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Make Your Move 4

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kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
ROCK LEE, nearly as manly as captain falcon!
Rock Lee is the second most gayest being in Naruto, next to Maito Gai. Sorry, but it's fact.

@Spadefox: You dare bring the King into my lair?

YOU MUST DIE! *Lightning bolts*
Ah, Baron. I have a Question: Is Youtube Toilet a Joke Moveset, because my review might treat him like one...?
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
EDIT: THE KING IS AWESOME SPADEFOX. I AM VOTING FOR IT WITH MY SUPER VOTE.

Assist Trophy: Rick Astley

Effect: The screen turns into the music video for Rick Astley's music video "Never Gonna Give You Up". Everyone just plays on an invisible flat surface that stretches across the whole screen. This Assist Trophy lasts for the entire duration of the song.

Video: Rickroll yourself.
 

PCHU

Smash Lord
Joined
Jan 4, 2008
Messages
1,901
Location
Jackson, Tennessee
Man, it's my first one.
It's super long, so I'm sorry.......

Anyways, here I go!


Neutral A:

A simple jab, but starts from behind him (he draws back quickly, then jabs).
2%
Has virtually no startup lag or ending lag.
Hitbox extends about 4 milimeters past him.

AA:

He stands on his hands, and spins his body horizontally, hitting the opponent with his tails (think the Olympics).
3%, can trip (but if it trips, it only does 3%)
Has virtually no startup lag or ending lag, but it has a little lag if it trips.
Hitbox extends to about 1/2 an inch ahead of him.

AAA:

Like Falco's AAA, except Tails hovers with his tails, and hits with both his spinning body under his tails and his spinning tails.
4%, 1% for every hit afterwards.
Has a little startup lag (he has to twist his tails together before he spins them), but virtually no ending lag, and can combo out of it.
Hitbox extends about 1/4th an inch to either side of him, and another 1/4th beyond the hitbox draws them in.

Ftilt:

He turns around with a simple kick.
3%
Has a little startup lag, but virtually no ending lag.
Hitbox is 1/6th of an inch beyond his shoe.
Great combo starter, has medium knockback.

Utilt:
Tails cartwheels in place.
4%
Has virtually no startup lag, but a little ending lag.
Hitbox extends 1/4th of an inch above him (he hits with extended tails).
Great combo starter; has half the kill potential of Melee Fox's utilt.

Dtilt:

Think Ness's dtilt; Tails leans backwards and kicks rapidly.
4%, then 2 % for every other kick.
Has a little startup lag, but once he uses it once, tapping A rapidly can keep it going, with virtually no ending lag.
Slightly broken, as it's as fast as Ness's dtilt.
Nice for racking up damage early; almost no knockback.

Usmash:
He twists his tails, then spins them rapidly, holding the opponent in place while he does a handstand, then stops spinning as he thrusts his upside-down body in the air.
2% (but three individual hits from his tails, non-DIable), then 7% from his shoes as he thrusts himself upwards.
Fully Charged: 3% per hit, then 11% from the second part.
Has a little starting lag and a little ending lag.
Hitbox extends 1/4th of an inch above his shoes (first he does a screen-parallel tail spin, then he jumps off of his hands, so it's about as big as Lucas's usmash all the way through).
A great finisher, 2nd best in the game.

Dsmash:

He twists his tails, then spins around on his hands horizontally, sweeping wide with his tails spinning (much like Pikachu's dsmash).
7% first (knocks them behind him) then 8% next (pushes them far behind him).
Fully Charged: 9% first, then 11% next.
Has virtually no starting lag, but a little ending lag.
Hitbox is as large as Tails's outstretched Tails.
Nice if both hits hit, but at higher percentages, Tails knocks them too far with the first hit.
Even at low percentages, it is still possible to DI away, but only for lightweights.

Fsmash:
Tails puts himself into a position much like Wolf's stance, tails spinning all the while.
He then thrust himself forward, punching at the end.
3% first, then 6% for the punch at the end.
Fully Charged: 6% first, then 10% for the second.
Has virtually no starting lag or ending lag.
Hitbox is 1/4th of an inch larger than Wolf's fsmash since Tails goes farther.

Uair:
Tails does a backflip.
4%
Has very little startup lag, and little ending lag.
Hitbox extends 1/8th of an inch above him.
Nice move for juggling.

NOTE: Hitboxes for the rest are as big as they look.

Nair:

Tails crunches into a ball, doing rapid somersaults, hitting with outstretched tails.
2% for every hit, can have 5 hits max.
Has virtually no startup lag, and little ending lag.
Has properties of Wolf's nair.

Fair:
Tails crunches up, but not as tight as his nair.
He spins, hitting with twisted tails.
5%
Has virtually no startup lag, but a little ending lag.
Has nice knockback, has Wolf's fair killing potential, but sends the opponent forwards.

Bair:

Tails spins, hitting once with twisted tails, quickly following up with a second backwards swipe down with his tails; can spike (non-DIable).
2% first, then 5% second.
Has Lucas's killing potential.

Dair:
Tails goes oldschool, giving us the old Mewtwo backflip spike.
10%
NOTE: Hitbox extends 1/2 of an inch below him.
Has virtually no ending lag, but some ending lag.
EVIL move, as it's pretty quick, and has Ness's spike properties.

Qair:
Wait a minute.....
Never mind.
I meant:

Zair:
He doesn't have one, really.
But if I told you THAT, it'd be a lie!
Zair functions as Lucas's ropesnake, in that it grabs the ledge.
Tails can only rech so far with his tails, so don't expect Olimar's upB!
But Tails goes pretty far, about as far as ZSS's whip.

UpB:
Tails spins his tails as hard as he possibly can, lifting him up about as high as Kirby can jump with all of his jumps (functions like ROB's upB, but lasts 3 seconds longer [TAKE THAT, SAKURAI!!!]).
Tails can attack while doing this, and can do any move except for ground moves out of this.
Tails can also hover in place, but you'll have to release the control stick.
He can move horizontally with this by pressing left or right.

SideB:
Tails throws a chili dog.
7%
Can be used as SHL.
Also can be caught, but if you throw it at Tails, he automatically eats it with no lag through all of it.
Not to mention it heals him 5%!
Nice try, though!
(The first chili dog gives him 5%, and the rest give him back 2%)

DownB:
Tails spins his tails as fast as electrons move around the nucleus of an atom, and as hard to follow (like how the electrons move all over the atom), creating a powerful reflective barrier around him.
It starts up VERY fast, coming out on frame 2, and stops as soon as you release B.
Looks like Fox's reflector, but it's circular and is orange on the inside, yet white on the outside.
Does NOT break easily, lasts longer than any other reflector.
Breaks at a 70% projectile.
Good luck with that!
Also deals 7% damage to an opponent who comes into contact with it, knocking them back about half of FD's distance regardless of weight/traction.
It's slightly better than Fox's Melee shinespike.
Can't really be called the shine, so how about the force?

Neutral B:
Tails looks like he's doing his DownB, but he's progressively getting faster, until he reaches lightspeed, then releases the energy he's absorbed.
Can suck up whole characters near the end of the attack, and works as a nice kill move!
Release also has SA frames!
Lasts as long as Ike's neutralB.

Throws:
Tails has Marth's grab range.
Once he grabs you, you're in trouble.
NOTE: Tails has a hold on you with his tails, but is facing backwards, giving you a mean look while he rotates his head toward you as far as humanly possible.

Uthrow:
Tails does a backflip, and thrusts his opponent into the air with his tails.
7%
Has two times as much kill potential as Kirby's uthrow.

Dthrow:
Tails holds them in place with his tails, then stomps them down.
6%
Works like Falco's chaingrab, but goes even longer!
Up to 70%, but opponents can DI easily left or right.
Do like you did in Melee with Ganon / Marth!

Fthrow:
Tails holds them in place, then kicks them with his body facing the other way.
5%
Meant to be followed up with an attack, definitely not meant to kill.

Bthrow:
Tails holds them while he does a backflip, slamming them into the ground at the end.
8%
Wonderful kill move, at times it can wokr better than Ness's!

Now for the little guy's actual physics.

Normal Stance:
Gently shifting his weight back and forth, arms in the correct boxing stance, tails moving around in an almost impossible to find path, his face half-smiling all the while.
Occasionally he'll look around, worried, then shrug his shoulders as if to say "I dunno".
Also, he'll fold his arms, tilt his head downwards, and shift his view up, as an angry child would if he just had his toy taken away.

Slowest walk possible:
He walks carefully forward, fists tightly clenched, his whole face's complexion seems as if he's expecting something to pop out of nowhere and scare him.
The speed: 1.5x faster than Mario's.

Normal walk:

Somewhat unsteady at times, but pretty much a normal walk, arms happily swinging.

The speed: Marth's walk.

Run (not quite a dash):
More of a skip now, arms still swinging, but a little less flimsiness to it.

The speed: Pretty much Marth's speed for the rest of this.

Sprint (full tilt, but not a dash):

He jogs forward at a nice pace.

The speed: You already know. ^

Dash (yes, it's actually a dash now):

He leans forward at about 80 degrees, and spins his tails fast.
He flies above the ground, his feet hovering slightly above the stage.
The speed: He actually outspeeds Marth and Fox on this.
Not quite Sonic speed, but he beats CF.

Short Hop:
He does a Melee Falco SH, in the same position, except his tails drag the ground at the tip.
The part that is lighter on his tails fully drags the ground, so however big you imagine him to be, he'll still only hop that high.
(NOTE: The tip of his tails is 1/3 of his full tails)

Full Hop:
He starts off looking up, but halfway, he shifts his view downwards, smiling as he raises his arms.
Very nice Full Hop, 1/10th away from Falco's Full Hop.

Landing lag:
Marth's landing lag.

Aerial Control:
As floaty as Jiggz, but to a slightly lesser extent.

Weight: Middleweight, slightly heavier than Mario, but not quite Zelda.
He has quite an appetite, so all that food goes somewhere.
Not to mention he has some intense muscles in some episodes.

Fall: He puts his arms up, and looks downwards, his tails waving a bit above his head.
Marth's fall speed.

Fast fall: He puts his hands above his heads, and clasps them tightly.
He has Wolf's fast fall speed.

Ledge:

Before 100%: He comes up, doing a sweep with his tails.
7%
Practically no lag.

After: He struggles up, and swings forward.
10%
Some lag, he gasps for air twice, and proceeds.
Don't worry, he knocks them far enough away to where it won't matter.

I think you've got a pretty good idea on this.
Next, other stuffs.

Utaunt:
He spins his tails, floating above the ground, looks down, and exclaims "You're too looow!"

Sidetaunt:

He puts on a sad face and says "I'm sorry.....".
Search it up on youtube for the reference.

