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Make Your Move 4

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SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Make Your Move 4
or
”The Infinite Sakurai Theorem”



>>THE IDEA
//As Stated by Fawriel

"The infinite monkey theorem states that a monkey hitting keys at random on a typewriter keyboard for an infinite amount of time will almost surely type a particular chosen text, such as the complete works of William Shakespeare." -Wikipedia

Now if we assume that there is an infinite number of alternate universes, that means there's also an infinite number of Sakurais, which means that there's an infinite number of Brawls, which means that every character who has ever existed will somehow make it into Brawl!

Now let's bring this totally scientific theorem to its completely illogical conclusion, right?


//What It Actually Is

Make Your Move is a contest in which full movesets for characters are submitted to be voted upon at the contests end. The idea behind Fawriel’s quote is that in some alternate universe somewhere, all the characters you wanted in Brawl…are actually in it! Make Your Move is your chance to show, through a full and complete moveset, exactly how any character would play in Brawl!

However, this is not limited to characters like Ridley, King K. Rool, Mega Man, and Krystal. In fact, you’re not even limited to actual video game characters, or existing characters at all! Past contests have seen all kinds of submissions! Additional characters from familiar universes like Super Mario and the Legend of Zelda, anime characters, historical figures, and even completely original characters from the creative mind of the moveset maker! In Make Your Move, anything is possible!



>>LEADERSHIP
//The Sandbags

This contest is run by a group of five people, known as the Sandbags. If you have any questions concerning happenings in this contest, or any other concerns, these are the people to go to. They will do their best to make the contest run smoothly and efficiently.


  • SirKibble (Sir Sandbag Supreme)
  • Chief Mendez (Chief Sandbag)
  • MasterWarlord (Master Sandbag)
  • Chris Lionheart (Lionhearted Sandbag)
  • KingK.Rool (King Sandbag)


>>THE RULES AND WHAT YOU NEED TO KNOW
//Posting Movesets

There is no limit on the number of movesets you may submit.

Submitting a character that has already been submitted, whether in this contest or a previous one, is permitted, so long as the movesets are significantly different from each other.

Due to the increase in moveset quality standards during Make Your Move 3.0, all movesets from Make Your Move 1.0 and Make Your Move 2.0 may be updated and resubmitted. Resubmitted movesets from Make Your Move 3.0 may have a maximum of 5 shared moves with their past-contest counterpart.

Movesets should not be reposted under any circumstances. If you have changed or updated your moveset, you are permitted to post a link to it in the thread, but do not repost the moveset.

You may retract a moveset of yours from the contest at your discretion. If you decide to do this, you are expected to 1) completely remove the moveset from the thread, and 2) notify one of the Sandbags that you are retracting the moveset via Private Message.


//Subspace Emissaries

Those users who chose to create Subspace Emissaries for Make Your Move 4 are expected to do so in their Smash World Forums User Blog, not in this thread.

Any user who is writing a Subspace Emissary may have a link to it added to the Stadium (see below) by requesting said link on the Stadium. The Sandbags will attempt to keep track of and add all Subspace Emissary stories to the Stadium, but are prone to miss a few here and there.

Subspace Emissaries will be voted on at the end of the contest in a similar fashion to movesets.


//Voting Regulations

In order to vote at the end of the contest a user must have made at least 50 posts in the thread, or submitted at least 3 movesets.

Users are not allowed to vote for their own moveset(s) or Subspace Emissary story.

In voting for movesets, users have 30 votes to use, with 6 of those being “Super Votes,” which count as a double vote.

In voting for Subspace Emissary stories, users have 3 votes to use, and only 1 is a Super Vote.

Users should send a Private Message to one of the Sandbags with their votes, stating the movesets they wish to vote for, along with the author of the moveset, and also specifying which are Super Votes. Votes posted in the thread will not be counted. Voting for Subspace Emissary stories will be handled similarly, through Private Messages.


//The Results

The votes received by the Sandbags from all the eligible voters will determine 40 movesets as the contests temporary “Top 40.”

After tallying up the votes and determining the Top 40, the Sandbags will commence what are known as the Sandbag “Picks, Kicks, and Shifts.”

Each Sandbag is allotted two each of Picks, Kicks, and Shifts.

Picks allow a Sandbag to add a moveset to the list that did not make it, at any location outside the Top 10. This allows unrecognized, but deserving movesets, to receive due recognition. Picks must be approved by a majority vote from all of the Sandbags, and all Sandbags are required to use both of their Picks.

Kicks allow a Sandbag to remove a moveset from the list entirely. This may happen in order to trade out a user’s moveset for one that the Sandbags feel is better, or to remove a joke moveset from the list. Sandbags cannot Kick a moveset from the Top 10, and Kicks must be approved by a unanimous vote from all the Sandbags.

Shifts allow a Sandbag to transfer a moveset to a higher placement in the list. Movesets in the Top 10 cannot be moved up, and no moveset from lower in the list may be moved into the Top 10. Shifts must be approved by a majority vote from all the Sandbags.

Picks, Kicks, and Shifts will occur in private, among the Sandbags, who will then release to the public the finalized Top 50.


//The Rewards

The Top 4 movesets will have a picture drawn of their characters in a Brawl on an actual Smash Bros. stage!

The winning moveset’s author will receive a gift download of any NES (or similarly-priced) Wii Shop game.

All winners receive bragging rights.

Other rewards may become available as the contest progresses.



>>LINKS
//General Archives

The Stadium, the home of the Sandbags, can be found here. See the comprehensive moveset list, request reviews of your movesets, and check out past Make Your Move contests!



>>ADDITIONAL RULES
//Common Sense

Use it.



>>ONE MORE THING…
//Something I Was Asked to Do

Finally, by popular demand:

lolchillinz



And with that... Let the games begin!



>>IT'S OVER
//The Top 50 Movesets

Key:
Place) Moveset (User)

1) Chef Kawasaki (KingK.Rool)
2) The Joker (MasterWarlord)
3) Mr. Shine and Mr. Bright (SirKibble)
4) Advance Army (SirKibble)
5) Dimentio (MasterWarlord)
6) Halberd Crew (K. Rool, MasterWarlord, SirKibble)
7) Mach Rider (Chief Mendez)
8) Black Doom (Hyper_Ridley)
9) Super Star Helpers (SirKibble)
10) Jonathan and Charlotte (Spadefox)

11) Cortex and Tiny (MasterWarlord)
12) Kefka (Spadefox)
13) Deoxys (Chief Mendez)
14) Gemini Man (SirKibble)
15) Cortez (Hyper_Ridley, goldwyvern)
16) Simirror (Agidius)
17) Pleinair (Emergency)
18) Fang the Sniper (Hyper_Ridley)
19) Wheelie (Hyper_Ridley)
20) Capsule J2 (MasterWarlord)

21) Jafar (KingK.Rool)
22) Peter Pan (Tanookie)
23) Roll (Meadow)
24) The Sandbags (Chris Lionheart)
25) Shanoa (MarthTrinity)
26) Aeon (Spadefox)
27) Undead Hero (dancingfrogman)
28) Snorlax (KingK.Rool)
29) Viola (Junahu)
30) AOSTH Robotnik (dancingfrogman)

31) Kid Goku (TheSundanceKid)
32) Wiz (Kholdstare)
33) Guntz (Spadefox)
34) Electrode (KingK.Rool)
35) Daroach (Hyper_Ridley)
36) Death (Hyper_Ridley)
37) Pokey (The Trophy Master)
38) Anonymous (Kholdstare)
39) Hyper_Ridley (Hyper_Ridley)
40) Uchiha Sasuke (TWILTHERO)

41) Electroplankton (Akiak)
42) Frog (SirKibble)
43) Ken (BKupa666)
44) Charley's Ghost (cheap_josh)
45) Wispa (Junahu)
46) Mega Man (Chief Mendez)
47) Hades (BKupa666)
48) Midna (half_silver28)
49) Lyon (Spadefox)
50) Skyler Ocon (SkylerOcon)



//The Top 3 Story Modes

1) "Playing God" (Hyper_Ridley)
2) "The 13th Hour" (Spadefox)
3) "Armageddon" (Chris Lionheart)



- THE END -
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
K. ROOL'S LINK-UP SPACE

~~~This is the wonderful, jolly place where you'll be able to check in on all of my MYM 4 work.~~~​


~~(SNORLAX)~~



Why read it? Well, you see, he has sleep attacks. He attacks in his sleep. And he can put himself to sleep with a good ol' Rest. Yeah, Rest. Every attack is named after a Pokemon move. Watch out for the awesome Munchlax clone there at the end.

~~(OBLIGATORY COMPLIMENTS)~~

Sonic the Baron says: "Snorlax is a pretty d*mn good moveset."

Hyper_Ridley says: "Snorlax is awesome. I like how the sleep moves are actually useful enough to warrant using rest. He's like a heavyweight who can actually fight worth a d*mn in competitive play, so kudos to you."

darkserenade says: "Snorlax is guranteed a spot in the Top 50. I KNOW FOR SURE."

TheSundanceKid says: "Muchlax! I love Munchlax!"

Kholdstare says: "Holy fudge, Snorlax is awesome. One of my favorite Pokemon characters of all time. Good job, KingK.Rool."

And our Chief Sandbag, Mendez, says: "It looks great, it was easy and fun to read, very creative, and an amazing sendup to the source material."

***

--ELECTRODE--

My second Pokemon moveset, and probably my last for a while. Electrode is based around two attacks: Charge and Selfdestruct. After enough charging, all of his attacks get significant boosts; after a Selfdestruct, they get considerably weaker. Sounds simple enough, yes? Oh, and... it's a ball. I made a moveset for a ball.

--OBLIGATORY COMPLIMENTS--

~Cruxis~ says: "Electrode = WIN. Well-designed and my fav electric type. Nice work, man."

Commander Blitzkrieg says: "Great job, King. I loved how you incorporated three forms of Electrode into his moveset. "

Tanookie says: "Great job on Electrode, K.Rool. Very creative and you made him a truly unique character."

cheap_josh says: "I was looking forward to this moveset, I remember you talking about it earlier, you did not disappoint at all. You've got interesting mechanics and everything."

half_silver28 says: "Electrode [is] PURE WIN, & I wouldn't mind seeing [him] win the whole thing."

And the Detail Nazi himself, MasterWarlord, had this to say: "This is simply beautiful... This was truly a pleasure to read through, taking little effort for a massive pay-off."

***

