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Make Your Move 4

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Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
Location
*Sends Sundance _______________ on __________ Day,
What? You mean it won't be the SWF member? :laugh:
Haha. That would be a funny moveset.


Side B: Debate!

Yuna shouts a phrase such as "You've never played competitive smash!" or "You have no evidence to support your reasoning!" while pulling a Phoenix Wright point and then the opponent takes 10% if in line of fire. Little knockback.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
If anyone would like to know...


Make articles about yourself, but only if you have made a moveset. Make articles about your movesets. If your name shares the name of an existing moveset, put (member) beside your name in the title. Remember to use proper grammar and punctuation.
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA

One of Megaman's most trusted allies, Roll, is here to enter the Brawl in her Battle Network form.

Contents

I. Introduction [INTRO]
II. Playstyle [PLYST]
III. Pros & Cons [PRCNS]
IV. Statistics [STATS]
V. Special Attacks [SPATT]
VI. Standard Attacks [STDAT]
VII. Smash Attacks [SMSHA]
VIII. Aerial Attacks [AIRAT]
IX. Final Smash [FNLSM]
X. Grabs & Throws [GBTHR]
XI. Stage & Music [STGMS]
XII. Appearance [APRCE]
XIII. Taunts [TANTS]
XIV. Victory/Losing Poses [VICLO]
XV. Single-Player Roles [SNGPL]
XVI. Assist Trophy [ASTRY]
XVII. Trophies & Stickers [TRPST]
XVIII. Snake Codec [SNKCD]

Introduction :

[INTRO]


Roll is a character from the Rockman (Megaman) games. She's one of Rockman's allies in the games, as well as the first. Her first appearance was in the ending of Megaman 1, and she reappeared in Megaman 3, and she has made many appearances in the Megaman games ever since. Roll also appears in the Battle Network series, as a friend and ally of Megaman. Roll is a recovery-navi, which means that her affinity has to do with healing, hence the 'Recovery' status. Roll may not be much of a fighter, but she wields some powers that are quite unique to her. One of them includes the Roll Arrow as well as the Air Shoes ability. Roll's attacks have the same theme as Princess Peach's attacks : Pink and full of hearts. Roll's trademark attack in the Battle Network series is the Roll Whip, where Roll swings her head decorations repeatedly against the opponent, causing them to flinch. Her Navichip in the game allows Megaman to use Roll in battle, as well as heal himself; Megaman's Soul Unison with Roll (RollSoul) allows Megaman to use Roll Arrow as well as heal his HP by 10% whenever he uses a chip. Meiru [Maylu] Sakurai is the kind-hearted operator of Roll.EXE.

Playstyle :

[PLYST]

While Roll may not be the fighting type, she sure does pack a punch. Roll is a defensive character, in case you haven't realized. Roll's overall fighting style revolves around pressuring the opponent with her 'breaking' specials and trying to force them to approach, letting Roll use her multi-hitting smashes against the opponent. Her attacks don't cause much knockback, but they have higher hitstun than most of the cast. Roll is quick and light, so she'll most likely be darting around everywhere with her Roll Blast/Teleport move, as well as stunning the opponent whenever possible (She sounds like she should be an Electric-based Navi instead...). Roll has an easy time racking up damage against opponents, but some of them leave Roll very vulnerable. Roll may not have the strongest attacks (Which means that she has a hard time killing anyone), but her juggling ability along with a wide arsenal of multi-hitting moves more than makes up for it. Roll's healing ability balances out her vulnerability quite well, though maybe not enough to make up for some of the damage some of the higher-tiered characters can do.

Pros & Cons :

[PRCNS]

Pros :
-Agile, Speedy
-Many Multi-Hit Attacks
-Can Heal Herself Relatively Well
-Quick Attacks (Some)
-Great Projectiles
-Random (BattleChips)

Cons :
-Laggy Attacks (Some)
-Hard Time KOing
-Low Damage
-Predictable/Punishable Attacks (Some)

Statistics :

[STATS]

Power: 3/10
Weight: 3/10 (Roll is quite light; about the same weight as Marth.)
Walking Speed: 6/10 (Average)
Dash Speed : 7/10 (Average)
Fall Speed: 4/10 (Roll is floaty.)
Size: Roughly the same height as Zelda
Jumping: 7/10 (Above Average. Roll jumps off of the ground one foot at a time as she does her first jump, and twirls in the air in her midair/second jump. Both are about the same size as Pikachu's jumps.)
Crouch: 7/10 (Roll can dodge some small projectiles as she crouches, such as Falco/Fox's Lasers and a bouncing Fireball.)
Traction: 6/10 (Normal)
Projectiles : 9/10
Survivability/Endurance : 6/10 (Roll is quick and agile, but her light weight doesn't really help all that much in a battle.)
Number of Jumps : 2
Wall-Jump: No
Wall Cling: No
Crawl: No
Glide: Yes (Well, not using her jumps, but she can glide across the ground, so I assume that it's a yes.)
Tether: No
Footstool : Yes (Roll can footstool other characters; Roll can be footstooled)

Note : Any of Roll's attacks that have a heart theme to it will heal Roll by 1% damage if the attack damages an opponent. This includes Roll Arrow, Roll Blast, her forward air, etc. This does NOT include Roll Whip SP, Using a Recover 10 Battle Chip, and etcetera.

All attacks that heal Roll by 1% will have a heart in front of the paragraph as well as having the text describing the move in a magenta colored font, rather than the usual pink.


Special Attacks :

[SPATT]

♥ Neutral B – Roll Arrow : Roll alters her hand into a simple and sturdy pink bow that functions as her hand with a short Roll Arrow attached to it. The Roll Arrow has (Unsurprisingly) a heart at the tip along with a white stem. Roll will first aim the arrow at the opponent and then blast the arrow, before changing her bow back into her hand again. Once the arrow hits an opponent, it disintegrates back into regular junk data. The entire attack lasts for one second. The Roll Arrow travels much slower than other projectiles, being a bit slower than Wolf's Blaster. While the Roll Arrow may be slow, the shield hitstun (Not damage) the arrow deals more than makes up for it. Roll can easily pressure the opponent from a distance just by using the Roll Arrow. Roll Arrow only goes in a set horizontal distance, and does not change vertically.


The Roll Arrow is much larger than regular arrows, as the head (Or heart) of the arrow is quite huge. Roll can charge the arrow for three seconds before a twinkle in the bow signifies that Roll will shoot the arrow. If you charge the arrow up completely, the arrow will go a bit farther than usual and do 1% more damage. The shield damage it does is moderate, and it has one more special quality that makes Roll dittos stranger than usual. Once the Roll Arrow contacts an opponent (Roll), the opponent's chips will be destroyed. (For more info on chips, scroll down a bit more.) This move is based on the real attack in the games. [Damage : 10%] (Knockback : Little. It causes the opponent to flinch.) (Range : Very High. It has the same distance as Link/Toon Link's Arrow uncharged, and the same distance as Toon Link's Boomerang fully charged.)


Comments : Roll Arrow is going to be the move that you use the most often. With the fact that Roll can heal herself by 3% every time the arrow hits and damages an opponent, along with it's good priority, Roll Arrow is a good move for any occasion. The only downside is the fact that it takes one second for Roll to shoot an arrow at an opponent, making it slightly predictable.

Side B – Data Search : Roll puts her headbands/decorations and stabs it into the enemy in front of her, binary numbers feeding into Roll's headbands and eyes. Roll opens a visual screen and searches through the enemy, as they get 3% damage for each second they're trapped in Roll's search. The opponent has to mash the A button 30 times before they can escape Roll's clutches. Roll closes the screen with a slight beep and closes her eyes when the attack ends; this'll leave Roll very vulnerable after the attack. The maximum amount of damage Roll can do in one Data Search is 21% damage (7 seconds). If the opponent manages to escape, then both players will be pushed back and Roll will shake her head confusedly as she stumbles.

However, to prevent any further spamming of this move, Roll may only use Data Search every 20 seconds, because Roll needs to recharge after each search; you can tell that Roll needs to recharge when her headbands/decorations droop down, similar to Rob's arms after a Robo Beam. Once Roll's headbands/decorations reach eye level again, Roll can use Data Search. [Damage : 3% Per Second] (Knockback : If you manage to complete the entire attack, then none. If the opponent escapes, then 'Very High'.) (Range : Average. It has about the same range as Peach's Golf Club.)


Comments : I originally planned to have Roll heal herself by 3% every time she does 6% damage to the opponent, but that would make it too broken...Roll is already broken enough by the fact that she can heal herself with a large variety of attacks. Data Search is a very slow attack; don't even bother using it in a Free-For-All match, because chances are that you'll be interrupted before you get to 2 ~ 3 seconds. This is probably Roll's most useless special, as the other attacks can be much more useful (And random).

I may edit this move slightly, later.

♥ Up Special – Roll Blast : Roll twirls into the air and disappears, leaving a cloud of sparkles behind. After roughly ¾ of a second, Roll then appears in a blast of pink hearts in the direction you tilted the control stick in, and then brings her hand to her lips and releases a quick shower of sharp pink hearts in front of her, damaging any opponents that come in contact with them. Roll can teleport in 16 different directions, similar to Farore's Wind. Roll will fall not fall into a helpless state after the Roll Blast, but cannot use her Up-B or remaining jump in this fashion. The pink hearts will have the same distance as the Superspicy Curry. You can get hit 3 times consecutively maximum by Roll Blast, but it's rare that this'll happen, because the opponent will either DI or fall out of the remaining hearts. [Damage : 3% Per Heart] (Knockback : Average. It sends them back far away enough so that Roll can hopefully glide back down safely to where she started from.) (Range : High. Like I stated before, the range of the Roll Blast is the same as the Superspicy Curry.)

Comments : Another move of which Roll can use to heal herself. This move is average in recovery, because it has roughly a 5 Square by 5 Square area of teleportation (One Square = One Small Stage Builder Block). The Roll Blast attack can be canceled if the player teleports Roll right onto the stage. This attack is a handy tool for damaging any edgehoggers.

Down Special – Insert BattleChip : Meiru cannot be seen or heard as she inserts a random battlechip into her PET; Roll recieves a small chip icon on top of her head that reveals the chip that Meiru inserted. The image will appear for roughly one second before flipping over to a blue side of which Roll can use to her disposal. You can only insert one BattleChip at a time. Once you press the Down-Special button again, Roll will use the inserted chip and will have to use the special again if she wants to use a BattleChip. There are many different types of chips Roll can use, most of them unique to Roll and/or relating to some of her abilities. Roll may only use Insert Battlechip once every ten seconds after she has used her previous battlechip.

Recovery BattleChips :

Recover 10 – Pretty self-explanatory. Roll will heal 10%. This is a rare chip for Roll. The chances of this appearing is 8%.



Recover 30 – Roll heals herself by 30%. This is the rarest chip for Roll, only coming in by about 1%.



