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Make Your Move 4

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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Bkupa, might this be that burly thief fellow in the third Aladdin? That's all I can think of for now.

This should be interesting, Skyler...
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I am keeping my plans for MYM5 kind of quiet now, but I will give you this...

I plan on making one of the most underrated Disney villains in history. Maybe because he was only featured in one direct-to-video sequel, maybe because he was overshadowed in his series by the much more prolific and well-known villain already there for the first two installments, but whatever the reason, he's going to crash the party in MYM5.

That is all. Cookies to anyone who can guess who.
Sa'luk?
From Aladdin and the King of Thieves.

Edit= Snap, K.Rool got it first.
Well, erm.. at least I got his name :p
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
The only problem is finding a good picture, as this is all I can find because of how little-known he is.

 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
The only problem is finding a good picture, as this is all I can find because of how little-known he is.

He's so un-well-known that his picture doesn't even show! :(

Oh well, I vaguely remember seeing that movie on TV once. I remember something about a floating hand thing. (?)

Who is this "Skyler"???
 

BKupa666

Barnacled Boss
Moderator
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Messages
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Location
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He's so un-well-known that his picture doesn't even show! :(

Oh well, I vaguely remember seeing that movie on TV once. I remember something about a floating hand thing. (?)

Who is this "Skyler"???
The floating hand is the pedestal holding the Hand of Midas, which *surprise* turns anything it touches to solid gold. The Hand will probably be a Special move that freezes the foe in a golden statue temporarily.

You have to look for unique things like that when you're working with a character that fights, but has little source material. Sakurai could probably make him a clone of Ganondorf, or Wolf if he wanted.

I had to look for this stuff for Iago. It's kind of opposite for him, cause he never fights, but he has lots of material, and is in all three movies.

*waits for Skyler*

Edit: And speaking of Aladdin characters, I just noticed via Wikipedia that the Apple-Toss special from Cruxis' Aladdin moveset was a basic part of the old Aladdin GB game. Props.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
hold up on the posting for a while -- I'm changing the text colors to match the picture.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Dugtrio will just have little feet, like his claws. nothing particularly amazing. But his air game won't be good, his ground, and underground (aughhhh special mechanic!!!:scared:)0 moves will be better. Because really, how can a mole have a good air game?

And only one of the trio jumps, the others stay on the ground.

12
 

BKupa666

Barnacled Boss
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Aug 12, 2008
Messages
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Location
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People seem to think that all characters need special mechanics to be viable. Nothings wrong with them, of course, but just do NOT put it under a heading entitled 'Special Mechanic'. That makes it seem like all characters need them, which they do not.

13
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Skyler gets page 666. If he doesn't get it, I will reach through the monitor and kill you.

DON'T POST AFTER THIS -- 15.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX


THE LAST PRINCE - SKYLER OCON


Thanks to Spire III for the picture! ALL CREDIT GOES TO HIM.


۞Backstory۞

Born as an heir to the throne of the small desert nation of Scapia, Skyler Ocon is now a deadly warrior out for revenge. Taking advantage of his childhood training in magical arts, he has since become a feared warrior. Enhancing his physical strength through use of his magic, his speed and agility come nearly un-paralleled - used to take revenge on the unknown group who had destroyed his Kingdom.

While he is no villain, he is not a hero. Very reluctant to help anybody unless they are a friend or in great need, he is much more of an anti-hero, if anything. Swearing destruction on those who had scorned him, he is afraid of becoming the evil he has sworn to destroy.

۞Stats۞

Weight- 38/100. Not very heavy, but also not incredibly light. Can be killed a bit earlier than most.

Walking Speed- 80/100. Far above average walking speed.

Running Speed- 90/100. Only outshined by Captain Falcon and Sonic.

Air Speed (upwards)- 80/100. Quick going upwards.

Air Speed (downwards)- 55/100. A slightly fast faller.

Power- 25/100. Incredibly weak. Weakest character in the game.

Wall Jump- Yes.

Wall Cling- No.

Jump 1- 100/100. Insane jumping height.

Jump 2- 100/100. Well, he has to have something to make up for his light weight and fall speed.

Crawl- No.

Attack after recovery- In the event that you somehow manage to miss with it, Skyler can attack after using his recovery.

Range- 35/100. All of his attacks have poor range, including the two that have disjointed hitboxes (Back Air and Up Air). While his projectiles may be decently ranged, everything else is not.

Priority- 35/100. Skyler's moves all have poor priority. Though you may have trouble with swirling balls of death, such as the Tornado, you can always stay back and wait until your opponent leaves an opening for you to go up and attack.


۞Ground Attacks۞

SwipeNeutral A (2%)- Slashing the dagger to the right and then the left, this attack is lightning fast! The dagger is swiped first to the right and then the left. This attack suffers the same issues that all of Skyler’s other attacks face – An extreme lack of strength. But don’t count this move out yet! This move has many possible uses, due to nearly non-existent starting and ending lag.

- Can be used to knock opponents away, if they get to close
- Can be used to hit your opponents directly into a grab at low percents
- Easily spammable, good for making your opponent weary of approaching

As you can tell, this attack has extremely minimal knockback. So little that it will never kill even at 999%. Ideally, this attack should be used at low percents on your opponent, when the jab to grab combo is still viable.

Flip KickDash Attack (6%)- Probably his best ranged move, excluding the projectiles, this attack has a few interesting properties. The moves animation first has Skyler swinging his left leg fully above his head, and then jumping with his right leg. He performs a full 360 degree spin. Landing first with his left leg, completely upside down, he swings his right leg down behind him. During this attack, his legs are 180 degrees apart at all times, except for when he’s bringing his left leg up and his right leg down.

- Can be used to hinder opponents trying to run after you, due to the right leg hitting behind Skyler.
- Hitting opponents in the back at low to medium percents gives you a chance to land a free back air

This move comes out extremely fast, but has a decent amount of ending lag. This will leave you open for attack. Be sure to only use this to try to get opponents to back away, because if they remain near you, this move is easily punishable. It has good knockback, and probably kills around 120%. Upwards knockback.

Dagger StabUp Tilt (4%)- Skyler lightly tosses the dagger above his head and spins it rapidly using his psychic abilities. His left hand is directly below it and slowly grinds to the left. The dagger quickly spins in the air about three times. The attack still maintains mediocre range, but it does slightly move upward as its being spun so it has a slightly surprising amount of range – though it is still not very good.

- Good for stopping aerial approaches
- At medium percents, this can go straight into a back air
- At low percents, this will lead into a neutral air

This move comes out fairly quick, so it’s a good option for opponents trying for aerial approaches. Be sure to time it right if you do try for this as approach stopper, because that slight amount of ending lag could lead to your opponent getting a free hit. Terrible knockback, kills at 200%. Upwards knockback.

Spin KickForward Tilt (6%)- Skyler’s best ranged attack. This attacks animation is exactly like Fox’s SSB64 forward smash, except that a 360 degree spin is added (see an example of Fox’s forward smash here [skip to 0:40]).

- Excellent spacing tool
- Fast

Extremely fast start-up, with only a slight amount of ending lag. Very useful attack, but it’s one of Skyler’s few moves that won’t chain directly into another. Will only kill at about 230%. Horizontal knockback.

Material LiftDownward Tilt (2% per rock, average two hits per use)- Skyler uses the surrounding areas to help him fight! First he slams his hands downwards, palms down, and then brings his hands back up, palms up! Three pieces of material depending on the stage (Rocks for Battlefield, some sore of metal for Final Destination, Wood for Smashville, etc.) will be levitated off of the ground along with some dust.

- Goes into well... plenty of things depending on what rock you start hitting with. You can probably land a downsmash if you hit with the first piece of material, but you'll probably only be able to hit with a forward tilt if you hit with the last piece of material.

This move has a slightly below moderate amount of start up lag and a small amount of ending lag. If used right, this move to a forward tilt is an amazing spacing technique. Ranged at about 1/8 of Final Destination in front of Skyler. Never kills. Horizontal knockback. The attack has very little hitstun, but won't send you very far.

۞Smash Attacks۞

Psych PalmForward Smash (15% Regular; 20% Charged)- Skyler begins to bend over, his knees starting to fold, slightly. He brings his hands to his sides, with his palms turned to face forward. His eyes closed calmy, he suddenly brings his hands up in a violent thrust

- Mindgame
- Kill move
- INCREDIBLE range.

This attack needs a lot of explaining. An attack that does 15% damage normally on a weak character with incredible range really shouldn't fit, right? Wrong. This attack should be looked at as a combination of both a Smash Attack and a projectile. At it's furthest point, it hits at 1/2 of FD's length, but doesn't do any damage... and its closest point it hits with very poor range -- about 1/8th of FD's length and does good damage but causes a set amount of knockback that never changes, 1/4 of FD's length.

So how exactly does it work? Skyler sends out a blast of focused energy that becomes stronger the farther it goes. To put it in an easy to read format:

  • First 1/8- Enemy recieves the damage and the 1/4 FD knockback.
  • Second 1/8- Enemy recieves half of the normal damage and the 1/4 FD knockback.
  • Third 1/8- Enemy will be killed at 200% regular, 180% charged.
  • Fourth 1/8- Enemy will be killed at 180% regular, 160% charged.
  • Fifth 1/8- Enemy will be killed at 160% regular, 140% charged.
  • Sixth 1/8- Enemy will be killed at 140% regular, and 120% charged.
  • Last 1/4- Enemy will be killed at 120% regular and 100% charged.

Of course, this attack has some major lag on it - about one and a half second start-up and one second ending lag! It should ideally be used when an enemy is far away from you, to scare them away from approaching.

Handstand KickUpward Smash (9% Regular; 12% Charged)- Skyler pulls off a handstand with his right hand and spins 360 degrees twice. His legs are in a split, at the height of where his head normally is. His left hand is extended outwards so he doesn’t accidentally stab himself.

- Lasts a fair amount of time
- Has a hitbox that surrounds his whole body, which is very large

This attack should be vital to Skyler’s game. It lasts a while and has a large hitbox. Good for punishing opponents who missed you with a laggy attacks, or somebody who rolldodged right next to Skyler. Kills at 160%. Vertical knockback.

Lightning PlantDownward Smash (8% Regular, 10% Charged)- Skyler kneels and thrusts the dagger onto the ground and lightning comes up around both sides of him. Skyler is completely surrounded vertically during this attack, but it does leave him open on top. The walls of lightning are very thin and don’t have much horizontal range, so Skyler still has the same range problems as with all of his other moves. This has a moderate amount of start-up lag, so be careful!

- Puts the opponent in a state much like Zero Suit Samus’ down smash, but also knocks the opponent upwards (to prevent stuff like the ZSS’s downsmash lock on Fox)
- The walls stay up for about one and a half seconds, making it long lasting. Good for making your opponent afraid to approach.
- Managing a hit on this attack will pretty much guarantee a free hit with any attack you would like. Good for landing that forward smash once your opponent is at a kill percent.

Use this move wisely! It has a moderate amount of start-up lag, so this could leave you open to getting hit by your opponent, something this attack is supposed to prevent! Using it wisely however, will nearly guaruntee a free attack, so be ready to punish! Very little knockback. Kills at 400%.

۞Aerials۞

Force Aura Push - Neutral Air (6%)- Skyler blasts a field of energy out all around his body. He swings his arms down below his chest and curls his legs up a slight bit. During this, a light purple pulse of energy comes off of Skyler’s body. As with all of his other moves, they have poor range.

- Skyler’s version of Luigi’s Neutral Air; an excellent GTFO move.
- Combo starter
- Combo breaker

2 frame start-up. For those who don’t know, this is extremely fast. It has a touch of ending lag, but Skyler is still able to chain every aerial except for his forward air into it. Kills at 800%. Knockback in the direction that the attack hits.

JackknifeForward Air (4% arms, 8% legs)- Skyler curls up into a ball, and begins to charge up electricity. Suddenly, his arms come out to his sides and his feet are thrust downwards. During the whole attack, small jolts of electricity are visible throughout his body. This attack has two hit boxes, one from his hips and downard (spike), and one from just above his hits and upwards.

- More epic that Mario’s Forward Air (Lovingly nicknamed the epic spike on the Mario boards)
- Extremely powerful spike

The Jackknife is a high risk high reward move. High amounts of start-up lag and moderate amounts of ending lag, this move is very hard to land. Of course, if you do land it correctly, you’ll be treated to one of the most powerful spikes in the game. This hitbox has downward knockback and will kill at 80%. The other weak hitbox does half the damage as the first one, and barely kills at 180%. It has sideways knockback.

Quick KickBackward Air (5%)- Skyler starts out by twisting his upper body around, and then follows up with a swift kick with his full-extended left foot. He spins around 360 degrees, but retracts his leg after it would’ve hit behind him. It’s blindingly fast, and the range is decent (disjointed!).

- Good for edgeguarding.
- Fast
- Disjointed

A very useful aerial for when your opponent has been sent off of the stage. Its speed and above average range (for Skyler, at least) make it an incredibly useful move to punish opponents who are trying to approach you in the air, and for anybody who was unfortunate enough to be knocked off of the stage. Kills at 160%. Sideways knockback. This move has a disjointed hitbox, which hits a surprisingly far amount away from the back of Skyler's foot - about the length of Mario's back-air's disjointed hitbox.

Spin DrillUpward Air (1%, 1%, 1%, 1%, 2%)- What this move lacks in knockback and damage, it more than makes up for with Skyler’s only good hitbox. The hitbox is giant, covering the whole of Skyler’s tall body. He brings his arms up above his head with the dagger held with both hands. He spins around five times, very quickly.

- Good move for punishing opponents who get to close to you
- Fast and multi-hit
- Good for juggling
- Disjointed

Fast start-up and a slight amount of ending lag. Kills at 300%. Upwards knockback. This move is one of Skyler's two disjointed attacks. While most would expect the hitbox to be... well, Skyler's body (as with most others) he forms a bit of a tornado while doing this and can pull opponents in that get close to him. It disjoints a small amount to his side, allowing you to attack the unaware player.

Aura BurnDownwards Air (1%, 1%, 2%, 3%)- Skyler swings upside down in the air, slightly bending his legs and moving his left arm out to the side. He slightly extends his right hand and moves it left to right four times. He gives off energy similar to that in his Psych Bomb (Neutral Special) while doing it.