~~~ JAFAR ~~~



This moveset was conceived of and completed in a space of three days. Don't let that fool you. It's based off of Mendez's legendary layout, and is truly nice to look at. Beyond that. it's really easy to go through, much more concise and to the point than my earlier ones. And even if you're not familiar with the Disney villain, this moveset is simple enough to understand, no inside references or somesuch.

~~~ OBLIGATORY COMPLIMENTS ~~~

Hyper_Ridley says: "One of your best."

BKupa666 says: "Excellent Jafar moveset."

Tanookie says: "Love Jafar. Love him, love him, love him. Great job."

SirKibble says: "Jafar is awesome, though! I really liked how well his moveset fit him, and the Final Smash was just too awesome."

And in his (very positive!) review, MasterWarlord said, among other things: "Outstanding, simply outstanding." "The play style section... is among the best, if not THE best, I have ever seen." "It’s among the best moveset organizations in the contest up with Mendez’s."

"This is a prime candidate for one of my very limited super votes."

***

CHEF KAWASAKI!



This is the face of evil. Kawasaki has a really unique mechanic where he cooks while fighting. I really can't explain it here, go check it out. While you're at it, check out the 72 recipes a skilled player has at their disposal. This is probably my best, as the below comments might attest.

OBLIGATORY COMPLIMENTS!

BKupa666 had nothing to say but "That. Was. Epic."

SirKibble agrees: "That...was absolutely epic... I am speechless."

Kholdstare raves: "SWEET HEAVENS CHEF KAWASAKI IS AWESOME. A definite recipient of one of my Super Votes if nothing better comes along. I doubt that something better will come along."

Agidius says: "Kawasaki is wonderful. You truly did this character justice, despite the cliche that phrase is becoming."

half_silver28 says: "This moveset is made of absolute freaking win. It's one of very few movesets that I actually read the first time I saw it. This is getting a super vote. :bee:"

Spadefox says: "I applaud you. This is easily one of the best movesets, mixing up an unique playstyle with great descriptiveness, organization and witty comments in the attack descriptions."

Tanookie says: "Kawasaki is EPIC. Seriously, seriously EPIC. Definitely a super vote candidate. I love the playstyle section, all the moves are incredibly wacky and fun, and your writing style is just Sakurai-enough to make me feel warm and fuzzy inside. Awesome job."

MasterWarlord himself considers Kawasaki one of the best in the contest, too: "BRILLIANT. Sheerly brilliant! We have a rival for Black Doom, folks! The play style is so omg interesting what with the whole thing revolving around the pot, and his non pot related moves are highly interested as well, the dthrow, nair, and fair being prime examples."

So let's have some more Detail Nazi ravings, from his review: "You know what though? I’d be perfectly happy if this masterpiece won. It’s better then Mach Rider. It’s better then Black Doom. It’s better then sliced bread!"

"I quite honestly can call this my favorite moveset out of all of them. This is a lock for a super vote and is already looking like it’s gonna become MYM 4’s Dracula."

***

GALAXY MAN

http://www.smashboards.com/showpost.php?p=6459054&postcount=9151

I did something really different with this one, writing it as though it was a government log or something of the sort. This results in very concise, fragmented sentences that some people enjoyed as unique and others found impossible to decipher. It's got some of my best ideas, even though they were largely passed over due to the layout. Still, it's very unique, and if you like it, you like it. I had fun with it.

OBLIGATORY COMPLIMENTS

Kholdstare says: "That moveset is incomprehensibly awesome. *locks down Galaxy Man as a super-vote*"

Smash Daddy says: "Galaxy Man is very good. Your concept with the gravity is unique and certainly diversifies the character away from most others, and the playstyle is excellent. Very much up there in terms of quality - good job."

dancingfrogman says: "Awesome set K.rool, organisation is top-notch."

And SirKibble, the Sandbag Supreme himself, says: "Yay! The style was excellent, and I love the gravitation mechanic."
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
SEASON 1
_______________________
Episode 1
_________________________________
SIR KIBBLE IS LEAVING MENDEZ?! WILL BLITZKREIG EVER WAKE UP FROM HIS COMA? CAN H&R STOP HIS EVIL TWIN BROTHER?! Join us next week for another exciting episode of: THE YOUNG AND THE MOVESETS.
_______________________
Episode 2
_______________________________
The Young and the Moveset: Chris Lionheart is back from the dead! He was buried alive by Cheap Josh, who wanted to cash in on the life insurance! He was saved by a mysterious stranger who is yet to be revealed....
_______________________
Episode 3
_______________________________
From last episode, you may remember that Chris Lionheart was burried alive!! O NOEZ!! He was then saved by a mysterious stranger....'twas none other than SMASHBOT!!! Why? Smashbot owed his daughter's life to Chris Lionheart by helping her through a mysterious disease! Smashbot learned of Josh's plot through a drunk TWILGHTHERO! Yet, what happened to TWILIGHTHERO....?
_______________________
Episode 4
_______________________________
As you know (from two episodes ago), TWILGHTHERO (TH) is a pilot who struggles with alcoholism =O!!. He then boarded his plane and flew it DRUNK (O NOEZ!!)! He crashed and fell unconcious in a feild in Northern Ohio (lolwut?) and he is about to experience AMNESIA!!!!
Meanwhile, Sonic the Baron (StB), a retired baseball umpire who owns a bar at the center of the earth ( NO WAI!!!) comes up after a long day of work. When he sees a strange car parked in front of his house....(Uh-ohz!! Cliff Hanger!!)
_______________________
Episode 5
_______________________________
We last left TH lying in a field awakening with amnesia! (AMNESIA?!) He now wakes up believing he is Lithuanian immigrant who has come to America to work in the meatpacking buisness. (O RLY?) He then travels to the stock yards searching for a job....
Meanwhile back at the ranch, StB enters his house- AND FINDS HIS WIFE HAVING AN AFFAIR WITH HIS CLONE, BARON THE SONIC! =O!!! Enraged, he spawns a wiffleball bat and throws it at BtS, killing him instantly. His wife is screaming and threatens to call the police...StB is now a wanted man.....
_______________________
Episode 6
_______________________________
Going back to the first episode (lol, FLASHBACK!!) Kibble left Mendez and took the kids. Since it was Mendez who brought home the bacon (mMmm...Bay-con), Kibble was forced to move back in with his old roomate, Chuggs. Kibble at first could not come up with the rent...so he was forced to dance at the BLUE IGUANAgentlemen's club XD!!
Mendez, was left devistated by Kibble's leave and soon fell into a spiral of depression....
_______________________
Episode 7
_______________________________
StB is now running (he ran so far away, he ran all night and day...) from the law! Let's see what happens next:

A phone rings in an office. Some one quickly answers it. It's none other that AGI THE MICROSOFT NERD easilly amused, milk-drinking detective (he done gotz a strange obsession with da paper clipz)! He has been informed of StB run from the law and is in charge of the investigation....
NOA elsewhere....
Kibble has lost his apartment (GASP!), Chuggs has died of alcohol poisoning in a game of Drink the Beer (lolwut?!). His chillinz (children..lol) iz now in foster care (DA GOVERNMENT CAME AND TOOK HIS BABIEZ!) He has also lost his job at the, um, Blue Iguana (Sorry, Kibble). He is a ragamuffin (What kinds of muffin blueberry? banana?) and begs on the street. Little does he know said street is frequented by BKUPA, THE STRUGGLING ARTIST!!....
_______________________
Episode 8
_______________________________
We return back to the streets with Kibble, who done lost his chillinz, on the cruel streets! Bkupa, the struggling artist sees the poor fellow down on his luck. You see, BKupa is an artist(YOU'VE SAID THAT ALREADY!) without da fancy-shmancy art school. He roams around the city looking for burts of inspiration. He approaches Kibble. Kibble puts forth a grimy hand and in it a paper cup. Bkupa is instantly struck with inspiration for a painting and takes Kibble to his studio.

--Season 2--

Ep: 1


*Grabs smashball* OH YEAH....HIYAAAAAAAAH!!!! IT'S THAT TEIME AGAIN!! (Time for dinner?) After a very small hiatus, THE YOUNG AND THE MOVESETS RETURNS!!

SEASON TWO BEGINS:

As you may remember ( I gotz da short term memory loss) Kibble left Mendez in a downward spiral of depression....

Mendez was shocked when Kibble left. He never thought that the relationship would end. He began to spiral of depression, he quit his job and became obsessed with getting Kibble back.
HERE'S A ARTIST'S RECREATION!! :


He knows he should go plead his job back, but everything reminds him of SirKibble. Probably because he works at a dog food factory....

Back to Kibble (lolnotdogfood)

BKupa leads Kibble in his studio and tells him to get back into the pose (perverts) he was doing in the street. BKupa then PAINTS. He paints and ends up creating his masterpiece.



Now, what to do with it?

______________________________

Ep: 2

It's NAO time for another episode of....THE YONG AND THE MOVESETS!! BUT FIRST...TYATM is brought to you by (that's right, we have sponsers now.) GREASY GARY'S BURGER SHACK! Home of the meat-flavored sandwich! *bites burger* MmMm.....I don't mind the taste !

Now time to continue....

As you may remember, Agi the MICROSOFT NERD detective is now in charge of finding StB. Let's see how that goes shall we?

StB can hear the sirens approaching. He is dirty, tired, and hungy. He hasn't rested since he killed BtS, and now grows weary. Trapped in an alley, knowing that he only has a little bit of time to hide, so he jumps into a trashcan. Teh Police Car now pulls up, closely followed by a black Sedan. Agi steps out and is informed by the police cheif that StB has been spotted near the area. Agi checks the place out and looks under a couple boxes. Agi announces that SStB has been here, but they have arrived a bit late. StB lets out a sigh (lol, cliche) as Agi walks toward his car. Agi stops. He turns around and moves closer to the trash can....

Meanwhile....
TH stands in front of a big factory, admiring the size of it. The factory has PKSMP written on the side of it. TH enters the factory and approaches the desk. "Work" he says with a heavy accent. The receptionist leaves and enters another office. When she returns he is accompanied with PK Skyler, the owner of the plant. "Work" TH repeats again. PK Skyler nods and takes him through the double doors of the factory. TH stares in awe at all of the workers preparing meat, shoveling guts, and herding cows. He wishes to become a cog in this great machine....

__________________

Ep: 3


OMGZ IT BE THAT TIME AGAIN! ANOTHUR UPDATE!!

We last left StB in a trashcan(lol) hiding from Agi THE MICROSOFT NERD. StB sighed to loudly and caused Agi to approach the can...

Agi moves closer. StB is holding his breath, he can't afford to make a sound. Agi opens the other two trashcans to the left of StB (lolsuspence!) and peers in. Finally he rests his hand on StB's can. He stops (You're just milking this, aren't you?). He kicks the can, and out comes a rat. Agi kicks the rat away and examines the base of the trash can. NO WAI. AGI JUST FOUND A PAPERCLIP =O!! Agi quickly picks it up and begins to play with it, much to the other officer's confusion. Agi puts the paperclip into his pocket and leaves as the patrol cars tail him. StB is safe...FOR NAO....

PKSkyler has just finished explaining the rules and anatomy of the plant. He gives TH a mop and points him towards the killing floor. TH eagerly grabs the mop, hitches up his pants, and proceeds to decend the stairs. The stench is maddening, steam flows up from the ground when the hot guts touch the icy floor. The floor is flooded with pools of thick red blood. TH's job is to mop up the blood while shoveling the guts into a small opening in the floor, which leads to the furnace. TH knows it's hard work, but he would do anything to not go back to Lithuania (lolwut?)

______________________________

Ep: 4

It's NAO ThAT TIME AGAIN!! DIS EPISODE COMES WITH A BIG THANK-YOU TO DARK SERENADE!
We done last left off with BKupa's painting of Kibble(not dawg food) let's see what's going on in the neighborhood of make-believe with them...

Bkupa presents his painting to Kibble (But he haz dirty handz). Kibble looks in awe of the great justice the picture does him. BKupa informs him that sadly, he has nowhere to show off his artz. Kibble hangs his head. He suddenly cheers up. He unwraps one of the papers on his feetz that he was using for a shoe. The dirty sign reads: ART *Footprint* GALLE*Blood* THURSDA*grease* NEW ARTISTS WELCO*brown crusty stuff* Bkupa smiles and decides to paint MOAR.

Meanwhile, back at the ranch at the PKSMP Plant....

TH eagerly sweeps up the guts. He is a hardworker and earns his keep two times over. PKSkyler has noticed this. With each passing week, PKSkyler adds a bit more to TH's paycheck. TH soon has enough moniez to rent an apartment near the plant. *week passes by* Th has learndz english and has become a highly succesful worker at the meat plant. He has now been promoted to butcher, who cut slabs of meat from passing carcasses. The production has increased vastly since TH arrived. After a day at work, TH relaxes in his apartment when he hears a knock on the door....

Elsewhere....
A big party has just finished. Party guests now leave the apartment with memories of good times and good drinks. This has been a celebration for the premire of a big broadway show. We see two stumbling figures make their way apart from the crowd. It is none other that IRON THORN, the lead actress in the play. Supposrting her is her understudy, Dark Serenade (DS). They stop near the top of the stairs (uh-ohez), IT is drunk out of her mind and has no idea what's happening. In a brisk movement, DS pushes IT down the stairs. She wanted the lead role, and felt it was stolen from her. This wouldn't be so bad....IF IRON THORN WEREN'T SO DEATHLY ALLERGIC TO STAIRS!!!!!!!! =O!!!

________________________________

Ep: 5


As you remember, TH has been working in PKSkyler's plant. TH is truly a hard worker and gets paid accordingly. Now, a tired TH relaxes at home watchin da telly when he done hears a knock on his door. Th gets up and answers it. It is none other than...PKSKYLER!! PKSkyler has come brining da good newz. TH IS NOW THE ASSISTANT MANAGER OF THE PLANT!!!! =O!!! TH is overcome with joy and shakes PKS's hand in acceptance. That is not ALL PkSkyler brings though...he then pulls out a CELEBRETORY SIX- PACK O'BEER! (OH NO!!) AS YOU MAY REMEMBER (lolredundancy) TH WAS A PILOT WITH AN ALCOHOL PROBLEM!! TH looks at the six pack and sniffs a bit (NO WAI IZ IT HAPENIN). HIS MIND IS FLOODED WITH MEMORIES OF GETTING WASTED AND SLEEPING IN DA SNOW, PLAYING A GOOD OL' GAME OF DRINK THE BEER, AND NUMEROUS OTHER ACCOUNTS. This then happens (Kumar is TH and the Bag is a Big can of Beer. The song plays and everything. Ignore the last part. PLESE WATCH!): http://www.youtube.com/watch?v=y-hKoBtTCZc.
*waits for you to finish vid* TH NAO REMEMBERS WHO HE BE! He yells out his name and runs outside, much to the shock of PKSKYLER. He runs to the nearest bus stop and begins to head home....

____________________________________

Ep: 6

In mah last episode, TH finally regained his memory thanks to PK Skyler's celebratory SIX PACK O'BEER =O!!! TH quickly done went to a bus stop and be on his wai home. Let's how that goes....shall we? Guy: I don't want to see how that turns out... *is shot*

TH is sitting on a bus stop. A woman sits down next to him. TH then asks the lady, "You want some candy?" He sits fidgeting and anxious to get home. Why? BECAUSE HE LEFT THE TOASTER ON BEFORE HE LEFT! THINK OF THE ELECTRIC BILL =O!! He also mizzes his cat, Mittens. The lady stares at him in confusion. TH then explains to her everything that has happened to him, and the lady burts out laughing. TH ignores her laughter and continues to wait. The lady cannot stop laughing! TH has grown(lol he be a plant!) agitated. The lady is turning red, insulting his intelligence, and questioning his sexuality. Finally TH has had enough, he tells the lady to STFU No0B!! Insulted, the lady stops laughing and hits him in the head wit her umrella. TH has been knocked out. The lady, thinking he was dead, quickly flees. TH wakes up. HE NOW BELEIVES HE BE AN UNDERPRIVILLAGED YOUTH WHO DREAMS OF PLAYING IN THE NBA!!!! (not again!)

Elsewhere...
Iron Thorn wakes in in the hospital. When she awakens she sees DS standing in front of her with a box o' chokolatez. DS has a big smile on "her"(lol) face and tells Thron she has been in a coma for a week. Thorn then remembers about her role in the play, and questions DS. DS tells her that she took her place until she gets better. Iron Thorn feels uneasy as DS talks about the play...

____________________________________

Ep: 7

Dat's right chillinz, it's that teim again!! WE CONTINU THE STORY!! =O
but first! We would all like to send our love to the fameli of Guy. He will live 4eva in our memoriz. R.I.P GUY 2008 to 1456.

NOW IT"S TIME FOR THE SHOW!!

We done last left kibble for dead and Bkupa thinking about the art fair where they will share their painting wit da world. Let's go and see...

Kibble offers BKupa the paper he be using for a shoe. Bkupa hesitantly takes it and grips it with two fingers. He alkwardly smiles at Kibble who smiles back. BKupa jots down the address and hands it back to kibble, who asks for sum tape. After Kibble fixes his shoe, the two set of for CAPITAL PARK =O. When they arrive they see numerous forms of art and extravagent booths. BKupa sets up a small and modest booth near the end. Kibble stands in front of the booth urging people to look at teh artz. Bkupa feels that Kibbles's smell ( which is kind of like rotten mushy onions combined with other...um..."matter") is driving the people away. He tells Kibble that he done see some great food in the dumpster. Kibble eagerly runs off and dumpsterdives for some food. Bkupa is left at the booth......

Meanwhile,
Agi is at a bar. He orders another bottle of milk while the bartender explains that he aint got no milk and that Agi brought the first glass in with him. Agi ignores him and slams his head on the counter. He has made little to no progress on StB's chase. He takes out his paperclips and fiddles with them. He starts talking to them and asking for advice. He answers his own questions and has a huge conversation with his paperclips. The bar stares at him and the bartender kicks him out. Agi takes off his coat and hat while he announces that he is home. No answer. He goes into his bedroom and looks at the bed. A single paperclip with some string attached to it. It is none other than SHIRLENA! AGI'S WIFE!! =O!! Here's a pic of her:



(O YA I WENT THAR)
Agi and Shirlena discuss the matter when Agi realizes something...

____________________________________

Ep: 8

THE YOUNG AND THE MOVESETS!! =O!! That's right, for the first time in dayz....TYATM IS BACK ON THE AIR!! We last left Agi at home with Shirlena discussing the case with StB. Let's see how dat goez...

Agi talks to Shirlena while makes some coffee. Agi is depressed. The trail on StB has run cold. He feels that he has missed something though. Shirlena hands him a cup of coffee and Agi takes it. He drinks-THEN SUDDENLY SPITS IT OUT scalding Shirlena. He thinks about the fatefull day in the alley. StB WAS IN THE TRASHCAN =O!!! Agi grabs his coat and heads out the door while a dark sky looms overhead...

Meanwhile StB wanders the city streets. He is in a bad neighborhood and looks at his surroundings. Around him are numerous sights: A body outline near the sidewalk, a man fighting a lion, and a naked man arguing with a wall. StB shivers with cold as night falls. He has no shelter, his box was taken from him by the Repo Man. IT SUDDENLY STARTS RAINING!! =O!!! StB thinks of where to go...when he remembers MARTH TRINITY, HIS OLD FRIEND!!

____________________________________


Ep: 9

Okayz...we done left TH with another case of amneezy. Dis tiem he wants to play in the NBA. Let's check up on him...

TH stands out infront of a large stadium. A large banner on the stadium says "CAPITAL STADIUM-HOME OF THE CAPITAL CITY LEMMINGS" TH enter the stadium. He has brought all his good luck charms: AN OVER 9000 LEAF CLOVER, his lucky pencil, a penny he found once, and a rabbit's foot with part of the rabbit still on it. He notices that the Lemmings are practicing today, he is thrilled. TH approaches the coach, he tell him that he wuld liek to join the team. The coach scoffs at him and tells him to GTFO. TH tells him that he haz skillz. The coach then rubs his chin and ask if said skillz would pay da billz. TH eagerly nods. The coach then blows his whistle and calls the team captain - IVORY FLAME. The Coach tells TH that if he wins a 1 on 1 game with IF, he'll be on the team. TH stretches out and heads towards the court...

Iron Thorn is in her room. The doctor has told her that she is ready to walk and has given her some crutches. Akwardly, IT paces about her room exercising her legs. She examines the various gifts on her table when she hears a sound. She turns around and hears footsteps running away. IT limps out and sees a black dress turn the corner. She then turns around and goes back into her room.

Dark Serenade sits in her car panting. She puts her elbows on her BLACK DRESS (=O!!) and thinks. IT is getting better. DS has been so busy with the role that she forgot that it was only temporary. DS needs this role. She can't let IT ruin her chance at stardom....she quickly drives off heading towards her house...


Season 3
Ep: 1
THE YOUNG AND THE MOVESETS!!
HAI THAR EVERYONE!
(Audience) HI THAR, SUNDANCE!
HOW MUCH DO YOU LOVE TYATM?!
(Audience) WITH ALL OUR HEARTZ!!
WHAT WOULD YOU DO IF THIS SHOW WENT OFF THE AIR?!
(Audience) WE'D KILL OURSELVES!

When we done last left Kibble(not dawg food) and Bkupa, they were atz the art fair. Let's check in on them...
Kibble is head first in the dumpster, grabbing everything that seems edible. He CANNOT believe the things people throw out: French fries, old hamburger buns, a banana peel, and some expired milk...well technically yogurt now. OM NOM NOM NOM. Kibble suddenly stumbles upon this:

Kibble holds this in his hands and admires the artwork. He hallucinates and the comic suddenly becomes A BIG TASTY PASTRAMI SAMMICH! Kibble eagerly devours the comic. He then stuffs whatever he can find and heads back towards the booth. When he arrives, he sees a big crowd gathered around B Kupa's booth. He heads toward the center of the commotion (which isn't hard because he has a colony of POSSUMS LIVING IN HIS CLOTHES =O!! He calls the big one "Bitey".) He sees Bkupa shaking hands with a man who looks like this:

except without the pedophillia...
Bkupa inform Kibble that the man is none other than SMASHERK, THE BIG ARTZ DELLAH! SK has just bought the painting and has signed Bkupa to a contract (with Kibble, of course!) Now BKupa is not a struggling artist anymore...Kibble still is a hobo though...

Meanwhile, at the Lab
Dark Serenade sit at home thinking about what to do. She looks everywhere but cannot find a way to hurt Iron Thorn..all she sees are guns, knives, brass knuckles, and a spoon. She gets an idea and runs to hear medicine cabinet. She finds EXACTLY what she needs there...
______________________________________
Ep: 2
THE YOUNG AND THE MOVESETS!
ZZZZzZZz....Oh hello. I am proffesor Oak and this world is inhabited by creatures we know az POKEMANZ!!!!! Some use POKEMANZ!!! for pets, others for fighting. If I could just find my pants I could show you my lab....no don't run away! I really am a professor! Ash, wait, I can explain! .....at least I still have my.....POKEMANZ!!! UP DA BUTT, CHARIZARD!!!

We last left DS at her house, plotting her plot (lolredundant) to ruin Iron Thorn....

IT is napping on her bed, tired after a day of walking around. DS enters and quietly closes the door. DS wakes IT up and congatulates IT on her speedy recovery. IT cheers up but knows she still has about 3 weeks until a full recovery. DS reaches into her purse and pulls out a bottle of champane and two glasses. IT stares at the bottle, not having anything decent to drink in 4 weeks. DS explains that she smuggled it in especially for IT. DS commences to pour the two glasses as IT turns her back to get her crutches. THIS IS WHAT DS HAS BEEN WAITING FOR. DS quickly pulls two sleeping pills from her purse and puts them in IT's glass. The malicious pills fizzle away into the drink. DS hands IT the glass and proposes a toast to health and prosperity. IT unkowingly drinks the champane....


Meanwhile At the Bat Cave
StB walks up the steps leading to Jungle Apartments. A tenant sits in the hallway sipping his beer. StB asks if he's in the right place. The tenant confirms that StB is in the Jungle and welcomes him. StB snickers and asks the tenant if the residents have fun and games. The tenant gets up and slaps StB, saying the don't tolerate that kind of crap here. The tenant then points at a large blue sign that reads: NO WELCOME TO THE JUNGLE. DENIED. StB nurses his wound and heads up the stairs to MarthTrinity's apartment...
_______________________________________
Ep: 3
THE YOUNG AND THE MOVESETS!!!
*enters* It's a beutiful day in the neighborhood, a beutiful day for a neighbor! I have always wanted a neighbor, just like you. *takes off suit and puts on a sweater*I have always wanted to live in a neighborhood with you! So let's make the most of this beutiful day, and since we're together, we might as wll say. Would you be mine, could you be mine won't you be my neighbor? Won't you please? Won't you please? Please won't you be...my neighbor? Hi there neighbor. My, I've seen you grown since last time...you're getting bigger everyday! I think you are now able to do things you couldn't do before, it's all a part of growing up. Now let's see what's happening in the neighborhood of Make-Belive. Trolley? *trolley rings and goes through a tunnel* R.I.P FRED ROGERS

OKAYZ NAO, LET'S BE CEREAL...We last left Dark Serenade in Iron Thorn's room, having slipped sleeping pills in her drink...

Iron Thorn finishes her glass and thanks DS for being so generous. DS smiles as she drink her glass. IT looks pale for a moment and collapses on the floor. DS calmly walks toward the door and locks it(=O!!!). She walks over toward IT's body and brings out the legs from under her. DS isolates the injured leg, which has now been out of a cast for 4 days. DS fumbles in her purse for the OTHER tool. She slowly takes out a hammer from the bag. (at this point you're probably wondering how DS snuck a hammer into a hospital. Well, you see, the gaurd was on a journey to requisition his groove..) DS looms over IT with fear and rage. She quickly brings down the hammer! The hammer strikes poor IT's leg and crunchiong sounds can be heard. DS must be carefull not the break the bone too much, or suspicions may arise. After 3 more blows, DS sprays IT with some champagne and arranges the crutches to make it look like a fall....

TH is readyiez to challange Ivory Flame for a place on the team. TH takes out the ball and the game starts. They are both evenly matched, though IF has more experience, which gives him a small upperhand. They continue, matched basket after basket. The coach finally has enough and announces whoever makes the next basket wins. IF has possesion of the ball and is at the three pointer line when he begins to shoot. TH warns IF to look out for DA GIANT FISH IN A BEAR SUIT! IF is not falling for TH's cheap tricks and DUNKS TEH BALL! it kind of looks like this (up to :23) http://www.youtube.com/watch?v=wcthyMEvoc4&feature=related. IF has defeated TH. The coach is about to turn down TH- WHEN ALL OF DA SUDDEN THE FISH IN THE BEAR SUIT SHOWS UP AND MAULS ONE OF THE PLAYERS!!
After this incident, the coach shakes TH's hand and welcomes him to the team.
________________________________________
Ep: 4
ZZZzzzZZ....*gets poked by cameraman* (CM) Sundance, you're on live. (me) meh..*continues sleeping* (CM) *pokes harder* You're ON LIVE. Get up and start the show! (Me) You're not the boss of me! (CM) *kicks* GET THE HELL UP! (me) I'LL KILL YOU AND WEAR YOUR BOOTS! *pulls out knife*
*sounds of things breaking can be heard, as well as the camera man's screams* (me) I'LL USE YOUR BLOOD AS SYRUP ON MY PANCAKES!

THE YOUNG AND THE MOVESETS
okayz nao, time to start the show....We dun last left StB infront of Marth Trinity's apartment door...

StB stands outside MT's door and waits patiently. MT opens the door and is shocked to see StB. He hugs StB and asks what has he been doing all this time. They have known each other since High School, which let out a week ago (=O). StB sees that MT has some luggage and seems to be leaving, he asks where MT is heading. MT replies that he has a job downtown and invites him to join. StB accepts and the two are off to MT's workplace. The two catch up as they ride in MT's car, which is surprisingly nice....anyway, the two pull up next to an ol' abandoned warehouse. StB looks at the warehouse in confusion while MT gets out of the car. StB then asks what sort of job MT has, to which MT replies he is a referee. As the two enter the warehouse, MT tells StB pull up a chair and wait for him. StB looks for a chair and sees none, so he sits on a box. After 2 minutes, MT comes back in his stripped shirt and beckons Baron to follow. As they make their way across the universe to the back, StB asks him exactly what kind of ref is he. MT smiles and replies that he referees bear knuckle boxing. When they enter the back, a throng encircles two shapes. StB asks how the men recover after such a beating. MT chuckles as asks StB if he sees any fighter is the arena. StB looks around and states he sees no fighters and follows MT as he makes his way to the center. When StB arrives....HE SEEZ TWO BEARS WIT BOXING GLOVES FIGHTING!! =O!!!

Kibble(not dawgfood) relaxes as Bkupa packs his things, as he is moving to a bigger apartment across town. The money SmasherK paid for the painting was enough to rent a 2 bedroom apartment in a nice neighborhood. Bkupa stops and recalls that he has not properly thanked Kibble for his inspiration. He walks over to Kibble and pulls out a wad of cash, he asks Kibble what would he like to do. Kibble stares in amazement and asks if Bkupa will do ANYTHING he asks. Bkupa nods and asks again (=O). The scene opens up with Kibble and Bkupa standing in their underwear. Bkupa aks if Kibble is SERIOUS about the request. Kibble nods with a grin. He tells Bkupa that Mendez never used fabric softener-BUT HE'S NOT AROUND!! Kibble then proceeds to pour half a bottle of fabric softener into the washing machine as he yells with glee. The camera then zooms out to a building that reads '24 HUR LAUNDRY".
________________________________________
Ep: 5
*INSERT FUNNY AND CREATIVE OPENING ACT HERE*

THE YOUNG AND THE MOVESETS!

We done last Agi in da cold city, getting his head togetha...

Agi drives to the alley where he made his encounter with StB. He stands in the same spot he stood on that day, and he carefully recalls what happened. He walks over to the trashcans and pulls one open. A hobo quickly punches Agi and yells at him for lettin the heat out. Agi gets up and decides that was the wrong trashcan, so he opens up another one. This time the trashcan is full of sign that say StB was indeed here. They kinda sotra look leik dis:
. Agi knows he has failed, he had the chance to end this case early, but he let it get away from him. He pulls out a flask from his coat. He drink deep and haz himself a long drink. He chugs about half the flask, then wiped the chokolate milk moustache on his face. He walks dizzily to his car. He adjusts his rearview mirror and begins to drive. A few minutes later he sees police lights tailing him and begins to pull over. He is a nervous wreck, he is scared he'll getz a DUI. The cop walks over to Agi's window and asks him if he has been drinking. Agi truthfully replies with a yes, that he has drank 3/4th of his flask. The cop takes out a breathalyzer and tests Agi. The tests come back wth a 0 BAC. The cop looks at him strangely and lets him go...

IT wakes up alone. As soon as she wakes a sharp pain shoots at her leg. She realizes that she in on the floor. She screams for help and nurses soon rush in. Her leg is in bad shape, it's a deep purple (SMOKE ON THE WATER!) and badly inflamed. The nurses carry her to bed as the doctor prepares to do sum surgery =O......
________________________________________
Ep: 6
(Sakurai) Hello everyone. I know you were all expecting Sundance to come out here and introduce the show. Well, let's just say he's a bit tied up and the moment...*laughs*. (scene flashes to me playing a version of Brawl with no tripping) I have come to understand that you people are not happy with the way I've programed Brawl. You think Metaknight's too broken, you hate tripping, and YOU HATE MY STAGES. I tried my best and this is how you repay me? You guys want and explination? I WAS HIGH, HAPPY NOW? I was high and MK came on me to me in my dreams and told me to make him good because we wuz mah baby. *pelvic thrust* YOU MUSHT RECOVAH! *shrill shriek*

THE YOUNG AND THE MOVESETS!
*comes back from playing zero trip Brawl* Well, I hopez Sakuria didn't boar you guyz...

Agi continues driving after being stopped by the police. He realizez he needs some tunez to soba him up. He turns up the radio, and "I feel liek Makin' love plays". Agi informs us that dis iz da ****z and turns it up. He doesn't realize that he has gone out of the city and begins heading into the country. Agi sings and drinks some more choklit milk...then he hitz somethin. His slams his breaks and skids for a few feet. He laughs drunkenly and gets out of the car. He sees a moose on the street, and it's still alive. What's weird about this moose is that it's very small...and it has a yeller(yellow, lol) T-shirt. Agi stares over it for a few moments. They moose starts screaming "HELP ME, HELP ME! I'M JUST A LITTLE BOY!" but Agi's so drunk he's just gonna leave that talking moose on the road...

IT wakes up again in her room. Her leg is in a cast again and is always in severe pain. A knock is heard on the door. DS enters with a sad look on her face. IT feels a shiver down her spine when she sees DS. DS asks what happened as she looks at the cast. IT tells her that she has been wondering the same thing for a while. DS asks if IT think that the champagne had anything to do with it. IT responds that the nurses have told her she was on the floor, smelling of champagne....

_________________________________________
Ep: 7
Hi there everyone =D! Sundance here, and boy do I have a story for you! I'm being sued :D! If you remember from last episode, I attacked my camera man and ended up killing him. I gave the body to Mendez (who dun made dawg food out of it), and hid all deh evidence. The Police done come to my house and find a bloody glove on mah property (=O)! So nao I'm in quite the Strawberry jam. I'll be to busy in courtz and what now so I'll have some guest hosts up...

THE YOUNG AND THE MOVESETS!
Okayz evurywon, it be finally hure! The continuation of everyone's favorite show! We done last left StB in the ol' abandoned warehouse with MT. MT works as a referee in the dangerous sport of bear knuckle boxin. Let's re join him...

StB stares in awe of the two bears fightin. The bears both have trainers and boxing gloves stapled to their front paws. Suddenly one of the bears falls, ending the match. MT holds the winner, Murderoy's, front paw up in victory. The crowd cheers as the opponent, No John, is dragged out of the ring. StB notices that only a couple people have placed money on this fight, giving him an idea. He asks MT if anyone is in charge of bets, to which MT replies no. StB decides to start a betting parlor for the fights, which are seemingly popular wit da crowd....

Mendez stands empty eyed at the dawg food factrie. His job is to empty the horses into the furnace, where they become delicious food for puppies. A horse appears on the conveyer belt. "Kind sir, if you spare my life I shall grant you three wishes!" it says. Mendez looks up at the horse and smiles. He picks up the horse (YA RLY) and tosses it into the furnace. He looks at the clock, about three more hours till his shift is ovah. *3 hours and four minutes latah* Mendez is at home, trying to relax. He takes some medication that his doctor perscribed to him. What he doesn't know is that his "doctor" isn't a doctor at all, and that the pills are actually birth control and some estrogen pills. He takes them and sits down to watch some telly. He flips over some channels untill he suddenly freezez. KIBBLE(not dawg food) IS ON DA TELLY!
_________________________________________
Ep: 8
*comes out dressed as vampire* GOOD EVENING. *reads cue card* I AM GOING TO SUCK! *reads next cue card* ...YOUR BLOOD. ......god dammit

THE YOUNG AND THE MOVESETS: HALLOWEEN SPECIAL

"Cut him," said Warlord,"cut him deep, let the blood run." Josh obeyed, slowly letting the blade enter the skin. The basement was dimly lit, and smelled faintly of mold and cabbage. The blood began to drip from SmashbroMike's arm, and tainted Josh's fingers. Warlord drew closer, the sight of blood beckoned like the call of an old freind. He leaned in closer to Mike, who squirmed with horror. "I'm back, Mike..." whispered Warlord,"and you don't seem happy to see me you son of a *****." Josh chuckled as he laid down the used blade onto a small tray. "Open your mouth, Mikey-boy." said Warlord. Josh undid the handkercheif tied to Mike's mouth. Mike began to scream, he wails echoed through the basements but fell silent to the unforgiving grasp of darkness. A swift kick to the jaw by Warlord ended this. "Now, now, we shouldn't have screaming at a party should we?" Mike's face gushed with blood, the copper taste filled his mouth. "Ah, look at your teeth! They're just horrible! You don't seem to be taking good care of your teeth, Mike." said Josh. Mike spat at Warlord, who towered over him. The spit fell short of it's target, and fell innocuously on Warlord's shirt. Warlord smiled as he wiped it off, "It seems as though you have fallen victim to gingivitis, Mikey-boy." Warlord motioned Josh toward a small rusted box. "Gingivitis is awful stuff. My father lost his teeth to it." explained Warlord as Josh handed him a pair of pliers. "Luckily for you, I'm a dentist." Warlord then points at a large diploma, which,upon closer examination, reads: VOID IN CANADA. Warlord approaches Mike slowly, savoring his fear. He stands in front of Mike, and begins to inch the pliers closer.....
_________________________________________
Ep: 9
*Takes out brawn bag* *Reaches in* *Takes out sandwich* *eats sandwich slowly*

THE YOUNG AND THE MOVESETS: HALLOWEENZ SPECIAL!

The pliers inched closer to Mike, who tightly clamped his mouth shut. "Don't you wanna have nice teeth like mine, Mikey-boy?" asked Warlord. Warlord smiled, revealing a small speck of lettuce on his teeth. Josh, wanting to see Mike suffer, grabbed Mike's nose and held it tight. Mike's ozygen (Deliberately spelled ozygen.) has been cut off. Mike continued to hold his breath out of the fear of the pliers. Mike's lungs felt as though they would collapse, his body ached and he felt dizzy. Mike opened his mouth. As soon as Mike took in his breath, Warlord shoved in the pliers and began to look for a tooth. Mike's gag reflexes began too kick in as he jerked his his head uncontrollably. Warlord finally had a firm grip on a tooth, a big one. "Mikey-boy, this tooth is rotten! I need to get it out before it pollutes yer whole mouth!" screamed Warlord. Warlord tightened the grip of the pliers as Mike's muffled screams where drowned out by the sounds of Josh microwaving a pizza. With a powerful yank, Warlord held Mike's bloody tooth in his hands.

We all know the story by now. MasterWarlord and SmashbrosMike contunued on that way and the final movesets they were working on were never finished. They battled into the night. Spring turned to Summer, Summer to Fall, Fall to Winter. Centuries passed, then Millenia. Empires rose and fell, suns exploded. Cheif Mendez was assasinated and then re-born in Argentina. Thirty-eight years later, he died in infancy of cholera. But I digress...enough about our former friend who now walks the streets as a bizzare, half shadow-half man named "Tankra" who's only fear is the light and only joy the dark...but again, I digress...for as we all know to speak Tankra's name is to summon her awful presense. The movesets Master Warlord and SmashbrosMike were working on have, until today, gone unseen by human eye, unheard by human ear. But now, I give you those very movesets!


/TYATM is owned by TheSundanceKid, not me.
 

pensfan728

Smash Apprentice
Joined
Jun 5, 2008
Messages
163
Location
Da Burgh
There's a secret hidden in here, if you know where to look...

Pensfan728's Link-Up Space


Movesets:

Nothing here yet.


Planned Movesets:






MYM 3.0:

 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna


GUNTZ
The Golden Death



Guntz, the ruthless rival of Klonoa, joins the Smash! He first appeared in Klonoa 2: Dream Champ Tournament, and has been a regular member of the cast since then. He also made an appearance together with Klonoa in Namco x Capcom. Guntz, also called the "Golden Death", is an adventurer and mercenary, who wields a large diversity of guns, mainly his two handguns named Twin Fire and rides a hoverbike called Red Clan.

Guntz, out of all Namco character, probably has the most little chances of getting added because of his pure reliance on firearms. Despite this, though, I have decided to make a moveset for this underappreciated character out of this underappreciated series. Since Guntz does not much more in all games he appears in than using his guns, mostly all of his moves will be gun-based and use them - similarly to Snake - in a diverse form. I will base my moves off of what I know he can do in Klonoa 2: Dream Champ Tournament, Klonoa Heroes and Namco x Capcom. Guntz plays rather unique, considering his mix of good range and power merged in a slow light weight.


Voice Sample

Stats
Screen Name: Guntz
Size: 5/10
Weight: 3.5/10
(Running) Speed: 3/10
First Jump: 4/10 - Guntz hops up.
Second Jump: 4/10 - He then jumps further from the point he was in the air.
Hover: No.
Fall Speed: 4/10 - Kinda floaty.
Crouch: Yes.
Crawl: No.
Wall Jump: Yes.
Wall Cling: No.
Gliding: No.
Tether: Yes.




Standard Attacks
A, A: Punch and Handle Jab
This attack comes quick and has no lag, however, like most Neutral A attacks rather worthless. Guntz first punches in the direction he is facing. In his second attack, he uses the handle of one of his revolvers to club downwards. Both attacks do no knockback at all, but are good for flinching an enemy or starting up a combo.
Damage: The first hit does 2%, the second 3%


Dash Attack: Running Shooter - Original attack seen in this video: http://ru.youtube.com/watch?v=dwU7mU8RLlI
While dashing forward, Guntz gets out one of his handguns and simply shoots while running. The attack is bound to the fire coming out of the gun - there is no projectile. This attack comes out extremely fast and has no ending lag, and so is pretty good for disrupting an enemy's charge or preparation. This move, though, has only small range, does little knockback and only 5-7% damage.


F Tilt: Short Missile
Guntz gets out his rocket launcher and aims into the direction he is facing. He then fires three small missiles into said direction. The first one goes straight horizontally, the second one aims slightly upwards and the third one makes snake lines. These three missiles go as far as 2.5 Marios each (and of course are the distance they're losing towards going up/downwards removed), and then explode in the size of a Bob-Omb explosion. Though they do only average knockback, this move is incredible since it has such a HUGE range. The move has a lot of ending lag, though, since Guntz can move only after the first missile has exploded. Since they have the speed of Samus' missiles, this makes Guntz very punishable in this frame. The size and damage of this move (8-10%) make that up very well, though. It's ideal for edgeguarding or ending a combo, because of the incredible range it can go. This move can be deadly - for both the enemy and Guntz.


U Tilt: Needle Gun
Guntz aims quickly upwards with his three-barreled needle gun and fires a small elecrified spikes in three directions - diagonally to the left, diagonally to the right and straight upwards ( \ | / ). The needles have a range of 1 Mario, and are flying rather quick, however, the move has - as most of Guntz' - a startup lag and can be avoided by simply going into the row the needles are fired in (e.g.: if Guntz looks to the left, first the \ one, then | and then / are fired). The needles do only low knockback and 8-10% damage, however, shortly stun the hit enemy and make them ready for a good pounding. This move is one of Guntz combo starting moves, and can easily be used against airborne enemies if they're not too cautious.


D Tilt: Crossbow