Attacking BattleChips :

Airshot – Roll releases an airshot that looks remarkably similar to the Megabuster. It does 10% damage and comes out the fastest out of all the other chips. The Airshot Chip deals out a lot of hitstun and a bit of knockback; it's similar to the 'Stun' effect, without all the electrical sparks, of course. It appears frequently, having a 33% chance to appear.



Bubbler – Roll shoots a blast of water at the opponent with her left hand. If the water blast hits the opponent, then they'll suffer 13% damage along with a 'Bubble' effect; anyone or anything next to the person that was hit will also get hit by the bubbles. The bubbles will do 4% damage. The range is about the same length and heigh as Bowzer/Charizard's Fire Breath/Flamethrower. The knockback is very little; it has a long hitstun. This is an uncommon chip for Roll; it comes out 15% of the time.



HeatShot – Roll shoots a blast of fire at the opponent with her right hand. If the fireball hits the opponent, then they'll suffer 14% damage along with a burning effect. It does not damage any adjacent items or characters, only the person that was hit directly. The range is the same as the Bubbler chip; roughly the same distance as Bowser/Charizard's Fire Breath/Flamethrower. The knockback is very little; it has a long hitstun as well as a fire attribute. This is an uncommon chip for Roll; it comes out 15% of the time.



Vulcan – Roll will alter her hand into a Gatling gun and shoot at the opponent 3 times in rapid succession. If the opponent gets hit by the first or second shots, they will be trapped within the next shots unless another person or item interrupts it. Each shot will do 4% damage. The shots do no knockback at all; it just causes the opponent to flinch. This is a rare chip for Roll; it comes out 10% of the time. This chip has the most range out of the chips, having the same distance as Toon Link's Boomerang.



Wind Racket – Roll will alter her hand into a data fan and swipe at the air in front of her. If the opponent is hit by the fan, then they'll suffer no hitstun but will be sent back a moderately far distance away. This is the only close ranged BattleChip Roll has in her arsenal, but the damage is great. It does 15% damage as well as a piercing animation. It comes out relatively quick, but the range is low. Roll can only attack an opponent roughly one character length away from her. This is a very rare chip for Roll; it comes out 5% of the time.



Miscellaneous BattleChips :

AirShoes – Once used, Roll will glow green from the bottom to the top quickly and then turn back into her original colors. Roll's shoes then will propel Roll off of the ground a couple inches or so, letting Roll glide across any surface (Which means she cannot walk, run, trip, etc.). Roll can dodge some down tilts and ground attacks, such as Ness/Zelda's Down Tilts. The amount of attacks Roll can avoid is quite low however, and can be counted with both hands. Roll can also glide in the air for 2 seconds, before the airshoes lose power and Roll has to get to solid ground again. This BattleChip is mainly used for show, and doesn't have much effect on the battle. This is a rare chip for Roll, coming out 10% of the time. This is a passive chip, meaning that it'll be effect even after you use another chip; the effect of the Airshoes will only disappear when Roll dies.



Summon Virus – Roll will summon a random virus in front of her, just like how she did in Battle Network 4. The virus she summons is completely random, and each one has an equal chance of appearing (25%). Roll can summon :

Note : You cannot damage the viruses. The virus will use its attack and disappear. The Summon Virus Chip will appear 3% of the time.

Mettaur – Your basic Mettaur enemy appears. The Mettaur will hit the floor with its pickaxe and a slow, small, white shockwave will come out and slide across the ground. The Mettaur will then disappear. The shockwave will deal 10% damage to anyone in it's path, and will cause the opponent/item to flinch, with no knockback. The shockwave will end ¾ across the distance of Final Destination, or when it hits a wall or edge.



Billy – Billy appears for roughly one second before he sends a small ball of electrical energy out. The electrical ball will travel very slowly and track the nearest opponent, and will stun the enemy if hit (With no knockback). The distance the ball can reach is about half of the distance of Final Destination. The ball will float across the ground, so it can even follow opponent's in the air, but will disappear once it hits a shield, item, obstacle, or wall. Most people can shield or dodge it easily, somewhat limiting its use. The damage the electrical sphere of pure energy does is 12%.



Burner – The Burner Virus will appear in front of Roll, it's shape looking like a paper airplane. The Burner will not dash in a straight line (Fishy), but will burn the areas around it, like a Torchic. The flames can hit the opponent three times, and each one doesn't cause any significant knockback, aside from the last hit. The flames will inflict 5% damage for each hit.



Gaia – A Gaia Virus will appear in front of Roll, wielding a huge sledgehammer. The Gaia Virus will then smash the hammer in front of it, dealing massive damage to the enemy. The attack is quite slow however, and can be dodged fairly easily, because of its short range. The hammer has two hitboxes; one is the main one and another one when the opponent/item touches the edge of the hammer. If they're hit by the entire hammer, then the opponent/item will receive a whopping 20% damage, and can potentially break their shield. If they're hit by the second hitbox, they receive 3% damage and jump up into the air and flinch. Only the Gaia Virus has the potential to KO an opponent, as all of the other viruses can only deal a small amount of knockback (Or none at all).




Comments : The BattleChip Special is probably the most random and unique special in Roll's moveset. It allows her to utilize a wide variety of weapons and tools to her advantage, but you really won't know what you're going to get until you use it! None of the chips heal Roll though, aside from the rare Recovery chips.

Standard Attacks :

[STDAT]

A : Roll Whip 1 – Roll swings her headbands against the opponent's face, damaging them ever so slightly. It's a *bit* slow though; however, it's nice when you need to rack up some damage quickly. [2%] (Range : Average. It's not bad, but it isn't that good either. The range is about the length of a Roll Arrow.) (Knockback : None. It causes the opponent to flinch, that's all.)

A-A : Roll Whip 2 – Roll swings her headbands against the opponent's face, then swings it the other way. Obviously if you're going to use Roll's jab, you'd might as well take the second hit, unless you're going for a jab cancel, of course. [3%] (Range : Average. Same as the first hit.) (Knockback : It causes slight knockback; it causes the opponent to slide back a bit, similar to a grab-break on the ground.)

♥ Up Tilt : Heart Thrust – Roll puts her palms into the air and quickly releases a small pink heart. The heart will damage any opponents nearby and will heal Roll by 1% if it hits. The Heart Thrust has good range, and will prevent some (Not all) D-air attacks coming your way. Some D-airs, such as Lucario or Toon Link's, will penetrate the pink barrier Roll puts up when she uses the attack. [7%] (Range : High. It's roughly the same size as an Unira.) (Knockback : Average. The knockback isn't anything special, but you may be able to get another hit in if you use it at a low percentage; otherwise, it just sends the opponent through the air.)

Comments : Heart Thrust is a good move, but most people tend to overlook and ignore it once they're in battle. The Heart Thrust is great for following after an Up-Throw, but it's horrible when used on the ground. It'll miss almost all of the characters if you're not physically touching them when using this move on the ground. It comes out quick and hardly leaves Roll vulnerable however, so you can use this move without much fear of being grabbed or counterattacked.

Forward Tilt : Pink Beam – Roll somehow brings out the USB adapter of her PET and shoots a short beam of pink light at the enemy. The light comes out almost immediately, but does zero knockback whatsoever, similar to Fox's blaster. However, as she pulls back the USB adapter, she whips out the chord and flings it at the opponent, knocking them down onto the ground. The length of the beam is roughly the same length as ½ of Zero Suit Samus's plasma swings. The cord is roughly ¾ the length of Zero Suit Samus's plasma swings. There is some slight lag after Roll pulls the cord out, meaning she can't spam F-Tilt very efficiently. [Beam : 3%, Cord : 4%] (Range : Beam : Average. Cord : Above Average.) (Knockback : Beam : None. Cord : Slight knockback, but not enough for it to be one of Roll's few KO moves.)

Comments : Another one of Roll's annoying moves. The beam itself isn't very formidable, it's the cord that everyone tries to avoid. If used at the right distance and intervals, Roll can repeat this attack against those who don't have projectiles or attacks that have low range. Roll cannot heal herself from the beam.

Down Tilt : Panel Out – Roll swings her legs and waves at the ground beneath her with her hands, causing a small hole to appear beneath her. Anyone touching the hole drops into a pitfall like state and will be stuck for roughly one and a half seconds. The attack starts really quickly, meaning that Roll can use this with ease and has high versatility, but there's some major lag at the end as Roll pushes herself off of the ground, which takes about a second. This leaves Roll a half of a second to do whatever she pleases to the enemy, unless they mash their jump button and escape the pit early. In rare cases, if Roll uses it properly on an edge while someone is clinging onto it, they get stuck on the edge itself and will not re-grab the ledge after they escape the pit. Likewise, if Roll uses it while someone is in the air, it'll spike someone and send them tumbling down to their deaths (The chance of that happening is quite low, however). [6%] (Range : Low. The opponent has to be touching Roll in order for the attack to take effect.) (Knockback : None. Unless you think an opponent jumping out of an attack is 'knockback')


Comments : Another annoying attack for both Roll and the enemy. For the enemy, obviously being stuck in the ground isn't something to laugh about, and as for Roll : Not being able to immediately attack the enemy after you've trapped them is sure to frustrate the player at least a little bit, after actually managing to trap the opponent in the pitfall.

Dash Attack : Roll Rush – Roll skids across the ground as a small black hole appears next to her. As soon as Roll starts sliding, she is immobile until Rush appears from the hole and propels himself towards the opponent, knocking them back and damaging them slightly. Once Rush's tackle is over, he disintegrates into fragments of data and Roll can move freely again. The entire attack lasts for roughly one second. [6%] (Range : Very High. Same distance as Pink Beam [Cord].) (Knockback : Average. It can knock an opponent off the stage easily, but its KO potential is low.)

Comments : Rush may not do much damage, but the speed of his attack more than makes up for it. The only disadvantage Roll has is that she may be intercepted at any time from behind or from the top if she misses, or if two opponents are targeting her at once. It's either hit or miss with Roll Rush.

Smash Attacks :

[SMSHA]

Up Smash : Color Point – Roll closes her eyes releases a small sphere of pure energy out of her hair bands and swings it up and over her head so the attack has a large semi-circle range. The ball will zap and stun anyone that touches it, and the hair bands provide additional damage if one were to touch it. At the peak of the attack, the ball will expand into a slightly larger size for a split second, giving off volts of energy, similar to how Pikachu's Volt Tackle is when the player presses A. As soon as the attack ends, Roll quickly pushes back her hair bands with her hands and opens her eyes, which means that there is some slight lag at the end of this move. [Energy Ball Uncharged : 9%, Energy Ball Fully Charged : 18%, Headbands Uncharged : 3%, Headbands Charged : 6%] (Range : High. It protects Roll from all sides, so people would have a hard time attacking her if Roll is in the middle of using Color Point) (Knockback : Energy Ball : High. The knockback of this attack is one of the highest for Roll, not counting any of the Battlechips. It's enough for a KO. Head Decorations : Low. It just causes the opponent to slide a bit back, nothing more.)


