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Make Your Move 5

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BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Welcome to MYM, Magical Tervor.

@ Everyone, I'm going to be on a boat for the duration of spring break week, and therefore out of contact with you lot. Have fun!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Welcome to MYM, Magical Tervor.

@ Everyone, I'm going to be on a boat for the duration of spring break week, and therefore out of contact with you lot. Have fun!
You're on spring break? Mine ended less then a week ago, but I got two weeks off, so it's all good. :p See you. I'm going to post Medli at some time in the future, but don't expect her for a while.
 

Heartz♥

Smash Legend
Joined
May 18, 2008
Messages
10,443
Location
Virginia
Hey, guys. Just posting in. I havent forgotten about my sets, I just been having writer's block for a bit now. lol. I'll place a review for the recent sets in a bit once I've caught.

btw Spade, I lol'd at that Fabulous image.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Wowzer that looks like a major improvement from you, man. It's almost 7 AM here, so I will read it after I've got me some sleep... but it looks dang promising![/QUOTE]

I wonder what you thought when you looked at it again... jk thanks a lot spade!

Nice moveset.
thanks xd

Silver, that moveset was awesome!! I dare say it's easily your best yet, with a perfect implementation of a cool mechanic and unique moves that comprise a really interesting playstyle! I love the change in the attacks with or without Yuji, as it really keeps the moveset interesting and would certainly keep a player conscious of themselves all the time.

And last, but not least:

SILVER STRIKE! :laugh:
KIBBLE KICK!

I'm happy you like it kibble! I'm also happy it got you addicted to another anime... :p
 

Iceddoughnut

Smash Rookie
Joined
Mar 6, 2009
Messages
1
The Heavy - Make Your Move 5

"Now is good time to run, cowards! The Heavy has joined the brawl."
The Heavy Weapons Guy (or simply 'The Heavy') is a class from the game 'Team Fortress 2'. The Heavy class is the main tank of the lot with a large amount of health, great firepower and slow speed, which makes him a good character to hold a defence with. The Heavy himself is a large Russian mercenary who specialises in heavy duty weapons, so much so that he even endears over his minigun, naming it 'Sasha'. In Team Fortress 2, he can be played on the RED team (Reliable Excavation Demolition) or the BLU team (Builders League United) or both, as there is no limit to the number of players that can play one class. Each team is given an objective (depending on which map they are playing in) and must achieve their objective (capture the flag, territories, etc.) while stopping the opposing team from achieving their objective first. If the Heavy has a good run, his onslaught of taunts towards your opponents will be sure to let you know he's having a hell of a time.

STATS

Power: 8.5/10 - The Heavy can pack a punch regardless of what weapon he's using (more on that later) making him a force to be reckoned with.
Walking Speed: 3/10 - The Heavy is not fast by any means of the word but as heavyweights go, he can get from A to B... ...kinda.
Dashing Speed: 2/10 - That's not to say the Heavy runs slower than he walks, rather he doesn't have that great of a top speed so his running isn't that big of an improvement.
Size: 9.5/10 - He doesn't call himself a 'Giant Man' for nothing, he is very large for a human (coming up as taller than Ganondorf but not a wide as Bowser) which can make him quite a large target.
Weight: 9/10 (10/10 with Minigun) - The Heavy certainly lives up to his name with his rock solid weight practically forbidding K.O.'s... ...OK, that's kind of an overstatement. Still, he will prove to be one of the hardest characters to K.O. in the game.
Drop Speed: 9/10 -The Heavy basically falls like a rock brick boulder, it pins him down as a character with not a lot of time from free-falling to a K.O. but thanks to his excellent weight he wouldn't find himself in that situation too often.
Priority: Minigun: 9/10 - The minigun itself is quite bulky and as such, it can stretch out far beyond his body thanks to his unorthodox methods of attacking with it.
Shotgun: 9/10 - Just like the minigun, it extends quite far out from the heavy's body
Fists: 5/10 - Fighting with his own fists goes as well as you'd expect but they still provide well enough range for a direct fighter.
1st Jump: 1/10 - The Heavy struggles to get off the ground and fails to stay in the air long enough to perform a decent enough attack.
2nd Jump: 1/10 - His second jump isn't very impressive either, the same height as the first.
Crouch: 2/10 - A simple duck combined with a weapon lowering, not a very decent crouch by any standards.
Traction: 5/10 (3.5/10 with Minigun) - Without a minigun weighing him down, he can walk quite reliably (though still not very quickly). If the minigun is equipped, he shambles a bit more than usual.
Crawl?: No
Wall Jump?: No
Wall Cling?: Nope
Glide?: Na-da
Tether?: *shakes head*

BASIC ACTIONS

Basic Pose:
Minigun: The Heavy has quite a determined look on his his face and constantly yet slowly swings Sasha from side to side.
Shotgun: The Heavy casually hold his shotgun with his left hand on the barrel and his right one on the bottom, having it raised a bit towards an angle.
Fists: Brings his clenched fists up to a classic 'Put up your dukes' pose.
Idle Pose:
Minigun: The Heavy tilts Sasha's nozzle upward and slightly spins it. This doesn't affect the Neutral B or Side B attacks.
Shotgun: The Heavy pumps his shotgun, a single bullet dropping out of the gun. This is purely for trivial purposes as he doesn't need to reload in this game.
Fists: Heavy brings his fists to his sides, twitching his fingers like in his Down Taunt.
Walking: The Heavy marches forward slightly shaking his weapon (or fists).
Dashing: The Heavy's stride get slightly quicker as the weapon shake gets slightly more violent.
First Jump: The Heavy simply bounces off of the ground, covering very little distance.
Second Jump: The Heavy bring he knees more inward as he attempts do a midair jump, again not covering much distance.
Shield:
Minigun: Heavy pulls Sasha close as a standard bubble shield covers him and the minigun.
Shotgun: Heavy grips his shotgun closer to his chest as a standard bubble shield covers him.
Fists: Heavy gets into a blocking position, putting his fists together in front of his face as a standard bubble shield covers him.
Sleeping:
Minigun: Sasha is dropped on the ground with the Heavy using it as a pillow.
Shotgun: Heavy drops to the floor, laying on his side and still holding the shotgun with both hands.
Fists: Heavy drops to floor, laying on his back with his head tilted towards the camera.
Dizzy:
Minigun: Heavy tries to hold his head with his left hand, letting Sasha lean against the floor.
Shotgun: Heavy tries to hold his head with his left hand, still holding the shotgun in his right.
Fists: Heavy tries to hold his head with his left hand, his right hand hanging by his side.
Tripping: Heavy is laying on the ground, his weapon (if he has one) has dropped next to him. Once he gets up, he picks the weapon up during his animation.

BASIC ATTACKS

Jab Combo:
Minigun: A - Heavy whacks the target with Sasha's muzzle. One hit, Uncomboable. (9%)
Shotgun: A - Quick, basic punch with the left. (4%)
AA - Hits the target with the barrel of the shotgun. (6%)
AAA - Grips the front of the gun and swings the gun like a baseball bat, hitting the target with the back. (8%)
Fists: A - The Heavy starts with a left jab... (4%)(6% with K.G.B.)
AA - ...and follows with a right jab... (4%)(6% with K.G.B.)
AAA - ...and finishes with an uppercut. (5%)(8% with K.G.B)
Dash Attack:
Minigun: The Heavy swings Sasha in his dashing direction, knocking away enemies with high knockback and damage. The attack, like Wolf's Dash Attack, stops the Heavy's momentum. (16%)
Shotgun: The Heavy rams the front of the gun forward, seemingly into the opponents stomache. Just like the Minigun Dash Attack, it stops any momentum the Heavy has. (11%)
Fists: The Heavy makes a clumsy shoving motion in an attempt to push any opponents in his way. Moderately-high knockback but low damage. (9%)(10% with K.G.B.)
Side Tilt:
Minigun: The Heavy lifts Sasha's nozzle up and rams his elbow forward. Decent damage, decent knockback. (12%)
Shotgun: Grabs the end of the shotgun and thrusts it forward. Great range, fair damage and low knockback but a little ending lag. (11%)
Fists: The Heavy simply backhands the area in front of him for a quick strike with little knockback, damage or lag. (9%)(11% with K.G.B.)
Up Tilt:
Minigun: The Heavy arcs the minigun over his head and brings it back down for a full 180 degree motion. The move comes off slow with decent damage but below average knockback. (12%)
Shotgun: Using only his left hand, he swings it over his head in an upward arc. Comes out much quicker than the minigun Up Tilt as it is lighter and he doesn't do the complete 180 degrees. (11%)
Fists: Swats at the area above him with his right hand. Again, it's a quick, low damaging attack. (8%)(9% with K.G.B.)
Down Tilt:
Minigun: Sweeps at the ground with the front of the minigun. Low knockback, low damage. (10%)
Shotgun: Whacks at the ground with the butt of the shotgun, comes out very quick but comes with some ending lag. (12%)
Fists: Claps his right hand on the ground. A little bit of starting lag but very little ending lag. Low damage but high knockback. (11%)(13% with K.G.B.)
Ledge Climb Under 100%:
Minigun: After lifting himself onto the stage (with one hand), he grips the gun's handles and swipes at the target. (14%)
Shotgun: The Heavy lifts himself up and backhands the target with the entire gun. (12%)
Fists: The Heavy jumps into the air and does a downward karate chop. (14%)(15% with K.G.B.)
Ledge Climb Over 100%:
Minigun: The Heavy slowly slides onto the stage and rams the front of the minigun forward. (15%)
Shotgun: The Heavy lifts himself up and jams the gun forward while firing a shot. The shotgun is a muzzle flash with the range of Mario's Forward Smash. (16%)
Fists: The Heavy forcefully pulls himself up and grunts as he shoulders rams forward and clenches him fists together in an upward swing. (16%)(17% with K.G.B.)

