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Make Your Move 4

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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
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When they get a taste of this, I'll be the hottest chef in town!



Chef Kawasaki

***

KAWASAKI!

This plump fellow is the sole source of the Cook ability in Kirby Super Star. He's a miniboss who tends to fight by tossing plates and trying to sauté Kirby. Is this not awesome? You now know everything there is to know about him. With that, let's break out the bibs and melt the butter; Kawasaki joins the Brawl!

TWIST


The Chef has a most unique Down B; it causes him to place a large pot right in the middle of the battlefield! While it's sticking around, this pot should be integral to his playing style. Many seemingly ordinary attacks take on unique properties when used next to the pot. Eventually, you'll have a nice stew going, and all you'll need is a victim. Once you get someone INTO the pot when there's a stew in it, they'll be sent FLYING off the top of the screen and you'll be sitting pretty with any healing items that may have come out.

This is not as easy to pull off as it seems. Many ingredients need to be added for this to work, and quite a few of them take a while. What's more, the amount of recipes you can theoretically cook up varies greatly, each of them having slightly different properties when complete. You need to learn procedure and timing, or you'll end up with a Mistake. And I know nobody wants to see that.

Kawasaki must be constantly busy, bustling around the stage. Not just cooking, of course; the pot can't be carried around, but you naturally have to be close to it for the soup to be made, and the foe probably won't take kindly to that. Equal measures Brawling and cooking; Chef Kawasaki is certainly a busy fellow.

ANIMATIONS


Idle Stance
The good chef stands on edge, bobbing on his heels, and occasionally rummages through his apron for something or other. However, Kawasaki should NEVER be standing around; he always has something better to be doing.

Walk
Kawasaki busily strides forward, shuffling from one foot to the next.

Run
Leaning forward slightly, Kawasaki rushes forth, heading to his next duty.

Crouch
Kawasaki goes into a half-bow, bending forward as far as he can go. Doesn't take off much height, and is therefore quite useless.

Dizzy
Kawasaki stumbles about, careening, his marvelous chef's hat askew. Poor guy.

Asleep
Kawasaki goes to a seated position, his head drooping forward almost into his lap. Sleeping on the job, are we?

STATS



TRACTION→ 9
WEIGHT → 8
FALL SPEED → 7
HEIGHT → 7
POWER → 6
RANGE → 5
ATTACK SPEED → 5
RUN → 4
JUMP → 3


Kawasaki doesn't have a terrific set of stats. He's a big target, and suffers from low speed and jump, but doesn't have the typical heavyweight power. He does, however, have the heavyweight weight. His range varies from attack to attack and ends up quite balanced. One of his less observed weaknesses is how quickly he falls - he's practically a fastfaller. A few too many meals a day, perhaps?

***

SPECIALS


Down → Chef's Pride
Kawasaki heaves a huge pot - about the size of Kirby's, and of a similar design - out of nowhere and plops it down in front of him, sloshing with water. This can only be used on (non-platform) ground, and takes about a second to do. This attack is the most crucial of the whole moveset, so I'll elaborate.

The pot will stay right there on the stage for as long as it takes to complete a recipe, as a kind of obstacle. It has water in it by default. If a foe goes into it now, he'll just hop right back out, going up a set distance. There are a number of attacks that you can use when near or around the pot to season or otherwise prepare it, which are indicated specially below. A soup requires five things to work out; a seasoning, two DIFFERENT vegetables, salt, and pepper. These can be added in any order but must all be added for a soup to succeed, and not in excess; each one ONCE. If you do this, upon adding the final ingredient, the soup will release a puff of steam, signifying its completion. What it does varies depending on what kind of soup you made.

Typically, though, it'll BADLY hurt the foe if they land in it. And - whaddya know - if Chef Kawasaki presses Down B with a complete soup next to him, he'll clang two pots together like Kirby, calling nearby foes who don't dodge correctly right into his creation.

If you made the stew incorrectly - added excess quantities of something, or two of the same veggie or whatnot - it'll explode. Right in Kawasaki's face. The explosion is smaller than a Bob-Omb but packs more or less the same punch, and it's sure to hit poor Kawasaki. so watch your step. Don't get mixed up and forget what you've already added.

And good luck, junior chefs.

Special → Produce Produce
Kawasaki pulls a random vegetable from the folds of his apron. This is a throwing item, properties depending on the veggie, that disappears after hitting a foe or the ground. If thrown in the general direction of a pot, the wonderful powers of magnetism will automatically suck it in, which is good. It takes about a second for him to find his veggie, but at least he can use it in midair.

Carrot: Fairly large. Deals 6% with decent knockback. Reminiscent of a piece of Samus's armor.
Potato: Deals a weak 5% with some small knockback, but flies the furthest when tossed, making it easy to swish into the pot.
Celery: A big long stalk. Unlike just about everything else, this is a battering item, not a throwing one. It can still be thrown with Z, of course. It's weak; even Smash'd, it does 5% a swing with minimal knockback. However, he can pull it out in about 0.2 seconds.
Tomato: WHAT? Yep. This one flies as far as the potato with 5% and unique knockback; it squishes against the foe and immobilizes them for a second.
Corn: An ear of corn! Deals 4% but has one of the best knockback of the bunch, knocking foes in a random direction.
Pepper: A big ol' pepper, eh? It's the round kind. Deals 6% and some good knockback on contact. It also gives the foe the Curry effect for two seconds, minus the fire-breathing. Which pretty much just makes them hard to control.
Mushroom: Chuck it for 4% with 4% poison damage (but little knockback)! How does he take away the poison part when he cooks it?
Onion: Ick. This one flies faster than the rest and deals 7%, and actually bounces off the ground once, to make contact with a foe. It has very little knockback, though.
Pea: A single, sad pea. It's so small that Kawasaki doesn't even bother tossing it. Inspecting it a bit, he pops it into his own mouth, healing 2%. Congrats.
Eggplant: Just like out of Ice Climbers! This big ol' veg has great knockback, even KO potential, but does 4%, and takes a wee bit longer to get out.

All ten of these are equally likely. This means that your soup is going to be very different much of the time. Two different veggies need to go in, so you're gonna wanna be using this quite often. Make sure you toss two different ones, or your soup will blow up at a crucial moment. This is also the iron chef's only true projectile, so use it to the max. Well, except his Forward Special...

Forward → Sauté
Kawasaki pan! As in the below animation, Kawasaki rears back, pan in hand, and then thrusts it forward as it stretches oddly. This is a quasi-grab with range a bit better than Samus's grab, coming out a bit slower than hers. Once he's got the foe, he'll slowly move his pan up and down continuously; pressing B will cause him to jerk it up and juggle the foe once, dealing 4%. Burn and rack up damage!

Pressing up while you have them in your pan will make him toss them straight upwards; they're in helpless animation until the peak of their trajectory, about one Kawasaki above him, giving plenty of time to punish. The toss here does no damage. Follow up and punish!

Pressing forward will cause Kawasaki to slowly tilt his pan around in a circle, properly scalding the foe, and then lob them forward. They are now brown and crispy, and remain so for seven seconds, during which any strike against them deals 1.5 times the knockback! Take advantage and strike for victory!

Like any grab, the foe can button mash to escape quicker, especially at lower %s.



Up → Miracle Mix
Kawasaki suddenly whips out a bowl and holds it under one arm. Still falling, a button will appear above his head - A, B, R, or what-have-you. Press it instantly! If you hesitate longer than half a second, he'll go into helpless animation! If you press it quick enough, he'll toss some ingredient into the bowl and another button appears above him, and then a third. If you input them all correctly, Kawasaki will chug the contents of the bowl - some sort of soup - and suddenly glow like a star! Kawasaki suupeeeer soooooaaar! After he strikes a powerful pose, he gains the ability to fly freely and at a very nice speed for three seconds. He can attack out of this, too!

Master the button-mashing pattern! Recovery is the essence of Kawasaki! Fly with speed and grace and avoid edgeguarders!

STANDARDS


A → Pan of FURY
Kawasaki extends his arm as far as it can go, having suddenly drawn a pan like his Sauté pan out of nowhere! The pan has decent range, like a sword, and deals 3% with flinching knockback. However, it comes out quite quickly. Follow up and race with fury!

AA → Dash of Flavouring
With his free hand, Kawasaki tosses a fistful of some sort of seasoning into his pan! This stuff has a disjointed hitbox that can really only hit taller foes. It comes out quick after the first move and does 2% while paralyzing the foe long enough for you to use the third hit! Blind with glorious tastes!

AA Tap A → Sautéing Spice
With his pan full of grainy bits, Kawasaki begins swinging his pan up and down, causing them to jump up and down with it, flying all over the place! The pan itself merely pulls the foe in to the spices. Now, the spices are EVERYWHERE, resulting in many, many small hits. If you get them into the small zone where Kawasaki is actually tossing them up into the air, you're going to rack up at least 6%. Time yourself cautiously for great pain!

Dash → Clean Sweep
Kawasaki draws his trusty broom! Cleaning up after your work is the hallmark of the great cook! Still rushing forward, he quickly swipes the ground beneath him repeatedly with his broom, kicking up a cloud of dust that makes it pretty hard to see anything. What's more, the bottom of the broom is a small hitbox that trips (Kawasaki will go ahead and walk through you), dealing 6%. This comes out quite quickly, although it takes the guy a bit to pull out his broom.