- Multi-hit
- Good edgeguarder
- Good combo ender

This attack will be quite useful to handle opponents jumping after you. It is also a good ender to many combos. Slight start-up and landing lag. Mediocre range. Kills at 500%. Downwards knockback.

۞Specials۞

Psych BombNeutral Special (3% - 15%)- Skyler forms an energy ball – a psych bomb – in his hand and charges it up. The longer he charges, the smaller it gets, but it also becomes faster and stronger. However, keeping it large will allow for a larger hitbox, but sacrificing strength and speed. Unlike many other chargeable attacks, Skyler cannot charge the Psycho Bomb halfway only to run around a bit and then start to charge again. The only way out of the charging animation is too use the attack. Luckily, there is a very small amount of ending lag, so nothing truly bad will come out of this.

- Good for damage racking
- Projectiles are always good
- Using this in the air can help against edgeguarding
- Decent killer when fully charged

This is Skyler’s only truly spammable move. Good for making ground approaches a bad idea because of the large hitbox. Kills at 500% uncharged, kills at 250% halfway charged, kills at 150% fully charged. Travels ¾ of Final Destination’s length.

Ability StealSide Special (5%)- This move will be to Skyler as the cape is to Mario. This will be one of the most useful moves in his arsenal, and the most feared. Unlike many of the ability copying moves that this contest sees (Kirby’s on to you, guys), this move instead steals physical properties of that character – this includes taking an opponents weight, their ability to wall jump, or things like Lucario’s Aura. For certain characters, some of Skyler’s moves may gain certain properties as one of his enemies’ moves.

  • Mario: Skyler's aerial mobility becomes better, and his jumps get a very slight boost.
  • Luigi: Skyler’s down taunt spikes and does two percent damage. His jumps also gain a slight boost.
  • Peach: Skyler gains the ability to hover in the air for two seconds, after his second jump.
  • Bowser: Skyler becomes much heavier, making him harder to kill. However, his fall speed remains the same.
  • Donkey Kong: Skyler’s moves become much more powerful. All moves kill 15% earlier than they normally would.
  • Diddy Kong: Skyler gains the ability to wall cling
  • Yoshi: Skyler gains super armor during his second jump.
  • Wario: The throwing knifes from Skyler’s down special are available for use as a miniaturized beam swords after throwing them. Only Skyler is allowed to pick them up from the ground after throwing it, but it will disappear in two and a half seconds if not picked up. These do ¾ as much damage as the beam sword and have half the knockback.
  • Link: Skyler’s fall speed increases, allowing for easier comboing on heavier characters (much like Link himself)
  • Zelda: Skyler becomes floatier
  • Shiek: Skyler’s traction becomes better
  • Ganondorf: Skyler becomes slightly heavier and maintains the same fall speed as he normally would. His attacks kill 8% earlier than they normally would.
  • Toon Link: Skyler’s Psych Bomb acts like the boomerang. It will come back towards Skyler if it does not hit an opponent going forwards.
  • Samus: Skyler gains a Zair. He shoots out a blue energy beam, that looks much like Samus’ Zair. Exactly the same length and damage as hers.
  • Zero Suit Samus: Skyler’s fall speed increases. This helps with his comboing ability on heavier characters.
  • Pit: Skyler’s jumps become significantly better.
  • Ice Climbers: Skyler has a… clone?! Successfully using ability steal on the Ice Climbers will summon another Skyler who acts much like Nana does. His attacks now do 50% more damage, but keep the same weak knockback. The clone takes on the colors of one of Skyler’s alt costumes.
  • R.O.B.: Skyler gains the ability to charge his down special –credit to MasterWarlord-
  • Kirby: Skyler’s jumps become significantly better.
  • Meta-Knight: Skyler’s jumps become significantly better.
  • King Dedede: Skyler’s jumps become significantly better.
  • Olimar: The Pikmin Pluck replaces Skyler’s side special, and his grab is replaced with Olimar’s disjointed one for huge range. The pikmin will also pummel your foe automatically while you pummel them yourself or wait to do the throw. –credit to MasterWarlord-
  • Fox: Skyler’s speed and fall speed increase, allowing for increased combo ability.
  • Falco: Skyler’s down aerial gains the ability to spike.
  • Wolf: Skyler's final smash becomes a LANDMASTAH!!!! No, really!
  • Captain Falcon: Skyler’s speed and weight go up a moderate amount.
  • Pikachu: The lightning in Skyler’s down smash now reaches to the top of the stage’s kill box. It keeps the same knockback and other properties as before, but it has the hitbox of Pikachu’s thunder.
  • Squirtle: Skyler’s aerial mobility increases.
  • Ivysaur: Skyler can slightly manipulate the direction of the Psych Bomb.
  • Charizard: Skyler’s weight and jumps become moderately better.
  • Lucario: Skyler gains an Aura. For those of you who are unsure of what this is, Skyler’s moves deal more knockback when he’s at higher percentages.
  • Jigglypuff: Skyler becomes a great deal floatier and has a slight increase in his jump height.
  • Marth: Skyler gains a tipper. For those who don’t know what that is, it’s an effect that Marth has applied to all of his moves. The very tip of the hitbox on all of Skyler’s moves have a significant increase in knockback.
  • Ike: Skyler’s moves become much more powerful. All moves kill 15% earlier than they normally would.
  • Ness: Perfect shielding any projectile allows Skyler to absorb it for a 3% recovery.
  • Lucas: Shielding any projectile reflects it back towards the user.
  • Mr. Game and Watch: Skyler’s smash attacks kill 20% earlier than normal, but at the cost of skyler becoming moderately lighter.
  • Snake: Skyler gains the ability to attack after his recovery.
  • Sonic: Skyler’s speed significantly increases.

The move will not stack, so if you steal, say, Wario's ability and then R.O.B.'s, you will only have R.O.B.'s. The attack causes no knockback, and causes the opponent to fall to the ground much like Ganondorf's muderchoke. If you use it off-stage, the opponent is tossed slightly forward, but never goes farther than the average grab release.

Transport Coil Upwards Special (5%)- This move acts a bit like a tether, but is not susceptible to easy edgeguarding. Skyler extends his right hand and sends out a translucent coil, which has the same range as Zero Suit Samus’ side and vertical recovery. If you are in range, the coil will grab the ledge, and Skyler will hang from it, even if somebody else is already there. Skyler can then press any button to instantly teleport to the ledge. This will cause 5% damage to any opponents within range of an Aura Push.

- Makes Skyler’s edgeguarding game even better
- Good to hinder plankers

But with good, comes the bad. This move cannot tether hog. If Skyler is hanging from the Translucent Coil when an opponent recovers to grab the ledge, the opponent will still grab it. Never kills. Direction is dependent on where the opponent was hit in relation to Skyler.

Throwing Knifes - Down Special (5% starting, 15% charged, 7% tilt, 10% charge)- Probably one of the more versatile projectiles in the game, Skyler’s throwing knifes are very useful. Skyler is able to hold it for as long as he likes, after generating the item by pressing down and B at the same time. Skyler will only throw the dagger by pressing the B button and a direction - using regular attacks and aerials while holding the dagger is permitted. However, he is only allowed to use three per stock.

They can be thrown right, left, or upwards when Skyler is on the ground and right, left, upwards, and downwards when Skyler is in the air. The downwards thrown knife produces a decently powered spike, so the most optimal use of the knife is to try and get gimp kills with these. They travel fast and go the distance of ½ of Final Destination (If you have R.O.B.’s ability and the charge, it will go ¾ of FD’s length fully charged. If you have Wario’s ability, they will gain a very, very, slight length boost for the dagger to clank down onto the ground, to be available for pick-up).

- Excellent for killing
- Good for edgeguarding
- Can be used for approach-killing

Kills at 90% with the spike. Kills at 200% without it. Knockback depends on the direction the dagger is thrown.

۞Grabs۞

Skyler's grab range is surprisingly above average. He uses the Translucent Coil to grab his opponents, but will immediately retract it if his opponent is missed, unlike Link's hookshot. This gives him a good grab range, along with a fast grab. The grab goes about 1/8th of FD's length. The animation is Skyler slightly crouching and holding up the knife slightly above his head. He fully extends his right arm - his hand tilted to the left - and sends out the coil.

Knee Slam - Grab Attack (1%)- Skyler slams his opponent's stomach with his left knee. He slightly arches his back as he does this, as well as forcing his opponent to bend over a bit. Medium speed.

Lightning Palm- Forward Throw (7%)- Skyler first elbows the opponent with his left arm, does a kick in a fasion like the end of Snake's PPK combo, and finishes off his opponent by slamming his left palm onto their chest. Electric energy flows through his palm as he does this. Kills at 150%. Forward knockback.

Savage Combo- Downward Throw (8%)- Skyler thrusts the opponent flat onto the ground, kneels over the body, and begins a quick succession of five dagger cuts. After this Skyler jumps off of the opponents body with one powerful kick, landing about 1/5th of FD's length away from where he was or at the edge of the stage. No knockback.

Levitation- Backward Throw (0%)- Skyler savagely throws the enemy behind him and then... holds him there? During this time, you can move your opponent around at your own will! Simply move the control stick in the direction that you wish for your opponent to go. This attack lasts either five seconds or your opponent can escape early by mashing buttons -- though it becomes harder to escape as you wrack up the percentage points! At 10% you could probably get out in half a second, but once you get to 100%, you should be averaging about two seconds.

Rebound Kick- Upwards Throw (7%)- Skyler raises his leg above his head, forming a full 180 degree angle between his legs. He then slams it down onto the opponent causing them to collapse onto the ground so fast, they rebound halfway Skyler's body height upward. Skyler then pulls off a kick much like Fox's Upward Smash and sends them flying upward. Kills at 150%. Upwards Knockback.


۞Situational Attacks۞

Sweeping Kick- Get-up Attack (Under 100%) [4%]- Skyler does a full three-hundred and sixty degree sweep with his leg, knocking opponents far enough away for him to be able to escape attack. Kills at 900%, sideways knockback.

Shoulder Slam- Ledge Attack (Under 100%) [5%]- Skyler slams the opponent away with his leftshoulder, as he climbs up from the ledge. Kills at 850%. Sideways knockback.

Aura Force- Get-up Attack (Over 100%) [5%]- Skyler gives a short hop off of the ground and releases a small burst of aura energy in the air. He lands quickly after. Kills at 950%. Knockback depends on where the opponent was hit.

Spring Kick- Get-up Attack (Over 100%) [5%]- Skyler lifts himself up with his arms and kicks his opponent. He starts off by pulling himself up so that he's doing a handstand and then coming down to kick his opponent. Kills at 900%. Sideways knockback.

۞Final Smash۞


The Heat

Coming from the desert, Skyler is increidbly used to the heat. He is so used to it, in fact, that he becomes stronger if the heat is hot enough. During his Final Smash, Skyler is surrounded by a fiery red aura. This initially gives him a slight boost in hitstun, damage, and knockback. However, every time you hit somebody, Skyler's boost becomes even more significant. The Final Smash lasts for about 30 seconds, and if used right, could be a free stock off of your opponent. Skyler is invincible during the Heat.



  • Starting- Skyler's attacks do 2% more damage and kill 3% earlier. Hitstun is slightly increased.
  • 1-2 hits- Skyler's attacks do 3% more damage and kill 4% earlier. Hitstun is slightly increased once again.
  • 3-4 hits- Skyler's attacks do 4% more damage and kill 5% earlier. Hitstun is slightly increased once again.
  • 5-6 hits- Skyler's attacks do 5% more damage and kills 6% earlier. Hitstun is slightly increased once again.
  • 7-8 hits- Skyler's attacks do 6% more damage and kill 7% earlier. Hitstun is slightly increased once again.
  • 9-10 hits- Skyler's attacks do 7% more damage and kill 8% earlier. Hitstun is slightly increased once again.
  • 11-12 hits- Skyler's attacks do 10% more damage and kill 11% earlier. Hitstun is increased.
  • 13-14 hits- Skyler's attacks do 12% more damage and kill 14% earlier. Hitstun is increased once again.
  • 14-15 hits- Skyler's attacks do 14% more damage and kill 17% earlier. Hitstun is increased once again.
  • 16-17 hits- Skyler's attacks do 16% more damage and kill 20% earlier. Hitstun is increased once again.
  • 18-19 hits- Skyler's attacks do 18% more damage and kill 23% earlier. Hitstun is increased once again.
  • 20 hits- Skyler's attacks do 25% more damage and kill 30% earlier. Hitstun is greatly increased.

Obviously, it takes a smart player to utilize this correctly. However, this is deadly in the right hands. If a good Skyler player even gets this, this will pretty much guarantee a stock against you.

۞Combos۞

Skyler is an extremely combo oriented character, so this section is dedicated to some of the basic combos he can do. These are insanely useful damage racking techniques, and Skyler was built with these in mind. They may not work all the time (Specific percentages will be given), but they should be used as often as possible. All combos that are listed under higher percentages (Ex: 31%-60%) will also work under categories below them. So while they're not listed in the 0-30% category, 31%-60% combos will still work at those percentages

0-30%

  • Flip Kick to Back Air
  • Jab to Grab
  • Up Tilt to Neutral Air (10%-30%)
  • Down Tilt to Side Tilt
  • Down Air to Neutral Air
  • Back Air to Up Air (ONLY WORKS IF STARTED BEFORE 15%)
  • Forward Throw to Back Air
  • Up Smash, Up Tilt, Up Tilt, Neutral Air, Back Air/Down Air (ONLY WORKS IF STARTED BEFORE 8%)

31%-60%

  • Up Tilt to Back Air
  • Up Tilt to Neutral Air
  • Down Air (auto-canceled) to Up Tilt
  • Up Throw, Neutral Air, Down Air
  • Forward Throw to Neutral Air

61%-100%

  • Dash Attack (ending frames), Neutral Air, Back Air
  • Up Throw to Neutral Air (only works before 80%)
  • Down Tilt (First material piece) into Down Smash/Forward Tilt/Up Smash/Neutral Air/Back Air/Up Air/Down Air
  • Down tilt (Second Material Piece) into Forward Tilt/Back Air/Neutral Air
  • Down tilt (Last material piece into Forward Tilt/Neutral Air

101%-300%

  • Neutral Air to any aerial excluding forward air
  • Neutral Air (auto-canceled) to any tilt
  • Down Smash to any attack

These aren't all of the combos that Skyler would be capable of, obviously, but these are just a short list of combos that Skyler can do.