Comments : Even though the ending lag on this attack is atrocious, you'll be using this move quite frequently, one for it's incredible range, and two, for it's KO potential. Color Point is one of Roll's few KO moves, and you should use it to your full advantage.

Forward Smash : Roll Whip SP – Roll bends forward and swings her headbands back and forth to slap the opponent six times, trapping them if they even get hit by one swipe. With proper DI however, a person can escape Roll's attack, though frankly, it's quite hard to do, seeing as the attack comes and goes by so fast. [Uncharged : Each Hit – 1%, Fully Charged : Each Hit – 3%) (Range : Average. It's a bit shorter than Roll's jab, or Roll Whip 1 and 2) (Knockback : Little to none. It causes the opponent to flinch, long enough so that the next hit of Roll Whip SP can be able to...well, hit.)


Comments : Obviously one of Roll's best and most annoying attacks. It comes out in one of the first few frames, and doesn't leave Roll very vulnerable after the attack ends. One of Roll's best ways to rack up damage, Roll Whip SP is a must for any Roll user's strategy even though its damage may be low.

♥ Down Smash : Heart Stomp – Roll raises her foot once before stomping the ground angrily with her right foot, releasing two large hearts next to her feet, which are both the size of Mario. The hearts will push any opponent a moderate distance away from Roll, as well as dealing some damage. Although the opponent receives no hitstun from the attack, the knockback by it can be surprising at times if used randomly. The attack takes a while to start up, and leaves Roll vulnerable at the top, like most down smashes do. The hearts can cancel out almost any projectile, as well as some jabs and tilts. [Uncharged : 8%, Fully Charged : 16%] (Range : High, usually. A heart the size of Mario is pretty big for a projectile.) (Knockback : Very High. One heart knocks an opponent the same distance as when you're close to Toon Link's Down Air but did not get hit by it and you slide back from the...you know the rest. So yeah, it knocks back pretty far.)

Comments : A nice Smash attack that could beat Roll Whip SP, but the long initiation of the attack doesn't make it seem all that worth it, unless your opponent is distracted. Oh, and in case you haven't noticed, this attack will heal Roll by 1% if it hits.

Aerial Attacks :

[AIRAT]

Neutral Air : Static – Roll spins around multiple times quickly in mid-air, surrounded by a thin, green tornado. The tornado will surround the sides of Roll, but not directly above or below her. The tornado can hit the opponent up to three times, but usually, it only hits once or twice. The opponent has to be in the center of Roll to be hit three times, which in itself is a rare occurrence for any character. [Each Hit : 2%] (Range : Low. The opponent has to be very near Roll for the attack to hit.) (Knockback : Low. Like some of Roll's other attacks, the opponent will merely flinch if they're caught in this move.)


Comments : Static has its good and bad sides. One of the good things about it is that Static appears almost immediately, which lets Roll beat most aerials other characters have. Another good thing about it is that if Roll's attack is canceled out, only the tornado will take damage and disappear, and Roll will be safe from harm, unless the other attack hits multiple times, or if they get another attack in while Roll is recovering. One of the bad things about it is it's low damage, which will hopefully be made up by the speed of the attack. But other than the low damage and its low range, overall, Static is a nice attack and is one of Roll's fastest aerials.

♥ Forward Air : Pure Heart – Roll brings her hands to her symbol, which is near where her heart should be if she were human, before thrusting a small, pink heart in her palms in front of her. The heart is quite small, it's just about the same size as her hands. The opponent can also be hit by Roll's hands and not the heart if they're not close enough to it, receiving very little damage. If the opponent is hit by the hand, Roll will not be healed by 1%. [Hands : 1%, Heart : 7%] (Range : Average. Roll's hands cover a moderate distance ahead of her, but it's nothing special.) (Knockback : Average. The heart knocks an opponent away far enough so that Roll won't be harmed as she brings the heart back in.)

Comments : Albeit a bit slow, Roll's Fair is useful for following up almost anything, mainly after a Back Throw or a Down Smash. It's actually one of Roll's KO moves at high percentages, seeing as most of her other attacks don't knock back the opponent that far. It can KO starting at around 180% or so on a middleweight character.

Back Air : Rollversal – Roll turns around, swinging her headbands, and pushes her right hand out against the opponent, looking a bit worried as she brings her left hand to cover her mouth. This attack has two hits; one of them being when Roll swings her headbands, the other is when Roll pushes her hand out. [Headband : 3%, Hand : 4%] (Range : Headband : Above Average. Roll's headbands are quite long, and swinging them back makes it seem longer than it actually is (Big hint for the headband to have a Disjointed Hitbox), Hand : Average. Her reach is about two thirds the length of her hairbands.) (Knockback : Headband : Low. Sends them back a bit, as well as causing them to flinch. Hand : High. The speed of Roll's thrust of her hand gives it a bit more knockback than expected, giving Roll a chance to escape an opponent if need be.)

Comments : Rollversal, when used, may not always get two hits on the enemy. If you space perfectly so that the opponent will be hit by the headbands, the second hit (Roll's hand) will not be able to reach the opponent, unless they DI towards you, which is unlikely to happen. The knockback of Roll's hand is good enough for a horizontal KO, which can KO a middleweight from the edge of a stage at around 120%. Rollversal can be canceled if Roll lands on the ground after she swings her headbands, but you have to time it well, or else as Roll starts to push her hand out, she'll stop and put her hands onto the floor to support her from the fall.

♥ Up Air : Heart Thwack – Roll takes out one of the hearts she uses for Roll Blast, and holds it in her hand tightly. She turns her head up and swings the metal heart in her hand above her, causing the opponent to fly away in the direction Roll swung the heart at. The heart disintegrates into data fragments in her hand, as Roll touches the her cheek with the tip of her fingers. [9%] (Range : Average. It covers a good distance above Roll, and is a pretty good off the top/side killer.) (Knockback : Above average. It's strange how love usually pulls the victim in closer; in this case, it repels them!)

Comments : Heart Thwack is easily enough one of Roll's KO moves, with it's speed and power. It may not come out as fast as some of Roll's other attacks, but it's priority is beyond most of Roll's other attacks. With the healing effect Heart Thwack gives, this move is bound to be one of the more abused moves Roll players may use. The only problem is is how unpredictable it may be; you will never know if the opponent will be flung vertically or horizontally; take a risk and find out.

Down Air : Air Boost – Roll will stomp at the enemy using both of her feet with large force, leaving a small puff of sparkles behind as the opponent tumbles. Roll's Down Air can spike an opponent with equal force as R.O.B.'s Down Air, but only if sweetspotted correctly. Another effect of this is if Roll has the AirShoes effect on, whenever she uses Air Boost and lands it on an opponent, she'll get a small, well, boost. The boost is about the height of ¾ of Roll's regular jumps. No extra damage, range, or knockback is added if Roll has the AirShoes effect. [10%] (Range : Average) (Knockback : High. At times when the opponent is not spike, it'll send them up a bit, which isn't that useful...but when sweetspotted, the spike is just as powerful as R.O.B.'s Down Air spike.)

Comments : As with most spikes, Roll's Down Air takes a while to take effect, if it's used on the ground, an opponent will have an easy time shielding it; if used in the air, it'll be hard to get the timing right to dodge it, but it'll still be pretty predictable. Use this with caution. I recommend to use this whenever you have the AirShoes on on any person trying to recover back onto the stage; you might get a sweetspot or a footstool if you're lucky.

Final Smash : Big Heart

[FNLSM]


Roll's Final Smash is based on the Program Advance in the Battle Network games; it utilizes a HolyPanel (Which reduces all damage inflicted to the Navi by ½), Recovery Chip 300, and Roll (Any version, I believe) to give Roll's basic attack massive damage, along with a large recovery. Of course, in Brawl, we'll tone it down a little, and buff it up in some places.

Once Roll activates her Final Smash, she jumps to the center of the stage and twirls twice in mid-air, covering herself in a flurry of hearts. She clenches her fists and a pink battlechip appears in her hands. She lets it float up to her eyes, and it disappears, giving Roll a light pink aura around her, as well as releasing a cloud of hearts whenever she takes a step. All attacks thrown at her will be reduced to ½ the damage it would normally do, because of the HolyAura Roll receives. Roll's attacks will do 1.5 times more damage than usual, and she will have superarmor on all of her attacks/grabs/throws/etc, similar to Wario when he uses his Final Smash, aside from the speed boosts.. Roll's Roll Arrow will split into three arrows; one in front of her, one above her, and one diagonally away from her. Roll's Roll Blast will cover her entire body, Data Search will search at two times the speed, and Roll Whip SP will hit 10 times instead of the regular six.

The entire Final Smash will last for 17 seconds. When it ends, Roll loses her pink aura and a gigantic heart the size of Ridley falls on top of Roll. Roll recovers 2% damage for every 10% damage she has received and dealed [Not including the multipliers] once the heart comes into contact with Roll.


Grabs & Throws :

[GRBTH]

Grab : Roll reaches over to grab the opponent with her hand. It's reach is low however, and will be easily beaten by some of the other characters with long reaches, such as Marth, Dedede, etc. [Range : Low]

Dash Grab : Roll runs to grab the opponent using her headbands, but will lag severely if she misses. She'll topple and put her hands out in front of her to support her from the fall as she readjusts her headbands. It is about the same length/reach as Luca's tether grab. [Range : Very High]

Pummel : Roll whacks the opponent with the end of her headbands, doing 2% damage for each hit. [Each Hit : 2%] (Speed : Medium/Moderate)

Up Throw : Medical Help – Roll turns and faces the screen as she tosses the opponent into the air. Meddy.EXE, who logs in next to Roll, tosses a multi-colored pill up as Roll throws a sharp heart into the stomach of the opponent, both of the projectiles hitting the opponent at the same time. [Pill : 4%, Heart : 5%] (Knockback : Average. Meddy's pill acts like a Bomb-Omb, but Roll's later hit acts as a 'Piercing' attack, which decreases the knockback greatly. It's still very high though, and has fairly good KO potential)

Comments : As you might have noticed, even though Roll uses a heart in this attack, it doesn't let Roll regain 1% HP, it's because the overall theme of the attack doesn't revolve around hearts. It includes a brief [Cameo, I guess you could say] appearance of Meddy, who aids Roll in the field. (A.K.A. Teamwork.) This throw comes out relatively slow, which means that you might get intercepted during a Free-For-All match. However, if you were interrupted right after Meddy's pill hit the opponent and before Roll's heart hit the opponent, you're in luck; the opponent will fly away as if a Bomb-Omb hit them straight in the stomach. This requires precise timing however, and will not happen very often during a battle.

Forward Throw : Roll Flash – Roll's headbands reflect light and a dull shine appears on the screen as Roll uses Roll Whip on the opponent the next instant, hitting them three times and pushing them away on the last hit. [Each Hit : 3%] (Knockback : High. Roll's headbands are one of the strongest features/parts of Roll, so this shouldn't be much of a surprise.)