Downtaunt:
He motions his hand toward himself CF style (but with less stiffness, and his arm moves as well), and taunts "I'm ONLY four!".

Victory poses:
A.
He comes in from the background, spinning his tails, pushing his skateboard with the wind from them.
He then comes to a stop, accidentally flinging his skateboard away.
He then exclaims "My skateboard!" and flies after it.
NOTE: This actually happens quickly.

B.
Tails waves, and simply flies up, up, and offscreen.

C.
Tails starts eating all of the chili dogs in his hands (in one gulp, mind you!), and then he looks at the the screen, embarrassed.

Final Smash:

Tails glows, and floats into the air, and folds his arms.
His tails start spinning, slowly at first, but they get going pretty quick.
Imagine him in a Tabuu (Wings)-like stance, and you've got the idea.
He gathers dust, items, characters (much like his neutral B, but has WAY more range), and then spins them around very, VERY fast in the tornado his tails have created.
He looks up, and spreads his arms to their fullest extent.
Everything gathered is released, and it's an insta-KO if you don't get far enough away.
The bigger the stage, the bigger and stronger his tornado is.
With stages like Hyrule Temple, it strikes through all terrain (well, regardless of the stage) and has a massive gathering range.
When all is released, several purple lasers are released.
If these hit you, you're pretty much gone since you can only get hit by them if you've avoided his attack by going to the edge of the stage.
I call it Death Cyclone.

NOTE:
I was orginally thinking of something crazy like the incident from the AOSTH episode "Too Tall Tails", but I thought about that for a minute and decied that I'd need something clever to get him out of such a super-powered state.
This is one of the few times I wasn't clever enough.

Next, costumes.

Normal:
Normal Tails, of course.

Red:

He sports a red scarf with the Tails logo (two tails) at the end.
Also slightly tinted red.

Green:
He's turned mint green.
He also wears dark green pants with a stripe on the sides.

Blue:

He wears goggles on his forehead along with a pilot jacket.

White:
Tails is turned into shades like that of a winter fox.

Black:
Tails is turned an awesome black, but his stomach, gloves, and the tips of his tails are still white.
He also has a transparent-blue eyepiece (Starfox, much?).

No yellow; that's his normal color (but he's really orange).

I'm 2 LAAAZY!!!!
To do the trophy descriptions, that is.
Sorry!

SSE Entrance:
During the scenes with Falco flying in his Arwing, Tails is seen flying by.
There is a close-up of him waving to Falco.
Tails's name appears at the bottom of the screen.
He looks around, and then flies away.
Falco appears puzzled, and flies away as well.

Later on, after Sonic crashes into Tabuu's wings, the fight begins.
However, midway during the battle, a cutscene comes up.
It closes in on Tabuu.
He does a weird smile, and slowly grows back his wings.
Tails flies through his wings during near completion.
He then goes up to Tabuu's face and does a quick mid-air usmash.
Tails flies back to the group immediately and the fight goes on, but without Tabuu's wing attack (Tails makes everything better).

Let's check the notes.

Q: What happens if one Tails throws a chili dog, someone catches it, and throws it at another chili dog?
Simple!
A: The other Tails eats it!
What else would he do?

Q: How can he eat it with no lag? That's gay!
A: No johns.
Seriously.
I made Tails unique.
If ROB can actually EAT food, then why is Tails limited to the lag of eating?
In AOSTH, he EASILY downs entire chili dogs.
I don't think he'll have a problem with anything.
So, no lag for him; he cancels the animation if he attacks.
If you have a question to this.....
In one episode of AOSTH, he has 1/3 of a chili dog IN HIS MOUTH, but talks clearly.
Why should he have lag if he can do that? (not the best answer, but whatever)

This was taken from my blog on AiB.
Hope you like it.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
@Cruxis:
Wha? Wha did I do? I dint do nuffin! D:

@agidius:
In case you wanted to have no ".com" in the King's head, here's another pic:
http://i19.photobucket.com/albums/b169/YenoHyena/mym/dinner_2.jpg
(also, note the filename... heehee)
FAIL. I meant the moveset.


Anyways, the moveset I am working on is going to be more epic than my KOS-MOS one, I believe. I have been working on it since this morning. Don't worry. Walls of text have no home here.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
The King is epic winosity. I might put him in my SSE if I can think of a way to make him semi-serious. (Would you be upset if he was unceremoniously killed? ;)) Fantastic job, ma boi.

Assist Trophy: Rick Astley

Effect: The screen turns into the music video for Rick Astley's music video "Never Gonna Give You Up". Everyone just plays on an invisible flat surface that stretches across the whole screen. This Assist Trophy lasts for the entire duration of the song.​
NOOOOOOOOO!!!!! I would personally shoot myself if I got this AT.

Funny idea, though.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
You're right, it was Tails.
I was in a rush to post, my bad >_<
It is best to enjoy making it without rush. The better movesets are done in a slow and steady fashion. I have been working on my current moveset since 10 AM this morning, and I am only 3/4 done
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Yeah. Lyon and the King both have taken hours to finish, all spread over several days. And I don't want to start with Guntz. ^^"
Since I have not really one moveset left which is started out a bit, my next moveset probably will take a while to be submitted, so bear with me and enjoy what you've got for now.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Also, MasterWarlord and Mendez, no comment on Lyon? I'm sad.
Yeah well. As soon as I saw it I was called upon to go watch a terrible, terrible movie by some friends, so...

...Yeah. I went back and looked at it though, and while it's a fine moveset...I didn't find anything to be particularly interesting about it. Maybe that's because I thought Lyon was a ******** character in Sacred Stones, but...

Guntz was much better. :ohwell:

If people think its half good, ill try to make another. Probably out of these:

Jaraiya
Neji
ROCK LEE, nearly as manly as captain falcon!
Kankuro, Possibly doing it as a trio, like Pokemon Trainer.
DO IT

Your Naruto moveset could use a lot of work (and yeah, for a review just visit the blog in my sig), but regardless of quality, this thread needs more Rock Lee.

ill be at the emergenc y room
O_o

Rock Lee is the second most gayest awesome being in Naruto, next to Maito Gai. Sorry, but it's fact.
I know, right? Guy's so freaking awesome...

 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
these things must have taken for ever!!!
i might wanna redo my pictionary man character i made in mym3 however or banjo kazooie.. has anyone done him yet?
Banjo Kazooie (read my previous post).

I will archive all movesets like Junahu did from now on.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I'm a closet Naruto fan. I admit it. However, most of the characters are kinda stupid and lame. I can't bring myself to like just about anyone except the villains, who are all suitably awesome. Seriously, Akatsuki = win.

And Shikamaru.

On another note, I'm done Electrode's attacks! Playstyle, extras (not too many of those), and it's over. Orca's next, folks! And then, maybe...

 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island


NACK THE WEASEL (A.K.A. Fang the Sniper)


In addition to the star of this move set, pictured here is Nack’s hover craft, the Marvelous Queen, and that little brown ball is a ball of oil that he uses in his side special.
Note that in Brawl, he also has a sniper rifle strapped around his back.

Game of origin: Sonic Triple Trouble

Nack is a gun-toting’ bounty hunter whose favorite things include money and women. His profession is both jewel-hunting as well as bounty-hunting (this guy sure loves hunting!) He got his nick-name, “Fang”, because his left canine teeth is freaking huge. Other interesting little tidbits include having only four fingers on each hand and being a weasel-wolf hybrid.

OVERVIEW

Nack is one of those characters who seems overpowered at first glance because most of his cons aren’t immediately noticeable. His pistol attacks are quick, long-ranged, and disjointed, but rely on scarce resources. When those no longer work, he has to rely on his melee attacks, and he’s got fast ones as well as strong ones, and his tail gives him good (if not great) range. However, these have the problem of having bad priority, and his most powerful moves are hard to connect with in a serious fight. Nack’s main method of scoring KOs comes from his plethora of spiking moves and a good edge-guarding projectile. However, his own recovery, while having good distance, is easily gimped due to all of his recovery moves being melee-based (which brings up his bad priority).

STATS

Movement Speed: 6/10
Traction: 8/10 (He can’t stop instantly, but the distance he slides is barely noticeable anyway)
Attack Speed: 5/10 (Some attacks are on the slow side, but for the most part he’s average in this department)
Attack Strength: 3.5/10 (Below average for the most part, with some stronger ones for KOing)
Range: 8/10 (Not only do his guns give him great range, but a lot of his melee attacks have good range as well, mainly his tail based ones)
Priority: 3/10 (Gun attacks are disjointed, but melee attacks usually leave something to be desired)
Weight: Slightly heavier than Sonic
Jump Strength: 6/10 (both jumps have the same strength)
Fall Speed: 5/10
Size: A head taller than Sonic. While Nack is also a little thinner than Sonic, his tail ends up making him a much bigger target horizontally than his body would suggest.

SPECIAL ABILITIES

Bullet Clip: Unlike other guns in Smash Bros, Nack’s has limited ammo! A full clip for his pistol has 10 bullets. You can see how many bullets he has left through a little display at the top of his HUD. Using any attack with his pistol, with the exception of FSmash, uses up one or more bullets, as specified by the attack.

The moment Nack runs out of bullets, he will eject the old cartridge and load up a new one in an animation that looks similar to how Marco reloads in Metal Slug. It takes slightly longer for Nack to reload than for Captain Falcon to unleash a Falcon Punch (not including ending lag), and Nack cannot move while reloading, so he’s definitely vulnerable should you ever run out of bullets. If Nack is hit during his reload animation, he doesn’t try it again. Instead, you’ll have to reload manually (see below). Also, if Nack is in the air when he runs out of bullets, he won’t try to reload. If you try to use an ammo requiring attack with an empty clip, Nack will still try the attack ,only to have a worried look on his face as nothing comes out of the pistol except for a *click* sound. As a final note, Nack’s ammo will automatically be restored to full when he is KO’d. The very end of this move set will be a listing of what attacks use ammo, in case you can’t figure it out from the move’s themselves.


Manual Reload: You know how pressing attack while shielding attempts a grab? Well, Nack can do something when you press special-attack while shielding! Doing so will cause Nack to reload his pistol in exactly the same way as when he runs out of bullets. This can be done only on the ground, but can be done whenever you want, as long as you have less than a full clip. Handy when you still have 6 bullets left and you just KO’d your opponent.

Tail Hang: Nack has his own special “Zair”. Pressing Z in the air when Nack is just underneath a drop-through platform will make him wrap his tail around the platform as Nack hangs upside down underneath the platform. He leaves a little of his tail unwrapped, so that he has some mobility. Nack can hold this position indefinitely but will be knocked out of it if he is hit. He assumes this position pretty much instantly, so if you’re underneath a drop-through platform and you want to try this out, just press Z!

