made of pure phazon?

P.S. I probably won't be able to acces a computer until Sunday, so please be patient if I can't respond to you for awhle.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Gannondorf, Ness, and Samus should be able to be nearly invincible and kill opponents in 5 seconds, becuase their games make it obvious that they can.
I don't understand what you're trying to say here.

Fact is, smash bros doesn't exactly follow canon strengths, and frequently makes adjustments for the sake of balance.
Yeah, but that's no reason to place Omega Ridley in middleweight, the exact weight category that Pit is in. Samus is the seventh heaviest character in Brawl. She falls in "super heavyweight" according to SmashWiki. What you're saying is that Samus is heavier than Omega Ridley, which we all know isn't true. It's funny that Bowser would be heavier than Omega Ridley, and he's not that large in comparison to Omega Ridley. Omega Ridley should fall in "super heavyweight."

edit: I just remembred, Dark Samus was made in MYM2, and shouldn't Dark Samus be broken as well, even more broken than Omega Ridley, due to being made of pure phazon?
I don't know what "MYM2" is, but whatever. Dark Samus would probably be close to Samus, just a bit stronger in offense and defense. After all, in the Echoes entry regarding Dark Samus, it says that Dark Samus is stronger than Samus.
 
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