۞Stances۞


Standing- Skyler stands with his knees slightly squated and his hands slightly raised, ready to attack. The dagger is tilted in his left hand so that it is sideways.
Walking- Skyler walks slightly bent over with his arms raised to his shoulders, prepared to be attacked.
Running- Skyler runs with his body bent down, with his arms pumping at his sides.
Jump 1- Skyler leaps from the ground with his back perfectly straight and his arms and leg unmoving, pulled straight down.
Jump 2- Skyler pulls off a front flip and then returns to the stance from Jump 1.
Falling- Skyler falls with his hands held straight up above him, and his legs slightly bent.
Dizzy- Skyler's right hand is brought up, barely touching his head. He sways very lightly left and right, but quickly snaps out of it.
Sleep- Skyler tilts his head backwards and the scarf falls off his face. He shakes his head once he wakes up and moves the scarf back up.
Shield- Skyler awaits crouched with his right leg forward, his left leg backwards, his right arm at his mouth, and his left arm behind him, prepared to run directly out of the shield.
[/LIST]

۞Miscellaneous۞

Taunts

Up and Side Taunt- Skyler pulls off the move in this video seen from 0:06 to 0:08, standing in place.

Down Taunt- Skyler throws the dagger at the ground, and then retracts it with the Translucent Coil. If you have Luigi's ability from ability steal, the dagger becomes the hitbox.

Codec

AUX
[CALL]
PUSH SELECT


Snake: Hey Otacon, whose that guy with the dagger?
Otacon: That is Skyler Ocon. He is the prince from the kingdom of Scapia. I wonder how he gets the lightning to come out of his hands like that. Hey Snake when you get a chanc-
Snake: No, I won't ask him how he gets his hands to do that. He's probably just magic like half of the other people here.
Otacon: What? Snake, you should know that everything has a scientific explanation! Just imagine the possibilities! Think of how this would rev-
Snake: Sigh...
-TRANSMISSION ABRUPTLY ENDED-

How to Play

As made clearly apparent by the descriptions of the moves in the moveset itself, Skyler is based around combos. Without his above-average amounts of hitstun and quick attacks, Skyler would be nothing! To play Skyler, you should focus mainly on landing a combo starter – the best of which would be neutral air which combos into several things.

While playing Skyler you have to take advantage of his speed to avoid taking damage from enemy attacks. Because of his massive grab range, Skyler can grab opponents from far away and use a combo starting throw! Though his down throw is obviously not going to be the most ideal for this, as it is just a good spacing move, his upward and forward throws are good combo starters.

Now then, what about killing? Obviously, this is Skyler’s glaring flaw. His best kill move will only kill opponents at 130% without DI! This means that against a skilled player, Skyler probably won’t be killing until 150%! You can get around this probably by taking advantage of Skyler’s off-stage game and focusing on trying to gimp your opponent rather than kill them. The daggers are extremely useful for this, as a well used one can kill the opponent at 90%. Of course, you have to try to be unpredictable with these, or the opponent will just air dodge through it!

How will the comboing and Skyler’s optimal form of killing work in unison? Seeing as Skyler would be the combo king, just try to combo your opponent off-stage. Don’t give them any breathing room! The moment they’re off-stage play as hard as you can to make sure that they stay off-stage! Of course, you’re going to have to play smart to land that Dagger, but using the down air can help get your opponent below you. Just remember – combo until your at a safe percent to knock your opponent off the stage whether it be by a throw or a regular attack, and then keep the opponent off stage!

Skyler is a lot like Melee Fox – while a newer player may brush him off for not having raw power and ease of use, he would be deadly in the hands of a pro. With a quick speed and insane combo potential, a smart player can get you up to killing percent faster than you would imagine! His kill moves do leave a lot to be desired, but proper edgeguarding should compensate for that.

For all of his problems – light weight, fast falling, and literally no kill potential – Skyler can make up for it with his comboing, good edgeguarding, and excellent recovery. He manages to be both extremely bad and extremely good, all at the same time.

Match-Ups

Lust vs Ocon Match-Up: 50/50

While Lust is slower enough than Ocon for him to combo her decently, Lust is far from outright slow, being on the fast side of the spectrum, just not being able to compare to Ocon. Lust’s power is the main thing that will give Ocon trouble in this match up, her playing somewhat defensively (Rare for her) in this match up. Lust will shut down most approaches made by Ocon with her utilt and nair, and should he abuse projectiles she’ll simply put up a wall with her ftilt. Ocon will have his work cut out for him approaching Lust, and he’ll rarely be able to combo her in the air due to her high priority nair. However; once getting up to Lust, Ocon can still combo her decently on the ground to rack up damage while Lust has more of a problem doing damage to Ocon despite having some fast moves.

Still, Lust will KO at reasonable percents with her fsmash while Ocon will have to rack Lust’s damage to absurd percents before having much hope of finishing her, particularly with how bad his fsmash is. While Lust has some problems damage racking in this match up and has to change her play style from offensive to defensive, she has a slight edge on Ocon due to his inability to KO and Lust’s ability to force him to approach.

Despite not being able to damage rack Lust in the air as easy as some other characters, he can still manage to gimp her with little to no problem. This allows Skyler to KO Lust at much more reasonable percents, around the percent Lust can finish Skyler off with her fsmash. Lust and Ocon have a variety of advantages of each other, but it all comes out rather even with a bunch of checks and balances.

Music

Danza Mora by Stefan Schyga
Persia by Stefan Schyga
La Paz by Stefan Schyga
Flamenco Scale Improvisation (0:00 to 1:35) by Stefan Schyga

Wiimote Sound

Skyler sighs then says monotonously 'Am I going to have to win against you again?'

 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Yes, I know the font is hard to read. My apologies for that, but I wished for it to fit with the picture.

Also, while the descriptions may seem lacking, most of them were twice as long before the bullet points were added to make it a shorter read.
 

SparkZ

Smash Cadet
Joined
Nov 4, 2007
Messages
59
Location
Me like CHOCOLATE!
Not bad, Skyler, a quality moveset, but not quite worthy of a super vote. The comboes section was good, as I have never seen that touch before. I get page 667. post #6! Hurry up and post!
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Niiice. A self moveset?

*resists urge*

*is going to fail*

Well, I succeeded. But a Baloo moveset with what's his wolf would be epic.

Sooo, the moveset? AHHH ANOTHER COPY!!!! At least it's original. Really good. Yeah. Not much else to say.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
SparkZ, give Skylar one more page of the spotlight? Wait until page 668, come on. Be nice.

10
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Blah blah blah...



Baloo: Well, hello folks. Today we will be interviewing Dir---

Dirim: OK, HOLD IT!

Baloo: Wha-

Dirim: You didn't tell me you were gonna make me do some cheesy interview!!!! Get out! OOUUUTT!!!!

Baloo: I-


Dirim: OOOOOOOOOOOOOOUUUUUUUUUUUUUUT!!!!!!!!!!!!!!!!!!!!

OK.

So, yeah. This moron is making a moveset for me. It's not like I wanna be in this dumb game. I'm a bit busy taking over the world. Buuuuut, I guess if all these other evil guys are here, I can take a bit of time beating up some goody goodies too. So, here's a moveset of me.

Oh yeah, I don't believe I've introduced myself. I'm Dirim. Some complications at birth made me a god, but that's juts a title. I'm an emperor! Of a small hut in a little village in the middle of nowhere... But soon I'll rule the world. And then this world will be good.

What was that you said? I don't have a chance? Uh, yes I do. What are my qualifications? I'm a god. Or, was. I was sort of demoted. But besides that, I'm awesome. So there. That's a qualification, right?

Here's a picture of me:

Handsome, right? Yeah, on to the stats. Baloo wanted to do them, but I'm totally gonna do them myself. He'd probably give me a bunch of two out of ten stats if I didn't.

Stats

For my awesomeness stat, I have 12! Take that Viola!

Standard Attacks

Yeah, I have a few of these. They're pretty good. I like them. Good thing I didn't let Baloo do them, or I'd end up with a generic slap slap kick and a slide kick. Mine are awesomely interesting. Read them.

For my jab, I sort of... slap. It's kinda embarrassing. It has a few special properties, but I forget them. I'll tell you later.

For my dash attack, I do a sliding kick. But, it has some awesome effects! So, it does about 6 damage, maybe 7. I forget. it doesn't do that much knockback, but it has lotsa hitstun, so it's pretty cool. It has bad lag, though. I don't like that. It's annoying. It has a lot of range though. I go like, three battlefield platforms! But, it has lag at the end, like I said before. Sucks for me. But, the special property? I sliiiiiiiiide! It's fun! That is, until I slip. That's when I get the bad lag, ya know? By the way, i heard this great joke the other day, it goes like this: A monkey walked into a bar......

Smash Attacks

Oooh, these are fun. Really, they're powerful and stuff. I really like these. They are probably my favorite attacks! Besides my Specials. My aerials are kinda boring, but that's becasue Baloo wrote them. He's just naturally boring. anyways, here they are. The smashes, I mean.

For my forward smash, I do this really awesome thing. I pull back my right hand glove thing, and these purple pentagons surround it. And then, when the moron playing as me releases that button thingy, I shoot forward a burst of little purple pentagons, and then, if he presses that button again, I shoot through them. Really cool. The pentagons do just seventeen damage. DUMB! But then, my body does an extra ten! So that's really useful. The pentagons do no knockback, but have some hitstun, and my body does lots of knockback. Also, it has really low lag for me, and pretty high range too! It's really helpful.

My up smash. This is my least favorite. It's cool and all, but it has this painful side effect, for me. It was Baloo's idea, blame him. When charging, I spin around. SPIN AROUND! Like I'm a ******* ballerina or something. So then, when the guy who's controlling me, or thinks he's me, they aren't really. I'm just letting them command me so I can... learn human nature. To take over the world, ya know? So anyways, when the guy, or girl, or whatever, releases the Σ button, or whatever it's called, I jump up. Really high. It's about the height of all of Puffyjiggles or whatever she's called jumps. Then, I enter freefall. What the... Baloo? Why? But anyway, this must have a purpose, or a cancel or something. Hmm, oh yeah. If you press down, then it is canceled. Good. Buuuut, anyone I hit also enters freefall. Really nice. But, it's super fast, so if I miss, there isn't a chance of them wandering into it's path again. It does 7 damage, and the knockback makes Mr Saturn look like that Chimera guy. It has some starting lag, and high ending lag. If I hit a ceiling, I get the stunned effect. Plus I hit my head. So don't use this. The range, well, my body is the range. No more, no less. It has low priority too, most attacks cancel it. Which means that while I don't get freefalled, they give me damage, and I get some rather nasty lag, and the stun effect. ****. So press the down arrow people. Pleeeeeeeaaaaaaase? This seems pretty useless. I fall slowly, so why would I want to make myself enter freefall, if we both are at the same height, becasue this has no knockback, and we are both in freefall, then my opponent hits the ground first. Then I die from underneath. The thing is, I need to aim it. Even in freefall, I have great air movement. If I aim this at someone recovering, they enter freefall, and so do I. But I have a better chance of getting back then them. Only use this against people with bad air maneuverability. Ya know what? I don't like this attack. Don't use it.



 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
@Skyler:
As I already said, due to the color of the font, I CAN'T read that moveset. And I won't highlight it. It's your own fault for choosing the color in the first place.

I am trying to hurry up the posting. 9
I agree with Baloo here. We know 80% of your moveset already, anyway. ¬¬
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
@Skyler:
As I already said, due to the color of the font, I CAN'T read that moveset. And I won't highlight it. It's your own fault for choosing the color in the first place.



I agree with Baloo here. We know 80% of your moveset already, anyway. ¬¬
You- you agree with me? I thought you hated me!


And no. I simply refuse to do Baloo. Someone else do it. But credit me, if merely for existing.
 

SparkZ

Smash Cadet
Joined
Nov 4, 2007
Messages
59
Location
Me like CHOCOLATE!
CHEMISTRY MAN



Stats out of 10:

Attack Speed: 4. CM has some average moves, more slow moves, and the occasional quick move.

Combos: 1. CM has virtually no combos at all.

Crouch: 5. An average crouch, where he kneels down. Also, as a funny animation, he is tying his shoelaces while crouching.

Damage Dealing: 7. Although the actual attacks aren’t very damaging, the amount of toxic elements and traps available more than make up for this. However, some very powerful moves hurt yourself.

First Jump: 5. A typically typical jumper.

Fall Speed: 7. He falls quite fast, but not as fast as some of the space animals.

Height: 6.5. He is a little taller than Mario.

KO Power: 4.5. Most KO moves are either situational or slow.

Priority: 9. Practically EVERY SINGLE MOVE is a disjointed hitbox.

Projectile Game: 5. There are 2 projectiles, one that is quite good and that can control the stage rather well, and one that is slower but seriously hurts shields. The main problem is that neither of these are very fast to come out.

Range: 6.5. Not quite as good as someone like Marth or Ike, but still respectable.

Recovery: 7.5 to 3. Either good or bad, depending on the charge in the gas tank aerials.

Second Jump: 0. He has no second jump!

Running Speed: 5. He does enjoy jogging...

Stage Control: 10. What with all of those toxic gasses and wet spots of increased tripping and stuff that can blow up at any second and flammable stuff, he is perfect at this.

Traction: 6. Those boots help in this category...

Weight: 5. Average.



Standard range and lag measurements.
Overlap means like Jigglypuff’s rest attack, Tiny means like Ness’s jab, Small means like Ness’s tilts, Medium means about the distance of an average smash attack, Large means like Ike’s sword, Ridiculous means semi projectile, like Ness’s dash attack or Gaw’s oil panic, Projectile is self explanatory.

Instant means 1 frame, Very Little means like a jab, Little means like a tilt, Medium means like Mario’s smash attacks, Above average means like the startup lag for Ness’s forward smash, Large means like the end lag of Lucas’s up smash, Ridiculous means on the order of falcon punch.