LAST PROPERTY: The ground that you cleaned - about the length of a battlefield platform - is now squeaky clean! This means that it's slippery, rather like a Flat Zone oil spill! And, lest we forget, Kawasaki has excellent traction, which gives him the advantage! The cleanness lingers for about ten seconds. Spread cleanliness throughout the stage for the justice of stalling!

TILTS


Forward → Hot Sauce!
Kawasaki pulls a fingerful of something from his apron, and dashes it forward, crying, "BAM!" This one is your classic hot spice. It has a disjointed, long hitbox, and comes out fast to boot. On contact, it gives minor knockback and 4%, but sends the foe into a Superspicy Curry animation, minus the fire, making them quite tricky to control. They'll remain in this state for a full five seconds.

This counts as a spice for your precious stew. Using it while facing the pot will cause him to carefully dash the hot sauce into that instead of wildly before him. This has more or less the same duration as the attack sans pot.

Up → Mortar and Pestle
Pulling out his mortar and pestle, Kawasaki quickly grinds up some oregano! This takes almost a second. Upon finishing, he tosses the whole batch straight up, where it scatters and hangs in the air for about five seconds. These bits do no damage, but they cause the foe to flinch on contact with them, making it a cloud of lethal weaponry!

More importantly, if used next to or overlapping the pot, these bits of oregano will be sucked into the pot as if by a vacuum. This counts as a seasoning.

Down → Flipper
Drawing his trusty spatula or flipper or whatever you want to call it, Kawasaki kneels down. He runs his spatula onto the ground before him as if he was about to flip a pancake. Then... he lifts! This is rather slow to start up, just over a second, but has deceptive range. Foes flipped with this go into a helpless animation automatically and go quite a ways up. Even if this doesn't KO them, it'll get them in a prime position for punishment. This does a mere 5%, but if you land it, you'll be able to at least double that with an Aerial.

SMASHES


Forward → Turkey Dinner
Kawasaki draws a nice cooked turkey from his apron and lobs it forward! He has a pretty good throwing arm... the turkey flies about as far as a normally thrown item, but with 8% and slightly better knockback. This takes half a second to come out, while he draws the big fat bird out. When you charge, however, Kawasaki will take the opportunity to stuff the bird! The more he stuffs, the more damage and knockback it does tossed, but, sadly, the heavier it is; at max charge, it does 16% and good knockback, but pretty much goes right before him. The bird vanishes after contact with anything. Prepare after cooking! The master chef must learn the art of compromise!

Up → Shake 'n Spray
Kawasaki draws a fine bottle of champagne from his apron! How he fits all this stuff in there, I'll never know. Anyway, while you charge, he shakes it up and down, from a minimum of two shakes, which would put start-up at half a second. After you release, he points it up and releases, allowing a fountain of champagne to shoot straight up.

This surprisingly does multiple hits in an effect rather like vertical Piplup; the fountain rises slowly and pulls foes with it, dealing damage the while for a potential maximum of 16%, uncharged! Charged, it goes quite a bit higher, and therefore has more time to pull foes, dealing a maximum of 24%. These are really unlikely totals, though; they'd have to be sitting right next to you at the start of the attack for it to happen thus. The fountain is fairly thin and goes from the height of a Kawasaki to three of him above. Reward with great prejudice and blistering prudence!

Down → Chef's Mess
Uncharged, this is a simple attack. Kawasaki pulls out two pots (much smaller and more ordinary-looking than his more important one), places them stacked before him, and then gives them a shove, knocking them over onto foes directly before the stack. This deals 8% with okay horizontal knockback. However, while you charge, Kawasaki hastily draws extra pots and pans and stacks them frantically around him, so that when you release - a maximum of three seconds later - the resulting avalanche from him knocking over both stacks has great range, and, depending on how high he got his stacks, extra power. At max charge, about four pots per stack, the uppermost pot will deal 16% and good knockback, and travel about as far to the side as a weakly thrown item. Keep your kitchen clean and neat, and justice will rain upon you!

AERIALS


Neutral → Quick Draw!
Kawasaki turns a somersault in midair unexpectedly! He can move quickly when he wants to - this one takes only a couple of frames to pull off! It does a mere 2% but has unique knockback; no matter what angle you hit the foe from, they'll be knocked directly in front of you, probably still in the air. So, as you can tell, you and your foe are suddenly facing each other, both lag-free. It's all about reflexes here. You should have the edge, since they probably weren't expecting this, but now you must use a high-speed, high-priority attack to edge out your foe. Use more power! Use your speed!

Forward → Blender
Kawasaki pulls a blender with some wacky-looking fruits in it, and flips it on. The action of pulling it out takes less time than you'd think. Now, it takes about two seconds for the blender to finish making a shake, and this attack continues on the ground if you land. When two seconds are up, Kawasaki will gleefully open the blender and slurp up the nice, fresh shake, healing 10%. Goody!

However, if this attack is interrupted from the front - as in, a foe attacks Kawasaki's blender - it'll burst in an explosion of goo and glass shards, giving equal knockback and damage to Kawasaki and the foe who attacked him. They'll both take a hefty 16% with just enough knockback that neither can follow up with a combo. Use this after a Quick Draw occasionally to keep your foe wary of attacking too quickly!

Back → Sunny Side Up
Kawasaki draws a pan in the blink of an eye and extends it before him, two eggs frying in it. This happens stunningly quick, and would be useful after a Quick Draw. He then heaves the pan over his shoulder, launching two fried eggs behind him. These go on an arced, downward trajectory until they hit something or leave the stage, and are about the size of unexploded Smart Bombs. Each does 5% and fiery knockback on contact. The pan itself, while it's extended, does 6% and fiery upwards knockback.

However, you can hold the A button for up to two seconds, as though you were performing a Smash, to have him hold out the pan for a longer period and have the launch go quite a bit farther before descending. This is really a quasi-projectile, but is tricky to aim, and has annoying ending lag.

Up → Salt Shaker
Kawasaki pulls one out and rapidly creates a cloud of salt above him! This cloud, about the size of Wario, lingers for five seconds, doing cumulative damage to any foe who strays through it. It also causes any foe who goes through it to take 1.5 times the damage from any attack that hits them for the five seconds after it. This attack comes out fairly quick, but is little more than a damage racker.

More importantly, if this cloud is created directly above Kawasaki's pot, it'll be quickly sucked in. Remember that salt is a requisite for any soup you may make. As the cloud gets pulled down, it still has the same side effects on any foes it passes through, so time it right and you get twice the mileage. Salt adds pain and fear to any dish!

Down → Deep Dish
Kawasaki again pulls his trusty frying pan. This time, though, he merely turns to face the screen and swings it beneath him in a powerful but unreliable spike. It may come out quickly and deal a solid 13%, but it's such a weak spike that it won't knock the foe to their doom until they're well over 100%.

So what's the point? Ahhh. It may be too weak a spike to knock a foe all the way off the stage, but it's just good enough to knock a foe straight into your cooking pot. Use it when you're not finished yet to juggle them up and down a bit - remember, until you're done, it just causes them to bounce back up - or, better yet, once you're done, if they're too close for you to pull off a soup call, to knock them in and finish it.

THROWS


Grab
Kawasaki simply reaches with a stubby arm. This is a very short-range grab, and he has a weak throw game; I'd stick with his Sauté quasi-grab. Tapping A causes him to smack the foe across the face, doing a stinking 1%.

Forward → Toaster
As the name may imply, Kawasaki pulls his trusty toaster. Rather like in his Up Special, you must tap the two buttons that appear on the screen above his head for Kawasaki to push the right buttons. If you're not speedy enough, it'll blow up, doing 10% to both Kawasaki and his foe, and pushing them in either direction for a set distance. If you do it right - which is tricky, as in his Up B - two nice pieces of toast will pop straight into the foe, chucking them a short horizontal distance away and still doing 10%. Not worth the trouble, really.

Back → Fork of Vengeance
Kawasaki jabs a fork in the foe's eyes and then pushes them behind him. Ouch. Rejection hurts, especially when it's by a big egg-shaped cook. This has short knockback and a deceptive 9%. The fork is merely a visual effect that disappears quickly.

Up → Pepper Blast
Punting his foe above him, Kawasaki jabs up with a pepper shaker, doing 5% and minor horizontal knockback. As a side effect, a cloud of pepper forms, like in Up Aerial; foes who pass through it go into freefall. It lingers five seconds. This is a necessary ingredient for your soup, so you'd best find a way to use it near your pot. It's a bit more flexible than some others, though; if you use it about a Bowser away from your pot in any direction, the cloud WILL be drawn in. Still, this is a tricky ingredient to add against a clever foe; this is why pot placement is so vital.

Down → Baker's Business
Kawasaki stows his foe into an... oven? Yes, that's right. The oven is essentially a crate; it can be carried and thrown. The foe will be trapped for five seconds, after which they'll burst out of the oven, ready to fight. The oven can also be attacked to be destroyed, rather like a crate, again, or the foe can mash buttons to escape quicker, especially at low %s. Use this near the edge once you've damaged them and you might be able to toss them far enough that they won't be able to recover!

