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Make Your Move 4

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dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Tails Doll



Back-story/Description:
The Tails Doll (mistakenly called Puppet Tails) is a doll version of Miles "Tails" Prower built by Dr. Robotnik. It is a secret character in the game Sonic R, unlocked by finding the 5 tokens in the Radical City track and finishing 1st, 2nd or 3rd in the race. Tails Doll has poor handling, average acceleration and average top speed. He is comparable to Tails in the same way that Metal Sonic is comparable to Sonic the Hedgehog and Metal Knuckles is comparable to Knuckles the Echidna.
Tails Doll was created at Robotnik's Reactive Factory along with Metal Knuckles, and has a metal rod coming out of the top of its head leading to a mysterious red gem that seems to control Tails Doll's movement.


Notes:
Tails Doll also floats above the ground when he stands still or moves

Tails Doll is the King of DI, Tails Doll makes Wario and Jigglypuffs DI look pathetic.

Tails Doll can't sleep either


No Curse Enhancer Stats::
Power: 3.5/10
Walking Speed: 4.3/10
Dash speed: 6.7/10
Range: 5.6/10
Projectile distance: 6.4/10
Weight: 1.5/10
Drop Speed: 2.7/10
Size: 6.5/10
1st jump: 4.5/10
2nd Jump: 4.6/10
Aerial Movement: OVER 9000/10 really, one full jump can cross 6.5 stage builder blocks, this makes Warios aerial movement look pathetic.
Crouch: 5.6/10
Traction: 6.4/10
Combo: 7.4/10
Wall jump: no
Wall cling: yes
Crawling: no
Glide: no


Level 5 Curse Enhancer Stats::
Power: 7.8/10
Walking Speed: 4.3/10
Dash speed: 6.7/10
Range: 9.4/10
Projectile distance: 8.7/10
Weight: 1.5/10
Drop Speed: 2.7/10
Size: 6.5/10
1st jump: 4.5/10
2nd Jump: 4.6/10
Aerial Movement: OVER 9000/10
Crouch: 5.6/10
Traction: 6.4/10
Combo: 7.9/10
Wall jump: no
Wall cling: yes
Crawling: no
Glide: no


Specials:

Down B: CuRsE Enhancer:
Apperance/animation: Tails Doll crouches down, closing its eyes in concentration, and then straightens, extending its arm. This causes a black wall that’s slightly taller than Tails Doll itself to appear a short way in front of it. This wall is about as thick as a character length, and is crackling with lightning bolts.
Stats/Effects: What this move does, is that if ANY move, including projectiles, melee attacks etc, can be absorbed. When this happens, you see a bit of the dark wall spread back into Tails Doll arms/head. And what this does, is that there are 5 levels of curse power, which are described below (like how much times do have to absorb a move to go to the next level {you always start at 0}, and how the level is generally like), and with each level making certain moves stronger at which level the curse is, this could be that a move has less lag than before, the range of a move is longer, a move can kill you easier etc. The information underneath this text shows how the level goes up to the next stage. The features stay or improve with each level upgrade. This has very little start-up, but quite a bit of ending lag, and you can hold it for an maximum of 2.3 seconds. To get to some CuRsE levels, you have to do a special requirement to get to the level (which is stated in the level descriptions). Every time you gain a level, you can not use down-b again for 10 seconds. This mechanic resets every 2 times Tails Doll dies. You can still store the curse even if you haven’t met the requirement of the Curse level, but as soon as you do, you have the curse level straight away. Also, when you go up a new level, the curse wall will flash up light blue quickly. After meeting the level 5 curse level criteria, you can use Down-b again, but when the mechanic resets, lets say you absorb 4.5 experience, instead of having to get to 1.7 level experience to get to level 1, you have to get to 6.2 level experience to get to level 1 curse. When you die with a curse level of 3 or 4 on your 1st life, you don’t have to meet the requirements again.

A projectile makes the level experience goes up by 0.5.
A weak attack makes the level experience go up by 0.7.
A smash attack makes the level experience go up by 0.9.
A fully charged smash attack makes the level experience go up by 1.3.
An aerial attack makes the level experience go up by 0.8.



Level 1 Curse: The total level experience you need to have to get to this level is 1.7. The general idea this level of curse does is add the darkness effect on to more non-attribute moves, and also slightly increase the damage and knockback of certain moves. The improvement isn’t very drastic, and some moves still have their previous weaknesses. (You can tell this is level one is that the wrists on Tails Doll arms have darkness coming from them)

Requirement: None


Level 2 Curse:The total level experience you need to have to get to this level is 3.2 (1.5 from the last level of curse). The general idea of what this level of curse consists of is that it some moves become quicker, so that the moves come out quicker, and have lesser ending lag or landing lag, also the range of some moves increases a bit as well. Since some moves have less lag and more range, this means that Tails Doll can combo easier than before since of the more range and less lag. (You can tell this is level two is that the wrists on Tails Doll arms have more darkness coming from them than before, and the speed it comes out from the wrists has increased)

Requirement: None


Level 3 Curse: The total level experience you need to have to get to this level is 4.5 (1.3 from the last level of curse again). The general idea of what this level of curse consists of is that a few moves have an different effect now, like doing constructive hits rather than just one, or vice versa. Some moves are totally different now because of the curse level. And also more moves have more damage and knockback, and also more less lag on the moves. Since the moves are stronger and have less lag, it becomes easier to combo into other moves, and since some moves has changed completely, it changes the way Tails Doll works, making him unpredictable. (You can tell this is level three is that the darkness has gone up to Tails Dolls elbow now, and going at the same speed as level two)

Requirement: Tails Doll must have more than 50% to get to this level


Level 4 Curse: The total level experience you need to have to get to this level is 6.1 (1.6 from the last level of curse). The general idea of what this level of curse consists of the range has massively increased, so that some moves have disjointed hit-boxes, and a few moves now have a sweet-spot in it (most of the time the sweet-spot is in the darkness which appears), which are very strong. This means that you can attack further away than before, which also means you can’t get hit where your standing, spacing with this level of curse is crucial. (You can tell this is level four is that the arms on Tails Doll arms are completely covered in darkness)

Requirement: Tails Doll must have more than 100% to get to this level.


Level 5 Curse: The total level experience you need to have to get to this level is 9.0 (2.9 from the last level of curse). The general idea of what this level of curse consists of is that more moves can pack more of a punch in damage and knockback, and have lesser start-up lag, but since Tails Doll has become quite strong, he has gained more ending and landing lag, but since it still has great range, spacing is more useful now because of the ending lag. (You can tell this is level five is that including levels four darkness, the eyes and the back of Tails Doll head has darkness coming up from behind, in the shape of a flame)

Requirement: Tails Doll must have more than 100% and must be on his second live to get to this level.


What's it uses?:This move should be your most used move for Tails Doll, as the Doll can become the ultimate fighter with the power-ups he get. Although it’s very, let me say it again, VERY hard to keep track off, but if you can keep track off it, your opponent should be worried, as these power-ups can create nasty mind games, with its monstrous range, and when the moves change, it might screw up your opponents game, and the player controlling Tails Dolls game. If you don’t use this move, Tails Doll will be very weak in strength, range etc. This move is a must essential to every Tails Doll player.