Very Important Move!!!
| |
| |
| |
\/ \/
Crate Bomb.
Down B. Varies. Varies. Varies. Projectile/Varies. Medium lag starting, no lag ending.

Characteristics: CM heaves out a rolling crate with the top open and the futuristic look, and then there are several things that you can do from there. You can run up against it to roll it, like a cart at the supermarket, but the foe can do the same thing as well, meaning that you have to protect it from being rolled off the edge by the foe. When you are near a dropped element that is near the crate, you can press Down B to toss it into the crate. Once you think that you have a large enough amount of stuff in there, you can use one of your tilts next to it to start the 5 second fuse, with that respective thing. A.k.a., you can use the Shocking Stick one next to the crate to start the reaction with electricity. So, you can trigger it whatever way you want. You can use the same tilt next to it while the fuse is counting down to stop the fuse, and again to start it. You can also press B while next to it to give it the infamous “This is a BOMB!” kick to it, sending it rolling forward at 2/3 the speed of a well hit rolling crate. When the fuse finally counts down, the reaction starts instantly, and the power is determined by the amount of stuff tossed into it. It can range from a few sparks to a pyre of fire 3 times as tall as the crate, or a small boom to an explosion that destroys the entire crate, and a tiny poof of toxic gas to a torrent of deadly chemicals that covers half the stage. Also, depending on the elements, it will create a compound that is spewed out from the reaction. Let’s use silane as the example. If you have one cloud of nitrogen and one piece of silicon, then one cloud of silane will come out. If you have 8 pieces of silicon and 8 clouds of nitrogen, then 8 clouds of silane. If you have many elements, then the game will take all of the compounds that can be created with those elements, and randomly select as many as possible with the limited ingredients available.

Uses: This is one of his main moves. There are 2 different ways to stock up the crate, and they are either to load up on 2 different elements, or to toss whatever you can in there. If you go for the former, then you had better know what you are making, but it can be very good if you can pull it off. If you put whatever you want in there, then it will spew out all kinds of random carp, making that area a no-go zone for you and your opponent. When you use this, then it is of utmost importance to keep the foe from pushing it off the edge, thus ruining your hard work. Once you think that you have stocked it up enough, then light the fuse. If the foe tries to either jump far up in the air, or ledge camp, then stop the timer and wait until they come back down. As far as landing the detonation goes, there is one key problem. How do you have it near the opponent and far away from you when it goes off? The sparta kick is the key to that, and you want to practice timing it so that it is close to the opponent when it goes off. This is easily his most tactical and important move, and is also the main KO move. It is also the key to cooking up all of the compounds, so master this move. I can’t stress how important this is.
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Standard Attacks
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Beaker Bash.
A. 3%. No Knockback. Can’t Kill. Tiny Range. Very little lag for start and end.

Characteristics: Chemistry Man pulls a beaker out of his coat, and swings it forward. It shatters on the opponent’s head, looking very funny in slow-mo. There is a 1/10 chance that it will have a green liquid inside it, which does nothing to the actual attack.

Uses: Use this to interrupt an opponent.

---------------------------------------------------------------------------------------------------------------------------
Clumsy Cataclysm.
Dash A. 14%. 11% to self. 30 degree knockback. 90 degree knockback to self. Kills at 93%. Kills self at 124%. Large range. Above average lag starting, and ending.

Characteristics: While Chemistry Man is running forward, he trips and lands on his face, crushing the beakers inside his coat. After a tiny pause, all of the spilt chemicals react with each other, blowing up in a large explosion right under Chemistry Man, hurting yourself.

Uses: This is one of Chemistry Man’s few KO moves, but it has repercussions to yourself, making it risky. Use this with caution, and make sure that you land it!

---------------------------------------------------------------------------------------------------------------------------
Lecture.
Lying Down A. 0%. Sleep for as long as the lecture. Medium Range. Low lag for start and end.

Characteristics: As he gets up, Chemistry Man starts a very boring lecture, which causes nearby opponents to fall asleep. It lasts for 3 seconds, and you and your opponent regain control at the same time, so use a fast move afterwards. He occasionally uses a hand gesture to make a point, but it is still boring. He is actually speaking in Simlish for this, but he is speaking in a dull boring monotone like your English teacher.

Uses: Use this whenever you are lying down, as it provides a safe get-up from tripping, and even if they dodge it, they will still fall asleep due to the long-lasting hitbox. When they get up, you should use Beaker Bash to hit them first.

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Caesium Carnage.
Ledge A. 9%. 30 degree knockback. Kills at 140%. Medium range. Little lag starting, and above average lag ending.

Characteristics: When you use this, he takes a small vial of caesium out of his coat, and forcefully tosses it onto the ground a little ways in front of the ledge, where it shatters and flares up in a nice little fireball. This is actually a decent ledge move, and is fun to use.

Uses: Use this to get an opponent away from the edge, as he is terrible at dropping down and using an aerial, due to the lack of damaging aerials. It is a neat ledge move, but is rather average. As far as compounds go, it shatters immediately, so you can’t toss this into the Crate Bomb. Dam. However, there is one reaction with this. If it lands on a puddle of water, well, let’s just say that it will make sodium and water look like a cute little firecracker. Hehehe.
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Tilts
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Bunsen Burner.
Up Tilt. 7% for flame, 2% for burner. 90 degree knockback for flame, 15 degree knockback for burner. Flame kills at 178%, burner can’t kill. Small range for burner, medium range for flame. Little lag to start, little lag for flame to come out, medium lag as he puts it away.

Characteristics: CM quickly whips a Bunsen burner out of his coat, places it on the ground, and then lights it. You can hold A to extend the time the flame is out to about 2 seconds. The flame reaches a decent distance upwards, and causes the opponent to have fire knockback.

Uses. Using this as an attack against an opponent next to you is pointless, as the initial hit knocks opponents away from the second hit. Rather, this is better when used against an opponent falling toward you, as the flame is a disjointed hitbox. However, overall, you won’t be using this much. The more common use for it is to start most chemical reactions. Almost all reactive elements will either explode or flare up with fire, so it is an important starter to the container bomb or much smaller little traps that you may have set on the stage. Coughcoughmagnesiumcoughcough. However, due to the limited range, you have to make sure to only set the edge of whatever it is on fire, or else you probably will hurt yourself.

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Wild Waters.
Forward Tilt. 3% for water. 0 degree knockback. Can’t kill. Projectile. Medium lag starting and medium lag ending.

Characteristics: CM takes a pail of water, winds up, and sloshes the water out onto the opponent. It can be aimed somewhat like snake’s grenades. Upward, normal, and far. Where it hits, there is a slippery spot of increased tripping for 15 seconds. This attack also may trip the opponent. It also has slightly less range than the grenades.

Uses: Despite the low damage, this is one of his more useful tilts. It is a nice attack to keep opponents at bay, and you can also control the stage somewhat by sloshing water everywhere for increased tripping. It can also hit opponents in the air, which is a plus. Overall, this is a useful tilt, and should be used as your main projectile to keep foes at bay. The uranium gun is also good, but it isn’t as speedy and versatile, hindering it’s usefulness. As far as chemical reactions go, it isn’t nearly as widely used as fire, but it has it’s uses for some of the more spectacular ones. It is mostly used for sodium, fluorine, and magnesium(when it is on fire).

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Shocking Stick.
Down Tilt: 2% for shock, 4% for swing. Stun for shock, 40 degree knockback for swing. Kills at 161%. Medium range. Some lag starting and little ending.

Characteristics: CM takes out a cattle prod sort of thing, which looks like a tuning fork with a very long handle and an arc of electricity between the tines, and zaps the foe with it. It stuns like Zamus’s paralyzer. Then he winds up like he was holding a home-run bat and delivers a not-so-mighty swing, sending them away.

Uses: This is a good move for interrupting enemies, what with the stun and all. It also has decent range, making it a good poking move. Apart from those uses, it is not a widely used move. It is easily overshadowed by Wild Waters, but it still has uses for certain reactions. The most notable are Hydrogen, Fluorine, and some other generally unreactive metals like Gold. For the metals, instead of making them explode, they just get an electrical charge which makes them quite unpleasant to step on.
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Smashes
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Magnesium Mash.
Up Smash. Possible total of 7% to 10% powdered, 13% to 17% block. No knockback for powder, 90 degree knockback for block. Powder can’t kill, block kills from 124% to 93%. Ridiculous range powdered, large range block. Powder has large lag starting and ending, block has above average lag starting and ridiculous lag ending. Stays out for 30 seconds.

Characteristics: There are 2 possible attacks for this move, which are determined by which button you press during start-up lag. If you do nothing, you toss out a cloud of powdered magnesium, which covers a large area above you and stays in the air for about .33 seconds. If an opponent passes through this cloud, then they will take multiple hits at a very rapid rate, doing damage. The rapid-fire hits also have the effect of slowing their fall, as though they were falling through Chikorita’s razor leaf. However, the lag stops you from taking advantage of this. The block attack is triggered by pressing A during the start-up. This time, he takes out a large block of magnesium, and throws it up, but slower this time, as it takes longer to toss up something very heavy. It goes up a decent height, with great knockback, but as it falls down, it lands on CM’s foot. He screams in pain, and then starts hopping around holding his foot. This makes the lag time afterward slightly shorter than the start-up lag for falcon punch.

Uses: For the powdered form, it has few uses, but the most notable are it’s anti-air powers. It can’t send opponents up to juggle, and it isn’t good for damage, but it can stop ANY aerial assault dead in its tracks. Between it’s priority and semi-projectile range and the multiple hitboxes, this will let you destroy Dair spamming Toon Links and help you out against many others. This is a great move against aerial foes, and has few uses apart from that. It also makes a decently powerful chemical reaction with fire and water, or just fire that is easy to set up. The block form is trickier to use, but is decent, although it doesn’t seem like it. It can be used as one of his few KO moves, but you have to make sure that you land it, or else you will be beaten up badly. However, the best use for it is in chemical reactions, where it is the one of the most powerful individual reactions. It can conduct electricity, is amazing when it is lit on fire, can’t be extinguished for a while, and is even more deadly when you put water on it. The problem with that is that you need a lot of fire in one place, which makes it very difficult to set up what with the lag for the attack and the difficulty of getting too many flammable elements in one area. Due to the difficulty of this, it is better suited as an ingredient in the Crate Bomb. There are also a few interesting compounds with this.

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Silicon Slice.
Forward Smash. 9% to 12%. 35 degree knockback. Kills from 242% to 181%. Medium range. Some lag for starting and above average for ending. Stays out for 2 minutes.

Characteristics: CM takes out a crude looking sword of silicon, which looks more like a stick with a blade, and slices forward with it. An interesting note about this is that it has very good knockback, but it increases very slowly with damage, not letting it KO until the 200's, making it similar to Ness’s forward throw. It also has a bit of ending lag as he stumbles backward a little with the blade, like a little kid who is swinging a heavy baseball bat. However, this also lets him hit behind him near the end of the attack, although it has short range.

Uses: This is an interesting move for being so simple, and has some neat applications. The odd knockback makes it worthless for KOing, but is great for getting some breathing room, or getting someone off the edge. The low lag is also good, if for the sole reason that he has few moves that come out at a decent speed. The small back hit can also hit opponents that try to roll behind you, but it takes some luck for that to happen. Overall, due to CM’s reliance on breathing room and the overall utility of this move, it should be your most used smash. Very useful! As far as reactions go, this is pretty bad, being mostly inert for reactions, which is why it hangs around so long. The only thing you can do with this is Crate Bomb compounds.

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Glimmering Gold.
Down Smash. 11% to 15%. 55 degree knockback. Kills from 156% to 117%. Large range. Above average lag starting, and some lag ending. Stays out for 2 minutes.

Characteristics: CM takes a lump of gold out of his coat and looks at it fondly, and then holds it up in the air. The sun shining off the gold into the eyes of the other person stuns them for a moment, where they are holding their hands up to their face. While they are temporarily blinded, he throws the chunk of gold at them, clocking them in the head.

Uses: This is another neat move, despite being surpassed by Silicon Slice. The main use for this is to hit opponents that are far enough away that you can’t hit them with Silicon Slice, making it a great spacing tool. It also has the bonus of “If you hit with the first hit, you will hit with the second”, making it similar to Shocking Stick. Overall, a decent smash. As far as reactions go, there are a few exotic Crate Bomb compounds, it can be electrified, and Mercury sticks to it and eventually dissolves it, but is still quite bad. There are better options for reactions.
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Aerials
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Handy Hydrogen.
Neutral Air. Bottle does 3%, hydrogen does nothing. 0 degree knockback. Can’t kill. Hydrogen has large range, bottle is a projectile. Medium lag starting, little lag ending. Stays out for 7.5 seconds.

Characteristics: CM takes a bottle that looks like it has nothing in it, and then opens it for a whooshing sound to be heard, letting out a cloud of hydrogen. The hydrogen is invisible, and the cloud slowly drifts upward. After letting it out, he drops the bottle, which falls downward and shatters and does minor damage on whoever it lands on. The bottle can be grabbed and thrown like other items.

Uses: This is a rather useless move at first glance, only seeming to be useful to drop a weak item on the foe. However, the main use of this is the incredible reactivity of hydrogen. It is quite flammable, and is great for almost any reaction. It can even flare up on contact with other character’s fire attacks. Take that, Charizard! There are also some compounds able to be created with hydrogen. However, in order to use hydrogen in these scenarios, it has to be low to the ground, meaning that it is better to short-hop this. A great element! Also, there is an important safety note for this. Hydrogen will automatically explode on contact with chlorine.
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Chlorine Cloud.
Up Air. Bottle does 2%. Chlorine does 1% for 6 seconds when the foe passes through it(when pure) 0 degree knockback, no knockback for cloud. Can’t kill. Chlorine has large range, bottle is a projectile. Above average lag for startup, medium lag for ending. Stays out for 7.5 seconds.

Characteristics: It is very similar to Handy Hydrogen, except for these differences. It takes longer, the bottle is smaller, the gas is pale green, and it slowly sinks downward. The gas also does damage to whoever goes through it.