FINAL SMASH


Final Smash → Cookbook Search
Kawasaki has the Smash Ball! Beware of raining anger! Kawasaki quickly draws his trust cookbook, and raises it above his head triumphantly before taking out a pot, even if he already has one on the screen! He's totally invulnerable during this time, too. A small menu pops up next to him, listing his nine veggies. Scroll along that and select one with A, and he'll toss it into the pot. Pick a second with A, and that goes in too! The menu vanishes and a second appears, listing his two spices. Pick one, in it goes! Next Kawasaki manually tosses in salt and pepper, looking rather maniacal. And, last step, he clangs two pans together, calling one and all to the soup! This is much harder to dodge than his regular pan trick, or Kirby's, as it has infinite range. And so, play goes on.

To properly wield the cookbook, you must have a wisdom of all the recipes! Learn them well or experiment, then call upon what you need for CULINARY GLORY!

***

PLAYSTYLE


Chef Kawasaki is anything but a simple character. Playing him is quite unlike playing anyone else; his whole gameplan is to finish making his soup, as its effect will almost always result in a KO for the foe, and Kawasaki lacks KO power in general.

The first step is choosing where to plant your pot. This choice has waaay more ramifications than you'd think. It has to be somewhere where your foe must be constantly near, as this'll make them play around it as an obstacle, make them a prime target for peppering, and allow you to catch them more easily at the end, when your soup emits its puff of steam. Make your choice wisely and wait for an opportunity to plant it and maybe even toss in the first few ingredients.

You want to catch the foe by surprise with it. You don't want to be obvious about making it, and have them focus on stopping you; you should go ahead and launch an offensive, mixing it up from time to time. A trick you should use often is to pluck a veggie when you're between the foe and your pot; keep them guessing as to whether you'll pelt them or proceed with completing a recipe.

Utmost caution must be paid when making your soup. The last thing you want is to invest so much time and effort, only to have it blow up when you add the wrong ingredient. Keep your memory fresh and concentrate on the making. Don't worry too much about trying to make a specific recipe; that can only come at the highest echelon of Kawasaki gameplay. Simply know that, while some are more effective on certain stages or when the foe is at low or high %, all of them will prove a huge boon to your cause. Just ensure you don't end up with a mistake.

Don't ignore your cooking. Kawasaki has pretty bad stats and not the best set of attacks; he can rack damage decently well, but he's comboed easily and can't really seal the deal. You NEED that soup to succeed with this character, so stay focused and try to multitask. Above all, stay busy; Kawasaki should never, ever be taunting. EVER.

You must also master the controller. Kawasaki has a few attacks that require rapid button input, the most important of which is his recovery. Until you master button tapping, Kawasaki has a horrible recovery, and you're going to want to keep your feet firmly planted on the ground. Once you DO master it, his recovery is quite excellent, and pretty hard to gimp. These things must be perfected before you try to go anywhere with this guy.

So, your soup blew up on you. Are you done for? Not quite. Kawasaki has a few last-ditch resorts to try and scrape a KO, or at least enough time to set up a new pot. Down Throw is great when you're near the edge and you manage to actually get in close enough to land a grab. Down Smash is good as a mindgame against weaker foes who may actually try to attack through the pots surrounding you, and Forward Smash can be lethal if you charge for long enough. Kawasaki is no edgeguarder, however.

A big part of Kawasaki's game is Quick Draw. Use this as yet another way to mindgame foes. Use it next to your pot and you might actually drop them into it. Use Back Aerial after it to smack 'em, or use Forward Aerial to turn their own attack against them and leave them wary. You should be able to properly frustrate foes with this one attack alone.

On the whole, Kawasaki is as unique and difficult to wield as they come. You really have to dig deep and make an investment to master his busy, taxing style, but the payoff is grand, and quite satisfying. What can be finer than repeatedly messing the foe up with Quick Draw, flinging spice in their eyes, soaring beneath the stage to recover, or spiking them into a pot of blistering soup?

***

KAWASAKI COOKBOOK


So, what are your recipes? Well, you have nine vegetables - peas can't be put in a soup - and two seasonings to vary it up. This makes for an astonishing total of 72 different soups you can make! To remember them all and their unique uses would truly be a feat worthy only of a master chef. Here, I will list some simple sample recipes. This list is growing, though, and soon Kawasaki Cookbook will be on the open market!

1) Potato + Carrot + Hot Sauce = Farmer's Classic
This is your simple, bread-and-butter soup. Foes entering take 24% and directly upwards knockback, trailing steam. This can KO at 75% or higher, so no worries. As simple as it gets, but quite effective.

2) Potato + Carrot + Oregano = ?

3) Potato + Celery + Hot Sauce = ?

4) Potato + Celery + Oregano = ?

5) Potato + Tomato + Hot Sauce = Goulash
Oooh, very traditional and exotic all at once! If an enemy gets into this Hungarian specialty of Kawasaki's, they will take only 5% damage, but immense knockback, as though they were hit by Luigi's Fire Jump Punch. But wait! After cooking a Goulash, all of Kawasaki's pan-related moves will deal 5% more fire-based damage to the victim of this stew until they lose their current stock. This means that if you killed someone with the Goulash itself, you will have a whole slew of much stronger moves to throw them around on their next stock! [Spadefox]

6) Potato + Tomato + Oregano = ?

7) Potato + Corn + Hot Sauce = ?

8) Potato + Corn + Oregano = ?

9) Potato + Pepper + Hot Sauce = ?

10) Potato + Pepper + Oregano = ?

11) Potato + Mushroom + Hot Sauce = ?

12) Potato + Mushroom + Oregano = Mashed Mushrooms
The foe gets spat out a very short distance with 5%... what a rip-off! But wait! They've been shrunk as if by a mini Mushroom! Now that the poison is gone, Kawasaki slurps up the remaining soup and... becomes GIANT! RAAAR! You'll remain so for thirty seconds, as will they, so mash up the amateurs who don't appreciate your skill! Just make sure they don't slip through your meaty fingers. [MasterWarlord]

13) Potato + Onion + Hot Sauce = ?

14) Potato + Onion + Oregano = Mashed Potatoes
Hmmm... something went wrong, and the pot has no soup at all! The foe quickly pops out, but they're entirely coated in sticky, delicious mashed potatoes! This not only cuts their speed in half by weighing them down, but the butter within also totally messes up their traction, which is bad news for slippery customers like Luigi, Hyper_Ridley, and Wheelie! This state lasts until the end of their current stock, but deals no damage, obviously. [goldwyvern]

15) Potato + Eggplant + Hot Sauce = ?

16) Potato + Eggplant + Oregano = Mashed Eggplants
This one is positively disgusting. The foe quickly spills out of the pot, falling on the ground next to it. An angry Kawasaki boots the pot, furious at his failure, only to have a thick, light purple liquid ooze out and coat the platform the pot was on. This goo remains in place for a great fourty seconds, and causes any foe to step onto it to be stuck for a full five seconds, during which they take constant damage. When they get off, be they hit off or escape, their controls are reversed for the next five seconds. This one doesn't damage, but can kill the foe easily regardless, and is very dangerous on flat stages like FD.

17) Carrot + Celery + Hot Sauce = ?

18) Carrot + Celery + Oregano = Mirepoix Broth
Yeah, mirepoix. Look it up. This one is a nice, hearty meal, but has a bit of a strange side effect. Aside from tossing out the foe with 18% and some good knockback, it exhales a giant cloud of spices and seasonings that covers half the stage and remains present for fifteen seconds. This obscures the stage somewhat, but, more importantly, counts as salt, pepper, AND oregano for your next soup, sucking the cloud in automatically. Heave out another pot at once and you could have your next soup within seconds! This is a vital weapon in Kawasaki's cookbook, but must be used wisely; a novice might not realise that his ingredients have already been added, and could end up with a Mistake.

19) Carrot + Tomato + Hot Sauce = ?

20) Carrot + Tomato + Oregano = ?

21) Carrot + Corn + Hot Sauce = ?

22) Carrot + Corn + Oregano = ?

23) Carrot + Pepper + Hot Sauce = ?

24) Carrot + Pepper + Oregano = ?

25) Carrot + Mushroom + Hot Sauce = ?

26) Carrot + Mushroom + Oregano = ?

27) Carrot + Onion + Hot Sauce = ?

28) Carrot + Onion + Oregano = ?

29) Carrot + Eggplant + Hot Sauce = Chunky Concoction
This one immediately spews the foe out, with fire damage and 10%. However, the soup's not done yet. Next, a series of purple fireballs shoots out, raining down on the stage and exploding in Smart Bomb-like explosions, but a bit smaller. These are more or less impossible to dodge 100%, and do 20% each with some okay knockback. This one's really deadly against crowds, but doesn't work nearly as well on big stages.

30) Carrot + Eggplant + Oregano = ?

31) Celery + Tomato + Hot Sauce = Slow Cooker Chili
Mmmmhmmm. This one is kinda unique; it doesn't let out a puff of steam as soon as you put in the final ingredient, there is a twenty second delay. However, this one is brutal once complete. When the foe hits, the soup explodes, tracing a huge stream of watery chili that shoots out in a wide \/ hitbox. This pulls foes along like Piplup, dealing damage the while, and can KO off the top of the screen if the foes don't escape. Does about 28% if every hit connects.