SPECIALS

Neutral B:

Minigun - Rev Up: This move will have the Heavy continually spin the rotor, making it much easier to initiate the Side B (simply tilting the C-stick either left or right will have it fire immediatly instead of going through the entire startup process). While spinning, the Heavy can move but at half the speed. So, at 1.5/10 speed, you wouldn't use the walking feature that much anyway. The key point of this attack is so you have a chance to heighten your defensive opportunities. If you find yourself a brief moment of peace, use the Neutral B move to prepare an immediate counterattack for anyone attempting to catch you off guard.

Shotgun - Defend The Point!: The Heavy pumps his shotgun and stands his ground. Just like the Minigun's Side B, the weapon moves in the same fashion as a cracker launcher. The shotgun can be fired by the B or A button and the Heavy will not move even when the control-stick is tilted to the side. The bullets it fires are the same size as Ivysaur's Bullet Seeds and travel the length of Final Destination. Each bullet does a good amount of knockback with a moderate amount of damage (10% each). This attack is an alternative to the Minigun's Side B, useful against the quicker enemies due to the faster movement of the weapon and high knockback which is also useful against those with high percentage. The move can be cancelled out of by pressing the shield button, grab button, moving the C-stick, or getting hit.

Fists - K.G.B. (Killing Gloves of Boxing): The Heavy knocks his fists together and somehow spawns the K.G.B. on his hands. These bulky gloves give the Heavy's fists an additional damage and knockback bonus as well as a speed reduction. Using this while wearing the K.G.B will revert the Heavy's fist back to normal and if the fists are switched out while wearing the K.G.B., they will still be on when you switch back to the fists.
Side B:
Minigun - Heavy Fire: If the Minigun hasn't been pre-revved (see Minigun Neutral B) the nozzle will start spinning and fire after exactly 1 second afterwards. The minigun fires like Ivysaur's Bullet Seed, except with controllable direction, lower knockback and slightly smaller bullets. The weapon is controlled in the same way as the cracker launcher, with the control stick changing the direction, backward taps reversing the direction and forward tilts moving the character. When walking while firing, the Heavy moves at half his regular speed, which would be 1.5/10. Once firing, the hail of bullets covers the length of 3 battlefield platforms. If the target is within the range of 1 platform, they with take a diminishing 5% per hit at roughly 4 times a second as opposed to taking a diminishing 3% at two times a second. As mentioned before, the Heavy can redirect his fire elsewhere and if he happen to fire it near the ground at the target's feet, it can damage them a good 6% with decent knockback as a good finisher for after you're done filling them with holes.
Shotgun - Get Back Here!: The Heavy immediately fires one of the bullets from his Shotgun Neutral B. This individual bullet has the same properties as the ones from the neutral B move, but have greater knockback and can only be fired horizonally. After the bullet is shot, the shotgun is pumped once to produce some ending lag.
Fists (On Ground) - Running Riot: This move begins with the Heavy tucking his fists (or gloves) to his side and leads to him charging across the stage in a raging shoulder tackle. The move is kept running so long as you hammer down at the B Button and stops the moment you release it. Once the button is released, the Heavy clenches his fists or gloves together and swings them upward on the side he charged at. The swinging motion takes as long as DDD's Up Smash. Anyone hit while the Heavy is charging forward recieves 6% and low knockback. The real damage is when the swinging fist hit someone, causing 25% and moderately high knockback.
Fists (In Air) - Flying Bear: The Heavy will bring his fists together and dive into the air. If the Heavy hits the ground while diving, he will crash down on the stage laying on his stomach and with his arms spread out. The Heavy recieves 20% damage on crash landing and it takes a while for him to rise back up after landing on the ground. Anyone hit by the diving Heavy while in the air will by slightly pulled downwards, receiving no damage in the process. If the Heavy lands on someone on the ground, they will take 40% damage and ungodly knockback.
Up B:
Minigun - Incoming!: The Heavy will aim his minigun downward and actually ride it while shooting downward. Illogically, the minigun supports his weight though struggles to gain any vertical distance. The move last for 4 seconds and while it doesn't help him get back on the stage if he's below the ledge, he can lean side to side for some excellent horizonal recovery. If the control-stick were to be held to the side immediately after the attack was initiated, the Heavy would travel roughly the entire length of Battlefield. If an enemy is hit by the bullets, they would recieve a decreasing rate of 3% a twice per second (regardless of how close they are).
Shotgun - Marxman: The Heavy throws his gun up into the air like Ike's sword in his Up B. The difference being that the weapon is thrown directly vertical and the move does not force the Heavy to plummet, the move ends as soon as he retrieves the spinning shotgun from the air and then leaving him in freefall mode. The spinning weapon last for one second and does 2% at 3 times a second.
Fists - Skyward Uppercut: The Heavy leaps in the air to travel the same vertical distance as Wario's Up B. Unlike Wario's move, you can move control stick left or right for a bit of direction in the attack but only as far as half way between up and diagonal left or right. The entire move is him launching in the air with an aerodynamic uppercut. Not a fantastic recovery move but it does do 7% and moderate knockback to anyone hit by it.
Down B:
Weapon Switch: Heavy will put away the weapon he's holding (you know, into thin air) and retrieve the next weapon in the queue (probably from the same place he stored his previous weapon). The order is Minigun, Shotgun, Fists and then back to Minigun.

SMASHES

Down Smash:
Minigun - Don't Touch Sasha: When charging, the Heavy tilts Sasha's nozle downward and slightly pulls it into the background. Once released, the Heavy does a surprisingly graceful twirl with Sasha's nozzle still pointed diagonally. This odd attack has very little startup lag, moderate knockback and is pulled off quite quickly, covering both sides almost simultaniously. However, it also has a moderate amount of ending lag as the Heavy attempts to gain his bearings. (14% Uncharged, 19% Charged)
Shotgun - Quick Draw: When charging, the Heavy points the shotgun diagonally, near his feet. Once released, a single shot is fired (with the Heavy yelling "Pow!") with a range of Mario's Fsmash. Like the Minigun Down Smash, this is a very quick move with moderate knockback but is only fired in the direction your facing, similar to Mewtwo's Down Smash. (16% Uncharged, 20% Charged)
Fists - Too Close!: When charging, The Heavy clasps his hands togethers and raises them in the air. Once released, he swings them down towards the ground in a clobering motion like Donkey Kong's Forward Air. The weakest Down Smash with the lowest knockback. (12% Uncharged, 17% Charged)
Side Smash:
Minigun: When charging, Heavy lifts the Sasha up to his sholder (like in his Up Taunt). When released, he places his his right hand on the base of the Minigun as he raises it and furiously yells, swing the gun like a baseball bat... ...a really heavy, really unorthodox baseball bat. As you can probably tell, this attack has a lot of startup lag so it makes sense that it would be one of the most powerful smashes the Heavy has. It's also very predictable with enough time for an experienced player to easily punish a miss. (32% Uncharged, 41% Charged)
Shotgun: When charging, the Heavy grips the end of the gun with both hands and winds it like a... ...er, baseball bat. This move is quite similar to the minigun, rather like a quicker yet weaker (although still quite powerful) move. When released, he quickly swings it like Ness' Side Smash, causing some good knockback and a fair amount of damage. (28% Uncharged, 36% Charged)
Fists: When charging, the Heavy moves his left arm forward with his hand slightly open and his palm facing forward. His right arm is pulled back and clenched in a fist. When released, he drops his left arm and thrust his right arm forward in a rather generic punch. Some very high knockback in this move. (30% Uncharged, 38% Charged)
Up Smash:
Minigun: When charging, the Heavy actually faces towards the camera and brings the minigun in front of him, holding it vertically but slightly lowered. When released, the Heavy thrusts it upward with a deep grunt. This move has a good amount of range as the nozzle is lifted quite high above his head. (22% Uncharged, 29% Charged)
Shotgun: When charging, the Heavy faces the camera (just like the Minigun Up Smash) and lifts his shotgun upward, reaching the same height as the maximum height the Minigun reaches in the Up Smash. When released, the shotgun is fired to increase the range even further. This move has the greatest range out of all the Up Smashes, making it ideal for catching any particularly airbourne fighters. (20% Uncharged, 28% Charged)
Fists: Just like the other Up Smashes, the Heavy faces the camera when pulling off the move. The Heavy clenches his fists together and brings them behind his head with his shoulders stretched to the side. When released, he swings them over his head and swings them down in front of himself. The initial swing (while his fists are over his head) are not to launch the foe upward, but to bring them downward and hit the floor. The swing thrusts the target downward for 8% and bring them to bounce off the floor, which is part of the move and causes 25% (Uncharged, 30% Charged) with moderately low knockback. This move isn't as much for knockback as it is for bringing down any jumpy opponents back to ground level and causing a good amount of damage at the same time.