TL:DR Version: moves get stronger after each level


Neutral B: Cursed Spell
Appearance/animation: Tails Doll stretches its arm outwards wingspread, and a dark shape is forming inside the body, which can look like the following images:



After charging, Tails Doll will lean forward and stick its arms out, which releases the projectile forward.

Stats/effects/extra details: This move has 2 hit-boxes, the first one is the hit-box of the projectile charging up inside Tails Doll, and the second one is the whole body of the projectile. The range of this when it is level 0 uncharged is about 3.5 stage builder blocks, which travels about the speed of Luigis Fireball. The range of this when it is completely charged is about 8 stage builder blocks, which travels about the speed of Wolfs Blaster. This takes about 3 seconds to fully charge. If you get hit by the ball, it does constructive hits which stun the enemy, which does 1% with each hit. When uncharged, this does 3% with a weak stun effect. When charged, this does a total of 14% and mid knockback, which sends the foe diagonally. This has no start-up lag, and a little bit of ending lag. You can store this move. .
What's it uses?: Well, at this stage, this projectile is too weak to be used as a KO move which it should be. You should really use this move at a different stage. What you can do, you could use this uncharged, and rack up damage with lots of uncharged Curse Spells against the enemy, that is of course the enemy is stupid enough just to walk into the projectiles, that is. You can follow this up with another move, due to the lack of good knockback.

Level 1 Curse bonus:
At this stage, the projectile looks like a triangle, the triangle spins clockwise when you use it. The range of this when it’s uncharged is about 3.5 stage builder blocks, and the range of this when you charge it is about 8 stage builder blocks, like the move is originally. The speed is also just a tad faster than the original as well. When uncharged, this does 4% and a bit longer of a stun, but not much at all really. When charged, this does 17% and mid-high knockback. Although it ain’t much of an improvement, knockback wise, but it travels faster, so there is a higher chance of it hitting the opponent.

Level 2 Curse bonus:
At this stage, the projectile looks like a rounded rectangle, the rectangle travels in a straight line, and stretches out a tiny bit when you use it. The range of this when it’s uncharged is about 3.8 stage builder blocks, and the range of this when you charge it is about 8.5 stage builder blocks, An improvement from the last curse level. The speed is also just a tiny bit faster than the Last curse level as well. When uncharged, this does 5% and the same amount of stun as the last level. When charged, this does 19% and mid-high knockback, it’s just a tiny, tiny bit stronger than the last curse level, which means it’s not enough to go another stage of knockback. Again, it ain’t much of an improvement, knockback wise, but it travels faster, and further, so yet again, there is a higher chance of it hitting the opponent than before

Level 3 Curse bonus:
At this stage, the projectile looks like a rounded 4 pointed star, the star spins clockwise when you use it. The range of this when it’s uncharged is about 4 stage builder blocks, and the range of this when you charge it is about 9 stage builder blocks, which is higher than the last curse level. The speed is also 1.3 times faster than the last curse level. When uncharged, this does 5% and again, a bit stun. When charged, this does 21% and high-low knockback. At this stage, its good enough to be a reliable KO move for Tails Doll now.

Level 5 Curse bonus:
At this stage, the projectile looks like a large arrow head, the arrow heads 2 points at the back of the projectile goes outwards, so it almost looks like a wall is moving when you use it. The range of this when it’s uncharged is about 4.5 stage builder blocks, and the range of this when you charge it is about 10 stage builder blocks. The speed is about 1.5 faster than the last Curse level as well. When uncharged, this does 5% and a bit of a stun, just like all of the other curse levels. When charged, this does 26% and high knockback. This really helps Tails Doll KO the opponent quickly quite easily, as the projectile moves fast, and moves quite far as well. This takes 3.5 seconds to completely charge up. Your opponent should try to stop you using this at all costs.


Side B: Haunted Doll
Appearance/animation: When Tails Doll use this move, Tails Doll will stick its arm into its chest, while its head is facing towards the ground, while doing this, you can see a faint red fire appear around the outline of Tails Doll. Tails Doll then stretches his arms out, and lets a ghostly, faint red version of Tails Doll go out in front of him. The ghostly version of Tails Doll flies about a stage builder block higher than the floor, and the ghost will follow one enemy at a time. When it follows an enemy, sometimes the outline of the ghost will burst out with flames for a second and a bit, before the flames go out. When the move ends, the ghost will then spin around and disappear.
Stats/effects/extra details: You can only send out one of these out at one time. After using this, you can’t use it for 18 seconds afterwards, and the ghostly version of Tails Doll will stay out for about 12 seconds before ending. The amount of times the ghostly version of Tails Doll bursts out in flames is about 3 times before ending. The hit-box of this move is obviously when the flames burst out, and nothing else. The range of this move is infinity, as it will follow the enemy through walls and will go the quickest route possible towards the enemy, but lets say you use this on one side of Hyrule Temple, and your opponent is on the other side, The ghostly version of Tails Doll will go to the enemy at the last second. The speed of which this move travels very slow, about the speed of Ganondorfs walk, maybe a tad faster though. When your opponent is hit by this, this does 12% and mid-low knockback, which sends the foe about horizontally. This move has quite a bit of start-up lag.
What's it uses?: You have to pick when to use this move wisely, as when you could use this correctly, you could get an early KO, but since the ghost moves slowly and attacks at the same time every time, it is very easy to avoid. You should use this just before the opponent is about to recover.

Up B: Spiral Float of Darkness
Appearance/animation: Tails Doll starts spinning around, and gradulary spins quicker. After about 8 spins which was quickly done, Tails Doll will then fly up into the sky gracefully, and Tails Doll is still spinning around, just at a much more slower pace. After it reaches its peak height, Tails Doll will enter a Free-Fall!
Stats/effects/extra details: This move does no damage or knockback what so ever. This travels about 3.5 stage builder blocks going upwards. You can aim it to go more horizontal, and when you make it go horizontal, Tails Doll will travel about 3.1 stage builder blocks upwards, and about 3.3 stage builder blocks horizontally (not counting the free-fall movement). The speed of which Tails Doll goes up is quite slow. The movement of the free-fall is decent, it isn’t as horrendous such like the space animals, but is far way from being amazing. Before moving, this has quite a lot of start-up lag
What's it uses?:Well, this move makes recovering easier, like everyone else’s in the roster. While Tails Doll has amazing horizontal aerial movement, all it needs is a little bit of a vertical boost of a recovery, and this does the trick. ALTHOUGH, since this recovery does no damage, Tails Doll suffers massively from edge-hoggers, and also the doll can also get spiked with ease, with the amount of start-up lag.

Level 3 Curse bonus:
The difference this makes is that, while during the massive amounts of start-up lag when Tails Doll has no curse improvements, Tails Doll will be surrounded in a big darkness ball, which makes Tails Doll invulnerable from any attack from the enemy at this time, as well as doing damage to the enemy. The speed and range of this move doesn’t change with this curse level. The damage the big darkness ball is variable, but if you get hit by this from the start, it does about 20%, with the final hit doing mid-low knockback sending the foe horizontally. When Tails Doll actually goes into the air, it is still vulnerable from edge-hoggers.