Guntz gets out a crossbow and aims onto the floor, quickly shooting a bolt diagonally downwards. This move has very good range, and is extremely quick, however has a average startup lag. It does below average knockback and along 10-12% damage. The bolt keeps sticking in the ground for 10 seconds, causing everyone to walk over it to trip. This move is very useful due to its range and speed, however, lacks a bit in power and its punishable, as well. Even then, though, the lag is not that strong in comparison to other of Guntz moves.



Smash Attacks
F Smash: Shotgun
http://i19.photobucket.com/albums/b169/YenoHyena/mym/guntz/guntzmulti.png
Guntz grabs his two barreled shotgun and aims forward, firing it just in front of himself. Not only does the attack get stronger as it is charged, but the blast from the gun increases as well. There is no projectile that actually fires from the shotgun, just the fiery blast. While it has high startup and end lag, this move is one of the strongest smash attacks. It emits incredible knockback (think of Ike’s F Smash), and huge damage, 17-20%. However, it has the smallest range of Guntz’s smashes, since the gun blast can only get as big as Lucas is thick. The enemy therefore needs to be right on front of Guntz for this move to work properly.


U Smash: Flame Thrower
Guntz pulls out a flamethrower and aims upwards. He activates the gun and sweeps it like a pendulum. Not only does the move get stronger as the move is charged, but Guntz also sweeps the attack longer, making him punishable from below or the sides (if you’re not careful). The move has incredible range, since the flames have the size of Mario, and it does very high knockback, but only in the direction the flamethrower is swept to. The damage racks up when you hit your enemies with it, up to a whooping 19-23%, however, the move is laggy on both the startup and end of the attack, and, as said, is easily punishable.


D Smash: Ground Missile
Guntz pulls out his rocket launcher and fires a missile into the ground in front of him. The missile sticks in the ground for up to 10 seconds before exploding, depending on how long the move is charged, or on contact with anyone. The smash has more of a tactical role than killing someone, since it takes about as long for Guntz to take out his rocket launcher as Snake. This move is deadly if it connects, dealing very good knockback and 15-19% damage. However, Guntz only fires in front of himself. The missile’s explosion has the size of a Bob-Omb. After placing the missile of this Smash attack, Guntz can freely move around again.



Aerial Attacks
N Air: Fire Wheel
Guntz gets out his flamethrower and curls up. He rotates once while firing his flamethrower, beginning in front of him, then going clockwise until he reaches the starting spot, thus creating a burning ring of destruction. Guntz moves very slow while doing the attack, but this move is really deadly, considering the fact it has the range of 1.5 Marios and above average knockback. The damage is pretty good with 8-11% as well.
Despite this move having a lot of start-up lag and moving really slow, its range and power really make up for it. The Fire Wheel is a move which takes up a lot of space in the air and makes a good move if you're returning from your recovery, or want to block your enemy's airgame.


F Air: Hunter Kick
Guntz kicks forward while firing his two handguns. The foot reaches a bit further than the blasts. Guntz' foot does do damage, though - and it's a different from the guns'. The kick do below average knockback, and around 6-8% damage. Plain and not really good, but here is where the actual blasts come in. If you manage to get a hit with the small blast just a little bit above the leg, you will deal above average knockback with 10-13% damage, straight upwards. The move has nearly no lag, and is all in all one of Guntz' quickest moves.
This move is extremely hard to pull off with the sweetspot. However, if you do, you recieve an extremely good aerial move which can be used for juggling or Star KOing. Since it's not strong, but insanely quick, even the kick alone is not that bad.


B Air: Twin Fang Gun
Okay, so this gun is very unique. Guntz shoots out two blue fang-shaped energy strings, with their tips pointing towards Guntz (respectively behind him). They hang in the air while Guntz continues falling down, and then, after a second, quickly shoot into the direction they're facing. They have a range of 2 Mario sizes, and fly quickly, however, due to the startup lag, it's very hard to pull this move off. However, it does average knockback and around 9-12% damage.
As all of Guntz' aerials, the Twin Fang is very hard to pull off, however, if it hits, quite good. Since the move is hard to aim and needs a lot of thinking before putting the shot, it probably is one of the hardest moves to use for Guntz. It can be used to keep enemies from recovering, though, due to the range. You would have to know how fast your enemy falls, though...


U Air: Airborne Grenade
Guntz gets out his beloved bazooka, aims up and launches a small missile, which flies up for a small distance and then explodes in a somewhat big blast. In fact, this move is very similar to Zelda's U Air, however, the starting lag is higher, but the ending lag is better - the range and size is pretty much the same, though. The move does good knockback in a nearly straight upwards direction while giving out 9-13% damage.
The Grenade is one of Guntz' best aerial moves, considering the size of the blast and the fact that it's pretty strong. However, you have to beware, since if your enemy is below the hitbox of the explosion, they won't get hit by it. If anything, this move is ideal for juggling and Star KOing enemies, but only if they already need some time to come down.


D Air: Lightning Gun
Guntz grabs a strange shaped gun and points downwards with it. He then launches a quick lightning bolt, which has the size of 1.5 Marios. It stuns the enemy for a bit and does only below average knockback, however, at least 10-12% damage. The move itself is quick, but has a bit of ending lag.
This move can be quite useful if used right. However, since you have a timeframe in between using it and ending it, if you miss, Guntz will be punishable, and that is quite bad. Since the vertical size is good, but the horizontal size is only that of a sword or similar objects, it has to be aimed carefully. Overall, though, it's a very useful D Air.


Situational Attacks
Ledge Sweep (under 100%) - Guntz quickly pulls up to the platform, doing a roll. While crawling up, he gets out his Twin Fang gun, using it while rolling. This causes two pairs of spikes to come out during his roll, however, they won't continue to fly - it almost looks like Guntz has spikes on his own. They basically point diagonally upwards, one to the left, one to the right. The spikes do mediocre knockback and 8-9% damage.

Ledge Sweep (over 100%) - Guntz slowly climbs back to the platform, and when he's back on solid ground, he drops to one knee, pulls out his flamethrower, and fires it straight ahead. It has the distance of 1.5 Marios, and if it hits an enemy, they take great knockback and 12%, excellent for a ledge attack. While the flame thrower normally fires for .5 seconds, you can hold A and move the control stick up or down to keep it firing while Guntz quickly aims the gun in that direction. You can keep firing for up to 2 seconds. The primary flaw with this move is that it has higher than average end lag, so poorly timing this move could end up with Guntz back off the edge of the stage.

Get Up Attack (Belly) - Guntz first reaches at his belt and gets out a grenade which he activates and throws up. The grenade explodes in a small blast at the height of where Guntz' head would be, while the user himself gets slowly up. The explosion does 10% damage and average knockback.

Get Up Attack (Back) - Guntz kicks out with one foot while shooting his gun behind him. Each side works differently. The kick has average priority and does 9% with above average knockback. Three gun shots are fired in quick succession, each one doing 3% with very little knockback, but have great priority. They go as far one mario. I takes longer for the shots to finish than the kick, so Guntz is more vulnerable when enemies approach from his foot end. After he's done firing, Guntz quickly jumps back into a standing position.



Specials
B: Multi Bullet
Guntz gets out his 4-barreled gun and puts energy bullets into it. This is a charging kind of move - he can immediately shoot one bullet, but has to charge for two to four shots. After a full charge, Guntz can move around and with another tap on B shoots all four shots. He can sidestep to cancel further charging, and resume charging afterwards. If he's hit while charging, all bullets are lost. The bullets fly as fast as Samus' Plasmagun and flinch enemies, but do no knockback at all. This move works similar to Sheik's Needles - and has a similar priority. It can be used to stop opponents from charging quickly or using an attack, if timed right.
Each bullet does 2% damage. This is also the move Kirby gets when copying Guntz.


B Side: Red Clan
Guntz activates his hoverbike, riding it. It works similar to Wario's Motorcycle, however, has a few differences:
- Guntz' bike is slower, but has higher traction.
- Guntz cannot make a wheelie with his bike.
- By pressing A, Guntz can fire a laser blast which goes straight forward, doing the same as Fox' Blaster.
- By pressing B, Guntz jumps off his bike, which then is warped away.
- Guntz' bike is able to hop once.
- Guntz is easily knocked off his bike. If this happens, the bike crashes into the ground and explodes like a Mine after some time, unless Guntz tops it again.
- It can not be picked up and not be broken into pieces.


B Up: Grapple Hook
Guntz pulls out a launcher with a grappling hook inside of it. He fires the ammunition into the direction he is facing - if on the ground horizontally, in midair diagonally upwards. The claws of the hook dig themselves into the edge of a platform or an enemy. In case of the latter, the enemy will be pulled towards Guntz and recieve 4-6% damage. If the hook hits a platform, Guntz hangs onto the hit edge and can pull himself upwards or let himself down again. The chain of the hook is approximately as long as the distance in between Battlefield's main platform and the middle one higher upwards. If the hookshot misses, it has to be pulled back into the gun again, which makes up the downside of this move. It's not as slow as Samus' or Link's throw ropes, but still slow. This move is used for vertical recovery, though needs a lot of skill to master, considering it's a tether recovery.


B Down: Shinigami Rush - Original attack is seen in this video: http://ru.youtube.com/watch?v=ezp9RxOHO9c
Guntz uses Shinigami Rush in a similar way, though a bit weaker. He first charges a bit, exclaims "Shinigami Rasho!" and then fires three purple coloured energy waves, which travel quickly along the ground, knocking enemies straight upwards, and emitting 5-7% damage. The waves travel up along walls, as well, and even continue to go below platforms. This move can even hit enemies standing a platform below when they go around! But beware, they can also hit Guntz. If fired in midair, the waves simply fly straight into the direction Guntz is facing. This move is - in both cases - extremely useful, especially for edgeguarding. Think of it, this move can knock away enemies from hanging on the edge of a platform. However, since the knockback goes upwards, it doesn't make it too easy for Guntz to make a follow-up attack. The waves go until they're out of the screen or, if rolling around a platform, have the range of the Mother characters' PK Thunder attack.



Throws
Grab and Pummel
When grabbing, Guntz reaches out with his left arm. Since he isn't that huge, his range is about average, but it's not completely bad. His grabbing also is pretty fast, so you hardly can be punished for missing the grab. When holding his enemy and pummeling them, Guntz uses one of his handguns to do so, ramming its handle into their face. It does 2% damage for each hit.


Forward Throw
Guntz viciously slams the enemy into the ground, quickly gets out his grenade launcher and fires it at the opponent, causing a rather good knockback and 10-12% damage. This is a very quick throw and ideal for killing an enemy if you have problems KOing with Guntz' usual sluggishness.


Back Throw
Guntz drops a grenade behind him, lifts the enemy to the other side and drops them onto the exploding grenade. This move does above average knockback straight into the air, doing 9-11% damage. It's not as quick as the Forward Throw, but still a nice move for setting up a juggle.


Up Throw
Guntz lifts up his opponent, throwing them slightly and using his Flamethrower. The enemy will fly diagonally upwards, more to the side than up, though. The knockback is not really mentionable, and the damage is only 9-11%, however, this throw is even faster than the Forward Throw, and great for getting distance to you foe.


Down Throw
This is probably the most simple throw. Guntz drops the enemy and uses one of his Twin Fires to shoot into the opponent on the floor. This will lift them diagonally, almost horizontally, with bad knockback and 10-13% damage. It's easily Guntz worst throw, especially since the Up Throw is so more useful.


Misc. Animations
Sleeping
When sleeping, Guntz is laying on his belly. He has his arms crossed in front of his face, which is laying on them.


Dizzy
Leaning on his rocket launcher, Guntz, moaning with clenched teeth and eyes, stands unsecurely.



Final Smash
Shinigami Fire
"Just when you thought it couldn't get worse..."
... Guntz grabs the Smash Ball. Which, in fact, is bad news. To anyone who's not Guntz. Shinigami Fire is a very vicious Final Smash... When activating, Guntz grins and strikes [this pose] while grinning. He then exclaims "Ora ora ora!" and jumps up into the air. The screen then shows this picture of him sliding in and out of the screen after a second, him shouting "Shinigami Fire!" and then the Final Smash starts, with Guntz floating invincibly in mid-air.
First Guntz uses his missile launcher, sending out a barrage of whopping 10 missiles in a circle shape. The missiles are semi-homing, and slightly follow any enemy near them to explode in the size of a Bob-Omb blast, doing 20% damage each hit and very good knockback (think of an averagely strong Smash).
After the missiles are sent out, Guntz changes to the revolver of his father and aims it at an enemy, then firing it. A bullet (looking like a beam) is shot - it flies quickly and if it hits its target, the latter will recieve 0% damage, however, is knocked out immediately if having a damage counter over 30%, below it's only incredible knockback which CAN be lethal for the likes of Jigglypuff or Kirby. This shoot can be shielded, however, if the victim uses a standard shield, the bullet will work as a shield breaker and make the target dizzy. If the opponent uses a Reflector shield, the shot will not be reflected back to Guntz (who can't be damaged by his bullet), but rather straight upwards. If an absorber shield is used, the bullet is absorbed into it, however, the user of the shield will recieve plain 20% damage. Last but not least, the bullet can be eaten by Wario, who then will become dizzy.



Taunts
Up Taunt
Guntz crosses his arms, tilts his head to the side and exclaims "Hmph!"


Side Taunt
Guntz twirls one of his Twin Fire handguns around his index finger, asking "Kenka uten noka?" (transl.: "You lookin' for a fight?")


Down Taunt
Guntz clenches his fist in front of his face and then sweeps his arm away, saying "Bukkorosh.ite yaru!" (transl.: "I'm going to kick your *ss!")



Entrance
Guntz rides in on his bike, hops off of it, exclaiming "Kerio tsuke-yoze." (transl.: "Let's finish this now."). The Red Clan continues to go and disappears into the background and nothing.


Alternative costumes

Black-Sandy Brown fur, red jacket, white gloves, dark grey pants, brown goggles, Default Costume
Brown-Orange fur, red jacket, pink gloves, dark red pants, red goggles, Red Team
Dark Blue-Lilac fur, oceanblue jacket, skyblue gloves, marine pants, ocean blue goggles, Blue Team
Grey-Khaki fur, deep green jacket, pastel green gloves, dark green pants, deep green goggles, Green Team
White-Black fur, silver jacket, white gloves, black pants, golden goggles
Black-Red fur, black jacket, blood red gloves, black pants, silver goggles


Victory Poses
Up
Guntz, standing with the back to the screen, shakes his head and then looks over his shoulder. He then says, slowly "Yowa-mushi..." (transl.: "Weakling...")


Side
Guntz, picking in his ear with his small finger and looking a little annoyed, exclaiming that "No johns!" "Monku bakkari iu-nayo!" (transl.: "Stop complaining!")


Down
Guntz, facing the screen with a bored face, shrugs and shakes his head, stating "Mada mada da ne..." (transl.: "No, not yet" literally, meaning is among the lines of "You're not ready yet.")


Loss
With his back facing the screen, looking over his shoulder, Guntz claps... He looks not really pissed or angered, just like a fair loser.



Pros
+ Insane range
+ Very powerful
+ Useful specials
+ Very good in edgeguarding
+ Good and space-taking aerial game
+ Strong Final Smash
+ Good throws
+ Good horizontal recovery (due to his bike)


Contras
- Slow movement speed
- Lag on practically every move
- Tricky tether recovery
- Lightweight
- Below average jumper
- Some tricky moves and therefore high learning curve




Additional Stuff~

Codec Converation
Colonel: "Ah. I see you're fighting Guntz, Snake."
Snake: "It seems his fighting style is similar to mine ..."
Colonel: "Yes, but he relies even more on weapons than you do."
Snake: "Wow. And there I thought I was the one having too much gear."
Colonel: "His guns are extremely powerful and can destroy you in one devastating blow. They also have an insane range, so you have to go into a hand-to-hand-combat to survive."
Snake: "Hmm... he sounds like a challenging opponent. Guntz, eh? Well, I may have less guns, but I'm still an enemy to take seriously. He should watch out, as well."



Kirby Hat

See picture. Kirby recieves Multi Bullet move from Guntz when copying him.


Wii Remote Sound
A gunshot, then Guntz' voice "Mada mada da ne..."


Unlock Message
Guntz, the Golden Death, has joined the fray!


Credits Song for Single Player
Klonoa Heroes - Sign of Hero -krow mix- (Klonoa FanDisc)


Role in Subspace Emissary
Will follow when I start my own Mini-SSE

Logo


Victory Theme
Klonoa series Title Theme - Played here, without the "Wahoo!", though

Personality

Guntz is one of those lonewolf persons. He's a mercenary and freelancer, and doesn't care much about anyone else. His goals are not really clear at times, and he always seems to want to outstand. He's a jerk to others, especially those he considers as rivals, to which he's very provocative at times. Guntz also dislikes teaming up with other people, but is able to if he has to. He has a great hatred towards Janga, who indirectly killed his father Butz. The gun Guntz has recieved from his dad is one of his most protected items and a memento for the mercenary. Guntz can join any side he thinks is more useful for reaching his goals - even if this side is evil.
On the outside, Guntz' relationship to Klonoa seems to be pure rivalry, however, Guntz does care a lot for Klonoa, as his dislike melted away when they were working together.



Stage

Lunatea

Lunatea is the world where Klonoa 2: Lunatea's Veil takes place. It has several kingdoms Klonoa must visit, alongside the Kingdom of Sorrow.



This stage is very basic, though provides some good matches. There's a big main platform (red) and 3 smaller platforms (cyan). The one on top is static, the other 2 are "fluttering". That means the start out with an exact 45° angle pointing into the center of the stage (like shown on the picture). During the time goes on, both of these diagonal platforms slowly move and therefore change their angle, first into horizontal position, then stopping at 45° pointing to the edges of the main platform (like this: /_\ ). They then stop, wait for a while and then take their turn, going all they've went back.
Meanwhile, we join Klonoa on one of the floating balls going through all of Lunatea, see several landscapes in the background, and several weather situations, although nothing is affecting the match at all.


Music:
(unfortunately there's soooo much awesome music for Klonoa, I wasn't able to decide for a small bunch, so bear with me. :( )
Klonoa: Door to Phantomile - The Windmill Song
Klonoa: Door to Phantomile - Sad Forest Drum
Klonoa: Door to Phantomile - Cursed Pamela
Klonoa: Door to Phantomile - Baladium's Drive
Klonoa: Door to Phantomile - Red Heat Coronia
Klonoa: Door to Phantomile - Untamed Heart
Klonoa 2: Lunatea's Veil - Volkies Song
Klonoa 2: Lunatea's Veil - Stepping Wind
Klonoa 2: Lunatea's Veil - Cursed Leorina
Klonoa 2: Lunatea's Veil - The Sorrow Revives
Klonoa 2: Lunatea's Veil - King of Sorrow
Klonoa Heroes - Sign of Hero
Namco X Capcom - Stepping Wind
Namco X Capcom - Guntz' Theme
Klonoa Heroes - Sign of Hero -krow mix- (Klonoa FanDisc)
Klonoa Heroes - Guntz' Theme - Tengai Kodoku - (PROJECT klonoa fandisc 3)

Assist Trophy



Klonoa
This AT is rather interesting, since its attack only starts under a certain circumstance. If summoned, Klonoa runs and jumps around the stage. When being close to an enemy, he uses his Wind Ring (which works like a boomerang, just with less distance), to catch them and pull them close. The enemy is trapped and cannot flee if caught by the Wind Ring. When the victim is next to Klonoa, he shouts "Ikkuso, Thunder Storm!" (the latter in horrible Engrish), and starts to spin, having his arms stretched out. The enemy recieves 3 hits with 3% damage and no knockback - they're still stunned, tho. Then, after the spinning, thunderbolts similar to Pikachu's Down Special appear, shooting onto the stage. There are 3 of them, and the first two are semi-homing to those two other players left on the stage. If there's only one, both home that one. If there's noone else but the summoner and the caught opponent, all three do what the last bolt does: hitting the victim. Of course this makes this AT insanely strong in an 1v1. But it's an item, anyway, so yea. Everyone who's hit with one of the lightning bolts recieves whopping 15% damage and they all have the same knockback as Pikachu's Down Special. After that, Klonoa disappears.
If, however, Klonoa fails catching someone with his Wind Ring for 20 seconds, he plainly disappears.




Subspace Emissary Bosses



Janga
Janga first appeared in Klonoa Heroes, and is one of the darkest villains ever appearing in games, especially the otherwise cutesy Klonoa series. Janga is ruthless, full of himself and sadistic. He uses a lot of swear words, loves to torture people to death just for fun. His nickname is "Poison Claw" because of his poisoned claw (no sh*t, Sherlock!). Janga used to work with Guntz' father, Butz, whom he killed. He also poisoned Klonoa, causing him nearly to die (if Guntz wouldn't have saved him). It's also hinted that he's a pedophile, as well.
Around the height of Ridley (without tail), Janga is one of the smaller targets for a boss. He stands around for a lot of the time, but if he is moving, he's as fast as Fox when running. He has a lot of range due to his enormously sized arms (about Ike's). Janga also is a HP monster, making him a very hard opponent, putting it together his rather small size and moving speed.
The original boss battle is seen in this video, which also shows most of his attacks: http://ru.youtube.com/watch?v=CcJspHSMVxU

The boss battle takes place in a cave with lava in the size of Final Destination. It basically looks like the third iteration of the Castle Siege stage (you know, the one in that lava cave), just bigger. If you fall down, you aren't KOed, but like the lava and acid in the classic Metroid stages, are rather shot upwards again - although the lava stays static in this arena.

Attacks
Poisonous Claw
Simple as it sounds. Janga sweeps his claws in front of him, doing below average knockback, 13-15% damage and poisoning the enemy. It's not really strong, awful, or fast. It's just there for Janga to defend himself a little, ya know.

Acid Sphere
While moving around, Janga occasionally drops green spheres in the size of Olimar's helmet. The are semi-homing (meaning they first home, but do not change directions). If the player is hit with it, they're taking 5% damage and are poisoned, but recieve no knockback. Acid Sphere can be destroyed by almost all Smash attacks and a few Tilts and Aerials.

Poison Bouncer
While moving around, Janga occasionally drops purple sphere in the size of Olimar's helmet. They aren't homing like the Acid Sphere, but randomly bounce around the stage. Basically they absolutely work like the Acid Sphere, but are only disappearing if destroyed, dropping off the stage or after 10 seconds.

Dark Split
Before doing this attack, Janga crouches (it looks like he'd be some kind of cylinder pressed down). Then he splits into a illusion image and himself. The illusion image cannot be destroyed and damaging it does not hurt the real Janga. However, to make it easier to hit the real one, the illusion is a little bit darker than the original. After Janga is below 50% of his health, he starts to split into three, when reaching 20% of his health, there are 4 Jangas, and when dropping down to his last 10%, it's 5 on screen. Touching an illusion does 5-7% crash damage and average knockback to the player. The illusions cannot attack themselves. While his illusions are around, Janga moves with them, and uses Acid Sphere or Venom Cutter. After 10 seconds of moving around, Janga and his illusions unify again, creating a "star" of Acid Spheres shooting into 8 different directions.

Death Chase
Before doing this move, Janga spreads his arms. He then quickly chases after the player, trying to scratch them with his poisoned claws. If he suceeds, his victim will be poisoned and recieves 15-20% damage with high knockback. The chase only lasts for a small distance - if you jump over him, it's easily avoided. This is a move he is not able to do when having his illusions around.

Venom Cutter
Before these projectiles are used, Janga spins around once. He then emits 5 big projectiles (around the size of Mario) circle-shaped and lilac which are going into 5 directions above and next to him (left, right, up, diagonally upwards to the right and the left). The cutters fly straight ahead, so the gaps in between them become bigger. They fly rather slow, too. If the player is hit by one of them, they will recieve 15-20% damage and above average knockback. They can be rather devastating at high damage percentages.

Venom Rush
Although Janga does the same animation than he does with Venom Cutter, this attack only occurs in the last 25% of Janga's health. He fires 4 Venom Cutters just straight ahead in front of him. However, they travel very fast. They do the same amount of damage, but insanely high knockback, and therefore could be considered being Janga's desperation attack. Watch out for these.

Shadow Teleport
Janga's only non-damaging attack. He simply teleports - the range is exactly from the center of one of the lower small platforms on Battlefield to the center of the other one. He only uses the warp when dropping below 25% health and only when he hasn't his illusions around.



King of Sorrow



The King of Sorrow is the final boss in Klonoa 2: Lunatea's Veil. In the game, Klonoa is summoned into Lunatea, because the King of Sorrow and his realm is ignored by all of his neighbouring countries. He sends off Klonoa to change that, but in the end, ultimately decides against it and tries to turn Klonoa into a vessel of his negative emotions he started to develop in his state of isolation. In the end, the King of Sorrow dies, and Klonoa rings the Kingdom's bell so the people remember the legacy of their king and never again ignore the sorrow. This Boss uses the King of Sorrow's final form, seen in this video:
http://ru.youtube.com/watch?v=KsNsIxgnsFw

The King of Sorrow (from now on shortly referenced as KoS) is not a typical boss in the sense of what normal Subspace bosses do. Actually, he's more to be described as a dangerous dexterity game. The stage is easily described with a plain platform similar to Final Destination, only smaller. In the background, there's an orange sphere with the KoS inside of it, while behind him there's a giant blue vortex which looks like water. This sphere only has 2 states: Tentacle and Spikes. The explanation on how this works will be in the attack department. The KoS is absolutely static and doesn't move. It takes around 5 hits to destroy him.

Attacks
Phase 1: Tentacles
In this phase, KoS sets out two whip-like energy tentacles. At their ends, the have each a spherical white object attached. This object is heavily armored on one side and vulnerable on the other. Basically, all what KoS does in this phase is whipping across the stage with these tentacles. If you touche the tentactles themselves, this will guarantee you 15% damage and good knockback. The spherical extensions will do nothing. Quite the opposite. If you damage the unarmored side of the ball (the armored one will just act like you hit a wall), the armor of it drops off and the tentacle loses the grip on the ball. It then is lieing around like an item. You can pick it up, and you should, as well, because if one of the two tentacles loses its extension, KoS will switch into Phase 2...

The ball seems to have some kind of rope on it, therefore it can be wielded like a Yoyo into all directions if you're standing on the ground.

Phase 2: Rotation
In this phase, KoS sets up 7 extensions directly onto his sphere. The bubble then starts to rotate, and a big flame erupts out of the extensions. There always will be an extension which has a green flame (in Easy and Normal mode 2). If you get hit by either one of the flames, you will recieve 20% damage and great knockback. The sphere moves randomly in terms of speed and directions, so you can't predict where the flames exactly will go to. Anyway... to end this attack, you have to use the ball item you recieved from Phase 1 against the green flame. If you hit it, KoS cries out in pain and retreats the flame attack, returning to Phase 1.

Rain of Sorrow
While KoS cries out an odd sound which resembles a child crying, the blue vortex in the background stops. 5 to 7 spheres of water come out of it before it resumes rotating, and freeze into spiked balls of ice, which randomly drop onto the platform. If you get hit by one of the frozen spheres, you recieve 15% damage and good knockback.


Trophies

Guntz
A mysterious marksman riding a hoverbike called Red Clan, Guntz is Klonoa's rival. He is a lonewolf and provocative towards others, but, as soon as he grows attached to them, is a friend for life. He also is called "Golden Death", which hails from his time as a mercenary. Guntz uses his guns Twin Fire most of the time, but has plenty of choices among other weapons, including the gun he inherited from his dead father, Butz.

Klonoa 2: Dream Champ Tournament (GBA, 2002)
Namco X Capcom (PS2, 2005)


Shinigami Fire
Guntz' Final Smash, unleashing his strongest attack. From midair, being invulnerable, he first uses his trusted rocket launcher, firing a whole barrage of missiles. Be careful, because these explosives are going towards nearby foes! As finishing move to this devastating attack, Guntz switches his rocket launcher for the gun of his father, shooting a blow which immediately knocks out any enemy.

Klonoa Heroes (GBA, 2002)
Super Smash Bros. 4 (Whee, 20XX)


Klonoa
Also known as Klonoa of the Wind, this boy has made it through a lot of adventures, being the star in his series. Klonoa uses his magic Wind Ring for attacking enemies, grabbing ahold of them and using them either as projectile of for jumping higher. Klonoa is a so called "Dream Traveller", and all of his adventures were only, in fact, dreams...

Klonoa: Door to Phantomile (PSX, 1997)
Klonoa: Door to Phantomile - Remake (Wii, 2008/2009)


Janga
This tall cat is also called "Poison Claw". He is Guntz' archenemy, as he killed the marksman's father Butz, whom Janga worked with. Most of his attacks are hazardous, and he also is able to use illusions of himself to distract his foes. Janga is a very sadistic and evil personality, who enjoys bringing pain and desperation to others. He's really full of himself, and he isn't ashamed in foulmouthing others.

Klonoa Heroes (GBA, 2002)
Namco X Capcom (PS2, 2005)


Lolo
A young priestess from the sacred shrine of Claire. She is a very kind-hearted girl who has a little bit of a crush on Klonoa. She was kidnapped by Janga and Garlen, which caused Klonoa to team up with Guntz to save her. Lolo is, though, able to take care of herself, as well, as she showed in the Dream Champ Tournament. Her powers grant her to transport herself into Klonoa's Wind Ring to make him perform a special attack.

Klonoa 2: Lunatea's Veil (PS2, 2001)
Klonoa Heroes (GBA, 2002)


Garlen
Round and small, Garlen was the sponsor of the Dream Champ Tournament. He has a few mechanical parts to his body. In fact, this odd person actually is evil, and his ultimate goal in hosting the Dream Champ Tournament was crushing all possible enemies who may oppose him to create his empire of machines throughout the whole world. During the time has teamed up with other villains such as Janga to reach that goal.

Klonoa 2: Dream Champ Tournament (GBA, 2002)
Klonoa Heroes (GBA, 2002)


King of Sorrow
This royalty was the ruler over the Kingdom of Sorrow, but he was ignored by all of his neighbouring countries. He summoned Klonoa to help him, but in the end tries to use Klonoa as a vessel of his own isolation, sadness and despair. He was killed in the battle against Klonoa, whom however rang the kingdom's bell, so the legacy of the passed away king could live on and noone would forget or ignore the emotion of sorrow.

Klonoa 2: Lunatea's Veil (PS2, 2001)

Pango
Shielded by heavy armor, Pango is an expert for explosives. Albeit being big, he actually is very soft-hearted and caring. His main reason to join Guntz and Klonoa in their fight against Janga and Garlen is that he wants to cure his son, Boris, from a sleep disease. He though also recognizes Klonoa's goal to be for greater justice and stays with him. He first meets up with Klonoa when he blows up the walls of the prison where all of the heroes are captured in.

Klonoa Heroes (GBA, 2002)

Popka
This little dog is a very exhausting animal. He's pet and sidekick to Lolo and tends to be shorttempered and talk a lot more than actually needed. He also has a crack for shiny things and "borrowing" them. Although Popka and Lolo first seem to be two worlds clashing into each other, they are very close friends, and noone could break that friendship.

Klonoa 2: Lunatea's Veil (PS2, 2001)
Klonoa Heroes (GBA, 2002)
 

BKupa666

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Doggy & Bear


A heroic duo from Oakington; one wise, one dense, DOGGY & BEAR join the Brawl!

Doggy & Bear can be unlocked by completing Classic mode with 25 characters, getting them to join your team in the SSE, or clearing Boss Battles in less than three minutes.

These two characters swap with their Down Special, in a fashion similar to Zelda and Sheik.

Doggy

A middle-aged, middle-class yellow lab, who lives in the small coastal suburban town of Oakington, Maryland. Doggy Dogsmackle enjoyed a peaceful dog’s life, until the evil Emperor Sibex and his army attacked Oakington, believing Doggy and his best friend Bear to be the fulfillers of a mystical Crystal Prophecy. Doggy and co. had to venture into the great unknown and defeat the tyrant to save the world from destruction. Doggy is full of unmatched endurance, wisdom, and talent on the banjo. Although he has a strict exterior, Doggy is quite playful, and loves adventures in the great outdoors.

STATS

Power: 6/10: Doggy is a well-balanced character in terms of physical strength.

Walking Speed: 4/10: Doggy strolls leisurely on two legs, as if taking an early morning stroll through the park.

Dashing Speed: 7.5/10: Doggy gets down on all fours and races forward enthusiastically, his tongue hanging out.

Weight: 6/10: Priding himself on his sleek and athletic build, Doggy is moderately heavy; he can last for a while in a fight, but it isn’t difficult to KO him.

Range: 6/10: Most of Doggy’s physical attacks have decent, above average range.

Projectile Distance: 6.5/10: Although the distance of the initial toss of Doggy’s projectile is not great at all, his projectile bounces, giving it above average range.

Attack Speed: 8/10: Being a fast-paced yellow lab, Doggy has great speed on most of his attacks.

Priority: 6/10: Most of Doggy’s attacks have above average power to halt or cut through enemy attacks.

Size: 6.5/10: Doggy is about as tall as Captain Falcon at the top of his head (not counting his long ears), but a good bit wider, being a large-sized lab.

First Jump: 4/10: Pushing off the ground hard with both feet, Doggy performs a bound that gives him below average horizontal and vertical range.

Second Jump: 6.5/10: In the air, Doggy does an agile front flip to boost him up a good distance.

Fall Speed: 7/10: Doggy can perform some impressive aerial feats with a fairly rapid fall speed.

Recovery: 7/10: Doggy has decent jumps and a useful tether recovery, but his Up Special is a bit wonky and can be difficult to use effectively.

Crouch: 8/10: Doggy gets down on all fours and lies low to the ground, like a wild dog stalking prey, his paws stretched out in front of him for better mobility and support.

Traction: 8/10: When a dog sets off in one direction, they find it difficult to suddenly alter their course. Doggy is no different.

Comboability: 8/10: With his keen intellectual abilities, Doggy can perform many handy combos and mindgames on his foes.

Wall Jump: Yes: Doggy can kick off of walls to bound to new heights.

Wall Cling: No: Doggy cannot cling to walls due to his canine claws, which are unfit for grasping surfaces.

Crawl: Yes: From his crouching position, flat on his stomach, Doggy can crawl forward quite speedily, pushing himself along with his hind legs while pulling forward with his front paws, low to the ground. He points his tail straight up while crawling, to maintain his balance.

Glide: No: Like most dogs, Doggy cannot fly.

Tether Recovery: Yes: Doggy’s grab allows him to latch onto ledges from above average range.

BASIC

Basic Combo, Hit #1: Paw Swipe: Leaning down slightly, Doggy extends his left paw and gives foes a solid slap across the face. This attack has below average range, but decent priority. The slap does minimal knockback. It inflicts 3% on foes.

Basic Combo, Hit #2: Canine Chomp: After his paw swipe (for which Doggy bends down a bit), Doggy gets down completely, on all fours, leans forward a bit while opening his mouth, and chomps nearby foes. Because he is now on all fours, this has average range; better than that of his paw swipe. This does low knockback as well. Foes can be hit with this attack if they are close to Doggy, but not necessarily right next to his mouth as he chomps. This move can cut through a good deal of attacks, making it fairly useful, as Doggy can hit foes with the third hit of this combo after he blocks their attack with his chomp. If not continued with the third hit of this combo, Doggy quickly hops back onto two feet after chomping. The chomp deals 5% with the paw swipe and 3% by itself.

Basic Combo, Hit #3: Ear Sling: After the above two attacks, Doggy (from his position on all fours, after his chomp) rears back his lab head, then shakes it forward a bit. Because of this, his large doggy ears sling forwards, dealing below average knockback to foes. This has the best range of his basic combo hits, since his ears reach the farthest, allowing Doggy to hit foes from an average distance away. However, this has weak priority when compared to either of the above two attacks. Doggy cannot continue this basic combo after his ear sling, so he rapidly springs back onto two feet once he finishes. The ear sling does 7% with the above two attacks, 5% with just the chomp, and 2% by itself.

TILTS

Forward Tilt: Tail Wag: Once again hopping down on all fours, Doggy sticks his rear end forwards, and, panting happily, wags his powerful yellow tail left to right. This attack has average range, courtesy of Doggy’s grounded position and long tail. This tail has surprising priority, although it is still not great. Also, in a similar manner to Meta Knight’s F-Tilt, Doggy can turn his tail wag into a combo; by pressing the F-Tilt input one, two, or three times, you can make Doggy wag his tail three times in a row, in different angles. This is handy, as the first wag does low knockback, while the third wag knocks foes back an average distance. No matter how many wags he does, Doggy always hops back onto his feet when he finishes attacking. The first wag does 4%, while each consecutive wag does 3%, giving Doggy a chance to score 4%, 7%, or 10% on his foes.

Down Tilt: Coffee Spill: From his crouching position flat on his stomach, supported by all four limbs, Doggy takes out a blue mug of his favorite beverage, coffee, and forcefully tilts it forward in front of him, before stowing the mug into the fur pouch on his belly. This move has two different hitboxes. The first occurs on foes who are hit with the spilled coffee furthest from Doggy, or are walking into the radius of the spill. This hitbox gives foes light damage and knockback, and has a 50% of tripping them. The second hitbox occurs on foes who are hit with the coffee mug or the spill closest to Doggy. This hitbox deals better damage and knockback to foes, and has a 50% chance of dealing fire damage. If a foe has projectiles or attacks that can pass over the coffee, Doggy should be cautious with this attack, as it has quite low priority. The spilled coffee has below average range, and disappears when the move finishes (it takes about .5 second). This attack can be used many times rapidly to trap foes against a wall and deal multiple hits, although it is escapable. The first hitbox deals about 4-5%, while the second hitbox gives about 8-9% to foes.

Up Tilt: Doggy Crunchies: Doggy pulls out a red dog food bowl filled with his favorite kibble, Doggy Crunchies, and hoists it up above his head, before stowing it in his fur pouch. With this momentum, a flurry of kibbles are launched up out of the bowl for a split second before falling back in. This is a good combo move, as the kibbles can do up to 12 rapid light hits on foes. If grounded foes are hit with the initial thrust, they are knocked into the damaging kibble, in a similar manner to Bullet Seed. However, this does low knockback (meaning foes with low damage can quickly return and punish Doggy as he’s stowing the bowl), has below average priority, and is fairly close range. Foes can Smash DI out of the kibbles with relative ease, although it isn’t really worth the effort, as the kibbles stay out for a very short period of time, and do low knockback. Grounded foes receive 2% with the thrust of the bowl and receive 1% per each of the 12 light hits, meaning a maximum of 14%.

SMASHES

Forward Smash: Bone Batter: With a flourish, Doggy pulls out…a giant bone! He then holds it back, like a deformed baseball bat, anticipating this following Smash with great zeal by wagging his tail as he charges. Upon release, Doggy takes a step forward with his left foot (he bats right-handed) and swings the bone enthusiastically. If he hits something (a foe, destructible stage part, item, etc.), he will follow through on the swing properly, watching the spot he hit eagerly. However, if he whiffs the swing, Doggy will spin around twice rapidly, losing his balance in his excitement, and not hitting anyone, despite him still holding out the bone. This Smash is fairly reliable if you know you will connect with it. Otherwise, Doggy suffers from a good deal more ending lag than if he hits his target. The bone has average reach and priority. Also, just like real baseball bats, Doggy’s bone bat has a sweetspot. If Doggy connects with foes with the thick end of his bone (the part farthest away from him), he gives them a good deal more knockback than he would with anywhere else on the bone. The knockback is above average at best. This Smash can do anywhere from 7-22% to foes. Doggy stows the bone in his fur pouch after finishing the Smash.

Down Smash: Fruitless Chase: With a playful bark, Doggy gets down on all fours and turns his upper body backwards, eying his tail with a predatory gleam on his face. Upon the release of this Smash, Doggy begins chasing his long yellow tail around and around, panting excitedly despite being nowhere close to catching it. Doggy can chase his tail in a circle up to three times in one Smash, depending on the time he charged. One foe can only be hit once per each circle Doggy runs (multiple hits are not given if a foe hits one circle twice), although multiple foes can be hit in each loop. The best knockback occurs at the very start if Doggy’s first loop; the knockback ranges from below average to decent. Although the hitbox is Doggy’s whole body as he’s running, his tail has a sweetspot for knockback (not damage). This has the least lag of Doggy’s Smashes, as it starts quite quickly and only has minute ending lag, as Doggy slumps over a bit before springing back onto two feet, unsuccessful in his chase. This Smash can do anywhere from 6-27%, if a foe is caught in all three loops (which is fairly likely for foes with low to moderate damage; other foes usually get knocked away). The first loop does the most damage.