Comments : Roll's quickest throw. Roll Whip used in Roll Flash is faster than the other version Roll uses for her smash, because it only does three hits instead of the regular six hits it does. As Roll knocks back the opponent with her headbands, she will lag a bit at the end as she pulls back her bands, so use this throw with caution, although I don't think you have to, seeing as the knockback is enough for you to recover safely from the end lag.

Back Throw : Geyser – Roll opens up a screen, telling Rush to open up his inter-dimensional hole in front of her for a moment. Rush does as Roll asks, and Roll tosses a BattleChip into the hole. The hole flashes for a moment as the victim looks at the hole in horror. The hole then suddenly fills with water, and out comes a jet full of water, directed at the opponent. Roll jumps out of the way hastily, and the opponent is blasted behind Roll by the jet of water, taking damage and a high amount of knockback. The jet of water decreases as soon as the opponent was hit, and the hole shrinks and disappears. This entire process takes about two seconds. [10%] (Knockback : High. Getting blasted in the face with a jet of water doesn't make you simply trip; it sends you flying, unless you were blasted with a hose/water gun, of course.)

Comments : Geyser is a powerful throw, but awfully slow. With it's starting lag of two seconds, you'll be bound to be interrupted in a free-for-all match, so use it with care. In a One Vs. One match, however, it's quite useful. The large knockback and good damage Geyser does is simply excellent, and without anything to hurt you while you're throwing them, this throw is one of Roll users' main choice for throws in 1 Vs. 1 matches, because of the reasons stated above as well for the fact that you can chase after your opponent when they're getting blasted by the water [The player regains control of Roll as Roll dodges the jet of water, meaning, she can move before the throw is even over].

Down Throw : Serene Song – Roll lays the opponent on the ground, facing the screen. She hums a familiar tune as many pink flowers in the shape of a heart surround the opponent, entrapping them as well as making them fall asleep. As Roll finishes humming her short tune, the stems (Or more like vines, to be honest) stab five times consecutively into the opponent, waking them up painfully. The flower petals block the scene from view [A.K.A. Censorship...and I don't mean the folder]. The flowers disintegrate into data as the attack is over, and the damaged opponent is free to roll, attack, or get up from their 'Sleeping/Tripping' state. Roll lets out a small sigh at the end of this throw, which obviously means that there is some ending lag. The entire throw takes three seconds. [Each Hit : 2%] (Knockback : None. The opponent falls asleep, gets stabbed, and is stuck on the ground.)

Comments : Roll sure does have some slow throws, huh? Anyways, Serene Song is an okay throw...the animations and effects are simply dazzling and extravagant, but the ending of this throw is just downright horrible. Ending lag, along with the opponent being able to attack while you're finishing up the throw...this throw is just unpleasant. I can't think of any good time to use this, unless you're just fooling around or something.

Stage & Music :

[STGMS]

Stage : Undecided

Music : Mega Man 2 - Wily Stage 1/2

To be decided, and finished.

Appearance :

[APRCE]

Wiimote Sound : Roll yells out 'Roru!' cheerfully.

Icon/Logo : Your basic heart.

Unlocking Message : One of Megaman's most loyal allies, Roll.EXE, is here to take part in the Brawl!

Stationary Stance : Roll will stare distantly in front of her, with a disconcerted look in her eyes. Occasionally, Roll will bring up a small digital screen in front of her and type something as she searches for information.

Walking : Roll will take slow, methodical steps which make a soft 'Kthunk' sound as she takes a step.

Running : Roll will run lightly on her feet, almost skipping.

Crouching : Roll will lay down sideways, her legs shifted to the side.

Stun : Roll will try to cover her face using her forearm, but only reaching up to her waist, looking as though she's been coughing.

Sleep : Roll will slide and her head will droop, and will sit in a slightly upright position, leaning forward a bit.

Frozen : Roll will raise a hand in surprise, and her mouth will drop a little.

Sidestep Dodge : Roll will slide over, facing the [Back of] the screen, and clings to mid-air, as if she was siding on a wall. She will put a fist over near her mouth, as if about to gasp.

Forward Roll : Roll twirls around forward, leaving a trail of sparkles in her wake.

Backwards Roll : Roll twirls around backwards, leaving a trail of sparkles in her wake.

Air Dodge : Roll pulls on her shoulders and spins around twice moderately fast, leaving some sparkles behind once again.

KO Yell : Roll will either yell out in anguish or say, "Ah!" in a light tone.

Star KO Yell : Roll will scream out, "Oh noooo!" as she fades into the distance.


Taunts :

[TANTS]

Up Taunt : Complete Tranquility – Roll clasps her hands together and closes her eyes as she lets out a small sigh.

Side Taunt : Sweet Charm – Roll waves at the screen and smiles innocently.

Down Taunt : Bored – Roll couches and doodles a picture of Rockman.EXE's head onto the ground, before she brushes the image away and any dirt on her body.

Victory & Losing Poses :

[VICLO]

Victory Pose 1 : Utter Shock – Roll looks around to see if there was a mistake as she was announced the winner, clearly believing that she could never win a match. After she looks around for a moment and sees that it most certainly is not a mistake, she flushes as she took a glance at the screen, and looks downwards, digging her toe into the ground.

Victory Pose 2 : True Friends – Roll jumps back a step and looks a bit agitated as she gives the screen a nervous smile once she noticed that she won, before Rockman materializes next to her and pats Roll gently on the back. Roll turns around and squeals, and clenches to Rockman's waist. Rockman pats Roll on the head embarrassingly as he looks at the camera.

Victory Pose 3 : Roll Bone – Roll is seen petting Rush's head on the ground, and she gives Rush a pink bone with hearts at the end. Rush refuses and shakes his head, pushing the bone away. Roll looks a bit disappointed, but she continues to pet Rush.

Losing Pose : Carefree - Roll gently claps her hands and smiles at the screen, not caring that she lost and feeling happy for the winner.

Single Player Roles :

[SNGPL]

SSE Role : Roll plays a very minor role in the SSE. After Lucario and the Ice Climbers fight each other on top of the Summit, Roll.EXE materializes and intervenes the scene, shooting a Roll Arrow at the trio. A battle will then commence, with you choosing to play either Lucario, the Ice Climbers, or Roll. If you play as Lucario or the Ice Climbers, then once you defeat Roll and de-trophytize her, she'll grin sheepishly and apologize for attacking them so abruptly. If you choose to play as Roll and win with her however, Roll will de-trophytize Lucario and the Ice Climbers and continue on the journey normally, with Roll becoming available as a character.

Events :

Event #14 : Pink Team
Play As : Your Choice
Opponents : Peach, Roll.EXE, Jigglypuff
CPU Level : Peach : 7, Roll : 8, Jigglypuff : 9
Lives/Time/Coins : Lives [You, Peach, Roll.EXE, Jigglypuff : 2]
Location : Yoshi's Story 64
Description : One pink character from each Smash Bros. teams up to fight against you. Don't underestimate the power of pink!
Details : Each player has two lives. Your job is to KO the other three females (Except for maybe Jigglypuff, he/she/it may be a male) without losing your two lives. Heart Containers will be the only item dropping in the stage, and are set at 'High' level, which may be good or bad depending on who gets the Heart Container.
Unlocks : Yoshi's Story 64 Stage


Event #22 : Archery
Play As : Link
Opponents : Toon Link, Pit, Roll.EXE
CPU Level : All at level 9
Lives/Time/Coins : Lives [Link : 2] [Toon Link, Pit, Roll.EXE : 1]
Location : Kokiri Forest
Description : It seems that Link is not the only one that uses a bow and arrow; wipe your opponents out using only your bow and arrow!
Details : The event is rather simple; simply KO your opponents using only, and only your bow and arrow. You may damage your opponent in any other way, but you must KO them with an arrow. Deku Nuts will fall in abundance here, so be wary of them.
Unlocks : Kokiri Forest Stage


Assist Trophy :

[ASTRY]



Meddy.EXE

Meddy.EXE, also a Recovery-based NetNavi, makes an appearance in Brawl as an Assist Trophy as well in one of Roll's throws. Meddy made her first appearance in MMBN5 : Team Protoman. Meddy is determined, kind-hearted, and will try to help her operator [Jasmine] the best way she can. Her main attacks in the game are multi-colored capsules, which will also be her main attack as an Assist Trophy in Brawl.

Once Meddy.EXE is released, she will jump to the ground lightly and begin tossing random colored capsules, in an arc similar to the Hammer Bro.'s hammers. The capsules are about four times the size of Dr. Mario's regular pills, so be careful. The capsules will land on the ground, and begin to flash. If the capsule makes contact with an opponent, it will explode and cause a random effect. If it lands on the ground, then it'll flash for three seconds exactly before exploding, in an Electrode explosion radius. Different colored capsules deal different amounts of damage and effects, so be wary of the capsules Meddy tosses. Meddy will toss three capsules either in front of her or behind her before disappearing. She will only toss another capsule after the previous one has exploded.

Colors/Effects :

Red : 12% damage, Fire attribute
Blue : 10% damage, No hitstun, Knocks opponent away a moderate distance
Orange : 11% damage, Confuses opponent
Yellow : 11% damage, Stuns opponent
Purple : 10% damage, Movement controls reversed
Green : 10% damage, Heals user by 5% damage
Pink : 15% damage, Heals user by 1% damage per second for five seconds
White : 10% damage, Sends opponent flying into the air
Red/Blue : 14% damage, Piercing attribute
Yellow/Green : 14% damage, Stuns opponent, Heals user by 5% damage
Purple/Brown : 10% damage, Poisons opponent for 1% each second for five seconds
Orange/White : 14% damage, Confuses opponent
Red/Pink : 15% damage, Heals user by 1% damage each second for ten seconds

Trophies and Stickers :

[TRPST]

Roll : One of Megaman's best and first allies, Roll has always been at Megaman's side ever since the first Battle Network game. Roll generally dislikes fighting, but it has shown that she has remarkable abilities. Her healing abilities, virus control, and her charm makes fighting Roll to be much harder than expected. Be wary of Roll's Roll Arrow, it'll leave you speechless if you're hit with it.

To be finished.

Snake Codec :

[SNKCD]

To be done.

~

Ugh, I feel as though this moveset isn't as good as my previous ones...

As you can see, I'm nowhere close to finished. I just thought I'd get all the BBCode and junk all finished, so I won't have to do as much later. I've already gotten the main part of the moveset done, I just need to get the extras.

I hope you all enjoy Roll.EXE! Too bad it's not Valentine's Day...
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec

One of Megaman's most trusted allies, Roll, is here to enter the Brawl in her Battle Network form.
I like this moveset. I like it a lot. It's very cute and even though I don't play Megaman I'm quite tempted to play a game with Roll in it. If this chick was in Smash Bros, I'd probably play her. You just made her look really fun to play, and the healing mechanic is hardly broken (at least I think so--1% isn't a lot). My only quip is that some of the moves seem repetitive and generic. I'm too lazy to put up any examples now. :p

But you did a great job, and I'm looking forward to the rest of the extras!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Meadow! Great to see you back in here, submitting a moveset, yours are always somewhat ahead of the curve! This one looks really nice, like all yours, from what I've read so far.