Level 4 Curse bonus:
The difference this makes is that, while still having the same effect as the last curse level, this time when Tails Doll rises into the air, darkness goes around Tails Dolls hand, which eliminates any edge-hogger. The range of this increase to going up 4.1 stage builder blocks, and the speed still goes the same. The damage which this does at any time does 4% and low-low knockback which sends the foe about horizontally, which is used to make edge-hoggers let go off the edge, unless the opponent is great at timing when to grab the ledge, which can still screw up your recovery, but it’s very hard to time.


Standard:

Neutral A: Shadow Energy:
Appearance/animation:(First Part) Tails doll will first tilt its body slightly to its right, and will then stick its left arm out wards, and at the tip of the hand, a little amount of darkness will come out from Tails Dolls hand. (Second part) After this, Tails Doll will then tilt its body to the right slightly, and then Tails Doll will stick out its right arm, and at the hand, a big burst of darkness comes out from the hand.
Stats/effects/extra details:(First part) the hit-box of this move is the darkness (which its strongest point), the hand and the rest of the arm. The range of this is poor, as the opponent has to be close up to be hit. This comes out quick with almost no ending lag. This does 4% and a stun when your opponent is hit by the darkness. If your opponent gets hit by the arm, it does 3% and a slighter weaker stun than the darkness part. (Second part) the hit-box of this move is only the darkness which comes out. The range of this is great for a neutral a move; it’s about 5/7s of Lucarios force palm. This also comes out quick with only a small amount of ending lag. This does 6% and mid-low knockback, which sends the foe horizontally more towards the ground rather than making the foe go upwards.
What's it uses?:As this comes out quick, its easy for this move to rack damage to the enemy, and also due to the low amount of knockback, it’s easy to link up with another move.

Hold Down A: Tails Doll doesn’t have one.

F-tilt: Curse Flame
Appearance/animation: Tails Doll points its arm forwards, and nods a bit, before a small darkness flame appears in front of the doll a tiny bit.
Stats/effects/extra details:The hit-box of this move is only the darkness flame which comes out. The range of this is great, since it appears in front of Tails Doll by a fair bit. The size of the darkness flame is about a half of Luigis fire-ball. This has a bit of start-up lag, also with a very small amount of ending lag. This does 4% and low-high knockback, which sends the foe about horizontally.
What's it uses?: This move has great range and priority, so this move should most of the time hit the enemy. This deals a very low amount of damage and knockback, which you can link up into another move, you shouldn’t try to link this up with another F-tilt, because of the start-up lag.

Level 1 Curse bonus:
What this level does is that it makes the darkness flame bigger, and makes it do more damage. This move also comes out a very tiny bit faster than before. The flame is about the size of Marios fireball on this curse level. This does 8% and mid-low knockback, which sends the foe the same way this move does without any curse enhancer improvements. This still does a low amount of knockback and damage, so you can still combo into another move with relative ease.

U-tilt: Head Spin
Appearance/animation:Tails Doll will pick up its head off its body with both hands while still looking at the direction its facing, and Tails Doll will then spin the head forward. You will see a part of the sword poking out, but this does nothing at all. When the head spins, the metal rod and red gem on the head will flop down due to gravity, also the gem glows when this move is used slightly.
Stats/effects/extra details:This move has 2 hit-boxes, the gem on Tails Dolls head, and the size of the head. The range of this move will hit enemies in the air, or tall enemies standing next to Tails Doll, this also attacks in all directions too. This has very little start-up lag, with only a small amount of ending lag. When the opponent is hit by the red gem, it does 10% and low-high knockback, which sends the foe diagonally. When the opponent is hit by the head, it does 8% and low knockback, also sending the enemy diagonally upwards.
What's it uses?:Due to the low knockback, it’s safe to say that at early percentages you can link this move into other tilts, as it sends the enemy forward, it’s slightly easier to combo enemy with the tip of the gem, as it stuns the enemy slightly more than the head does.

D-tilt: Haunted Hands
Appearance/animation: ATails Doll is in its crouch position, Tails Doll will stretch its arm diagonally to the ground, and it goes through the floor, and the arms will appear back up facing diagonally upwards. After this the arms will move back and forth quickly before going back the direction it came from through the ground.
Stats/effects/extra details: the hit-box of this move is the entire arm which appears above from the ground. The range of this is good, it covers about a stage builder block in front of Tails Doll. This has a bit of start-up and ending lag. The hand is the strongest part of this move. If the opponent is hit by the arm, it does 6% and low-high knockback, which sends the foe upwards. If the opponent is hit by the hand, it does 8% and mid-low knockback that sends the foe about diagonally upwards. When the opponent is hit by the hand, it stuns the enemy more than the arm.
What's it uses?:This move is good for setting combos at the tip of this move, as it stuns them longer that the arm does, so its easier to combo with slightly, though the stun isn’t that long to begin with. It could be useful to combo into an aerial of some sort.

Level 2 Curse bonus:
What this curse level does, is that it makes this move have less ending lag than before. Also at the tip of the hand, a faint red fire appears around the hand, which does more damage and knockback than this move normally (the damage and knockback of the arm doesn’t change). The tip of the move now does 10% and mid-low knockback, which is a tad stronger than this move normally, and they also get sent the same direction as well.


Dash Attack: Levitating/Curse Rush
Appearance/animation:As Tails Dolls running, Tails Doll will have its body laying straight across in the air, and while moving still in mid-air, Tails Doll will spin around 3 times clockwise before Tails Doll stops and stands normally.
Stats/effects/extra details:The hit-box of this move is the entire body of Tails Doll, with the hit-box lasting the whole 3 spins. The range of this move is about the same as Snakes dash attack. This has a little bit of start-up lag with quite a bit of ending lag, and the duration of the move is quite long too. This move does multiple hits, so the damage total varies. When you hit the opponent with this move from the start, it does 12% with the final hit doing low-high knockback, which sends the enemy horizontally.
What's it uses?:This move is great for racking up damage, if the opponent doesn’t know how to DI properly, this move can easily be avoided and shield grabbed. If the opponent gets hit by the final hit, you should be able to get a few quick tilts on the enemy at early percentages.

Level 1 Curse bonus:
When Tails Doll is spinning, darkness comes out of the hands, adding the Curse effect. This improvement only makes the damage deal an extra 1% to the damage total, and slightly increasing the knockback.

Level 5 Curse bonus:
When Tails Doll is spinning, more darkness comes out more than the last curse level while spinning; this makes the spinning damage do 2% more than the original amount of damage. At the end of the more, Tails Doll will stand up quickly and creates a giant flame to appear in front of itself. This is quite powerful, dealing 12% and high-low knockback, sending the enemy diagonally upwards, this improvement, however, adds more ending lag to this move, and since you are at a high percentage, it’s a hit-or-miss opportunity. If you hit, you’re likely to score a KO, if you miss, you’ll be very likely to die because of the ending lag.