Up Smash: Banjo Bash: Having been partly raised by a hick bulldog father named Wrinkles, Doggy is extensively learned in terms of banjo skills. Here, Doggy takes out his musical tool and holds it down, facing upwards with a concentrated facial expression. Upon release, Doggy swings his banjo in a strong arc above his head, the round white end of the banjo facing upwards. With a loud TWANG, the banjo slams foes vertically with good killing potential for foes with high damage levels. With the banjo’s metal rim, this Smash also has a great deal more priority that Doggy’s other two Smashes, the priority of which is only average. If charged to maximum potency, the banjo emits three multi-colored music notes to deal extra electric damage to foes. Although it isn’t a very speedy Smash, this move is still viable for use in serious matches. The banjo has average range as well, because Doggy holds it up high to show off his skills. However, to make up for its overall usefulness, if this Smash is spammed more than seven times in a time period of twenty seconds, some banjo strings will break, and the damage and knockback will be cut almost in half. No musical notes will come out of the banjo if the Smash is fully charged in this state, either. To recharge this Smash to its original state, Doggy must use ten different other attacks or be KOed. This Smash can do anywhere from 11-20% to foes. After swinging it, Doggy stores the banjo safely in his fur pouch.

AERIALS

Neutral Air: Canine Cannonball: Yellow labs like Doggy are as at home in the water as they are on dry land. Just like he does when entering pools and oceans in his games, Doggy tucks in both legs, holding on foot in each paw, and holds this cannonball position for about .5 second. Although he doesn’t plummet, Doggy loses a good deal of aerial momentum with this move. However, this doesn’t mean that it’s a bad move at all. With enough momentum from running, this aerial can be exceptionally effective from a shorthop, as a combo starter. The hitbox is the front of Doggy’s legs and torso. Because it is close range, this has decent knockback to compensate. Although foes can shield-grab Doggy out of this move if he’s low enough to the ground, it can knock away (and sometimes KO) foes with higher damage. This aerial does around 7-9% to foes. Foes who are hit by Doggy’s legs take less damage and knockback than if they are hit by his torso.

Forward Air: Chessboard Clobber: Back in his high-school days, Doggy proved his academic prowess by winning Oakington High the after-school Chess Club Tournament. Here, Doggy pulls out a black and white wooden chessboard (complete with all the arranged pieces) in front of him, raises it slightly, and brings it down hard in front of him. This aerial is an effective combo move to use on foes low to the ground (aerial foes are harder to KO with this). It also has the ability to spike foes with moderate force if foes are hit with the underside of the board closest to Doggy. The range extends a few feet in front of Doggy. Overall, this move gives foes good knockback, with a nice sweetspot on the end of the board. Despite the good amount of lag that Doggy faces if he lands before the attack finishes, this is one of his better combo moves. It deals 6-8% to foes. After he’s finished clobbering his enemies, Doggy stows the board into his fur pouch.

Back Air: Paw Slap: Turning around slowly, Doggy raises his right paw slightly and slaps nearby foes behind him, as if to say, “WTF are you doing?!” This aerial has a bit of startup lag as Doggy turns around (think like a speedier turn-around Falcon Punch), but does average knockback to compensate for this. The portion of the hitbox on the end of Doggy’s paw deals more damage and knockback than the rest of his paw. This has below average range; however, since Doggy extends his paw to slap, it is definitely not just close range. With the ability to KO foes with high damage levels, this aerial is an offensive gem on Doggy’s edge-guarding game. However, if used onstage, foes can shield-grab Doggy out of this move with relative ease. It deals 7-8% to foes.

Up Air:Book Whack: From behind his head, Doggy brandishes none other than his favorite realistic fiction dog book, The Art of Racing in the Rain, by Garth Stein. With the book in his possession, Doggy turns sideways a bit and does a swift flip to whack foes with the book, which he holds out, extended slightly. He places the book in his fur pouch after using it. This does decent knockback (about that of a weaker Donkey Kong U-Air), and hits at just above close range. Although this may seem slow, based on the actions Doggy does to set himself up for this, it is actually one of his best, fastest aerials. It is good for both juggling and KOing, although its priority is slightly less than impressive. This deals about 8% to foes.

BTW, The Art of Racing in the Rain is a real and great book. I highly recommend it, as it offers an excellent mature story from a dog’s point of view.

Down Air: Banjo Pivot: Once again pulling out his prized banjo, Doggy holds his instrument below him (holding it by the thin handle) and pivots it around three times, hitting foes with the round white end. The pivoting banjo can do up to seven light hits on foes (two hits per each of the three pivots, with one extra hit as Doggy stows the banjo in his fur pouch, to deal light knockback). This has the best range of Doggy’s aerials, as the banjo is fairly long, and is held out a bit. However, the range is still only average. The last hit deals light knockback, but won’t kill until foes reach insane damage levels. The other six hits are mainly to trap foes, although players can escape by using Smash DI. Doggy takes out and stows the banjo with virtually no lag in the air; however, if he hits the ground while still pivoting, he suffers from a good amount of ending lag. Because the hitbox is the round white end of the banjo, Doggy is safe from grounded foes (the banjo has respectable priority), although foes above or to the side of Doggy can easily interrupt this move. This attack deals up to 14% on foes; 2% for each of the seven hits.

OTHER ATTACKS

Downed Attack: Paw Whirl: When Doggy falls face-down, he lies quite still, his arms and legs spread out. If you press the A Button while he’s down, Doggy will lean up a bit, extend both paws to the side, and do a simple spin-jump to his feet, smacking away nearby foes. Like most downed attacks, this move does low knockback and damage, and hits at close range. However, this move is rather quick for a downed attack, and if used effectively, it can be a great combo-starter. This move deals 4-6% to foes.

Flipped Attack: Double Nip: When Doggy lands on his back, he lies there weakly, paws in the air and tongue hanging out in a ‘play dead’ style. If you press the A Button while he’s flipped, Doggy will swiftly lean his upper body back, biting foes behind him. With this momentum, Doggy will then roll from his back to all fours, biting foes in front of him, before hopping back onto two feet. Like most flipped attacks, this move does low knockback and damage, and hits at close range. However, because it can hit foes in front of and behind Doggy, this is effective for clearing foes away from the area close around him. Each bite deals 3%, meaning a maximum of 6%.

Tripped Attack: Mutt Kicks: When Doggy trips, he does a stumbling somersault, landing in the sitting position of a normal dog (haunches on the ground, sitting upright on all fours), with an angry expression on his face, as if to say, “WTF Sakurai?! What were you on when you decided to implement tripping?!” If you press the A Button while Doggy is sitting, he’ll stretch back one foot to knock away foes behind him. Doggy then follows up by spinning his lower torso forward, kicking foes in front of him with both feet, before hopping back onto two feet. Unlike most downed or flipped attacks, tripped attacks generally have the potential to KO foes with high damage levels off the side. This attack is no different. The front kick deals more damage and knockback than the back kick. With better range than his downed or flipped attacks, Doggy can use this move to repel foes who try to take advantage of his tripped status. The back kick deals 3%, while the front kick deals 5%, meaning a maximum of 8%.

Ledge Attack: Snout Shove: Doggy hangs on ledges with both paws, looking up determinedly at the stage. If you press the A Button while he’s hanging, Doggy will lunge powerfully onto the stage, sliding forward slightly to knock foes lightly away. Despite being close range (Doggy’s snout doesn’t extend from his face like most dogs), this move is useful to hit with, as it usually knocks foes over Doggy and off of stable ground. Doggy can then attempt to spike them with his F-Air, or edgeguard with his B-Air. This move deals 5% to foes.

Ledge Attack (over 100%): Slow Slash: Characters’ ledge attacks change to a slower, weaker new attack when the character accumulates 100% or more. In this state, Doggy struggles onto the ledge when the ledge attack input is released, flailing and clawing with all four limbs to recover. When he succeeds, Doggy weakly lifts his left paw and slashes away nearby foes, on two feet. This is not a good move at all; the damage and knockback are minimal, the hitbox is small, and it hits only at close range. To avoid being shield-grabbed by nearby foes, Doggy is much better off just jumping back onto the stage and using an F-Air. This deals a puny 3% to foes.

Dash Attack: Rover Rollover: From his speedy dash on all fours, Doggy throws himself forward a few feet in the air, then lands on the ground, all stretched out, and rolls over once, before hopping back onto two feet. Although this hits at close range, the hitbox is Doggy's entire body as he's rolling, so with the momentum he gets from throwing himself, the range is not a liability. Doggy's head is the hitbox as he's throwing himself. The throw usually knocks foes away from the roll. Because of this, this move is best to use for building damage or combos; the roll does more knockback than the throw, so foes with less damage are more likely to take both hits, instead of just one. The damage and knockback are nothing special, but can KO foes with high damage. The throw does 3% and the roll does 6%, meaning a maximum of 9%.

Crawling Attack: Labrador Lunge: Naturally coming along with his mental cunning and physical agility, Doggy has an attack he can trigger by pressing the A Button while crawling. Just like a wild dog, Doggy rears back and lunges forward, front paws extended and teeth bared (these are the hitboxes). Landing on foes in this state gives them one solid hit back. The longer Doggy crawls before lunging, the more momentum, power, and speed he gets with this move. The range extends from barely anywhere to slightly more than Diddy Kong's Monkey Flip. This unique move has the potential to KO foes with high damage levels off the side. Despite being tricky to use effectively in combos, this attack is quite useful in the hands of Doggy pros. This move can deal anywhere from 5-11% on foes, depending on the momentum gained.

Item Basic Attack: Paw Plow: Extending the battering item with one paw, Doggy stabs the item forward weakly. This can be done many times rapidly. The effects depend on the battering item used.

Item Forward Tilt: Labrador Lash: When using an F-Tilt with a battering item, Doggy bounds forward on two feet, slashing the item forward with both paws. This has slight ending lag. The effects depend on the battering item used.

Item Forward Smash: Piroutte Pup: When performing an F-Smash with a battering item, Doggy leans to the side, holding the item down. Upon release, Doggy spins around nimbly (almost like a ballerina), hitting foes with his item. Doggy has about as much ending lag with this move as Link does with his Spin Attack. The effects depend on the battering item used.

Item Dash Attack: Hammerin' Hound: From his dash on all fours, Doggy holds up his item, jumps up, and slams the item powerfully to the ground, like a hammer. This generally does good knockback, although the effects still vary on the battering item used. Doggy has slight ending lag for this attack.

GRAB ATTACK AND THROWS
Grab: Trainer's Tool: Out of thin air, Doggy takes out a shiny red electric dog leash (the kind used to train disobedient or slow-witted dogs) and swings it forward a bit, so that the clip part is tossed out at foes. If the clip hits a foe, it clips to the front of their neck, and Doggy pulls the leashed foe to him with a yank. This grab has above average range (from dashing or a standstill), but like most long-ranged grabs, this lags a good deal, as the clip falls to the ground and Doggy pulls in the leash, stowing it in his fur pouch. If trying to shield-grab, Doggy should be extra cautious because of this. This grab is also a decently long tether recovery (about the length of Samus' Grapple Beam), and can be released in midair to deal 4-6% electric damage to foes, although grabbing in the air cannot be done, of course.

Grab Attack: Leash Zap: With the foe leashed, Doggy holds the leash in one paw, while the foe wriggles to free themself. As a grab attack, Doggy clicks a button on the leash's plastic handle, and the foe is zapped. The first zap only does 1%, however, for each grab attack used, the damage given goes up by 1%, dealing up to 7% for the seventh grab attack. After the seventh grab attack, the victim is automatically released with good knockback. However, it becomes easier to escape after each consecutive grab attack, so unless your victim doesn't know how to shake the Control Stick to free themself, it is best not to use grab attacks, and instead simply throw the grabbed foe.

Forward Throw: Leash Lasso: With a burst of strength, Doggy raises the leashed foe above his head (holding the leash by its plastic handle) and spins them around twice, lasso-style. After two spins, the clip releases the foe with the momentum. This does below average damage and knockback, and leaves Doggy vulnerable to other foes in FFAs. Overall, this is not a great throw, unless you are trying to start a combo. Foes other than the victim can be hit; if they hit the spinning victim, they can receive 3-4% and low knockback. The thrown foe receives 7%.

Back Throw: Branch Swing: Doggy quickly turns around and unclips the victim, stowing the leash in his fur pouch. However, before the victim can react, Doggy pulls out a medium-sized tree branch (the kind used by dogs when playing fetch) and swings it to knock the foe away. This does average knockback; the best of Doggy’s throws. This can KO foes off the side at high damage levels. Doggy is not vulnerable for long while attacking, either. This gives the victim 9%. Doggy stows the branch in his fur pouch after swinging it.

Down Throw: High Voltage: Doggy grasps the plastic leash handle and turns a knob up slowly, electrocuting the leashed foe progressively more. With these multiple electric hits, the victim is jerked around several times, in a fashion similar to Bowser’s Up Throw. The multiple hits dealt to the victim (who is hit with them all) do 1%, 2%, 3%, 4%, and 1%; a total of 11%. While this is the most damage of Doggy’s throws, the shock of receiving 4% then dropping back down to 1% for the final hit trips the victim, dealing no knockback and setting the foe up to hit Doggy with a tripped attack. The speed of this move is on par with Ness or Lucas’ Down Throws.

Up Throw: Chew Hurl: Showing off some of his feral side, Doggy rapidly snatches the victim off the leash (which vanishes) with his canine teeth. Holding the foe firmly in this manner, Doggy quickly spins his head around in a circle, clockwise, building up strength, then hurls the foe up when he reaches ‘12 o’clock’ position. Although this doesn’t have the brute force to KO foes off the top, the damage and knockback aren’t too shabby. The speed of this throw is comparable to that of Charizard’s Side Throw. This deals 8% to the victim.

SPECIALS

Neutral Special: Fleabag:
No matter how much he showers, Doggy always manages to catch fleas during his adventurous life. For this chargeable Special, Doggy gets down on all fours, whining piteously, scratching one ear with a hind foot. He can charge in this manner for up to five seconds before the charge stops. The effects are held after this, shown as a flash around Doggy. You can cancel the charge with L or R; the charge is saved after this as well. By tapping the B Button again, Doggy shakes his fur coat out vigorously, as if wet. However, it’s not water he’s trying to shake off; it’s those dang fleas! This move has two uses.

The first occurs on foes who hit the shaken fleas. These foes take knockback-less poison damage for several seconds; they take 2% per second, for up to five seconds. If foes hit a bunch of fleas while already being flea-bitten, they can’t receive extra damage until the first batch of tormenting fleas conclude. Charge time for this move not only increases the time the fleas can bite opponents (although not the amount of damage dealt); it also determines the range the pests fly. This can change from barely leaving Doggy’s fur to just under the diameter of a Smart Bomb. If the fleas do not hit any foes, they float back down and settle into Doggy’s fur again.

This leads to the second use. If no foes hit the shaken fleas, Doggy is given the ability to stun foes (think Zero Suit Samus’ Plasma Beam) with the itchiness. He can do this for one to five normal (not Specials or his Final Smash) grounded attacks he hits with, once again depending on the charge time, in seconds. Doggy cannot have more than five bits of this ‘flea power’ at a time, although he can recharge his supply of ‘flea-powered’ attacks. If you (as an opponent) can stand getting poison damaged, it may be advantageous to hit the fleas to avoid giving Doggy the extra (possibly more deadly) gift of stunning ability. Doggy bounds back to his feet with a shudder when he stops charging and after he shakes off.

Side Special: Toy Toss: Just because he’s a grown-up doesn’t mean that Doggy doesn’t play with dog toys. However, he prefers these youthful activities to be referred to as ‘exercise’ rather than play. In Smash, Doggy uses his toys as handy projectiles. He takes one of three toys out of his fur pouch and tosses it forward at an angle to the ground, with his left paw. This throw is almost like that of Mario’s Fireball, but with even less initial range. However, the toys all bounce to increase the distance that this projectile can travel.

The first outcome is a bright red Kong, which is a swirly, bouncy treatholder for dogs. Kongs bounce slightly slower than Mario’s Fireball, at about the same height per bounce, and can travel up to one-third of Final Destination at maximum range. They do light knockback, but it is nearly impossible to KO a foe with one. They have average priority and appear 50% of the time for this projectile. They do a light 7% to opponents.

The second outcome is a simple neon-yellow tennis ball. Tennis balls bounce quite rapidly (twice the speed of a Fireball) and rise rather high with each bounce (about Ganondorf’s height at their peak). They can travel up to one-half of Final Destination at maximum range. Tennis balls do no knockback, and inflict a minute 4% on foes. To compensate for their speed, these also have horrible priority (most basic attacks can stop one). Tennis balls appear 40% of the time for this projectile.

The third and final outcome is a spiky chewy squeaky hedgehog. Hedgehogs bounce at a very sluggish speed (about half that of Mario’s Fireball) but at the same height per bounce. They can travel up to one-third of Final Destination at maximum range. Hedgehogs do decent knockback to foes because of their prickliness. They also have above average priority, and deal a respectable 14% to foes. Hedgehogs are the rarest of the three outcomes, appearing 10% of the time for this projectile.

Up Special: Frisbee Fling: Twisting his head back a bit, Doggy grasps an orange and blue frisbee, emblazoned with a bone icon, in his mouth. For a brief period of time (about .5 second), you can angle the Control Stick in one of eight directions, similarly to the Up Specials of the Star Fox trio. After the short angling time, Doggy thrusts the frisbee forward in his mouth, while still holding it. The momentum fires Doggy forward in a similar fashion to Fire Wolf. However, the hitbox here is only the frisbee (as opposed to Doggy’s entire frontside), which does multiple light hits on foes, dealing about 3-11%, plus weak knockback on the last hit. By pressing the B Button mid-flight, Doggy can abandon the frisbee with a powerful horizontal bound (which deals one solid hit to foes, giving them 8%). Doggy can do nothing while bounding, although in desperate circumstances, it may be better than continuing with the frisbee, which disappears at the end of its path, leaving Doggy in a helpless state. Although it can easily be trapped under stage edges and lips, this is a decently-ranged recovery (about the length of Fire Fox). In the right circumstances, it can also be used to build damage on foes on the stage, although the fact that Doggy suffers from ending lag when he hits the ground may be a hindrance. If Doggy is close to a ledge after the move (not during it), he will sweetspot it.

Down Special: DB Swap: Doggy looks at the sky curiously. Right on cue, Bear falls out of thin air directly above Doggy. Bear deals no damage to foes or to Doggy; however, Doggy is squished flat under Bear’s massive weight, after which he disappears with an angry expression, as Bear looks down apologetically. You are now controlling Bear. Switching between Doggy and Bear takes only slightly longer than transforming between Zelda and Sheik did in Melee; you can switch without much hassle in an intense match, although it still may be ideal to wait until you KO your foe and switch in your small breather period. Bear has invincibility frames until the crushed Doggy vanishes after about .75 second. If for any reason you are unable to switch (like in certain parts of the SSE), Doggy still looks up curiously, but nothing happens, so he shrugs and continues fighting.

TAUNTS AND VICTORY/LOSS POSES
Up Taunt: With a flourish, Doggy takes out his banjo and plays a rapid, country-style melody, with small colorful music notes coming out of the strings. After playing, Doggy stows the banjo in his fur pouch.

Side Taunt: A small bone appears in Doggy’s left paw. Excited, Doggy tosses it over his head, catches it with his right paw, then tosses it up and catches it in his mouth, letting out a muffled bark. He then drops it into his fur pouch.

Down Taunt: Doggy hops down onto all fours, faces the screen, and lifts a hind leg, a curious expression on his face, as if wondering whether or not to take a piss. He then quickly regains his self-image and maturity by hopping back onto two feet, dusting off his body.

Victory Pose #1: Doggy stands on all fours, faces his defeated opponent(s), and howls his victory over them. As the announcer calls his name, Doggy turns to face the screen with a spin-jump, landing on two feet and panting happily.

Victory Pose #2: A frisbee, like the one from his Up Special, flies onstage. From a different camera angle, Doggy is seen racing after it on all fours. Onscreen, Doggy lunges out from the left side, snags the frisbee in his mouth in an amazing athletic bound, and lands on two legs. Crouching down, he lays the frisbee at his feet and stands back up, letting a proud bark at the screen.

Victory Pose #3: Doggy sits onstage in a comfortable wooden rocking chair, rocking leisurely while reading The Art of Racing in the Rain, oblivious to his surroundings.

Victory Theme: A light-hearted orchestrated remix clip of All-Star, from 0:49 - 0:59.

Loss: Doggy stands, clapping for his opponent(s) who defeated him. Doggy seems disappointed about his loss, and claps halfheartedly, but is mature and respectful to the victor(s) nonetheless.

ANIMATIONS

Shield: Behind his shield, Doggy holds a firm blocking pose; one paw in the air, one extended forward.

Spot Dodge: Hopping back on one foot, Doggy holds a brief flinching pose, one paw protecting his face, one in the air, before putting his foot down and releasing the pose.

Air Dodge: While aibrorne, Doggy turns onto his stomach, spreading out all four limbs, and spins once, before spinning back upright.

Forward Roll: Doggy gets down on all fours and bounds forward. When his front paws hit the ground, Doggy rapidly spins his hindquarters around 360 degrees, so he is now facing the direction he was in prior to the roll.

Backward Roll: Doggy leans his arms down, in a hunching pose, then shorthops backward, three times rapidly, before dropping the pose.

Ceiling/Floor Tech: Doggy flattens his entire body to the surface with a snort. If he rolls out of this during a floor tech, he uses his standard forward and backward rolls.

Wall Tech: Doggy holds his backside and one paw to the wall and barks as he makes contact.

Ledge Roll: If Doggy climbs a ledge without attacking, he simply trots forward a few paces on all fours before hopping onto two feet.

Ledge Roll (over 100%): If Doggy climbs a ledge without attacking and with over 100%, he weakly struggles up and slides forward on his stomach before hopping to his feet.

Idle Stance: Doggy stands on two legs, bravely and confidently, peering around the stage occasionally, sniffing to take in the new smells of the area. If the stage is windy or moving/scrolling, Doggy’s long ears will blow in the wind.

Idle Pose: If he is left unmoved for too long, Doggy will turn slightly to face the screen, fold his arms, and tap his foot with a shrewd expression on his face for several seconds, before turning away.

Dizzy: When he is stunned or has his shield broken, Doggy falls onto all fours, and stumbles around in place, occasionally shaking his head to try and clear off the dizziness, while whining piteously.

Sleeping: Making a silent yawning motion with his mouth, Doggy collapses to the ground and curls up into a comfortable yellow ball of fur, like a dog. Occasionally, a hind leg or his nose will twitch, a sign of doggy dreams. Upon reawakening, Doggy stretches his arms as he hops up with a soft woof.

Swimming: With a snort as he surfaces, Doggy swims upright, doing the doggy-paddle to swim forward. This is a speedy swim, as yellow labs love water from their experiences retrieving downed waterfowl for their masters. Doggy also has a long swim time.

Drowning: Flailing his arms madly, Doggy howls in a pained manner, his tongue hanging out in his struggle to stay afloat. When he finally succumbs, Doggy floats to his doom in a finite way, his body arched gracefully over backwards.

Item Usage: When Doggy picks up an item, he takes it in his left paw and holds it at his side. When shooting from a projectile weapon, Doggy kneels and shoots with a concentrated expression. Doggy catches items thrown his way with a happy grin, in one paw. When picking up button items, like the Franklin Badge, Doggy wears it proudly on his chest. Finally, Doggy throws items powerfully, over his left shoulder, fastball-style, with his right paw.

Assist Trophy Summon: When Doggy throws up his AT, he leans up and watches whatever he summons curiously, sniffing it.
Homerun Stance: Doggy bats right-handed, so, lifting his left foot, he pulls back his Homerun Bat, wiggling it a bit while charging. When he swings, Doggy steps down hard with his raised foot, carrying his momentum into his swing. He follows through nicely with the swing, keeping his eyes on whatever he just hit.

Attacked: Although there is nothing unique about how Doggy flies when launched, his facial expression is. Doggy squints his eyes in pain, his tongue hanging out awkwardly, whenever he takes damage.

Grabbed: When he is grabbed by a foe, Doggy jerks his head side to side, attempting to free himself from his captor’s grasp.

Footstool Jumped: Doggy is forced onto all fours when he is bounced off of by an opponent. He rapidly returns onto both feet with a hop, a peeved expression on his face.

Ladder Climbing: When climbing a ladder, Doggy pulls himself up with both paws, pushing awkwardly and unnecessarily with his back legs.

Scooter Launching: When waiting in scooters in the SSE or Target Test #3, Doggy gets onto all fours, and dangles out his tongue, excited for the fast shot ahead.

Door Entering: To enter doors or other openings in the SSE, Doggy gets onto all fours and trots in, tail wagging, ready for a new adventure.

OTHER

Entrance: A metal-barred dog cage appears onstage, with Doggy inside on all fours, as well as a green towel for bedding and red food and water bowls. With a paw swat, Doggy opens the cage with a squeak and trots out with a woof. The cage vanishes as Doggy hops onto two feet, ready to brawl.

Crowd Chant: The crowd (who sounds like a mix of men and women here) chant, "Dogg-y! Dogg-y! Dogg-y!"

Wiimote Sound: Several excited dog barks are heard if Doggy is selected to begin with. If you don't specify your choice, your starting character of Doggy or Bear is random, and no sound is heard.

Kirby Hat: Kirby gains Doggy's long yellow ears, tail, and brown nose when he inhales Doggy.

Credits Theme: All Star

Ending Cutscene: This short victorious cutscene is played after Doggy completes Classic or All-Star Mode. Doggy is first seen throwing one of each type of the three dog toys in Toy Toss on Bridge of Eldin. He then is shown releasing Fleabag alongside Donkey Kong using his head-shaking Side Taunt, on Rumble Falls. Next, Doggy is seen charging his bone-battering F-Smash and hitting a Mr. Saturn thrown by Ness, on Onett. Lastly, Doggy is seen using his Up Taunt to play his banjo in front of Cranky's Cabin on Jungle Japes. This cutscene ends with a picture of Doggy doing his cannonballing N-Air into the water on Delfino Plaza.

Classic Picture: This congradulations picture is shown after Doggy completes Classic Mode. Doggy is shown doing his tail-chasing D-Smash alongside Yoshi doing his tail-chasing Down Taunt, on Yoshi's Island.

All-Star Picture: This congradulations picture is shown after Doggy completes All-Star Mode. He is shown using his coffee-spilling D-Tilt in front of King Dedede, who uses his Inhale move to suck up the beverage. This takes place on the Cook segment of Flat Zone 2. The congratulations text for this and his classic picture is fancy orange cursive, marked by two brown doggy paw prints at the end of the word.

Pained Cry: When Doggy is hit by a powerful attack, but not KOed, he lets out a hurt dog yip, which he continues with a weak moan as he flips into the air.

Death Cry: When Doggy is KOed off the side or bottom screen boundaries, or is crushed flat by a wall or ceiling, Doggy lets out a high-pitched painful bark.

Star KO Cry: When Doggy is sent flying into the background in a Star KO, or is killed in a Stamina Brawl, Doggy lets out a miserable low dog howl as he fades away.

PROS AND CONS

PROS:

  • Basic Combo has decent priority.
  • Fast tilts that can combo and build damage on foes.
  • F-Smash has a nice sweetspot.
  • A fully charged U-Smash has damaging effects that expand its hitbox.
  • A N, F, or D-Air out of a shorthop can be an effective tool for combos.
  • B-Air is great for edgeguarding.
  • U-Air is great for juggling aerial foes.
  • Dash Attack is speedy and fairly reliable.
  • Crawling Attack is useful for cutting through attacks or blocking them.
  • Throws deal good damage to the foe and set them up to be comboed.
  • Neutral Special allows for more mindgames, with its poisoning, stunning effects.
  • Reliable projectile that has various useful effects.
  • Handy tether recovery that can damage foes in the air.

CONS:

  • Relatively easy to hit and combo.
  • Basic Combo leaves Doggy open to punishment from the foes he hit with it.
  • F-Smash has decent ending lag; even more if Doggy whiffs the attack.
  • Despite its speed, foes who dodge Doggy's D-Smash can easily retaliate with a quick tilt.
  • N and B-Air leave Doggy wide open to shield-grabs if he uses them from a short hop.
  • Grab has awful ending lag, and is almost useless for shield-grabbing.
  • Down Throw only trips the foe after they are damaged, leaving Doggy open to a tripped attack from his victim.
  • Poison damage gained by foes from Fleabag is minute and encourages foes to hit the fleas to avoid giving Doggy the ability to attack and stun.
  • Long-ranged foes have a clear shot when Doggy charges Fleabag; interrupting the charge cancels the effects that Doggy had charged up until this point.
  • His Toy Toss toys can be easily halted in most cases.
  • Doggy is easy to hit out of his Up Special.
  • Up Special can be useless if Doggy is at an odd angle to the stage edge, or is caught under a stage lip. Even if he bounds off the frisbee, he may miss the ledge entirely if he is more than a Stage Builder Block beneath it.

PLAY STYLE

The first thing players may notice when using Doggy for the first time is the light, bouncy freedom felt while dashing and attacking. The closest thing to this feeling would be a faster, lighter Donkey Kong (which is still drastically different). This is meant to resemble the excitement of the life of a labrador.

When playing as Doggy, you'll want to take advantage of his speedy tilts and aerials to build damage. If the situation presents itself, charge and use Fleabag from a distance to give yourself the ability to stun foes. A Toy Toss can set foes up for easy combos, so use it often. He can also use this projectile to deal damage to foes from a distance. If Doggy has a lot of damage, it may be ideal to switch to Bear, a much heavier character. Finally, be cautious when recovering with Doggy's Frisbee Fling; if you are facing a competent edgeguarder, using the Trainer's Tool, Doggy's leash tether recovery grab, may be a better option if your foe is merely trying to hit you, not grab the edge (tether recoveries can't knock foes off edges; use the frisbee to cut through the foe in this case).

Foes facing Doggy will want to stay close to him at all times. With his abilities, he can run away with good speed and continually chip away at you with aerials or a quick Toy Toss. Use higher priority attacks to stop these. Make sure to dodge and punish Doggy for using laggy attacks, notably his F-Smash and Trainer's Tool grab. Edgeguard him aggressively to keep him far off-stage, where he can't use his Frisbee Fling or Trainer's Tool. Finally, hit the fleas during his Fleabag; minute poison damage and no knockback is preferable to Doggy acquiring the ability to stun you with a quick attack, then follow up with a Smash to finish you.

Bear

An extremely wealthy college-aged overweight grizzly bear, who lives in a massive Oakington mansion, complete with a pool, luxurious dining room, and a vast rainforest basement. Bear Munchmaster also owns an expansive vacation island in the Atlantic Ocean, named Bear Island after its owner. Bear was raised by neglectful yet rich parents, and spent most of his cub-hood looking up to Doggy, whom he met on a treasure-hunting expedition. Alongside his canine friend, Bear saved the world from destruction at the hands of Emperor Sibex. Despite his explorer’s heart, Bear is an extreme coward, and is quite dense at times. With devastating power, logic-defying body functions, and an insatiable lust for fast food, Bear is a unique force to reckoned with.

STATS

Power: 9.5/10: Bear is a very powerful character. His natural strength and unique anatomical feats grant him devastating power, and his cowardice will occasionally, although unintentionally, lend him even more.

Walking Speed: 1.5/10: Bear walks forward very slowly but surely, looking side to side nervously.

Dashing Speed: 2 – 5/10: Pumping his arms and breathing heavily, Bear jogs forward at an average pace. However, the more Bear dashes, the slower he becomes. There is a minimum speed, but this speed takes away many of Bear’s tactics. You may want to consider walking when possible, and dash-dance sparingly. If Bear stands still after getting tired, his speed will slowly rise. The speed resets if Bear is KOed or swapped to Doggy and back again.

Weight: 9.5/10: The second-heaviest character in the game, just barely lighter than Bowser. Bear is a huge obese grizzly, so he can stand up to a lot of damage before getting KOed.

Range: 7/10: Bear’s attacks generally have good reach, because of his large body and limbs.

Projectile Distance: 7/10: The maximum range of Bear’s projectile is about the range of a normally thrown item. However, it is much easier to dodge.

Attack Speed: 3/10: Bear is a great big slowpoke when it comes to the speed of his moves.

Priority: 9/10: Bear can easily cut through lots of attacks with even his weaker moves.

Size: 9/10: Bear is slightly taller than Ganondorf (because of his red cap) and as wide as Bowser, making him an enormous target in any fight.

First Jump: 2/10: Bear raises his arms stupidly as he does a tiny hop upwards. This takes him almost nowhere, vertically or horizontally.

Second Jump: 4/10: Bear flaps his paws slightly as he lowers his arms forcefully from their raised position during his first jump. Bear can maneuver this jump surprisingly well, considering its below average vertical and horizontal distance.

Fall Speed: 9/10: Bear falls like a rock, due to his massive bulk and pathological fear of heights.

Recovery: 5.5/10: Although his Up Special is surprisingly flexible for a heavyweight, Bear’s absolutely awful jumps and rock-like fall speed balance this out.

Crouch: 1.5/10: Absolutely horrible; Bear falls to the ground on his back, curls up a bit, and rocks back and forth lightly, whimpering in a cowardly manner. This is barely a crouch at all, and is mainly just a pose, as Bear can’t dodge almost anything this way. This pose has a slight resemblance to Donkey Kong’s sleeping animation.

Traction: 6/10: While Bear’s slow speed should loan him great footing, his mental instability brings it down to just above average.

Comboability: 4/10: Bear’s combos are similar to Donkey Kong’s in the way that he has several decent combos, but they aren’t nearly as effective as some other characters. Still, he can string attacks together well for a heavyweight.

Wall Jump: No: Bear is not willing (or able) to exert effort into bouncing his massive weight off walls while airborne. He’s too busy panicking.

Wall Cling: Yes: Despite his considerable mass, Bear can cling to walls. However, this ability is almost useless, as he can only hold on for one second. Bear’s had lots of experience clinging, whether it be onto chandeliers, stalactites, or traveling companions; however, he can never seem to pull his own weight.

Crawl: No: Because of Bear’s awkward crouch, he cannot crawl.

Glide: No: No matter how many times he has tried to fly in the past, he simply can’t do it.

Tether Recovery: No: Bear often learns things the hard way due to his mental density; he doesn’t bring a tether recovery to assist himself in Smash.

BASIC

Basic Combo, Hit #1: Slothful Shove: Hunching down his upper body slightly, Bear leans forward and shoves foes in front of him with both paws. This has below average range and moderate priority. Foes take almost no knockback, but this traps foes for the next combo hits, the last of which does deal fair knockback. This combo hit is great for halting a foe’s attack and punishing them with another attack in quick succession. The shove deals 4% to foes.

Basic Combo, Hit #2: Harebrained Headbutt: From his leaning position from his shove, Bear quickly slams his head down powerfully on nearby foes. This move has two hitboxes. Foes hit with the top of Bear’s head take low knockback. However, the second hitbox, which occurs on foes who are right next to Bear as he attacked, buries foes in the ground in a weak Pitfall effect. Although the foe remains buried for longer if they have higher damage, they still are buried for a shorter period of time than they are with other burying attacks, such as Donkey Kong’s Headbutt. It is advantageous to hit this on foes who have higher damage and can stay buried longer, as Bear suffers from more ending lag as he straightens up, which will leave him vulnerable to foes who escape early by Control Stick shaking. By burying foes with higher damage, Bear can hit them out with other, more powerful attacks. This move has average range and priority, and deals 7-8% with his shove, and 3-4% without (foes get more damage by being buried with the second hitbox).

Basic Combo, Hit #3: Tongue Launch: Lifting his head from his Headbutt (which is not held down with ending lag like Donkey Kong’s), Bear opens his cavernous mouth wide and shoots out his long pink tongue. This does average knockback to end this combo. However, it is not as strong as his arms or head, so Bear has slightly less priority with this combo hit than with the previous two hits. Bear’s tongue has decent range, with a hitbox on its tip. After he finishes this basic combo, Bear pulls in his tongue as he raises his upper body back to standing position; he leans down for all three hits. This move deals 10-11% with the full combo, 6-7% with the headbutt, and 3% by itself.

TILTS

Forward Tilt: Eye Pop: With a high-pitched scream, Bear leans down and freezes in place, petrified with shock. While in this position, Bear's round green eyes shoot from their sockets, comically fly forward a few feet, then return to Bear's head. This move has below average priority. The eyes do the most knockback (average knockback) as they are popping out, rather than when they are at maximum range or returning to Bear (almost no knockback). The maximum range of the eyes are about the maximum range of Bowser's F-Tilt. Bear has very little startup lag, but a fair bit ending, as he unfreezes when his eyes return. Still, this is a handy tilt for building damage and KOing foes with high damage levels. The eyes do 5-7% to foes. Foes who hit the eyes as they come out take the most damage.
Down Tilt: Grizzly Gas: From his awkward crouch on his back, Bear lets out a loud, obnoxious fart, which appears as a small, brown cloud out of his butt. This move has two hitboxes. Foes hit with the main fart cloud take low knockback. However, foes who hit Bear's butt as he's farting take fire damage and average knockback, similarly to Samus' D-Tilt. The cloud has below average range and low priority. This tilt can be used several times in a row rapidly to trap a foe against a wall (although not infinitely). Bear gets backwards momentum each time he farts, so he can uses this tilt to slide backwards on the ground, which is helpful for moving, as Bear slows down with excessive dashing. This has a 25% chance of tripping foes hit with the cloud (not Bear's butt). Foes receieve 7% from the fart cloud (the first hitbox) and 11% from Bear's butt (the second hitbox).

Up Tilt: Cap Toss: After a brief charge, Bear thrusts his big head upwards to toss up his red cap. The cap flies up a minute distance before landing back on its owner's head. This move does average knockback and has reliable priority. Despite the startup lag, Bear can use this tilt to juggle foes with relative ease. Although Bear does thrust his head, the only hitbox is the cap, which does one solid vertical hit, having the power to KO foes with moderately high damage levels. Foes take the most knockback if they hit the cap as it flies up, rather than while it is airborne. The cap loses its hitbox as it falls. This tilt deals 6-8% to foes, who take the most damage as the cap is first thrusted.

SMASHES

Forward Smash: Beastly Belch: While charging, Bear leans down and rears back, opening his mouth slightly and sucking in air. Upon release, Bear lets loose a massive belch, opening his mouth wide and widening his eyes. The belch appears as a sizeable green cloud out of his mouth, and extends to about the range of Mario's F-Smash, with just a bit more reach. The knockback is devastating, as is up there with the F-Smashes of King Dedede, Bowser, and Ike in terms of killing potential. The cloud also has outstanding priority; it is the hitbox. However, as Bear holds the pose for a second after belching, this has horrible ending lag, leaving Bear completely vulnerable to attacks. Bear also has slight startup lag as he prepares to belch. Used sparingly and cautiously, this is a great offensive tool. Foes take the most knockback if they hit the outskirts of the cloud, rather than the center. This Smash can do anywhere between 18-29% to foes unfortunate enough to fall victim to its power.

Down Smash: Bearfoot Stomp: Lifting one bare bearfoot, Bear stomps the ground with immense force, creating a small shockwaves on both sides of him, causing the screen to shake slightly. Despite being a close range attack, this Smash has great knockback, although it’s not as good as his F-Smash. Foes can be hit by the shockwaves or by Bear’s foot. This Smash has good priority, although it is very awkward to block most attacks with it. The move starts quick, but has moderate ending lag, as the shockwave occurs and the screen shakes. The move’s best use is probably for stopping rushing attacks, such as the Side Specials of Fox, Captain Falcon, or Ike; however, it is still useful for normal matches as well. This Smash can deal anywhere from 13-25%, foes taking more damage from hitting Bear’s crushing foot rather than the shockwave it generates. In the Doggy and Bear games, this move is used to stun foes or to shake items out of trees or piñatas.