Uses: This is another odd move. The cloud makes a rather useful trap in the air, and is great for controlling the stage. There are also some other neat things about it. It is not very flammable, but it increases the flammablility of a burning element when it is nearby. It is also one of the best elements at creating compounds, which also makes it useful. A very good gas. It also self-destructs on contact with hydrogen.
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Fatal Fluorine.
Forward Air. Explosion does 18% to foes, 14% to self. 60 degree knockback. Kills foe at 114%, kills self at 152%. Bottle is a projectile, explosion has medium range. Little lag for startup and ending. Stays out for 7.5 seconds.

Characteristics: CM takes out a sealed bottle, and drops it. The bottle has a pale brown gas in it, and falls at the same speed as CM. When it is attacked, or it hits the ground from above a certain height, it combusts in a large fireball which does large damage to the foe and yourself. If it hits the ground from above the drop height of a Battlefield platform, it will go off. If it lands safely, it will become an obstacle that you don’t want to attack.

Uses: Bomb Voyage! Anyway, this is probably the single most reactive and deadly element in CM’s arsenal, and should be used with caution. It can be used to keep foes on their toes when they are at high damage, used to stop juggles, and it can be used as a pseudo-counter in midair. These uses should only be used when you are at low damage. If you are quite high in the air, then you could move away from it before it hits the ground, and you could also short-hop it to lay deadly mines around the stage. As far as chemical reactions go, it will blow up with fire, water, or electricity, and reacts with almost any element. It can also make many compounds with other elements. This is a very deadly move, and should be used with caution.
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Oxygen Blast.
Down Air. Oxygen does nothing, tank does 7%, explosion does 21%. Oxygen does wind knockback downward, tank and explosion does 90 degree knockback. Oxygen can’t kill, tank kills at 268%, explosion kills at 56%(at full charge). Wind has ridiculous range to large range, tank has small range, explosion has tiny range. Little lag for startup, some lag for ending. Lasts for 30 seconds(at 50% charge used up).

Characteristics: This move is quite complex, so bear with me. When CM uses this, he takes out an oxygen tank and blasts oxygen downward, while holding on to the tank, so the air is below him, and the tank hitbox is above him. This move boosts him upwards when he uses it, to make up for his lack of a double jump. This move has a charge, and it replenishes over time. Depending on how far you tilt the control stick, you can use more oxygen, and thus boost yourself higher and have a bigger wind hitbox. It ranges from barely tilting it at all(10% charge used up) to smashing it(50% charge used up). If you, say, use the 30% one when you only have 20% left, then it will do a 20% boost. If you try to use it when it has no charge, then nothing will happen. A 50% charge one will boost you up to between the heights of the Battlefield platforms, and a 10% one will boost you about 1/5 of that height. If, when you have the tank out, the opponent attacks you from above with an attack that does 15% damage or more in one hit, then the tank will explode, rocketing you downward at an alarming rate and hitting the foe upward very powerfully. It is, in essence, a Chemicide. If you are shot into the stage, then you are buried and take 12% damage. You can’t use an exploded tank ever again until your next stock. The power of this trick is a function of the charge of the tank. To recap, this move is used as your double jump, it has a charge, and it explodes, killing both of you, when it is hit too hard.

Uses: Whoa. This is one of the most multipurpose moves ever created. You can use the downward gust to gimp, use it as a recovery(with variable heights to boot!), use a weaker version to throw off the timing of juggles, use in chemical reactions, and use the suicide trick to defend against most powerful spikes. There are others, but that is all I will say right now. For the recovery, you have to think about conservation of fuel. If you use too much, you could be in trouble later on, due to the slow recharge time. It is also flammable, and is an essential ingredient in many compounds. Great for reactions! As for the suicide trick, it is very limited in it’s uses, but is great for defending against powerful spikes. It is the bane of thunder stomping Ganondorfs everywhere. Use this.
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Xenon Fog.
Backward Air. Xenon does nothing, tank does 4% damage, explosion does 11%. Xenon does wind knockback backwards, tank and explosion does 0 degree knockback. Xenon can’t kill, tank kills at 536%, explosion kills at 112%(full charge). Wind has large range to medium range, tank has small range, explosion has tiny range. Very little lag for startup, little lag for ending. Lasts for 2 minutes(at 50% charge used up).

Characteristics: Same as Oxygen Blast, but it is smaller, faster, and weaker. It even has the same charge characteristics. The differences is that the wind goes behind you, the tank is in front of you, and it boosts you forward about the distance of a Battlefield platform at 50% charge used up. When the tank blows up(at full charge), it boosts you forward about the distance of 2/3 of Final Destination.

Uses: This isn’t quite as useful as Oxygen, but it is still good. It can be used for gimping, but not quite as easily as Oxygen. It can also be used for horizontal recovery, and throwing off juggles. The few different uses are as follows. Due to the speed, you can easily fend off an attack from behind by using a short-hop Bair, pushing your foe slightly away and you slightly forward. If they are in front of you, you can still use it and hope that they use a smash attack, which will hurt them and boost you to safety. Be careful, though! As far as chemical reactions go, it is on par with, if not surpassing Oxygen, despite being a noble gas. It has relatively few compounds, but they are quite dangerous, and even by itself, there are a few neat tricks with it. Quite useful.
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Grabs
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Grab.
Small range. Little lag for starting and ending.

Characteristics: CM reaches forward and grabs the foe.
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Sodium Slap.
Grab A. 1%. Can be used at about the speed of an average grab attack. Lasts for 15 seconds.

Characteristics: He plucks a small piece of Sodium out of his coat and throws it at the opponent.

Uses: This is one of the single most useful elements available to you, and you can actually use a grab just for the sake of using this move repeatedly. It can create a ridiculous amount of compounds, and is highly reactive with water, being one of the few things that is actually explosive. A staple for CM’s game.
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Cryonic Cylinder.
Grab Up. 15% to 1%. 70 degree knockback. Can’t kill. Some ending lag. Nitrogen lasts for 1 minute.

Characteristics: He takes out a sort of bucket with fancy machinery around it, and shoves the opponent’s head in it. It turns out that it is a machine to supercool things, and that was liquid nitrogen that the foe got their head shoved in. If you use it in a gas cloud, then it will make a liquid out of the gas. The type of gas determines the damage, from hydrogen(15%) to nitrogen(11%), to chlorine(1%). It has nitrogen in it by default. When the foe manages to pull their head out, their head is encased in an ice cube for 5 seconds, which does nothing but look funny. When you use it normally, it produces a cloud of nitrogen afterwards. The damage can be avoided with fast button mashing, but lets you grab them again afterwards, which can make a chain-grab that does no damage, but creates a lot of nitrogen.

Uses: This is a great grab, but is surpassed by the other grabs. This should be used either for making nitrogen for reactions, or used when you are in a cloud of hydrogen. Overall, it’s uses are limited, but it is important for many compounds.
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Mercury Mash.
Grab Forward. When you walk through it, it does 1% per second for 3 seconds. 15 degree knockback. Can’t kill. Some ending lag. Lasts for 15 seconds.

Characteristics: When you use this, he drops the opponent down, and pours mercury on them. That counts as exposure, and then they get up. The use of this move is to set a small, damaging trap to control the stage. The puddle is about 2/3 of a stage builder block long. The mercury also slides downhill if it is on a slope.

Uses: This is a decent move, but not the best. The trap is pretty good for controlling the stage, and if you can grab the opponent while they are on top of it, then it can rack up some good damage. That is about it, although it is more useful than it seems. As far as reactions go, from now on, I won’t say anything about the compounds unless it is exceptional. Mercury can make some compounds, and it sticks to and eventually dissolves gold and aluminum, so you can do that to make it last a little longer.
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Cool Cobalt.
Grab Down. 1% per second when within damage radius. 45 degree knockback. Can’t kill. Large range. Some lag ending. Lasts for 15 seconds.

Characteristics: He tosses the foe behind him, and places a small piece of something on the ground. It is cobalt, but not just any cobalt... It is highly radioactive cobalt-60! It is only a quarter of a milligram, but it is sized up a little bit so that you can see it. It is still small, though. If the foe or you comes within about 1/3 of a smart bomb radius of it, then you will be taking 1% per second! However, you only take 1% per 2 seconds. The radioactivity does no knockback at all, and only affects you when you are in range.

Uses: Great. This is one of the best stage traps because of the large range, the lack of knockback, and how easy it is to miss. It is great at stage control, and can rack up damage on a stupid opponent very well. A must use! However, there aren’t very many compounds that can be made from this.
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Amazing Aluminum.
Grab Back. 5%. 45 degree knockback. Can’t kill. Some lag ending. Lasts for 30 seconds.

Characteristics: He throws the foe behind him, and then tosses some aluminum powder behind him. The powder is very shiny, and may be able to act as a short lived smoke-screen.

Uses: This move is quite bad for a throw, but where it shines(pun intended) is in reactions. There are relatively few compounds that can be made of aluminum, but it has the property of enhancing the power of explosions. A great ingredient in the Crate Bomb if you are stocking it up with sodium.
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Specials
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Uranium Cannon.
B. 12%, 1% per minute if eaten. 60 degree knockback. Kills at 138%. Projectile. Above average lag for startup, large lag for ending. Lasts for 1 minute.

Characteristics: CM takes a very large gun out of his coat, and then you are moving a crosshair around the stage. You can press shield to put away the gun, but be warned, it has some lag. When you press B again, you will fire a shot from the gun in that direction after a short pause, which goes forward at about the speed of a blaster shot, plowing through anything in its path. This would be somewhat simple, if it wasn’t for the other quirk. Uranium has incredible armor-piercing capabilities, and it can plow through characters, any breakable part of the stage, and it can even go through a pass-through platform...FROM ABOVE. It also can blast away about half of a shield if it hits. The only thing that can stop it is the stage itself. Also, if it is eaten by Kirby, Dedede, or Wario, it will deal 1% per minute to them until they lose their stock. It makes a sort of a charging up noise right before it fires. It also has large lag afterwards as he tries to stuff it into his coat.

Uses: This move may seem broken, but the starting lag gives opponents time to spotdodge, or jump. The large ending lag is punishable, too. However, it is still a great weapon, only it is a little more situational than most. As far as the reactions go, it has very few compounds, so it isn’t that good for that purpose either. It is still a good move, you just have to search a little harder for uses.
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Super Satellite.
Up B. 2% damage if you run into someone else, 5% damage while blasting off, 1% when pellet is ejected, 111% per second if pellet is eaten. 30 degree knockback. Can’t kill. Medium range, projectile for polonium nugget. Little lag for starting, some lag for ending. Lasts for 15 seconds.

Characteristics: A small satellite appears right above CM, and he grabs onto it. For the next 2/3 of a second, you control the satellite, able to go in any direction. It can drop down very fast, has decent sideways movement, but goes quite slowly upwards, only able to go up about 1/3 the distance of Snake’s Cypher if you have it go straight up. After the second is up, or if you press B, CM pauses for a moment and then lets go. The satellite spits out a small piece of polonium, which falls/arcs downward, and then the satellite fires its booster rockets, blasting straight up and off the top very quickly. It hurts the foe slightly if they run into the satellite, and if they eat the polonium pellet, then they will look very queasy, and then start taking damage very quickly. If you are hit, then you will drop off the satellite and into a freefall.

Uses: This is an interesting recovery move, and has some neat applications. It is not too good for vertical recovery, although it can do in a pinch. The main use for this is for maneuverability while recovering, letting you dodge gimping attempts, and allowing you to get out from under those pesky overhangs. You can also do Up B and cancel it at the same time(difficult) to simply let go of the satellite. That trick is useful for hitting foes far above you, but it doesn’t let you spit out the polonium. The ingested polonium trick seems absurdly situational and difficult, and it is, but it can be done with luck. If that annoying Kirby is staying near the ledge, just holding swallow for you to land in it to pull off a swallowcide, then cancel it right in front of the ledge for you to drop and grab the ledge, and him to get a mouthful(highly situational). A rather useful recovery. As far as reactions go, it is horrible, with almost no compounds.
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Radon Wrath.
Side B. 3% per minute for 1 second exposure. No knockback. Can’t kill. Projectile. Large lag for starting and ending. Lasts for 1 minute.

Characteristics: CM takes out a bottle of some sort of clear gas, and opens it. It is radon, a radioactive gas, and does continuous damage while you are in it, and even when you get out. An interesting characteristic is that it is far heavier than air, so if you use it while on flat ground, it will slowly go out to both sides in separate clouds, and eventually slip off the edge. It also slowly slides down slopes, and it collects in pits in the ground. Prime places for radon accumulation are Shadow Moses Island, Yoshi’s Island, and Green Hill Zone. After you use it once, you can only use it again 2 minutes later. The cumulative damage part can be a tad complex, so see the math section. It is invisible, and does the same damage to yourself. The damage lasts until the subject loses their stock.

Uses: This is your prime trap, which is incredible at controlling the stage. The continuous damage part can really add up after time, especially against stupid opponents who just stand inside the cloud. It can shut off entire portions of the stage with ease, and can rack up damage very well. However, you do have to be careful with this, as you can be hurt just as easily as the foe. Also, if you use it in a big pit, it may have the potential to cut the stage into two safe spots, with Yoshi’s Island being a prime example. That is another bad idea, as it will facilitate camping, in which CM is outclassed by many others. A great move, which is deadly in the right hands on the right stages. As far as compounds go, it is completely useless.
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Final Smash
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Chemical Craze.
Final Smash. 37%. 90 degree knockback. Kills at 37%. Explosion has ridiculous range. Ridiculous lag starting(but invincible) and no lag ending.

Characteristics: Once you use the smash ball, you start running around very fast, building a lab/tent thing. It takes about 5 seconds to build, you are invincible during the process, and it is about as big as a Greap, minus the scythes. Once you are done, play resumes as usual, with being able to pass through the tent thing. However, if anyone either runs in the lab, does an attack in the lab, jumps in the lab, or is hit into the lab, then they will knock some chemical beakers off the shelves, which crash into other ones and so on, while the person inside is paralyzed with fear and the feeling of “how will I explain this to him?”, while everything crashes. After about 2 seconds, the whole thing blows up in a giant explosion about as big as a smart bomb, KOing the person inside. You can also set it off and be hurt by it, but you aren’t paralyzed when you set it off, which is your cue to run out and try to toss someone else in.