Smashes

F-Smash: Dolls Head/ Twilight Orb
Appearance/animation:Tails Doll will pick its head with its right hand, exposing a sword inside the body of Tails Doll, and swings the head downwards in front of it, before attaching it back to the body.
Stats/effects/extra details:The hit-box of this move is the head, which starts from when Tails Doll swings it from the start of the move, till just before Tails doll holds the head with 2 hands, and there is a very short lasting hit-box at the sword straight after the point Tails Doll takes its head off. The range of this move is good, just a bit bigger than Mr Game and Watches F-smash. This has a bit of start-up lag and ending lag. When the opponent is hit by the head when this is uncharged, this move deals 13% and mid-low knockback. When the opponent is hit by the head when it’s charged, this does 18% and mid knockback, almost touching mid-high knockback. When you get hit by the head, it sends the enemy about horizontally. When your opponent is hit by the first hit-box (the sword) it does 14% and mid-low knockback, which sends the foe upwards. This isn’t affected by the charging in anyway.
What's it uses?:This is unique as you can send the enemy upwards with this move with the sword, which is stronger than the head when it’s uncharged, but is weaker than the head when its charged up. The sword can set-up a few U-airs, while the head can set-up a few N-airs and F-airs.

Level 3 Curse bonus:
This is where the name “Twilight Orb” comes up, when Tails Doll swings the head, it stops swinging it at when the point when its arm is straight forward, and the Dolls head will be covered in Darkness, which makes this move do multiple hits, so the use of this move changes, and the damage this move does varies. When the sword is shown, at the tip of the sword, darkness will come out from the sword for a split second. The damage and knockback increases at this curse level as well. When the opponent is hit by the head from the start when uncharged, this does 15% and the final hit does mid-low knockback. When the opponent is hit by the head from the start when charged, this does 20% and the final hit does mid knockback. The knockback also sends the enemy the same direction as originally as well. When the opponent gets hit by the sword, it does 16% and mid-low knockback, which also sends the enemy the same direction as originally as well.

U-Smash: Gem Wave
Appearance/animation: Tails Doll will crouch down a bit, and the gem on its head will flash, and will send multiple red waves from the gem while Tails Doll spins around twice.
Stats/effects/extra details: This move is very unique, as it follows its own mechanic. The mechanic is that the longer you don’t use this move, the more damage and the stronger knockback this move will deal, as well with more range. This is a very simple mechanic, but it doesn’t follow the curse enhancer mechanic in any way. The hit-box is the waves only, which lasts for a pretty long time. As I stated before, the range increases the longer you don’t use this (This stops getting stronger after 2 minutes), but when this is at its weakest point, it goes about 1/3 of a stage builder block that comes out of the red gem. The range of this when this reaches its maximum amount of power is about 2.7 stage builder blocks coming from the red gem. This has little start-up lag, but when this is executed, it takes a long time to end, but this doesn’t have that much ending lag after the red waves come out. When this is at its weakest and uncharged, this does 6% and low-high knockback. When this is at its weakest and it’s completely charged, this does 11% and mid-low knockback. Knockback sends the enemy in all different directions depending which wave hits you and which way it travelled. When this is at its strongest when it’s uncharged, this does 24% and high knockback. When this is at its strongest when it’s fully charged, this does 31% and very high knockback.
What's it uses?:Well, its ideal to not use this move early, as this can serve as a very powerful and useful KO move. You will very likely be on your second live before it will become a good KO move, so don’t use this early, as you can waste a KO opportunity later on in the match, so use this with care.

D-Smash: Blackout Pressure
Appearance/animation: Tails Doll raises its arms and then brings them back down, creating a black pillar slightly bigger than him to form on top of him. The top of it has a sort of “erupting” visual effect.
Stats/effects/extra details:The hit-box of this move is the entire Black pillar thing when its travels its ascent. The opponent actually has to be close up to the sides of Tails Doll or above it to be hit. The speed it takes to hits its peak is about 0.4 seconds, and the strongest part of the move is when the opponent is hit by this from the start. This has quite a bit of start-up lag and ending lag however. When you opponent gets hit by the sweet-spot when uncharged, this does 16% and mid knockback. When you opponent doesn’t get hit by the sweet-spot when uncharged, this does 13% and mid-low knockback. When you opponent gets hit by the sweet-spot when charged, this does 21% and mid-high knockback, touching on the boundary of high-low knockback. When you opponent doesn’t get hit by the sweet-spot when charged, this does 18% and mid knockback, almost touching on mid-high knockback. This sends the opponent upwards.
What's it uses?:This is Tails Doll most strongest ground move in terms of knockback (other than a fully charged up-smash at its strongest point, but that’s not consistent.). You have to be really close to the enemy to make them get hit by its strongest point, and due to the start-up lag, it’s very punishable by tilts by enemies.

Level 2 Curse bonus:
What this curse level does is slightly make the big black pillar thing bigger by 1.2 times. This also makes this move stronger by 2% and a tiny bit stronger in knockback. This is good, as it makes the enemy easier to be KO’d with this move than originally, which is a nice treat.

Aerials:

N-air: Spooky Twist
Appearance/animation: As Tails Doll is in the air, Tails Doll tilts his body a bit forward, and then the Doll sticks it arm outwards, and spins around clockwise once with its arms out, which are angled slightly.
Stats/effects/extra details: The hit-box of this move lasts the whole time the 2 arms are out. The hit-box is also the body of Tails Doll, as well as its arm. The range of this is decent, but the opponent still has to be close to be hurt by this move. This move has almost no start-up lag, but it has a lot of ending lag, although it also have very little ending lag. This move has Sex Kick properties. This move does 10% and mid-low knockback, which sends the enemy about horizontally.
What's it uses?: This is good with a short hop, this move should be used when the opponent is right up in the face of Tails Doll. This move doesn’t do that much knockback, but you should be able to do a follow up attack if you do a short-hop N-air.

Level 3 Curse bonus:
This move changes completely, this is what it changes to:
N-air: Darkness Spread
Appearance/animation:When Tails Doll is in the air, Tails Doll, who tilts his body to look at the camera a tiny bit, sticks its arm out, and then a burst of darkness comes out of the hands very quickly, after this, he goes into its normal aerial stance.
Stats/effects/extra details:The hit-box of this move is the darkness part of the move. The range of this move is great, obviously because of the darkness which comes out. This comes out very quickly, with very little ending lag, but has a bit of landing lag. This does 6.5% and mid-low knockback, just above low-high knockback, which sends the foe about horizontally.
What's it uses?: You might be thinking “It gets weaker = Worse”, but that’s wrong, as when you hit the opponent, due to the very little amount of lag, it’s highly likely that you can chain this with another N-airs, this is quite easy due to Tails Doll good aerial movement. If your opponent doesn’t DI, it’s likely that you can do 2 N-airs to the opponent, which would cause around 13% damage. If your opponent has exceptionally good DI, you might actually only get one N-air in on the foe.