AERIALS

Up Air:
Minigun: With a great amount of strength, Heavy thrusts Sasha over his head and forcefully shoves it upwards while still holding it horizontally. What this move lacks in range it makes up for in damage and knockback, it's the most powerful Up Air move the Heavy has. (28%)
Shotgun: The Heavy raises the hilt of his shotgun upward and fires, again the same range as Mario's Forward Smash but vertical. (17%)
Fists: The Heavy swats at the air above him with his right hand, just like his Up Tilt. (13%)
Forward Air:
Minigun: Heavy quickly shoves Sasha forward in a kind of butting motion. Simply not a lot of knockback in this move. (16%)
Shotgun: The Heavy swipes the shotgun forward in an upward arc to the side. (16%)
Fists: The Heavy karate chops in mid-air. The whole attack is similar to the Shotgun Forward Air move though is moving downward than upward. The move can meteor spike if an opponent is hit at very bottom of chop, as in the last couple of frames in the animation. (17% Regular, 26% Sweetspotted)
Neutral Air:
Minigun:The Heavy will take his left hand of the minigun and spead out his arms and legs in a freefalling pose just like King Dedede's Neutral Air. The move itself doesn't feature a dramatic deal of knockback or damage but does come out quite quickly. (9%)
Shotgun: While gripping the shotgun with both hands, the Heavy thrusts the shotgun at a slightly upward angle, then brings it back to thrust it directly in front of himself before thrusting it again at a slightly downward angle. The attacks produce little knockback but a done very quickly, with practically no beginning lag or ending lag. (4% per hit)
Fists: The Heavy flattens his hands and spins around in mid-air. The attack does 2 hits overall and a low amount of knockback. Like the other Neutral Aerials, this attack is quick and has no starting lag. (4% per hit)
Back Air:
Minigun: The Heavy simply spins around in the air, now facing backwards. The move comes out a little slow but has good knockback, though low damage. (11%)
Shotgun: Without looking, the Heavy points the shotgun behind his back and fires, as always with a quick muzzle flash and the range of Mario's Forward Smash (though the hitbox is very close to the Heavy's back). Low range but good damage and knockback. (17%)
Fists: The Heavy thrusts his fists forward (though they have no hitbox of their own) and back kicks in the air. Quite a quick attack, just like a number of his fist attacks, with great knockback and fairly good damage. (15%)
Down Air:
Minigun: The Heavy faces downward, swings to minigun to his side and rams it downward to plummet to the ground, or otherwise. An odd Down Air attack due to the fact that the minigun is on either side of the heavy (depending on which direction he's facing) instead of directly bellow like Link's Down Air. Not a lot of knockback but a great amount of damage, though it does have a little ending lag once you actually hit the ground. (21%)
Shotgun: The Heavy takes the shotgun with both hands, bring it to his side and swings itt down in an arcing motion. Not an amazing Down Air, a poor amount of knockback and damage. (12%)
Fists: Clenches his fists together and swings them over his head (just like his Up Smash, though without the charging animation). He keeps this pose as he falls down to crush the ground he has landed on, dealing a great amount of knockback and damage but giving a bit of starting and ending lag. (24%)

GRABS AND THROWS*

* If the Heavy has a weapon during the grab, he will grab the target with his right hand and lean the weapon against he ground with his left. Otherwise, he will grab with both hands.
Grab Attack: A quick knee to the gut. (2%)
Down Throw:
Minigun: Drops the enemy to pick up Sasha with both hands and shove the nozzle downward on top of them. He then spins the rotor, somehow grinding them into the ground, and then lifts up the nozzle to let the target fly away, a good distance away actually. The move lasts slightly longer than Kirby/Meta Knight's Down Throw (The target being caught for exactly one second) and while the targets is spun on the rotor, 3% is given seven times per second for a grand total of 21%! Hands down the Heavy greatest throw.
Shotgun: Drops the enemy and points the shotgun at them, which would be laying on the floor next to the Heavy. He fires at them which sends them packing, dealing 16% and high knockback.
Fists: Drops the enemy and raises his arm (depending on which one is more towards the camera at the time). He follows up by doing an elbow drop on top of them. This is another move with a great amount of knockback and good enough damage, 15% damage actually.
Up Throw:
Minigun: The Heavy throws his opponent upward and swings the Minigun over his head, just like his Up Smash. The move doesn't have a large amount of knockback and only does 10% damage.
Shotgun: Tosses the enemy over his head and leans slightly to the side, gripping the shotgun and firing a single bullet. Rather than launch the foe directly upwards, the move has a 45 degree angle of which ever side the heavy is facing when he does the throw. The move deals a great amount of knockback and 15% damage.
Fists: Lowers his arms to let out a heaving yell as he throws the opponent into the air. A simple throw with very little knockback and only 8% damage. The real purpose of this throw is for combo opportunities as well as repetitive grabbbing.
Forward Throw:
Minigun: The Heavy lightly throws his opponent upwards to quickly grab hold of the Minigun and ram the nozzle forward. A more favorable throw than the Up Throw as it has a great amount of knockback and dishes out 15% damage.
Shotgun: The Heavy drops the opponent to grab the shotgun with both hands and swing it like a golf club. While this is another throw with great knockback, it also deals 13%.
Fists: The Heavy throws them against the ground for 5% damage, which makes them bounce back up, and finishes with a forward elbow thrust for a total of 15%. Yet another throw with exceptional knockback, making all his forward throws something to consider.
Back Throw:
Minigun: The Heavy drops the Minigun behind himself with his left hand and lifts the opponent up with both hands, turn around, throw them onto the minigun and pick the gun back up. The move is a bit long and causes a moderate amount of knockback with 16% damage.
Shotgun: The Heavy throws the opponent behind him and uses the shotgun to whack them into the ground. Not a lot of knockback in this move considering he whacks them towards the ground but it does do 12% damage.
Fists: The Heavy simply tosses the opponent behind himself, not bothering to turn around. Not alot of knockback or damage in this move (only 9%) , though just like the Fists Up Throw, it leads to alot of options on what to do with the opponent such as running up to them and regrabbing them or switching to the Minigun and letting loose with the Side B attack.

FINAL SMASH


Meet The Team:
When activated, a respawn room appears behind him (just like in his entrance) regardless of whether he's on the ground or in the air. The respawn room door then opens to let out the remaining classes from Team Fortress 2: The Scout, The Soldier, The Pyro, The Demoman, The Engineer, The Medic, The Sniper and The Spy. Each team member is a computer-cotrolled bot wih a individual yet invisible damage meter and sets out to do their scripted task as such:
Heavy: "Now is coward killing time!"

Once the final smash begins, you'll be paired up with an ubercharging medic to ensure you're completely invincible and ready to rain some doom on your opponents, though a blind offensive approach may not get as many kills as a supportive strategy will. Your team mates can be K.O.'d and depending on who you're facing it can be depressingly gradual or heart-breakingly quick. Your team mates are the ones with the K.O. potential but they're not so skilled in the self-preservation department so it would be in your best interest to protect them instead. After the 8 seconds is up, every remaining team mate will disappear.
Medic: "I am fully charged."

As soon as the final smash begins, a friendly medic will spawn right by your side to give you the ubercharge he's been gathering back in hammerspace. The medic immediately deploys the ubercharge to you and follows you around for the rest of the time, making you and the Medic invunerable (with a no-flinching bonus) for exactly 8 seconds.
Scout: "Let's waste 'em."