Up Smash: Tabasco Breath: As he’s charging, Bear tilts his head back and starts pouring red-hot Texas Pete Tabasco Sauce from a bottle down his throat, chugging the stuff greedily. Upon release, Bear screams like Homer Simpson, drops the bottle to the ground, where it shatters, and frantically breathes a stream of fire out of his mouth, Superspicy Curry-style. This can deal the most damage of Bear’s Smashes, if a giant foe or a boss collects every single hit of the Smash when it is fully charged, although this is impossible on normal foes. However, this Smash deals no knockback. This is not a problem for Bear, as he also has virtually no ending lag with this move, and can use a quick U-Tilt to knock foes away, although they can use a quick aerial first to punish Bear, as they aren’t knocked back at all. The range and priority are the same as in the Superspicy Curry item. The length of the fire depends on the charge of the Smash. At maximum charge, Bear breathes fire for about 1.25 second. Otherwise, he keeps it going for about .75 second. If spammed more than five times in a time period of 20 seconds, Bear takes 10% every other time he uses this Smash (tabasco sauce is hot!) This effect stops if Bear uses 10 other different attacks or is KOed. This Smash can deal anywhere from 5-36% to foes.

AERIALS

Neutral Air: Bread Bash: As mentioned earlier in his bio, Bear was born into an extremely wealthy family, and therefore inherited a vast quantity of money. Here, Bear pulls some of his “bread” out of midair, in the form of a single large moneybag, marked with a green $, and holds it in front of him. Bear then spins around once, holding out the moneybag as if it were a lover in a cheesy romantic soap opera. This aerial has some startup lag (comparable to that of R.O.B.’s N-Air) as Bear extracts his moneybag. However, it does moderate knockback to make up for this. As the moneybag is held out, this move has average range, with a hitbox on the bag. This aerial has good priority, although competent foes can dodge the first part of the spin and attack Bear out of the rest of the move. However, it is difficult to shield-grab Bear while he is using this move from a shorthop. This aerial will usually KO foes with over 85%. It does 10-14% to foes, who take more damage if they are closer to Bear. After use, Bear laglessly stows his bread in the fur pouch on his stomach. And, as a small easter egg, Bear holds his bread noticeably more tightly when he is fighting a Falco.

Forward Air: Panicky Struggle: In this aerial, Bear shows you just how much of a scaredy-cat he is. Bear flails both of his arms about wildly in a circular motion, screaming gibberish all the while. Foes who hit his bulky arms are buffeted about. This aerial can deal up to five hits on foes. The first four hits trap foes (although they can be Smash DIed out of) while the last hit gives above average knockback. Bear’s flailing arms don’t stretch out that far, but this aerial is not close range at all; it can hit foes from a slightly below average distance away. The priority is below average as well. Although one arm can deal all five hits, foes who somehow hit both arms (the hitboxes) do not get ten hits, and still just get five. This aerial is best for aerial combos, as Bear lags if he hits the ground, sighing in relief, before the attack is finished (it lasts for about one second). Each of the five flails does 3%, for a maximum of 15%.

Back Air: Footlong Slash: Bear’s obesity and weight stem from his habit of gorging on his bottomless hoard of fast food. Here, Bear takes a footlong Chicken Bacon Ranch subway sandwich (his favorite food) and slashes it backwards, as if it were a sword. While his slashing animation bears a resemblance to Ike’s B-Air, this move’s properties are completely different. Bear’s sub has a bit more range than Ike’s B-Air, but has less priority and knockback. This aerial starts up laggily, but is good to use from a shorthop, as Bear lags significantly less ending this move early by landing than with his other aerials. Although foes can be KOed by this aerial if they have high damage levels, it is best used just from a shorthop, as most aerial foes can overcome the sub’s weak priority. This aerial deals 9-10% to foes. Bear rapidly swallows the sub in one gulp after finishing this move (although he doesn’t heal damage from eating this food).

Up Air: Salmon Slip: Fishing is an important side quest in Bear’s high seas adventure game, Doggy and Bear: Island Hoppers. Bear pulls out a metal bucket filled with saltwater and holds it up. On cue, three salmon leap out of the bucket into the air, one at a time, each one falling back in, before Bear stows the bucket in his fur pouch. The first two salmon barely leap out of the bucket, doing no knockback. The third and final salmon leaps several feet out and deals average knockback. While this move is a fairly fast aerial, it has weak priority. When using this move, make sure that the foe will be knocked back with the last salmon. Otherwise, they can air-dodge in between hits and punish you. In addition, try to keep Bear from landing before the move ends; he lags a lot as he keeps the bucket from sloshing out water. The first two salmon do 4%, while the last one does 5%, dealing up to 13% on foes.

Down Air: Butt Plummet: With a comical expression, Bear glances down, then, facing the screen, plummets to the ground, screaming. This move is by far the fastest of all ‘stop-then-drop’ aerials, putting even Toon Link’s D-Air to shame because of Bear’s weight. Bear falls in a backwards position, his butt aimed downwards. If foes hit his butt as he falls, they are spiked with great force. However, if they hit his legs, they take above average knockback. This move is fairly close range. Its priority is somewhat similar to the Bowser Bomb, just a tad weaker. Bear users must be cautious when using this move; Bear lags for about twice the lag of Spinning Kong when he hits the ground, flat on his back, from where he stumbles to his feet. Although it is a great spike, be careful; a foe who air-dodges it will cause Bear to plummet to his doom, as this move cannot be halted unless Bear is attacked. Bear has superarmor frames from the time he looks down to the time he faces the screen. With high startup and ending lag but excellent effects, this aerial is definitely high-risk, high-reward. It deals 12-15% to foes.

OTHER ATTACKS

Downed Attack: Push-Up Kick: When Bear falls face-down, he lies stretched out, trembling slightly, his face pressed to the floor. If you press the A Button while he’s down, Bear pushes himself up so hard that he lifts his entire body off the ground, kicking foes behind him in this horizontal pose, with only his paws holding him up. He then pushes himself onto his feet. This move does average knockback and has decent range. However, it is not useful for starting combos, like Doggy’s downed attack, as it is a good bit slower. This move deals 6% to foes.

Flipped Attack: Tongue Twister: When Bear falls on his back, he plays dead stupidly, eyes and mouth wide open, tongue hanging out. If you press the A Button while he’s flipped, Bear will stretch his tongue out and to a clumsy spin-jump to his feet. He keeps his tongue on the ground, so it spins 360 degrees around as Bear jumps up, knocking away nearby foes lightly, before snapping back into Bear’s mouth. Although it is quicker than the flipped attacks of other heavyweights, Bear’s tongue is pretty flat, meaning only grounded foes can be hit. This move deals 6% to foes.

Tripped Attack: Belly Buster: When Bear trips, he stumbles in place, flailing his arms, then collapse, flat on his face, similarly to a prolonged King Dedede Dash Attack. If you press the A Button while he’s tripped, Bear will rise and oddly bend his body into a backwards ‘C’ shape. He then spins around once in this position, like an awkward ballerina, to throw off nearby foes, before bending back into his normal position. This move’s hitbox is Bear’s extended frontside. This tripped attack has the potential to KO foes with high damage off the side. However, it has a good deal less range than Bear’s downed or flipped attacks. Bear can hit foes twice with this attack; once per each half of the 360 degrees spin. Each of the two hits deals 4%, for a maximum of 8%.

Ledge Attack: Flashlight Flicker: Bear hangs on ledges his one paw, sweating comically and whimpering. If you press the A Button while he’s hanging, he’ll hop back onto the stage, holding a red and blue flashlight in his free paw. Bear then rapidly turns the flashlight on and off in the face of nearby foes. Because it is just a small beam of light, the flashlight deals no knockback and has no priority. The flickering does four extremely rapid hits on foes at close range. However, the last hit has a 50% chance of tripping foes. This prevents the move from being useless because of no priority or knockback. All four hits will almost always hit nearby foes. Each of the four hits does 2% to foes, for a maximum of 8%. Doggy and Bear used these flashlights in the mansion exploration segment of Doggy and Bear: Crystal Quest and Doggy and Bear: Treasure Mansion.

Ledge Attack (over 100%): Log Roll: Characters’ ledge attacks change to a slower, weaker new attack when the character accumulates 100% or more. In this state, Bear tries to pull himself up, but fails, falling back into hanging position. With a slower second burst of strength, Bear pulls himself quickly onto the stage. In essence, this looks like a one-armed pull-up. Once he’s on the stage, Bear does a stationary somersault to bowl through foes at close range. The priority and knockback are both average. If you tap the Control Stick sideways as Bear rolls, he’ll roll forward a bit, increasing the move’s range by a few feet. Hitting Bear as he’s rolling forward also gives foes more knockback than if he’s rolling in place. Also, if Bear jumps immediately after rolling, he uses the roll’s momentum to jump up a great distance, quadrupling the pitiful normal height of his first jump. This can be used to avoid aggressive foes who are after Bear (he’s still got 100% + damage). This move deals 4-7% to foes. This is a reference to Bear’s ‘Bro. Move’ in the Bear Bros. series.

Dash Attack: Skier Smashup: From his slow dash, a pair of blue skis appear on Bear’s feet, with two skiing poles materializing in his paws, when the move’s input is triggered. Modeling his reoccurring skiing mishaps in the Big, Big Sky region of Doggy and Bear: Crystal Quest, Bear loses his balance and falls on his butt, with slight forward momentum. This move has two hitboxes. The first hitbox is on Bear’s skis, which he kicks up slightly as he collapses. This does decent vertical knockback and has average range. The second hitbox is on Bear’s butt as he falls. Although the hitbox is visible for only a very brief period of time and is extremely difficult to land a hit with, it does major knockback, which can kill foes with over 50% off the side. Bear has minute starting lag and about .75 second ending lag, as his accessories vanish and he hops to his feet, massaging his butt. This move can deal 8-9% with the first hitbox and 16-18% with the devastating second.

Item Basic Attack: Slothful Suck: Bear holds items inside his mouth, his cheeks expanding to hold the item more comfortably when he attains one. When the A Button is pressed while Bear is holding a battering item, Bear will extend the item a bit from his mouth for a second before sucking it back in. This is a fairly slow attack. The damage, range, and knockback depend on the item being used.

Item Forward Tilt: Tongue Twirl: When the F-Tilt input is pressed while Bear is holding a battering item, Bear sticks the items out of his mouth, holding it wrapped in his tongue, and twirls it around once, before pulling it back in. This attack is moderately fast. The effects depend on the item being used.

Item Forward Smash: Bounce-Back Belch: When the F-Smash input is pressed while Bear is holding a battering item, Bear fires the item out of his mouth a few feet, held by his tongue, powered by a belch cloud, before snapping it back in. This is quite a fast Smash for a heavyweight, although the belch cloud doesn’t inflict damage or knockback, like the one in his normal F-Smash. The effects depend on the item being used.

Item Dash Attack: Toothy Tumble: When Bear performs a Dash Attack while holding a battering item, he sticks out the item, holding it in his front teeth, and slides clumsily along the ground before hopping back to his feet and sucking the item back in. Although the effects vary with the different battering items, the knockback is generally higher than the item Dash Attacks of most other characters.

GRAB ATTACK AND THROWS

Grab: Grizzly Grasp: To grab foes, Bear leans forward and swipes at foes with both paws, trying to catch them. Although this grab starts quickly, it has about .25 second of ending lag if Bear misses his target. It has average range from a standstill. If Bear tries to grab while dashing, he’ll throw himself forward a bit to gain more range, but he’ll suffer from more ending lag as well. Foes grabbed by Bear automatically receive 2%. Grizzly Grasp is a move Bear can use in the Doggy and Bear series to shake furniture, power slingshots, and pull enemies or levers.

Grab Attack: Facepawlm: With a comical expression, Bear slaps a paw to the victim’s face. This grab attack can be performed fairly quickly, but not spammed, as Bear holds the facepalm position for a brief period of time before releasing it. Each attack foes 3% to the victim.

Forward Throw: Marlin Skewer: Bear releases the victim and, out of thin air, takes a large blue marlin and skewers the foe with its sharp bill, before comically stowing it in his fur pouch. This does 12% to foes and gives good knockback for a throw. However, the move lasts as long as Lucario’s F-Smash, and while the foe can’t escape, both Bear and his victim are left open. Used with caution, this is a great asset. Blue marlins are rare fish in Doggy and Bear: Island Hoppers.

Back Throw: Bodybuilder Bodyslam: With a grunt, Bear turns sideways to face the screen and slams his large body into his victim, who is launched backwards. Although it only deals 7%, its knockback is good, better than one would expect for such a low-damaging move. Bear could use this move in the Doggy and Bear series to crush foes or topple weak walls.

Down Throw: Super Swirly: A normal white porcelain toilet appears on the ground next to Bear, who lifts the foe with a burst of strength, dunks the foe headfirst into the crapper, and flushes. The victim spins around, like a slower R.O.B. Down Throw, accumulating 10% by choking on toilet water, before being launched out vertically. This is Bear’s most well-rounded throw, having decent damage and knockback. Toilets in Doggy and Bear: Treasure Mansion were used to find some mansion treasures, by means such a flooding floods to open doors or killing invincible electric foes.

Up Throw: Brick Breaker: In an odd move, Bear tosses his victim up lightly, while extracting a flat square piece of wood piled high with bricks effortlessly in one paw. Bear follows up by giving a devastating uppercut through the wood and bricks to hit the victim, letting out an unnecessary ninja-like scream. This hits the foe in a multi-hit fashion, similarly to a weaker Rock Smash. Although it does a whopping 16% and great knockback, it can’t be abused. If spammed more than 3 times in a time period of 20 seconds, Bear will lose his strength and drop the brick platform on his foot as he tries to punch it. He then lets out a scream, takes 9%, and lags for three seconds, hopping on his foot comically. This happens every other time Bear uses this throw from then on, until Bear uses 10 other different moves or is KOed. Use sparingly!

SPECIALS

Neutral Special: Hornet Hive Horror: A buzzing beehive appears in Bear’s paws, who drops it to the ground in shock, where it stays. If Bear is “hugging” a wall, the hive will stick to the wall. He can only have one hive out at a time, so be sure to use it well. However, Bear can pick up the hive, walk around with it, and throw it to move it. He can’t jump with it, though, and he takes 1% per each second he holds the hive, due to the swarming bees. There are three different effects a hive can be used for. Bear can only use one effect per hive. After the hive is used, it vanishes, and Bear must wait 10 seconds before using another hive. To get rid of a functioning hive, Bear must throw it off the edge, or destroy it with his Side Special. Just like in the Doggy and Bear series, beehives can be a help or a hindrance.

The first use is as a counter item. Any foe who attacks the hive will cause the swarm of bees to emerge, rapidly form into the shape of the character who hit the hive, then attack back in a formed ‘reflection’ of the attack that the hive was hit with. This does 1.3 times the damage of the attack that the foe originally used. If Bear places a hive on the edge of a stage, it can be a great edgeguard, as it will counter the ledge attacks of foes, forcing them to jump off the ledge, which leaves them more vulnerable to attacks. Jumping over a crown in a FFA and dropping a hive will also cause damaging chaos. Finally, Bear can try to drop a hive to counter a direct attack; however, this is not all that useful, as the hive can’t counter attacks until it hits the ground, after the foe’s attack has landed. One hive can counter three hives before it vanishes.

The second use is as a recovery. As previously mentioned, Bear can “hug” a wall while dropping a hive to attach the hive to the wall. If it is attached in such a fashion, the hive slowly slides down the wall, leaving behind a trail of sticky honey. The hive vanishes if it hits the floor or falls off the wall into a pit. Any character can then Wall Cling to the honey once, to aid themselves in their recovery. As Bear’s recovery is fairly short and his normal Wall Cling only lasts a second, this is great news for Bear. If he is at high damage and may have to recover, setting a hive on a wall to release the honey is a good option. On a side note, every other time Bear picks up a hive and carries it around, honey spills out onto the stage for three seconds at a time. This does nothing but slow down and hamper the first jump of characters. In both cases, the honey lasts for 20 seconds before vanishing. Only one portion of honey can be onstage at a time.

The third and final use is as a powerful charging attack. If Bear picks up a hive and throws it down, the hive smashes to bits. However, Bear still has a swarm of angry bees behind him. Comically looking back and seeing them, Bear screams and runs forward, a bit faster than his normal dash, the bees following and buzzing madly. Foes who hit Bear are given 15% and are knocked backwards powerfully, but cannot possibly be KOed, as the swarm hits them, dealing anywhere from 1-12%, but absolutely no knockback. If Bear presses down on the Control Stick, he skids to a stop and suffers this damage. Don’t run into a wall, or you’ll suffer this as well. To remain unharmed, Bear must run off an edge, let the swarm pass over the side boundary, then recover. Bear has superarmor frames as he looks back and sees the bees, but can be attacked as he runs forward, leaving the bees to continue forward, hurting anyone in their way. The bees can be easily disposed of anytime by an aerial or a projectile. Used carefully, this can be a great offensive tool for building damage, but be cautious; if you foul up, you’ll likely take the damage yourself, or cause Bear to run off the stage to his doom, which isn’t hard if you aren’t careful, thanks to Bear’s high fall speed.

Side Special: Candle Craze: Out of his fur pouch, Bear takes a lit stick of dynamite and holds it. If not thrown in three seconds, the dynamite detonates on Bear. From there, Bear has three throwing options. By tapping back on the Control Stick, Bear will lightly toss the dynamite a short distance. If this happens, the dynamite will fall stationary a few feet in front of Bear, and explode after three seconds. By tapping forward on the Control Stick, Bear will throw the dynamite a small distance (one-fourth of Final Destination). From there, it bounces twice in place, in a time period of three seconds, dealing 2-3% of knockbackless fire damage to foes, before detonating. Finally, by tapping forward on the Control Stick hard, Bear will comically look at the dynamite, scream, and throw it like a normal item, the dynamite exploding on contact with anything. Explosions deal 8-9% and below average knockback to whatever they hit (Bear can be hit by his own dynamite). Bear cannot move while holding dynamite. Foes cannot move or throw dynamite, but with the first two options, they have 3 seconds to evade. With the last option, Bear’s hesitation in throwing gives you a chance to dodge. While screaming on the third option, Bear has superarmor frames. Dynamite is a common destructive item in Doggy and Bear: Treasure Mansion, which Bear commonly mistakes as candles, stupidly lighting them to “put some light on the situation.”

Up Special: Saucer Shooter: In the Bear Bros. games, Saucer Shooters are common means of transportation. They are starred metal rectangular prisms that fire red saucers, containing who or whatever enters the device by the hatch on the bottom. Here, a Saucer Shooter automatically appears wherever Bear is, taking him in. Once Bear is in the shooter, he can’t be attacked. You have 1.5 second to drag the Control Stick in any direction. This is the direction Bear will fly in after that brief time period is up, riding in a red saucer. The default direction is straight up. Foes hit by Bear’s saucer take 11% and moderate knockback. After traveling a distance of 5 Stage Builder Blocks, the saucer vanishes and Bear enters a freefall, flailing his arms about. For the distance of the first two blocks, Bear has superarmor frames. The shots fly rather quickly, but not at super speed. Bear takes no lag from landing on the stage after being launched, unless he is fired straight down, upon which he suffers the ending lag of Bowser’s Whirling Fortress landing. Bear’s Saucer Shooters stay out two seconds after use; only Bear can use it (not other foes), but he must wait until one shooter vanishes before summoning another. This doesn’t mean Bear can’t use multiple shooters in one recovery if he follows this rule, although it is very difficult with Bear’s rock-like fall speed.

Down Special: DB Swap: Bear holds his paws together nervously, staring from side to side anxiously. Right on cue, Doggy appears behind Bear, as if he were hiding there all along, and taps him on the shoulder. With a scream, Bear jumps upwards into thin air (where he vanishes), as Doggy facepalms at the cowardice of his best friend. You are now controlling Doggy. Switching between Doggy and Bear takes only slightly longer than transforming between Zelda and Sheik did in Melee; you can switch without much hassle in an intense match, although it still may be ideal to wait until you KO your foe and switch in your small breather period. Doggy has invincibility frames until the cowardly Bear vanishes, after about .75 second. If for any reason you are unable to switch (like in certain parts of the SSE), Bear still holds his paws together and stares side to side nervously, but nothing happens, so he lowers his paws and stares forward, attempting to keep his cool.

TAUNTS AND VICTORY/LOSS POSES
Up Taunt: Out of nowhere, Bear takes a blue mug of coffee and drinks it all in one gulp. He then screams in a high-pitched voice, jumping up slightly and staring crazily at the screen, dropping the mug to the ground, where it shatters. Bear is now hyper.

Side Taunt: Out of nowhere, Bear takes a Rocky Road ice cream cone and swirls his tongue around the ice cream, licking it. He then tosses the cone above his head, trying to catch it in his mouth, only to have it land with a splat on his head. Bear stares comically at the screen like this for a second, before the cone vanishes.

Down Taunt: Out of his fur pouch, Bear takes three hamburgers and begins juggling them. However, he only juggles them around once before comically dropping them all at his feet. This doesn't stop Bear from stretching his tongue down to eat them all off the floor. Ten second rule, remember?

Victory Pose #1: Bear happily jumps clumsily around the screen, causing the camera to shake. After five jumps, he stops at center stage, breathing heavily but contentedly.

Victory Pose #2: Bear leans down, smiling stupidly and lighting fireworks to celebrate his victory. However, one firework accidentally ignites Bear's butt as it launches, causing Bear to scream and run around, his rear end aflame.

Victory Pose #3: Bear proudly heaves a Hidden Treasure Chest from Doggy and Bear: Treasure Mansion and Doggy and Bear: Island Hoppers onto center stage, holding it effortlessly with one paw. When he sets it down and opens it, however, a ghost pops out, scaring Bear senseless and causing him to dash away offscreen in a cloud of dust. The ghost stays onscreen and laughs at Bear's cowardice, facing right and hovering above the gold-filled chest.

Victory Theme: A hard-rock remix clip of Tubthumping, from 0:23 - 0:28.

Loss: Bear claps for the winner(s) who defeated him. He is quite sad, but after a while clapping, he takes an armful of milkshakes out of his fur pouch and beings drowning his sorrows in them, chugging the shakes and forgetting all about the whole fight.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Wow, we're moving fast now. Is that TYATM update necessary on the very first page, Agi?

Guntz looks like a whole new level for you, Spade. Sure to be a good read.

Doggy is giant, and we still need Bear. I'm scared already.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Master of dimensions, pleaser of crowds, Dimentio has joined the fray!



Stats:

Size: 6/10 (Due to hovering) Dimentio is on the lower side of the size spectrum in height, but he’s not the smallest of characters. His height matches Mario’s, although Dimentio always hovers very slightly off the ground, meaning the height of his hitbox is rather tall, although some small vertical range dtilts such as Kirby’s will go right under him.
Weight: 3/10 Dimentio is one of the lighter characters in the game, being around as heavy as the infamous Meta Knight. Like Meta Knight, Dimentio’s recovery often makes his light weight a moot point.
Walking Speed: 10/10 This is a 10/10 rating for a walk, not overall speed. Due to hovering and not having to actually physically move to transverse the battlefield, Dimentio has no need to ever casually walk, going straight to his running speed as soon as you press the control stick.
Running Speed: 7/10 Dimentio’s “walking” speed as he hovers is still plenty good for a run, moving about at a very quick speed. One of Dimentio’s advantages.
Traction: 10/10 Dimentio literally has perfect traction, he can turn on a dime. Dimentio is 2D like Mr. Game & Watch due to being from Paper Mario, and thus flips as he turns around. Dimentio can’t attack while he’s flipping, but he’ll keep up all of his speed, you still able to move him about at will as he does so. This makes for more mind games.
Power: 3/10 Dimentio’s KO moves are very limited, and the rest of his attacks are far from powerful.
Attack Speed: 6.5/10 Dimentio has some fast damage dealers, but a notable amount of the attacks have a good amount of lag inserted somewhere, including all of his viable KO moves.
Range: 6.5/10
Priority: 7/10
Recovery: 9/10
Fall Speed: 3/10 Dimentio is a very floaty character. Add Dimentio’s excellent recovery to this, and you have a character begging you to abuse his aerials. . .A shame said aerials aren’t very good.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Hover: Yes. Seeing as Dimentio hovers to move about at all, it only makes sense he can hover like Peach. Dimentio’s hover lasts only half the duration of Peach’s, but he’s able to move around 1.5X faster.
Gliding: No.

Basic Actions/Animations:

Basic pose: Dimentio hovers about in the air, his hands concealed inside his cloak.
Idle pose: Dimentio takes one of his hands out of his cloak and rubs his chin (Or where it would be located anyway), then puts it away.
Walking/Running/Dashing: Identical to the basic pose, but Dimentio is obviously moving about.
Crouching: Dimentio stops hovering and stands on the ground, making high attacks miss him but causing himself to be vulnerable to low attacks. Dimentio still refuses to walk, preferring to hover, considering walking something for mere mortals. Because of Dimentio’s arrogance to refuse to walk (Which he never did in Super Paper Mario), he has no “Crawl”.
Jump 1: Dimentio points both his fingers downwards to be propelled upwards a small distance by shadow energy, it flashing about him briefly.
Jump 2: Dimentio spins around once in mid air as he rises, levitating upwards. Another small shadow energy flash occurs over Dimentio during this jump.
Hover: Dimentio extends out his hands from his cloak and puts them to his sides as he levitates about like Peach.
Shield: Dimentio takes out his hands from his cloak and puts them in front of his face, and a shield forms over him. Dimentio has a unique shield appearance wise though, it being square shaped, orange in color and looking as if it were ripped straight from Super Paper Mario. The shield looks quite unique, but functions normally.
Sidestep: Dimentio snaps his fingers and vanishes, then reappears very shortly after. The sidestep has very little duration, but has little lag, meaning it can be spammed.
Rolling: Dimentio snaps his fingers and vanishes, then instantly reappears one character length (His own length to be exact) in the direction you “rolled”. This has very small range for a roll, but is very fast, being much more spammable then the average roll and being good for mind games.
Air Dodge: Dimentio turns to the side, taking advantage of the fact he’s paper thin and everybody’s fighting in a 2D plane, dodging any attacks.
Tripping: Dimentio accidentally levitates his feet towards the floor at an angle as moving about, causing him to skid onto the ground and get knocked over. Dimentio travels farther forward then other characters when he trips, landing on his rear end once having tripped. but there’s a catch – you can actually prevent tripping! Just as Dimentio’s feet are about to hit the ground, if you press A Dimentio will regain his normal position and avoid the trip, picking up some slight speed from it. The timing has to be nearly spot on to work, though.
Sleeping: Dimentio stops hovering and falls on his rear end on the floor, slumbering. His jester hat moves towards and out from Dimentio as he snores.
Dizzy: Dimentio stays hovering as he’s dizzy, not fully disabled, but having no idea where to hover. Dimentio faces the camera as he flails his arms about and his jester hat goes from side to side of his head as he tilts about, nearly falling off.

Special Attacks:

B – Demented Double: Dimentio takes his hands out from his cloak and points in front of himself with both of his pointer fingers to cause a clone of himself to materialize in front of him, playing Dimentio’s entrance animation as it spawns. You then control the illusion at will, it being able to fully use Dimentio’s moveset, you playing as the clone as you’d normally play as Dimentio. The real Dimentio is constantly pointing towards the clone, controlling it, and is completely immobile. If the clone is hit by any attack that’s not a energy based projectile, it will be destroyed. Any damage Dimentio’s double takes the real Dimentio will take as well, even that from the earlier mentioned projectiles. If you use the down special while playing as the clone again, it’ll vanish early, and you’ll resume playing as the real Dimentio. The illusion automatically vanishes after 10 seconds. This has slight starting lag to form and dispel the illusion, Dimentio having longer ending lag if his clone is forcefully destroyed.

A good way to actually make use of this attack is to go out to try to gimp your enemy’s recovery with the illusion while you remain safely on the stage. This way your trek out to attack the enemy can’t backfire, and you can send your minion to go out on gimping missions of no return, there being no limit to how far you can go out to gimp enemies.

Dimentio can also use this as a defensive measure by having his illusion create a boom box over himself to protect him while the illusion attacks foes. This tactic has little use other then stalling, though, since the illusion still gets killed off in one attack.


B Side – Boom Box:

Dimentio takes his hands out from his cloak and puts them above his head, casting a spell which forms the outline of a box forms in front of Dimentio, it drawing itself into existence in the Super Paper Mario graphic style. The box is impressively large, around 1.5X the size of Bowser. You move the box around with the control stick, Dimentio hovering in place as he channels in place. The box moves fairly slowly, around the speed of Ganondorf’s run.

Once you release the button, the box outline fully materializes into a clear glass box, it becoming a solid object. If you make the box materialize over an enemy, they’ll be trapped inside it. They can break out by dealing 15 stamina worth of damage to the box. The box isn’t affected by gravity and magically floats in the air, so you can’t use this to send enemies down to their doom.

Anyway, once you’ve materialized the box, you can do this button input again for Dimentio to snap his fingers and chuckle slightly, causing a bunch of explosions (Hence the “Boom” part of the box) inside the box. You can still sidestep and roll about in the box, but the explosions will come constantly, so you can’t dodge them all. If you don’t do any dodging while trapped in the box, you’ll take 20% damage. You’ll still take knockback, but you’ll just bounce around inside the box, so it doesn’t really mean anything. The explosions lasts 3 seconds, and after they’re finished they’ll shatter the glass box.

This can be used as a wall to block projectiles, and you can even form the box over yourself if you prefer. The box is an extension of Dimension D, Dimentio’s personal realm, and thus Dimentio is powered up while inside it, all of his attacks being made 1.5X faster and stronger in damage/knockback. If you can catch an enemy inside the box with you, you’ll be able to rack major damage on them, although you obviously can’t do use this to finish them due to being trapped inside the box. If you already have a bunch of damage and don’t mind taking more, you can use the side special input again to make the explosions as normal, them harming both of you. It’s not easy to make the box when materialize when somebody’s right next to you, as it takes a second to form, and they can hit you to interrupt the box from fully forming.

As if this wasn’t versatile enough already, you can also use this to recover. If you use this in the air, Dimentio will be suspended in it while moving about the box to decide where he wants to form it. You can make the box underneath you to use as a platform to recover. This will give you back your first two jumps, but you can’t use this to regain your up special, ground from your own realm not qualifying as “real” ground. You also cannot form more then one Boom Box before making it back to the stage.

No, you can’t use the box to block the edge, as the boom box’s edges can be latched onto like any other edge. However, this makes an excellent move to get rid of enemy edge hoggers. Trap them in a box as they’re on the ledge, set off the explosion, then use your up special to get to the stage. Pretty useful.

No matter what you use the box for, it’ll vanish automatically after 5 seconds (It being extended if you make it explode), so you can’t use this for camping, and whatever you choose to use it for, make it fast. This move is insanely versatile and easily one of Dimentio’s most important moves.


B Up – Speedy Spirit: Dimentio channels his own spirit out of his body, it coming out of the eye slits of his mask, it’s form being a green transparent mask like the one he wears. You can control the spirit at will, it being able to float about freely, going quite fast, around the speed of Pikachu’s run. Once the duration of how long you can spend as a spirit is up, Dimentio’s old body will vanish, and a new one will materialize, the spirit turning into Dimentio’s mask and the rest of his body forming around him. While the spirit’s going about, Dimentio’s body is still falling down and vulnerable, and if Dimentio or the spirit is hit the spirit will be forced back into it’s body and Dimentio will go into a helpless state.

This recovery lasts 2 seconds, and if you go up at a diagonal angle the recovery distance is around 1.5X larger then Fox/Falco’s. This cannot be used as an attack. This has slight (Though not bad) starting and ending lag, making it punishable. Use your boom box to recover instead of this if possible.


B Down – Floro Sprout:

Dimentio takes out a floro sprout from his cloak, then snaps his fingers for it to bury itself into the ground magically, Dimentio being too high class to do it physically, causing there to be higher then expected lag. Dimentio can have a whopping 4 floro sprouts planted into the ground at a time, unlike Snake’s mines. Planted floro sprouts will wilt automatically after 20 seconds. Unlike Snake’s mines, the floro sprouts won’t harm their master.

When a player walks over the spot the floro sprout is planted in, it’ll hop out of the ground and leech onto the character like one of Olimar’s pikmin, doing steady damage over time. The floro sprout will do a mere 1% damage per second, but lasts for 8 seconds.

If a second floro sprout leeches onto you, the damage per second will double, although each individual sprout will still only last 8 seconds. More importantly, for every 4 seconds you have 2 sprouts on you, you’ll do a random taunt, fighting off the floro sprouts as they try to take control of you.

If you get a full 3 floro sprouts leeching on you, Dimentio will stop in place and gain control over your character, and obviously the damage will triple. The Dimentio player will be able to move your character about and control them until one of the floro sprouts wilts and dies, it’s 8 second duration expiring. If multiple Dimentios have floro sprouts on an enemy, the one with the most will get the control, and if it’s a tie, the most recent sprout’s owner will get control. A 4th floro sprout will just add to the damage, doing nothing notable, it being hard enough to get 3 floro sprouts leeching on an enemy.

Floro sprouts can be knocked off in the same fashion as Olimar’s Pikmin (Who are quite easy to knock off), but you’ll only knock off their petals, their seeds still causing the effects of taunting/mind control, the petals just causing the damage over time.

Dimentio has decently large lag as he plants the floro sprouts, meaning the main time he should prepare sprouts is when his foe gets Kod. Floro sprouts can’t be planted too close together and the spot the enemy has to walk over is very small, so it’s still decently easy to avoid them, and you can shield to prevent them from getting onto you when they first pop out of the ground in the same fashion as you can shied Snake’s mines. Despite how hard it is to actually get one on an enemy, the fact you can plant four leaves you with a lot of options, and most enemies are unlikely to remember all of their locations. It’s virtually impossible to get a second or even a third sprout on an enemy in a one a one, but this can prove much more useful in free for alls and team battles. Things can get even more chaotic when your partner is another Dimentio, you having 8 sprouts to work with. The best way to plant more sprouts while your enemy’s after you is to use your boom box as a wall or hide inside it while you plant one. In any case, this has large mind game potential.


Basic Attacks:

A/AA/AAA – Paper Thin Tyrant: When A is first pressed, Dimentio spins around, taking advantage of the fact that he’s paper, him becoming paper thin as he spins about. Pressing A for the second time causes Dimentio to spin around again in the same fashion, and rapidly pressing it/holding it causes him to spin around rapidly. Dimentio spins 2 times per second when A is held, and each spins deals 1-2% damage. Dimentio can reflect projectiles while spinning around like this, greatly increasing the usefulness of the move.

Ftilt – Dastardly Detonations: Dimentio points his pointer fingers downwards in front of him after taking them out of his cloak, then causes an three small explosions to form where he’s pointing at, one after the other. The explosions are around the size of Kirby, and getting hit by one of the first two does 4-5% damage and set knockback that pushes you very slightly forward. The final blast is around 1.5X bigger and does 5-6% damage and below average knockback. This has little lag, and Dimentio can move about while he’s firing the attack, although he’s unable to turn around.

The best way to use this is to move forward to hit the enemy with each blast as they’re knocked ever so slightly forward, and it also makes an excellent approach. This functions as both a ftilt and a dashing attack, being rather versatile for such a simple move.


Utilt – Juggling Jester: Dimentio takes his hands out of his cloak, and two shadowy balls of energy form in them. Dimentio will proceed to juggle around the shadow balls over his head quickly. You can hit Dimentio from above or his sides if you time it right, as the shadow balls are the hitbox and are moving about quickly, although it’s far from easy to do. For a disjointed hitbox though, the shadow balls have rather low priority, a move such as Bowser’s ftilt going through them to hit Dimentio. This attack only does a single hit that does small upwards knockback and 5-6% damage, lasting 1 second.

Dtilt – Disgusted Dimentio: Dimentio, not considering his enemy worth the effort, turns his face/mask away from his enemy, shaking his head in disgust at his enemy’s pathetic efforts, and then backhands them to show them their place. Comes out very fast, though has slight ending lag, meaning it can’t be spammed. This has a 50% chance to trip enemies, doing small set knockback and 4-5% damage.

Dashing Attack: Due to how Dimentio’s has no run, him simply having a fast walk, he has no dashing attack. Doing this input will just make him do a ftilt.

Rising Attack (Either side) – Formal Response: Dimentio spins his jester’s cap around as he gets up, doing 4-5% damage and minimal upward knockback above Dimentio. Dimentio dusts himself off after he gets up, him being in his “crouching” (Standing) position at the end of the move. Actual visible dust comes off from Dimentio as he does this, and it slightly pushes foes away and causes them to trip, though does no damage. You’d be better off rolling from this position rather then using this laggy attack in most cases, and if you do use it you should intend to hit with either the cap or the dust.

Ledge Attack (Under 100%) – Casual Climb: Dimentio levitates himself up onto the battlefield, landing on the ground, then dusts himself off casually, the dust having the same effect a the rising attack. The dust has high priority so that this attack is worth using.

Ledge Attack (Over 100%) – Clumsy Climb: Dimentio doesn’t have the energy to levitate up, and instead slowly scrambles up onto the stage, flailing his arms and doing multiple hits for a total of 5-6%. After getting up onto the stage, Dimentio collapses, left laying on the ground at the end of the attack. This has too much ending lag to use well, you still not able to use regular attacks after it’s completed.

Smash Attacks:

Fsmash – Sinister Spirits: Dimentio causes a shadowy chest that matches his size, though around 1.5X as wide to fall down in front of him as he charges the smash attack, taking his hands out from his cloak and raising above his head as he charges the smash attack. Dimentio can charge up this smash attack much longer then the standard time, up to three the amount of time of a regular smash attack. Once the charge is released, a spirit will come up out of the chest to attack Dimentio’s enemies. Depending on how long you charge the smash attack, a different spirit will emerge from the chest. This move is quite versatile, and each of the spirits have different uses, you may want to not fully charge the attack depending on the situation, not that you’ll usually have that choice.

Dimentio is unable to move while the spirits are emerging from the chest and attacking his enemies, as he’s having to force them into his service, as they’re far from loyal to him. Dimentio himself is perfectly vulnerable during this attack, if he’s hits the spirit will be sucked into the chest insanely and said chest will vanish. The spirits themselves form good walls in front of Dimentio, so you generally want to get behind Dimentio to punish him before the spirit is summoned.


0%-24% Charged - Fawful:

Fawful emerges from the chest to serve Dimentio, as he did for Cackletta in her final battle against the Mario brothers. Fawful will fire a beam in an arc like a Waddle Doo from Dedede’s side B, first upwards, then downwards. The beam does multiple hits very quickly like the Waddle Doo’s beam, and does flinching hits. If you’re caught in the first beam, you can DI to get out before Fawful starts the second one. Being caught in one of two beam shots as Fawful fires them for it’s entire duration will deal 14-15% damage. Whenever Fawful is summoned, there’s a 1 in 10 chance he’ll say his infamous line “I HAVE FURY!”. Dimentio is unable to move until Fawful finishes firing both beams.