From this position, Nack can do several things. You can press up for him to swing to the top of the platform and be standing on it. You can press down and Nack will simply drop down (he will not enter free-fall). The final thing to note about this ability is that Nack has a couple new moves that can be performed from this position! See the end of the “Move Set” section for more details


Pros:
Guns attacks are ranged, disjointed, and quick
Competent melee moves when out of ammo, especially in the range department
A relatively high amount of moves that have combo button presses like an AAA move.
Good edge guarding capabilities
Multiple meteor smashing moves
Long distance recovery

Cons:
Gun attacks rely on limited ammo which is difficult to replenish
Melee attacks tend to be weak and have low priority
Strongest moves hard to land
Recovery is easier than average to edge guard
Vulnerable should primary edge guarding move fail
Bigger-than-expected target due to his tail. Mewtwo players should feel right at home.
Adding to his “size” problem, he’s not particularly heavy. Mewtwo players should REALLY feel at home now.
Grab has poor range


MOVE SET
* = Based on move from Sonic the Fighters
** = Based on move from Sonic Triple Trouble or Sonic Drift 2

Standard Attacks

*A: “Tail Whip”: Nack spins around 360 degrees to his right with his tail outstretched. His tail only strikes in front of himself, but since it’s so long, this move has great range. 2%, with low priority

*AA: “Double Tail Attack”: Nack now does a 360 spin to his left, once again whipping his enemies with his tail. 2% with slightly higher priority than the first hit.

*AAA: “Tail Vault”: Nack now leans back on his tail and uses it to propel himself forwards, feet first. Nack goes far enough so that he ends up just in front of where his tail attacks reached. Nack can damage enemies for the entire duration of the vault with those big boots of his, doing 5% with above average knockback. Yes you heard me, above average knockback with a standard combo. And the move has good priority too! The downside? Nack actually has a little bit of startup lag as he leans back, so enemies can theoretically escape this hit if they DI and dodge properly, even after being hit by the tail swipes. The move also has a surprising amount of end lag for a standard combo, not enough to be truly slow, but enough so that you can’t simply jab on the A button and hope for a KO with this move.

*>A: “Triple Tail Kick”: Nack leans back holds and up his body with half of his tail. He then does a left, right, left thrusting kick combo. Each kick moves Nack forwards a small distance. The hits work like Meta Knight’s or Snake’s forward tilts, in that you have to press the attack button for each hit, like a neutral combo.

Now, each kick does 3%, with the first two merely keeping you in range for the next hit, and the final one doing average knockback on a low trajectory. Each kick has below average priority and the entire move has little lag on either end. Unlike Nack’s neutral A combo, his side tilt has properties more fitting for a standard combo.

VA: “Shooting the Breeze”: From his crouching position, Nack points his pistol forwards and fires a round from it. The round travels about 1/3 of battlefield and goes so fast, that all you see is some wind where the bullet stops. For all intents and purposes, treat the bullet’s path as a long invisible disjointed hit box.

If an enemy should be anywhere in the line of fire, he will take 2% damage and no knockback, with it quickly decreasing to 1% as stale move kicks in, but he will be stunned for a brief moment, and considering this move has practically no lag on either end, Nack can just keep pumping rounds into him until either he DIs away or you stop firing. Just remember that each shot takes away one ammo from your clip, it would suck to run out as a Captain Falcon successfully DIs towards you with the shots and presses B as you’re reloading. Overall, a pretty good spacing and damage building tool, but having a limited supply of ammo stops it from being all-powerful


^A: “Upwards Shot”: Nack points his pistol straight upwards while holding it with both hands and fires into the air. The bullet functions very similarly to the one from his VA, only this one shoots straight upwards. This makes it a good anti-air move, especially since you can juggle your foe a little. However, the similarities include running off of Nack’s ammo supply, though it’s still only one shot per attack usage. This move has very little lag on either end, just barely more than Nack’s VA.

*Dash Attack: “Horse Kick”: Nack does an about-face and does a thrusting kick with both feet as he holds up his body with his hands. There is slightly above average lag as he’s preparing for the kick and slightly above average end lag as he returns to normal position afterwards. If you’re hit by the kick, you take 5% with below average knockback. The move has low priority.

Unlike the Sonic the Fighters version of this move, there is a second hit you can perform if you wish by pressing the attack button a second time. Before leaving his hand stand, just after the kick, Nack will whip his tail downwards. This part of the attack has more range than the kick and low priority, and anyone hit by it will take 4% with average knockback straight downwards. This is a pretty cool feature, as it’s possible to hit an enemy with both parts of the attack if you’re quick or they are at low percents. You can either knock the enemy away after the first hit or you can try to knock him down into the ground close to you, I’m sure either scenario has its uses. If you do try the tail whip, the ending lag is still the same.

Smash Attacks

FSmash: “Cross-arm Shot”: Nack faces the screen, takes out two pistols (I have no idea where he gets the other one from), and crosses his arms, pointing the guns in opposite directions. He looks like Dante from Devil May Cry doing twosome time with Ebony and Ivory. After cocking the guns, Nack fires a small blast of fire from both guns simultaneously. They go about as far as Kirby is thick. Either fire blast is disjointed and does 14% (20% charged) with good knockback.

Unfortunately, the move is rather slow, having a fair amount of lag on both sides of the move. This means that you won’t be using this much in a one on one match, but the fact that the move hits to both sides makes this a useful move in a free-for-all or a team match. The other helpful thing to note about this move is that it requires no ammo to perform, I guess because Nack is using a different type of ammo from his normal gun attacks.


*DSmash: “Tail Down Attack”: Nack does an about-face and then he slams his outstretched tail on the ground (or where the ground would be) If he hits someone, that person will be slammed into the ground like a pitfall, or spiked if the opponent was in midair, taking 13% (19% charged) with good knockback. Unfortunately, the move has a fair amount of startup lag and below average priority. But the move does have great range and a low amount of end lag so that Nack has time to deal out additional pain to his victim should he bury him. As you’d expect from the appearance of this move, Nack ends the move facing the opposite direction, and you’ll have to turn around manually.

USmash: “Callous Kill”: Nack takes out his pistol and points it upwards and behind himself at a 60 degree angle. Nack apparently doesn’t care who he’s shooting at, as he doesn’t look back as he’s doing this. Anyways, after “aiming” his gun, Nack shoots a powered-up bullet in the direction his gun is pointing as a little bit of electricity emits from his gun. This one is (surprise!) as fast and disjointed as the other bullet-based moves so far, though this one doesn’t go as far, about ¼ of battlefield if it were traveling horizontally. This one is also of course much stronger than the other gun attacks (FSmash notwithstanding), dealing 12% (18% charged) and above average knockback, which combined with this move’s below average startup and end lag, makes this a great KO move. Unfortunately, unlike Nack’s FSmash, this attack does rely on ammo, and it takes 2 bullets to create this super-shot. If you only have one, this attack does half damage and knockback, and you get no cool electric effect. This attack deals electric damage, but only the 2-bullet version.

Aerial Attacks

Nair: “Semi-auto”: Nack points his pistol at a downwards angle and fires 3 shots in rapid succession, each one doing 3% with no knockback but a slight amount of hit stun. These bullets still travel instantly through their disjointed path, which in this case would be enough to travel ¼ of battlefield if they were going horizontally. While this move has almost no startup lag, this attack takes 3 bullets to utilize instead of only one, and there is actually a noticeable amount of end lag. If there are less than three bullets left in the clip, then this attack will just use up whatever’s left.

Fair: “Metallic backhand”: Nack crosses his left hand over his chest and, then does an upwards swat with the back of his open hand. The animation prior to the swing means that the attack has slightly above average startup lag. The attack covers a decent area, from directly in front of Nack’s waistline to a little bit above and front of his face. If an enemy is hit, he takes 5% with below average knockback on a nearly completely horizontal trajectory, and the move makes a nice little metal clanging sound from hitting the metallic plate on the back of Nack’s glove. The attack has low priority.

After finishing the backhand, if you want, you can press the attack button again for Nack to immediately point his pistol forwards with his right hand (seriously, how does he pull it out of the holster so fast for all of these gun attacks?) and fire a single shot. It goes about ¼ of battlefield forwards with the same speed and disjointedness of other pistol shots, and likewise will deduct one count of ammo. Each shot does 2% with small knockback. You can keep firing in this way until Nack either runs out of bullets or hits the ground. This a great way to try and add a little more damage to the initial backhand strike, as well as keep up a frontal defense against would-be attackers. Just remember to watch your ammo counter!

Bair: “Tail-flip Kick”: Nack leans forwards for a moment and then whips his tail downwards, damaging enemies from a little behind and above him to directly below him. This tail whip has below average priority and does 3% with no real knockback, just hit stun for the next part of the attack.

The momentum of the tail whip carries Nack into a full back flip with his body straightened out and his tail tucked close against his body, and once his feet end up in the space behind him, anybody hit by his feet take 7% with above average knockback and decent priority, with the direction of knockback being in the direction Nack’s legs were pointing when he hit you, so this move can give you vertical KOs, horizontal KOs, and even meteor smashes depending on where the enemy was when you hit him.

Despite the usefulness of this move, there are two things to take into account when using this attack. First, there is above average startup lag as Nack prepares the actual tail whip. Second, considering how long Nack’s tail is, it’s possible for the second part of the attack to miss because you just barley nicked your foe with the end of Nack’s tail. Fortunately, this move has very little end lag, mainly because Nack ends the move in almost the same position as before he started. As a final note, remember that unlike many of Nack’s other moves, the second part of this attack is not optional, this move will always carry out both the tail-whip and the resulting flip-kick.

*Uair: “Body Dive”: Nack hops upwards (yes, a hop in midair) a short distance while starting to lean forwards. As his body is completely horizontal, which takes about .4 seconds, he drops straight down while holding his arms in front of himself and slightly spread apart. So basically he looks like he’s skydiving. He falls down until he hits the ground or he suicides himself.

During the initial hop, hitting Nack’s head does 5% with low knockback. Hitting any part of his body as he falls does 6% with average knockback straight down. The entire move has low priority. While there is virtually no startup lag, as even the initial hop is part of the attack, the move has a lot of end lag as Nack smacks right into the ground and has to get back up.

However, this move is not really intended to be a primary attack, but rather an anti-edge guarding move. Why is that you ask? Unlike other aerial attacks, which make you fall past the edge as your doing the attack, this move can actually grab the edge! As long as Nack’s hands come in contact with the edge of a platform as you’re falling, he will automatically grab it as if he sweet spotted an up-special. Combine this with its spiking properties and you have yourself an interesting way to KO edge guarders while recovering yourself. Just don’t miss the edge.