The Scout is a speedy character with lots of manoveurability but not that much firepower. In this final smash, he only wields his trusty baseball bat and immediately gets to work cobbering any enemy he feels like. The Scout whacks for a moderately low amount of 7%damage but a good amount of knockback, making him a vicious asset to your team. Once he hits an opponent, he then switch targets instantaniously (if it's a one-on-one match, he retreats in the opposite direction before coming right back).
Recovery: The Scout doesn't have any special recovery (Anything that could qualify as an Up B move) but has instead been granted fantastic jumping prowess. His jump (both first and second) each go as high as a complete Falco jump.
Soldier: "Ataaaaaack!"

The Soldier's weapon of choice is his rocket launcher, and he isn't shy about showing you either. The Soldier's rockets are sized to be the same as Samus' Side B rockets (The Smash Side B rockets that fly in a straight path) and deliver a great amount of knockback with 15% damage each. The rockets themselves move slightly faster than Samus' Smash Side B rockets and create an explosion the size of Toon Link's Bombs. The Soldier has only 4 rockets per round and after firing all of them, must actually reload (him being the only member that has to) before being able to fire again. If he is interuptted during his reloading animation (and he probably will considering it's the key opportunity to attack him), he will not be able to fire or use his special recovery untill he completes the reloading animation again.
Recovery: The Soldier aims and fires a rocket below himself. If the rocket simply flies down below, the Soldier only recieves a knockback that goes as high as Samus' Bomb Jump. If the attack is used while the Soldier has his two feet on the ground, he recieve 17% damage and a large amount of vertical knockback but isn't placed in freefall mode.
Pyro: "Huuda Hudda Hrrm!"

The Pyro first finds an enemy (or enemies) close enough to get in range of and unleashes the flamethrower on them. The flamethrower is simply a buffed fire flower, spewing longer distanced flames and gives 6% damage at twice per second. The Pyro's goal is to simply move enemies away from key members of the group, the ones everyone will attempt to take out first.
Recovery: Just like the Heavy, the Pyro will jump on top of their flamethrower and fire continuously in an attempt to make it back on to the stage. The flamethrower, however doesn't last as long as the Heavy's Minigun Up B move but does recieve some vertical leverage.
Demoman: "Leeeeeet's do iiiiit!"

The Demoman will seek out large clusters of opponents or estimate where one will travel, showing off a pretty advanced AI. He will fire sticky bombs onto the ground, wall or ceiling of the stage and will then decide whether to retreat or not. If he has successfully placed all 8 sticky bombs, he will run to a safe location before detonating. He can detonate the bombs regardless of how many he has on the field and isn't forced to retreat all the time, only when it would be the best option. Each bomb produces the same explosion, knockback and damage of a bomomb when detonated. The sticky bombs can be attacked and move when done so, the Demoman can recieve knockback and damage from his own bombs if he's too close so watchcfor any opponents attempting this.
Recovery: The Demoman will make the same detonating animation as he does in his regular attack. The difference being that he now detonates some bombs he seemed to have on his body at the time (?). The explosion cause 30% damage to the demoman and gives a great amount of vertical knockback to the demoman. The explosion can knock him diagonally or directly upward, it's seemingly random.
Engineer: "Move 'em out!"

Immediately after the Engineer spawns he will take his toolbox to an area not currently occupied but reasonably close to the opponents. He will then begin setting up a set of typical Engineer buildings to mark the particular spot, a level 1 sentry, dispenser and teleporter exit. The set acts as a single object that can be attacked and destoyed. The level 1 set can take 50% damage before being destroyed, gaining 15% more durability per level gained. The Level 1 sentry will fire at a range of one battlefield platform and deal 13-20% damage at a rate of twice per second. The Level 1 dispenser will heal same team members (either from the final smash or from your actual Smash Bros. team) at 10% per second. After building the set, the dispenser will start to heal the Engineer and provide metal while he whacks the set with his wrench. He whacks at a speed of twice per second and will continue to whack until the set reaches Level 3, after which he will take potshots at approaching enemies with his pistol, fliching them and dealing 5% per hit. It will take 6 whacks for a level 1 set to reach Level 2. The Level 2 sentry will fire at a range of one and a half battlefield platforms and deal 13-20% damage at four times per second. The Level 2 dispenser will heal team members at 15% per second. It will take 6 more whacks for a level 2 set to reach Level 3. The Level 3 senty will fire at a range of two battlefield platforms and deal 13-20% damage four times per second with the regular bullets and fire additional rockets that fire once per 4 seconds and deal 30-50% damage plus good knockback. The Level 3 dispenser will heal team members at 20% per second. The overall set is a highly damaging, highly defensive tool and can rack up damage like there's no tomorrow and will likely be the first target to be assaulted, particularly with projectiles. In this case, camp by the set to protect it while the Engineer is building.
Recovery: The Engineer pulls a teleporter entrance (not building one, just pulling it out) of his toolbox and places it at his feet, riding it while falling. It will take 2 seconds for the Engineer to actually be teleported back to the stage. The beginning lag and ending lag make this a very unreliable recovery.
Sniper: "Let's have a go at it."

Once the Sniper spawns, he will attempt to move to a position where he will be far from attacking enemies, likely near a ledge. After arriving at an ideal spot, he will stand completely still in order to target a random enemy. If he can not target any enemies from his position, he will run off to a different location. After about 2 seconds, he will fire a single, amazingly fast shot that scores a good 17% damage and nearing One Hit KO worthy knockback. After the shot, he will choose a different target and repeat the process (if it is one-on-one, he will retarget the enemy once they arrive back on the stage).
Recovery: The Sniper will take out his Kukri and throw it into the air, leaping after it and catching it in mid-air in a similar fashion to the Heavy's Shotgun Up B, though with a flourishing mid-air swipe that deals 5% damage and good knockback.
Spy: "After you."

The moment the Spy spawns, he will cloak himself using his watch to become completely invisible. He will then move across the stage to locate a target and backstab them to cause 20% damage and great knockback. If the target is stabbbed from the front they will recieve 3% damage and merely flinch. After the initial stab, the Spy decloaks but is then disguised as a random enemy and will attempt another backstab before cloaking once again.
Recovery: The Spy will cloak himself and disappear in a cloud of smoke, reappearing a short distance away like Zelda's Up B.

PLAYSTYLE

"You are going to need much bigger guns!"
The Heavy has all the characteristics of a heavyweight character: Slow movement, lots of weight, fast fall speed, powerful yet slow moves and a whole lot of K.O. potential. In fact, given the exaggerated stats he has, the Heavy seems like a Super Heavyweight character. He is also quite versitile with his weapon shifting ability (which is so quick he could combo different weapon attacks quite efficiently). The Minigun is the main weapon to go for with damage output and K.O. potential, it can be used well gainst other heavyweights without much trouble. The main problem the Heavy faces is speedy opponents like Sonic, Fox or Pikachu who have a speed and aerial advantage over the Heavy. The Shotgun and Fists are an attempt to combat these types of opponents, swapping power for speed (though may at times feature attacks more powerful than the Minigun alternative). Even with these different style of attacking, the Heavy is always a slow yet powerful character who is designed to have his two feet on the ground and his two hands on the gun. With practically no air game, the Heavy is built to take to the the center of the stage and guard it. His attacks may keep enemies away from his spot but will also invite some projectile spamming his way, to which he must respond with his own, the Minigun's Side B. While it does have great range and is a top rate damage builder, the slow directional control invites enemies to leap over and attack head on. That's when the Heavy can really go all out.
TAUNTS
The taunts can be used regardless of what weapon the Heavy has. If the weapon does not match the one in the taunt, it will dissappear before the taunt begins and reappear after it ends.
Up Taunt: The Heavy takes out Sasha and looks adoringly at the minigun, affectionatly quoting one of three line: "Kiss me.", "You did well!" or "We make good team!" and finishes off by cuddling it up to his cheek.
Side Taunt: The Heavy takes out his shotgun and spins it on his left hand. He points in the direction that the D-pad was pressed and says a line depending on whether you are versing one opponent or many:
One-On-One: "You, yes YOU! You are DEAD!"
Free For All: "All of you are DEAD!"
and performs a 'cut throat' guesture while speaking.
Down Taunt: The Heavy moves his arms to his side, twitching his fingers. He imitates a quick-draw pistol showdown by bringing his index and middle figers to point towards the side he is facing and shouting "Pow! Haha!". This taunt does 30% damage and moderately high knockback on anyone close enough.
RESULTS SCREEN POSES
Wild Shooting: Just like in his trailer, the Heavy is wildly firing Sasha (aiming below the camera) while laughing maniaclly and even saying "Cry some more!" before the results are shown, successfully wasting over four hundred thousand dollars worth of bullets.
Good Eatin': Heavy is leaning against Sasha (who is standing upright with it's nozzle pointing at the ground) and casually munching on the 'sandvich', complete with 'OM NOM NOM NOM' sounds.
That was fun!: Sasha is laying down on the ground with the Heavy sitting behind, laughing excessively like it the trailer.
Loss: Heavy stands in the background (with Sasha nowhere to be seen) with a big of a grimace in his face for having lost to such as tiny coward, slowly clapping his giant hands.
EXTRAS
Icon:

Victory Song: The same tune featured at the end of the 'Meet The Team' trailers.
Entrance: The door to a respawn room appears in the background and opens up to let the Heavy run outside before closing and disappearing.
Wii Remote Selection: The Heavy's voice shouts from the wiimote speaker "Here I come!".