32) Celery + Tomato + Oregano = Watery Gumbo
Ewwww, it's a gumbo, but... watery. I'd blame the celery inside. Gross. The foe quickly hops out, obviously disgusted, and lands right next to the pot, taking 10%. Kawasaki comes over and takes a sip, but quickly starts spewing fireballs a la Curry. Furious at his failure, he gives the pot a mighty kick, causing waves of gumbo to shoot out on both sides of the stage, like twin Piplups. Not only will these drag most foes to their doom, but Kawasaki remains breathing fire for a full fifteen seconds, giving plenty of time to either rack up the damage or shove the foe into a water stream. This one's great against crowds, and flexible enough to kill foes in a number of ways.

33) Celery + Corn + Hot Sauce = ?

34) Celery + Corn + Oregano = ?

35) Celery + Pepper + Hot Sauce = Blazing Appetizer
The foe jumps in and out of the soup very quickly, taking a mere 5% and coming out on fire. A confused Kawasaki lumbers over while they're stunned to taste his own creation, and is suddenly constantly spewing flaming celery sticks of doom! These fly straight forward constantly, comparable to Staryu's attack. Each one does 3%, but if you're caught in the stream, you'll take at leat three hits immediately! This one has no KO potential, but is a fantastic damage racker, and in its ten seconds, it's possible to do up to 95%, with skill! [MasterWarlord]

36) Celery + Pepper + Oregano = ?

37) Celery + Mushroom + Hot Sauce = ?

38) Celery + Mushroom + Oregano = ?

39) Celery + Onion + Hot Sauce = ?

40) Celery + Onion + Oregano = ?

41) Celery + Eggplant + Hot Sauce = ?

42) Celery + Eggplant + Oregano = ?

43) Tomato + Corn + Hot Sauce = ?

44) Tomato + Corn + Oregano = ?

45) Tomato + Pepper + Hot Sauce = Gazpacho
The light soup from Northern Spain must be stirred in order to work properly, so you MUST use Down B while standing next to it for it to work, spiking a foe in won't work. Otherwise, it's just hot water and vegetables, and causes a mere 5% with light knockback. Once the foe enters, they take 10% as Kawasaki stirs, then are ejected a short way away. And five seconds after that, the soup hits their digestive system, and they go into Curry effect for eight seconds. How does this benefit the Chef? They take 3% every second they breathe fire, for a final total of 26%, which, added to the earlier 10%, makes a devastating 36%! This one is dangerous but excellent for damaging. [kitsuneko345]

46) Tomato + Pepper + Oregano = Cream of Tomato
Ooooh, a simple dish made all the better with a bit of pepper, to taste. This one does some nice knockback with 22% damage, so it's pretty deadly. More relevantly, this will ensure that every other veggie Kawasaki draws are tomatoes, for the rest of the game! Just make sure you don't mess up and put two of them in the same pot, eh? If used correctly, this'll ensure a plentiful supply of Tomato-based dishes.

47) Tomato + Mushroom + Hot Sauce = ?

48) Tomato + Mushroom + Oregano = ?

49) Tomato + Onion + Hot Sauce = ?

50) Tomato + Onion + Oregano = ?

51) Tomato + Eggplant + Hot Sauce = ?

52) Tomato + Eggplant + Oregano = Pasta Bolognese
Where did our chef get the noodles?! Anyway, if someone steps in this dish, they will recieve only 10% damage, and no knockback, but... they will be trapped and tied in spaghetti! This means you can do whatever you want, be it combo or finisher! Isn't that awesome? However this noodle trap lasts a mere ten seconds, so make haste! Oh, and... Mario and Luigi won't be affected by this, since they, y'know, are spaghetti-loving Italians. [Spadefox]

53) Corn + Pepper + Hot Sauce = Devil’s Delight
This time around, when the foe is knocked into the pot, instead of being tossed out, a hungry Kawasaki approaches and slurps it up, draining it clean. This'll heal him 10%, and, as a kicker, result in Kawasaki swallowing the foe along with the soup. He is forced to spit them out instantly, though, dealing 10%. But wait! For the next ten seconds, you'll have the Curry effect, spewing flames. Rack up damage and punish those who can't handle your masterpiece. [MasterWarlord]

54) Corn + Pepper + Oregano = Steamed Cob
Whoa! The foe pops out a set distance with no damage, as though there were nothing in the pot but hot water! A curious Kawasaki slurps it up, then exhales only to have a giant blazing corn on the cob pop out! What a weapon! It's essentially a much stronger Beam Sword, doing 14% and fiery knockback that is quite devastating when Smash'd. Careful not to get hit, though; if he drops it, that's it for the might Corn Blade.

55) Corn + Mushroom + Hot Sauce = Far-Out Brew
In this mega-amplified version of the below, the hot sauce gives it just the extra kick it needs. This one dishes out an amazing 26% with good knockback, and has the same polarity reversal as the Trippy Brew. This lasts a mere eight seconds, though, so make haste! However, it also makes them dizzy as an after-effect, and so trip much more often until they lose their stock. [agidius]

56) Corn + Mushroom + Oregano = Trippy Brew
Uh oh! Kawasaki messed up! He forgot to remove the poisonous part of the mushroom. In addition to taking 20% and moderate knockback, their attacks all have their polarity reversed. In other words, Up Aerial would trigger Down Aerial, an Up Special recovery would trigger Down B, and so on. This is obviously quite the handicap, and makes them near useless off-stage. You have twenty seconds to take advantage of this; use them wisely. [agidius]

57) Corn + Onion + Hot Sauce = ?

58) Corn + Onion + Oregano = ?

59) Corn + Eggplant + Hot Sauce = ?

60) Corn + Eggplant + Oregano = Addictive Puree
Kawasaki hit the jackpot with this one! The guy in the pot devours every speck of the soup and tumbles out, comically overweight. Yes, even Game and Watch. Sadly for them, they're now very, very slow, their attacks growing slower, their fall speed rising, their run dropping to nothing. Even their attacks do only 2/3s the damage, if they can even pull them off! They DO get heavier, though, almost twice as heavy. They must walk/run 30 feet to work off all the calories. Kawasaki has his chance to KO before they can achieve some Falcon abs! [goldwyvern]

61) Pepper + Mushroom + Hot Sauce = ?

62) Pepper + Mushroom + Oregano = ?

63) Pepper + Onion + Hot Sauce = Indigestion Gumbo
Whoa, this Cajun dish is REALLY strong! This one's a bit different from the rest. Upon using Down B next to it, instead of the foe being called over, Kawasaki quickly swigs the whole thing. For three seconds, all seems normal... then we hear a rumble and Kawasaki's stomach bulges! He can now use a fully charged Wario-Man Down B! Time it wisely! [Kholdstare]

64) Pepper + Onion + Oregano = ?

65) Pepper + Eggplant + Hot Sauce = ?

66) Pepper + Eggplant + Oregano = ?

67) Mushroom + Onion + Hot Sauce = ?

68) Mushroom + Onion + Oregano = ?

69) Mushroom + Eggplant + Hot Sauce = Psychedelic Stew
The changing of a single spice causes this to do a furious 24%, but still with low knockback... However, it has a very weird effect: mind control! Guess the combination of poison, weird purple veggies, and heat has strange repercussions! This causes a high-level computer to take control of the foe's character for a full fifteen seconds, and, as a bonus, they're on your team and cannot harm you! This is quite useless in one-on-one, as they're pretty much invulnerable for its aftermath, but in team battles or even multiplayer, nothing is more devastating AND insulting!

70) Mushroom + Eggplant + Oregano = Log Stew
This is a weirder combination, and it has a weird effect. Foes pop out a short ways with 18% more; however, their controls are reversed for the remainder of their current stock! Watch out! This is your opportunity to set up a new pot, while they're figuring out where they're going, and to pull an easy KO against weaker players.

71) Onion + Eggplant + Hot Sauce = Hillbilly Dinner
This time around, when the foe is knocked into the pot, instead of being tossed out, a hungry Kawasaki approaches and slurps it up, draining it clean. This'll heal him 10%, and, as a kicker, result in Kawasaki swallowing the foe along with the soup. Rather like Dedede, you can spit them out a set distance and deal them 10%. BUT WAIT! All those onions have given Kawasaki some bad breath! Rather like Superspicy Curry, he'll constantly spew it, stunning foes he hits a la ZSS. You're only in this state for five seconds, though, so make haste! Run up to your foe and breathe on them with your brilliant presence, then give them a beating they'll never forget! [MasterWarlord]

72) Onion + Eggplant + Oregano = ?

... Kawasaki's cookbook contains all these fabulous recipes and many more! Get your copy today! FIGHT WITH YOUR CHEF'S HEART AND RUN WITH THE ANGER OF THE WARRIOR!

***

TAUNTS AND POSES


Forward Taunt
Kawasaki pulls a chicken out of his apron!... But it slips through his fingers and flies off the top of the screen. Dang.

Up Taunt
Kawasaki lets out a hearty chuckle, arrogant and victorious.

Down Taunt
Kawasaki bows to the screen, and some faint cheers and clapping is heard. The chef is the winner!

Victory #1
Kawasaki is in the foreground with his massive pot. He sprinkles some ingredients in expertly, and it explodes in a colourful display of smoke. Some "Oooh"s and "Aaaaah"s can be heard, but Kawasaki lets us know from his face that that wasn't supposed to happen.

Victory #2
Kawasaki once again has his pot and sprinkles in ingredients. When he adds the last - a dash of salt - he hops away and plugs his ears, but nothing happens. He then goes to peer into the pot and accidentally falls in. His hat slowly rises to the surface, and some bubbles can be seen, but they soon vanish. Ooops.