Dair: “Triple Trouble”: This is another move that requires button presses to perform all of the hits like a neutral combo. First, Nack stomps straight downwards with one boot. It has above average startup lag and does 9% with above average knockback straight down, and has low priority. This means that the second two hits won’t connect, but that’s actually okay.

Interestingly, the next two parts of the “combo” hit above Nack, which is why the first one acts like a stand-alone attack. Upon a second press of the attack button, Nack stabs upwards with his pistol. The pistol is disjointed and also come out pretty quickly but only does a meager 4% with almost no knockback. On the third and final part of the combo, Nack shoots a single bullet out of his gun. This bullet travels as far as jigglypuff is tall and does 2% with below average knockback. Like other bullets fired from Nack’s gun, it’s super quick and disjointed, and it requires Nack’s gun to have bullets available to be used. Stopping after any part of the attack results in average end lag.

Overall, this is a pretty strange move. You can spike someone below you with the first hit and then damage someone above you with the second and third hits. A useful move for sure in free-for-alls, and something to toy around with in 1-v-1. Maybe there’s a way to make all three hits connect…?

Special Moves

B: “Sniper Rifle”: His nick-name isn’t Fang the Sniper for nothing! Nack pulls out his sniper rifle and aims it forwards, looking down the sight. After a moment, a laser sight will appear, which is basically when the startup lag is over. After the sight appears, you can aim up to 45 degrees upwards or downwards, press A to put the rifle away, and press B to fire a shot.

There are three types of shots you can fire:


Normal: A basic sniper round. It is very small and travels as fast as Sheik’s needles, and has infinite range. It does 6% with below average knockback and has high priority. This type of bullet has no lag between shots apart from the recoil of the gun, so you can use this attack relatively quickly.

Stun: A slightly larger bullet that travels as far as battlefield’s main platform as quickly as Falco’s laser and has average priority. If this one hits an enemy, he will be stunned like Zero Suit Samus’ paralyzer, though the stun time is always fixed. After firing a shot, Nack has to load up a new one, which takes a short enough amount of time for Nack to perform follow-up attacks if he is close. Please note that the enemy takes no damage from this bullet, so Nack cannot keep his enemy in an infinite combo.

Explosive: A bullet that is the same size as the stun type but red, and travels the same distance at the same speed with the same priority. However, if this one hits a foe, he will be sent away with good knockback and 13%. The small explosion that occurs can even damage other enemies in the vicinity. After firing one shot, Nack will load up in a new one in 1 second, so don’t miss!

Now, in order to change shot types, you need to press the shield button while the sight is active. Nack will pump a special handle on the underside of the rifle. This changes the type of bullet that his neutral special will fire, in a set cycle of normal - stun - explosive. A small burst of element will emit from the barrel of the rifle to indicate what type of bullet was switched to, wind for normal, lightning for stun, and fire for explosive.

The element doesn’t do anything other than its ammo-type indication. After the element disappears, Nack will put away his rifle. Once the element emits from the gun, even if Nack is hit before the move technically ends, he still gets to keep the cycled to bullet type. It takes about 1 second for Nack to complete this move’s animation.

Overall, a very versatile move if used properly. You can build up a little bit of damage, interrupt attacks, and even edge guard or KO with it, all from a distance. But don’t count on it for every situation, because it’s laggy taking out the rifle (about 1 second for the sight to appear) and there’s the reload times for non-normal ammo. Fortunately Nack puts the gun away with slightly less than average end lag.


**>B: “Oil Ball”: Nack tosses a ball of congealed oil a short distance behind himself. This ball does nothing until it hits the stage. When it hits the ground, it turns into a small pool of oil. If it hits a wall, the droplets just fall down to the floor and do the same thing. If anyone, including Nack, touches the oil spill, they will trip, but take no damage, and the oil spill will disappear. There is not much lag for Nack to toss the oil ball, and the oil spill will remain in place indefinitely. Nack can only have one oil spill on the stage at a time. If you use this move while one is already out, Nack will glance at the one that is currently out at the moment, and continue on his way.

**^B: “Tail Spring”: Nack crosses his arms and holds up his body with his tail as it starts to bend into a coil, like a spring. It coils up tighter as you hold the special move button. It takes about 1 second for a full “charge”, and Nack can hold a full charge for up to an additional .5 seconds (meaning he auto-releases .5 seconds after a full charge). You can hold left or right on the control stick for Nack to lean up to 45 degrees in that direction, depending on how far you tilt the control stick.

When you release the charge, Nack will spring himself in the direction he’s leaning, head-first, at a relatively quick speed. Hitting his head does 6% with below average knockback and low priority. While Nack can get a pretty good distance with a fully charged spring, he enters free-fall at the apex of his leap, and when you combine that with this move’s low priority and how big of a target Nack is (thank you tail!), it is kind of easy to edge guard against Nack.

What’s this, Nack? Sprites? Of course!



VB: “Feral Hunter”: For the first time in his life, Nack is actually going to acknowledge the wolf-side of his family tree! Upon entering the command for this move, Nack will get down on all fours, with his tail being held up along his back, and a devious smile on his face.

You can tilt the control stick left or right and Nack will crawl forwards or backwards, but not turn around. He kind-of looks like how Bowser crawls, and moves as fast as that. While Nack is of course low to the ground while in this stance, the fact that his tail is in the air means that he can still be hit by most attacks. If you would like to get back up, just press the shied button and Nack will stand back upright. He enters and exits this stance very quickly, so don’t be afraid to try it when you think it may be useful.

If you press the attack button while in this stance, Nack will slam his tail across the ground behind him. Like Nack’s other tail attacks, this has great range in the space it hits simply due to the length of his tail, and if you hit, it does 6% with average knockback straight downwards. While there is a low amount of lag on either end of this move, it has low priority. After he retracts his tail, Nack remains on all fours, so you can immediately try this move again if you like.

If you press the special move button, a very different sub-move is performed. Nack’s will lean back on his back legs ever so slightly, while a little shine effect emits from his fang. If he’s facing to the right, you can still see the shine effect through his head (Nack only has one fang, on the left side of his face). After it disappears after a moment, Nack will suddenly leap forwards with his hands outstretched and his mouth slightly open, looking quite literally like a wolf pouncing on its prey. He goes about 2/3 of battlefield on a low trajectory. Connect with this and the enemy takes 6% as he is taken down to the ground. Oh, and did I mention that this move is a grab? If you miss, Nack will get back into his down-b position after a brief moment.

After pouncing on an enemy, Nack will finally display some level of intelligence higher than an animal. He will get-off his enemy slightly, take out his pistol, and point it straight at his opponent’s face. At this point, you can rapidly press the attack button to continuously shoot your enemy at point-blank range while he struggles to get you off, with each shot doing 3% and subtracting one from your clip. You can fire as much as you want until you either run out of ammo or your enemy escapes, with it becoming harder for him to escape at higher percents. When he does escape, he will punch Nack in the face, knocking him away a set short distance (Nack is knocked down on his back), and the enemy will be lying down on their back. Duel of the wake-up games!

If Nack falls off the stage while attempting a pounce he will enter free-fall, so be careful. If he grabs an enemy who was off the edge he WIIL suicide with him (Weaselcide? Wolfcide? IDKcide) though Nack’s pounce is on such a low trajectory that his opponent would have to be already at the level of the edge for it to work. If Nack is knocked off and was at the edge, he will regain control after a moment, so he can still double jump and recover.

Now, if you try to initialize the main move in the air, it works completely differently! Nack will curl up slightly with the same evil grin and his fang will once again shine briefly. Yes, there is only one attack in the air. So anyways, after the startup animation is finished, which is as long for Ike to use to a non-charged quick-draw, Nack will leap forwards while spinning around, curled into a ball, looking similar to Wolf doing his Nair (hehe, looks like Wolf). He will go the same distance as the ground pounce and as fast.

Unlike the pounce, this ball-of-death attack is a melee move, not a grab. If you connect with this, the enemy is knocked straight upwards with below average knockback but a nice 12%. Unfortunately, this move has low priority, and in addition to its startup lag, Nack enters free-fall after he’s finished, and this move cannot sweet spot the edge. However, this move does have one nice property. It can deflect projectiles if Nack hits them head-on. Not reflect, DEflect, as in the projectile will bounce of Nack in random angles instead of directly being sent back to the target. Still, it’s a nice thing to have against a camping Pit. Or Snake. Or Xigbar. Or Bass.EXE. Wait, what?

As a final note, when in the ground version stance, you can press any taunt button and Nack will let out a small howl. It’s actually quite similar to a wolf-howl IRL.


Final Smash

**“Marvelous Queen”: Nack pulls out a remote control and presses a button on it. He then puts it away while chuckling. Very soon afterwards, his precious hover-craft quickly descends to his level, and he jumps into the driver’s seat. After doing so, a drill pops out from the bottom if the craft and Nack starts it up.


For the next six seconds, you can control the Marvelous Queen in any direction you want, with it moving as fast as super-dragon Yoshi. Anyone who hits the drill takes 8% with average knockback.

After the six seconds are up, the marvelous queen stops moving, and the drill starts to spin even faster as Nack starts to laugh maniacally. After a moment, his craft plummets straight down very quickly, and it doesn’t stop until it hits the ground, so be sure you’re not over a pit when time’s up. Anyone hit by this attack takes 16% with above average knockback. After the hover-craft hits the ground, Nack stops laughing and has a dumb-struck look on his face, as it seems that his craft’s drill has gotten stuck in the ground. Nack presses a button on the control panel and hops out, landing a decent distance away from his craft, but he will stop at the edge of the platform. After he lands, the Marvelous Queen explodes, and anyone caught in its explosion (including Nack) takes 20% with good knockback, though Nack just takes damage (super armor).

After this is done, Nack says “And that wasn’t even the best part!” and pulls out a golden colored pistol. For the next ten seconds, Nack’s pistol attacks have unlimited ammo, so have fun. After the ten seconds are up, Nack puts the gun away, and the clip on his normal pistol is reloaded.

Grabs

Grab animation: Nack reaches out with his left hand in a motion similar to Captain Falcon, which of course means that this grab has bad range. If he grabs his foe, will pull out his pistol while still holding onto the enemy with one hand.

Grab Attack: “Whack Him!”: Nack puts his pistol to his opponent’s head and pulls the trigger. While the enemy won’t actually be crossed out on the Soprano’s hit list, he will take 3%, and Nack can fire his gun relatively quickly. However, just because it’s a grab doesn’t mean that this move is exempt from using up ammo (one ammo to be exact)! Note that Nack won’t reload if he runs out of bullets while using this move, since he’s still grabbing the enemy.