25%-49% Charged - Cackletta:

Cackletta’s spirit (Only her head, she’s weakened) slowly emerges from the chest weakly, Dimentio barely being able to call her back into existence. Cackletta is unable to stay in her weakened spirit form for long, and is searching for someone to posses. After having been summoned, Cackletta will proceed to lunge forward, letting out her evil cackle and opening her mouth wide, increasing her height to that of Ganondorf. She’ll go forward the length of a battlefield platform, and if she runs into anyone she’ll go them through their face to posses them, otherwise vanishing back to the under where (Hell in the Mario universe). If Cackletta posses someone, she will reverse the victim’s controls as they try to fight off Cackletta’s spirit, and will also cause 3% damage a second she’s inside someone’s body. Cackletta will for default stay inside the victim for 10 seconds, but the player can button mash in the same fashion as if they were gabbed to cause her to leave up to 5 seconds early. Dimentio is unable to move until Cackletta enters someone’s body or vanishes.

50-74% Charged - Shadow Queen:

The Shadow Queen emerges from the treasure chest, being a ridiculous three times the height of Bowser and her main body being around as wide a him, although her hands going out slightly more. The Shadow Queen’s insane size may be alarming at first, but unlike the other ghosts you can pass through her with no problem, thankfully. If you touch the massive crown at the top of her head, you’ll take large knockback and 19-20% damage, but it’s too high to be much of a problem. The Shadow Queen will summon a bunch of small hands in front of her the cover the length of a battlefield platform, and anyone who touches them will rapidly flinch and take 5% damage a second in mass multiple hits. For 5 seconds, the Shadow Queen will swat her main large hands in front of her downwards to try to send people down into the army of small hands, dealing 15% damage and spiking you down into the hands. After the 5 seconds are up, the Shadow Queen will slam down her head in front of the mass small hands, the head doing no damage, but the crown on her head reaching out to cover the area the mass small hands are in, dealing insane knockback and 25% damage.

Everything about this attack is insanely laggy, Dimentio unable to move at all during it, and you can even DI out of the mass small hands if you try hard enough. If you’re behind Dimentio, this is your que to land rest, a fully charged fsmash, or a falcon punch. This is ridiculously powerful, but makes falcon punch and Ganondorf’s utilt look easy to use.


75-99% Charged - Elder Princess Shroob:

The defeated spirit of the elder Princess Shroob emerges from Dimentio’s dark chest, as it fought alongside Bowser in the fight after the final boss battle in Mario & Luigi: Partners in Time. The spirit will float up around the height of Ganondorf above Dimentio, and is once again ridiculous in size like the Shadow Queen. The Elder Princess Shroob is the height of 2 Bowsers, and is around two thirds as wide as the entire Battlefield stage. Like with the Shadow Queen, you can pass through Princess Shroob’s body without taking damage, thankfully, her size not being an issue other then being very distracting.

Dimentio is actually able to move about while the elder princess shroob is out, although he’s still vulnerable as the spirit emerges from the chest rather laggily. Hitting Dimentio once he’s able to move will not cause the princess to vanish, it having been hard enough or him to charge the attack this long. The princess lasts 10 whole seconds, Dimentio unable to use the fsmash again until she vanishes.

Princess Shroob will extend out her 4 tentacles to reach out to try to grab someone. If a foe comes into range of one of the tentacles, the tentacle will chase after the character, going at around the speed of Ganondorf’s run. The tentacles have massive range, and if you get caught in one Princess Shroob will bring you in front of herself and squeeze you tightly with all four tentacles for 19-20% damage over 3 seconds, then chomp you for another 19-20% damage and insane knockback, lasting extra if necessary to perform the attack, then vanish. The tentacles do have long range, but are rather slow, the princess on her own not being hard to get away from. You can hide under the cover of the princess and plant floro sprouts, or you can instead attack foes to try to force them into the princess’ tentacles for a KO.


100% Charged - Culex:

Culex, the toughest (Despite being optional) boss in Super Mario RPG, emerges from the chest. What fools your enemies are for letting you fully charge your fsmash. The chest vanishes and Dimentio (Who has super armor for the duration of this attack) turns to face the camera and raises his hands up above his head against each other, then slams them down in a motion like DK’s dsmash, laughing maniacally, Culex mimicking Dimentio’s motion to cause a massive dark star to fall from the sky, the single most powerful attack in Super Mario RPG. The star is the size of two thirds of the battlefield, and if you get by it as it falls you’ll be take unholy knockback and 41-42% damage. The star will emit shockwaves out of it’s sides which travel the entire duration of the stage, stopping when they hit an obstacle, and are around the size of Bowser, dealing 14-15% damage and good knockback if they hit anyone.

In a standard 1v1 match, you’ll never be able to make practical use of any of these spirits besides Fawful and Cackletta, as any foe with half a brain would be a fool to let you charge the attack for such an insane amount of time. In team battles and free for alls though, the three more deadly spirits have massive potential, especially if your ally in a team match works to keep your foes occupied.


Usmash – Witch’s Wrath:

Dimentio crosses his arms as he charges the smash attack and faces the camera, then raises them above his head to perform the smash attack, then summons a portal to the under where (Hell in the Mario universe) that matches his size, though slightly wider, which also faces the camera. The portal will proceed to start sucking anybody within the range of half a Battlefield platform towards it, doing this for 2 seconds. If anyone gets caught in the portal, Queen Jaydes of the under where will come out of the portal, rejecting the victim entry to her realm, impaling them with her spiky crown. This deals good upward knockback around that of Snake’s broken utilt and 16-17% damage, being one of Dimentio’s very scarce KO moves, thankfully with high priority. Dimentio is unable to move during this attack, the move cutting short if he gets hit. Though if you wish to hit Dimentio, make it fast, as if you take much time to hit him you’ll instead get sucked into the portal. Charging the attack increases the range of the suction on the portal to make this attack easier to use, increasing it by 50% when fully charged.

Dsmash – Wicked Waters: Dimentio takes his hands out from his cloak and spins them around as he charges the smash, pointers fingers extended, then points to the ground once the charge is released. Dimentio fires shadowy waters from the under where (Hell in the Mario universe) out of his finger tips towards the ground, which then proceed to go forward in a tidal wave formation. The tidal wave drags you along with it like Piplup, although it can’t drag you off the edge to your doom like the penguin Pokemon, stopping if it hits the edge. You’ll take 4% damage for each second you’re caught in the wave, and it goes the length of a battlefield platform over 3 seconds. Fully charged, the wave will go half the length of Battlefield over 4 seconds, not increasing in damage.

This has some start up lag, but Dimentio can move about as the tidal wave goes forward, this being the closest thing he has to a “normal” projectile. This can’t be spammed very well, but is good to mix in at early percentages. This does no knockback besides the flinching which drags you along with it, this being strictly a damage dealer.




If you use this attack over a planted floro sprout, it will drink up the water and mature into a Piranha Plant from the Mario series, the attack being around twice as laggy if you do so. The Piranha Plant (Around Marth’s size in height, but incredibly thin) is unable to move, and is decently predictable. Every 5 seconds it’ll spit out a stream of fire towards the nearest enemy the size of and in an arc like Waddle Doo’s, dealing 12% damage if all the hits connect and allowing you to do a big hit on the enemy. The piranha plant can be destroyed in one hit just like Dedede’s Waddle Dees, although it will ignore any non fire projectiles (Which will burn it alive). These can be quite useful on small stages, although it’s very hard to set many of these up, and you may prefer floro sprouts to these.

Aerial Attacks:

Nair – Shady Spin: Dimentio turns to face the camera and takes his hand out from his cloak, 2 shadow balls in both of them. Dimentio will proceed to spin around with both of the shadow balls rapidly for 2 seconds, his sides and the inside of him being the hitbox area. This deals multiple hits, doing a total of 12-14% damage if you’re hit by all of them, doing 6-7% damage per second. The final hit does slight knockback in a random direction. This has little landing lag if ended in the air, although that’s rather hard to do as this attack has a somewhat long duration. If Dimentio lands on the ground, he’ll land gracefully on his feet to prevent any ending lag. . .But then show off and takes a bow, making it even longer. Go figure. A good damage dealer when higher up in the air. This has high priority, in most areas around Dimentio, but it has zero priority at the top and bottom of Dimentio, the shadow balls being what are doing the damaging, meaning it can be broken through, unlike a certain Mach Tornado.

Uair – Mindless Minions: Dimentio gets on his back in mid air and claps in a motion just like Wario’s uair, although he claps twice. This comes out very quickly, and each clap deals pathetically low upwards knockback and 2-3% damage.

This move –would- be useless, but if any Piranha Plants are out from Dimentio’s dsmash, they’ll send a fireball upwards that will behave just like Mario’s. There’s no limit to the amount you can do this, and the Piranha Plants will still do their regular attack every 5 seconds, assuming you don’t interrupt that by ordering them to spit a fireball upwards. This has potential to be very useful if you set up multiple Piranha Plants, it having limited uses with just one due to the fact they’re stationary.


Dair – Shadow Skyrocket: Dimentio takes out his hands from his cloak and puts them to his sides, stands up fully straight, and puts his legs straight against each other, posing like a soldier waiting for inspection. If you don’t do anything other then the initial button input, Dimentio will instantly go into his helpless state after the initial animation. However, if you hold down A, Dimentio will keep the position, and shady energy can be seen building up around him. When you land on the ground while still charging, Dimentio will release the charge and skyrocket up, dark energy propelling him upwards, then afterwards going into his helpless state.

Dimentio can charge the move for up to 5 seconds, and the amount of damage, knockback, speed he goes up at, and how high he goes depends on the charge. Dimentio has no direct ending lag at the end of this attack, but he goes into his helpless state after it, meaning he’s quite vulnerable as he falls back to the ground.


1 Second Charge: Dimentio goes up 1 Ganondorf at the speed of Ganondorf’s run, deals 7-8% damage, and below average knockback.
2 Second Charge: Dimentio goes up 1.75 Ganondorfs at the speed of Bowser’s run, deals 10-11% damage, and average knockback.
3 Second Charge: Dimentio goes up 2.5 Ganondorfs at the speed of Wario’s run, deals 13-14% damage, and slightly above average knockback.
4 Second Charge: Dimentio goes up 3.25 Ganondorfs at the speed of Pikachu’s run, deals 16-17% damage, and above average knockback.
5 Second Charge: Dimentio goes up 4 Ganondorfs at the speed of Captain Falcon’s run, deals 19-20% damage, and high knockback.

Dimentio cannot release the charge in the air and must wait to hit the ground, meaning this cannot be used for edge guarding or recovery, although the boom box counts as solid ground to land on with this move, so you could get creative and use it for a recovery that way. Even if you fully charged it in that fashion though, it wouldn’t give you as much recovery as your two jumps and up special.

You can still hold the charge while you’re on the ground for as long as you like, but you’ll be stuck standing in place, ready to blast off, unable to move. This is good to use at early percents with a low charge for some slight damage racking, and can possibly get you a KO at higher percents if you use it very carefully. Just make sure you only use it when there’s ground underneath you.


Fair – Shadow Starburst: Dimentio takes out one of his hands from his cloak and points his pointer finger forward at the enemy for the main projectile he uses in battle to emerge from it, it being around the size of Kirby. Dimentio balances it on his finger, pointing it upwards, then lowers it back down and fires it. The projectile travels at the speed of Wolf’s run, being a average pace for a projectile, and does 6-7% damage and next to no knockback, KOing at 400% on Jigglypuff, upon contact with an enemy. This is rather laggy at the start, but this projectile has large range before vanishing, that of Final Destination. If you feel it too dangerous to edgeguard your enemies, you can easily use this to just rack some damage on them as they come back to the stage. This is far from spammable due to it’s starting lag.

Bair – Shadow Surprise: Dimentio claps in front of himself twice, the hits doing pathetic knockback and 2-3% damage in an identical fashion to the uair. However; these claps cause a shadow flame the size of Wario to be summoned behind Dimentio after a slight pause of lag that deals 14-15% damage and spikes enemies straight down, obviously being a big disjointed hitbox.

This is very hard to use, as your enemy has to be directly behind you for this to work, and if Dimento’s hit at any point during the move it’s interrupted, the flame not showing up. If your enemy actually is behind you where the move could hit, they’ll more likely then not smack you to interrupt it.

How do you catch them in it then? If your enemies get hit by one of the claps, they’ll take set tiny knockback backward behind Dimentio. If you hit the enemy with both claps, they’ll be in the exact position needed to be hit, and have very little time to react before the flame is summoned.

You can either try to hit them with the claps, although some skilled enemies may still get out of it even after you’ve clapped them with DI, or try to hit them with just the flame, which is easier said then done. This is Dimentio’s only aerial that can be used for gimping, and it’s quite hard to do so, so Dimentio’s doesn’t exactly have a killer air game.


Grabs and Throws:

Grab – Magician’s Box: The first pat of this works exactly like Boom Box, but the box is a good deal smaller, barely able to contain Bowser. The box will vanish after it materializes if nobody’s inside it, and Dimentio cannot capture himself or his allies in this box, unlike his side special. This box can only go the length of two thirds of the Battlefield stage away from Dimentio, unlike the Boom Box’s infinite range.

Anyway, once you’ve got somebody inside the box, Dimentio is still channeling a spell and cannot move – you’re still controlling where the box goes while the foe is trapped inside it. You have at least 3 seconds to move them around before the foe breaks out no matter how much the foe button mashes, and the box still moves around at the speed of Ganondorf’s run, so you have some time to move your enemy around with this. You can use this to send enemies back out farther while standing on the platform safely by catching them in it, although due to the range limit you won’t be able to send them out very far.

Pressing Z for a “grab attack” causes Dimentio to detonate the box like with the boom box, shattering the box and dealing 9-10% damage to the foe.

However, Dimentio also has another action with this grab. If he presses B while someone’s inside the box, he’ll snap his fingers and summon a saw above the box that will cut it in half, spiking foes in the box downwards and doing 12-13% damage. This animation takes 3 seconds though, so assuming the foe fully button mashes they’ll have to already be over a pit when you use this to spike them with it, or they’ll escape from it before you complete the move.

If you press A while someone’s inside the box, the box vanishes instantly, the foe being released. This is useful in case another enemy is approaching to attack you while you’re messing with the person in the box.

On the whole, this is very versatile for a grab, having very long range, although the box materializes slightly laggily, so this is far from overpowered. Still, this is the safest option to gimp your foes with as you don’t have to even leave the safety of the platform, your only other option being the awkward bair. This doesn’t work well in free for alls or team battles, as other enemies are likely to interrupt the attack by hitting Dimentio due to him still being on the platform.


Final Smash: Dimension D

Dimentio laughs maniacally and shouts “You’re in MY world now!”, causing everyone to be warped to Dimension D, Dimentio’s personal realm he created, a “X 256!” sign flashing next to him briefly. This place is around the size of Final Destination, but there are walls (Don’t worry, Dimentio’s too light to be chain grabbed by Dedede) and a roof, meaning it’s impossible to be KOd inside here. Dimentio is still perfectly vulnerable to being attacked while inside his dimension, but anyone’s able to attack him Dimentio will summon two clones of himself to fight alongside him, them functioning as normal level 9 partners (The game can support 6 fighters – see Multi Man Brawl), and will summon a chest in the middle of the arena. First the Shadow Queen, then Princess Shroob, then Culex will come out of the chest, doing all of their usual effects from the fsmash (Dimentio unable to summon them while in Dimension D with his fsmash, only able to make Fawful and Cackletta). The final smash lasts for the duration of the three spirits to do all of their effects, which is around 30 seconds, then everyone is sent back to the normal stage.

This may sound absurdly powerful, but there’s one clear catch to this – this is one of the few final smashes that cannot ever KO under any circumstances, as Dimension D has no blast zones to be KOd off into. This is far from underpowered though, as you’re able to rack up your enemies’ damage percentages to ridiculous amounts with this, easily getting 200%. All hope is not lost for those caught in the final smash, though, as Dimentio himself is still vulnerable and can take damage as well, although they’ll probably be more worried about dodging the insane amount of attacks coming their way.


Overall Play Style: Dimensional Dictator

Dimentio is a very weak character, having very limited options for KOs and not particularly good at gimping either. Naturally, this means Dimentio can easily rack up the damage, right? Somewhat, but Dimentio still isn’t the best at this, he’s outclassed by several other members of the cast, making his damage dealing capabilities inferior. Dimentio’s play style though isn’t a simple damage dealer, gimper, or KOer though, his style is more tactical, like Snake’s, but without the broken KO moves.

You’ll want to keep the pressure on a Dimentio player at all times. The more time Dimentio is left alone, the more time he has to plant sprouts and/or water them into piranha plants. When the enemy is knocked off the platform, Dimentio should continue his planting rather then going out to gimp enemies considering his limited options. Dimentio rarely if ever should venture off the platform, as even if he doesn’t feel like he needs to do planting he can safely attempt to attack offstage enemies from the platform by adding extra damage on them with his side special or projectile fair, or try to gimp them with his unique “grab”. If you’re willing to take damage, Dimentio can form a clone with his neutral B and send it out to try to gimp his enemies the old fashioned way with a bair. Dimentio can also choose to charge up his beastly fsmash as his foes are off the stage, trying to charge it long enough to summon the Shadow Queen or another powerful spirit while his enemy is busy recovering. This is the most practical time to use it in 1v1, but you still need to be very careful with it or else you’ll just be on the other end of an enemy’s fsmash instead.

Dimentio’s play style can also be considered somewhat defensive in comparison to the rest of the Brawl cast. He can’t camp, but it’s impossible to camp against him with his boxes to block projectiles and his neutral combo to even reflect them back at his enemies. Dimentio can summon a box to hide behind while he plants a few more sprouts, or even summon it over himself to plant more sprouts while within the box, the enemy having to break it open to get to Dimentio.

Another one of Dimentio’s advantages is his stellar recovery. It can take some getting used to like with Wario and Dedede’s, but once you’ve got it down there’s pretty much no distance too far for Dimentio to travel to get back to the stage, him able to complete the infamous Hyrule Jump with ease. Dimentio’s recovery can be somewhat gimpable with the up B, but if necessary he can mix it up with the dair. Dimentio takes precision here, but a good Dimentio player should never be KOd unless he’s gimped or he goes flying so fast that he gets wiped off the side of the screen near instantly/gets star KOd.

Dimentio isn’t an all star at KOing, but he can still manage it with his Usmash without going too far out of his way, him being above the level of Sonic or Captain Falcon. More rarely Dimentio might get a KO with his dair, or possibly even his un-user friendly fsmash. Dimentio is still certainly below average in this department, but he can still manage to rack damage better then an average character to get to the percents necessary for Usmash to KO at a satisfactory rate.

In a nutshell, Dimentio is basically a speed character, though slow for one, being only above average on the spectrum, but makes up for it with a good recovery and a tactical game. Dimentio should never taunt a single time, there’s always something he could be doing at all times to sway the battle to his favor.

Make sure you always oversee your dimension and those who dwell within it. . .Expand your dimension with new green life, but destroy those who dare challenge your authority!


Taunts:

Up Taunt – Counterfeit Crystal Ball:

Dimentio takes out Grodus’ disembodied head and stares into it like a crystal ball, chuckling. Grodus’ eyes show a very annoyed expression, so Dimentio decides to show him his place by using him to polish his shoes. Angry buzzing from Grodus can be heard, then Dimentio puts him back away into the deep realms of his cloak. . .

Side Taunt – Spirit Summon: Dimentio summons either Fawful’s ghost, Cackletta’s head, the Shadow Queen in the possessed Peach form, or the ghost of the Elder Princess Shroob in her non monstrous humanoid form at random. The ghost will laugh maniacally alongside Dimentio, then vanish as quickly as it came.

Down Taunt – Demented by Dimentio: Dimentio takes out a bottle of perfume with his signature brand name on it, then sprays it at himself, sniffing it and letting out a relaxed sigh, then proceeding to put it away.

Entrance – Circus Comes to Town: One of Dimentio’s box outlines appears where Dimentio’s about to appear, then he appears inside the outline, it vanishing.

Results Screen Poses:

Win 1 – The Magician Unmasked: Dimentio turns to the losers away from the camera and takes off his mask, throwing it to the side, showing the losers his mysterious face. Dimentio proceeds to laugh maniacally, the laughter repeating in a loop.

Win 2 – Cheering Clone: Dimentio summons one of his clones from his neutral special move for it to applaud his victory, then the real Dimentio takes a bow and chuckles.

Win 3 – End of the Show: Dimentio says his signature “Ciao!”, then one of his box outlines forms around him and he warps away.

Loss – Pathetic Performance: Dimentio puts his hands to his mouth and boos the enemy, his mouth turning into a circle to indicate the “oooo” sound but no sound is herd, like with Wario’s loss animation. Dimentio then looks to his left side and right, clapping to avoid suspicion, then boos his enemy again once he’s assured nobody’s looking. The cycle repeats endlessly.

Kirby Hat – Magician’s Mask: Kirby gets Dimentio’s mask, it being around the size of Meta Knight’s. Kirby’s illusion from the Demented Double neutral special functions the same as Dimentio’s, although it’s less useful for a more linear character like Kirby.

Snake Codec Conversation:

PUSH SELECT

Snake: Colonel, who’s this little jester? He’s got all these weird abilities. . .He seems magical, how’s he pulling it off?
Colonel: Actually, I am in really bad shape financially. I pay money to my ex-wife as part of our divorce settlement, among other bills... I just had no choice but to make you pay for lunch the other day. I'm really sorry.
Snake: What are you talking about? I haven’t seen you in days. . .Is this really the time for this sort of thing, Colonel?
Colonel: I was a North American Fall Webworm in my past life. Those were the good old days... What were you in your former life?
Snake: I didn’t think you believed in that sort of. . .Religious stuff. . .Colonel, I don’t have time for this sort of thing. Tell me about the jester.
Colonel: I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-Kiri Rock. I need Scissors! 61!
Snake: Colonel? Colonel! COLONEEEEEEEELLLLL!!!!!!!
Dimentio: *Chuckles*
Snake: How did you get our codec frequency?!? What have you done to the Colonel?
Dimentio: Don’t worry, he’s quite alright. . .He’s just under the effects of my floro sprouts. . .I just wanted to toy with you is all. It’s all in good fun.
Snake: Grrr. . .Free the Colonel right now, or I’m gonna send you back to that freakshow circus you came from!
Dimentio: How predictable. . .You wish to resist. My magic is quite real, I assure you. . .How do you think I’m on this frequency? In any case, let us perform for the crowds in battle. . .It’s times to see if you’re a worthy host for the chaos heart. . .

-End Transmission-

Assist Trophy – O’Chunks:

O’Chunks comes out from the assist trophy and laughs a stereotypical Scottish laugh. He’ll proceed to walk forwards, turning around and continuing to walk if he goes into a wall or comes to a ledge, going at a surprisingly brisk pace, although this is mainly due to his large size.

If any enemies get within the range of half a battlefield platform of O’Chunks, he’ll reach out one of his big bulky arms and grab them, having very high priority, then throw them in a random direction for 19-20% damage and large knockback, the enemies ricocheting off of any walls, foes, or item they bump into. After O’Chunks throws someone, he’ll do several victory poses in a taunt like fashion, a red flash occurring over him, being very distracting as he lets out another dumb Scottish laugh. After 15 seconds of moving about, O’Chunks will fart off the top of the screen, anybody nearby him tripping and anyone who comes in contact with him as he skyrockets up taking average knockback and 11-12% damage.

Dimentio has a special interaction with this specific assist trophy. If O’Chunks walks over a floro sprout Dimentio has planted, the floro sprout will latch onto O’Chunks like it would any other character. Due to O’Chunks’ stupidity, only 1 sprout is needed to control him, him shouting the name of a random vegetable as he gets mind controlled. Dimentio will stand in place and have control of O’Chunks, able to make him move, do a single jump, do his basic attack with X, stop controlling him with Z, or make him fart to leave the arena early with B.


Role in SSE:



At the point where Luigi is normally shown being defeated by King Dedede early on in the SSE, a different cutscene plays. Luigi is seen walking up to a typical haunted mansion, holding a paper slip in his hands that says that he won the mansion in a contest hosted by “Demented Perfume Inc.”. Luigi goes inside the mansion for a Boo to greet him, and he proceeds to run away in terror from the mansion. The camera cuts to Dimentio, who is watching Luigi in hiding from afar, facepalming as he sees how cowardly Luigi is. He teleports alongside Luigi and casually destroys the Boo, then puts a hand on Luigi’s shoulder and motions him inside. Luigi shakes his head in a cowardly fashion, but Dimentio takes out his card of “Demented Perfume Inc.” to assure Luigi that he knows what he’s talking about. Luigi’s teeth chatter, still not wanting to go in, for Dimentio to sigh and push him in. Once Luigi’s inside, Dimentio slams the door behind him, and Luigi tries to open the door to get out, but it’s locked. Several evil eyes come from the darkness slowly towards Luigi, and he strikes his signature pose from Luigi’s Mansion, screaming as the level begins. This level features Boos as well as Subspace enemies, the Boos under Bowser’s orders.

After Luigi gets to the end of the level, he sees the chaos heart standing atop a massive pillar. He slowly goes up to get the Chaos Heart, but Dimentio suddenly appears in front of him, wagging his finger and shaking his head as he says “Tsk tsk tsk. . .”. Luigi tries to go up the stairs to the chaos heart, ignoring Dimentio, but he does his dtilt backhand on him across his nose, Luigi holding it in pain. Luigi gets in a fighting stance, and a battle begins, you having to defeat Dimentio in a one on one battle. After the battle, Dimentio will of won despite the results of the gameplay. Dimentio traps Luigi in a boom box and detonates it, then proceeds to take the chaos heart for his own, laughing maniacally, but as he goes to get the chaos heart, the robs will of set up the subspace bomb to add Luigi’s Mansion to Tabuu’s collection of worlds, Dimentio having took too long fighting Luigi. Dimentio scowls angrily and teleports himself and Luigi away to avoid being turned into trophies by the blast.



Dimentio and Luigi are next seen alongside Bowser when Ganondorf is giving orders for him to raid Dedede’s castle, Luigi being in his Mr. L costume, having been brainwashed by Dimentio. Dimentio and Mr. L proceeds to stay with Bowser as he raids Dedede’s castle. Before they arrive though, Dedede has his cutcene of giving his badge to the princesses normal, but he remembers he has a spare and puts it on. When Bowser, Mr. L and Dimentio raid the fortress, Dimentio takes Dedede’s badge.



Dimentio has a flashback of a scene not shown elsewhere in the SSE of Dedede making the badges, and Dimentio finding him doing it. Dimentio proceeds to point Dedede out to Ganondorf, who proceeds to sic the subspace army on Dedede and cause him to flee he villian’s hideout, Dimentio and Ganondorf laughing together. The flashback stop after this and Dimentio pockets Dedede’s badge, knowing what it does, deciding it’d prove useful, the cutscene ending after Bowser takes the princess.



The cutscene where Bowser normally flees from Mario’s Party and escapes his Koopa Clown car is very different. Mario sees his brother, Mr. L, and gets a very questioning expression on his face, scratching his head. The three Mario villains don’t notice Mario’s party, and Mario hastily comes up to Luigi and pats him on the back, putting his arm around him. Mr. L hastily turns around and scowls, shrugging off Mario’s arm and smacking him down. Mario looks even more puzzled and motions to Bowser frantically, but Mr. L just folds his arms and smiles smugly. Dimentio comes over and puts his own arm around Luigi and motions down to Mario with his other hand for Mr. L to nod. The screen flashes to show the Mario brothers’ eyes, and a one on one battle follows, you playing as Mario. After that, you play as the other four members of Mario's party (Pit, Yoshi, Link, and Kirby) against Bowser and Dimentio, you having 4 lives but both your enemies being out on the battlefield at the same time. After the two battles, the actual cutscene that normally goes here will play, although there will be added clips of Mr. L dodging attacks with his jumping abilities and Dimentio blocking some hits for both of the other villains with his boom box. The three Mario villains proceed to escape in Bowser’s clown car as normal.



Dimentio and Mr. L stay out of the picture for a good while, not showing up again until Bowser does alongside him on top of the “Ganon Cannon” in the Great Invasion cutscene. In the cutscene where Ganondorf normally betrays Bowser, Dimentio is instead the one who take out a trophy gun, aiming it at the Koopa King. Ganondorf sees this and flame chokes Dimentio, causing a 2v2 battle to start. You play as Dimentio or Mr. L, getting to select your character, the other of the two being your ally against Ganondorf and Bowser.



After this, Dimentio is the one who goes before Master Hand, Mr. L at his side. When Tabuu appears, Dimentio ignores him and looks to the collection of worlds floating around Tabuu, the camera zooming in on the floating ball that represents Luigi’s Mansion. The chaos heart can be seen in the pit inside of it, Dimentio smirking. He goes to float past Master Hand and Tabuu to get to it, but Tabuu has Master Hand block Dimentio, and a boss battle follows, you fighting Master Hand as Dimentio and Luigi, his stats being double what they normally are in Classic mode.

After defeating Master Hand, the rest of the characters arrive, and everyone is destroyed by Tabuu’s red rings of death as usual. However, Dimentio’s stolen badge from Dedede revives him (And before Dedede), and he proceeds to revive his loyal brainwashed minion, Mr. L. They look up to see the stairs to the worlds Tabuu has collected (The great maze), and Dimentio laughs evilly. Dimentio snaps his fingers at the portal to change the entry point to Luigi’s Mansion, then snaps his fingers again to reset it after they enter. You play a harder version of the Luigi’s Mansion level as Dimentio and Mr. L, then the SSE resumes as normal.



In the Great Maze, there is no shadow Dimentio or Luigi. Instead, at the center where the gate to Tabuu normally is, the gate is to Luigi’s Mansion. You can still see the remaining characters/bosses you need to dispose of here. Once you enter, a cutscene shows all the characters going together through Luigi’s Mansion, cleared of enemies, going up to the area with the pillar where the chaos heart was. They jump down into the pit, and you play a new level as all the characters, with lots of dark Mario enemies abounding in it. At the end, you see Dimentio and Luigi having found the chaos heart before you, and they undergo a massive transformation together into the monstrosity known only as Super Dimentio. Peach screams Luigi’s name for Mario to put a hand on her shoulder then stare at Dimentio with his fist clenched, and a boss battle begins.


Boss: Super Dimentio

Play as: 4 characters of your choice besides Dimentio, Luigi, Wolf, Toon Link, and Jigglypuff

The boss will always stay at the right or left side of the screen at random, basically like Master Hand in Smash Bros. although not specifically assigned to one side. The attacks mainly show Dimentio rather then Zant, hence the name of the boss, but Zant will occasionally get in on the action too, seeing his head is the head of the fusion.

Attacks:

Jester's Jab: Dimentio flails his long arms about. This attack has absurd range and speed, but has little in the way of actually harming you. Still, this is an attack from a boss, not a character, meaning you should be careful to avoid it. This attack also protects Dimentio from being attacked unless you managed to get behind him, you not being able to get up to him without being hit by his arms.

Mustache Maul: Luigi’s mustache extends out and tries to grab your character. If your character gets caught by the tongue, you'll have to button mash to get out of the monster's grasp, the damage racking up pretty quickly while Luigi squeezes the character with his mustache. If you do a poor job of button mashing, Luigi will throw your character away and do large knockback after he's done squeezing.

Magic Missiles: A rather basic attack from the doom bringing duo of villains, Luigi opens his mouth, then magic missiles resembling Dimentio's basic projectile come out of it. The missiles resemble Snake's from his side B, but are larger and much faster. You can redirect the missiles back into the boss to damage him, much like with Duon in the real SSE.

Jester's Juggling: Dimentio snaps his fingers for five giant jester masks resembling the head of his basic form appear. Dimentio proceeds to juggle these masks, moving about. If hit by the juggling masks, you'll be dealt average knockback and damage, as well as being hit by Dimentio while he's walking. At the end of the attack, Dimentio goes back to one of the sides of the arena and throws the five masks at you one by one, doing impressive damage and knockback if any connect. Thankfully, the end of the attack is fairly easy to dodge.

Boom Box: A large outline of a box appears and quickly homes in on your character. The outline is very large and around the size of two Bowsers. Once the outline reaches the position you were in when it started the attack, the box will materialize, trapping you inside if you're within it. Dimentio will proceed to snap his fingers after the box materializes, causing a massive explosion inside of it for the trapped victim. You'll take plenty of damage and flinching from the first few explosions, then the box will vanish and the last blast will give you good knockback and a bit of extra damage. if you aren't within the box when it materializes, Dimentio will be wide open while the long attack is being performed, and further more you can jump on the box and use the newly gained height to attack his head for extra damage. While the attack is deadly if you get caught in it, it can be used against the dark jester if you avoid it.

Sadistic Cross: Dimentio goes to the center of the screen and turns to face it, then raises his arms up high against himself, crossing them then slams them down on either side of him. The motion of the attack resembles DK's dsmash (Although he crosses his arms), and it happens pretty quickly. Can be dodged by a simple air dodge, but can still KO at decently low percents, having high knockback. The fists are guaranteed to kill if they hit, while if you're just hit by the arms you have a chance to survive the blow.

Attacks added at 75% health:

Circus Clones: Super Dimentio first goes to the background, then Zant lets out his tongue of his helmet for a massive amount of Dimentio clones (The basic form of Dimentio, not Super Dimentio) to flood the arena. The bulk of the clones will all rush off to the screen in a random direction, pulling you along with them like Mario's FLUDD or Squirtle's neutral B. The "current" of the clones is faster then even the fastest of characters such as Fatman, meaning you must jump to get out of them and get more free movement. Some of the clones will latch onto you, damaging you and limiting your jumping ability, and you must shake them off like Olimar's Pikmin from his side B.

Demented Destruction: Dimentio turns himself invisible and you're left wondering what happened for around 5 seconds, nothing happening. Suddenly though, a massive shadow appears over your current position, and Dimentio falls down upon your position with great force, doing insane damage and knockback. Shockwaves come out from either side of Dimentio's rump as he lands, pulling anyone they hit along with a piplup effect. To successfully dodge the main attack, you can simply use a roll or sidestep, but then you'll still get caught in the shockwave, which will carry you to the end of the screen, racking up serious damage. To dodge the entire attack, you must be run from where Dimentio's going to land before he does so and then jump over the shockwave.

Attacks added at 50% health:

Bludgeoning Ball: The two fused characters brings all their limbs up against themselves and tuck in their great big head to curl into a oddly shaped ball. They then proceed to roll back and forth across the stage, slowly gaining up speed. At first the attack is laughably easy to dodge and does little damage and knockback, but they keep at it for a long time, building up speed as well as power as they go back and forth. Due to the size of their body, you can't roll past them or sidestep this, and instead must jump over them each and every time. When they start getting really fast at the end though, they go so fast that they'll be past you when you finish your sidestep. This attack gets very hard to dodge in the end, doing impressive damage and knockback.

Dimensional Flip: Dimentio causes the screen to flip to 3D, like the signature gameplay mechanic in Super Paper Mario. The gameplay still remains in the normal smash fashion, you going left and right, but the camera will have shifted so that Dimentio is in the background. Once like this, Dimentio will try to squash you like a fly with his hands, slamming them down at you, doing impressive damage and knockback if they hit. Every three slams of his fists, Luigi will stick out his mustache. If he grabs you with it, you'll be flung off the top of the screen by the mustache, but if you dodge it Luigi will have slight problems reeling his mustache back in. If you attack his moustache while he's doing this the two fused characters will hold their moustache in pain and the screen will shift back to 2D, where you can damage once again damage Super Dimentio and he can use his other attacks. There is a notable ending lag after the shift back to 2D while Dimentio holds his tongue in pain where you can attack him.

Attacks added at 25% health:

Show Stopper: Dimentio brings his arms against himself as he spins around in place rapidly in a motion like Ganondorf's main taunt which has been around since melee, then causes a rain of giant jester masks resembling the face of his normal form to fall throughout his dimension. Maniacal laughter from the masks as well as Dimentio himself is heard throughout the attack, being rather creepy. The masks have around twice the width of a falling star from PK starstorm and it lasts for 20 seconds. If you're hit by any of the falling masks, you have a guaranteed KO coming your way, making this a truly impressive attack. This attack is truly deadly, but the dark jester needs to have only a quarter of his health left to use it. Make sure you finish him off quickly in case he decides to spam this.



After the boss battle, the gigantic Luigi head spits out the real Luigi, now free of his Mr. L status, and said gigantic Luigi head explodes to reveal Dimentio. Luigi grabs Dimentio by the collar for him to chuckle weakly as all the characters come up around him, staring down at him, for him to puts up his hands to tell everybody to stop. Ganondorf kicks Luigi out of the way and snorts in his face, the screen flashing to Tabuu in flashback form, illustrating that Ganondorf’s demanding to know where Tabuu is. Dimentio opens a portal to Tabuu for the characters to go in to re-challenge him. Dimentio tries to hide, thinking it’s a lost cause, but Luigi drags him into the portal to the final boss battle, Dimentio having a disgusted look on his face/mask. Sonic is then introduced and Tabuu is fought as normal.

Event Matches:

It goes without saying that Dimentio appears in event matches involving all characters, appearing in #39, co-op #21, co-op #20, among others. I'm only listing the additional event matches. These event matches don't overwrite the ones that normally have their numbers, instead boosting all the others numbers of the event matches after it up by one.

Event Match 32: Dimensional Dictator
Play as: Dimentio
Ally: Luigi (Mr. L alt costume)
Enemies: Mario, Peach, Bowser
Stage: Final Destination
Description: The chaos heart is in your possssion. . .Destroy all dimensions, and don’t let your host join the infidels!
Unlocks: Mr. L alt costume (Luigi)
Special Conditions: At the start it’ll be a 2 on 2 battle, Bowser spawning after Mario or Peach are defeated. The catch is that if Luigi gets KOd, he’ll respawn on the enemy’s team, shedding his Mr. L costume for his overalls, making the battle much harder.

Event Match 35: Jester’s Puppets
Play as: Mario
Enemies: Dimentio, Peach (Shadow Queen alt costume), Luigi (Mr. L alt costume)
Stage: Luigi’s Mansion
Description: Your friends now serve the dark jester! Pull his strings before he pull those of your friends!
Unlocks: Shadow Queen alt costume (Peach)
Special Conditions: If you KO Luigi or Peach, you lose. To win, you must KO Dimentio. Assist trophies will spawn more commonly then normal, and if one of Dimentio’s team gets it the assist trophy will always be O’Chunks.

Event Match 37: Superstar Saga
Play as: Luigi
Ally: Mario
Enemies: Giant Bowser (Bowletta alt costume)
Stage: Castle Siege