Uses: Do I really need to explain this to you!?!?



Extras
Sorry in advance about the taunts and win poses, it was late at night and I couldn’t think of anything good, except win pose 1.

Up Taunt. Mmmmmm.
CM takes a stick of celery out of his coat, and takes a bite out of it.

Side Taunt. Raspberries.
CM puts his hands to his mouth, and lets out a large raspberry(noise). This taunt can actually be useful, as it may cause your opponent to laugh so hard that they are unable to control their character well. Punish!

Down Taunt. Carpy Chalk.
CM takes out a blackboard and chalk and starts writing on it, but then the chalk breaks, and he throws it away angrily.

Win Pose 1: Failed. CM says to the losers “you all failed. See me after class.” and gives them a piece of paper with a big F on it.

Win Pose 2: The Periodic Table. CM is sitting at a table with all of the elements on it.

Win Pose 3: You get to submit an idea for this one, as I couldn’t think of anything.

Alternate Costumes: A suit, a black suit, a tie dye suit, jeans and a t-shirt, and finally a biohazard full body suit.

Crowd Cheer: Go C.M! Go C.M!

Appearance: He walks out of a thick cloud of smoke, and then coughs.

Kirby Hat. Kirby gets the Uranium Cannon move from CM, and the lab coat and goggles, and instead of taking the gun out of his coat, he spits it out of his mouth. Due to it's large size compared to Kirby, it bears a certain resemblence to the "Rambo Puff" avatar.



Math Section
Gas dissipation equation:
starts at 100% concentration when first used, and dwindles down to 0% once time is up. To find the point at which there is a certain concentration, use this.
Number of seconds passed % concentration
Total time it lasts 100
Plug the values in, and then multiply.

Percent charged/dissipated effect equation:
% of total charge = % power of whatever.
What this means, is that if you pass through a chlorine cloud at, say, 50% concentration, then it will do half damage, Oxygen will be half as flammable, the exploding gas tanks increase in kill % and decrease in damage dealt, and radon will start taking more than 1 second to equal a 1 second dose.

Gas tank charge equation:
It recovers 3% charge per second, meaning that it takes a little over a half a minute to get to full charge.

Cryonic Cylinder gas % equation:
In Hydrogen, 15%.
In Nitrogen(default) and Oxygen, 11%.
In Xenon, 4%.
In Chlorine and Radon, 1%.

% by which aluminum enhances blast power equation:
1.5 times. Not stackable.

Radon damage equation(assuming not dissipated at all):
1 second. 3% per minute until KO’d.
2 seconds.6% pmuK.
3 seconds.9% pmuK.
Etc, etc.

Damage inflicted to self by fire and explosion reactions equation:
2/3 damage and knockback to self.

Amount of Oxygen/Xenon released by a 49% or under charge.
If it used up, say, 30%, then it starts off at a 60% concentration, and goes down at a normal rate. 10% used up = 20% concentration
20%uu = 40%c
etc, etc.



Beginner Chemist’s Cookbook.
Fire + Gas(Wario’s fart) = Flaming Fart. The fart is lit on fire, with the same range as the fart, 1.5 times the damage, and 75% less knockback.

Any Water + Any Fire = Steam Cloud. It makes a large cloud of steam, which can obscure the stage.

Electricity + Water = Shocking Puddle. The water puddle becomes charged with electricity for 1 second, and it does 3%. It has no knockback, but hitstun, like Falco’s laser.

Caesium + Water = Detonation. The caesium explodes in a large explosion, that does 25% damage, and kills at 62%.

Powdered Magnesium + Water = Hydrogen. It creates a cloud of hydrogen. Nothing special.

Powdered Magnesium + Fire = Burning Magnesium. It is a white flame that has medium range, and is extinguished after 2 seconds. It does 6% damage, and kills at 346%.

Magnesium Chunk + A Fire That Does Over 30% Damage = Burning Magnesium. It is a white flame that is quite large, and is extinguished after 6 seconds. It does 16% damage, and kills at 106%.

Burning Magnesium + Water = Flare Up. It makes the flame 1.5 times as big, and 1.5 times the damage and knockback for 1/2 of a second. If it is a big chunk, then it scatters 4 small fireballs that rain down randomly on the stage that do 3% each.

Magnesium + Electricity = Electrified Magnesium. The magnesium becomes charged with electricity for 1 second, and does 3% and hitstun upon contact.

Gold + Electricity = Electrified Gold. The gold becomes charged with electricity for 1 second, and does 5% and hitstun upon contact.

Hydrogen + Fire = Flame. The hydrogen combusts in a 1/3 of a second pale orange fireball. It has large range, and does 9%. It kills at 141%.

Hydrogen + Electricity = Flame. See above.

Hydrogen between 65% and 35% concentration + Freezing = Possible detonation. There is a 1/3 chance that this will detonate, doing 21% damage and killing at 94%. Hits self as well.

Chlorine + Fire = Flame. Same as hydrogen + fire, but does 3%, and kills at 694%.

Chlorine + Hydrogen = Hydrogen Chloride. After a short- lived fireball that does the same damage and knockback as Hydrogen + Fire, which hits yourself, then a cloud of Hydrogen Chloride is formed. It lasts 10 seconds, and does 1% per second for 10 seconds when you walk through it. It is also pale green. Also, over that time period, once every 3 seconds, the foe will scratch themself, because it is a corrosive irritant. All that that does is stun them for a brief moment, like Falco’s laser.

Hydrogen Chloride + Water = Hydrochloric Acid. It makes the foe itch once per second for 5 seconds now, and it also does 1.5% damage per itch. It lasts for 8 seconds.

Fluorine + Fire = Flame. Same as normal fluorine combustion.

Fluorine + Electricity = Flame. See above.

Oxygen + Fire = Flare Up. The fire from the Bunsen Burner does 1.66 times as much damage, and is bigger(at full concentrations). Oxygen around any other fire also increases flammability.

Oxygen and Hydrogen at between 35% and 65% concentrations each + flame = Detonation. A nearly invisible large fireball/explosion appears, doing 17% damage and killing at 102%. It lasts shortly.

Oxygen + Freezing = Possible Detonation(only possible for 7 seconds afterward). If an opponent lands on or attacks the area where a liquid oxygen up throw was done, there is a 1/3 chance that it will blow up. It does 15% damage and kills at 111%.

Xenon + Electricity = Light. The cloud of xenon gas lights up with a pretty purple light for a few seconds. It does nothing beside look cool.

Xenon(82% to 78% concentration) + Oxygen= Sleepy Gas. This makes opponents fall asleep for a few seconds.

Sodium + Fire = Flame and Sodium Peroxide. It is a small flame that does 4% damage and can’t kill. It produces sodium peroxide as a byproduct. It lasts 30 seconds.

Sodium Peroxide or Sodium + Water = Detonation and Hydrogen and Sodium Hydroxide. This small explosion, which does 8% damage and kills at 217%, seems bad, but is quite good because you can get a lot of sodium in one place, and you can set it off from a distance. It also produces hydrogen and NaOH. Sodium hydroxide lasts for 15 seconds, and it causes one itch every 5 seconds for 5 seconds.

Mercury + Gold = Mercury Sticking to Gold. Mercury sticks to gold, and eventually dissolves it, but this causes the mercury and gold to last a full 45 seconds.

Aluminum + Electricity = Electrified Aluminum. The aluminum becomes charged with electricity for 1 second, and does 4% and hitstun upon contact.

Aluminum + Mercury = Mercury Sticking to Aluminum. Same as Mercury + Gold.
Done!

Also, the reason why there is no advanced chemist's cookbook section is because it is too long. I am talking 200 entries, make pickup look like a grocery list long.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
@Skyler:
As I already said, due to the color of the font, I CAN'T read that moveset. And I won't highlight it. It's your own fault for choosing the color in the first place.
=(

I'll send you a copy in a PM. But it will be UGLY. And all white and stuff. DX
 

hyperhopper

Smash Ace
Joined
Nov 5, 2008
Messages
643
Location
ON MY ROOMBA!
any suggestions on how to make roomba better?

how do you know when a new page is gonna start?

why dont you people like plain white text? i think black and white is just fine!
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I'm liking Chemistry Man. The use of elements is interesting, it really is. The recipes, while not exactly original, is intriguing. It really is a good set. Not outrageously detailed like Espeon was, muuuuuuuuuuuuuuch better organization. Uranium Cannon is win, if merely for containing the word uranium. It really is a great moveset. You've really improved in just one set. Nice.

And Commander Blitzwhat, if you're reading this, whyyyyyyyyyyyyy did you remind Hyperhopper about his roomba? WHYYYYYYY?
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
why dont you people like plain white text? i think black and white is just fine!
But enough talk...have at you!

Lord Dracula
"What is a man? A miserable little pile of secrets."

+

General Summary

Dracula is the main villain in most of the Castlevania titles. He is the final boss of almost all of the games, the only exceptions being the first and last games in the series' chronology.

The Dracula of Castlevania is loosely based on Bram Stoker's character, which was in turn based on the infamous Vlad Tepes of Wallachia. The Castlevania Dracula draws some history from both, but instead of preying on maidens this one threatens whole realms with his armies at the least, and at worst is presented as the very embodiment of evil.

Dracula did not receive much characterization in the earlier games of the Castlevania series, but in later games he is depicted as arrogant, disdainful of humanity (whom he regards as petty and greedy), and somewhat abusive towards his own minions.


Videos

+ Simon vs. Dracula, from Super IV +

+ Dracula's boss battle from Dracula X: Rondo of Blood. + Both Hell Fire and Hell Meteor are in full display here.

+ The Castlevania Chronicles version of the unending battle +


Play Style

Lord Dracula, the Scion of Darkness, naturally prefers not to stoop to the level of mere mortals, and so rarely uses his actual body to fight his enemies. Instead, he relies on the infinite amount of black energy that comprises his being.

As such, Dracula players will want to use his great spacing techniques to get as much distance as they can between themselves and the opponent so they can use Dracula's incredible range to their advantage. This is key, as in a close-contact scenario, Dracula is bested by nearly every character in the game. Almost all of Dracula's standard attacks are very slow, and the hitbox for most of them doesn't reach within Dracula's totally immediate vicinity. So if Jigglypuff was coming in to use Rest on him, all but one of this melee attacks would simply go right past the little pink puffball. Thankfully, he has an incredible array of tools crafted specifically to keep his opponents away/get him away from his opponents.

Dracula is also one of the heaviest characters in the game, making him difficult to launch very far. He's also a very floaty character, falling slower than most due to him being made almost entirely of evil energy, rather than flesh and bone. Countering this obvious winning combination, he has a difficult time scoring KOs most of the time, as he has few real "KO moves", and those he does possess force him to compromise his "distance and damage" strategy by getting in close to his target.


Special Traits

+ Dracula can glide through the air, coasting along on a ghostly wind.
+ Dracula has two midair jumps. He merely pushes off the air for the first, while the second has his spinning around quickly as he rises and chuckles quietly, lifted by a wave of dark energy.
+ Dracula's Shield Roll is the longest in the game, carrying him almost twice the distance of the standard distance. A beam of energy strikes him from above, turning him into a cloud of bats, which fade into the beam as it dissipates into thin air. An identical beam strikes a long distance away in the direction you "rolled", where Dracula reforms, ready for combat.
+ Dracula's Air Dodge halts his vertical (though not horizontal) momentum, as he transforms into a group of bats, then shifts back to human form. However, once he uses one, he cannot do so again until he touches ground, then lifts into the air again.
+ Dracula never actually falls down. His helpless state (after using his recovery, or when dizzy) resembles a group of disheveled bats with broken wings, screeching faintly as they plummet slowly downward. Upon contact with the ground, they hurriedly reform into Dracula, who kneels on one knee, head bowed and breathing heavily. If Dracula is hit while in a helpless state, he returns to his normal form.
+ Dracula does not run, and has no Dash Attack.


Stats (Out of 10)

+ Offense: 4
+ Speed: 3
+ Weight: 9
+ Jump Height: 2
+ Fall Speed: 3
+ Recovery: 8
+ Range: 10
+ Attack Speed: 3
+ Traction: 5

Pros and Cons +

Pros

* Incredible aerial versatility
* Amazing moves for spacing
* Large, wide ranges of nearly all standard attacks
* Far-reaching grab and powerful pummel
* Unconventional and versatile Smashes
* Two powerful, far-reaching projectiles
* Stellar recovery
* Life-restoring move
* Rapid attacks for fast damage-dealing
* Sweetspot Aerial and Aerial Spike


Cons

* Constant blind spot close to Dracula
* Significant lag on Special Moves and most Standard Attacks
* Final Smash requires skill and timing to use
* Up and Down Smashes do little damage
* A number of attacks are based on how often Soul Steal is used
* Steep learning curve
* Very few moves have actual knockback (difficult to KO normally)
* Aside from projectiles, most moves don't do too much damage
* Dracula is a pompous, arrogant jerk



Standard Attacks


A, A: Morose Attraction + Dracula throws a side of his cape out ahead oh himself, lightly damaging the enemy. Pressing A again will cause him to quickly draw the cape back inward, pulling the enemy along with it (4-6% initial hit, 1% follow-up)

Notes: The move reaches about as far as your average Side Tilt, though the hitbox is such that the move will miss enemies right next to Dracula. Pulling an enemy in close might seem counter-intuitive for Dracula at first, but sometimes this can lead to a quick Soul Steal right after.There's very little lag on this attack by itself, but doing both attacks will result in much more.

Side Tilt: Shady Vagrant + Dracula chuckles darkly as he dashes backwards, leaving a dark, smoky facsimile of himself where he was standing, which bursts apart after a second, damaging and knocking away any enemies in range (10-11%)

Notes: The backward dash (he still faces the same direction) doesn't go as far as his normal Shield Roll, rather, only as far as a normal character's. The shadow clone will explode after a second, unless an attack hits it, which will disperse it without it doing any damage. So in effect, this creates a wall between you and your opponent when you use it, making it a great tool to mix up with Dracula's standard Shield Roll for spacing purposes. If the shadow-figure is hit before it explodes, it cringes inward as it fades away, with a echoing shout of pain. However, if it goes off as planned, it triumphantly raises it's arms, fists curled, into the air as it laughs in victory while it tears apart...