Victory #3
Kawasaki is flipping a pancake on his frying pan, but he accidentally flips it too high, and it drops onto his face, still gooey and batter-y.

Loss
Kawasaki stands in the background, clapping honourably, and occasionally bowing.

MISC


Symbol
The Kirby series star, of course!

Entrance
Kawasaki bustles in from the background to cheers and applause, adjusting his chef's hat.

Crowd Cheer
Aside from "GO KAWASAKI! GO KAWASAKI!", you can also hear the occasional random Japanese shout.

Kirby Hat
Kirby gains the chef's hat and nothing else, but he also gets the power to pull veggies! Unfortunately, he can only pull out potatoes, and he throws them automatically, like when he copies Olimar. A shame.

Victory Theme
The "Snack Tracks" remix of Factory Inspection, from Kirby 64. Quite frantic and furious.

***

 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
That...was absolutely epic... I am speechless.

PS: Kibble wants to memorize all 72 recipes. Where do I get this cookbook?
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
<He's known as L's true Successor! Near joins the Brawl!>

"If you can't solve the puzzle, you're nothing, but a loser!>"




SPOILER WARNING: Those who have not yet seen the ending to Death Note should not read on.

Near (ニア, Nia), whose real name is Nate River (ネイト・リバー, Neito Ribā), is the younger of L's two successors raised in Watari's orphanage for gifted children (Wammy's House). Near is 155 centimeters tall (5' 0"), weighs 88 pounds and his blood type is B. Near is the more level-headed, calmly assessing the situation, while the other, Mello, is more emotional and quick to act. Much like L, Near shows various odd behaviors during his normal life. He is usually seen hunched over than sitting, and he also constantly plays with various toys which he uses in his theories. He shows a great respect for L, basing much of how he solves crime on L's methods, even to the point where he only takes cases that he is interested with rather than trying to pursue justice. Much like L, Near uses the Old English "N" to represent himself. He is voiced by Noriko Hidaka in the Japanese anime.

About 5 years after L's death, he works for the United States under the SPK (Secret Provision for Kira) team that is established to investigate Kira. He soon manages to deduce that Light, posing as L, is actually Kira. After finding that Mikami is Light's proxy and Mello kidnaps Takada, Near is able to switch Mikami's Death Note with a fake one, allowing him to set up a final confrontation that leaves Light exposed. Ryuk kills Light soon after. Near claims that neither of he nor Mello could surpass L alone, but together have done so by inadvertently working together. Near soon takes on L's name, and keeps on the surviving members of the SPK as his subordinates.

In the one-shot taking place after the series, Near is shown as the new L. He summons the police force to fight against a new Kira. The new Kira had gained a Death Note which belonged to a Shinigami named Meadra (Midora in Viz's translation of Death Note: How To Read 13), who had received another Death Note from the Shinigami King by giving him 13 apples which she had taken from the human world. The new Kira had the quality of murdering only elderly people to "relieve their pain". When Near's SPK subordinates ask him why he isn't taking any action, he replies saying that he is trying to think what the previous L would do. He finally comes to a conclusion that the prevailing Kira was just a murderer without a purpose. He finally announces that he isn't interested in the case on national television, he also says that the reason for his backing out is that the current Kira is not the real Kira. This results in C-Kira committing suicide. Throughout the 40-page manga chapter, the identity of the new Kira isn't revealed. It is also revealed that Rester and Lidner continue to work with Near.

Attack: 5
Running speed: 5
Jumps: 6
Falling speed: 4
Walk: 5
Range: 6.5
Weight: 2.5
Height: 6
Attack speed: 6.5
Wall jump: No
Wall cling: No
Glide: no


Standard Special — Near's lie

Near will start currilling his hair and tell his a opponent a lie. The lie will be, "[Insert character that's important to the character Near is fighting] died of a heart attack." If this manages to hit the opponent, the opponent will be shocked for about 3 seconds, being in grief of what happened to there love one. After the 3 seconds is over however, the opponent will shake it off, and realize that Near was lying. For this move to hit, Near must say this DIRECTLY in front of his opponent and for Near to say the entire sentence, it will take him 2 seconds. Therefore, if the opponent is above or below Near, it will not have any effect still. Also, the opponent must be in a 2 small stage builder block range for this move to work. Also, once Near has said this sentence to the opponent, Near's Lie will not work again as the opponent will not believe in Near. Near must wait for about 20-30 seconds again for this move to have any effect on his opponent. Otherwise, if you continously spam in this move in the opponent's face, it will cause you to wait even LONGER.

Side Special — Rester and Gevanni
Near will quickly point forward to the opponent and shout either, "Rester! Go take him down!" or "Gevanni! Follow him!" Out of nowhere by Near's side, Rester or Gevanni will start running forward, chasing after the opponent, moving at the running pace of Mario's speed. The person that Near chooses to send forward will have Rester and Gevanni continously switch places everytime they are sent forward. Only one of them is aloud out to the battlefield one at a time. Plus, if they fail to find, or reach the opponent in 5 seconds, they disappear. Also, there is a chance that if the opponent attacks either Rester or Gevanni with a nice knockback move (or 3 ok knockback moves at once), they will be sent flying off the stage, and Near won't be able to use one of them for 30 seconds, whoever was sent flying. Anyway, here is what they can do:

If Rester was the one chosen, and if he manages to get to capture the opponent in his reach, he will bring out his....handcuffs! That's right, if Rester was successful of reaching his opponent, he will use his handcuff's to bind the opponent's hands together, and from now on, whatever attacks that involve using the opponents hand will not be able to work for 20 seconds, after the handcuffs disappear. However, Rester needs about 2-3 seconds to actually handcuff his opponent's hands together. Opponents can move and get away from Rester, without struggle at all. Using Rester is not easy.

If Gevanni was the one chosen, and if he manages to capture the opponent in his reach, he will take a personal belonging of the opponent, replace it with a fake belonging (but looks exactly alike) and bring it back to Near. It will be the weapon that the opponent uses the most (if it's someone like Mario, it will be there gloves, and if it's a pokemon, it will be some momentum there trainer gave them.) Near will reveal that the weapon they are using is a fake, and reveals to the opponent that he has the real weapon by showing it off. Near will then throw it to the middle of the stage for the opponent to reclaim. While the opponent is using the fake weapon/belonging, there attacks will do pathetic knockback, and only do 1% damage each for 20 seconds if they wait, or they reclaim their original weapon from the middle of the stage.
Down Special — Finish the puzzle

OMGZ. REALLY COMPLICATED MECHANIC AHEAD!

Near will take out a jig-saw puzzle and place it on the ground. He will then start to put pieces on to the puzzle board, trying to complete it, going in a fast motion and continues doing so until you stop Near by pressing the down B button again, forcing him to stop.

Now, what Near will create with his puzzle thingy maggigy depends on how long Near keeps on the trying to complete the puzzle. As soon as you press the downward's B button to stop Near from keep on using the puzzle, he will use whatever he has. The puzzle will form a sort of item that will help Near fight, defend, and use against his opponent. When you release the downward's B button, Near will show to the opponent what he has done to his puzzle board. He will then slowly take out his complete puzzle piece out (takes about a whole second really), and will start using it. Obviously, the beginning of this move (even if you don't do the puzzle for long) is really laggy. The item is usally worth it though. However, Near's hands might get a bit shakey, and break the puzzle if Near keeps on moving around and around. Staying in one spot is the best way for Near not to break his puzzle piece. Also, if Near is hit hard enough, he will drop it like a regular item. You have better use what ever item Near has created fast. Anyway, Near's item are as followed:

Completed puzzle: 1 Second
Near....has only finished one piece of the puzzle. That's right...only one mesely piece. Near can throw it like a pokeball, and if it makes contact with the opponent, it will only do a mesely 2% damage, with only a flinch of a knockback. Obviously, this puzzle piece is near useless, but...it can be used to GIMP people at REALLY high percentages....lol.

Completed puzzle: 2 seconds
Near has completed...about 5 pieces of the jig-saw puzzle now. It can now be use as a held weapon, like a bat, or laser saber. However, this puzzle weapon is really weak, and fragile. One hit with this thing, and it breaks into pieces. Not only that, it barely does any damage (only slightly stronger than a fan...like 2% extra). It moves at the same speed as a laser saber however. So yeah....it is like REALLY WEAK.

Completed puzzle: 3-4 seconds
Near has successfully manage to complete half of the puzzle! Now, if Near carries this around him, the next attack that the opponent does will be cut in half in both damage, and knockback wise. This is useful if Near is on the verge of being Koed. SERIOUSLY.

Completed puzzle: 5 seconds
Near has completed a more dense, and solid version of the held weapon, back in 2-3 seconds of the completed puzzle. It will last more longer, with 3-5 hits of the weapon to be destroyed. It also is more powerful this time (about 4% stronger than a fan weapon.) Also, this now more able to GIMP opponents better now!

Completed puzzle: 6 seconds
Near has fully completed his puzzle. Near has 2 options with his completed puzzle. One is that if he holds it in front of him (really, just stand still with it), and whatever attacks that hit Near, it will do no damage or knockback whatsoever. This will cause the puzzle to break however after being hit 3 times. The second option is that if Near throws his puzzle to his opponent, the opponent will auto-matically catch it, and look at it, staring at the pretty picture for 3 seconds, before tossing it away. It will serve as Near's chance to attack.