F-air: Sword Twister
Appearance/animation: As Tails Doll is in the air, its head comes off the body and is hanging down by a thread, as this happens, you’ll see the sword poking out quite a large distance. Tails Doll will be in a position and spins around similar to Falcos F-air. The head looks lifeless in this state. After this, the head will roll back onto the body now.
Stats/effects/extra details:The hit-box of this move is the entire sword which you can see. The range of this is decent at best. This has a bit of start-up lag, and also quite a bit ending lag. The amount of ending lag is very big, about the same as Falcos F-air. This does 13% and mid knockback, which sends the opponent horizontally.
What's it uses?:You really shouldn’t use this move while jumping up in a spot, the landing lag is horrendous, and Tails Doll can easily die because of this, so always do this move while moving.

Level 1 Curse bonus:
This curse level doesn’t do much, it adds the darkness effect when the opponent gets hit by the tip of the sword, and it does an extra 2% and is a tad stronger in knockback.

Level 5 Curse bonus:
While having the same effect and stats as the Level 1 curse bonus, the head doesn’t just hang down, no; it will float in the air covered in darkness. The head will spin anti clockwise from a point of 3.5 stage builder blocks above Tails Doll from the point of the sword. It will spin around anti-clockwise quickly and will spin around the point of 3.5 stage builder blocks below Tails Doll. The head will spin around twice before the ending lag. The hit-box is only the points 3.5 stage builder blocks above and below Tails Doll. This does 6% and mid-low knockback. The ending lag is cut by a bit as well.


B-air: Spiral of Blackness
Appearance/animation:Tails Doll will look to its back, and will then stick its right hand backwards. Tails Doll will then moves its hand an anti-clockwise spiral direction, and you’ll see a darkness spiral left out for 2 seconds in the air.
Stats/effects/extra details: (I’ll talk about the left-over spiral underneath this section) The hit-box of this move is the hand and arm. The range of this is about the same size as Captain Falcons B-air. This has small amount of start-up, ending and landing lag, although the duration of this move is quite long. This does 10% and mid-low knockback, which sends the enemy horizontally.

The left over spiral is unique, as when your opponents go across the spiral, a Mewtwo type confusion effect will occur, which makes the enemy spin around quickly for about 0.7 seconds. If you do another B-air while there is already a spiral created, the first spiral will disappear. This effect happens after the initial attack has finished. If the opponent has already been span around and the spiral by the spiral and the spiral is still up, the opponent can’t be spun around by the same spiral again.

What's it uses?:this move is easily punishable if you use this to attack the enemy. If you want to use the spiral effect, you should be a good distance away from the enemy, so that they don’t interrupt you, or simply dodge the spiral if you use this far away. The spiral can create all sort of quick combos at any percentage.

Level 3 Curse bonus:
This curse level makes the spiral a bit bigger, which makes the enemy spin around for longer. However, the duration of the move lasts longer than before, which makes it even easier to punish.

U-air: Pyro Darkness:
Appearance/animation:Tails Doll will stick its arms up high up into the sky. After this, darkness flames come out of the hands, and the flames start moving around each other, like a very small tornado. That lasts for about a second before the flames disappear.
Stats/effects/extra details:The hit-box of this move is only the darkness flames. The range of this is a bit smaller than Zeldas U-air. This has a bit of start-up lag, but this has quite a bit of ending and landing lag. Also the duration of this move is quite long. This does multiple hits, and the maximum damage this can do is 11% and the final hit does mid-low knockback which sends the enemy about upwards.
What's it uses?: This is a good way to rack up damage quickly at early percentages, although the enemy can get out it with DI, but your opponent shouldn’t be able to DI out of it when your opponent is hit in the middle of this move.

Level 2 Curse bonus:
This curse level has the same effect as the B-airs curse bonus, and also this move does an extra 3% with this curse bonus.


D-air: Downward Clap
Appearance/animation: Tails Doll spreads its arms wingspread, and then Tails Doll then claps its 2 hands downwards towards the ground. When Tails Doll claps his hands, you see a bit of darkness erupt from the hands.
Stats/effects/extra details: This move has a sweet-spot, which is when the darkness erupts from the hands, you can get hit by Tails Doll arms as well. The hit-box lasts from when Tails Doll is just before when the 2 hands clap together, to when the hands actually clap. The range of this is pretty poor; the opponent has to be close to be hurt by this. This has quite a bit of start-up lag, and also some ending and landing lag. If your opponent gets hit by the sweet-spot, this does 11% and mid-low knockback, which sends the foe about upwards. If your opponent doesn’t get hit by the sweet-spot, this does 7% and low knockback, which sends the opponent about upwards.
What's it uses?:If you do this while doing a moving full jump, you should be able to combo this move into another D-air, or a different aerial, but if you don’t do a moving full jump, its likely that you will get slammed down by the landing lag, which is highly punishable.

Level 4 Curse bonus:
The range of this move increases largely, when you use this move, you can be about 4 stage builder blocks going downwards, which is a great for Tails Doll, as when he could get hit by an aerial at around 80%, it could die easily, so he can use this move to get the opponent away from him if they are below him. The hit-box also increases by loads, but it’s a bit harder to hit the sweet-spot, due to the range of the arms being longer. If your opponent gets hit by the sweet-spot, this does 15%, and mid knockback, touching on mid-high knockback, which sends the enemy upwards. If your opponent doesn’t get hit by the sweet-spot, this does 11% and mid-low knockback, which sends the enemy about diagonally upwards.


Grabs: Tails Dolls grab range is quite poor

Grab attack: Curse Power
Appearance/animation:As Tails Doll holds the enemy with 2 hands, Tails Doll will then press its hands into the enemy, and lets curse into the enemies body.
Stats/effects/extra details:The amount of damage this does depends on the Curse level, curse levels 0 and 1 does 2%, curse levels 2 and 3 does 3%, and curse levels 4 and 5 do 4%. The rate between each hit is average.
What's it uses?:You can use this to unstale moves, or just to rack up more damage, like every other grab attack.

F-throw: Dark Spear
Appearance/animation: As Tails Doll does this, it goes back 2 stage builder blocks, and will then lean forward, and then rushes into the enemy, tackling them to the ground about 2 stage builder blocks forward from the opponents position.
Stats/effects/extra details:This happens quite slowly, so its easy to interrupt in a free-for-all or a team battle. This does 7% and mid-low knockback, which sends the enemy about diagonally upwards. Tails Doll can Dollicide of the stage when the opponent is close to the edge.
What's it uses?:Well the suicide effect can be used as a last resort if you have a high percentage.

Level 4 Curse bonus:
With this curse level, when the opponent gets hit on the ground, a giant burst of Darkness comes out after this, and the opponent gets sent flying. This does 12% and mid-high knockback which sends the enemy about upwards. This is a good KO move.


B-throw: Twisting Doom
Appearance/animation:Tails Doll surrounds the enemy in dark flames, and the enemy starts getting spun around in the air. After this, Tails Doll turns around and sticks its right arm out, and the enemy will fly in the direction Tails Doll is pointing at.
Stats/effects/extra details:This takes a long time to end! This does 8% and mid-low knockback, which sends the enemy downwards horizontally.
What's it uses?:Since this sends the enemy downwards, it works best when you are near the edge, and hurts characters with poor recoveries are hurt by this move the most.