Description: Bowser’s been possessed! Banish Cackletta, then finish off Bowser!
Unlocks: Bowletta alt costume (Bowser)
Special Conditions: When Bowletta is KOd, a plain old Bowser will spawn on the stage, and Cackletta from Dimentio’s fsmash will appear. You must smack Bowser away from Cackletta before she posses him, then she’ll vanish and you can finishoff Bowser as normal. Ghostly Fawful from Dimentio’s fsmash will also be present in this battle, constantly attacking you, being invulnerable.

Trophies:

Dimentio: While Dimentio claims to be a pleaser of crowds, his true goal is to silence said crowd for all eternity, intending to destroy all realms and the people within them to form a “perfect” one. Dimentio will stop at nothing to get what he wants, and pretended to be Bleck’s minion for hundreds of years just to perfectly execute his plan. He shows no care or compassion for anyone, being pure evil. (Super Paper Mario, Super Smash Bros. Brawl)

Dimension D (Dimentio’s final smash trophy, obtained by clearing All-Star.): This is Dimentio’s personal realm, where only he is ruler. Being inside this realm multiples his strength to the 256th power, and it also seems to help out those who serve the dark jester. While this dimension is good, it isn’t perfect, and Dimentio wants the chaos heart to make a single perfect one in his name, destroying all inferrior others. (Super Paper Mario, Super Smash Bros. Brawl)

O’Chunks: O’Chunks is a loyal minion of Count Bleck, willing to do anything to serve him. O’Chunks’ loyalty has no limit, as he even willingly let himself be mind controlled by Dimentio for Bleck. While O’Chunks’ strength rivals that of even Bowser, O’Chunks is more careless in his fighting then Bowser, constantly taunting his enemies. There may some brain behind the beard, as he has a crush on Nastasia. (Super Paper Mario, Super Smash Bros. Brawl)

Mimi: Mimi is a master of shape shifting, able to turn into anyone she pleases to deceive others. Mimi is perfectly capable of fighting on her own without changing, and is even more deadly in her true spider like form, though she prefers her humanoid one. Despite her looks and girly personality, Mimi is quite cruel in reality, owning a mansion full of slaves just because she desires a “house full of cuties”. (Super Paper Mario, Super Smash Bros. Brawl)

Count Bleck: Count Bleck was once a ordinary man whom had a forbidden love, but the fact that this love was indeed forbidden ultimately drove him to insanity. Count Bleck set the destruction of worlds into effect by having an unholy arranged marriage between Peach and Bowser. Only four heroes could stop him, but the true threat was among his minions. . .A seemingly harmless little jester known as Dimentio.(Super Paper Mario, Super Smash Bros. Brawl)

Nastasia: Nastasia seems quite simple at first, being a loyal personal assistant of Count Bleck. She regularly hypnotizes those who resist Bleck to join his cause, such as Peach, Luigi, and Bowser’s minions. Nastasia was at one time turned into a bat, but was saved by Count Bleck, and she’s served him eternally ever since out of love, but Count Bleck refuses to forget his lost love, so it’s one way. (Super Paper Mario, Super Smash Bros. Brawl)

Francis: Francis is a hopeless geek who never leaves his room, having no “offline” friends. Francis is a frequenter of the digibutter.net forums, and his favorite past time is complaining about video games he’s never played on message boards. Francis is lost when it comes to girls, but has developed a program that allows nerds to put smooth talk on girls, having almost succeeded in using it on Peach. (Super Paper Mario, Super Smash Bros. Brawl)

Fawful: Fawful was initially a loyal servant of Cackletta, and he saved her after her initial defeat. Once Cackletta’s spirt was banished for good though, Fawful went into hiding to plot his revenge on his own to defeat the Mario Bros., opening a badge shop hidden within the sewers under Peach’s Castle. Fawful speaks awkwardly, speaking in metaphors that usually involve food very humorously. (Mario and Luigi: Superstar Saga, Mario and Luigi: Partners in Time)

Cackletta: Cackletta loves to cackle evily, as does her henchman, Fawful. Cackletta is quite the witch, but she lost to the Mario Bros. somewhat early in the adventure. Cackletta’s spirit escaped though, and she had Fawful take her to find a new body to posses. . .Cackletta selected Bowser, most annoyingly to him, as he’d just regained his memory. Now known as Bowletta, she re-challenges Mario. . .(Mario and Luigi: Superstar Saga, Super Smash Bros. Brawl)

Shadow Queen: The Shadow Queen nearly brought forth the destruction of a world, but was trapped behind a thousand year door before she could do much harm. Her servants, the Shadow Sirens, lived on though, and constantly seeked a way to revive her. Eventually, they tricked Grodus into helping them and freed this great evil onto the world once again, Mario being the only one to challenge her. (Paper Mario: The Thousand year Door, Super Smash Bros. Brawl)

Princess Shroob (Elder): Peach was the first to test E. Gadd’s time machine, and when she arrived in the past she was attacked by this “princess” and her younger sister. Peach used the cobalt star to trap the elder princess, then shattered it, but the younger one captured her. Mario and Luigi gathered the cobalt star, thinking they’d need it to help defeat the shroobs, but in reality they unleashed this monstrous beast. . . (Mario and Luigi: Partners in Time, Super Smash Bros. Brawl)

Culex: Culex is matter... He is antimatter... He can see your past... He can see your future... He consumes time... And he will consume you! Culex is a mysterious being that doesn’t resemble anything else in the Mario universe due to not being from it. Once Culex is defeated, he’s banished back to his mythical realm from whence he came. It’d take a powerful mage to summon him back here, no mere jester would suffice. (Super Mario RPG, Super Smash Bros. Brwl)

Queen Jaydes: Jaydes is the queen of the under where, as haydes is king of the under world. Despite her dark appearance, she isn’t as dark as most other witches, being married to the king of the over where, Grambi. Many fools come up to Jaydes trying to plead to Jaydes to get into the over there, but she can see right through them and sends them back to work. While not evil, Jaydes is far from warm hearted. (Super Paper Mario, Super Smash Bros. Brawl)

Sir Grodus: Grodus is the leader of the X-Nauts. Grodus displays no emotions other then anger, and regularly takes it out on his minions. Grodus is willing to play his servants such as Lord Crump like cards in order to further his plans. Grodus is mechanical, able to live with just his head. Grodus intended to take over the world with the crystal stars, but was tricked by Beldam into reviving their queen. (Paper Mario: The Thousand Year Door, Super Paper Mario)
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
SPADEFOX' LINK SPACE

SPADEFOX' MYM BOX - A Blog containing everything you'd need from Spadefox! (Needs to be Updated BADLY)

MYM 4 Story Mode: The 13th Hour


MOVESETS

Guntz was the first moveset I've started out and posted - the very first moveset to enter MYM 4. I actually started it out during the course of MYM 3, and without really intending it, it ended up being the first entry. Hehe. Anyway. Guntz was recieved very well, marking my entry into the "big boys" among the moveset creators, with detail, extras and whatnot. I think this is one of my best movesets so far, and probably will stay as one of my best entries.

Originally posted by Hyper_Ridley in his review for Guntz
Despite this being the very first move set posted in MYM4, I would not be saddened if this won the whole thing. Congratulations, I know next to nothing about this series, and yet I can say that I’m a fan of Guntz.
Hyper_Ridley's Reviews

Originally posted by MasterWarlord in his review for Guntz
[...] this moveset does such a good job of glorifying it’s source material and has so many unique moves that it’d blind Sakurai with it’s sheer beauty if he read it.
MasterWarlord's Review

There is one way to describe Mr. Guntz:

Epic Awesomeness!
Spade, I'm done reading Guntz. Great job on him. Almost all of the attacks are really interesting. [...] On the whole, though, a terrific start to MYM 4 from you, and for the contest in general.


Lyon was a character I wasn't too sure if I should make. But then I thought, every guy should make a villain, 'cause y'know, villains are awesome. I took one of the most despised characters in one of the most despised games in the series - Lyon from Fire Emblem: The Sacred Stones. I wanted to make him so good that people who despised the game acknowledged its epicness, and I think I've reached that goal. He turned out better than I expected, to be quite honest.

Lyon is so, goddarn awsome!

Having so much magic at your diposal is a scary prospect, and combining it with his projectiles gives him all kinds of crazy possibilities. He sounds like the kind of character who shouldn't spam anything.

I just loved reading this so much.
This thing's made of has a shot at the top 50. Nice job.
Lyon is great, Spade. Really, just about all the attacks are wacky-original. I feel almost compelled to go and review him now...
Wow, Lyon was awesome!!! Definately one of my personal favourites in the contest so far Spade!!


u c wut i did thar?

Knoll is so, goddarn awsome!

Having so much magic at your diposal is a scary prospect, and combining it with his projectiles gives him all kinds of crazy possibilities. He sounds like the kind of character who shouldn't spam anything.

I just loved reading this so much.
This thing's made of has a shot at the top 50. Nice job.
Knoll is great, Spade. Really, just about all the attacks are wacky-original. I feel almost compelled to go and review him now...
Wow, Knoll was awesome!!! Definately one of my personal favourites in the contest so far Spade!!


Ah yes. First only called "The King" by me - and everyone else - until someone popped up and told me that this guy had a name (Harkinian) after I posted it.
Being one of the very few people who actually played the CD-i games back then in their time, it's only natural for me to make a moveset for this character appearing in those cheesy Zelda games. I based the whole moveset on quotes in the horrible cutscenes, and as soon as I started to randomly say some of these quotes out loud at work, I knew that this wouldn't do good to my health. ^^"
Anyway, I created this moveset merely as a joke moveset, but in the same time, as a serious entry, as well. I seeked to make people laugh, which I hopefully achieved. He's definitely not my worst entry, but not my best, either.

THAT was a good moveset.
Reading the king made me LOL, you have made my day Spadester :).
Mah boi, you've done it again
Spade, I love your King moveset. Every move made me laugh.

Out of all of my entries in MYM 4, Bill is the one that counts more as an experiment than anything else. First of all, I wanted to prove that a Star Fox character could work without the same Specials and Final Smash. That I did for sure. Secondly, I actually tried to be a bit witty and change my writing style a bit to something more, well... fun to read. This I obviously didn't achieve, making Bill a double-edged sword - not a bad of a moveset, but definitely not my best one. On the other hand, though, I never intended him to be a real threat to the top contenders.

*Whistles*

Niiiiiiiiice, Spadefox. Definitely the most unique space animal I've seen. :)

Love the crossed out move names, btw.
Bill! *Wipes away a tear and starts reading*

I have so many memories of Katina. It just felt like such an epic battle
I love all the Starfox 64 quotes for the Bill moveset.

Also, the Final Smash is freaking awesome.
A space animal who's special aren't Blaster, _illusion, Fire_, and shine!

=O

Sakurai must be spinning in his grave!

J&C. Oh dear. My first Castlevania entry. Some people were highly anticipating this moveset, and I tried to outdo myself from what I've entered so far. It features two movesets in one. Castlevania: Portrait of Ruin is a very good but underappreciated game, imo, and I think the team mechanic of it makes it far more interesting. I've tried to include it into this moveset, and there it was born, the most detailed and strongest of my movesets in MYM 4. It links to the other Castlevania entries through trophies, logo and other extras. I tried to make this moveset everything else but generic, considering the wide range of weapons and magic the two characters use in their game, and I even made the boss character, who actually is quite silly, into a versatile SSE boss. Definitely my own favourite among my movesets. If you haven't read it, do so, even if you don't like Castlevania - this moveset is insanely epic, as you maybe can take from the comments... ;P

That moveset is epic, Spadefox.

I really want to try CV now.
My god... that was amazing! I could think up a few "team combos" just by reading the set. I love how the characters have their own damage counters, makes them a very unique duo character. The only complaint I have is that now I can't decide between this or Guntz on who to vote for from your move sets. :)
If those vampire hunters are anywhere near as awesome in the actual game as you've made them in the moveset, I know what game I'm getting first for my DS......

I'm both happy and sad that you posted this moveset before I posted up Haruhi's. Happy because I now have a perfectly good example of how to make a team-as-one-character work not only efficiently with both drawbacks and strengths, but make it so that they are more than simply two movesets in one.

I'm sad because mine and any other "team"-type moveset is going to be judged to this standard.
You.

Win.

Nine thousand and one internets.

That was EPIC, man, seriously. I was so eager to read, it only took me, like, ten minutes. That's got my vote for sure. One of the best movesets I've seen in this entire contest--great job.


Cornell! One of my favourite Castlevania character from one of my favourite N64 games in his new and shiny form form Castlevania Judgment. Similar to Bill I tried something else with this moveset, and seem to have further accomplished it. In Cornell's case, it was trying to shorten my movesets without making the quality suffer too much. It was hard, but possible... especially as a character like Cornell who doesn't do much more than slashing with his claws doesn't give much things to make him overly detailed. I like how that little bugger came out, one of my favourites albeit not as strong as J&C or Guntz.

Cornell looks good. Not too complex, but an all-around solid character. Nice job, Spade.
Wow, Spadefox, another outstanding moveset. The specials and cool BBCode really make it stand out.
Note: Unfortunately Cornell didn't recieve many comments.



Ah yes, Oume (and her palette swap twin sister Otane), probably my most favourite character(s) out of the insanely wacky Power Instinct series. This moveset was my surprise card, and my hope is, that, even if she doesn't have the epic detail of a Guntz or Jonathan & Charlotte, she will be remembered as one of the more hilarious entries.

Spadefox, you really did take me by surprise! I like the way she works, with the whole evil spirit-martial arts thing going on, and especially her Up Special. You have some really unique moves going there, and it looks like she could be a powerhouse in battle. Excellent job. The picture creeps me out, though. I will be seeing that all night. I'm alone with the lights off tonight. Good going, ruined my night with your picture. I probably won't sleep.
WHOA, that looks really neat, Spade. [...]

And old ladies are just plain awesome.
I like the Oume move set. It's funny imagining some old lady doing epic martial arts moves.


Deary. It's 4:45 AM here right now, and I just finished posting this guy. I'm worn out, and I will put up a proper description of my own thoughts on Kefka later. Just one thing: You'll die laughing. Read it NAO.

WOW, that's a great moveset. Seriously, Spade, [...]
Up Smash and Down Tilt in particular are crazy cool.

Definitely one of your best, and that's saying something. :bee:
Kefka is awesome.

Probably one of the best movesets in this contest.
I thought it looked really good, and that's coming from someone who doesn't even play Final Fantasy games. [...] Overall, another great moveset from you Spadefox, I don't usally find much to appreciate from Final Fantasy character movesets (not because they're not good but because I simply don't know the series) but this one I found quite enjoyable : )
Wow... Spadefox... you've outdone yourself on this one. I LOVE it. You did the guy some serious justice. He is so true to character, and I love almost all of his attacks. In particular the Pummel, Up Smash and Down Tilt. The specials were also very nice. This one gets a vote from me.


Aeon is my last serious moveset for Make Your Move 4. After a long hiatus, he was the finisher, being posted "Right on Time" for opening the final chapter of my Story Mode. He may be not my best moveset overall, but he definitely is a good one. He makes use of his interesting clock weapon, and his time controlling powers, as well. I think he came out very well, and definitely would - in this form - make a very interesting and great addition to Smash!

Whoa....Aeon was an awesome moveset Spadefox!!!

Really cool. I really like that FS.

One of my favourites from you! :bee:
Oh, nice. Great final smash, and the up special is very cool. Great moveset.

+1 vote, it seems I've been saying that a lot lately...
...Everything else though, I quite like. :bee:
Aeon looks incredible! Despite all the Castlevania movesets we've had, surprisingly, this one makes me want to play the games more than most of them. I especially liked the Up Special! So genius, I can't believe something like that hasn't been capitalized on before. And the Final Smash is awesome, too! I love the lines for the characters. Lol, I actually got chills imagining some of them said.


This thing was more fun than anything else. Can't say much. Bears resemblance to King Harkinian in style and all, but is faaaaar more random than the King. And far more awesome, too. =D

After seeing the video that spawned that monstrosity and then reading the moveset, it was filled with lol. It's all just so utterly random that matches the utterly character. . .Watching a brawl with that guy would put AI Colonel and Harkinian's randomness to shame.

Although Mario, Wario, and Luigi would probably find the moveset offensive.
Spade. . .

That was so awesome. . .

I just. . . I don't even know what to say.

So random, and so cool, and so Italian, and. . . Wow! I love the Down Smash, and the Up Air, and the Final Smash, of course.
Nice one, Spade! Italian Spiderman should win the whole contest. Seriously. The whole thing.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
FIRST MYM4 entry, Kiba Inuzuka. Also my first tagteam character. ^^

Kiba Inuzuka + Akamaru

"One hit is all it will take."

==================================================
Bio
Kiba Inuzuka is a member of the “Konoha 11” and is a member of the village’s dog tamer clan. As a member of the Inuzuka clan, he has enhanced senses of smell and hearing. During the hunt for Itachi Uchiha, he stated that his nose was stronger than any ninja hound. He is proficient in several canine-based jutsu. His battle style is usually a combination of taijutsu enhanced by his special clan jutsu. Despite his pride as an individual fighter, he usually performs tagteam tactics with Akamaru.
In SSB, Kiba and Akamaru fight as a team. Akamaru protects Kiba by attacking for him in smash attacks and in aerial attacks. Kiba is not an easy to control character, having average power and speed, but very good jump height and distance. His recovery, however, is generally poor. Even with Akamaru. Akamaru is mid-weight, but Kiba is lightweight.

==================================================
Stats

Power: 3/5
Speed: 3/5
Jump: 4/5
Recovery: 2/5
Control: 2/5

==================================================
Weak Attacks

A: Kiba does a standard left hook. No knockback, 3%.

Up Tilt: Kiba sweeps his left leg over his head. Low knockback, 5%.

Forward Tilt: Kiba slashes upwards with both hands, knocking the opponent back. Medium knockback, 11%.

Down Tilt: Kiba does a leg sweep with both feet. Low knockback, 5%.

Dash Attack: Kiba jumps, curls into a ball and slams into the opponent. Low knockback, 6%.

Ledge Attack 1: Kiba swings onto the stage feet-first. Low knockback, 2%.

Ledge Attack 2: Akamaru jumps onto the stage with Kiba on his back.

Fallen Attack: Kiba jumps to his feet and slashes at both sides of him. Low knockback, 3%.

==================================================
Smash Attacks

Up Smash: Kiba throws three kunai upwards. Low knockback, 4%.

Forward Smash: Kiba slashes with his right hand, then uppercurts with his left. High knockback, 20%.

Down Smash: Kiba plants a paper bomb which blows up moments later, or when attacked. Medium knockback, 14%.

==================================================
Special Attacks

^B: Piercing Fang Recovery
Kiba gets onto Akamaru’s back, and Akamaru performs Piercing Fang in an attempt to grab the nearest ledge. If no ledge is in range, it can be aimed with the control stick like Fire Fox. Medium knockback, 20%.

>B: Piercing Fang Assault

Kiba and Akamaru start spinning and charge forward across the stage. Can be charged. High knockback, 25-40%.

vB: Four Legged Tackle

Kiba gets on his hands and feet and lunges forward. Medium knockback, 21%.

B: Dynamic Air Marking
Akamaru jumps forward over the opponent and (pees or drools, your call) on them. This briefly increases Kiba and Akamaru’s range. (Helps their “accuracy” through olfactory. Also makes the Final Smash more devastating.) No damage or knockback. 7 seconds uncharged, 18 seconds fully charged.

Final Smash: Garoga

Kiba jumps off the top of the screen, and Akamaru follows. They come back down from the top of the screen in the form of the twin-headed wolf. When the wolf lands, it howls, stunning anyone who is affected by Dynamic Air Marking. At this point, the wolf jumps up and begins spinning around at high speeds, and then goes in a spiral around the stage, delivering an instant KO to anyone it touches. The wolf however is easy to dodge, due to its obvious pattern and its not-exactly-fast movement. 70%, instant knockout.

==================================================
Aerials

Up Aerial: Kiba throughs kunai over his head in an arc. Low knockback, 5%.

Forward Aerial: Kiba axe-kicks in front of him. Meteor smash, 7%.

Back Aerial: Akamaru jumps up behind Kiba in defense. Low knockback, 5%.

Down Aerial: Kiba lands suddenly from mid-air. Low knockback, 3%.

Neutral Aerial: Kiba does a flip in the air and throughs kunai in multiple directions. Low knockback, 1% per kunai.

==================================================
Throws

Grab: Kiba grabs the opponent by the shoulders and restrains them.

Grab Attack: Akamaru bites the opponent. 4%.

Up Throw: Kiba throws the opponent up and Akamaru bites them in mid-air. Low knockback, 11%.

Forward Throw: Kiba shoves his opponent back. medium knockback, 6%.

Back Throw: Kiba throws his opponent on the ground behind him, and Akamaru jumps on them. Low knockback, 13%.

Down Throw: Kiba releases his opponent and Akamaru claws them into the ground. Low knockback, 11%.

==================================================
Taunts + Victory Poses

Up Taunt: Kiba cheers to himself and says, “Looks like we won the lottery!”

Side Taunt: Kiba punches at the air and says, “One hit is all it’ll take.”

Down Taunt: Kiba pets Akamaru, who stretches.

Victory 1: Kiba and Akamaru wave dismissively at the runners up, laughing.

Victory 2: Kiba acts worn out, sits down, and relaxes.

Victory 3: Kiba and Akamaru do a team victory dance.

==================================================
Other

Idle Pose: (Facing right) Kiba’s back is to the screen. He’s looking to the right, his right hand is at his side and his left is clenched and held slightly in front of him. Akamaru simply sits next to Kiba, facing right.

Losing Pose: Kiba scratches the back of his head while walking off screen with Akamaru.

Shield: Kiba holds his hands in front of his face in a defensive position.

Forward Roll: Kiba ducks and slides forward, then turns and faces the other way.

Back Roll: Kiba does a backflip.

Dodge: Kiba jumps over Akamaru to dodge the attack, and returns to his position.

Air Dodge: Kiba tries to dodge in mid-air, moving his arms legs and head away from the arena.

Dizzy: Kiba sits down and holds his head.

Sleep: Kiba and Akamaru lay down like dogs and sleep.

Stage Entry: Kiba rides Akamaru onto the stage from the left of the screen.

Select Screen: “One hit is all it’ll take!”

==================================================
Misc.

Codec:
Snake: Otacon, who is this guy supposed to be? And why does he smell like dog?
Otacon: That’s Kiba Inuzuka of the Konoha dog-tamer clan. He fights side by side with his pet, Akamaru.
Snake: I don’t see the dog…Are you sure he ALWAYS fights with it?
Otacon: If you don’t see the dog, I really think you should be focusing on the fight and not talking to me.

Kirby Hat: Kirby gets Kiba’s red face marks as well as his hair and headband. He performs the Dynamic Air Marking himself, obviously drooling and not peeing.

Alternate Costumes: Kiba’s outfit and the marks on his face get changed to blue, green, yellow, orange, and gray. Orange acts as his red costume.

Item: None.

==================================================
Stage

Leaf Forest
Kiba and Akamaru’s stage. The stage is grounded, and is roughly the length of the Temple. On the far left and right are large trees that can be broken with large damage. They grow back later in the match. At the top of the screen are numerous tree branch platforms that you can use. They are all pass-through. Every once in a while, a whistle will sound and kunai will be thrown and stick into the ground. This can be avoided if you are in the air or on a top platform.

Stage Music: Barrowed tracks from other stages.

==================================================
Subspace Emissary
After clearing 75% of the SSE, a glowing dot will appear where level one used to be. Go there and you’ll fight Kiba.

Unlock Methods:
Play 700 team matches.
Clear the SSE at least 75% and then play through the first level again.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
****

My flash drive can't acces the files on this computer.

Sorry guys, Grievous won't be up today.

But I can still post up my link-up space soon.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
MYM 3 MOVESETS:

Nightmare

Cervantes

MYM 4 MOVESETS:


This moveset took me the most time out of any of them by far. It has. . .Pretty much extra possible extra imaginable, and there are several extra attacks I have to write due to Cortex and Tiny being able to fight alone. If you actually have the time to read this moveset it's quite good, but be warned, it's the longest moveset MYM has ever seen, and it's become quite famous and infamous through this. Whatever the case, you don't deserve to see the epicness within this moveset if you don't have the patience to read it.

Chris Lionheart said:
Holy ****ing hell!!!!

Cortex and Tiny is even bigger than I remember it. I don't want to be the guy in charge of reviewing that... thing.

And I was just about to post the Kelsey moveset to... well that changes my plans.

That makes Dracula look like WAMY's Fierce Diety Link.

Cortex and Tiny is the definition of hell.
Hyper Ridley said:
Cortex and Tiny was just as epic as Eggman.
Agidius said:
To measure how long Cortex & Tiny was, I moved to the Wii's Internet Channel, zoomed out all the way, and scrolled down at the maximum speed...

It took ten seconds. *readies first-place slot in CSS*
BKupa666 said:
Wow, Warlord. You sure blew me away! *lockdown for supervote*
Kitsuneko345 said:
Not going to review that for you, even if you need a second opinion on him. So... Much... Brightness... and... Detail... Nazism....
Hyper Ridley's Review said:
Oh goodie, an Ice Climbers clone! NOT! Cortex and Tiny have an original way of utilizing the multiple-characters-on-screen-at-once gimmick with great results. Instead of splitting up from the opponent’s attacks, they actually do it to themselves, giving them a unique feel. And the moves themselves are also quite unique, using both characters at once giving the moves some neat little nuances. Even the more generic moves such as the neutral combo have some special touches to keep them from being a bore. In particular, I enjoyed the Bair and USmash.

I am honored to have this as my first review ever in Make Your Move. Between this, Dimentio, Guntz, Dr.Eggman, and several other move sets, Make Your Move 4 is already seeing some top contenders, and it’s only day 2!
Hyper Ridley's Cortex and Tiny review

KingK.Rool's Review said:
So… well, again, I’ll go with what I like first. And this is obvious, but… almost every attack is infused with such creativity that it’s hard not to marvel at it. Things like the Up Air and the Dashing Attack - and pretty much anything involving throwing Cortex - are unlike quite anything I’ve ever seen before.

Again, the interactions are redonkulous. It all comes together with Cortex’s Specials, doesn’t it? And, of course, the subtleties are limitless. Tiny Titan is SO good… but you had better make sure you’re looking after Cortex, limiting his potential. But wait! He can use his trident to hit foes from afar! If they react, get Cortex back with you and follow up with a Dash Attack! Seriously… the more you read, the more interactions you find, and that’s just great.

Detail Nazi, I salute you.
King K. Rool's Cortex and Tiny review



Dimentio is probably tied for my most well known moveset alongside Cortex and Tiny, Cortex and Tiny infamous for being the longest moveset in the contest while Dimentio is more well known from being on the first page. They all demanded I save Cortex and Tiny for later so I wouldn't crash the internet with Cortex and Tiny's epicness. That said, Dimentio is K. Rool's favorite moveset, and another I'm quite proud of. Excuse the lack of comments here, there wern't many in the storm of the MYM's opening.

BKupa666 said:
Wow, excellent job again Warlord, already a major contender in the contest.
HyperHopper said:
wow

that was a nice dimentio~
Karptroopa said:
*looks at your dimentio*
:O
*faint*

That is epically mega epic.
Definitely a favourite of mine. :>
Kitsuneko345's Review said:
Extras: So much. I wish I could degrade everything if I wanted to, but alas I fair in everything that I know of. Assist trophies, SSE Role, Taunts,… Event Matches?!?! You are truly insane, in a good way

An almost perfect score? Here in this Review? Even after All the degrading I made that made it look relatively fair for others? Either I’m the most biased reviewer ever, the sky is falling, or MW here is actually good. Yeah, it’s probably the first last one. So you are offically a Kit Hit right now. Now I have to find enough people to create an applauding audience for you. 59/60
Kitsuneko345's Dimentio Review

KingK.Rool'sReview said:
OH MY GOD. Flora Sprouts mechanic is the coolest thing ever. Down Smash is the coolest thing ever. CLONE TO MAKE A BOOM BOX ON YOURSELF TO GIVE YOURSELF A CHANCE TO PLANT A SPROUT??? And then Up Air makes the Plants blow fire up??? Dimentio has such an incredibly twisted playstyle that he would almost certainly be the #1 character of casual players.

Wow. All I can say. This is, by a wide margin, my favourite of all your sets (including Cortex and Tiny). And that’s saying something. The definitive moveset for Dimentio ever made by the hands of man. It doesn’t get any better than this. I can suggest almost nothing in the way of improvement.
KingK.Rool's Dimentio Review



I feel AI Colonel to be my weakest entry in MYM 4, but this is a must read for anyone who's played MGS2, and has lots of comedic value. It's defenitely not bad, the attacks without a doubt still being original, although not going up to my high detail standards. Hey though, if you don't like detail, this just might be the moveset for you, as it's the easiest one to get through in one sitting. Feel free to request your movesets to be in the assist trophy!

Chris Lionheart said:
Nice work MW...Thanks and some of those attractions you have up there are quite funny... especially Snorlax.
Kholdstare said:
Nice work. What happens if two or more Colonels use his Neutral B at the same time?
MarthTrinity said:
God I KNEW there was a reason to log back on...AI Colonel is amazing...I love how you put in the Fission Mailed...and the random blabberings were probably my favorite part...top class work Warlord : )
Agidius said:
Okay, after reading AI Colonel, (what? A non-reviewer can read an MW moveset? NO WAY) I can honestly say one thing:

Metal Gear is a far stranger game than I ever thought it was. I was able to laugh at... pretty much everything. The Final Smash was particularly intriguing, however. Forcing opponents to either lose a stock and be at a disadvantage or declare the match a draw.
~Cruxis~ said:
That is a nicely organized MS there, MasterWarLord. I can smell the military musk from it.
Chief Mendez said:
Speaking of, I'm really very happy with how that came out, 'Warlord. I wish you'd used some of the more obscure MGS2 easter eggs, like the Moai Heads and Johnny, especially since you ended up using a lot of AI Colonel's in-game quotes for a bunch of different things, but despite that it's easily the geekiest moveset yet.
DarkSerenade said:
Wow, Warlord, I'll tell you right now, A.I Colonel was supercalifragilisticexpialidocius, even if the sound of it is something quite atrocious.
Really, nice job.
Chief Mendez's Review said:
It’s good. Stonking great, even. There are some things I don’t like, but (especially) for what you were given to work with, you did an amazing job of getting AI Colonel to work in a feasible manner. The most impressive thing here is how you took totally unrelated snippets of dialogue and turned them into perfectly good–and sometimes even hilariously awesome–moves that fit with the Colonel’s completely random playstyle.
Chief Mendez's AI Colonel Review


The Dark Knight was the movie to finally get me into Batman again, and the first thing that jumped out at me among many others was the incredible portrayal of the Joker. I just casually started thinking of a way to incorporate why so serious into a moveset. . .And it came out as the signature grab attack as the moveset. I didn't come back to the moveset for a good while after that, but I amazed at how enjoyable and easy it was to make moves for this excellent character. This is a good middle ground between Dimentio and Cortex and Tiny detail wise, and I'm very satisfied with how he turned out.

MarthTrinity said:
Excellent moveset as always Warlord, I especially like the Two Face assist...for some reason the idea of The Joker doing his grab attack to Ness or someone small and innocent like that makes me sad...but it's a very good play mechanic : )
Tanookie said:
...
...
...
...

[/thread]
Hyper_Ridley said:
Joker is just as epic as ever Warlord. I liked how my idea for the side special was implemented, and the other moves were great as well. The DSmash in particular looked fun to use.
pensfan728 said:
Nice Joker moveset Warlord. Not that it wasn't expected. So i noticed that Junahu's megaman IS on the stadium... so congratulations to him.
IvoryFlame said:
Y'know what? Heck with it. This thread is quickly becoming completely unfair for lazy schmucks like me who can never even possibly compete with the likes of either Megaman, Maria, or The Joker. So infuriating.

I'm just sportin' y'all. Fantastic job on Joker, MasterWaterboard! Would you be willing to let him in Time Crash?
Chris Lionheart said:
The joker is an awesome moveset, Warlord
Chris Lionheart's Review said:
Overall, this moveset is amazing. It may not be your longest or “best” work, but thats only due to your high standards. Ever since Nightmare, everyone has had high expectations of you, and this moveset doesn’t disappoint.
Chris Lionheart's Joker Review

Klump and Krusha
(Joint Production with BKupa666)

Klump and Krusha was my first and currently only joint moveset, a rarity in these contests. The only other joint moveset that comes to mind is Eggman by Koj and Spadefox in MYM 3. Unlike the process Koj and Spadefox used where Spade made the moveset then Koj refined it, we were both constantly making moves together, PMing them back and forth in a rather hectic process. This sadly didn't get much attention due to off topic discussions when it got around to being posted, but I'm still satisfied with how it turned out.

This moveset is based off the Donkey Kong Country cartoon and contains plenty of references to it. The episodes can be seen on YouTube among other places.

Flyinfilipino said:
Guess I'll read Warlord's/666's for further inspiration.
Kholdstare said:
I skimmed it, since I'm logging off for the night, and it looks pretty awesome and not as long as Cortiny.
Chris Lionheart said:
Klump and Krusha looks awesome.

Thank you for making a non-Kong DK moveset....
KingK.Rool said:
My god, that's beastly, Warlord. I look forward to perusing it.
TWILTHERO said:
That's an really cool Klump and Krusha moveset Warlord.
~Shake said:
Krump and Krusha look good
Capsule J2


I got the idea for Capsule J2 when I was playing through Helper to Hero with this nifty little character and how simple it would be to make a moveset revolving around charging up his jets. I tried to make it in one day to try to pump it out with minimal extras, and it worked surprisingly well to excellent reception. I don't feel this moveset is as polished as my others, but this has helped me undo some of the damage my own movement caused to me with overdetailing. This is probably my second easiest moveset to read through, only behind AI Colonel.

KingK.Rool said:
Oh. Wow.

*is temporarily dumbstruck*
The Trophy Master said:
J2! He's so cool! Wasn't expecting that..... but still really detailed and awesome!
Chris Lionheart said:
Of course... the one day I decide to play Warcraft for a few hours... I get tons of great movesets...

And that codec is pretty funny Warlord.
Hyper_Ridley said:
J2 was awesome and another great move set from you, Warlord.

The fuel mechanic was cool, as were some of the move names. LOL at Down-Special
Sonic the Baron said:
Dang, there's another vote for a Kirby character from me....
Kitsuneko345 said:
From what I can tell, MasterWarlord has a great moveset here all around. The Jetpack idea feels original and fresh, plus you really seem to have implecate it very well. Great Job!
SirKibble said:
Do mine eyes deceive me? No, I think not. Truly, Warlord hath made us a Kirby 'set.

The epic nature of such a moveset is beyond the human tongue to speak of and properly do justice, and so, I will not speak of it, but simply acknowledge said epic nature as the epic nature that it is.
Kholdstare said:
HOLY ****ING ****

HOLY MOTHER****ING ****

THAT MOVESET IS FREAKING AWESOME.

I LOVE IT. I ABSOLUTELY LOVE IT.

It looks like all of my super votes will go to Kirby characters.
Smash Daddy said:
Great set, MW. I especially like the jet fuel mechanic.
SSEs:

MYM 3 SSE: Miserable Little Pile of Secrets

MYM 4 SSE: Master Hand's Royal Flush

MISC.:

MYM 3 Reviews
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Wow, excellent job again Warlord, already a major contender in the contest. And Kibble, change the thread name to Make Your Move 4: How Far We've Come; for self-explanitory reasons.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
// SirKibble's Link-Up Space \\




One-Player Storyline >>





Finished >>

- SUPER STAR HELPERS -
INDIVIDUAL POST --
-- POST W/ THREAD


This is a moveset that puts four of the Helper characters from Kirby Super Star on a team, functioning similarly to the Pokemon Trainer. Knuckle Joe, Poppy Bros. Jr., Bugzzy, and Sir Kibble each have a variety of zany attacks to employ, capitalizing on creativity and originality. Noteworthy points of this moveset include a unique switching mechanic that allows the characters to still use a Down B move, special gameplay mechanics for Knuckle Joe and Bugzzy, and some rather unorthodox moves on all four of the Super Star Helpers. But don't take my word for it!

What People Had to Say About the Super Star Helpers

Hyper_Ridley said
"Just from skimming it, this thing is easily one of the most epic move sets I've ever seen, and not just becasue it's four move sets in one. It's four GREAT move sets on one!"

The_Great_Panda said
"Awesome moveset kibble"

SonicBoom2 said
"Cool Moveset Kibble."

Kiki52 said
"Great moveset. It is top quality AAA class."

Tanookie said
"HOLY NOVEL-LENGTH MOVESET, BATMAN!!! Looks great, Kibble."

Pelikinesis said
"I would use Bugzzy and ONLY Bugzzy. Not that the other ones aren't totally groovy, but I do so love to throw the crap out of people.

Suffice it to say, Bugzzy would be my first choice on who to play as if MYM 4's roster was in the next Smash."


MasterWarlord, our Master Sandbag, said
"Epic moveset Kibble, that's been one of the biggest ones I've been looking forward to. I've never seen a multiple character moveset where all of the movesets actually were quality on their own, and that's certainly the case here. I LOVE Bugzzy, his mass throws mechanic is pure gold. It really is saying something when you have unique mechanics for multiple individual characters in a multiple character moveset. . .The amount of time that went into perfect that beauty must of been staggering."




- PROTO MAN -
INDIVIDUAL POST --
-- POST W/ THREAD


This moveset for Mega Man's prototype brother combines elements of the classic Proto Man and ProtoMan.EXE from the Mega Man: Battle Network games. A unique Weapon Switch mechanic gives Proto Man access to either his Proto Buster or his cyber-sword, making for a very versatile fighter. Besides, Proto Man is cool, so you'll want to read this moveset so you can becomes more acquainted with his coolness!

What People Had to Say About Proto Man

Smash Daddy said
You've really nailed Proto Man, Sir Kibble. I haven't read it all [perhaps obviously], but the layout and detail alone leaves me doubtless that it is excellent. I especially like your simplistic but effective styling. Thumbs up.

Later, Smash Daddy said
Okay, I finished reading all of Proto Man - great job, Kibble. You've helped me a little with my own movesets, specifically with linguistics. Aside from that, I feel nostalgic towards the character and you do him justice, specifically with the unique mechanic - an excellent addition to this splendid set.

TWILTHERO said
That Protoman moveset was awesome. One of my favourites in the contest

Hyper_Ridley said
Protoman is excellent! The weapon mechanic was pretty cool, and you even gave him a unique counter special.

BKupa666 said
excellent Proto Man, Kibble

~Cruxis~ said
Proto Strike!! [ x 8 ]

btw, capital moveset, Kibble. You did him some great justice with that.

Proto Strike!!
[ x 8 ]

Kholdstare said
I love you so much right now. Protoman is the bomb.



- DYNA BLADE -
INDIVIDUAL POST --
-- POST W/ THREAD


Ah, Dyna Blade. The famed armored bird from Kirby Super Star, who strangely disappeared after that, except for a small appearance in Kirby Air Ride. In this moveset, she's a heavyweight, but not a hard-hitting one like we're used to. She capitalizes on range and some pretty good knockback, and also has a unique recovery style. Queen of the air and a master gimper, Dyna Blade joins the Brawl!

What People Had to Say About Dyna Blade

Spadefox said
Awesomesauce. Just skimmed over it a bit, but she looks guuuuhrate!

TheSundanceKid said
I've skimmed the moveset, looks awesome!

Kholdstare said
I think I just shed a tear. Of joy.

kitsuneko345 said
Dyna Blade is filled with awesome. [. . .] the moveset is great in originality. As a heavyweight with bad damage attacks but great in knockback all around, you, Great Sir, gave Ms. Blade justice.

How many Birds are there in MYM? (I counted five) The reason why i ask this is because this is definitely one of the better ones.


TWILTHERO said
Anyway, that is a really awesome Dyna Blade moveset SirKibble

Sonic the Baron said
Love that Final Smash, Kibble.

Tanookie said
I love the whole glide-attack-jump-glide stuff. [. . .] I especially like the final smash.

flyinfilipino said
Woot Dyna Blade! It's a good thing I got Kirby Super Star recently so I know what it's all about. Awesome, SirKibble.



- MR. SHINE & MR. BRIGHT -
INDIVIDUAL POST --
-- POST W/ THREAD


Mr. Shine and Mr. Bright, the sun and moon duo from Kirby's Adventure, make an appearance in Make Your Move! A unique mechanic allows them both to be on the field at the same time. While one handles Standard Attacks, Smash Attacks, and Aerials, the other rocks the sky with Special Attacks. This unique dual-character moveset brings many quirky moves and an incredibly unique playstyle to the table!

What People Had to Say About Mr. Shine & Mr. Bright

Baloo said
That is a wonderful moveset. Thank you. Amazing.

TWILTHERO said
Seriously though, that is one sweet moveset Sirkibble [. . .] cool moveset, creative attacks, and i really enjoyed :bee:

Kholdstare said
OH... MY... GOSH... Mr. Shine and Mr. Bright... probably my favorite bosses in a Kirby game... Oh man the nostalgia.... that moveset was AWESOME. I love how you made them work together for this set. You are my Kirby hero, Kibble.