Upwards Special — Building of the lego staircase

Near will start stacking up lego blocks (if he's in the air, he does it in the air lol), and it will start forming a staircase sort of form. After he is done making the staircase, he will then start climbing on it, evaluating him upwards, and uses it as his form of recovery. How far he can recover is depending on how much you charge this move. If you just simply press the Upwards B button, with no charge at all, Near will only be able to travel upwards 1.5 small stage builder blocks. If Near charges it fully for 3 seconds however, it can reach as far as 5 small stage builder blocks. Near just stays suspended in midair if he charges this move in the air. This recovery is risky, so be careful.

Standard A — Money toss

In the series, Near uses money to escape from a lot of angry Kira supporters.

In Smash Bros., Near throws a handful of cash forward to the opponent. If it reaches the opponent in a 1 small stage builder block range, it deals off about 6% damage. There is hardly any beginning lag, but ends with an average amount of lag. There is something else that happens too. Since there is a lot of money spread around them, the greedy opponent tries to take it all for themselves, being distracted for 2 seconds, giving Near a chance to run away or to use this opportunity to attack.

Side Tilt — Toy Soldier

Near will pull out a toy soldier, and will start winding up it's key on it's back. He will then put the toy soldier on the ground, and with it winded up, it will move forward on it's own, marching forward. If the toy soldier touches the opponent, it will, not only deal off 8% damage, but push the opponent forward everytime it's touches it's frontal view, with little knockback. The toy soldier marches at a slow walking pace, and goes about as far as 4 small stage builder blocks. Near does have above average beginning lag for him to pull the toy out, and wind it up, but doesn't really have any ending lag. Near can only wind up 3 toy soldiers at once, so wait for them to disappear or they fall off the stage (after it stupidly decides to march off the stage) before using this move again, because otherwise, you're just wasting your time using this move.

Down Tilt — Toy ball bounce

Near will pull out a toy ball from his pocket. He will then bounce it on the ground, sending it upwards about 1 small stage builder block above Near, dealing off about 11% damage with ok knockback if it hits, and Near catches it! This move has some above average beginning lag, but hardly any ending lag. While the ball is out of Near's hands, he will have super armor frames there. This move is good to attack opponents above Near, without going directly to them.

Up tilt — Airplane toy

Near will bring out his toy airplane, and, acting like a child at heart he is, will start running forward about 1.5 small stage builder blocks, while motioning the airplane upwards above him, seeming to wanting it to take off and fly away. The range reaches about 1/4th of a small stage builder block above Near's head, and not to mention the dashing, giving this move so range. The speed of this move has barely any beginning lag at all, but when he stops in his tracks at the end of the tilt, he will suffer above average lag at the end. If Near hits with the airplane above him (which is, BTW, the hitbox of this move), it will deal off about 10% damage with just a bit below ok knockback.

Dash Attack — Spring toys away

Near will throw 3 toy springs forward in front of him, travelling at average speed, and if it hits an opponent, it will multiple hit the opponent about 3-4 times, dealing off about 3-4% damage each. The springs spring forward about 3 small stage builder blocks forward, before disappearing. The speed for this move is that Near does take some time to get the springs out in the first place (only about half a second though), and Near ends with average amount of ending lag. Man....i use to love this toy, so use this move wisely, as if opponents manage to attack the springs, they will cut in half, and Near will not be able to use this move until after 10 seconds.


Forward Smash — Puppetry

Near will bring out his little puppet collection, and put a puppet version of the opponent to on his finger. If you just release the forward smash the first time, he will just point his 2 fingers with the puppets on it forward, and he needs to touch the opponent for the forward smash's full effect. His fingers reach only what's right in front of him, barely having any range at all, but the speed for this part of the forward smash is great, with barely any lag at both ends.

After Near has managed to touch his opponents with the puppet fingers the first time, if decides to perform his forward smash the second time, Near will start motioning his fingers, managing to control what happens to his opponent. The opponent cannot do anything while Near has the opponent under puppet control. Near must be in a 2 small stage builder block range for this to work, and the fact he needs to touch the opponent with his fingers the first time around. Plus, they both need to be on the ground for this to work and on the same level. Left uncharged, Near can only hold his opponent in place for 2 short second, and fully charged, about 3 seconds. After Near is done with his forward smash, he will not be able to use it again for 15 seconds.

While Near has his opponent under his puppet control, he isn't really controlling his opponent. Instead, he can hurt the opponent by attacking his puppet depending on what button you press.

A button: Near will stab his finger puppet with a needle that he has. This will cause the opponent to suffer about 7-8% damage every single time. This takes Near a full second to do, so you must damage rack as much as you can before the opponent escapes.

B button: Near will squish his puppet of the opponent with his fingers, looking like he's squeezing the life out of them. This will automatically end the forward smash under Near's control, and will cause the opponent to suffer good knockback. Use this with the needle stabbing from the A button effect forward smash, and you'll get some good KOing and damage racking results.

Down Smash — Build, build and collaspe!

Near starts to stack up lego block by lego block on top of each other. This will cause Near to make a huge lego tower, almost as tall as him if this move is uncharged, and taller than Near fully charged. The tall lego blocks will protect Near from enemy attacks, as they require about 3 hits (5 hits if the move is fully charged) to take down. That's some good defense, but however, Near may only have 1 tall lego tower out at once. So no spamming this move. The beginning lag is really bag, being it being a whole second and a half, and the ending lag is just average. After 5 seconds, the tall lego tower will disappear. So this is pretty much only a defensive move....

Not really. If Near pushes his tall lego forward (by just simply pushing forward control stick really), it will collaspe in the forward direction, and break to bits. It will collaspe about 2 small stage builder blocks forward in front of Near, and deal off about 14% damage with nice knockback uncharged, and 17% damage with good knockback fully charged. That's a lot of damage isn't it? Of course, the towers take about a whole second to actually collaspe, so it's a hard to hit move.

Up Smash — Remote control airplane

Near will bring out an airplane and throw it to the skies straight upwards. Then Near will bring out a remote control, and start controlling the airplane. If the airplane manages to touch the opponent with it's frontal part, it will deal off around 13% damage with ok knockback uncharged, and 16% damage with nice knockback fully charged. You can control the airplane for a short amount of time only; 2 seconds uncharged, and 3-4 seconds fully charged. This move does have above average amount of lag at the beginning for Near to pull out the airplane in the first place, and barely any lag at the end. Near can control the airplane like how Wario controls his motorcycle with the steering, except that the airplane is in the air, and you can move it up and down as well. It doesn't really move very fast, as it only travels a bit slower than Lucario's neutral special. Remember that only the frontal part of the airplane will cause damage. This can be hard to hit with.


Neutral aerial —

Forward aerial —

Backwards aerial —

Upwards aerial —

Downwards aerial —


Beat Down —

Forwards Throw —

Backwards Throw —


Downwards Throw —

Upwards throw —


Surpassing L
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Wow, I like the mechanic you gave it, although since Chef is quite complicated and you need good patience, I would imagine that the Chef would be underused! Still, it's an amazing moveset (another moveset wrothy of a vote)
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Before I read Chef Kawasaki I want to state that I'm annoyed with those "XY Animations", "XY Moves", "XY Extras"-stuff.

Get Equipped with... was okay, because it was a one-timer back then. Mach Rider was okay, too, since it fit to the character, but it's been unnecessary and annoying since Jafar. =/
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I love that font. Looks like its a great moveset so far.

Lol Saute is awesome.

Then again the idea of cooking on the battlefield is awesome. XD
Thanks, Chris! Sauté is, like, the only thing he does in his game, so I figured I should give it a really sweet move. And COOKING IS THE ART OF THE KING!

That. Was. Epic.
Thanks, BKupa!

That was pretty awesome. Very unique playstyle, no doubt.
I was going for that with this one; just like Kibble watches originality and Warlord cares about detail, I love crazy playstyle. Thanks.

That was amazing. I really like his Forward Air.
Oh yeah, the Blender. I really went nuts with those Aerials, and worried they'd be too off-the-wall; glad you liked it.

That...was absolutely epic... I am speechless.

PS: Kibble wants to memorize all 72 recipes. Where do I get this cookbook?
WHEEEEEE! I thought you'd enjoy. As for the Cookbook, well, that's my job for the rest of MYM. Whenever I have nothing to do, I go back and add more recipes. :bee:

Haha. Wow. Kawasaki takes the cake. Get it? Take the cake? He's a chef so he makes cakes? At least he should have? Right?

>_>
Oh snap, tricky Gyphis and his puns! Teehee. And I was going to have a Neutral Air with an exploding cake, but went in favor of something a bit weirder.

I Love Down B. That's a given. Also Down Smash. It's like Apollo's, really.

345 FTW!
Thanks, kitsune. Three cheers for 345! And then four... and then five.

TWIL: That's pretty much all there IS to know about him. :p
froggy: Thanks, froggy.
Spade: Well, that's your opinion, I guess. I find it gives the moveset some character. That's just me, though.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Before I read Chef Kawasaki I want to state that I'm annoyed with those "XY Animations", "XY Moves", "XY Extras"-stuff.

Get Equipped with... was okay, because it was a one-timer back then. Mach Rider was okay, too, since it fit to the character, but it's been unnecessary and annoying since Jafar. =/
You lost my respect. Turnabout, Guitar, Magical, and Scientifically (the four Ace attorney characters I'll make XYs, BTW) FTW, along with 345!