U-throw: Doll Fling
Appearance/animation:As Tails Doll grabs the enemy, it will hover above the enemies, and will extend its arm on the opponents head, and then flings the foe upwards above Tails Doll, and then Tails Doll will then spin to the ground.
Stats/effects/extra details:The duration of this move is quite long, but it’s shorter than the other throws. This does 7% and mid-low knockback, which sends the enemy about upwards.
What's it uses?:The use of this is that it can be used to link up with its aerials quite effectively well. It can be used to combo the enemy from 0% to about 60%.

D-throw: Diving Slam
Appearance/animation: Tails Doll grabs the enemy by under its armpits, and then Tails Doll will fly into the sky, and starts moving around in the sky before diving down to the ground.
Stats/effects/extra details: Tails Doll holds the enemy about 3 stage builder blocks above the ground. This does 8% and mid-low knockback, which sends the enemy about upwards. The duration of this move is very long.
What's it uses?:This does a similar effect to the U-throw, but just that this takes a long time to end.

Level 4 Curse bonus:
This does a similar effect as the F-throw curse level, creating a giant burst of darkness when Tails Doll hits the ground, this does 13% and mid-high knockback.


Other Attacks:

get up attack: Black Flames: Tails Doll will spin around, and darkness flames surround Tails Doll as it gets up. The damage of this varies, but the maximum it can do is 12% with the final hit doing low knockback, which sends the enemy horizontally.

Edge attack over 100%: Fallen Head As Tails Doll crawls on, its head will fall off about a halve a stage builder block forward, and then Tails Doll will put the head back into place (you can see the sword poking out. This does 6% and low knockback, which sends the enemy horizontally.

Edge attack under 100%: Curse Thrust: As Tails Doll gets up, it will put its arm together, and the hands will spread out, letting a small curse flame burst forward a bit, which is about 3/4 the size of Marios fireball, this does 5% and low-low knockback, which sends the enemy horizontally

Level 1 Curse bonus:
What this curse level does is make the flame bigger and do more damage, it now does 7% and still with the low-low knockback. The flame is about the same size as Marios fireball.


Final Smash: Cursed Nightmare:

Tails Doll activates the Final smash, and you can see many of the faintly red versions of Tails Doll like the side-b fly out of Tails Doll, burning away and flying to the sides of the stage very quickly, each doing 10% and low-high knockback, which sends the foe horizontally. After this, the whole stage is covered in Darkness (you can see the characters clearly), so you can’t see which part of the stage you are on, and the screen rotates side to side and blurs. The opponents are 1.4 times slower than normally, and they will trip and get dazed a lot by this (not nearly like the amount in Luigis final smash). This lasts for a total of 10 seconds. Tails Doll can still be hurt and move around like normal.

Pros/Cons

+ Got extremely good aerial movement
+ Curse enhancer makes Tails Doll much stronger than standard….
+ got some quick moves


- No meteor smash (if it did, excellent aerial movement + meteor smash = broken)
- Very weak without the curse improvements.
- Very light


Animations

Dizzy: Tails Doll rocks back and fourth with its hands next to the side of it.

Sleep: Tails Doll can’t sleep!

Idle: Tails Doll looks towards the screen, with darkness coming from its eyes, and moves its arms inwards very slowly before going back into the normal stance.

Running: Tails Doll moves side to side while floating quite fast. Tails Doll also leans a tiny bit forward.

Crouch: Tails Doll lowers it float, and hunches its back a bit forward.


Alternate
costumes:

1. Tails Dolls body will look orange (Default)
2. Tails Dolls body will look dark blue
3. Tails Dolls body will be dark red
4. Tails Dolls body will be dark green
5. Tails Doll body will be black
6. Tails Dolls body will be dark purple

Taunts:

Up: Tails Doll will hold its head with its hand, and with its right hand, pick up the sword and starts slashing the air before putting the sword back into the body and reattaching its head.

Side: Tails Doll looks at its hand, and giant burst of Darkness erupts from the hands, and then Tails Doll will put its arm close together, and puts it hands t is side.

Down: Tails Doll holds its hands in, and a bit of the faintly red version of Tails Doll, looking angry, emerge slightly from Tails Dolls head. The ghostly version of Tails Doll will then slowly go back into Tails Doll.


Victory Taunts:

1. Tails Doll will be stood up next to a red faintly version of Tails Doll, and they look at each other, and then the red faintly version of the doll will disappear, which makes Tails Doll just stare at the camera.

2. Tails Dolls head will be flying around the body of Tails Doll, and the head would be constantly looking at the body with curse coming from the bottom of the head.

3. Tails Doll will appear from the top of the screen in a mass of darkness, before spreading its arms out, just showing its normal appearance.


Entrance

Tails Doll appears on the floor lifelessly, and then you see the curse coming from the doll which levitates it above the ground.

Lost animation

The Doll will be floating in mid-air showing the curse, and the curse then disappears, and Tails Doll will drop to the floor in a lifeless position.

Crowd Chant

Tails (in a low toned voice) Doll (in a lower toned voice than before)

Wii remote Sound:

You will hear Thunder (as in the weather-type thunder sound)


Snake Codec:

Snake: That possessed doll… it gives me the creeps.
Otacon: That’s Tails Doll, Snake, it was created by Dr. Robotnik, and it’s actually a robot.
Snake: Tails Doll… a robot, Dr. Robotnik actually fooled me into think it was possessed by something. Know anything of it Otacon?
Otacon: The red gem on its head seems to control its movement, a powerful gem which transmits messages from Dr. Robotnik headquarters, giving its purpose.
Snake: Since this is created by Dr. Robotnik, what tricks does it have?
Otacon: This robot doesn’t have any lasers or heavy machines in it, but it does possess an extremely powerful power source that it gives it haunted look. It also has a sword inside it.
Snake: A sword, and an inner power which is extremely strong, sounds like a villain from a fantasy book.
Otacon: oh believe me Snake, this is no fantasy.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Tails Doll was awesome Frogman!

But he has no extras? nevermind


In other news, due to two reviews criticizing Nack's balance, I have gone back and toned him down. He now has average speed (as apposed to above average) and below average power (again, as opposed to above average). I hope he is sufficiently balanced now.


In other OHTER news, the Raptors may be up within an hour if no more epic move sets like Tails Doll are posted.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I like the idea of Curse Bonuses, although it did take me a couple of minutes to get my head around it :laugh:.
It's a great moveset though.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Nice moveset, dancingfrogman. It's very awesome.

Also, so you guys can see how Jonathan & Charlotte are progressing, here my very first attack!

Jab:
Iron Knuckle
This attack is infinitely going. Jonathan uses his fist, strengthened by a knuckle weapon, to punch insanely quick into the enemy. This does light knockback and 3% each hit. Since it has low range and priority, you might want to think wisely before choosing to use this move...