Fthrow: “Dead-aim”: Nack tosses his enemy forwards with the hand that grabbed him, sending him forwards and 60 degrees upwards while taking 8%. Nack then quickly aims his pistol and rapidly fire two shots from it in rapid succession at the thrown foe. Unlike Fox’s blaster-based throws, which can miss with the shots, Nack’s aim is so good and the shots fire so fast that the bullets always hit their mark, dealing 3% each. This effectively stops his enemy from going very far (overall below average knockback), but this throw does the most damage of Nack’s throws. This throw takes up 2 shots from your clip, and if only one is present, Nack will only fire one. If there aren’t any bullets left when Nack does this throw, his opponent will travel a little bit further.

*Bthrow: “Tail Throw”: Nack does a back-flip, grabbing his opponent with his tail, and eventually flinging him backwards at a low trajectory. Afterwards, Nack swishes his tail around a little as a taunt, just like in Sonic the Fighters. Nack has super armor while he’s mocking his opponent. 8% average knockback

Uthrow: “Bicycle Kicks”: Nack tosses his enemy a short distance upwards and proceeds to hold up his body with his tail. He then starts to kick his foe repeatedly, juggling him with his feet for a full second before the last kick sends his enemy away with average knockback at an upwards angle. If all of the kicks connect (meaning Nack isn’t damaged before he finishes), the enemy takes 10%.

*Dthrow: “Foot Stomp”: Nack stomps his opponent in the foot, causing them to hold their foot and hop around in pain for a moment. ROB will just stutter as his eyes malfunction. The enemy will hop around longer at higher damages. At 160%, there will be just enough time for Nack to reload. While this move does no damage, the opponent does not go very far, so Nack can do follow-up attacks. He could technically even grab his enemy again, though the fact that this move does no damage means that any hopes of a chain-grab have officially been nullified.

Other attacks

Get-up attack (front): “Pistol Wind Burst”: Nack pushes off from the ground with all four limbs, sending him a short distance into the air. He then instantly points his pistol to the ground and fires up to 2 shots from it straight into the ground. This creates a small wave of wind that spread out from both sides of Nack, pushing enemies away up to one character length. If only one bullet can be fired, the wind only goes forwards. After shooting, Nack lands back on his feet. This is a good way to get tech-chasers away from you, but keep in mind that the move does no damage.

Get-up attack (back): “Starting Signal”: While lying on his back, Nack pulls out his pistol and points it straight up into the air. He then fires one shot upwards while saying “On you marks!” in a really mocking tone. If he’s out of ammo, he’ll say “On your… crud.” This bullet works like all the others in terms of speed and priority, and it goes as far as the top platform of battlefield and does 4% with below average knockback. After this Nack casually gets back up. This attack has above average startup and end lag due to the animations.

Ledge attack <100%: “Blind Fire”: Nack lets go with his right hand so that he can grab his pistol and point it just over the edge. He then fires a single bullet that functions almost exactly like the one in his VA except this one travels just along the ground. Afterwards Nack climbs back up to the stage.

Ledge attack 100%: “Goodbye Cruel World!”: That’s it. Nack can’t take it anymore. He’s sick of all the lying, scheming, and betraying that’s gone on his life. Just like his other ledge attack, Nack let’s go with one hand and takes out his gun, but instead of pointing the gun at the stage, he points to his noggin as he closes his eyes. He holds it there for 2 seconds.

Now, if anyone come in direct contact with him while he’s contemplating pulling the trigger (that means no projectiles or swords), he immediately let’s go of the ledge, grabs his foe with his free hand, and plummets with his foe still in his grasp. The good news is, Nack doesn’t want to kill himself! Yaaaay! And since he never fired his pistol, you don’t lose any ammo! Double yaaaaay! The bad news is, Nack still ends up suiciding anyway, but at least he’s taking his enemy down with him!

The obvious advantage of this move is of course, its suicide properties. Because the actual “hurting” part of the move comes out quickly, and because the enemy can still be grabbed if they touch Nack with a direct attack, this move is an excellent edge guarding move. If your opponent’s recovery move is physical, and they need to use it, they’re already dead. The bad part though is less obvious, besides the fact that Nack loses a stock when he does this move. Because this attack can’t be used until 100% or higher, that means that you can’t just get one stock ahead and then suicide to victory. And if you happen to KO your foe first while you’re at a high enough percent, you’ll most likely be KOd before you can effectively use this move.

If the two seconds pass and Nack doesn’t get to KO someone, he puts the gun back, opens his eyes, and slowly climbs back to the stage while saying “See if I care when YOU want to off yourself!” Of course, I very much doubt that he would care in the first place.

Tail Hang Attacks

A: “Magazine Discharge”: Nack unloads the remains of his pistol clip rapidly, firing as many shots as possible in the direction he’s facing. Each shot only does 1% with next-to-no knockback, but still travel as far and as fast as the VA shots as well as retain their disjointedness. Even better is that these shots, for this attack only, are UNBLOCKABLE! While your enemy’s shield won’t take any damage, the shots pass right through it. Still, at most, this attack can only deal 10%, less potential than using up all of the ammo for a VA or ^A, and after using this move, your clip’s all empty. I’ll let you decide if this move is ever worth using.

Note: if this is used during Nack’s final smash, he will shoot out ten bullets, and you will have to wait a moment before this can be used again.

B: “Shrink Ray”: In the European Sonic Comic (that ended a long time ago), Nack had a shrink device on his belt that he used to help him carry treasure. In Brawl, he’ll be using it to help him defeat his opponent. Nack presses a button on his belt that causes a small greenish beam to emit from it that goes as far as Rob’s FSmash but is narrower. If any enemies are hit by it they are shrunk like a mini-mushroom for 5 seconds. Naturally, this makes them easier to KO, but this also means that moves such as Nack’s VA will be harder to hit with continuously, since they might now be knocked too high up for the next shot to connect.

The beam comes out almost instantly, and lasts for about .5 seconds, but because Nack is still in his hanging position while doing this move, if he catches someone with it just as the move begins, Nack will end up spending his foe’s shrink time just dropping down from the platform, as the move has average end lag. Because of this, it’s best to try and use this move when your enemy will hit the ray just as it’s about to end, giving you ample time to take advantage of your pea-sized foe. Also note that because the beam is narrow, it’s possible that sometimes your opponent can simply duck under the beam, and Olimar might actually be impossible to hit in any circumstance.


STRATEGY GUIDE

By far the most important thing to know when playing Nack is how to use your ammo supply. Nack’s gun attacks are easily his best tools while they last. VA is an insanely good attack, being ranged, disjointed and fast. This move is so versatile it’s not even funny. Stop attacks, get some spacing, set up for a grab, set up for just about any quick move, you get the picture. ^A is a good anti-air attack, Nair is a good anti-ground attack, and the gun-based part of Fair can be used as a wall to stop anybody looking to approach Nack during aerial combat. And that’s not taking into account the other cool moves that use Nack’s pistol!

But alas, those unstoppable gun assaults are short-lived. You’ve only got ten bullets, and it is very difficult to reload in the heat of battle, so you’re really only ever going to get those shots back when either yourself or your foe is KOd. Because of this, Nack players will want the make the most of every single shot they fire. Just like in a gun duel, that one missed shot could mean the difference between life and death. Never fire a shot for the heck of it, and never, ever get over zealous and start acting as though your gun is an SMG. Unless you’ve either got an enemy locked in your VA, or you’re defending with Fair, most shots will be by themselves, usually to set-up for other, more powerful moves. As a final warning, don’t EVER use your last shot when on the ground, unless you like being forced to reload. The only possible exception to this is USmash, as if you connect with the 2-bullet version, you can possibly KO your enemy with your last remaining shots, allowing you to reload as your enemy turns into a star.

Now, when you inevitably run out of ammo, you’ll be thanking God that Nack is capable of defending himself in hand-to-hand combat. He’s got plenty of quick moves, many of which have decent if not outright good range, and while he's weak power-wise, he still has a few with decent strength. However, remember that Nack’s melee priority is almost always bad, so try to outspeed and out range your enemies rather than hit them mid-attack. The first two hits of Nack’s AAA combo work well for this, as would his >A. For those who are like Falco, Nack’s air-game tends to be worse than his ground game, but Fair and Dair should help you out, Fair for its range and Dair for its good strength. If you can bounce your opponent off the ground with the first hit of Dair, it is possible to hit with the upwards reaching pistol whip. An important part of Nack’s melee attacks is his Oil Ball, it’s a great way to set-up for attacks and an interesting way to control space. An aerial Feral Hunter is also good for approaching campers, provided you short-hop it to reduce vulnerability time.

Nack’s an interesting character when it comes to KOs, in that his strategy with bullets is so different from his strategy without bullets. With bullets, the general idea is to use the brief stun-times from the shots to set-up for a Dthrow or Dmash, allowing you to hopefully pull-off a FSmash. This is risky, however, and by the time you get someone to KO percent you will most likely be out of ammo, so it may be better to simply get your opponent of the stage, in which case you can use Nack’s edge guarding capabilities, which also happen to be the core of his ammo-less KO approach. He’s got a large selection of meteor smashes, that are useful in different situations depending on how your foe recovers. Predict an air-dodge? Use that time to start-up a Bair. Coming from below the edge? Turn around, get into Feral Hunter stance, and smash Nack’s tail in their face. And of course, there’s always Dair, dash attack, and Uair. If you’d rather go for damage instead of gimping, Nack’s Sniper Rifle is perfect for the job.

Now, if Nack’s the one trying to recover, you have a few options. The most common move for this is Tail-Spring, but an aerial Feral Hunter is a good alternative when you need to quickly get your feet over solid ground. In either case the problem is Nack’s generally poor melee priority, these moves being no exception. If you don’t need to use a third jump, consider using Uair as a way of spiking would-be edge guarders, but only do this if you know that you’ll land on the stage or grab the edge.

Overall, Nack’s a character in which the first few moments of each stock are crucial. Players will want to take advantage of the many options his pistol attacks provide, and then play a more conservative game when the ammo runs dry, using the range provided by his tail and his decent speed and strength to eventually force his foe into recovery mode, trying to take advantage of Nack’s edge-guarding and gimping capabilities to seal the deal. On the flip side, his opponents want to make Nack waste his ammo, take advantage of his low priority whenever possible, and hopefully get into their own edge-guarding position ASAP, where Nack is at a definite disadvantage.