KingK.Rool, our very own King Sandbag, said
I love it. I love it, I love it, I love it. Seriously.

This is only the second moveset in the whole contest I've read as soon as it was posted, and it blows me away. Just... yeah. Incredible. Wow. These two are hardly the most exciting bosses, despite how awesome they are, and you got so much mileage out of them, it's incredible. Simply incredible.

And their attacks are seriously crazy unique. There are so many that don't even do damage, it's shocking.
[. . .]

This is simply incredible. I'm practically speechless, as you might tell. Great, great stuff. As much as I love the Helpers and Dyna Blade, this is something else. I'm 99% on this getting a super vote, something I can't say for anything else but Deoxys and Dimentio.

...Awesome. :bee:


Pelikinesis said
Shine and Bright sound like a LOT of fun to play as.

Tanookie said
Awesome job, Kibble. They're very unique

Smash Daddy said
Mr. Bright and Mr. Shine are really good. Again, you have use a very effective, yet minimalistic approach. I especially love the Up Special as it reminds me of the exact function in Kirby's Adventure - I think I prefer this one to your Proto Man, Kibble. Splendid work. I agree on the specials being unique, too; works perfectly and is very well implemented.

Chris Lionheart, the resident Lionhearted Sandbag, said
That moveset looks great SirKibble.



- FROG -
INDIVIDUAL POST --
-- POST W/ THREAD


The amphibious swordsman from Chrono Trigger joins the Brawl. At his disposal, Frog has the legendary blade Masamune, as well as full access to water-based magic. Add to that a few frog-like quirks, and you're looking at the basics of Frog. With a moveset drawing many attacks straight from the game, and even going as far as to make his twice-hitting critical hit from Chrono Trigger possible to perform in Smash, Chrono Trigger fans will love this moveset. And with any luck, those who aren't fans will go play the game and become fans! Right?

What People Had to Say About Frog

Kholdstare said
Even though I've never played Crono Trigger, that moveset was quite nice, SirKibble, and well deserving of a vote.

KingK.Rool said
I am utterly unfamiliar with the character/series/game, but I'm still finding this a fantastic moveset. Water-based movesets are so hard to come by - Squirtle pretty much did it all, all wrong, and this does it right. I'm also getting a feel that this whole thing is insanely true to its character.

And the character himself is just plain awesome. He's a frog. A FROG! Awesome.


MarthTrinity said
Wow, Frog was epic and that's coming from someone who's never even played Chrono Trigger...

[. . .]

Excellent works as always Kibble :bee:


Pelikinesis said
about time Kibble had a comment from someone who actually played Chrono Trigger, eh?

That whole UpSmash combo idea really sold the moveset to me. Perfect combination of "OMG from the game!" and a very useful idea. And everything else is great, too.


TWILTHERO said
WHOA.

That is an amazingly awesome Frog moveset Kibble. Never played the game (yet), but looks like it's an awesome moveset anyway.

Really great job. :bee:


flyinfilipino said
SirKibble: Great moveset! It was very practical, which I liked very much. I know nothing about Chrono Trigger (and I've been curious about getting it someday), but it was still fascinating for some reason. Maybe it was the fact that it's a frog knight, and I love frogs. Maybe it was the fact that I listened to Frog's Theme, which is a great song (and also got me more curious about the game). Maybe it was just the fact that it was your moveset (nahhh). Whatever it was, the moveset was great to read and made Frog really seem like a good Smash Bros. character.

airsmasher said
@SirKibble: Great moveset! Like most of the people who have commented, I have no knowledge of Chrono Trigger whatsoever(except that the art's by Toriyama, the greatest anime/manga guy ever!)
After seeing some of the cutscenes, it seems like Frog's a really cool character, and you definitely do that justice. :)


Pelikinesis later said
I'm just glad that a Frog moveset was made wherein he wasn't a generic sword character. The fact that he knows water magic and is an anthropomorphic frog helps, of course, but still.

Tanookie said
@ Kibble: Amazing. Simple and succint, but I loved it. Especially the sprites. :p

goldwyvern said
frog was great, kibble. i liked the layout a lot.

Spadefox said
@Kibble:
Frog is froiggin awesome.




- BONKERS -
INDIVIDUAL POST --
-- POST W/ THREAD


Created more-or-less on a whim, this moveset was made as a substitute for Commander Blitzkrieg's promised Bonkers moveset, which had been used already many times in MasterWarlord's Story Mode. With any luck, the Commander will still come through with his moveset, but until then, this is the Bonkers moveset of MYM4. It was made in only a couple of hours, so it's far from my best work, but it's still decent, I think.

What People Had to Say About Bonkers

princesspeachluver13 said
nice! bonkers looks fun! 5/5

Kholdstare said
Pretty good Bonkers moveset, Kibble, despite my hatred of the character.

Hyper_Ridley said
For a quickie move set, I must say it looks good, Kibble. Probably not your best work, but solid nonetheless.

MasterWarlord, our own Master Sandbag, commented
What you have for how much time you were given is amazing.

flyinfilipino said
Yay Bonkers! I didn't know he was supposed to be a gorilla. I like the butt smack.



- GEMINI MAN -
INDIVIDUAL POST --
-- POST W/ THREAD


One of a number of Robot Masters that Mega Man has gone up against over the years, Gemini Man stands out with his unique ability to create a perfect duplicate of himself. In Smash Bros., this lends itself to an incredibly unique mechanic, allowing all his moves to be affected in various ways by the prescence of a cloned Gemini Man.

What People Had to Say About Gemini Man

phatcat203 said
Gemini Man looks great, SirKibble! Good duplicate mechanic

Hyper_Ridley said
Gemini Man was a fun move set. You were able to make all of those laser and spark-based attacks have some sort of differentiation from each other, so kudos to you.

TWILTHERO said
Whoa.....Gemini man is an awesome moveset Kibble!

Seriously, i like Duplication thing, and everything.

Seriously, really suhweet moveset :bee:


The Trophy Master said
Wow! Gemini Man is awesome! Really well detailed and organised. Top 50. For sure. Good job! Duplication + Gemini Man + Sir Kibble = EPIC MOVESET :bee:

MarthTrinity said
Gemini Man looks great Kibble, I love the amount of detail in it. It's just enough that I can perfectly picture the attack but it's not too much that it's dull to read.

TheSundanceKid said
Wow, Gemini Man is AWESOME, Kibble! Dawg Food done outdid hisself.

flyinfilipino said
@Gemini Man: Looks great, Kibble!

KingK.Rool, resident King Sandbag, said
YES, Kibble. YES. Just... yes.

Sonic the Baron said
Like everyone said, Gemini Man was frickin' awesome.

The Lionhearted Sandbag himself, Chris Lionheart, said
Very good set Kibble. I don't like it quite as much as S+B or SSH... but its still a vote-worthy set (there are so many of those though)... The duplication mechanic, as has been said before, is good and the side B is a nice but simple concept.

Jimnymebob said
@Kibble= Gemini Man, whilst not your best moveset, was a really fun read, and wasn't too overcomplicated, so well done.

:)


Spadefox said
:bee:

Awesome! I love the mechanic.


Our own Chief Sandbag, the one and only Chief Mendez, said
I enjoyed this.

and later called it a nearly

flawless execution (for me).

Kholdstare said
Gemini Man is epic and surpasses my expectations and is now my favorite moveset in this contest so far.

At a later point, KingK.Rool had this to add to his earlier statement:
So to elaborate on Gemini Man, it's pretty much exactly what I hoped it'd be, fantastic.

Smash Daddy said
[. . .] a truly brilliant idea and one of the best couple-sets I've ever seen. The attacks are all really imaginative in their combined forms [. . .]

Compared to S&B, it's hard to forgo the the nostalgia... but this one is one the same level in terms of quality.

In short, another good one, Kibble.


Baloo said
Gemini Man is great. Really. It is. It's among the best in the contest. Yeah, so probably a super vote. Yay.




- BUTTERFLY KIRBY -
INDIVIDUAL POST --
-- POST W/ THREAD


This idea spawned from ~Cruxis~ a certain user joking that he would do a moveset for Butterfly Kirby, whose only appearance in anything is as a random avatar here on SmashBoards. Upon being called out for it, this user pointed out that he was joking, and said that not even I would do a moveset for something like that. Lo and behold, the moveset!

What People Had to Say About Butterfly Kirby

KingK.Rool, the one and only King Sandbag, said
Man, that's cool.

goldwyvern said
Randomly posting novelty but serious sets is fun! All hail Sirkibble, the one who made a moveset from an avatar!

emergency said
Nicely done Kibbs.

I loved the Neutral Special and the Down Special.

Gimping Powers, Sleep + Racking up damage, Camo-Momentum stop.

Heck yes. This was nicely made.


flyinfilipino said
Great job, Kibble! I like...the colors you used for the headers.

The Trophy Master said
Wow, awesome and unique moveset you did there Kibble! Looks really good!

TWILTHERO said
Wow, Sirkibble. Another great moveset as always. I really like a lot of the moves.

Hyper_Ridley said
LOL @ Butterfly Kirby. That's so utterly rediculous that I like it.

Jimnymebob said
Butterfly Kirby is a fun little moveset, and a good read.

Baloo said
Oh, and Butterfly Kirby is....


PWN! GREAT! YAYYYY!


Scyphozoa said
That's a nice Butterfly Kirby moveset, SirKibble. At first I thought it was about an actual Kirby ability! :laugh:



- ADVANCE ARMY -
INDIVIDUAL POST --
-- POST W/ THREAD


This moveset for the crew from Advance Wars is a quirky one with a couple of special mechanics to keep the Army true to the Advance Wars series. Considered by many to be my best moveset. . .I don't really feel like going back and finding the comments/praise to put in below here. But it's one of my best!​
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
Woo-hoo! The game is on!

I like all of the movesets so far, particularly Majora's Kiba & Akamaru moveset.

Time for me to enter the fray...again.

Puppetmon

Description:
Puppetmon is from Digimon and is one of the four Dark Masters who destroyed the Digital World and reformed it as Spiral Mountain. Puppetmon conquered the forests of the Digital World, building himself a large mansion in the centre. He ended up controlling the entire forest area, adding in moving paths and making the place one big trap. Puppetmon himself is like an immature kid, losing his temper at any given moment and he is rather bossy. He enjoys playing games that usual involve bringing pain and suffering to his victims. The sad part about Puppetmon is that he actually has no friends, even though he thinks he does - mainly due to his selfish attitude. Being a puppet, Puppetmon turns the tables on his enemies, pulling the strings and manipulating them into harming themselves or others for his enjoyment.

Alternate Costumes:
1. Puppetmon's helmet turns black, his trousers turn green.
2. The colours from the first alternate costume swap, his helmet green and trousers black.
3. Puppetmon's helmet turns blue, his trousers dark purple.

Stats
Height: 3/5
Weight: 4/5, he does carry a big metal hammer around with him.
Movement Speed: 3/5
Jump: 5/5, Puppetmon is quite light-footed and jumps pretty high.
Fall Speed: 4/5, his hammer brings him down quicker than he should.

Entrance: Puppetmon cartwheels out of the air and lands on the ground (he can fly oddly enough).
Walking: Puppetmon walks at an easy pace, his hammer held at a low angle as he walks.
Running: Puppetmon charges quickly across the stage, his hammer held above his head as he runs.
Waiting Movements: Puppetmon either leans against his hammer and looks about impatiently, or kicks the ground and groans.
Sleeping: Puppetmon lies on his back, limbs outstretched.
Stunned: Puppetmon wobbles about on one leg.
Smashed Off-Screen: Puppetmon lets out a shriek as he is smashed off into the background.

Moveset
A: Puppetmon swings his hammer and strikes an opponent over the head, 5% damage, little knockback.
A,A,A: Puppetmon punches and then headbutts his opponent, 3% damage, little knockback.
Dash Attack: Puppetmon runs forward, trips and falls flat on his face, hurting an opponent too, 12% damage, medium knockback.
Side A: Puppetmon makes a noise like an airplane and suddenly jabs his fingers into an opponent's head, 9% damage, low knockback.
Up A: Puppetmon gives an uppercut to an opponent, 10% damage, low knockback.
Down A: Puppetmon sweeps low with his hammer, knocking an opponent off their feet, 14% damage, low knockback.

Side Smash: Puppetmon swings his hammer like a golf club and smacks it into an opponent, 20% damage, high knockback.
Up Smash: Puppetmon balances on his hammer and flies off to kick his opponent upward, 15% damage, medium knockback.
Down Smash: Puppetmon's marionette handle suddenly spins like a propeller and drills an opponent into the ground, 22% damage, medium knockback.

Aerial Attack: Puppetmon spins in the air, swinging his hammer to knock anyone out of the air, 15% damage, medium knockback.
Side Aerial: Puppetmon brings his hammer down an opponent's head, 20% damage, high knockback.
Back Aerial: Puppetmon spins backwards and punches an opponent in the face, 12% damage, low knockback.
Up Aerial: Puppetmon does an aerial backflip, kicking an opponent, 14% damage, low knockback.
Down Aerial: Puppetmon crashes downwards with his hammer to smackdown an opponent, 25%, high knockback.

Grab Attack: Puppetmon grabs an opponent with one of his wires and chokes them, drilling his nose into them as well, 8% damage with each attack.
Forward Throw: Puppetmon releases the opponent and throws them away, 15% damage, medium knockback.
Backward Throw: Puppetmon releases the opponent and flips them over his head before kicking them away, 18% damage, medium knockback.
Up Throw: Puppetmon throws his opponent upwards and then hits them with his hammer, 15% damage, low knockback.
Down Throw: Puppetmon throws his opponent to the ground and then smacks them with his hammer, 20% damage, medium knockback.

B: Puppet Pummel - Puppetmon laughs maniacally as his hammer suddenly glows and billions of yellow energy blasts fire out, knocking an opponent across the stage. The direction of the attack can be controlled by slowly moving the C-Stick up or down, but if a player moves it to quickly then Puppetmon will jump. The attack will run out of firepower after about twelve seconds. 30% damage, high knockback but only if it is aimed sidewards.
B Side: Cross Cutter - Puppetmon removes his marionette handle and throws it across the air like a boomerang. The attack can be directed with the C-Stick but it will return to Puppetmon's hand. Puppetmon is immobile during this attack and is open to attack. 25% damage, medium knockback.
B Up: Choking Wires - Puppetmon fires a wire upwards, several other ones flying out and smacking an opponent. The one going upwards is supposed to attach to a ledge if there is one. 20% damage, medium knockback.
B Down: Fire Truck - Puppetmon drops a toy fire truck on the ground. If someone goes near it, or it is untouched after five seconds, the fire truck will detonate and explode. 30% damage, high knockback.

Final Smash: Master of Puppets - After gaining the Smash Ball, Puppetmon laughs maniacally and suddenly flies up off-screen. A massive form of Puppetmon appears in the background and waves his hand as small puppet strings appear from his fingers. Another character is randomly taken over by the player controlling Puppetmon, allowing them to use the character to attack others. The player who is using the opponent character is unable to do anything for twenty seconds until the final smash has ended. On the positive side though, the character Puppetmon controls has their attack strength boosted to match Wario-Man's, and it lasts an extra fifteen seconds once the final smash is over.

Shield: Puppetmon creates an energy shield around him by spinning his marionette handle in front of him.

Taunts
Taunt 1 (Up): Puppetmon blows a raspberry and goes "nah-nah nah-nah nah!".
Taunt 2 (Side): Puppetmon spins his hammer around and then poses dramatically.
Taunt 3 (Down): Puppetmon looks away sadly and says "I've got friends...don't it?"

Victory Poses
Pose 1: Puppetmon laughs and swings his hammer, and says "That was fun, let's play another game."
Pose 2: Puppetmon falls on the ground and rolls around in a fit of laughter.
Pose 3: Puppetmon fires a machine gun into the air, and then says "I'm not allowed to use this...but like rules are going to stop me from having fun."
Losing Pose: Puppetmon sulks angrily, sitting with his back turned to the screen.

Kirby Hat: Kirby gains Puppetmon's helmet and a small marionette handle on his back.
Symbol: Puppetmon's symbol is the Digivice from Digimon.
Wii Remote Chime: Several bells jingle.

Snake Codec:
Snake: Otacon, I'm fighting Pinocchio, but he looks a bit weird.
Otacon: That's not Pinocchio, that's Puppetmon. He's a Digimon.
Snake: A Digimon, eh? He doesn't look too tough.
Otacon: Watch out Snake, Puppetmon is a Mega-level Digimon.
Snake: What's your point, Otacon?
Otacon: I mean that he's really tough. The hammer of his is a strong weapon and can fire laser blasts, plus he can control other's using his strings.
Snake: So the puppet is the puppet master. Has he got any weaknesses?
Otacon: He's made of wood.
Snake: ...I knew that.

Now Puppetmon gets washed away in the tsunami of posts.

Shame we can't see Grievous tonight.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Finally 4.0 starts........it's good to have this thread :bee:

Awesome TWILTHERO's moveset line up!!

3.0
Drake and Josh <----Won 45th place

Leonardo (TMNT) <-----Won 9th place

Mia (Fire Emblem) <----Won 15th place

Sagi (Baten Kaitos Origins) <---Won 39th place

The Eternal Darkness And The Wings Of Hope (Subspace Emissary) <----Won 3rd best SSE

4.0

Trunks: "This is for Gohan!!!"


After seeing Tien being made back in MYM 3.0, i decided to make a DBZ character as well. It's not eactly my best work, but i think's decent. This guy is my favourite Dragonballz character of all time, and i made a moveset of him doing justice.

Trunks looks great
Twilt, you win over 9000, you know that right? That MS was sick. My fav DBZ fighter
Trunks & guntz are awesome, :)
TWILITY: Hurr, Trunks is AWESOME. Here's your one free Internet:


Ilyana: "Fighting already on a empty stomach? Oh boy...."


Ahhh...Ilyana. Again, not exactly my best work, but i think it's decent. Plus...i have to make at least one hot FE chick per MYM!!!!! LOL

Oh God not yes another mage!

But she does seem cool so far.
Ilyana looks great so far. ;)
Dude, nice job with Ilyana. I like all the thunder attacks. Some of them seem a bit repetitive, but hey, you can only go so far with electricity. :D

I love her Neutral B, by the way. Very creative and it fits her nicely.

Gaara: "You are my prey...."


I personality feel that this is by best moveset so far. Gaara is awesome. Believe it. If you're a Naruto fan, i think you'll enjoy this moveset.

Awesome moveset TWIL. I call it for my review.
Gaara of the Desert is sick.
Looks good Twilt, even though I only skimmed.
its pretty nice TWILTHERO.
So in the last 6 pages, Gaara was the only thing that happened. Go figure. Cool move set btw.

Dragonfly: "You'll pay for your crimes.....wait what?"


Win. Some of those quotes in the Side B are just plain awesome.
looking great so far, I'm loving the quotes. Be sure to add Robotnik, Tails Doll and my up-coming E-123 Omega quotes ;)
Great moveset, though. I've never seen the movie.
Awesome. Dragonfly wins, though I would have liked it if you added some of our moveset characters in his side-B quotes. Sweet regardless
Dragonfly got me thinking.
Dragonfly looks like a very fun move set so far.

Kalas: "In this world...there are thing people mustn't touch.."


Kalas looks good, I'm liking the Spirit Bond mechanic.
@Twil: Awesome moveset!! Man, we've had a lot of really good ones lately!!
But enough about SGC, I'm reading Kalas. So far awesome.
Now to a more Serious note, Kalas can be described in one word: Awesome. Just looking at the Specials, I've see greatness here with you. Everything has balance on both sides, as trying to get spirit's trust is not too difficult or easy. Seriously, the trust issue sounds similar (read: my Apollo's Final Smash). The Down Special is particularly awesome on both sides of the spectrum.
Spirit Bond thing = Win. Very good.
Oh, and Kalas looks cool at first glance. I acknowledge everything!
Kalas: I;ve been waiting for you to follow through with this one! Baiten Kaitos was an Amazing game with Kalos being an atypical Hero that I wish made a bigger splash. Ill definatly full read this one as well.
*Consoles TWILT*

I is sorry...I enjoyed Kalas very much. Unfortunately, all those watermarks definitely ruined the whole video experience. Nevertheless, unique and wonderful moveset. :)

Milly: "This is bound to hurt!!!"

Seriously though, the reason why i added so a lot of detail is in the moveset was because i had a load of fun when making this moveset. It was so fun. I didn't add detail to make it better than usual, i added cause i had a load of fun when making this moveset. For the first time in making a moveset, adding detail is really fun. Maybe it was because the character was Milly, but that's what i think lol. I still think that Kalas (and maybe Gaara) is a better moveset than Milly, but i just had a load of fun when i was making this moveset. I'm crazy, i know XD.

Another great moveset, TWIL. To bad you posted it at an inopportune time.

I haven't exactly gotten to Milliarde yet in Baiten Kaitos (I'm playing Tales of Vesperia at the moment), unfortunately but it still seems interesting.
You're such a Baiten Kaitos fanboy, TWIL, it's WiCKED AWESOME. WOOOTTT!!!!
Milly looks good. I like how you've branched out with certain moves to make them more complex, it's all very fitting contextually. Layout is simple and effective, although detail nazi will have his way with you, I bet.
@TH: Seems good at a skim, awesome job! The idea for the neutral special is good, but seems better suited for a side special...but the side special is wierd for a neutral special....:psycho:
Now I must apologize to Twil for not commenting on Milly earlier. The moveset looks good, but I don't think it's your best. The Specials are absolutely great! I especially liked the Neutral. However, I felt like a few the Standard Attacks could have been a little more exciting. I dunno, I felt like I kinda just trudged my way through a couple of them.

Regardless, it was a good read! :)
Go back and read Milly if you're reading this! Yes, that means you!

Guillo: "Look to the skies!!!"


I like it! A lot. I'm glad you took my organizational advice to heart, TWIL, it really shows and makes the moveset waaaay easier and more interesting to read.

And the Ex combo mechanic is great stuff. Definitely makes it (not her!) unique.

...Now you just need to make a Baten Kaitos villain moveset. Then I can have a whole BK chapter in my SSE! With Sagi as a guest character, of course.
TWILTY used MAKE A MOVESET!
CRITICAL HIT!
IT'S SUPER EFFECTIVE!
Wild UNCOOLNESS fainted!
TWILTY gained 9001 EXP. POINTS!
TWILTY grew to level 9001!
He's OVER 9000!
I'm just waiting for someone to come and say "NO COMBOS N BRAWL NOOB!!!!" Seriously though, that was pretty cool. Very interesting how almost every attack is a projectile.
NO COMBOS N BRAWL NOOB!!!!

That is an awesome moveset
@ Guillo: Looks really good. Skimmed it, but still.

Three Days Grace: "It's not too late, it's never too late!!!"


Three Days Grace... is.... pure awesome.
^ Great moveset.
Seems interesting TWILTY, although I know nothing about the band lol.

Still, great moveset you've got there.
^ great moveset as always TWILY. three days grace FTW. :bee:
Been in the works for a long time, that one has.

Does not disappoint. :)
TDG seems like the Ice Climbers with a awesome twist. Cool.
At first glance, Three Days' Grace has very good thought and effort put into it.

Otherwise, it's impressive.

Wow... Sasuke looks awesome, Twil!!

Definitely one of your best! :bee:
Sasuke was very awesome.

+1 vote for TWILTY

current score: 4
Yay Sasuke! I think he's rather cool
I like the visuals you incorporated (because they are out there) to make some moves easier to...visualize. The description for the Side-B was kinda sketchy, though. Also, I wasn't clear on how to get to the different stages of the Curse Mark, though I'm assuming you just input the attack again. There were some unique mechanics in there, like pseudo-counters built in to standard moves.

Overall, very cool!
Not bad, twilthero, your Sasuke moveset is quite good
I hate everything having to do with Naruto, but that moveset was pretty good.
Ghor and Sasuke are awesome!
That sasuke has inspired me to do shikamaru. a forewarning: I stopped watching naruto at the end of the chuunin exam storyline, so I don't know the fullest extent of his new abilities. the only reason I'm doing shikamaru is because he's the only cool anime char ever... lazy ppl ftw.

The Promachination Plan

Mym 5 plans:






 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Pep rally time. Go guys go. Dont hold back. Btw my KOS MOS moveset will probably be the biggest moveset made by a newly made regular. Stay tuned on third page...
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
HYPER_RIDLEY'S OFFICIAL LINK-SPACE FOR MAKE YOUR MOVE 4.0!


General Grievous (Star Wars series)

General Grievous was my first submission to MYM4, and I started out strong. His main gimmick is using his frour arms to cover multiple directions at once, giving him a great deffensive game. Combine that with several references to the Clone Wars Cartoon and you have yourself a fun move set.

That moveset really really suits Grievous, and it's probably one of the first sword based movesets to avoid using generic slashes. I especially like the get up "attack", not sure why though..
Yeah, Hyper. That GG moveset was beast. I saw no real flaw in it, and the organization was great.
General Grevious was excellent... I can't critique the moves' relevance because I don't follow Star Wars and it has been forever since I've last seen it, but great stuff nonetheless.
Sandbag Review


Nack the Weasel (Sonic the Hedgehog Series)

Nack is one my favorite Sonic Characters, so it's only natural that I'd eventually make a move set for him. I'm quite fond of this move set for two reasons. First, he has a special ammo mechanic that makes him really feel like a gunslinger. Second, I was able to incorporate many elements of the character not often mentioned, such as him being part-wolf, and his comic book appearences. I hope you have as much fun reading this guy as I had writing him.

Nack's CODEC was pure win, very nice job on the whole thing!
Nack the Weasel's nicely done, he could make it into the top 50! Good job, Hyper Ridley.
Nack was a great read hyper, too many good movesets, and we are only allowed to vote for 10 movesets right, IMO we should be allowed more votes at this rate.
Dude, that move is win. Seriously, one of my favorite moves in this thread so far. Great job. I don't play Sonic but I've already got a feel for Nack...and he looks awesome.
@Hyper_Ridley:
Awsoom, I love it. :D
Sandbag Review



The Raptors (Extreme Dinosaurs: Old 90s Cartoon)

Extreme dinosaurs was one of my favorite cartoons when I was a wee lad, so I was quite happy when I got the idea to do these guys. They're a multi character like Pokemon Trainer, but each one has their own final smash. Unfortunatley, due to their obscurity and my own difficulties remembering things they did for moves, this is probably my weakest entry into MYM4. Still, if you remember these guys, take a look, they're still at least good.

That Raptors set brought back so many good memories! Ah, Spitter...
Where have I heard of Raptors before...?

Anyway, it's very well done. One of my favorites in the thread.
Raptors were epic and you did great with what you had...
Sandbag Review


Black Doom (Sonic the Hedgehog Series)

Black Doom is what I consider to be my best entry into MYM4. He's based around various meagical abilites using Chaos Control, which allows me to get away with some very strange attacks. He's also a Brawl character capable of comboing. The review should give you an idea of just how good this move set is

@Hyper Ridley: You rock, Hype. That is too good. Well-designed at that. Super. You got my vote
Suhweet moveset that is BLACK DOOM Hyper_ridley :bee: Kirby hat is awesome BTW.
Oh snap. Black Doom is really good. You managed to stay relative to the character without making him incredibly broken. I had some of the same ideas for specials, but totally different stats in mind. I'll have to step up my game now.
Golly. Black Doom is awesome. I love the Loss Pose. :bee:
Sandbag Review


Hyper_Ridley (Metroid Series - OC Self Insert)

After being sick of seeing the bad move sets that my favorite character recieves, I decided to take matters into my own hands. Hyper_Ridley is an original form named after yours truly for the famous Metroid villian. With a unique energy mechanic and some actual effort put into it, this may be the first and last good Ridley move set you ever see. Check out the Fun Facts at the bottom to learn about the author!

Great moveset HR
The energy bar system reminded me of Pichu, but a more complex and interesting version.
...it's an excellent moveset, and Meta Ridley certainly doesn't have such fun facts about himself. Who knew Ridley was a german dragon or that he regularly played SSBB?
Sandbag review


Death (Castlevania Series)

Despite not being very familiar with Castlevania, I decide to make a move set for a character that I DO know well, Death. One of his notable traits is a semi-final smash with his down special. Even though I don't play much Castlevania, the comments should show you that this was just as good as the great sets made by actual CV junkies.

Good moveset Hyper_Ridley.
I like sickle storm and his dash attack.
Death was an awesome read. And I love how the trophies are become merrier with each moveset. Yay for series continuity!
Sorry for taking so long to comment. . .But I was busy reading that. Yes I actually read the whole bloody thing. And I love it!
Awesome moveset!
Cool Death moveset, Hyper Ridley, it reminds me of Mendez's Dracula for some eerie reason. The opening sentence is hilarious to me, for some eerie reason.
I have to say Death was a great read, one of your best works...
WHOAH THAT WAS AWESOME!!!
*eye twitches from epicness*
Sandbag Review


Wheelie (Kirby Series)

I originally decided to make this move set simply to challenge myself to see if this character could be feasibly made to work in Brawl. As I worked on him, I began to come up with some very strange attacks that still fit the character, and in the end something I though would simply turn out decent actually came out quite well. This move set is a shining example that there is no impossible characters to make move sets for.

Sweet. I never thought a common Kirby baddie could be made so valiant. You did it some justice.
wheelie is SICK HR, he is now deserving of my SSE.
Wow. Wow. That moveset is a BEAST.
The actual moveset: is pure, undiluted cool. I'm not even a Kirby fan, and I still loved the uh..."simple elegance" of the thing. Awesome job, man. :bee:
I read wheelie. HE ROKS OH MAH GAWD!!!

I love how you made him attack while moving. Very unique and original but not as much as...Metaknight!
Sandbag Review



Daroach (Kirby Series)

This was my "surprise card" move set in MYM4. Even before I had ever posted my Vulturon move set in MYM3 I had a few move ideas planned out for this guy, but I never had the motivation to complete it until now. I'm glad I waited though, as this has become my favorite of my own entries, even rivaling the love I have for my Black Doom move set.

KEKEKEKEKEKE!

Good stuff! I only read about half the attacks, but it seems very, very solid and creative. You caught me by surprise with this one, indeed - I really should have made the connection, but I simply didn't.

I'm loving the simplicity of the Squeaker mechanic, and also that the other Squeaks are the Final Smash - makes a neat parallel to my Squeaks' Final Smash being Daroach. :bee:
Yay, another Kirby character. I love this one, HR. The Squeaker mechanic is nice, I like the way it affects his attacks. I also like the two YouTube Poop references. The throw button thing is also unique.
Daroach looks cool, it reminds me of the Squeak Squad from last contest.
DAROOOOOOOOAAACH!!

Me likey! :) Squeakers FTW!
Daroach was another very nice moveset and an excellent tribute to the squeaks. I particularly liked the Squeakers mechanic and the dashing attack what with punting them. So many so simple yet so brilliant uses of them in there. Defenitely one of your best, HR.
I prefer calling him Dorocche, it looks far more wicked. ANYWAY. This is, just as usual for HR, a very great moveset. Insanely unique concepts and attacks mixed with a great style of writing. I especially like the Squeaker mechanic.
Sandbag Review



Cortez (Paper Mario Series)

This was a special move set for one reason. It is my first joint move-set, with my co-author being Goldwyvern. I had a lot of fun working him, and I think this move set turned out quite well, having a cool weapon-switching mechanic to take advantage of his four arms.

Awesome! Cortez was one of my favorite PM: TTYD boss!
Well, that was certainly... unexpected.

I'm loving the unique playstyle so far. The organization is vintage HR. Anyway, the character is 100% awesome (whoo Paper Mario!), and it seems like a really good set overall, so far.
Cool pirate skeleton moveset! I don't know anything about the character, but having 4 different weapons is pretty unique and sounds neat. Good work Hyper_Ridley and goldwyvern.
You both did a good job.
I wouldn't say I'm not a fan of joint movesets. I just don't think they can work out too well. This may just change my mind about that. :bee:

I'm lovin' the hook, best weapon of them all! Yaarrrrr! Gotta love poison damage!
Whoa! Unexpected moveset is unexpected!

It's also totally awesome!!
Cortez was great, HR and wyvern! You two did really well, and this makes me feel that joint sets have a lot more potential then I originally thought.
Sandbag Review



Trident Knight (Kirby Series)



But wait! There's more! I will also be doing reviews! If you would like a review, send me a PM with a link to your move set. With the exception of the two Chief Mendez move sets currently on the qeaue, you may have ONE set on it at a time, but if you send me more than one I'll keep a mental note of it for later.

Link to Reviews - most recent review: 11/30/08 - Dr.Robotnik by Dancingfrogman

Bah, I hate reviewing things. If you got a review from me, pat yourself on the back, I'm not doing these things unless I become an authority figure in MYM.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Even though it's a digimon thing I liked the puppetmon moveset. I guess I'll start my Light Samus moveset soon to get that up ^^
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
As of now, I'm reading the four movesets on page number one. In my sig has been added The Stadium, the headquarters of the Sandbags in MYM 4. It has everything. I advise everyone to check it out now, and maybe even start requesting reviews.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
Thanks Majora. I was inspired somewhat by King Dedede, but with my experience watching Puppetmon too.

"digimon thing?" :psycho:
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
*huff puff* Wow~ That was bursting nerves! >.<"

Anyone who wants to comment on Guntz, make reviews on him or anything else - feel free to do so. ^.^

Edit:
@KingK.Rool:
I hope you'll open it to the public soon, as it is password-protected now.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
As of now, I'm reading the four movesets on page number one. In my sig has been added The Stadium, the headquarters of the Sandbags in MYM 4. It has everything. I advise everyone to check it out now, and maybe even start requesting reviews.
So should the stadium contain a link to my link-space? Becuase as you can see, I'm going to be doing reviews.

edit: Spade: Yah, is it okay if I save my comments on Guntz for the review?
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Man this thread is gonna be flooded all night long. Seriously, I don't know how many pages to expect after I watch Survivor. Speaking of which, Ken has an awesome new mindgaming special.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
So should the stadium contain a link to my link-space? Becuase as you can see, I'm going to be doing reviews.

edit: Spade: Yah, is it okay if I save my comments on Guntz for the review?
Indeed it shall. It'll have links to all the reviews of everyone in the side, there. And links to anything else worth linking, too.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
DISREGARD! This is not the moveset your looking for.

Due to an inexplicable computer error, the moveset you desire can be found below.

Thank you for understanding. :)
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
There is one way to describe Mr. Guntz:

Epic Awesomeness!

Hoss Delgado? I've never heard of him but that moveset is awesome!
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem





HOSS DELGADO!!!

Yes, the tough-as-nails spectral exterminator from Billy & Mandy has finally joined the Brawl. From high-pitched dinosaurs to penguins with hammers, the world of Smash is filled with monsters…and Hoss Delgado lives to destroy monsters!

Hoss lost his left arm, left leg, and right eye by running with scissors, but has had the arm and leg replaced. The leg is replaced with a chainsaw, and his arm can transform into just about any weapon imaginable. In the above picture, Hoss has both legs. However, in Underfist, he lost his leg, so we’ll be going with the most recent version.



Stats (out of 5)
Size: 5 (Hoss is a big dude).
Power: 4.5 (Hoss can hold his own with Ganondorf)
Speed: 1 (Oh come on! You know that robo-hand must weigh a ton!)
Weight: 5 (look at him!)
Recovery: 2
Jump: 2
Mid-air: 2
Descent speed: 4.5
Wall cling: no
Wall kick: yes
Crawl: yes
Glide: no


Tilts

Neutral A combo: Hoss begins with a punch that does 4%, followed by a swipe with an axe from his robo-hand that 5%. Then, his robo-hand turns into a ball-&-chain and begins spinning around in front of him as long as you hold A down, doing 1% with each hit.

Left/right: Hoss does an uppercut with his normal hand, doing 5% with minimal knockback.

Up: Hoss turns his robo-hand into an electrode, then swiped it overhead, electrifying anyone above him, and doing 7% electric damage.

Down: Hoss spins around, sticking his chainsaw leg out, damaging enemies who come into contact with it. Does 7%, speedy attack, low range, low knockback.

Dash: Hoss slams down his human foot, sticking out his saw-foot and skidding to a stop, doing 6% to anyone he runs in to.


Smash

Forward: Turns his robo-hand into another chainsaw and swings it, doing 16% and high knockback.

Up: Turns his robo-hand into a flamethrower and swings it over his head, like Samus’. Does 14%.

Down: Hoss turns his robo-hand into a hammer and slams it onto the ground, doing 18% and causing major flinching.


Aerial

Neutral: Hoss shoves his arms out on either side, before bringing them together above his head, doing 7% to all his hand hits.

Up: Hoss’s robo-hand turns into a slingshot and shoots a rock upwards, which goes as far as Olimar’s Uair. Does 8%.

Forward: Hoss’s robo-hand turns into…a metal hand, but with spikes on the knuckles. He punches forward, doing 9% mightily.

Back: Hoss turns his robo-arm into a boomerang and fires it, which immediately circles behind him, hitting enemies who would try and hide behind his back. Does 6%.

Down: Shoves his saw-foot down and spins around, just like a ballerina…a totally macho ballerina! Does 8%.


Special Moves:

Neutral B: Nose-detector:

Hoss’s robo-hand turns into a large metal nose, accompanied by the appropriate sniffing sound effect. Hoss stands still as the nose sniffs around him, and if any enemy gets with a one-and-a-half-Kirby distance of Hoss on either side, the nose will change into a rocket launcher and fire 3 rockets at the enemy, doing 8% each. If two enemies are within range, then there will be one rocket for each, and the third will randomly lock on to one of them. For three foes, each enemy gets a rocket.

If there are no enemies in range, then after 2 seconds of waiting, Hoss will just fire 3 rockets forward, and they go one Battlefield drop platform before exploding.



Up B: Hand-o-copter:

Hoss’s robo-hand turns into a small propeller and begins to putter upward at an amazingly slow pace (like the same speed as you fall on Pokemon stadium two during the air battlefield). Press Up-B again for the propeller to sprout rocket engines on both sides, shooting Hoss upward as far as Diddy Kong’s jetpack.


Side B: Chainsaw leg

Hoss turns his robo-hand into a hammer and revs up his prosthetic chainsaw leg (Never run with scissors. Some lessons have to be learned the hard way) and lets it propel him forward at Sonic’s running speed, which is quite an improvement for Mr. Delgado. You can control Hoss by tilting the control stick left or right. Pressing A while Hoss uses his chainsaw leg will cause to spin around with his robo-hammer-hand sticking forward, doing 9% to anyone it hits. Tapping up on the control stick causes Hoss to jump, but his jumping isn’t any better than usual. Pressing B or down on the control stick ends the move and puts Hoss on his two(ish) feet.


Down B: Banana of Justice!

Hoss’s robo-arm turns into…a GIANT BANANA?!? Yes, the banana of justice! The next time Hoss hits someone with any A attack, he will swing the banana of justice, hitting his foe, doing 15%, and causing them to trip in place. This also leaves pile of gooey banana on the ground where Hoss hit his opponent, and when a character walks through there, the chances of tripping are TRIPLED. So be careful.


Grabs

Grab: Hoss’s robo-hand fires forward as far as Toon Link’s hookshot, and reels enemies in.

Grab attack: Hoss backhands enemies with his real hand.

Up throw: Hoss’s robo-hand turns into a slingshot and fires his foes upward.

Forward throw:

Back throw: Hoss’s robo-hand turns into a giant yo-yo and wraps his foe up, pushes them forward a bit, then slings them back as Hoss does an “Around the world”.

Down throw: throws his enemy down and turns his robo-hand into a jackhammer, jackhamerring [sic] them into submission. Similar to Kirby‘s Dthrow.


Final Smash: ERIS

Hoss has the Smash Ball! When, all of a sudden, a golden apple emblazoned with K falls onto the battlefield. The apple splits in half, the top half unscrewing itself like a bottle cap, and out pops Eris, goddess of chaos!



Hoss exclaims “By Thor’s Banjo, woman!” And Eris casually purrs” Hey there, Mr. Man!” Eris waves her arms like Tingle, causing one of several random things to happen, before she disappears:

Random explosions may occur anywhere on the stage, strong enough to KO at 70%.

Lots of Golden Squeaky Hammers will appear.

A single Golden will appear.

The audio will triple in volume for 10 seconds.

Background music will shut off for the rest of the match, leaving on SFX.

Everyone will fall asleep.

Everyone will get a flower on their heads.

Each of these has the same chance of happening, so you get what you get.



Taunts:

Taunt 1: Hoss polishes his robo-hand.
Taunt 2: Hoss flexes his muscles and grunts.
Taunt 3: Hoss’s robo-hand turns into a neon sign that says “Yay!”

Victory Poses:
1: Says: “Let me tell you about stepping into other people’s cornflakes…its a weird way to eat cornflakes.”
2: Same as taunt 2.
3: Hoss’ robo-hand fires some celebratory fireworks, and Hoss chuckles.

Lose pose: Is holding a carton of ice cream and eating it with a spoon from his robo-hand.


Miscellaneous Crap

Symbol: Grim’s skull

Wiimote Sound: A chainsaw revving.

Alt. Costumes: There‘s his default (black), Underfist (Blue team), red shirt, green Underfist outfit, and pink ballerina tutu.


Entrance: Hoss slowly opens to door to his mobile home, plods out, and gets ready for battle. The mobile home disappears like D3’s Waddle Dee chair.

Kirby Hat: Kirby gets Hoss’s hair and an eye patch. [/COLOR]

Stage: Underfistmobile:

The Underfistmobile is a large mode of transportation that looks like a giant blue arm with a metal fist at the front. You fight on top of the in-motion Underfistmobile, and falling off sees you getting whisked away by the road like on Big Blue.

Stage music:
Billy & Mandy Song
Trick-or-Treater Eaters
Don‘t Wanna Grow Up
Underfist Main Theme
Endsville for Endsville
Scary-O


How to Unlock: Use every item in the game at least 5 times, then defeat Hoss in one-on-one fight.

 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
OMG!! Hoss is so freaking cool!!! :bee:

Anyway, Ivoryflame, you just need to add the forward throw. It could also use a bit more detail, but that's just me.
Anyway, sweet moveset.

but you did noticed you posted it again right?

Trunks will be up at 7 Pm, though he has no extras though :ohwell: After, i'll start working on Ilyana
 
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