Thesaurus Clap
Using her most favourite book - the Encyclopedia - Charlotte jabs forward. This has rather good range and comes out very quickly. It does only 1% damage (she's a mage, after all!), and does no knockback, but actually pulls the enemy a bit closer to her and hitstuns them quite okay. It has a bit of ending lag, however, so you might want to keep out, though. Hmm... I wonder why she would pull an enemy closer...?
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Pelikinesis is like, super awesome. I just got back home, so I've got other stuff to do...but seriously, go check that Tonberry moveset out people.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
@goldwyvern:
That'd leave you with... *thinks* Honey the Cat, Wave the Swallow and Jet the Storm. Oh, and those robots in Sonic Riders.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Whoa, Mendez, you're right there. Tonberry is really sweet, Pelikinesis. The Specials are ridiculously cool, and it's all explained really smoothly.

And I didn't have an opening to comment on it, but I enjoyed Cactaur a lot too. You're definitely underrated at the moment.

...

I've done some updating to Electrode, taking into account Warlord's review. Minor changes, though; the only big one is that you now can Charge when you're fizzled to restore yourself to your default state.

*crickets chirping*

You... you guys read the moveset, right? RIGHT???

Oh, and I'll put up the Voltorb clone some time this evening.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
BTW, could anyone give me a list of all the sonic characters not ever done in MYM? i want to do one no one's done before. plz thx.
Bark the polar bear (sonic the fighters)
e-100
e-101
e-103
e-104
e-105 (sonic adventure)
egg robo (sonic r/sonic 3)
Rocket Metal (sonic the fighters)
Maria robotnik
prof gerald robotnik (SA2B)
captain whiskers and johnny (Sonic rush)
Arms
Frankly
Humpty
Coconuts
Davy Sprocket
Skweel
Dynamight
Grounder
Spike
Sir F-Fuzzy Logik
Dragon Breath
Scratch (Dr robotniks mean bean machine)
 

UnSaxon51

Smash Journeyman
Joined
Mar 3, 2008
Messages
285
Location
SoCal
NNID
UnSaxon51
3DS FC
0619-3482-4034
Switch FC
SW 1864 9526 0695
Tonberry = awesome.

I will be reading Tails Doll in a little bit. I can only do so much while at work.
 

PCHU

Smash Lord
Joined
Jan 4, 2008
Messages
1,901
Location
Jackson, Tennessee
Whoa, Mendez, you're right there. Tonberry is really sweet, Pelikinesis. The Specials are ridiculously cool, and it's all explained really smoothly.

And I didn't have an opening to comment on it, but I enjoyed Cactaur a lot too. You're definitely underrated at the moment.

...

I've done some updating to Electrode, taking into account Warlord's review. Minor changes, though; the only big one is that you now can Charge when you're fizzled to restore yourself to your default state.

*crickets chirping*

You... you guys read the moveset, right? RIGHT???

Oh, and I'll put up the Voltorb clone some time this evening.
Don't be sad, lawlz.

Did my Tails moveset suck that bad?
I've heard practically nothing about it except "You didn't put a picture on the top" and "Wall of Text".
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Spadefox said:
Honey the Cat
WAHT

...Anyway.

So I got around to reading Tonberry now, and I liked most of it (and loved Voodoo and Everybody's Grudge, even if the latter does sound super-cheap in a longe game, where opponents have 4 or 5 KOs to their name), but there was one big thing I didn't quite get:

What's up with Karma? From what I read, it makes Ton walk slowly while he charges what's basically an ever-increasing PK Magnet, then releases it in a large cloud--sort of like the first part of Zero Laser in scale. What I don't get is how Ton's % factors into the concept. I was pretty sure Karma dealt damage to the player based on how much damage they'd done throughout the course of the game, so why doesn't it do the same here?

I suppose what I'm wondering is why it seems like Tonberry is the one determining the damage. If his charging of the move just increased the size, that'd be better--and the damage dealt would be based on how many 100s of %s the foe has dealt so far. Maybe 5% per every 100% (but keeping the nasty stun-time and knockback so it's not useless early on).
 

XACE-K

Smash Master
Joined
Oct 28, 2007
Messages
4,106
Location
New York
WTF, wordpress is acting ghay on me. D:<

Anyway, I'm in the process of making an Ursaring movset.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
@spade: R U SRIUS? so that means mighty, vector, espio, ah heck with it, ANY chaotix members from any sonic universe? even scourge from the comics? i'll do him if he's free, if not, i'll do a trio of my sonic OCs enigma, spike, and roger.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
frogman: Really cool idea, and I'm always happy to read Pokemon movesets... but I'm really not a fan of Sentret. I'd even rather see Zigzagoon.

@spade: R U SRIUS? so that means mighty, vector, espio, ah heck with it, ANY chaotix members from any sonic universe? even scourge from the comics? i'll do him if he's free, if not, i'll do a trio of my sonic OCs enigma, spike, and roger.
I don't know if they've been done in the past, but I'll take this opportunity to say that it's possible that I make an Espio moveset sometime during MYM 4. Probable, actually.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Charmy not, you're right, but I'm fairly sure Vector and Espio have been done. And the comics are rather untouched, but isn't Scourge BOUND to be a Sonic clone, being, well... his evil clone, after all?
 

XACE-K

Smash Master
Joined
Oct 28, 2007
Messages
4,106
Location
New York
Ursaring joins the Brawl




Stats (out of 10)
Size: 7.5
Weight: 8
Power: 7.5
Walk Speed: 2
Run Speed: 4.5
1st Jump: 3.5
2nd Jump: 5.5
Fall Speed: 7
Attack Speed: 4.5
Range: 5.5
Wall Kick: Yes
Wall Cling: No
Crawl: Yes
Glide: No

Ground Attacks
AAA-Scratch: Ursaring scratches his opponent. The movements of his claws are left, right, and down. 3%, 3%, 4%
A continued-Fury Swipes: Ursaring continues scratching but his claws only move up and down in front of him. It starts at 3% but goes down to 1% due to staleness.
F-tilt-Slash: Ursaring sticks out his arm and with a mighty swing, slashes his opponent. This has great range and power along with above average speed to it but the start-up lag makes it so that you should really use this for kills. 14%
F-smash-Take Down: As this move is charging, Ursaring begins leaning back a bit. When you let go, he lunges at the opponent with full power and rams into them with his body. This move has great power whether charged or uncharged and is executed very fast but it has below average range and ending lag. 22% (28% fully)
U-tilt-Cut: Ursaring slashes above in a motion that looks like he's swatting a fly. This move has little start-up and ending lag, with it being one of his few fast moves. A negative for it would be it's below average range. 10%
U-smash-Crunch: Ursaring jumps up and bites above him. The hitboxes for this move isn't just his mouth but his head and it has above average power when it hits. Problems with it are it has both start-up and ending lag but it's not horrible enough to make the move useless. 20% (25% fully)
D-tilt-Metal Claw: Ursaring swings his arm out in front of him. Metal Claw can spike and does a good amount of damage but it has start-up lag and isn't really fast. 12%
Okay, it's not exactly what a Metal Claw would be but this was the only move I could think of that would go here.