That looks like a pretty sweet idea, Kholdstare. It's the kind of project I could really get behind, making sure everything's nice and factually accurate and whatnot. :bee:
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
Thanks for the comments, Tanookie and King K. Rool. ^^ And thanks to anyone that comments later, any are greatly appreciated.

@Tanookie : I bet you mean Roll Whip...now that I look back on it, I have used it a couple times, without much difference/change to it. Thanks for pointing that out, I would've never have noticed it myself.

@King K. Rool : Aw, thanks! I just try to keep mine as simple as possible, without being too blurry on one detail or another; after Bard, I realized that not many people will actually enjoy reading about useless percentages of an attack and etcetera, so I've tried to tone it down a little here. Thanks again for the nice comment/compliment.

@Kholdstare : That's a nice feature you've created, Kholdstare. I would join (I might do so later), but I have absolutely no idea how to create an article or something like that; I'm really dense when it comes to those type of things. However, I hope that the Wiki will flourish, and hopefully I'll learn how to use a wiki[a] and contribute to it as well.

That's it for me then. Good night, everyone~. And thanks in advance for any comments that may come up later. ^^
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
I'm very glad to see you Meadow... it helps make my very bad day a little better....

Roll looks like a contender for top 50 already.

Be sure to check out the Stadium http://chiefmendez.wordpress.com/ . Here you can request a professional sandbag review for your movesets and view a current lists of sets in the contest, among other things.

Also of interest is the MYM instant messaging chat. Come here if you would like to get to better know your fellow MYM'ers or just feel like having an entertaining chat or Youtube Poop session. http://xat.com/chat/room/47384259/

Keep up the good work.


@Tanookie
I see you are doing Estelle. Be sure to do her justice, as she is one of the few genuinely likeable women in Tales.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Well done on Roll- that was a fun read, and I believe she'll do well in this contest :)

I'll have a look at the wiki now :bee:.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Ah good thing Meadow is back. I remember reading Goombella back in MYM 3.
I would have voted for it (if it wasn't for the power shortage of 3 weeks...)

I'll read Roll later. Looks nice at a skim tho.

Also, are the Sandbags lazing off again? The queue is pretty long and there are some movesets from a long time ago...

Must be hard, the life of the Sandbag.....
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Well, I can't speak for the others, naturally, but this week is my first week of spring semester, so I'm a little busy adjusting to my new classes and everything.

All of us know we're behind. Be patient, though, we'll get around to all of it eventually.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
The sandbags are not lazing off, it's the time when we back to education/work, so time will be more limited, plus they have a real life outside these boards. it's very hard to keep up when movesets could potentially posted everyday anyway.

Stop making the situation worst by complaing about an already known subject, so please be less hard on these people, as soon they will go mad with all the things they have to do.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower

Make articles about yourself, but only if you have made a moveset. Make articles about your movesets. If your name shares the name of an existing moveset, put (member) beside your name in the title. Remember to use proper grammar and punctuation.
Sweet! I'm going to make my pages now. And nice Roll moveset, Meadow.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
I read your Roll moveset, Meadow, and it was really cool. However, it seems like the Roll Arrow is too slow to be any good, but maybe I'm not thinking right. Having to mash the button 30 times to escape from the Data Search attack seems like a little too much effort to escape from. Also, the down special seems a little excessive for one move, but maybe it's just me. Those are just my own personal little nitpicks though, everything else looks great and you did a good job of making Roll seem like a fun character to use!

Disclaimer: I know next to nothing about Mega Man
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Also, are the Sandbags lazing off again? The queue is pretty long and there are some movesets from a long time ago...

Must be hard, the life of the Sandbag.....
Indeed it is. Actually, since I started up my BBQ I've been slacking on pretty much everything else (not that I've gotten a lot of work done on it, either :ohwell:). I owe Tanookie Peter (I know I said yesterday, totally my fault, I'll do it in the next few days), and H_R Daroach. And then there's all the new requests that we haven't divvied up yet...

What you guys can do to spare us is hold off on posting requests. Don't give up entirely, just wait until later in the contest, when we have a smaller queue and more time.
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
You're going to need to repeat that every few pages for it to sink in with everyone. That or just put a hold on requests until X amount of reviews are finished. :bee:
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob



Sergeant Cortez.



How to Unlock

Play 401 VS matches.
Score 50 KO's with projectiles.
Get Sgt. Cortez to join your team in SSE.

You will Brawl after reaching these conditions except for the Subspace Emissary.

Unlock Message


Travel through time- Sergeant Cortez has joined the Brawl!


Introduction


Sergeant Cortez is the head of an elite group of space marines, led by the Colonel. He helped fight in the Timeplitters war, and stopped them from destroying mankind. However, Cortez, and his friend Corporal Hart were sent to retrieve Time Crystals; artifacts that were filled with unknown power. Before they could get them, the Timesplitters fled into a time portal with the crystals, so Cortez followed. When he came out at the other side, he had gone into the body of a native of the time zone he had traveled to.
Cortez managed to destroy their Space Station and retrieve the crystals, but his friend was killed.
As he was flying back to Earth to bring the crystals to the Colonel, his ship got brought down. When he landed, he joined up with some marines who told him that the Timesplitters were still roaming wild on Earth. Cortez managed to get back to base, where the Colonel introduced him to his new behind the scenes partner, Anya.
Anya gave him a Temporal Uplink that allowed him to move objects, and sent him through time to stop the creator of the Timesplitters. As he travels through time, he meets many different allies, and even teams up with his past and future selves to defeat Jacob Crow- the mad man behind the creation of the Timesplitters.
Crow turns himself into a Timesplitter, but is finally bested by Cortez, his time twin, and R1-10, in 1924. This causes the war to end before it even began, and restores the time zone that Cortez lived in to it's original beauty.



Play Style


When using a lot of his attacks, Cortez transforms into a different character for the duration of the attack. As Timesplitters is a FPS game, the majority of his moveset makes use of firearms- making him a truly unique character who even though it may take a while to get used to, has good killing potential, and a wide range of projectiles. Cortez's size may also change depending on who he turns into, so your size may decrease, and make you harder to hit, or increase, and make you an easy to hit target.
Cortez's aerial game is slightly lacking, but his range of abilities that he has on the ground more than make up for this.

Cortez transforms into random characters from the series whilst using the majority of his attacks, except for specials. I have tried to include a lot of classic, and obscure characters from the series in these transformations. The writing near the side of the attack shows who you transform into, and what size that character is. When transforming, a blue energy surrounds Cortez, then he quickly changes into the characters. The transformation period is only takes a split second, the main lag comes from actually initiating the attack.

One of Cortez's key moves is is Neutral Special- the Minigun. This special even has it's own separate bar at the left side of your damage % box. This move is one of Cortez's most effective moves, but you need to pay close attention to it to get the most out of it.

Even though he mainly relies on projectiles, he has quite a varied moveset. Cortez would probably be around middle tier, as he has a great offensive and camping game, but his movement capabilities limit him. However, due to the fact that he relies on projectiles makes him a terrible character to use against characters with reflectors,

To conclude, Cortez is a great character who is unpredictable, but will take a long time to get used to.



Costume Colours

1= Timesplitters Future Perfect Cortez (Default)
2= Timesplitters 2 Cortez (Red Team)
3= Timesplitters Future Perfect Pre- Release Cortez (Blue Team)
4= Time Assassin Cortez
5= Henchman Cortez (Green Team)
6= Dr. Cortez

Unlockable Costume

To unlock this costume, finish Classic on Easy and Intense with Sergeant Cortez.

7= Mr. Space Cortez

When Selected

He says his catchphrase- "It's time to split!"

Entry

A Time Portal appears, and Cortez jumps out of it.



Random Facts.

Idle=
Cortez stands still, swinging his arms by his side. If you leave him idle for a while, he will begin to do a dance as a homage to the credits of Timesplitters Future Perfect.

Shield= 6/10- Cortez's shield is slightly above average, but is nothing special. The shield has some start up lag, as Cortez uses his Temporal Uplink to lift up a sheet of metal form the floor and place it in front of him. The shield is slightly smaller than Cortez, and can withstand more damage from the front than the back. When the shield is broken, the Uplink powers down, and Cortez drops the sheet of metal.

Dodge= Cortez sidesteps to dodge his enemies attack, similar to how he would sidestep to dodge enemy fire.

Forward Roll= Cortez does a dive forward, then lands into a roll. There is no startup lag, and the dive travels quite far. The dive does take a while before you land, and you can be damaged during the dive, which could leave you vulnerable.

Backwards Roll= Cortez does a backflip, and lands steadily on his feet. If used repeatedly Cortez has a chance of tripping, which could leave him vulnerable.

Tripping=
Cortez falls to the ground, and rubs the back of his head. When he gets up, he springs back up and does a pose similar to Luigi's "shooting" victory pose.

Stunned= Cortez stands in place, swaying from side to side slowly whilst holding his hands to his face.

Sleeping= Cortez falls to the floor and begins to lie on his chest, snoring.

Ledge Climb Under 100%= Remote Mine+Nikolai+Medium
(4%- low knockback)
- Medium start up lag
- Short range


This move isn't really that useful, as it is quite laggy. It also does limited damage, and has short range. The thing with this move is that the mine is thrown onto the ledge, detonated, then you climb up. This means that you can push the opponents away from the ledge, then climb up safely. However, you will be vulnerable when hanging from the ledge, and will become predictable if you repeatedly use the move.

Cortez pulls out the mine from a pocket on his pants legs, throws it onto the ledge, and then presses a button to detonate it. It takes 2 seconds for Cortez to do this. This isn't really a good move, as shielding onto the stage would be easier, and safer.


Ledge Climb Over 100%= Crossbow+Jungle Queen+Medium
(12%- no knockback)
- Short start up lag
- Long range

Cortez pulls himself up to the ledge, leans his Crossbow on it, and fires an arrow along the ground. Then he proceeds to get up, and continue the fight. This move only takes 1 second to perform, and is a lot more effective than his other ledge climb. The arrow is only small, and travels horizontally along the floor, so it is easy to dodge, but the arrow travels extremely quickly.

There is a 1 in 12 chance that the arrow will be a burning arrow, which will travel at half the speed, but deals 20% damage.

This is a safe to use attack that can deal good damage, but it's unreliability to hit hurts its uses.

Get Up Attack= Uzi+Fingers McKenzie+Medium
(5% each side- medium knockback)
- Short start up lag
- Medium range


This move is decent, as it covers both sides of Cortez, and deals a fair amount of damage on each, combined with good range. The lag isn't from the actual gunfire; he sweeps his gun along the floor and holds the trigger, it's from the time it takes him to actually get to his feet. However, this time is also short, so you are safe to use this move.