OTHER
* = based on animation from Sonic the Fighters
** = based on animation from Sonic Triple Trouble or Sonic Drift 2

Idle animation: Nack stands still with an evil little smirk on his face, and his right hand hovering just above his holster. He’s holding his tail the same way as in the picture at the top (I told you it makes him a big target!)
Crouch: Nack kneels down, and his tail drops a little. His fingers are still itching to pull out his gun
Walk: Nack walks forwards in a pseudo sneaking motion, similar to Snake’s
**Dash: Nack hurries along, forgoing gun-readiness in favor of using his arms to keep his blood pumping. It’s the same animation as when he runs away in Sonic Triple Trouble

And just ‘cause I’m nice, here’s a pic of what he looks like when he slides:

Jump: Nack simply jumps upwards in an animation similar to Snake’s
Midair jump: Nack does a forwards flip.
Roll: Nack does a military-style forwards roll in the direction indicated. For better visual, it’s basically how the characters roll forwards in Gears of War 2.
Side Step: Nack leans sideways with an arrogant grin on his face.
Shield: Nack wraps his tail around his body while blocking his face with his hands and the standard bubble shield forms around him. This makes Nack a smaller target than he normally is while he’s shielding.
Air Dodge: Nack spins around a little in mid-air
Dizzy: Nack wobbles forwards and backwards while groaning
Sleep: Nack’s such a badass that he sleeps standing up. With his arms crossed. In fact, he’s not really sleeping, he’s waiting.

Note that Nack is technically not sleeping in the picture, but it’s close enough to what I envision.
Wiimote Noise: “Any last words, pal?”
Star KO: “This wasn’t part of the deeeeeeaaaaaaalll!”
Kirby Hat: Kirby gets Nack’s fedora. His sniper rifle is smaller so that he can hold it, but otherwise retains all of the ammo properties of Nack’s



Logo: Sonic’s logo
Win Music: Sonic’s win music
Credits Theme: http://nackisback.ytmnd.com/

Special Animations

Entrance: Nack flies in on his Marvelous Queen, jumps out, and checks his pistol.
**Taunt1: Nack holds his stomach with one hand, throws his head back, and laughs.

**Taunt2: Nack does a little finger waggle. Does every Sonic character do that?

Taunt3: Nack points his gun forwards and says, “Dead or alive, mate.”
*Win1: Nack holds up his body with his with his arms crossed like in his Up-B. He bounces on his tail a little bit. While doing this he says, “Why’d I even bother wasting a clip on you?”
**Win2: Nack is holding a chaos emerald and grinning as he examines it. While he’s doing this he says, “You’re gonna make me rich, rich, rich!” He then pockets the chaos emerald. Where? Why in hammer space of course! This taunt is actually derived from some unused sprites of Nack in Sonic Triple Trouble that were found by hackers. Well now these finally get put to use!

Win3: Nack pulls out his gun, points it at the screen, and pulls the trigger. However, all that happens is a *click* sound. Nack looks into the gun barrel to see if the bullet jammed, and pulls it away from his face right before a bullet fires from it. He spends the rest of the time with a O_O expression on his face.
**Win against Sonic: Nack is resting against his tail with his hat over his eyes. After a few moments, he lifts his hat, grins for the camera, and says, “This is why I’m the greatest treasure hunter in the world.”

Lose: Nack angrily throws his pistol to the ground, and then slowly starts to clap for his opponent. Though he’s probably just contemplating how he’ll enact revenge
**Tripping: Nack loses his footing and falls to the ground face first. He skids a short distance and his tail falls forwards, hitting Nack on the head. This happens at the end of nearly every encounter with him in Sonic Triple Trouble, so it’s iconic enough for a tripping animation to get a special mention.


Alt Colors

1) Default
2) Purple fur turns deep blue (blue team)
3) Fur turns black and grey, and his boots and hat turn red (red team)
4) Purple fur turns green (green team)
5) Albino
6) A pseudo-alt costume. Nack pays a little homage to the head weasel in “Who Framed Roger Rabbit”. In addition to his hat, boots, belt, and gloves, he’s also got a pink suit jacket, a black shirt, and a pink tie. I must say, Mr. Nack, that suit looks quite good on you.


Snake Codec

Snake: Colonel, there’s a big weasel here with a fang and he’s carrying a sniper rifle…
Colonel: You mean Nack? He’s a bounty and treasure hunter, who’s also possibly one of the greediest, most selfish jerks you can find.
Snake: A bounty AND treasure hunter? This guy could use some actual people in his life. So just how good are his marksman skills?
Colonel: They’re top notch Snake. His aim and that canine tooth that you mentioned ended up as his nickname, Fang the Sniper. And you might be interested to know that he’s only partially a weasel, he’s also got wolf blood in his veins.
Snake: Fang the Sniper? Wolf? Sniper Wolf?
Colonel: Very funny Snake. Oh, and watch out, he’s also got a small pistol.
Snake: Good thing he’s not also partially ocelot…

Unlock info

How to Unlock: Collect 400 coins total (the kind used to collect trophies) or play 128 vs matches
Unlock Message: “Nack the Weasel, the fanged sniper, has joined the Brawl!”


SSE ROLE

After completing “The Sea of Clouds”:

Wario is seen driving his trophy-truck through an arid desert. He looks very thirsty. Fortunately, he sees a city in the distance, and he drives to it.

When he arrives, Wario finds that this city is practically a Las-Vegas style resort, with all sorts of flashing neon lights. Wario gets out and goes to a bar. Inside are various NPCs from Zelda. He orders a soda (no beer in Smash) and sits patiently. Suddenly, a few primids show up and ask for a soda. Wario ignores them, as he’s on their side, having no reason to worry about attack. However, he notices a strange shadow looking at the trophy-truck. Wario gets up to investigate, but the primids get in his path. For some reason, Wario’s been betrayed, and as the other customers look-on, he flexes, prepared for battle.

Level: Casino Night (Sonic the Hedgehog 2)

Wario must take on 10 metal primids to proceed. This is challenging, as there’s no pits to throw them into.

After winning the bar brawl, Wario hurries outside, only to drop his jaw as he finds that his truck is missing! On the bright side, he has a radar that can track it. Wario takes out his radar, and begins to follow it. What follows is a silly montage of him narrowly avoiding danger as he searches for his truck while never lifting his eyes from the radar. Eventually, he trips, landing on and breaking his radar. After trying to put it back together, he gets back up and screams, “Sakuraaaaaaaaaaaaiiiiiiiiiiii!”

The game now changes to another playable segment, as Wario fights his way through the city, doing his own parodies of classic Sonic stunts (i.e. curling up into slot-machines). Eventually, you have to make your way up the side of a building by way of moving platforms. Overall this level feels more like a Mario or Sonic game than a Kirby game, thank god for that.

After finally reaching the top of the skyscraper, Wario finds his truck sitting by itself on the roof! He runs towards it happily, relieved to see that Peach/Zelda is still on board. But as he is about to jump into the driver’s seat, a bullet hits the ground right next to him, causing Wario to yelp while jumping back a few feet. The camera pans to Nack on an adjacent rooftop looking throughout his sniper scope as his name banner is shown. Wario does a “come over here” taunt and Nack simply smiles, puts his sniper rifle on his back, and leaps to Wario’s location while drawing his pistol. You play as Nack in a brawl against Wario.

After defeating Wario, Nack kicks his trophy off the roof-top and starts to laugh like in his up-taunt. However, he hears the sound of a countdown. Nack presses a button on his belt, signaling the Marvelous Queen to show up, and Nack jumps into it. He grabs the princess trophy and puts his hovercraft’s jet into overdrive as he narrowly escapes a sub-space bomb that engulfs the entire city, along with Wario’s trophy.

From this point on, Nack pretty much takes on Wario’s old role in the SSE. He ambushes Ness and Lucas, gets his trophies stolen from him by Dedede, and eventually decides to attack Lucas and the Pokémon Trainer, only to be defeated. However, after the heroes enter the ruins, a ROB shows up and revives Nack. He gives the ROB a brief nod, and departs once more on his Marvelous Queen.

The final time Nack shows up before the Great Maze is in the “Canyon” level. After Mario’s group defeats the enemy swarm, a new cut scene plays in which Nack appears with a group of ROBs to try and ambush Ike’s group. However, Lucas senses this, and fires a PK freeze at Nack’s mini-army, taking out about 10 ROBs. The rest of the heroes turn to face Nack, who grimaces and just points his finger forwards, ordering the ROBs to attack.

You now play Ike, Marth, Lucas, Ice Climbers, and Pokémon Trainer in a brawl against Nack. To make things complicated, ROBs will regularly spawn throughout the battle, helping their general (how Nack got on such good terms with the subspace army is one those things that’s never explained). At last, Nack is finally down for the count.

When you get his trophy in Kirby’s subspace level, a cut scene will play if you also collect Wario’s. After both are revived, Wario flexes as Nack draws his gun, both ready for round 2. However, Ness intervenes, firing a PK fire between the two, allowing him to draw everyone’s attention to the GIANT MASS OF THEIR HOME floating above them. Nack and Wario reluctantly shake hands, and head off into the Great Maze.

Wario and Nack’s shadow versions can be fought in a Great-Maze portion of Casino Night. It’s located near sky world’s area, and is mainly comprised of a simplified version of the building climb to make it less tedious to traverse.

And then you eventually kill Tabuu. The End.



AMMO USAGE LIST

VA: 1 ammo per usage
^A: 1 ammo per usage
USmash: normally 2 ammo if available, otherwise a weaker version of the attack is used for 1 ammo
Nair: up to 3 ammo per usage, as many as can be used
Fair (after the melee strike): 1 ammo per after-shot
Dair (last attack): 1 ammo per usage
VB (after connecting with a pounce): 1 ammo per grab-shot
Grab attack: 1 ammo per usage
FThrow: up to 2 per usage, however much can be used
Get-attack front: up to 2 ammo per usage, however much can be used
Get-up attack back: 1 ammo per usage
Ledge attack <100%: 1 ammo per usage
Tail Hang A: all remaining ammo in clip
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Nack's CODEC was pure win, very nice job on the whole thing!

I also loved The King, great job Spadefox!

And about moveset length, Henry took me about....two weeks to do and finalize...and about an hour and a half of adding color, allignment, bolding, underlining and all that good stuff...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
This picture is clearly better:



Lolnub.

I'm reviewing this. You other Sandbags, don't even think about it. It's mine.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Zack the Weasel's nicely done, he could make it into the top 50! Good job, Hyper Ridley.

*adds to list*
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
She's a channler, so she's required to have ghost Pokemon and go "Kekekekeke..." or "Fufufufufu..."
Brings back memories... (Lighthouse in Gold/Silver)...

BANETTE, SPIRITOMB, AND GENGAR FTW

EDIT: Darn... I was hoping for Banette and Spiritomb... CURSE YOU KINGK.ROOL FOR ****** MY CHILDHOOD!
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
is that because wanted to do it before? anyway, 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.
 