Kirby Hat:


ALTERNATE COLORS
Default: RED Team (Red Team)

BLU Team (Blue Team)

GRN Team (Green Team)

YLW Team

PNK Team

BLK Team

SNAKE CODEC CONVERSATION
Snake: Colonel, who's this big guy with the minigun?
Colonel: That's the Heavy, a mercenary who uses powerful weapons to mow down enemies.
Snake: He's enormous, and so is that minigun he holding.
Colonel: That gun is what keeps him alive in combat. He's even developed a sort of bond with it, he even calls it by the name 'Sasha'.
Snake: He named his gun?
Colonel: Yes, that should already tell you how experienced he is with it. He also has a backup shotgun and can even fight with his own fists if he feels like it.
Snake: So where does he put it when he isn't using it?
Colonel: I'm going to assume the same place you keep all your weapons, Snake.
MUSIC
Mike Morasky - Team Fortress 2 (Main theme) - 1:06
Mike Morasky - Rocket Jump Waltz - 0:37
Mike Morasky - Playing with Danger - 4:04
Mike Morasky - The Art of War - 2:16
Mike Morasky - Faster Than a Speeding Bullet - 1:24
Mike Morasky - Rifle Force - 1:15
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
Definitely not bad for a first set, but you might want to add a neutral air attack. :grin:

Anyways, other than that, and some more description in your regular attacks particularly, you might consider tweaking the format a little bit, maybe just with an extra line between attacks or some different headers, just because it can be a little difficult to tell at a glance where one move starts and the next begins, what with all the different forms of each attack based on weapon. Actually, this reminds me a lot of the set I just submitted, because of the weapon switching and the red font. [/plugforIkkaku]

And hey, this is your first post in Smashboards, too! Always cool to have people come here first. Welcome!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Wow, I'm glad to see MYM is still going strong. I was on the first one... and boy, has it grown!! *cheers*
yep MYM has grown a TON since that first contest. we've seriously upped the ante as far as moveset originality and move detail are concerned. It's nice to see an old face return after so long. king k. rool and bkupa666, who are both part of the 7 deadly SINs (the leadership of the contest), are the only ones that I know were present in MYM 1.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
EDIT: Welcome to MYM Magical Trevor (although, I expect a moveset on their first post in MYM, but that's just me)

Doughnut: Welcome to MYM as well. Your first set looks great for a newcomer at a glance. Will read in detail. Just to help you, you might want to Bold and/or Size and/or change the colour for headers (Tilts/Smash sections etc), the name/weapon of the move (F-tilt, U-air etc). Also, the main details we want on EVERY MOVE are:

- Damage Percentage
- Knockback Strength
- Knockback Direction
- Attack Lag (start-up and ending lag, landing lag for Aerial moves)- Range of attack
- Priority (Joint/Disjoint/Projectile)
- Hit-boxes
-Hurt-boxes (Only put in if it's absolutly neccesary)
- Type of charge (if there is one) move (Manual Release {Luigis side-b}/Auto Release {Pikas Side-b}/ Storage Charge {Samus Neutral B}/ Auto Charge {Warios Down-b})

PGY: hehehe, tell me about it, I first came here in MYM2, and with every contest, the sets seem a vast improvement from the last contest. Plus, the contest is much more organised and formal and secret than before. Now, if oldies are coming back, I would love to see Fawriel, Greatclaymonkey, Blitzkreig etc.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
Awesome movesets, welcome to Icedougnut and Magical Trevor.

I was here during MYM1, where they had some pretty simple movesets compared to the complex, crazy and superbly detailed movesets here. :psycho:
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
That's a great set, Iceddougnut. It was a bit hard to read, but it had some interesting attacks, and I loved the final smash.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
Hey guys well I read everything and I made this King K. Rool moveset. To tell you. I'm not quite finish it yet, but it will be taking a while. So it's still in process. Anyway here it is so far.



King K. Rool



Normal attacks:

A: Fist

A Combo: Double Fists


Strong Attacks:

Strong Attack >: Knuckle Sandwich

Strong Attack ^: Up & Down

Strong Attack v: Stomp


Smash Attacks:

Smash Attack >: Belly Ram

Smash Attack ^: Upper Head Nudge

Smash Attack v: Body Quake

B Attacks:

B: Charge - King K. Rool builts up speed and release B as he starts charging. He will give damage to those who he runs into, but he will start losing speed as he runs into players.

B >: King's Crown - King K. Rool grabs his Crown and throws it like a boomerang that will go across the stage hitting those who are nearby only it will still keep hurting the players until the crown going back to King K. Rool

B ^: Royal Jump - King K. Rool jumps high into the air and then comes back down slamming his feet hard. A few cannonballs will fall from the sky and hurt those who are near them.

B v: Cannonball - King K. Rool pulls out a Cannonball out of nowhere and press A to throw it. If the cannonball hits a opponent, it will give damage.


Grabs and Throws:

Grab: King K. Rool just throws the character, but by keep pressing A he can attack the player he grabs until letting them go.

Throws ^: King K. Rool throws the character in the air and head nudges them.

Throws v: King K. Rool throws the character on the ground and then slams down onto them belly first.

Throws >: King K. Rool throws his opponent by bellyslamming them.

Throws <: King K. Rool tosses the Character backwards and then turns around kicking them.


Final Smash:

Kaptain K. Rool: King K. Rool breaks the Smash Ball and then faces towards the screen saying "Bwa Ha ha!" As he turns into Kaptain K. Rool. Press A to shoot out normal Cannonballs, and press B to shoot spikey Cannonballs. He stays like this for 20 seconds before turning back to King K. Rool.


Special Attributes:

-Because that King K. Rool is a heavyweight for his size, he can't jump as high like other characters and has the lowest jumping of any character.
-King K. Rool can't run as fast as other Heavyweights, but can walk faster, probably making him one of the slowest characters in the game, but still very strong.
-Unlike many other Heavyweight Characters. King K. Rool can make a 5 attack combo.


Taunts:

Taunt 1: King K. Rool looks at the screen and says Bwa HA ha!

Taunt 2: King K. Rool grabs his cape and smiles evily.

Taunt 3: King K. Rool does a royal stance.


Winning Poses:

Winning Pose 1: King K. Rool jumps up and down clapping his hands and then places his hands on his sides laughing with victory.

Winning Pose 2: King K. Rool mocks the other players and gives faces as he turns around to face the screen.

Winning Pose 3: King K. Rool holds his cape, and says "No one can beat me! BWA HA HA!" laughing in victory.


[Still in Process]
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Spade go easy on the kid lul. Anyways Murray is 74.5 % done and I have only 100 things left to create with the mapler.
 

dancingfrogman

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



What an amazing set you have there, it totally destroys Warlords mega-awesome K.rool by a mile. Seriously, all of the moves have so much detail, if even has damage percentages, and you described how K.rool punches so much that the reader **** themselves because of how mega awesome it is. This is SO my favourite in excistance.

My favourite moves in the set are A: Fist, and Strong up: Up and down

You need another clap



Why be stingy, here's another:

 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Spade go easy on the kid lul. Anyways Murray is 74.5 % done and I have only 100 things left to create with the mapler.
SmashBrosMike has been around MYM since... 2 or 3. 3 I think. So he's not new to the contest. Quite the contrary. However, the quality of his movesets always has been like this, and never improved. At all.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
^^ I know that is sarcasm.

Hey like I said Its still in process. Its just going to take a while, but go ahead make fun of me. Even though it was a long time ago so forget about it.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
I don't care if SBM's set was horrible.. we shouldn't be bashing him because he is not causing any trouble and there are no rules against bad sets.

Anyway, I've got a set ready. I'll post it on the next page, unless someone else plans to submit a (decent) set. (And no, I am not asking for anyone to spam me a new page).
 

princesspeachluver13

Banned via Warnings
Joined
Nov 13, 2007
Messages
617
Location
Yep. I had it coming. Stupid apathy.
SBM, I'm not gonna lie, it was NOT good. Closer to bad than good is maybe a better way to say it. WAAAY closer to bad. Anyway, the specials have ok basic ideas, but that's all they are. Basic ideas that need to be improved on. A lot. Actually, the whole set is just a maelstrom of basic ideas thrown together to form an MYM 2 worthy set. NOT GOOD, especially considering the evolution of movesets since MYM 3. At least TRY to improve. Please?