This is a great move to use, and you should use it whenever you're in a situation like this. There are no real faults to this, so this is a fine weapon that will probably go unnoticed
by many.

Stats

Strength= 6/10- Cortez isn't the strongest character, but his incredible variety of projectiles more then make up for it, as he can focus on racking damage up over time rather than going in for the kill.

Speed= 4/10- Cortez is quite a slow mover, as he is a space marine who carries lots of different equipment. He can keep up with the other characters however, so it isn't much of a problem.

Launch Power=
7/10- Some of Cortez's moves have great knockback, whereas other moves have hardly any. Cortez will have no problem finishing off his opponents as long as you keep his high knockback moves fresh.

Jump=
3/10- Cortez has a poor first jump, which limits his aerial game slightly. Cortez goes into a squat, then leaps up into the air. Cortez's main aerial game comes from his Up Special, so this jump, while not that effective, will get the job done ok.

2nd Jump= 5/10- His second jump is slightly more useful, and allows him to travel even higher. Cortez leaps up again whilst in the air, raising his right knee slightly. The fact that he can't jump that high is that he is just a marine, and all his equipment weigh him down considerably.

Fall Speed= 7/10- Due to the equipment that he carries, Sgt. Cortez is quite a fast faller. This is an advantage, as he can't be easily punished in midair, but it also means that he can't make good use of his aerials.

Size= Sergeant Cortez is around the same size as Snake, but he is slightly bulkier.

Weight= Cortez is a heavy character, but he isn't as heavy as the likes of Bowser, Charizard, ROB, and Ganondorf. For a human he is quite heavy though, which works to his advantage; as he can withstand more high knockback attacks.

Crawl= Cortez crouches down, and walks forwards in this crouched state. Cortez is just a bit smaller than Kirby when he crouches, and he is quite a quick crawler. Then height of his crouch severely limits its use, as a lot of attacks will still hit you even if you are crouched.

Wall Jump= No, Cortez can not jump off walls due to the fact that he is a human.

Wall Hang=
No. Cortez lacks the equipment to hold onto a wall, but why would a space marine need to hang onto a wall for anyway?



Specials


Neutral Special= Minigun

The Minigun is a unique special, and has it's own bar that is located at the left of your damage box. The Minigun has 6 levels of charge, which changes th properties of the gun. Cortez takes out the Minigun, and holds down the trigger. At first, the bar will be EMPTY, but you need to hold down B to start the barrels rotating. After 2 seconds, you will be at GREEN, after 6 seconds you will be at YELLOW, after 10 seconds you'll be at ORANGE, after 15 seconds you will reach RED, and after 20 seconds you will reach OVER CHARGED.

If you leave go of B, your charge level will decrease, until it reaches EMPTY again.

However, you can set it that it won't drop below GREEN, and the gun will always be partially charged. However, your movement and jump speed will b decreased whilst charging via this method, so it may not be a good idea.
To set it at GREEN, hold down B, then tap the shield button. Do this again to reset it to EMPTY.

EMPTY=(You need to hold down B to get the gun charging)

GREEN=(1% per bullet- no knockback)
- Long Range
- Slow Bullets

This is the basic charge of the gun, and the one that you will use the most. The bullets travel quite slowly, but they have great range. The bullets don't stun the opponents, or knock them back, so they can approach you with ease. Use this charge from a distance, so that when they get close to you you will have a more damaging charge level.

YELLOW=(3% per bullet- no knockback)
- Long Range
- Quicker Bullets

This charge allows the bullets to travel a bit faster, and to do more damage. These bullets don't knock the opponent, so they will be able to close in on you. If they are too close, back off, and begin charging again.

ORANGE=(6% per bullet- medium knockback)
- Medium Range
- Fast Bullets

This is were the Minigun starts to shine. The bullets travel fast, and deal more damage, as well as medium kncockback. The range is sacrificed however, meaning that the opponent will have to be closer to you before you can hit them, and each bullet sends them away from your fire. You can easily rack up damage with this charge.

RED=(9% per bullet- high knockback)
- Short Range
- Rapid Bullets

This is it- the final charge. This deals heavy damage, has rapid firing speeds, and deals high knockback. As the range has been shortened even more, the high knockback limits its uses, as it causes your opponent to move even further away from you. This charge can be devastating to enemies backed up against a wall.

OVER CHARGED=(You need to stop using this attack for a bit so that the barrels can cool down)

Side Special= Temporal Uplink
- Tiny start up lag


This move has two different properties which change depending on if you smash the control stick and press special, or if you tilt it and press speical.

Side Special Smash= Energy Push
- (13%- medium knockback)
- Medium range

This move is one of Cortez's most effective, as it has a tiny start up lag, deals good damage, has good range, and deals decent knockback. However, the ending lag is 1 and a half seconds long, which makes it difficult to spam or camp with.

Cortez puts out his arm with the Temporal Uplink glove on, and whilst it is in it's 'claw' mode, he shoots out a wave of energy that comes out in a sort of arced pulse. The energy wave goes in a slight arc, so it is easier to hit with, and the fact that the ripple effect is difficult to spot makes this move great, as you can attack them without them realising.

This is one of Cortez's greatest moves, and you will probably use this a lot whilst playing as him.

Side Special Tilt= Radar Field
- (0%- no knockack)
- Large range


This move isn't an offensive move, or a defensive one. Instead, it creates an obstruction that can get in the way of the battle, and make your opponents vulnerable to getting KO'd. Cortez puts his wrist out, as if he is looking at the time, and creates a holographic radar in the shape of a circle that covers the majority of large stages, and all of smaller ones. The stage turns a faded blue colour, and you can no longer see the stage, or the position of your opponents character. Cortez remains visible however.

The Radar Field shows a white outline were the platforms are, and a small, coloured spot for each character, that depends on the player colour, team colour, or grey in the case of the computer. The fact that your opponents turn into small dots make it harder for them to work out were they are, and keep track of their character, but the fact that you are fully visible may leave you vulnerable.

The Radar Field lasts for 10 seconds, and once used it must charge again for 1 minute. When it is charged fully, the Temporal Uplink will flash blue two times, and make a *beep beep* sound. This is truly a great move, as it can be used for many different things, and can completely alter the outcome of the match. Also, nothings more satisfying than sending your opponent, who is a small dot, falling to their death.

Down Special= Time Twins
- Small start up lag
- Short range

This move is a counter, so it should be used if your opponents get too close for comfort. This move is difficult to predict, as it isn't as flashy as the counters of the other characters from the game. Cortez simply folds his arms whilst he is countering.

There is a slight start up lag, but it is easy to use. When Cortez is attacked, he grabs hold of the opponent, and a Cortez from the future teleports behind your opponent, hitting them behind the head with his Minigun. Future Cortez says "I knew that was gonna happen!" whilst countering. The counter deals 9% of the damage and knockback of the move that was used against him.

This is an effective counter, as it is predictable and easy to hit with, but the lag means that you have to be ready to counter before the opponent gets close.

Up Special= Time Portal
- Medium start up lag
- Super Armour for the start up lag


The Time Portal doesn't do any damage. Instead, it creates a portal that you can use to position yourself back onto the stage. This attack is a great recovery move, but it's start up lag limits it's uses.

When you initiate the attack, Cortez puts his hand with the Temporal Uplink next to his chest, and puts his other hand over it, whilst saying "Anya, get me outta here!" It takes 2 seconds for him to say this, and once he has, he vanishes inside a Time Portal, and then reappears somewhere else. The lag could mean that you may fall to your death if you don't start it early enough whilst falling, but it's range is great.

While Cortez is saying his line, a small Time Portal appears that you can move with the Control Stick. You can position this in any available open space, and you have 2 seconds to position it into a safe landing spot.

Even though it is a great recovery move, it is limited due to the fact that you might fall to your death before it activates whilst over the edge, and opponents will know were you will teleport to. The good thing about it is that you are invincible for the period of moving your small Time Portal, so you don't have to worry about being knocked off the edge or getting Meteor Smashed- it's just getting it to work before you fall that's the hard part.



Throws

Grab Attack= TNT+Lady Jayne+Medium
(15%- medium knockback)
- 5 hits- 3% damage each hit
- Tiny start up lag
- Short range

Cortez grabs hold of his opponent by the scruff of the neck with his right hand, and pulls a lit stick of dynamite out of thin air with his left hand magically, which he hold up to his opponents face until it detonates, or he throws them. This grab is great, as it deals good damage and knockback, and sometimes just using this could be as effective as throwing your opponent.

The two drawbacks of this grab attack is that your opponent can break free of this easily if they are under 100% damage, so you can't chain grab, and if you keep hold of them and the TNT explodes, you will suffer 5% damage as well, and you and your opponent will be stunned.

Forward Throw= Homing Launcher+Hank Nova+Medium
(17%- medium knockback)
- Short start up lag
- Long range


Cortez throws his opponent forward, then pulls out a Homing Launcher, and aims it at them, causing them to explode, suffer heavy damage, and travel quite far. The missile it shoots homes in on it's target, so you are pretty much guaranteed to always hit with this, unless someone gets in the way. This is a great finishing move, and many people will end up using this as their main way to KO.

Short start up lag, long range, and high damage seem like the key properties of an attack, and in this case, it is. This is easily one of the best moves in Cortez's varied arsenal.

Backward Throw= Assault Shotgun+Hick Hyde+Medium
(9%- high knockback)
- Short start up lag
- Short range


This is a good throw in terms of knockback, but not in terms of damage. It also lacks any grace, as all Cortez does is put his Assault Shotgun over his shoulder, and pulls the trigger, shooting the person he threw behind him. This move is weaker than his forward throw, but it sends his opponent flying, usually somewhere off the edge.

This is another of Cortez's good KO moves, but should only be used for KO purposes if your opponent has high damage, or no possible way to recover.


Up Throw= Dispersion Gun+Jack Sprocket+Medium
(0%- high knockback)
- Medium start up lag
- Short range


This throw does no damage, but it doesn't need to, as it deals high knockback, and due to the pulse effect of the blast it prevents your opponent from DI'ing out of it. However, if Cortez doesn't manage to KO his opponent with this move the gun will explode, and he will lose all use of it for that match. You should only use this if you know you will get a KO, or else you will risk losing a great KO move.

Cortez throws his opponent upwards slightly,then uppercuts them in the chest with his Dispersion Gun, pressing the trigger to send them skywards. This is a great KO move, but isn't that good in FFA's, as the lag leaves you vulnerable.

Down Throw= Raygun Carbine+Float Alien+Medium+Float
(16%- low knockback)
- Short start up lag
- Short range


The thing that makes this different than all of Cortez's other moves is that he floats whilst using it, leaving him invulnerable to attacks that hit low. This move doesn't send his opponents far- it is more suited for racking up damage, and it does well in this. Cortez slams his opponent onto the floor, then shoots them repeatedly with his Raygun Carbine. This move shouldn't be used to KO, as it lacks decent knockback.

This is a good way to rack up damage, and you can also follow through with a variety of other moves makes this one move that you will use frequently.