Weldar

Smash Cadet
Joined
Oct 19, 2007
Messages
59
Salsa and Fassad

Okay, here we go, my first moveset. Please leave any comments or criticisms as I really want to now how it is

Salsa and Fassad




Information: It’s Salsa the brave little monkey from Mother 3, unfortunately he has been captured by Fassad and is being forced to do his bidding, which in this case is to brawl. Salsa may look be weak but he is fighting to save his girlfriend, Samba, who is being held hostage by Fassad and the Pig Mask Army, so he is determined. And just as an extra precaution he wearing a shock collar, and Fassad is a little trigger happy on the shock button. Like in Mother 3 on his own Salsa is not the fighting kind, although quick his attacks are weak and lack range, luckily (or perhaps unluckily) Fassad is there to help. Fassad, much like the Pokemon Trainer spends most his time in the background, however unlike the Pokemon Trainer Fassad is always right behind Salsa, never retreating of to a separate platform, and even following him into the air with the aid of a jetpack.

Stats:
Power – 7 (This is kind of varied, Salsa’s attacks are piss weak however Fassad’s attacks are solid KO moves so it evens out)
Size – 2 (Salsa is quite small, easily one of the smallest characters in the game. Fassad is average height but is in the background so it doesn’t make a difference)
Crouch – 2.5 (Around the height of Snake’s)
Weight – 3 (He’s a lightweight, what can I say)
Speed – 7.5 (Salsa is a speedy little monkey, but he has to slow down a little so Fassad can keep up)
Recovery – 6.5 (Salsa’s jumps are nothing special, and his Up B has decent height and is practically ungimpable, but it leaves him very vulnerable)
Fall Speed – 2 (He’s pretty floaty)
Aerial Control – 3.5 (Not very good)
Crawl – Yes
Tether – No
Wall Jump – Yes
Wall Cling – Yes




Standard Moves

Jab: Salsa does 2 quick short range punches out in front of him followed swiftly by a short lunge (think Wolf). It’s not a true combo, like Ike’s jab but the knockback on the first hits and the whole attack comes out so is so low that you’ll usually get hit by all 3 parts until high percentages (around the 120 range). All in all this is a fairly solid jab, it comes out quick and does some decent damage, although the first 2 hits could use some more range. (2%, 3%, 4%)

Up Tilt: Salsa jumps up in the air (think Olimar) and swipe both arms in an arc above his head, the moves comes out fast and at lower percentages you can easily string 2 or 3 of these together. This is probably Salsa’s best tilt, the jump give the attack a little range boost without adding any extra lag like his other tilts do. (6%)

Forward Tilt: Salsa leans back for a second then leaps forward with a short range headbutt (think Olimar but with the head at the front). This move is unusual for Salsa as it is one of his more moves with startup lag rather than cooldown lag. Despite that it is still a fairly solid move with nice range and priority and the most power of any of Salsa’s tilts (but you still shouldn’t expect it to KO). (8%)

Down Tilt: Salsa does a sliding kick forward with his back legs (once again think Olimar but with more range and cooldown lag). This move had a 75% chance of causing tripping but due the cooldown time it isn’t really worth it. I know, I took the base of all of Salsa’s tilts from Olimar but they both have such short limbs so they have to apply similar tactics to get any range into their attacks. (5%)

Dash Attack: Salsa leaps forward a short distance (about the distance fireball Kirby travelled in Melee) turning his whole body into a hitbox while he is in the air. Salsa can jump off the edge with this attack, he can even manage to get over small gaps (around 1 crated stage block wide). Salsa doesn’t jump very high when he does this attack so it will still hit the shortest of characters (unless they duck). While in the air Salsa does a small amount of damage and barely any knockback, however when he lands the damage and knockback is increased, in fact it is the only move the Salsa physically performs that can KO at a reasonable percent (150ish). (5% while in the air, 10% upon landing)

Forward Smash:
Salsa winds up a punch infront of him but just as he realises it Fassad suddenly shoulder barges out of the background right infront of Salsa. Fassad is one huge hitbox and packs quite a punch, KOing around the 130% range. Fassad has permanent super armour, so if he gets hit damage will be added to Salsa’s percent meter. This attack comes out quite quick, Salsa only has to wind up his (useless) punch once before Fassad barges, however there is a fair bit of lag after the attack before as Fassad linger out for a while and Salsa can’t move until he gets back in the background. The good news is Fassad still has his super armour to cover Salsa from the front but it leaves him vulnerable from behind and above. (14% Uncharged, 23% Fully Charged)

Up Smash:
Salsa looks like he’s charging up a headbutt when suddenly Fassad grabs Salsa up the tail and tosses him straight up into the air, while flying up Salsa becomes a weak hitbox then at the peak of the throw electrocutes him doing 3% damage to Salsa. After being electrocuted the player will regain control of Salsa as if all that happened was he had jumped. Like Snake’s mortar the distance Salsa is thrown is proportional to how much the attack is charged and the damage done by Salsa on the way up doesn’t change, but the damage to done to enemies by the electric shock does. The electric shock sends opponents flying straight up, and is Salsa’s most powerful KO move (killing around the 100% range) but is very hard to hit with. (6% Salsa, 15% Electrocution Uncharged, 25% Electrocution Fully Charged)

Down Smash: Salsa winds up a punch looking identical to his Forward Smash but Fassad instead stomps on the ground behind Salsa sending him sliding forward the distance of Wolf’s forward smash. Fassad’s stomp sends opponents sliding straight along the ground and can kill around the 120% range, while the sliding Salsa is little stronger than a tilt. The start up to this move looks just like the F-Smash and like the F-Smash is comes it quick, and has much less ending lag, as Salsa just has to run back to Fassad, but this time without the cover of Fassad’s super armour. (8 Salsa, 12% Fassad Uncharged, 19% Fassad Fully Charged)




Special Moves

Neutral B – Monkey Mimic:
This one of Salsa’s most interesting moves. When used Salsa will mimic the move the opponent last did, where applicable, on the ground he will mimic the last ground move or special or taunt, in the air the last aerial or special (excluding hand slap). The way this move works is strange, Salsa mimic’s the opponents motions (which can make for all sorts of funny snapshots) but the hitbox for the attacks is placed as if the character he is mimicking just did it, for example if Salsa were to mimic Ganon’s jab he would make the jabbing motion but there will be and invislbe hitbox somewhere out infront of his face as if an invisible Ganon has just done the jab. In the case of projectile they will remain invisible while Salsa charges them/holds them in but become visible once he releases them. For attacks that spawn items (e.g. Grenades, Bananas) the items will be visible. When Salsa mimics a grab it will have the opponent’s range, pummels and throws. The only attacks that Salsa can’t mimic are Final Smashes, Glide Attacks and Transformation/Character swapping moves (e.g. Zelda/Shiek, Pokemon Change)
Since there is such a wide variety of attacks that can be mimicked there are several special cases.
If Salsa mimics are attack with stored charge (Charge Shot, Giant Punch, Gyro) he will always release his stored charge the next time he mimics no matter what the opponent has since done.
When mimicking Kirby’s Copy you can swallow the character but nothing will happen (as if a Kirby swallowed another plain Kirby)
If Salsa places a C4 the next mimic will detonate it, no matter what the opponent has done since.
When Salsa mimics the Wario bike once he gets off the bike stays on the field but belongs to no-one, if Salsa mimics again he will simply create a new bike
If Salsa mimics Meta Kinght’s Up B he will begin gliding, this means if Meta Knight then does his glide attack (Yes I know, I lied before).
When mimicking Diddy’s bananas the two at a time limit is kept.
When mimicking Olimar attack that use Pikmin will simply do nothing, unless you have Pikmin. That’s right, if Salsa mimics the Pikmin Pluck he gets to keep the Pikmin. (So Fassad is controlling a monkey who is controlling some carrot people)
When mimicking another Salsa’s Monkey Mimic you will do the last thing he mimicked (which is usually the one of your normal moves anyway.)
I’m sure there’s more so if you can think of any more cases where things might be unusual tell me and I’ll add them.

Up B –Jetpack:
Fassad grabs Salsa and flies up a distance about equal to that of Snake’s Cypher before dropping him. During this attack Fassad takes Salsa to a realm that most character only see briefly while air dodging, rolling or sidestepping, a realm reserved for Fassad, Pokemon Trainers and stage hazard. I of course speak of, the background. Both Salsa and Fassad are in the background for the rising part of the attack, leaving them invincible, then when Fassad comes out of the background he will damage character, or more often target that happens to be there. This recovery may seems broken, but it’s not all good news, since he is in the background Salsa can’t grab ledges and if Fassad hits a roof he will drop Salsa prematurely, leaving his especially susceptible to the lip at Final Destination. Furthermore when Fassad drops Salsa he goes into a temporary state of freefall where he receives massive lag upon landing (like a badly flipped DDD jump) Salsa fall in this state for about half the distance of his up B before regaining control and being able to attack again and have a safe landing. (5%)

Side B – Bumrush: Salsa sand poised, preparing to charge when suddenly Fassad, does something totally different, wait no he doesn’t charges forward. This move is similar to Ike’s Side B is the distance travelled and that it can be charged, but unlike Ike Fassad will keep on charging after hitting an enemy. Fassad as usual has his super armour so this attack and make a nice approach as Salsa gets to run behind a fat wall of it, but be warned it has some nasty lag at the end. When used in the air this attack can’t be charged, Fassad simply grabs Salsa and flies forward the uncharged length with his jetpack, after which Salsa will go into normal freefall (no extra lag). (10%)

Down B – Shock Collar: This is an interesting one. When the attack is first used Fassad will glance at the button for the shock collar, but nothing more. However if an opponent touches Salsa within the next couple of seconds Fassad will press the button, electrocuting Salsa and doing 4% damage to Salsa and 13% damage to the enemy (one has to question how the shock collar does more damage to other than the person wearing it?). You could call this move a counter, but there are some key differences. For one anything triggers the shock, grabbing or even running past Salsa counts too, projectiles will also trigger the shock but this will generally result in only Salsa being hurt. Another important difference is that Salsa can still move while the shock is pending, Fassad simply glances at the button and that is all, blink and you’ll miss it, but be careful press down B again during the attack and Fassad will press the button. Because of this ability to move this move is great for approaching and retreating against characters without a projectile. However if Salsa does any attack Fassad will cancel the shock, and put away the button for the shock collar for a couple of second, so you can’t do the attack until he pulls it out again. You might wonder why you would ever bother cancelling the attack but there is a good reason as at the end of the “counter” Fassad will shock Salsa regardless. (13%)