Oooh, a Lionheart set! This ought to be good!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
^^ I know that is sarcasm.
No, I was completely serious about what I posted, because your set isn't and weren't good and you haven't really improved at all.
Sarcasm would've been if I said "omg, your set was so awesome, man, totally epic! I'm astonished".

Besides, I'm not bashing you, I'm just telling Kris that you're not new.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
No, I was completely serious about what I posted, because your set isn't and weren't good and you haven't really improved at all.
Sarcasm would've been if I said "omg, your set was so awesome, man, totally epic! I'm astonished".

Besides, I'm not bashing you, I'm just telling Kris that you're not new.
I think he meant Dancingfrogman's post, Spadefox, but never the less, I have to say that I not really fond of this K.Rool as of now, and probably never will be. The font is truly the worst offender, and that saying something when I did a similar thing in this contest. I mean "Fist"? Why not "Uppercut" or "K.Rool Slap"? Fist only tells me that the hand is crunched up, not exactly what happens. Even if you are going to make a moveset, at least complete so we can at least accept it as a moveset and not as unnecessary spam.

GOT IT? GOOD!
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
No, I was completely serious about what I posted, because your set isn't and weren't good and you haven't really improved at all.
Sarcasm would've been if I said "omg, your set was so awesome, man, totally epic! I'm astonished".

Besides, I'm not bashing you, I'm just telling Kris that you're not new.
I was actually responding dancingfrogman. Not you.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
Well until It is complete. Which will be a while. I'll post it when its finish. So see you later guys.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
No offense, SBM, but you will need to do a LOT more work on it if you don't want the reactions you just got. A lot more than a simple punch is necessary for a set to be considered good.

And yes, it is a very bad idea to post incomplete sets.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
In fact, posting an incomplete moveset can be counted as preview and therefore is not wanted. Guys, really... Only post complete movesets. It helps us because we can reduce unnecessary posts that serve no purpose at all and it helps YOU because reposting movesets is prohibited and noone will check movesets if you post a link and say "Hey guys, I updated my set!".

So... just drop that bad habit. Incomplete movesets is SO MYM3.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
My third moveset. It should bring joy to those who wanted me to make a moveset without wild mechanics.

The flirtatious reploid of the seas...

Leviathan



"Playing 'hero' must be a fun way to pass the time..." ~ Leviathan

Tale of a Guardian~ Story

Fairy Leviathan, the water + ice reploid, known in the Japanese version as Youshou Leviathan or simply as Leviathan is a member of the Four Guardians of Neo Arcadia in the Mega Man Zero series. She was created from X's DNA towards the end of the Maverick War with the task of cleaning the seas and oceans after the war had ended. Some time later, she became a military general of Neo Arcadia, commanding the Meikai Army (literally Army of the Dark Oceans), Neo Arcadia's military navy force. In Mega Man ZX, she makes an appearance as Biometal Model L.

Strength and Looks~ Pros

Floaty, helping her recovery and air game.
Far reaching attacks.
Versatile moves, many of which cause effects such as freezing and gimping.
No lack of killing moves.
Doesn't trip often.
Great traction.
Great dodges.
Great Final Smash.
Potentially great recovery.
Can swim.

Fragile Beauty~ Cons

Fairly large target.
Fairly light.
Easily countered with fire and explosions.
Easily gimpable recovery.
Doesn't combo well.
Doesn't have a lot of options when the foe is in her face.
Easily juggled.

Icy Road to Victory~ Play As

Overview

Leviathan is a great character when it comes to versatility and power. She lacks effective comboes and is often vulnerable to attack against intelligent players. Playing as her will require proper spacing and intelligent use of her many shutdown moves. She is a great character to play as in doubles matches.

Offense

Camping works wonders, as you can safely use Shatterstone and Ice Dragon on your foe from a distance. As they start to close in, try to use Deep Freeze.

Try to create moments where the opponent will be vulnerable. Moves such as Freezing Armor, Ice Prison, Glowing Ice, Side Taunt or any move that creates ice panels work well for this purpose.

One risky, but potentially effective, combo is a Side Tilt combo. Scoop the foe behind you, then use it in the opposite direction, and repeat. This racks up damage very fast, but it also leaves you very vulnerable. If the opponent uses quick attacks, he can easily end this and punish you.

Defense

Leviathan doesn't really respond well to opponents being in her face. For this reason, camping is often a wise option.

When faced with close pressure, Leviathan can resort to defensive moves such as Down Smash and Down Special. Moves that gimp the foe's abilities, such as Up Smash, can also work wonders. Proper spacing is also necessary. Leviathan's great dodges help out the effort. You lack fast punisher attacks, so you can't really do a whole lot up close.

Before being faced with close combat, preparing for it with things such as ice panels helps a lot.

Effective Allies

Pikachu/Pichu
Leviathan's Vapor Edge compliments these characters very well.

Game and Watch
Ice Dragons in the bucket (with friendly fire on).

Klarrann
Leviathan slows the foe and shuts them down to ease Klarrann's approach. In return, he helps her poor close combat and combo game.

Countered Characters

Arthas
Acolytes and, to a lesser extent, other minions, are nuke fodder for Leviathan's Side Smash and other attacks. In addition, he is greatly harmed by Bair.

Heavyweights
Heavyweights are often out performed even at close range by Leviathan. She is also able to gimp them very well with Bair.

Counters

Snake
Explosives decimate many of Leviathan's moves. He also outperforms her both in camping and at melee. He is her perfect counter.

Bowser/Charizard
Neutral B is highly effective against ice moves.

Ness/Lucas
PK FIYAH!!!

Captain Falcon
One of the best users of fire based attacks in the game, he easily destroys many of her shutdown moves and offensive spells.

Fast Characters
Fast combo characters are often able to outperform her at close reach.

Advantage Stages

Any Stage With Water
She can swim.

Leviathan's Sea
Quite fitting that her own stage is a boon to her abilities... This stage completely eliminates the threat of fire damage. She is also able to move around freely, granting her an unlimited recovery (making the only way to kill her to knock her out with a power attack).

Large Stages
Leviathan tends to be a campy character. Large stages serve as a boon to her camping game.

Counter Stages

Small Stages
These stages make it more difficult for Leviathan to camp.

Stages With Natural Fire Or Explosions
Metroid stages or the Halberd stand out... that is, if the opponent is actually willing to get hurt like that.

Sky World
Oddly, Leviathan's bubble is burst if it runs into the platforms that gimp so many characters on this stage.

Breaking the Ice~ Play Against

Offensively

Leviathan often relies on camping and doesn't perform well in close combat. Take advantage of this by staying up close and punishing her with quick + high priority attacks. Be wary of Side Tilt comboes and be prepared to punish her for using them.

She will try to shut you down, so use fire and/or explosions if you have them.

Defensively

It turns out that the best defense is a good offense against Leviathan... really the same strategies used in offense work well defensively for the most part. Just avoid her powerful projectiles and try to avoid shutdown moves, using fire or explosions when applicable to stop them.

Characters To Pick

Snake
Explosives decimate many of Leviathan's moves. He also outperforms her both in camping and at melee. He is her perfect counter.

Bowser/Charizard
Neutral B is highly effective against ice moves.

Ness/Lucas
PK FIYAH!!!

Captain Falcon
One of the best users of fire based attacks in the game, he easily destroys many of her shutdown moves and offensive spells.

Fast Characters
Fast combo characters are often able to outperform her at close reach.

Characters To Avoid

Arthas
Acolytes and, to a lesser extent, other minions, are nuke fodder for Leviathan's Side Smash and other attacks. In addition, he is greatly harmed by Bair.

Heavyweights
Heavyweights are often out performed even at close range by Leviathan. She is also able to gimp them very well with Bair.

Stages To Pick

Counter Stages

Small Stages
These stages make it more difficult for Leviathan to camp.

Stages With Natural Fire Or Explosions
Metroid stages or the Halberd stand out... that is, if the opponent is actually willing to get hurt like that.

Sky World
Oddly, Leviathan's bubble is burst if it runs into the platforms that gimp so many characters on this stage.

Stages To Avoid

Any Stage With Water
She can swim.

Leviathan's Sea
Quite fitting that her own stage is a boon to her abilities... This stage completely eliminates the threat of fire damage. She is also able to move around freely, granting her an unlimited recovery (making the only way to kill her to knock her out with a power attack).

Large Stages
Leviathan tends to be a campy character. Large stages serve as a boon to her camping game.