345! 345! 345!
345! 345! 345! 345!
345! 345! 345! 345! 345!


Edit: Awww... 346, you guys.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
:kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby::kirby:

SWEET HEAVENS CHEF KAWASAKI IS AWESOME. He is MUCH better than Jafar and Electrode, by far. A definite recipient of one of my Super Votes if nothing better comes along. I doubt that something better will come along.

I especially like Log Stew and Angry Log Stew.

I am going to include some food-based moves in Sunny's part of the Orphan's set, plz don't get mad. I will try to not copy any of these moves, anyway.

Sunny whacks the opponent in the head with a frying pan lol.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
but, K Rool, where are the other 68 recipes? you wouldn't leave us hanging would you? :( if you do, if you eventually do, i will guarente(sp) a super vote!
Hmmm... Is it worth it? Well, maybe... But if anyone actually reads them all (and proves it by answering some trivia), they'd be well deserving a super vote themselves! :p

:kirby::kirby::kirby::kirby::kirby:

SWEET HEAVENS CHEF KAWASAKI IS AWESOME. He is MUCH better than Jafar and Electrode, by far. A definite recipient of one of my Super Votes if nothing better comes along. I doubt that something better will come along.

I especially like Log Stew and Angry Log Stew.

I am going to include some food-based moves in Sunny's part of the Orphan's set, plz don't get mad. I will try to not copy any of these moves, anyway.

Sunny whacks the opponent in the head with a frying pan lol.
That's great to hear, Kholdstare. I guess I hit the jackpot with this one. About time, too; none of my earlier sets made the same splash as, say, The Headless Horseman did in MYM 3.0.

And nah, you can never have too many food moves! There's whole worlds of possibility I didn't use, really...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Hmmm... Is it worth it? Well, maybe... But if anyone actually reads them all (and proves it by answering some trivia), they'd be well deserving a super vote themselves! :p



That's great to hear, Kholdstare. I guess I hit the jackpot with this one. About time, too; none of my earlier sets made the same splash as, say, The Headless Horseman did in MYM 3.0.

And nah, you can never have too many food moves! There's whole worlds of possibility I didn't use, really...
Now, all you need is a sig button!
And a delicious caek. It's a lie though...

Yay, for food moves!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
Before I read Chef Kawasaki I want to state that I'm annoyed with those "XY Animations", "XY Moves", "XY Extras"-stuff.

Get Equipped with... was okay, because it was a one-timer back then. Mach Rider was okay, too, since it fit to the character, but it's been unnecessary and annoying since Jafar. =/
Agrees X 9001.


Otherwise, that move set was awesome. Great job K.Rool!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
You have "Asleep" twice, K. Rool
Good catch. The first is meant to be Dizzy. Fixed.

Now, all you need is a sig button!
And a delicious caek. It's a lie though...

Yay, for food moves!
Sig button coming soon! Like, really soon.

Agrees X 9001.


Otherwise, that move set was awesome. Great job K.Rool!
Thanks, H_R! Glad you enjoyed it, too. Your opinion is always weighty.

Now if I could just get Mendez and Warlord in here, too...
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Kawasaki is wonderful. I love the character, even though I hate the voice acting in the cartoon... you truly did this character justice, despite the cliche that phrase is becoming.



I now declare N readable! As to not cause confusion, I will not be reposting him, but a link is in my signature.

And... 750th post!
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
non-partner kirby enemies (broom, starman, prank, bomber)

(they may also summon other enemies they are friends with)

BOMBER

A infinite: bomber quickly leans forward with his small spike in front, doing 2% and a flinch. A pretty usesful infinite to be honest.

Nair:fireworks
bomber releases several small, colorful explosions around himself for 2 seconds. each explosion causes 2% but very high knockback. the priority depends on color. green is MK level, blue is above-average, red is below average priority, and yellow is abysmal.

Dair:bomber enters a freefall. read the ^B too understand why this can be a good thing for you.

B:accidental suicide
bomber loses his balance and falls over, causing himself to detonate.there is one second of start lag. the explosion is about twice the size of charizard's rock smash rock (or four times bomber's size) and deals 13% and high knockback. himself being the ammunition, bomber is sadly gone for good. but what's this? death does not apply brawl?(except maybe some SMs.) look! bomber respawns on a normal respawn platform, but with 7% more than when he went off. can only be used on the ground.

<>B:off-key
bomber summons his friend, walky (mike enemy) in front of him who screeches out 3 orange music notes with crooked stems, representing the fact that they're off-key. the trajectory is that one goes straight forward, while the other two go in a 45 degree angle, one upward angled, the other downward angled. all of these notes go 1.5 the distance of a waddle dee toss in their respective directions before dissapearing. each one does 4% and low knockback, but the screeching noise does give them above-average priority. .5 second start lag.

^B:the cliff
a cliff the length of 2 battlefield platforms diagonally appears that also has a small flat area the length of bomber at the top. bomber slowly waddles/scuffles up over two seconds. when gets to the edge of the flat plain, we see his on-ledge animation for a half second before he falls headfirst (head?) downward. now, when he falls more than half of a stage builder block, that's when the fun begins. if bomber hits the ground or an enemy on his freefall, he explodes in a radius of bowser inside his shell, doing a slightly hefty 10% and high knockback while giving 5% to bomber. an effective recovery and KO attack, this is a very fun move. plus, if you hit something in midair, you regain your jumps.

vB:meet noddy!
a noddy (sleep enemy) appears at bomber's feet and sleeps there for 4 seconds. if anyone touches/physically attacks/inhales noddy, they will fall asleep for 2 seconds. this will be hard, as noddy is easy to spot (a pink body and white-spotted cyan night cap) and is only about 3/4 the width of kirby's crouch and 150% of the height of a soccer ball. still, this can be used to keep an enemy away from an area. cannot be used in the air and there can only be one noddy on the stage per bomber. .5 second start lag.


BROOM HATTER

A:sweepin'
broom hatter uses her trusty broom to sweep up some dust from the stage with small lag throughout the whole animation. the dust generated goes an olimar forward and does 3% with hitstun. the broom itself, however, does 5% and relatively good, straight-up knockback. a partially spammable move, this has a good place in broom hatter's playstyle.

dash attack: ground cleaners, comin' through!
BH puts away the broom and pulls out a rag. she skids along the floor for 2 battlefield platforms causing 6% and high knockback. she is low to the ground, though, so even the worst of jumpers could evade it. it leaves the ground sparkly clean and slippery, reducing traction by 10% and increasing chances of tripping by 15% for the area she cleaned.

Ftilt:what were you rolling in?
broom hatter takes out a dust rag and waves it in front of herself. this is an oddball move, with 2-4 hits, 1% damage each, vaccum knockback, and high priority. the attack also removes any effects involving the character being coated in anything (kawasaki's mashed potatoes for example) whether they are friend or foe.

grab:it's backed up again
BH pushes a plunger forward. the suction brings the enemy in. quite a long range as the plunger is the length of star rod and the suction has a hitbox the size of a smoke ball.

Uthrow:OXYCLEAN! [/billiemayes]
BH pulls out a package of oxyclean and makes it shoot a geyser, shooting the grabee very high vertically and giving them 7%. anyone who touches the geyser who wasn't grabbed takes 3% and a flinch.

vB:streak-free shine
BH takes out a shining pane of glass and holds it in front of her. this is similar to super armor as, from the front only, all attacks only do damage and not knockback. does not reflect projectiles. if a physical attack that deals over 12% hits the glass, it breaks, dealing 3% to anyone nearby.

<>B:scrubbing bubbles!
BH takes out a squirt bottle and pulls the trigger three times. each squirt is .5 seconds apart from eachother. each squirt also releases a bubble that flies 3 stage builder blocks and then floats upwards and slightly forward, all in a swift, fast motion. if anyone if touched by a bubble, they are carried by it in it's current trajectory for one stage builder block (and given 5%) before the bubble pops, putting the character caught in a freefall.



PRANK

A: paint swipe
prank swings his paintbrush downwards from above his head. this is not an endless combo and only does 3%, but if it hit's the opponent in the area around the head then they are stunned for 1.5 seconds so they can clean off their face. has above average end lag.

Fsmash: what's cooking?
prank takes out a frying pan and holds it back as you charge. when you release the charge, prank swats the pan sideways, causing 9% (uncharged) to 20% (fully charged) of fire damage with above-average knockback. there is a 20% chance that a red piece of food will fly out. this does twice the damage of a G&W sausage with extra flinch. also, this will count as a pepper if it lands in a kawasaki's pot.

B:bag of tricks
this is prank's main way of mindgaming, delivering high knockback moves, delivering decent damage, out-prioritizing MK (O_o), and much more, if only temporary. prank takes out a bag half his size and shoves his hand in. three icons will appear above his head representing three different effects, randomized from the whole bunch. a cursor appears that you highlight your answer with. prank has super armor during the choosing, and the game auto-chooses after 3.5 seconds. here is a list of all the effects the bag holds, with the icon and cooldown time for the bag, in no particular order:

fist:increases damage done by prank by 2% for four seconds. 5 second cooldown.

headset from kirby's copy (TAC) ability: copy the nuetral B of the closest opponent exactly for 10 seconds. 8 second cooldown.