Final Smash – Miracle Fassad:
Upon breaking the smash ball and unleashing the Final Smash Fassad will take out a luxury banana, eat it, and throw the peel away, when then lands right next to the edge or in the case of walk off stages the blast zone, and that is all. The banana peel will sit there, looking like one of Diddy’s, however it is in the background. Take Salsa over to the banana peel and Fassad will slip on it and plummet off the edge (or over the blast line). At this point the player will lose control of Salsa and the real attack begins. Fassad will fly back from the depths of the blast zone as, Miracle Fassad (see picture above) He will then take a place at the top of the screen in the centre and begin shooting bombs out of his pipes, which can kill around 100%. The bombs will go thought even solid platforms and will only explode if they hit another player, they fall in such a way that there is always 2 or 3 safe places on the screen, however it is hard to keep your wits about you while they are falling and manage to doge everything. There is an easy way though, Salsa, who is invincible and computer controlled during the final smash will never get hit by any bombs, so stick near him and you should be fine. Watch out however after shooting bombs for awhile Miracle Fassad’s pipes will fall of, he will then promptly electrocute Salsa, also trapping anyone near him, and then slam down from above hitting anyone caught in the electricity with a powerful blow that can KO around 40%. (15% Bombs, 20% Fassad)

Aerials


Nair: Fassad electrocutes Salsa in midair inflicting 2% damage Salsa and hitting anyone within a certain radius. The direction a foe travels is relates to their position to Salsa, a foe directly above Salsa will fly straight up, one right below will be spiked etc. This attack has good range and power, but there is considerable cooldown time where Salsa is charred black, unlike most aerials if Salsa hits the ground during the cooldown, or even the attack he will not receive any extra lag and complete the attack with normal cooldown while on the ground. (8%)

Uair: Salsa jumps upward slightly and does a headbutt. This move comes out fast and has okay range, but is nothing special and won’t be KOing or anything. (6%)

Fair: Salsa swipes out in front of him twice with his arms. This is one of Salsa’s better aerials, it’s fast and has decent range but simply lacks anything that makes ir really stand out. (3% first hit, 4% second)

Bair: Salsa swings his arms behind him in a quick swoop. This move is really fast, and actually has a little power, KOing around the 170% range, but its short range and narrow hotbox drag it down (9%)

Dair: Salsa swipes hit arms below him in a handstand like posture. This move has some nasty end lag and does not spike, so it is largely useless but the range on it is nice (7%)


Grabs


Grab: This is just a plain straightforward jab, Salsa simply grabs out infront of him with his little arms. As might expect the range on this move isn’t great but it comes out fast and is pretty much unpunishable.

Pummel: Fassad gives Salsa a short zap doing 2% damage to him and harming who ever he happens to be holding at the time. This pummel is quite fast especially when compared to the damage done so it is possible to rack up a fair bit of damage before the foe can escape at medium percentages, but remember it hurts Salsa too. (5%)

Forward Throw: Fassad zaps Salsa with a much more powerful shock which does 4% to Salsa and sends foes flying out of his hands. This throw is pretty powerful and can KO around 110%. (10%)

Back Throw:
Salsa quickly spins around and tosses his foe away. This is Salsa’s most useless throw, it doesn’t have enough power to KO but has too much to chain grab and it send the opponent flying at a 45 degree angle into the air, not where Salsa wants to be. (6%)

Up Throw: Fassad burst out of the background and attacks whoever Salsa is holding with a mighty uppercut sending them flying straight up. Although this isn’t Salsa’s most powerful upward KO move, it’s his most reliable, KOing around the 150% range. (8%)

Down Throw: Salsa jumps up and slams his foe into the ground, sending them skidding forward along the ground. At lower percentages you can easily string another attack or even grab after this (although it’s by no means a chain grab, you’ll only get 2, 3 in a row tops) and even up until medium percents it’s possible to follow up with a bumrush. (5%)



Get Up Attacks


Ledge: Salsa nimbly jumps up from the ledge and lands a bit further forward ready keep fighting. This attack has almost no lag on either end but the hitbox is like that of the powerful his dash attack and is only present when landing andd thus is hard to hit with. (8%)

Ledge 100%: Salsa desperately claws at the ledge trying to pull himself up until Fassad gets impatient pulls him up, sending him skidding along the ground for a distance about 1/4 of battlefield damaging anyone he touches. (4%)

Back: Salsa jumps to his feet with a plain spinning kick. (5%)

Front: Fassad electrocutes Salsa jolting him back onto his feet and doing 2% damage to Salsa. (7%)



Taunts


Up Taunt: Fassad raises his arms up towards the heaven and Salsa does is backflip

Side Taunt: Salsa does a little dance while Fassad watches, his finger on the shock button

Down Taunt: Salsa laughs while he makes a box around his head with his arms? (I really don’t know how to explain this one, anyone who’s played Mother 3 want to help), as Fassad bows.


Victory Poses

Victory 1: Salsa does a backflip and jumps around happily before Fassad electrocutes him.

Victory 2: Fassad stands on the spot repeatedly electrocuting Salsa in short burst.

Victory 3: Salsa does the entire Oshoe Castle dance, complete with music and all, Fassad even electrocutes Salsa at the end of it for anyone who bothered to sits through the whole 20 second victory pose.

Loss: Fassad stands on the spot repeatedly electrocuting Salsa in short burst.

Victory Music: Mother Team (same as Ness and Lucas)




Alternate Costumes


Red Team: Salsa’s shock collar is bright red and his fur takes on a light reddish tint. Fassad’s robes are crimson.


Blue Team: Salsa’s shock collar is deep blue and his fur takes on a light bluish tint. Fassad’s robes are sky blue.

Green Team: Salsa’s shock collar is dark green and his fur has a slight greenish tint. Fassad’s robes are lime green


Dark: Salsa’s collar is blood red and his fur is deep black. Fassad’s robes are black.


Metallic: Salsa is the Mystery Metal Monkey (see picture above) and Fassad is a cyborg (imagine New Fassad without the horns.)

Miscellaneous


Stage Entrance: A Pork Bean drive onto the stage and Salsa and Fassad get out before it zooms off again.

Symbol: The Mother series earth symbol.

Kirby Hat:
Salsa has fur like his DK hat but lighter brown and without the “hair” and is wearing a shock collar.

Sleep, Stun etc Stances: Salsa’s stances aren’t particularly interesting however at the end of these animations instead of waking up normally Fassad electrocutes Salsa to jolt him back to his senses. The shock does no damage and is no faster than a normal wake up animation, the effect is purely visual




Subspace Role: In the Research Facility after Samus frees Pikachu, Fassad comes rushing over at the sound of the alarm. Seeing what has happened he command Salsa to attack and a fight ensues. When you win Salsa will be trophified, Fassad who at the time has stopped paying attention and is eating a luxury banana looks up and sees Salsa has been defeated. Samus and Pikachu then start closing in on him. Fassad back away slowly then steps on his carelessly tosses banana peel and slips over going plummeting into a hole in the floor. Samus goes to leave the room but Pikachu heads over to Salsa and revives him. Salsa then joins the team, minus a Fassad. Like and pikminless Olimar Salsa cannot use certain attack and is limited to his Jab, Tilts, Dash Attack, Aerials (minus the Nair) and Neutral B. Salsa stays with Samus and Pikachu for the next tow levels however just as they are about to walk out the door of the facility, Salsa who is trialing behind is snatched away but a figure hidden in the shadows. Salsa is not seen again until Subspace, where New Fassad (see picture above) is with Bowser and Ganondorf. When Ganon shoots Bowser in the back Salsa seeing his chance pushes Fassad of the edge. Ganon chuckles menacingly and then shoots Salsa too.
When going through Subspace and Kirby/Dedede’s team if you collect both Salsa’s and Fassad’s trophy you will be able use Salsa (with Fassad) in the Great Maze.




Analysis: Some might also call this section playstyle. Salsa is a character of extremes; on the ground he is great, he can charge forward behind massive walls of super armour his attacks are quick, and many pack a punch. However take Salsa into the air and his weaknesses start to show, he suddenly loses all that super armour, replaces by invincibility, at the cost of freefall. The once speedy little monkey becomes sluggish in the air, his floatiness and low control making him an easy to hit to target, and his aerials have much less range and power than his ground game. Still getting around this weakness sounds simple enough, just avoid the air, but unfortunately it seems like everything is trying to take him there. Things like an Up B which can’t grab ledges and an Up Smash which sends you flying into the air don’t help when you’re trying to stay on the ground, and since Salsa is light he can get launched away very easily.

When playing against Salsa you need to keep your wits about you; be careful not to let Salsa mimic a good tool to use against you, always have one eye on Fassad so you the shock collar won’t catch you by surprise, and be wary and Fassad’s surprising range. Above all however there is one main thing to remember, Salsa’s attack may be fast to come but they have lag at the end, dodge them and then smash him into the air, where you should have the advantage.

play as Salsa is similar to playing against him. You have to be observant, control your shock collar so you never hurt without hurting your opponent since you're so light every percent count, always watch what your opponent is doing and never miss a chance to give them a taste of their own medicine. Use everything you've got to avoid being launched away, dodges, shock collar, super armour. If you do end up off the edge, avoid your up be whenever possilbe, which sadly isn't too often.
 

Tanookie

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*sends Sundance a leather harness on Dragon Apprec
Ledge attack 100%: “Goodbye Cruel World!”: That’s it. Nack can’t take it anymore. He’s sick of all the lying, scheming, and betraying that’s gone on his life. Just like his other ledge attack, Nack let’s go with one hand and takes out his gun, but instead of pointing the gun at the stage, he points to his noggin as he closes his eyes. He holds it there for 2 seconds.

Now, if anyone come in direct contact with him while he’s contemplating pulling the trigger (that means no projectiles or swords), he immediately let’s go of the ledge, grabs his foe with his free hand, and plummets with his foe still in his grasp. The good news is, Nack doesn’t want to kill himself! Yaaaay! And since he never fired his pistol, you don’t lose any ammo! Double yaaaaay! The bad news is, Nack still ends up suiciding anyway, but at least he’s taking his enemy down with him!

The obvious advantage of this move is of course, its suicide properties. Because the actual “hurting” part of the move comes out quickly, and because the enemy can still be grabbed if they touch Nack with a direct attack, this move is an excellent edge guarding move. If your opponent’s recovery move is physical, and they need to use it, they’re already dead. The bad part though is less obvious, besides the fact that Nack loses a stock when he does this move. Because this attack can’t be used until 100% or higher, that means that you can’t just get one stock ahead and then suicide to victory. And if you happen to KO your foe first while you’re at a high enough percent, you’ll most likely be KOd before you can effectively use this move.

If the two seconds pass and Nack doesn’t get to KO someone, he puts the gun back, opens his eyes, and slowly climbs back to the stage while saying “See if I care when YOU want to off yourself!” Of course, I very much doubt that he would care in the first place.
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.
 
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