Reploid Skills~ Mechanics

Diving
Leviathan is a master of underwater combat. Unlike other characters, she can move around freely and even "breathe" underwater. All of her A attacks used underwater count as aerials.
Strangely, she is completely controllable, having no natural falling speed, while underwater and can even use her dash + dash attack.

More Than A Pretty Face~ Stats

Height~ Fairly Tall
A bit smaller than the average human height, she would be about a headlength shorter than Peach and Zelda.

Width~ Skinny
Would probably compare to Sheik in width.

Weight~ Fairly Light
Despite being partly made of metal, Leviathan is light in frame, being a female. Far from the lightest character, but she is below most of the cast.

Walking Speed~ Slow
Yeah... show us that walk, beautiful.

Dash Speed~ Fast
Leviathan uses her water jets to propel her very quickly.

Average Attack Speed~ Medium
Some of her moves are fairly fast, but she is far from the game's fastest attacker.

Average Attack Power~ Fairly High
Leviathan's attacks often deal great damage and/or knockback. She certainly doesn't lack killing moves.

Average Attack Reach, Not Counting Projectiles~ Great
The Frost Javelin is a lengthy weapon, comparing to the attack reach of Marth and Ike's swords.

Average Attack Priority~ Great
Leviathan outprioritizes most of the cast.

Average Hitstun~ Low
Though some of her moves do have considerable hitstun, most of her moves don't stun the foe for long.

First Jump~ Average
Leviathan's first jump isn't really anything special.

Second Jump~ Great
Leviathan's second jump may not be Yoshi's, but it is a boon to her recovery.

Falling Speed~ Very Slow
Leviathan is floaty... get it... yeah, bad pun.

Recovery~ Great But Gimpable
Simply put, Leviathan can recover very well, but she is easy to gimp.

Final Smash~ Great
Leviathan's Final Smash is very useful, even though she is somewhat vulnerable to damage during its duration.

Traction~ Great
Even while dashing, Leviathan turns with great grace. She will almost never trip while walking and will never trip while dashing.

Dodges~ Great
With very fluid dodging movements, Leviathan dodges very well.

Crouch~ Great
Leviathan's crouch very much reduces her vertical height.

Crawl~ No
What.... get this beautiful body dirty?

Wall Cling~ No

Wall Kick~ No

Glide~ No

Icy Visage~ Animations

Walking
Leviathan is a woman in high heels... really use your imagination. She doesn't really strut, but she still looks good.

Dashing
Leviathan leans forward with her left shoulder out and her right arm behind her. Water bursts from the jets that form her "hair".

First Jump
Leviathan's left knee bends and her right leg remains normal as she jumps into the air, arms at her sides.

Second Jump
Leviathan performs an acrobatic backflip while gaining great vertical height. She uses her Frost Javelin as a support of sorts.

Crouch
Leviathan sits with her legs crossed, like a regular girl.

Shield
Leviathan lifts her Frost Javelin over her head and ice walls form on both sides of her. This shield is highly effective against vertical attacks, in fact, it doesn't break at the javelin. It does have normal durability on the sides with one great weakness... fire deals heavy damage to the ice.

Sidestep
Leviathan spins 360 degrees with her arms outwards. Water sprinkles off of her body.

Forward Roll
Leviathan polevaults using her Frost Javelin. This gives her incredible vertical height while giving her the typical invinceability frames. Can be a substitute for your first jump.

Back Roll
Leviathan gives a quick, powerful spray of her water jets forwards, sending her backwards 1-3 stage builder blocks (based on whether you "short roll" or perform this normally). This also works like Mario's FLUDD/Squirtle's Water Gun pushing foes back without dealing damage.

Air Dodge
Same as Sidestep, with one difference. This time, frozen water crystals appear in the air around her.

Skills of the Guardian~ Specials

Neutral Special~ Shatterstone

Leviathan points her left hand forward, palm open, and holds it. The water in the air in front of her quickly freezes. A chunk of ice, the size of 2 stage builder blocks all around, with spikes all around forms. This move has fairly high beginning lag and low ending lag, not counting charge time. If you don't charge this move, the spikes will be small and plentiful, dealing 3% damage, no hitstun, and flinching to those who come into contact with them. If fully charged, the spikes will be relatively few, but large and deal 10% damage, low hitstun, and good knockback to those who come into contact with them. Once the ice is formed, you now have 2 options. 1) Leave it as a trap. Anyone who runs into it, including allies and yourself, is struck for the damage and knockback. 2) Attack it. This will cause the spikes to fly in all directions (including diagonally), 3 waves if uncharged, due to the sheer number of spikes, and 1 wave when fully charged. The spikes fly quickly and travel 1/3 of Final Destination uncharged, or 2/3 of Final Destination fully charged. Anyone not allied with the person who struck the ice can be hurt by the flying spikes.
Additional Notes
1) If not attacked, the ice disappears after 5 seconds.
2) Can be attacked by foes.
3) Fire melts the ice, rather than cause the shattering effect.
Uses
1) Trap
2) Projectile
Counters
1) Attack Leviathan while she casts it.
2) Attack the ice before she gets the chance. This will cause her to be struck but leave you and your allies unharmed.

Side Special~ Ice Dragon
Ice rapidly forms around Leviathan's Frost Javelin. She will then swing the javelin, releasing the ice in a form of a serphent made of ice crystals that measures 3 stage builder blocks in length. The ice dragon will seek the closest foe, permanently locking them as its target, much like Samus's missiles. It travels very slowly, making it easy to dodge, but it is very agile, even turning around by looping in the air to seek its target. The ice dragon can travel rougly double the distance of Final Destination before finally melting away. A foe struck by it will take 10% damage and be frozen for 1 second. This move has high beginning lag and low ending lag. The dragon neutralizes most projectiles, though fire will melt it instantly.
Additional Notes
None
Uses
1) Projectile.
2) Distract the opponent.
Counters
1) Attack Leviathan while she casts it.
2) Use a fire attack on Leviathan before she releases the ice dragon, melting it before it ever becomes a threat.
3) Use a fire attack to melt the ice dragon.
4) Avoid it (it moves very slowly).

Up Special~ Bubble
Leviathan forms a water bubble around herself. This move has medium beginning lag and low ending lag. Defying the laws of physics, the bubble lifts her upwards at the pace of Ness/Lucas's PK Thunder projectile. You have a limited ability to move it left and right. To leave the bubble, pop it with an attack. If attacked by a foe, the bubble will pop. Leaves Leviathan helpless.
Additional Notes
1) Can not be knocked back by FLUDD/Water Gun.
Uses
1) Recovery
Counters
1) Burst her bubble.

Down Special~ Mirror of Ice

Leviathan forms a mirror of ice in front of her, guarding her from a frontal attack. When the mirror is struck, it neutralizes the attack. Furthermore, the foe's most recent attack to strike the mirror is "remembered" by the frozen mirror. When Leviathan uses Mirror of Ice again, the mirror will strike by creating a reflection NPC of the nearest foe within 3 stage builder blocks of it. The reflection uses the last attack used against it by the reflected foe and disappears. Once it attacks, it no longer remembers that foes assault against it, and thus returns to its original properties. This move has low beginning lag and medium ending lag.
Additional Notes
1) Each foe has their own reflection. If no attack was used by the reflected foe against the mirror, it uses its original properties.
2) Each attack used by the foe against the mirror overwrites the one before it.
Uses
1) To defend against frontal attacks.
2) A defensively safe attack. Especially useful when powerful attacks are reflected.
Counters
1) Overwrite powerful attacks with weak ones.
2) Predict Leviathan's usage of this move.

Icy Assault~ Normal Attacks

Neutral A~ Spear Swipe
Leviathan swings her Frost Javelin in front of her from just above her head to just behind her right foot (the swipe goes diagonally downwards). This move has fairly low beginning lag and low ending lag. Great reach in front of Leviathan and mediocre reach behind her. Great priority in the front and poor priority behind. Low hitstun. This move deals 12% damage. Unfortunately, instead of dealing knockback, it scoops the foe behind you (they are facing the direction they were originally facing), leaving you wide open!
Additional Notes
1) Doesn't combo well.
2) Try to use a roll dodge or something to block an inevitable attack from behind.
Uses
1) A fairly quick attack that deals great damage.
Counters
1) Sidestep and punish.
2) Punish Leviathan once you are scooped behind her.

Dash~ Aque Jets
Leviathan's jets spray a powerful stream of water behind her, pushing her forwards. This dash is very maneuverable and doesn't let her trip. It also allows her to move quickly. The water produced by the jets stays on the ground for 2 seconds, giving a 10% increased trip (or in this case, slip) rate to anyone (except for Leviathan while she dashes) who moves on it.
Uses
1) To approach
2) To make foes slip.