D-smash-Strength: When charging, Ursaring lifts his arms and when you release, he punches down on both sides of him. This move has little range and below average power to Ursaring's standards but it's his fastest smash having not a lot of start-up or ending lag. 18% (24% fully)


Aerials
N-air-Bulk Up: Ursaring puffs out his chest. This is Ursaring's fastest aerial move but it does little damage. 8%
Yes, I know Bulk Up actually does no damage in the Pokemon universe.
F-air-Rock Smash: Ursaring does a mesely punch. It has average range, is one of his fast moves, and does little damage. It should mostly be used for comboing (or edgeguarding) and not kills. 9%
B-air-Mud Slap: Ursaring turns around and slaps his opponent. It's pretty quick but it has below average range and power. 10%
U-air-Aerial Ace: Ursaring slashes above him, kind of like an aerial version of Cut. What's different about it is that it does more damage. 12%
D-air-Hammer Arm: Ursaring's strongest and best ranged aerial move. Ursaring moves upside-down and punches down. Ursaring's whole arm contains hitboxes that will spike you but the claw is the more powerful spike. The down side of this move is that it's also his slowest aerial move due to lag on both the beginning and end of the attack. 15%


Throws
Grab: Urasring lunges forward and snatches his opponent.
Jab: Ursaring punches his opponent. 3%
F-throw: Ursaring throws his opponent up with his right hand and slashes them forward with his left. 10%
B-throw: Ursaring lies on his back and throws them behind him. The opponent gets thrown very close to the ground and at high %s and near the ledge, it can kill if you gimp them afterwards. 10%
U-throw: Ursaring throws his opponent up a little, punches them 4 times, and on the 5th time, they get hit up. 11%
D-throw: Ursaring gives his opponent a bear hug (pun intended), jumps, and body slams them. 12%


Specials
B-Tri Punch: The Tri Punch isn't a Tri-Attack punch but Fire Punch, Thunder Punch and Ice Punch in one attack. To perform this move, holding B will charge the attack and you can stop charging it when you want to by any movemnt. (rolling, walking, etc.) It takes 5 seconds to charge the punch for it to be at full damage. When charging, Ursaring's claw would glow one of three colors to symbolize what it will be. (red-fire, yellow-thunder, blue-ice). When you punch your opponent, the type it was would affect the reaction to the hit (fire-opponent will get burnt, thunder- electric after-effect, ice-frozen). 15-25%

Side-B-Thrash: Ursaring becomes enraged and smoke is shooting out of his ears. During Thrash, Ursaring slashes his opponent up to 5 times by performing the original side-B attack and than just pressing B 4 or less times after it. Wherever you stop, you'll resume from that attack the next time you use Thrash. Damage wise, the damage suffered from each slash goes up after each slash. That may make it sound like a very good move, but there is a downside to it. Thrash is a move that induces confusion on the user and when you reach the 5 slashes, Ursaring will self-inflict anywhere from 3%-7% onto himself. This is still a good move but it should be used wisely. 25% (total) (3%,4%,5%,6%,7%)

Up-B-Double Team: When using Double Team, Ursaring will stand still for a second and 2 see-through clones of him will appear. After that, Ursaring will move in the desired direction you wanted to go followed by more clones. When he lands on stage/grabs the ledge, all the clones will disappear. This move does no damage and merely goes through an opponent if they're in your way.

Down-B-Scary Face: Ursaring unleashes a mighty roar and looks like he is about to attack. What this really does is that if you're caught in it's range, (it'll be indicated by a yellow wave after a roar) your speed will be lowered and you'll be pushed back like the wind effect. If you're hit by this at the beginning of the attack, you'll also get the paralyze effect.
Even though it doesn't do that in the pokemon games.



Final Smash
Superpower: When Ursaring activates the power of the Smash Ball, a fiery-red aura surrounds him and all of his stats and attacks have been boosted. He becomes stronger, faster, can jump higher, can spam his moves, etc. All his attacks get an added 3% to them but be careful of Thrash, it'll self-inflict 4% more damge.


Miscellaneous
Shield: Ursaring covers his face with his claws.
Forward Roll: Self explanatory. He rolls forward.
Back Roll: Ursaring slides backwards.
Sidestep Dodge: Ursaring leans to his left to get out of the way.

Ledge Attack: Ursaring does an uppercut.
Get-Up Attack: Ursaring does a leg sweep kick.

Entrance: An Ultra Ball get thrown on-stage out of nowhere and Ursaring comes out of it.
Idle Stance 1: Ursaring scratches his stomach.
Idle Stance 2: Ursaring lets out a growl.
Up-Taunt: Ursaring scratches his armpit and makes a relaxed face.
Side-Taunt: Ursaring pulls out an apple from nowhere and eats it.
Down-Taunt: Ursaring holds out his right arm and moves his claw toward his face, performing a motion that seems to say "You want some us this?"
Victory Taunt 1: Ursaring lets out a loud and proud roar.
Victory Taunt 2: Ursaring slashes in front of him and gets a smug grin on his face.
Victory Taunt 3: Ursaring runs forward, jumps and does a slash right in front of the camera.
Loss: Ursaring claps.

Logo: The Pokeball
Victory Theme: The Pokemon Victory song
Kirby Hat: Kirby gets bear ears and the top of his head turns brown.
Alternate Colors:
Credit goes to Meta-Kirby for the Ursaring recolors.


Snake Codec
Snake: Colonel, what's a bear doing here?
Colonel: That's Ursaring, the hibernator Pokemon. It'll mostly rely on it's power when figthing against you.
Snake: I'm guessing he's one of those strong and big but slow types?
Colonel: That's correct but he's faster than what you think he is. Use your explosives to keep him at bay.
Snake: Got it.
Mei Ling: Snake, can you try to get a Teddiursa for me? They're so cute!
Snake & Colonel:.......


 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
frogman: Really cool idea, and I'm always happy to read Pokemon movesets... but I'm really not a fan of Sentret. I'd even rather see Zigzagoon.
meh, I just wanted to represent 3 generations of pokemon in one moveset, anyway the moves wouldn't change really. I guess I can do that easy change.

I don't know if they've been done in the past, but I'll take this opportunity to say that it's possible that I make an Espio moveset sometime during MYM 4. Probable, actually.
I'd rather like to see Bark done, but oh well, it doesn't really matter, also there a big list of characters that haven't been done before!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
No really. Everytime I read one of those reviews of him I feel absolutely broken and depressed because I put so much effort in it and still horribly failed. And yes, he made me feel like that even with Guntz, whom he praised a lot, actually...

I mean, critique is okay, sure, but it's somehow something about his writing style that makes it so destroying. You, Chris, pointed out a lot of crap on Lyon, too, but you didn't do it in such a devastating way.

I dunno. I'm just sad now. -.-
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Why do I ALWAYS get reviewed by YOU? It's so destroying everytime... I feel depressed now about how MUCH I failed... =(

Edit: And yes, I felt the same for Guntz and Harkinian, as well.
Well. . .Unless you want me to lie about my opinions, then yeah. I loved Guntz and The King. Ya gotta learn to take some constructive criticism.

I thought you might get sick of being reviewed by me. . .But I kept reviewing you because I liked your movesets. In any case, Mendez will of course be the one to take your two remaining CastleVania sets, so you won't have to see my ugly mug again.

Edit: @DancingFrogMan: Yes, I know Tails Doll is a doll. "Puppy" was just a random word slapped on, it's an expression.
 
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