Down Tilt: Penumbra + Dracula tamps his foot (though under his cloak, it's a bit hard to see), and his shadow extends along the ground ahead of him, as far as he is tall. Any enemies that are touched by it trip and take steady damage with no knockback (1-2% per hit)

Notes: The shadow extends and retracts at a moderate speed (about as quickly as Mario walks, say), but Dracula can't move until it returns, which takes just under two seconds. Also, unless the enemy is actually on the ground, this won't hit them. It's a great edge-guarding move, however, as the shadow literally crawls over the edge and down the side of the stage, knocking a hanging enemy into a helpless fall.

Up Tilt: Visitant Swarm + A small company of bats flies out from the left side of Dracula's robes after he lifts his arm and parts them. They fly above him in a circle, damaging any characters in range, before swirling back around Dracula's rear and returning to the safety of his cloak, this time the right side, which is held open for them by the Count (2-3%, multiple hits)

Notes: As it sounds, this move has tons of lag on it, and leaves Dracula open to attack from the sides throughout most of it. There's also very little knockback from the bats, though they can draw an opponent in front of Dracula if said enemy is caught in the swarm as it circles around Dracula's back, potentially leading into a Soul Steal. Emphasis on the lag though, as it is very, very substantial. The move has great vertical range, and good range to the sides (while the bats are on each side, that is) though.


Smashes



Side Smash: Love Lost + Dracula stands, body facing the screen (and player) while his head is turned toward his opponent. He lifts his arm up and points toward his enemy, while a large mass of darkness emanates from under his cloak and springs forwards. The mass travels forward the same distance as Link's Forward Smash (both swings) covers, damaging all the way, before delivering it's final attack and fading away, knocking enemies up into the air and dealing great damage (3% traveling, 17% final blow uncharged / 5% traveling, 25% final blow charged)

Notes: In a rare move for Dracula, this move hits from start to finish, with no "blind spot" close to him. However, unless an enemy is hit by the final blow, they only flinch, and won't go flying away. As Dracula is vulnerable until the move ends (which takes around three seconds), he'll usually be attacked by enemies in that situation, though the attack will still complete itself, even without him. Now, concerning the "final blow". At the end of it's course, the shadowy mass rears up to reveal it's contents...the form of a beautiful woman. Yes, Dracula uses the soul of his deceased lover, Lisa Farenheights, to destroy the humans he so hates as a result of her death (Lisa was burned at the stake for practicing witchcraft: which led to Dracula swearing revenge against all of mankind). Only her torso is visible, and what's there is skeletal from the sternum down, the rest being covered by the ragged remains of a dress. She raises her hands to heaven, as if trying to escape her ****ed service, causing the rest of the shadowy mass to course upwards along her arms, bursting at the tip of her hands and sending Dracula's opponents flying away.

Up Smash: Spectral Augur + Dracula swirls his arms around in a circle, then brings them together towards the ground, causing his cape to fly upwards as a surge of shadowy bats erupts from the mass of inky blackness underneath his robes, flying upwards on both sides of him and dealing rapid damage (2-3% multiple hits uncharged, 5% multiple hits charged)

Notes: Uncharged, this move is essentially a slightly more powerful version of his Up Tilt that strikes to both sides simultaneously. However, the bats simply fade into nothingness, rather than returning to the confines of Dracula's cape, making the ending lag almost non-existent. Again, like his Up Tilt, there's no real knockback here, and the move doesn't draw opponents in. The real reason to use this move is that if it's fully charged, Dracula will actually dive down into his own shadow, resurfacing wherever his shadow-print, created via his Down Smash, is located. If he hasn't planted one, he simply resurfaces where he dove in. Traveling through the shadow-print will use it up, letting Dracula create a new one.

Down Smash: Phantom Courante + Dracula compresses his dark will into his shadow, leaving a inky, swirling imprint of it on the ground where he stands. This shadow-print stays where it is until Dracula uses the move again or an opponent runs across it, at which point it will do damage based on how much damage Dracula has dealt with Soul Steal (5%, increases up to 33%)

Notes: The shadow-print is about the width of two Mario's usually, though it's shape is dependent on Dracula's actual shadow at the time he uses it, so on a sunny stage like Delfino Isle, it might span a much larger area. When an opponent walks or runs over it, they're sucked down into it up to their ankles as the "Souls" Dracula has stolen take their revenge on the hapless victim. The opponent will always take 5% damage minimum, though for every point of damage Dracula regains through the use of Soul Steal, that amount increases by 1 point, up to a maximum of 33%. This increase in damage resets whenever Dracula loses a life, however. Also, apart from the actual damage, the move will hold an enemy still for roughly a second while it deals it's damage, possibly giving Dracula an opening to attack. Charging this move doesn't change the damage dealt, though it will slightly increase the size of the imprint.


Aerials



Neutral Air: Black Dervish + Dracula spins once in the air as he transforms into a whirling cyclone of shadows and fluttering bats. The move draws enemies in, dealing light and rapid damage. As the move ends, Dracula reforms, still spinning. Enemies hit by the ending spin will be knocked away (1-2% bats and shadows, 10% ending spin)

Notes: Dracula is invincible for the middle portion of this move, when he's in shadow/bat form: all attacks will pass right through him, and usually result in the attacker being pulled in. It's very rare to avoid the ending spin, unless you're caught from the beginning, and have DI'd properly throughout the entire move, or the middle section only just grazes you. After the ending spin, there's a large window where Dracula is open, as he spins twice before returning to normal, and only half of the first spin deals damage.

Forward Air: Cursed Bore + Dracula snaps his left arm out ahead of him, and several tendrils of shadow stick out in long, spear-like spikes in a fan formation, dealing quick and solid damage and knockback to enemies in front and below Dracula (6-8%)

Notes: The spikes extend very shortly after his cape is flung wide, and reach a good distance away from him. They deal vertical knockback, so catching an opponent with a lower-positioned spear can send them up into the one(s) above it, dealing multiple hits. There's not much lag if the move ends in the air, but if the spears come into contact with the ground, they'll get stuck, and it will take Dracula a while to pull them free.

Backward Air: Incubic Snap + Dracula glances behind him, grins, and twists his torso around while extending an arm directly behind him. He then sharply snaps his fingers, creating a small spark of dark energy (0-1% sourspotted, 28% sweetspotted)

Notes: The most powerful sweetspot move in the game. It is understandably difficult to land, as Dracula's hand must connect with the center of an opponent, and there's about a second of delay between inputting the move and Dracula's execution of it, but if you manage to land the attack, it deals a ridiculous amount of damage, and sends the foe flying away in a random direction. Randomly spiking an opponent with this move is among the most satisfying acts in the game.

Upward Air: Hell Flame + Dracula holds his hands above his head, and creates a medium-sized flame within them. The flame damages anyone that touches it, and stays lit for a few seconds. When the move ends, the flames disperse in a quick burst as Dracula snaps both his fingers (5-6% on contact, 13-15% at moment of dispersal)

Notes: The snapping fingers here are purely for effect. The move has great priority, and is great for juggling airborne opponents. However, you must be careful: if Dracula touches ground before he extinguishes the fire, it will fall on him when he lands, as he momentarily loses his concentration. The fires fall over him, dealing 2-3% and no knockback, though Dracula isn't too happy about it, and a few bats will madly scramble out from under his smoking robes.

Downward Air: Gloomy Stride + The Count crosses his arms under his robes and looks indignantly below him as he raises one of his legs, then drives it downward, dealing damage and spiking (10% and spike)

Notes: The move is akin to Zelda's Downward Aerial, but only in that the move is largely concealed by her long gown. While the same is true for Dracula, it's much easier to spike with this move, and even if you don't manage that (the opponent must be at or below Dracula's knees, and roughly straight below, not to one side), it still deals solid damage and has good vertical knockback. If you do land the spike, a look of disgust will cross Dracula's face, as though he just stepped on something foul.


Miscellaneous Attacks



Rising Attack: Black-a-Vised Servants + Dracula curls back his arm, then throws his cape out wide ahead of him, pushing the enemy back with a gust of wind (though no damage is dealt by the movement). Several bats are sent forward, dislodged by the sudden and powerful move. The bats deal light damage and flinching knockback, though they eventually evaporate into thin air (1-2% per bat hit)

Notes: This has amazing range for a rising attack, though it only hits to one side. Also, aside from the wind push (similar in scale to Angel Ring's), the only damage comes from the bats, which travel in random patterns, dizzy and weak from the fall as they are.

Ledge Attack: The Master's Rebuttal + Dracula quickly pulls himself back on-stage, and sweeps one side of his cape out wide ahead of him. If an enemy is caught inside of it, he pulls them around with him as he spins once before tossing them out with an indignant slap to the head (5%)

Notes: A generally bad attack, as the hitbox to catch the enemy is very specific (the enemy has to be a good distance away from Dracula, and on the ground or very close to it), and unless you do catch them the cape won't deal any damage to them. However, if the Dracula player presses the A button again before Dracula spins fully about, Dracula will stop the attack earlier than usual, swatting the enemy in the opposite direction: straight off the stage. If this is done, Dracula will scoff and say "Impudent--" as he smacks his victim away.

Ledge Attack over 100%: The Master's Response + The same concept as his normal Ledge Attack, though much weaker and a little slower (1%)

Notes: You can still use the early-A trick to throw your opponent off-stage, though the knockback is much, much weaker, and in that case, no damage will be dealt.


Grabs and Throws



Grab: Loving Vice + Dracula extends his hand forward and makes a grasping motion in the air. Like most of his standard attacks, this will miss if the enemy is too close, but the range is very good, extending invisibly ahead of his hand. What actually grabs the opponent is the sheer power of Dracula's dark will.
Grab Hit: Bloody Vise + Dracula clenches his fist and rotates his wrist, pressing in on all sides of his victim with unholy power. Slow but powerful (5%)

Notes: As mentioned, the Count has a grab that's as long as the average tether grab, but if an enemy is withing the range of a normal character's grab to him, the move will miss. Also, this move can't be used as a tether recovery, despite it's similarity to tether grabs.

Forward Throw: Sudden Banishment + Dracula makes a pushing motion with his hand, and the caught foe is sent flying away as a burst of dark energy explodes on top of them (9-11%)

Notes: The blast, though relatively small, can catch other foes in it if they happen to be close enough. This is also Dracula's fastest grab, with virtually no lag on either end of it.

Upward Throw: The Count's Appraisal + Dracula motions with his hand, as if to gently lift something, and the enemy flies up into the air (3-4%)

Notes: Though very little damage is dealt, this throw has insane vertical knockback. On a stage like Sky World or Yoshi's Island (Melee), it can KO beneath 80% in the right places. It has large ending lag though, as Dracula has a penchant for watching his victims as they fly away to their inevitable doom...

Down Throw: Death Pool + The victim is plunged into the ground, straight into their own shadow (6-7%)

Notes: On normal ground, the enemy is thrust back into the open air after a second "underground", with minimal knockback. However, if they're sent into their shadow on a platform that can be dropped through, they'll be spit out of the other side, with similarly moderate knockback. A neat move to use on an opponent on moving stages, as Dracula can leap to safety while the opponent, stuck in their own personal darkness for a full second, are taken off-screen as the platform they were planted in leaves the arena.

Backward Throw: Carnal Invitation + Dracula roughly pulls the opponent toward him (1%)

Notes: The perfect setup move for Soul Steal. Unless the enemy DI's immediately and directly away from Dracula, they will almost always be caught if the Dracula player uses the Down Special as soon as they can. Though if they don't, they'll find themselves in a very bad position.


Special Moves



Neutral Special: Hell Fire + Dracula lifts his right arm, raising that side of his robes. From the mysterious folds of his attire fly three fireballs that shoot forward in a column. These go all the way across the stage, and damage varies depending on which fireball connects with an opponent (4% top and bottom fireballs, 7% center)

Notes: Dracula's first projectile fires twice as slow as Waddle Dee Toss. In other words, it's difficult to spam with. The center fireball travels slightly ahead of the other two, and is slightly larger. The vertical range this move covers is the size of a medium character, such as Link or Marth. What this means is that most characters, on the ground, will only be hit by the center and lower fires (though a small, crouching character could only take the lower), while taller fighters (Ganondorf, Ike, Link, etc.) will be hit by all three if they take no evasive action. The projectiles gather speed the farther they fly, at first only going as slow as a Nikita Missile that's turning, but possibly going as quick as Link's fully charged Arrow (though it takes about one Final Destination to pick up such speed).

Side Special: Hell Meteor + Dracula lifts his left arm, raising that side of his robes. From the mysterious folds of his attire flies a spinning, flaming rock. The meteor spins across the stage, drifting slowly toward the nearest opponent, though any enemy that touches it will take damage, and it will still continue to move until it hits it's original target or disappears after a set time (15% intended target, 8% innocent bystanders)

Notes: Unlike Hell Fire, Hell Meteor doesn't stop upon contact. It will go through any opponents in it's way, dealing very only flinching knockback, and decent damage. However, if it manages to hit it's original target (which is whomever is closest to Dracula when he uses the move), it deals greater damage and solid knockback. It also flies much slower than any other projectile in the game: slightly slower than a Nikita Missile that's turning. Like Hell Fire, the ending lag is significant, as Dracula closes his cape with an unnecessary flourish. Hell Meteor fades away after traversing distance equal to the length of Final Destination.

Up Special: Shriek of Bats + Dracula dissipates into a frenetic swarm of small bats, which fly around the level, damaging anyone they come into contact with rapid hits before reforming into Dracula's normal form (1-2% per hit, rapid damage)

Notes: You can control the swarm's flight path, but as it's a large gathering of bats, it's not as easy to control as something like Pit's recovery is. In fact, the controls bear more in common with Volt Tackle, though the bat's random nature adds a good deal of "stutter" to whichever flight path you choose, and you always rise, so you couldn't sly straight across a stage, damaging opponents as you go. The move will pull in nearby foes, taking them along with you, and dealing around 14-19% damage if caught in the swarm from the beginning of the move. There's no knockback to speak of, besides the repeated flinching the bats cause, which only serves to keep the opponent from retaliating, so using this as an outright attack is a highly punishable idea. The actual recovery range of the move is fairly standard, reaching only about as far as Fire Fox or Screw Attack if you don't maneuver left or right as you fly.