Tilts

Forward Tilt= Revolver+Jared Slim+Medium
(9%- low knockback)
- Medium start up lag
- Medium range


The revolver is one of Cortez's worst moves, but it can be useful in certain situations. Even though there isn't that much lag, it only has medium range, and the bullet is quite large, allowing your opponents to easily avoid it. You change to a medium character, and the bullet travels completely horizontally, which means that the bullet could easily travel over the heads of smaller characters. If there is one character that is vulnerable to this attack, it would be Ganondorf, due to his large size and slow movement speed, but the low knockback can't keep him away from you for long.

Even though it doesn't seem that good, it will still deal quite a bit of damage. This shouldn't used for KO'ing opponents, but it could be used to interrupt their recovery if you can aim correctly.

Up Tilt= Lasergun+SentryBot+Large
(17%- high knockback)
- Very large start up lag
- Long range


This move will guarantee a KO against light characters from as little as 70%, which in theory is fantastic. However, you have to take the fact that the start up lag is 6 seconds, and you can only hit opponents that are in the air directly above you. This move is a great KO move, but you will be vulnerable whilst using it. In teams, this move is even more effective, as your team mate/s can force opponents into the air, and keep them directly above you, allowing you to get the shot.

When charging the Lasergun, Cortez gets a red shield over him, which keeps him shielded from any attacks from above, so you can use this to your advantage when trying to take the shot. You turn into a large character, which can be disadvantageous to you, due to the fact you need to launch the opponent quite high in the air so that you can fire before they land.

This move loses almost all of it's use in a 1 vs 1 situation, but when used as part of a team, this is one of his best finishers.

Down Tilt= Sci-Fi Handgun+Sebastian Photon+Medium
(7%- low knockback)
- Short start up lag
- Short range


This move is great for clearing away enemies who are coming towards you. This attack has short start up lag, deals okay damage, and the bullet travels extremely quickly. However, it only deals low knockback, has short range, and travels at an odd angle, making it difficult to hit your opponents, and forces them to be quite close before you can score a successful hit.

Cortez takes out the Sci- Fi Handgun and points it to the ground. When he pulls the trigger, a green energy bullet hits the ground, then ricochets at a 45 degree angle in front of you. This move is a great way to keep opponents at bay, allowing you to charge up a more powerful attack, but it's awkward angle makes this attack lose some of its use, although it is still a move that is valuable in Cortez's arsenal. You will probably use this move to get room to initiate a stronger attack, so try throwing this in randomly to make it difficult for opponents to predict your next move.

Running Attack= Baseball Bat+Securi-Droid+Medium
(6%- high knockback)
- Tiny start up lag
- Short range


This is one of Cortez's good moves, but as you need to run to use it, you are obviously going to be prone to tripping. Cortez turns to medium character, Securi-Droid, and rolls along the ground, whilst swinging his baseball bat. The transformation is quick, and Securi-Droid travels quicker than Cortez normally would whilst using this move. There is a tiny lag, but he starts swinging the bat straight after he transforms. He swings the bat 3 times, each hit giving 2% damage, and the final one dealing high knockback.

This move is a great move to use to KO your opponents; even though it doesn't deal a lot of damage, it will deal a lot of knockback, which could send your opponents flying off the screen at high percentages. The baseball bat lacks the power of Ness' bat and the Home Run Bat, but although it doesn't deal as much knockback as the Home Run Bat, it deals slightly more than Ness' bat.



Aerial Attacks

Neutral Air= Blunderbuss+Cultist+Medium
(14%- low knockback)
- Medium start up lag
- Short range

This move is quite laggy, so you may have trouble hitting with it, and this lowers it's already limited uses. The one thing about this gun that is good is that it deals good damage, but that is it. This is one of Cortez's worst moves, but you can get some uses out of it. Cortez simply pulls out his Blunderbuss slowly, then hits the trigger.

This move isn't good, and will hardly be used. However, if you look past it's prominent flaws, you will find a move that deals good damage, but nothing else.

Forward Air= Sniper Rifle+Captain Snow+Medium
(6%- no knockback)
- Short start up lag
- Long range


This is a decent move, as it has long range, and will go through opponents, meaning you can hit multiple people in one go. However, the bullet is small, and travels quickly, meaning that you may have trouble making it connect with your opponent. Also, it travels horizontally, so it can be easily dodged. Cortez pulls out a Sniper Rifle, looks into the scope, and shoots straight ahead.

This move is quite good, as you can hit multiple people with one shot, but can be difficult to hit with.

Backwards Air= Electrotool+Gretel MK II+Medium
(1%- no knockback)
- Short start up lag
- Medium range

This move deals small damage, but unlike other aerials, you can hold down the attack button to charge it, and it can be charged until you hit the ground, 1% for each second charged. When you just press the button, Cortez points his Electrotool behind him, and shoots a small bolt of energy slowly towards his opponent, stunning them momentarily. This is a great move to use to edge guard.

When you charge this move, you will fire a stream of electricity instead, and whilst this will deal more damage, it loses the ability to stun.

This is one of Cortez's most useful aerials in terms of scoring a KO, but the slow speed of the bolt of electricity makes it difficult to hit with.

Downwards Air= Shotgun+Undead Priest+Medium
(13%- high knockback)
- Medium start up lag
- Short range


This move can be a meteor smash if you hit with the spread of the bullets. It also deals good damage, so it seems like a perfect killing move. However, you must take Cortez's poor aerial game into account here, and realise that the start up lag of this move is the same as Ness' d-air. If you actually risk trying this move to meteor smash opponents, then you are vulnerable to getting KO'd or self destructing, but if you connect you can pretty much guarantee a KO. Cortez points the Shotgun directly below him, pumps it once, then shoots.

This is a great KO move on paper, but pulling it off can be difficult, and deadly for you.

Up Air= Grenade Launcher+Stumpy+Small
(5%- low knockback)
- Short start up lag
- Medium range


This is similar to Snake's Mortar, except that it doesn't travel as high, and you can't charge it. However, it travels quicker than the Mortar, and can be used to hit enemies above and below you. The grenade won't hurt you, so you are safe to use it close to the ground, but it deals low knockback, so you won't be able to score a KO with it until your opponent is over 250% damage. The fact that you turn to a small target makes it harder for opponents to hit you, so you may end up using this primarily for this size advantage. Cortez puts his Grenade Launcher over his head, and fires a grenade towards the sky, which explodes either when it hits an opponent, or as soon as it hits a surface. This grenade cannot be picked up and thrown by characters.

This is a decent move, but you shouldn't expect to score any KOs with it.



Smash Attacks

Neutral Smash= Punch+Barby Gimp+Medium
(2%, 4%, 7%- low knockback)
- Tiny start up lag
- Short range


The neutral smash consists of 3 separate attacks- a single punch, a kick to the shins, then a swipe with your claw. You can do good damage with this, but there is a slight lag between each different step in the combo. The first two parts deal no knockback, but the claw swipe deals low knockback, so if you want the opponent to back off it would be better to finish the combo rather than trying to counter, or run away in the middle of it.

This is just your standard combo, so it isn't useful for scoring KO's, but it can be used to effectively rack up their damage.

Forward Smash= Monkey Gun+Monkey+Small
(30%- medium knockback)
- Large start up lag
- Long range


Whilst this move may seem like a great kill move, you must take two things into account. The startup lag is four seconds, and you turn into Monkey, a small character when using this move. However, if you get the opportunity, and you know it will hit, then try and use this move. It has long range, and shoots a continuous stream of bullets in one go. The damage of this move is great, and the fact that you turn small helps you dodge attacks, but the amount of time you spend getting the gun ready leaves you extremely vulnerable.

The Monkey Gun shouldn't be used to KO opponents, as it lacks the knockback, but it should be used to attack the opponent once they land from a helpless fall, as the bullets travel the full range of the screen, and travel at a rapid rate.

Down Smash= Fire Extinguisher+Ringmistress+Medium
(3%- medium knockback)
- Tiny start up lag
- Short Range

Before you dismiss this attack due to it's low damage potential, keep in mind that it isn't an offensive tool. It is actually a tool that should be used to space yourself, and keep your opponents away from you- so the damage that it deals is a bonus. The unique thing about the Fire Extinguisher is that as soon as you start the attack, you will transform, and begin spraying the ground almost instantly- making it a difficult move to predict. If fully charged, the spray will last for five seconds, but on spray will only do 3% damage, no matter how long you charge it for.

You shouldn't charge this if you don't have to, because the longer you charge, the mire vulnerable you are. The best strategy is to use it when your opponent is getting too close for comfort, then either counter attacking or retreating from your opponent. If used against a character who is manipulating fire for offensive means, the Fire Extinguisher can put the fire out if timed right.

Up Smash= Brick+Stone Golem+Large
(7%- no knockback)
- Slight start up lag
- Medium range


The brick is a great damaging tool, as it can ricochet from enemies to deal good damage, but that is it's problem- it could also ricochet and hit you. Each time a brick hits it does 7% damage, and the brick stays on screen for 5 seconds before disappearing. You can only have one brick per Cortez on the screen at a time, and you have to wait until the brick falls off the stage or 5 seconds pass before you can use a new one. If all 4 Cortez's are using the brick then expect the match to get pretty hectic, and for damage percentages to go very high. You turn into Stone Golem, a large character, during the time it takes to get a brick out, so you are more vulnerable to attacks. Cortez throws the brick at a very slight upwards angle, so the brick travels in a slight arc.

The twist with this is that you need to wait just under 2 seconds for him to pull the brick out, otherwise it won't work, meaning that you can't slight smash- you need to complete the full sequence. This move leaves you very vulnerable, but is devastating if used correctly.



Final Smash

Time Crystals

For his Final Smash, Cortez summons a large group of Time Crystals which spawn in the middle of the stage. The energy from these crystals causes enemies to move even slower than the would if they were affected by the timer item. They basically freeze in place.

This is were the Final Smash shines- they stay frozen for 15 seconds, and they don't move when you hit them. However, they don't take any knockback either, so any attacks you use against them will just inflict physical damage, so you should use your strongest attacks to build up damage.

However, the main thing that makes this Final Smash unique is that if you manage to deal 100% worth of damage on the Time Crystals within the 15 seconds, they will explode in a bright white light, instantly KOing your opponents.

This Final Smash is great, as it allows you two ways to attack your opponents. You can either go over to them and attack them, or you could try and destroy the crystals in time, and guarantee a kill.




Taunts

Up taunt= Puts his finger to his mouth and whispers, "Sshhh... Mom's the word."
Down taunt= Cortez takes out a Plasma Autorifle, and puts it behind his back.
Side taunt= Cortez transforms to Hans, and says, "Hey! Wanna be in my gang?"

Victory Poses

1= Cortez does a fist pump, and shouts out "I'm Ready!"
2= He jumps through a Time Portal, then jumps out wearing one of the hats that you wear with the silly hats cheat in the Timesplitters games. He then starts looking round, confused.
3= He does a short hop backwards, then points towards the screen, and exclaims "It's time to split!"