MK's mask: doubles the priority of all of prank's moves for 6 seconds. 25 second cooldown.

eyeball: summons a waddle doo. 2 second cooldown.

up arrow and three: gives prank a third jump identical to his second for 7 seconds. 4 second cooldown.

music note: changes background music to the next on said stage's list. simply restarts music on custom stages. no cooldown.

smash logo: a smash ball spawns in the middle of the screen. 3 second cooldown.

warp star: up taunts (a.k.a. switches out to starman). no cooldown as starman will be out.

curry: gives prank spicy curry effect for 6 seconds. 6 second cooldown.

big red X: all characters, including prank, either lose one stock, lose one point, or lose 250 coins, depending on the match type. does not interupt anything, unless this is their last stock, in which, they disappear. if two or more disappear at the same time, they tie. if all players disappear at once, there is no contest. one minute cooldown.

upside-down prank stock icon: the stage flips upside-down like in spear pillar for 10 seconds. 5 second cooldown.

blue minus sign: all opponents gain 5% damage. 5 second cooldown.

nothing: prank turns invisible for 8 seconds. 4 second cooldown.

manaphy head: swaps the bodies of prank and the closest enemy for 30 seconds, like the manaphy pokeball. 30 second cooldown.


^B:curse of the canvas
prank stops in midair if he's in the air and lets go of his paint brush. you now can move the paint brush around the screen like a cursor as fast as the crosshairs in snake's final smash. if you hold A, you create a solid line of rainbow that can used as a platform only by prank, simply causing 3% to an opponent if they fall through it. you have five seconds to draw before the brush returns to prank. the rainbow line(s) last for 30 seconds.

<>B:explosions are funny!
prank will throw a bomb as far as waddle dee toss. this bomb deals 7% and average knockback. the blast is the size of ivysaur and the priority is just below average. if kirby inhales said bomb and swallows, he can throw an identical bomb (via B) twice before you go back to inhale.

vB:thanks, sakurai!
prank resorts to the old-fashioned way with the help of sakurai. he flinches for a split second and twinkle appears right in front of him. when an opponent touches that spot, they will trip and take 4%. this also releive a character of any abilties gained from another character, mainfully kirby's inhale. great for mind games and that sence of oldskool komedy in us all.

final smash: the ultimate hoax
a fancy, yellow silken rope falls down to prank's level. prank grins wider than normal and yanks it. all the other characters stay put and have an idle animation. the stage starts to crumple and split down the middle, like a pair of stage curtains. all the characters receive 20% and average knockback from the curtain. what's behind the curtain, you ask? why, it's another, randomly selected stage! that's right, boys and girls, it changes the stage! the brawl then continues as normal. if anyone would end up being in the middle of a solid object, they are teleported to the middle of the screen.


STARMAN

A:hero's pride
starman strikes a heroic pose, causing anyone too close to take 2% and a flinch. the interesting part is that for the duration of the move (.6 seconds), starman has super armor. of course, to prevent spamming, there is a .7 second "cooldown" for the move.

Utilt:right 'round
starman flies upwards in a manner similar to if he was circling a building, except much tighter. Each of the 6 possible hits does 1% each with the last dealing average straight-up knockback

^B:hi-jump
if you didn't expect this, you have never played a kirby game with starman in it. starman outstretches his arms upwards and is propelled at high speeds upwards. this goes about 1.5 the distance of lucario's extremespeed and you can tilt in either direction until you are going sideways, making this a very versatile and useful recovery move. anyone who touches starman during his accent is delivered 6% and low knockback.

B:hero's beacon
starman puts his right hand on the gem holding his cape up and a circle of red light about 1.5 times the size of kirby will appear around him. this has two effects depending on what happens during the next two seconds. you can cancel the beacon with R/B. if the opponent touches or physically attacks the sphere or starman while the beacon is up, he will see them as a criminal for interfereing with his heroic duties. the beacon dissapears and an area around starman and anyone who penetrated the light darkens as we hear punching sounds as well as see classic comic onamonepias such as PIFF, SOK, and BOF, those being damaged taking 5%. the opponents are then seen being held by the throat by starman and held in the air, somehow in the black-and-white-stripes cartoon jail suit. they will then be tossed a slight distance away. they remain in the costumes and receive 1% extra damage from all of starman's attacks for the rest of the current stock.

now if he is not touched, a batman-esque signal that features the shape of his 'head' appears in the sky, clearly visible. he then zooms offscreen, doing 5% and low knockback to those who touch him on the way there. after 2 seconds, he will hastily land, his cape waving in the spring breeze, with 5% more damage from the fight he had with the criminals. he will also have 10 extra coins in a coin match for a reward. this is mainly for dodging full screen attacks.

<>B:hero's last stand
starman quickly compiles all of his hatred towards wrongdoing and gets ready to attack. he holds his hands near his gem and soon releases a beam of energy from it. this beam has half the height, lenght and amount of hits as tabuu's lazer attack. each hit does 5% and the last hit causes high knockback. 3 second start up time. 1 second end lag. a great KO move if you can pull it off.

vB:kracko jr.
starman will summon his boss's former self, when he was labeled as jr. he is about the size of hero's beacon. he will float next to you until and enemy nears, where he will start attacking until they're farther away. he has 25 HP. you cant use this for 10 seconds after he is KO'd. his attacks are:

charge: jr. will thrust himself at the enemy at a quick speed. 5% and low knockback when hit.

drop: jr. drops a bomb under him that explodes 3/4 of a second later. 6% and average knockback.

final smash:kracko

starman summons his boss, kracko, to the stage. kracko is the tabuu's height long and 2/3 of that tall. he will fight along side you for 15 seconds. these are his actions:

swoop: kracko will fly down and back up in a large arc. does 15% if you touch him with high knockback (even when he's idle, forgot to mention that :p).

mr. doo: kracko will summon a waddle doo.

whip:two beams will circle kracko. each hit does 9% and flinch.

lightning: kracko will sweep the ground with lightning. the lightning can do 5-35% damage with high knockback

drizzle: kracko will home in on an enemy and then drop a bunch of droplet-shaped projectiles directly downward. 2-36% with average knockback.


EXTRAS:

up taunt:the current character warp stars offscreen and the next character warp stars in. all of the characters have this taunt. Goes bomber>BH>prank>starman
bomber side taunt: bomber will make explosions simalar to his Nair that do no damage at all.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio


Chef Kawasaki


NEEDS MOAR RECIPES! ~ besides that, this moveset is made of absolute freaking win. It's one of very few movesets that I actually read the first time I saw it. This is getting a super vote :bee:

on another note, I also see there aren't many extras... you sandbags (besides chris) are a bunch of extra h8ers :mad:
but I get that he didn't really need much since brawl already has enough kirby stuff lol

Spyro should be posted tonight, even though I have to be at a basketball game later ~​
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Hey Guys: Do you know what font we use normally? I need it for Gavin.

Also, there is something different about my sig. Can you guess what it is?

Edit: @ Baron: If you're missing a Down Tilt, How about he sits on his chair, and gives a pounding Kick a la Christmas Story.

Edit, Part Deux: 300th Post FT... Oh, you get the Idea.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Kawasaki is wonderful. I love the character, even though I hate the voice acting in the cartoon... you truly did this character justice, despite the cliche that phrase is becoming.



I now declare N readable! As to not cause confusion, I will not be reposting him, but a link is in my signature.

And... 750th post!
Thanks, Agi! I actually never watched the cartoon, and don't particularly plan to: this was primarily the game Kawasaki, which, of course, meant that I had a blank slate to work on. A generic cook character! As for N, I've only skimmed, but he looks very good. I'll read in greater detail soon/eventually. :p

NEEDS MOAR RECIPES! ~ besides that, this moveset is made of absolute freaking win. It's one of very few movesets that I actually read the first time I saw it. This is getting a super vote :bee:

on another note, I also see there aren't many extras... you sandbags (besides chris) are a bunch of extra h8ers :mad:
but I get that he didn't really need much since brawl already has enough kirby stuff lol

Spyro should be posted tonight, even though I have to be at a basketball game later ~
Wow, that's great to hear, half_silver. I usually don't read movesets when they first crop up, either; I pretty much just did it for Deoxys and Dimentio.

And yeah, I hate extras. Can't stand 'em. I love writing playstyles, as I think you can all tell from this and from my reviews, but extras... urgh. Although that statement will get you ripped apart by the #1 Extras maniac of the whole contest, Warlord. Guess you forgot him, huh? :bee:
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Ema wasn't there before, was she...?
Ding! Ding! Ding! The Troll's Right. Originally, Vera was in Ema's Place, but due to lack of Ideas, Ema will come will her luminol spray, fingerprint indicator, and Snackoo's at her disposal. She will have OBJECTION as her Neutral B, though, due to Chief Mendez "rule" of all Ace Attorney characters needing that.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
Location
Hippo Island
And yeah, I hate extras. Can't stand 'em. I love writing playstyles, as I think you can all tell from this and from my reviews, but extras... urgh. Although that statement will get you ripped apart by the #1 Extras maniac of the whole contest, Warlord. Guess you forgot him, huh? :bee:
Funny, despite my play styles sections always getting praise, I must confess, I HATE writing them. I only added it to Bass.EXE to make it look better, but now I only write them becuase I'm obligated to in order to keep up to my own standards. Give me a SSE Boss or Snake Codec to write any day over a play style section.
 
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