Down Special: Soul Steal + Dracula spreads his arms wide and rears back. If an enemy is next to him, he'll wrap them in an embrace, enveloping them in the folds of his voluminous cloak and turning them away from the screen while he drains their life energy (3-25%, varying)

Notes: The opponent has to be basically on top of Dracula for the move to connect (thus he "rears back" a little bit). Once you've embraced an enemy, rapidly tapping the B button will...well, let your imagination tell you what Dracula does to them as his back is turned to the screen. Anyway, rapidly tapping B will deal damage faster, in a similar fashion to Koopa Klaw (Bowser's Melee Side Special), though this is affected by the damage of the opponent. You'll always be able to pull off at least one B button press, even on an opponent with 0%. The more damage they have, the more extra hits you can get in before Dracula unfurls his cloak and casts them out of his loving embrace, doing a set amount of knockback (it's small) and no damage. Dracula recovers damage equal to 1/2 (rounded down) the damage he does with this attack. So he'll always regain at least 1%, though that's only if you don't tap the B button at all. Also, once Dracula has stolen an enemy's soul, he won't regain more life from them by doing it again until either 2 minutes have passed or they lose a stock. He can still do the attack for damage, but not life.


Final Smash: True Dracula + Dracula concentrates the dark energies within him, transforming into his monstrous, beastly true form, becoming at least twice as large in the process. This lasts for approximately 10 seconds, during which time Dracula's regular moveset is replaced with the following abilities.

A: Death Claw + True Dracula slams his claws into the ground ahead of him, then rakes them along the ground as he pulls his arms back towards himself. The attack reaches a very, very long ways ahead of True Dracula. Enemies on the ground hit by the claw slam are buried in the ground, and will take more damage as the claws are scraped along the ground, which pulls them along for the duration. Enemies in the air hit by the attack take a solid 15-16% damage, but enemies that take the full attack will take upwards of 35% (15-16% for the first hit, 5% multiple times for the retracting hits).
When used in the air, Death Claw manifests as such: True Dracula extends his arms straight downward, again burying ground-based enemies (though this is an incredibly powerful spike against airborne enemies). He then swings them out wide to both sides of his body, covering a wide area to both sides of his person, and flinging victims away. Damage is identical to the on-stage incarnation of the move.
This attack takes three full seconds to fully execute.

B: Hell Pyre + True Dracula spews a gout of flame across the floor of the stage, sweeping up any enemies in it's path, and dealing repeated damage (about 8-11% per second). When used in the air, the attack is aimed downwards, and splits in both directions as it hits the ground, though the damage is halved as a result.
This attack takes three full seconds to fully execute.

L/R: Shadow Dance + A shaft of shadowy power descends on True Dracula, which warps him away from where he was, and transports him to the space directly above a random opponent. This does no damage, takes two seconds to execute, and can be done an infinite number of times, even in the air.

Notes: The attack is very powerful, but doesn't last for very long. Most times, you'll only have enough time to pull of one or two attacks before reverting to normal. Use your time wisely.


Other Elements



Dracula's Role in the Subspace Emissary: Castle in the Solar Eclipse +

In the year 1999, Dracula and his castle were sealed inside of a Solar Eclipse, ending his curse on mankind by sealing his power away within the eternal confines of a star. In the world of Super Smash Bros., he still resides there, trapped within the Sun itself.

As it happens, the powers of the eclipse are inexorably linked to Subspace. The creation of the Great Maze has the added effect of weakening the barrier around Dracula's Castle enough to let the Master Himself enough leeway to escape the confines of the solar body. Dracula calmly waits on a dark throne by the entrance to Tabuu's stage, calmly observing the struggle of the Smash Brothers while slowly regaining his strength. The player must confront and defeat the Count before moving on to challenge Tabuu. Upon defeat, Dracula applauds the player for their obvious skill, then melts into the shadows to explore this new world he finds himself in.

Who knows what evil Lord Dracula will create for the world...


How to Unlock +

After you defeat Dracula in the Great Maze, there's a 5% chance that when you go through a door as you replay any level, you'll be transported to Dracula's Castle to fight the Dark Lord in a final showdown. Defeat him there, and he'll be yours for regular play, as well as in your party in the Subspace Emissary.


Miscellaneous Animations

Idle + Dracula will occasionally reach up and stroke his well-kept facial hair, glance side to side with a disinterested look on his face, or simply cross his arms under his robes while tapping his foot slowly.
Crouch + An cobweb of shadowy material springs up from the ground, creating a makeshift throne for Dracula to recline on. If held for a while, Dracula will produce a delicate glass of blood-red wine from his breast pocket, sipping it occasionally. When he gets up, he tosses it to the floor, where it shatters.
Walking + Dracula glides silently forward, feet shrouded by swirling shadows.
Ground Dodge + Dracula takes on the property of smoke, becoming transparent, with hazy, undistinguished features. Unflinching (or moving, in any way), attacks will go right through this incorporeal form, but only until he returns to normal.


Taunt 1 + Dracula smooths back his hair with a hand. As he reaches up, a lone bat escapes from under his robes.
Taunt 2 + "Ah, sarcasm..." the Count says, as he ***** his head and crosses his arms under his robes. Highly patronizing.
Taunt 3 + Dracula sneers and laughs low and deep, while evil energy bubbles up from under his robes, making them swirl about his legs.

Kirby Hat + Kirby sports Dracula's prim facial hair, as well as his effervescent cloak.

Symbol + The reverse-crucifix and devil wings; a Castlevania standard.



Entry Animation + Dracula descends from the sky on a shaft of dark light, downing a glass of champagne, which he then tosses on the ground, where it shatters into pieces.

Victory Theme + The main refrain of Bloody Tears (though in the game, it's played on a large pipe organ).

Victory Act 1 + Dracula contemplatively strokes his chin while chuckling under his breath and grinning at the screen.
Victory Act 2 + "Mankind ill needs a savior such as you!" says Lord Dracula as he twirls his cape around him and dissipates into nothingness in a swirl of shadows.
Victory Act 3 + Dracula laughs in villainous fashion as he spreads wide the folds of his cape, and an endless swarm of shadowy bats fly out from within.

Losing Act + Dracula nobly applauds his opponent, while looking to the side, dejected.

Wii Remote Selection Sound + Ironic laughter followed by the flapping of leathery wings and the screeching of hunting bats.

Crowd Cheer + In a slow chant: "Master...master...master..."

CODEC Conversation +

Colonel: Snake! That's Count Dracula, also known as Vlad Tepes. He's extremely dangerous. His ambition is to conquer the human race, and it's only a matter of time before he reaches that goal.
Snake: Wait, so you're saying it's impossible to stop him?
Colonel: Not necessarily. The Belmont clan almost always foils his plans, but he's the embodiment of pure evil, so it's going to take something truly remarkable to destroy him once and for all.
Snake: ...Mmm. So any ideas? I don't think modern weaponry's going to do much against the 'embodiment of pure evil'.
Colonel: Just do your best Snake. Dracula may be immortal, but that doesn't mean he can't be hurt.

Alternate Outfits

Classic Dracula - As he appears in the final battle of Dracula X.
Symphony Dracula - Dracula's iconic appearance from the PSX classic, Symphony of the Night.
Judgment Dracula - The Master's most recent redesign, from Castlevania Judgment.



+ Trophies

Simon Belmont
+ The legendary Vampire Killer of the cursed Belmont clan.
Lord Dracula
+ The Lord of Evil, eternally reborn to bathe the world in darkness.
Grand Cross
+ Simon's Final Smash, shown destroying Lord Dracula.
True Dracula
+ Lord Dracula's Final Smash, and the ultimate form of his black heart.
Death
+ Lord Dracula's ever-faithful servant, and master of the Underworld.
Dracula's Castle
+ The setting for most Castlevania games, and the stage in Super Smash Bros.
Alucard
+ Adrian Farenheights Tepes, the son of Dracula, sworn to destroy his evil origins.
Medusa and Medusa Heads
+ The mythological beast and her innumerable servants.
Maria Renard
+ A village girl who rises to her fate, and defeats Count Dracula in Rondo of Blood.
Richter Belmont
+ While Simon may be the most well-known Belmont, Richter is the more powerful of the two.
Soma Cruz and Mina Hakuba
+ Two teenagers from the year 2035. Due to Soma's mysterious "Soul Steal" ability, mysterious forces attempt to turn him into Dracula's successor...
Vampire Killer
+ The legendary whip of the Belmont clan.
Hearts
+ The source of Simon's special abilities.
Order of Ecclessia
+ The only organization that is capable of standing up to Dracula in a time without a Belmont or the Vampire Killer.


+ Stickers

Simon Belmont (Castlevania, NES)
Classic Simon (Super Castlevania IV, SNES)
Count Dracula (Dracula X: Rondo of Blood, PC Engine)
Death (Casltevania: Aria of Sorrow, GBA)
Cross (Castlevania, NES)
Nathan Graves (Castlevania: Circle of the Moon, GBA)
Julius Belmont (Castlevania: Aria of Sorrow, GBA)
Resurrected Death (Castlevania: Dawn of Sorrow, DS)
Heart (Castlevania II: Simon's Quest, NES)
Neo Dracula (Castlevania: Dawn of Sorrow, DS)
Jonathan Morris & Charlotte Aulin (Castlevania: Portrait of Ruin, DS)
Bat (Castlevania III: Dracula's Curse, NES)
Yoko Belnades (Castlevania: Dawn of Sorrow, DS)
Succubus (Castlevania: Symphony of the Night, PSX)
Trevor Belmont (Castlevania III: Dracula's Curse, NES)
Konami Man (various)
Half Chicken (Castlevania: Order of Shadows, Mobile)
Brauner (Castlevania: Portrait of Ruin, DS)
Fleaman (Castlevania, NES)
Old Axe Armor (Castlevania: Portrait of Ruin, DS)
Hector (Castlevania: Curse of Darkness, PS2)
Reinhardt Schneider (Castlevania, N64)
Medusa Head (Castlevania, NES)
Genya Arikado (Castlevania: Dawn of Sorrow, DS)
Shaft (Castlevania: Symphony of the Night, PSX)
Shanoa (Castlevania: Order of Ecclessia, DS)
Zombie (Castlevania II: Simon's Quest, NES)
Granfaloon (Castlevania: Symphony of the Night, PSX)
Maria Renard (Castlevania Judgment, Wii)
Juste Belmont (Castlevania: Harmony of Dissonance, GBA)
Alura Une (Castlevania: Dawn of Sorrow. DS)
Leon Belmont (Castlevania: Lament of Innocence, PS2)
Skeleton (Castlevania, NES)
Eric LeCarde (Castlevania Bloodlines, Genesis)
Dracula's Castle (Castlevania: Harmony of Dissonance. GBA)
Lisa Farenheights (various)
Soma Cruz (Castlevania: Aria of Sorrow, DS)
Vampire Hunter Iga (various)


Stage: Dracula's Castle + A moonlit stage atop Dracula's famed castle. There is the main platform on top of the tower, followed by two smaller ones on either side (think Pokemon Stadium). There are another two directly above those, and a final platform in the middle of the stage, above all the others. Skyward KOs are difficult to accomplish on this stage. There are also two platforms that jut out on either side of the tower, and whenever clouds cover the moon, the stage darkens and torches set all around the stage light themselves.
Hazards include the ever-present Medusa Heads, simple Bats, and bone-tossing skeletons. The former two make their ways across the stage every now and then, dealing a few points of damage and small knockback to whatever they come in contact with, though any attack will destroy them. The Skeletons climb up the castle walls and position themselves on the platforms that stick out from the sides of the tower, and proceed to hurl bones at players on the main level. These bones damage similar to Bats and Medusa Heads, and travel in an upward arc before falling to the ground, where they can be picked up and thrown by players in the same upward arc at other players. The Skeletons can also be destroyed, though they take more damage to slay (around 20% damage), and fighting them in close-combat can result in the player being knocked off the edge of the stage, as contact with the Skeletons deals damage as well.

Item: Bible + After a player picks up the item, it flies around them in a circle for a limited time, spewing papers as it travels. If it contacts an enemy, it will deal 8-10% damage and good knockback. It also reflects energy-based projectiles, though due to it's small size and constant rotation, this rarely happens.

Assist Trophy: Death + Dracula's faithful servant emerges from the capsule, and slowly levitates towards the center of the stage. Once properly positioned, he lifts his arms into the air, holding his scythe aloft. The scythe dematerializes, and calls forth a barrage of Deathsickles--tiny scythes that materialize randomly all over the stage, and whirl in slightly-homing lines toward the nearest fighter.
Each Deathsickle deals anywhere from 3-5% damage, with slight knockback. After fifty Deathsickles have been summoned, Death lowers his hands and grips his returned scythe, before disappearing in a cloud of swirling blackness.


+ Music

Vampire Killer + The classic cool.
Vampire Killer ~ Yamane Remix + Perfectly upbeat.
Heart of Fire + A (relatively) recent favorite.
Theme of Simon Belmont + Links to the Chronicles version. This must be in.
Aquarius + The power and beauty of the electric guitar, only from Castlevania.
Bloodlines + Castlevania's shining moment on the Genesis.
Iron-Blue Intention + One of the Holy Trinity of Castlevania songs, appearing in nearly every game in the franchise.
Another Vamp Killer + From the Dreamcast vaporware, "Casltevania Resurrection".
Monster Dance + 8-bit monster slaying at it's finest.
Praying Hands + The quiet calm before an unholy storm.
Room of Close Associates + Every good game needs a good boss theme.
The Tragic Prince + Quite the symphony...
Cross a Fear + The PS: Dracula Battle remix.
Bloody Tears + A classical version fits this song best, I think.
Dance of Illusions + Richter Belmont's epic duel with the Master.
Dracula Battle 64 + Dracula's prolific theme, in 64 format.
Nocturne + Nothing more needs to be said.

You have been doomed since you lost the ability to love...


Colors are good.
 
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