Losing Pose

Cortez screams out "**** IT!" before dropping to the floor and shaking his head.



Codec

Snake: Otacon, who's the bald guy with the weird device on his wrist.
Otacon: That's Sergeant Cortez Snake, he's from the future.
Snake: What?! I suppose this is the sort of thing you'd be interested in.
Otacon: That device on his wrist allows him to travel through time, your technology is primitive to what he has.
Snake: That's fantastic and all Otacon, but can you give me any useful advice?
Otacon: Snake, just be careful, your weapons may be outdated compared to his, but he's still human. If you get the time though, could you ask him about that time device?
Snake: Shut up Otacon!

*END TRANSMISSION*

Credits Theme

Future Perfect



Stage

Chinese


This stage is the only one to have appeared in all 3 games in the Timesplitters series, and it features cameos of the characters who have been in all 3 games- which is why they don't actually appear in the moveset itself. These characters will be running around the level, fighting each other, so there is a chance that these characters may come down and attack you in order to get to their opponents.

The characters that appear are:
- Captain Ash
- Harry Tipper
- Robofish
- Duckman Drake
- Gingerbread Man
- Badass Cyborg
- Chinese Chef
- Chastity Detroit

You can kill these characters, but they will respawn elsewhere in the level, so you can't get rid of them for good. They will carry any of the following weapons:
- Pistol
- Shotgun
- Assault Rifle
- Sniper Rifle
- Rocket Launcher

This level is a scrolling stage, but there is a catch; the level only scrolls when the character who is behind walks to the edge of the screen. Therefore, if you are behind, you have control of the stage scrolling, so you can try to outrun your opponents, and leave them behind as the stage travels. A flag will appear on the character who is able to move the stage. When everyone is at the same damage %, the stage will not scroll. There are no fall off holes in the stage, but there are some walls. There is a bar on the left and right sides of the screen- the left bar being the health bar from Timesplitters, and the right bar being the armor bar. These can't be touched- they are there to help the person in charge of scrolling, because when you pass the bars, that is when the stage scrolls.

The stage shares the basic layout from the actual level, but it modifies some areas, and gets rid of some altogether. You will always begin in th alleyway that you start in during the story mission in Timesplitters.

When traveling from left to right, this is the order in which you will travel:
- Alleyway
- Side of building
- Area with roof
- Garden
- Outside of building
- Foyer
- Steps near gong
- Dining room
- Corridor near toilets
- Kitchen
- Steps to basement
- Basement corridor
- Main basement
- Pathway to alley

From there the cycle repeats again.

This truly is a unique level, as it is very large, and you can control the way it moves, meaning that you will 'play a different sort of level every time. However, due to this, this stage will obviously be banned in tournament play, but it doesn't mean it isn't a lot of fun to play on.



Event Mode


Sergeant Cortez appears in the events with all characters, plus the one with the final set of unlockables. However, Cortez features prominently in two events, one as a playable character, and one as an opponent.

Event 28: Time to Split!
Play as: Sergeant Cortez
Play against: Falco
Stage: Chinese
Time Limit: None
Unlock: Future Perfect- CD
Description: There is a raging battle going on. Allow it's participants to score the KO.

In this match, you play as Cortez in Chinese, and your opponent is Falco, who has a speed advantage over you. However, you shouldn't be the one to KO Falco during this match, the characters that appear on the actual level must score the KO. They are invincible, and their weapons deal double the knockback, so it is easier for them to KO the opponent, and you.
The best strategy to use is to get Falco to over 100% damage, and then move round the stage to try and find the characters.

Event 31: Mapping out
Play as: Solid Snake
Play against: Sergeant Cortez
Stage: Final Destination
Time Limit: 3 minutes
Unlock: Berserker Splitter Trophy
Description: The Space Marine has his radar constantly turned on. Switch it off before you are spotted.

In this event, Cortez's Radar Map special is constantly activated, meaning you will be a small red dot, whilst Cortez will be visible. You have 1 stock each, and you must KO Cortez within 3 minutes. No items will spawn, so you must rely on your techniques.
This match is fairly easy just as long as you keep track of your character, so stay focused and you should win.



Assist Trophy

Berserker Splitter



The Berserker Splitter is a character styled assist trophy, due to the fact that he will move around the field to try and take out opponents of the one who summoned him. He is truly a great assist trophy, and if a slow character, such as Cortez, releases him, then they have a temporary valuable ally.
Berserer Splitter, being a Timesplitter, has the ability to turn invisible at will, which it uses as an assist trophy to sneak around and surprise it's victims. It's invisibility is similar to the cloak from Melee, but shares the functions of their invisibility in the Timesplitters series, were they can be spotted, but you need to have a good eye to do so.

His second ability is the power to use bolts of electric energy as a projectile to hunt down their opponents. The Berserker Splitter holds both arms above his head, and forms a ball of crackling blue energy. He then lets out his trademark roar, and shoots it towards an opponent, dealing 13% damage and homing in. If it hits a character's reflector, or someone wearing a Franklin badge, it will reflect back to the one who summoned the Splitter, no matter were they are, and deal 26% damage. This is truly a high risk, high reward assist trophy, as it has the potential to do large damage to you.

The Splitter's final ability is a more simple one- he crawls after his opponent, leaps towards them and pins them to the ground. He will then begin to eat at their flesh for 7 seconds, dealing 4% damage each second, for a total of 28%. Whilst a character is pinned, they can't move, so you can try attacking them whilst they are in this state to deal fantastic damage. If the Berserker Splitter pins leaps onto an enemy whilst they are in midair, it will act as a meteor smash. He will grab hold, and bring them down to the ground, or to their doom.



Trophies

Sergeant Cortez= Sergeant Cortez is one of Earth's finest Marines, and that is why he was chosen along with Corporal Hart to retrieve the Time Crystals from the Timesplitter's Space Station. Cortez manages to find them, but his friend is murdered. He takes destroys their Space Station, and returns back to Earth with the Time Crystals to find it had changed for the worse. He then set out to travel through time again to stop the Timesplitter War before it ever began.

First Game= Timesplitters 2- 2002 (PS2, XBOX, GC)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Time Crystals (Final Smash)= These are rare artifacts that are related to the Timesplitters, and are the key for them to travel through time. All though it was originally believed that stealing them would stop them traveling through time, the General and Anya came to the conclusion that if the Crystals were destroyed, then that would stop the Timespliters from ever existing, and would wipe any mayhem that they had caused from history.

First Game= Timesplitters 2- 2002 (PS2, XBOX, GC)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Captain Ash= Once a man from the military, the good old Captain left to explore the world with his feisty sidekick, and search for rare treasures. His adventures with Cortez in Scotland, 1924, took place on an island above the place were the Time Crystals were actually located, but this was only revealed later on.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Harry Tipper= Harry was the cop who busted Mr. Big's illegal plans in 1970. A cool guy, it was unknown that he had other jobs, including being a ladies man, owning a club, and a night time job as a secret agent, determined to stop the evil tyranny of Khallos.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Chastity Detroit= Chastity Detroit was a member of the LAPD in 2005. She worked with Deacon Swain to help stop the cyborg's plans in Cyberden. 14 years later she was helping a hacker clear is name, but it was unknown whether she was still working for the LAPD at this time, or if they were just friends.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Badass Cyborg=
Badass Cyborg is a cyborg who once resided in Cyberden with his 3 fellow cyborgs, Female, Siamese, and Tuxedo. Once Deacon Swain and Chastity Detroit steal their data CD and stop the cyborg's plans in 2005, Badass ends up living on the streets, where he was last seen searching for his bus pass and spare-brain whilst under fire from the military.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Chinese Chef= The Chinese Chef is well known for his tasty food, and the problems he has with certain food products of his coming alive. He worked for Mr. Big in 1970, helping protect his hideout, which happened to be the Chinese restaraunt, from the police. However, Big was captured, and now the Chef focuses on keeping his restaurant at it's former glory.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Duckman Drake= Poor Duckman Drake has had an unfortunate life, constantly being hunted by balding men. Living in this sort of fear corrupted him, and now he uses any weapons left behind by hunters to rebel against them, and fight back. The hunter truly does become the hunted with this guy.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Gingerbread Man= Created with an overdose of raising agent in one of the Chinese Chef's recipes, the Gingerbread Man is a corrupted creature who is sworn to destroy those who would try to eat him with his trusty shotgun. How he found the shotgun is debatable, but some think he had a deal with Calamari.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Robofish= Robofish is a small peculiar robot with a goldfish bowl on his head. Even though he could possibly be called the mascot of the first game, not a lot was known about him. He spoke for the first time in Future Perfect, but he didn't reveal anything. Truly an enigma.

First Game= Timesplitters- 2001 (PS2)
Last Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)

Berserker Splitter= Berserker Splitter is the most modern member of the Timesplitter family, but that doesn't mean it isn't deadly. In fact, Berserker Splitters show no mercy to the human race, and have no problem eating live Marines. However, it turns out that these weren't from a different dimension, as it was previously thought...

First Game= Timesplitters Future Perfect- 2005 (PS2, XBox, GC)
 

Jimnymebob

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Jimnymebob
I know it is.

As soon as Free Radical announced it was going into administration I had to make a moveset for him.

I would have done Robofish, due to him being my favourite, but I had nothing on him XD.

Still, I'm glad the series has some fans, and I hope you enjoy my moveset and my epic split second decision to use Time Crystals to separate everything :laugh:.
 

Jimnymebob

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Jimnymebob
I actually surprised myself with that- when I started this morning I had the intro part and the stats completed, the specials and smashes completed, and the stage completed.

Everything else was done today, so I give myself a pat on the back :laugh:
 

SparkZ

Smash Cadet
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Me like CHOCOLATE!
I am thinking of doing Lugia for my next moveset. I just had the idea about 3 minutes ago, so I haven't planned this out. I will be taking some of your advice for the moveset, like not slapping on every attack that it can learn, and not doing too many super-random moves. It may take a while to do it though, what with school. What do you think of a tornado as the final smash?
 

flyinfilipino

Smash Master
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I am thinking of doing Lugia for my next moveset. I just had the idea about 3 minutes ago, so I haven't planned this out. I will be taking some of your advice for the moveset, like not slapping on every attack that it can learn, and not doing too many super-random moves. It may take a while to do it though, what with school. What do you think of a tornado as the final smash?
Final Smash needs to be named Aeroblast. (no matter what it happens to be)
 

Kholdstare

Nightmare Weaver
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Oct 10, 2008
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S-S-S-SERGEANT CORTEZ! Pretty good moveset, to be honest, Jimnymebob. It makes me want to play through Future Perfect again.
 

Pelikinesis

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Somewhere in Nevada...
the only thing stopping me from making a Hank J. Wimbledon moveset (Madness protagonist) is the fact that projectile-based movesets are EXACTLY the kind of movesets I can't do.

That Timesplitters one sure was purty though.
 
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