Dash Attack~ Slippery Ground

Leviathan shorthops, her head looking behind her and her body facing the players, and casts her right hand behind her, turning all the water created by her jets into ice. The ice stays on the ground for 5 seconds, acting like ice panels (which provide horrible traction and heightened trip rates). Anyone who was on the ice at the moment it was created is stuck to the ground for 1 second. This move has low beginning lag and medium ending lag.

Spreading Ice~ Tilts

Side Tilt~ Vapor Blade

A vapor blade forms in Leviathan's left hand. It has the appearance of a watery longsword with a single edge. She swings it horizontally forwards quickly and then it disappears. This has medium beginning lag and low ending lag. Great reach. High priority. Low hitstun. Deals 9% and flinching. In addition, the struck foe is now soaked. For 5 seconds, all fire based moves used by the foe have a 50% damage reduction (rounded down) and they take double damage from energy/electricity based attacks!
Additional Notes
1) When under the effects of Aqua Form, this has no beginning lag.
Uses
1) To interrupt opposing attacks with high priority and flinching, while doing some decent damage.
2) To weaken fire moves, particularly Falcon's specials and a lot of Roy's attacks.
3) To make the foe greatly susceptible to electricity/energy moves (only applicable in FFA, 2v2, or if your foe is a Pichu).

Up Tilt~ Freezing Gust

Leviathan raises her Frost Javelin and the air above her rapidly freezes into a chilling wind that blows in the direction Leviathan is facing. Medium lag on both ends and a 1 second duration. Has a reach of 1 stage builder block above Leviathan and 1 stage builder block on both sides of that hitbox. High priority. Medium hitstun. Foes struck by this attack take 7% damage and great knockback in the direction Leviathan is facing.

Down Tilt~ Icy Armors
Leviathan taps the base of her Frost Javelin in the ground and is coated with a randomly chosen icy armor. This has high beginning lag and medium ending lag. All armors have a duration of 3 seconds. There are 3 armors, each with a 1/3 chance of being chosen.
Frigid Armor

Leviathan takes 3 less damage (minimum 1 damage) from attacks. Fire based moves deal double damage against her.
Armor of Mist

Leviathan moves 33% faster and has 33% less attack lag. Fire and electricity/energy based moves eliminate this armor.
Aqua Form

Leviathan loses the ability to attack physically (including with her Frost Javelin), but ice and water based moves (including those that use the Javelin in her animations) still work properly. She cannot take any damage from opposing attacks, with the exception of electricity/energy based sources, which deal double damage against her.

Power of Ice~ Smashes

Side Smash- Deep Freeze
As Leviathan stabs the ground with her Frost Javelin. The ground (1 stage builder block in length) starts to become icy, creating an area of bad traction and increased tripping for 5 seconds, much like in the dash attack. Charge this move to extend the frozen ground up to 5 stage builder blocks away. When you release this move, or when the charge ends, icy spikes burst out of the ground on the last stage builder block's length you extended the move. The spikes deal 15% damage and high upwards knockback to foes struck by them. The spikes stay there for 5 seconds, damaging foes who run into them for 5% damage and freezing them for 1 second, knocking them away just enough to prevent multi-hits. Not including charge time, this move has high beginning lag and medium ending lag. The spikes, being more like a stage hazard than an attack, outprioritize almost all moves, with the exception being fire, which melts them. Low hitstun.
Additional Notes
None
Uses
1) A long reaching + powerful attack.
2) To create temporary ice panels.
3) To create a stage trap.
Counters
1) Stay out of this moves maximum reach.
2) Punish Leviathan when the reach of the move is away from you or if you are behind or above her.
3) Melt the ice spikes with fire.

Up Smash~ Freezing Armor

Leviathan creates a powerful burst of ice above her head by raising her left hand. This move has high beginning lag and low ending lag, not counting charge time. Great reach above Leviathan. High priority. High hitstun. Foes struck by the ice take 7% damage and are frozen for 1/10th of a second (basically only enough to interrupt their attack). In addition, they are now coated in ice for 5 seconds. They now take 1...3% damage per second and move 50% slower, but take 50% (rounded up) less damage from non-fire attacks. If the foe uses a fire move or takes fire damage, the ice melts.
Additional Notes
None
Uses
1) To deal great damage (a maximum of 7+3(5), or 22%).
2) To slow the foe down.
3) To protect against aerial assaults.
Counters
1) Melt the ice with fire.
2) Predict when Leviathan will use this move.

Down Smash~ Maelstrom

Leviathan starts rapidly spinning around, swinging her Frost Javelin and spraying water from her jets. This move has low beginning lag and high ending lag. Great reach on both sides of Leviathan. Great priority. Low hitstun. Foes struck by this take 10% damage and great horizontal knockback. Keep charging this move to increase its duration and whip up a mighty whirlpool! For up to 5 seconds, a whirlpool is created as Leviathan continues to spin. Anyone struck by it is caught in it, swirling around in the powerful current. They take 5% per second (for the first 4 seconds) and 10% and high upwards knockback on the final second. If the maximum duration of this move is reached, Leviathan will become dizzy for 3 seconds afterwards. The whirlpool has a reach of 3 stage builder blocks on both sides of Leviathan. High priority. High hitstun on the first 4 seconds and low hitstun on the final hit.
Additional Notes
1) If the foe is struck for the initial spear swing, they would have to be idiots to get hit by the whirlpool.
2) Fire moves are neutralized by the whirlpool.
3) Physical projectiles are sucked into the whirlpool, dealing the projectile's damage to the first foe inside the whirlpool to be struck by them before the projectile disappears.
4) Energy/electricity projectiles go through the whirlpool, either striking a foe caught inside it, if they are in its way, or striking Leviathan.
Uses
1) A great damage dealing (5(4)+10, or 30% maximum direct damage) and KO'ing move.
Counters
1) Take advantage of Leviathan while she is dizzy.
2) Attack her from above while she uses the move.
3) Strike her with an energy/electricity based projectile that causes flinching or knockback to end the move.

Wind Chill~ Aerials

Neutral Aerial~ Helicopter
Leviathan faces the screen and spins her spear in front of her clockwise like a helicopter blade. This deals 5% and low knockback diagonally upwards to the left. Low beginning lag. Good reach all around Leviathan. Medium priority. Low hitstun. Hold A and she will continue to spin the spear. If Leviathan hits the ground while performing this move, she will continue to perform it. In addition, you can reverse the spinning direction by pressing the control stick (right for counterclockwise, and left to return to clockwise). Projectiles get "scooped" by this move, slinging them diagonally upwards to the left, for clockwise spinning and diagonally upwards to the right for counterclockwise spinning. With masterful and quick direction changes, you can keep projectiles inside the spin for quite some time, forming quite an intimidating attack. These directional changes can also make it harder for the foe to DI out, but it still isn't difficult for them to do so. This has fairly high ending lag when you decide to stop spinning.
Additional Notes
1) While this can work like an "infinite A combo," it is quite easy to escape from, similarly to Angel Ring.
Uses
1) As a form of projectile defense and pseudo-reflection.
2) To guard against below average priority attacks.
3) As Leviathan's true A combo.
Counters
1) Don't use projectiles against her, or if you do, use explosive or high priority projectiles.
2) Use above-average priority attacks to knock her out of it.
3) DI out if you are caught in the attack.

Forward Aerial~ Scoop
Leviathan swings her Frost Javelin from just behind her foot upwards in front of her to just above her head. This is effectively an alternate version of Leviathan's Neutral A (ground) attack. This has medium beginning lag and low ending lag. Great reach in front of Leviathan and mediocre reach behind her. Great priority. Low hitstun. Struck foes take 10% damage and are scooped behind Leviathan (they are facing the direction they were originally facing).
Additional Notes
1) The foe will be slightly above Leviathan.
Uses
1) A fairly fast, far reaching attack that deals decent damage.
2) To combo into Leviathan's Bair.
Counters
1) Nail Leviathan with a quick attack from behind while she is vulnerable.
2) Predict the move, airdodging and punishing Leviathan.

Back Aerial~ Ice Prison

Leviathan turns towards the background and casts her left hand behind her, creating a freezing burst that reaches 1 stage builder block in length, and 3 stage builder blocks in height (with the center block being adjacent to her hand.) This move has medium beginning lag and high ending lag. High priority. Low hitstun. Foes struck by this have their legs frozen and take 5% damage. This increases their weight dramatically (+50%), creating a pseudo-meteor. Naturally, this is most effective against heavy opponents. The ice stays on their legs for 3 seconds. If they hit the ground, they are able to move with the icy legs, but in a very comical fashion. Instead of walking or running... they have to hop with their legs frozen together! Naturally, this slows them down greatly (as they can only hop 1 stage builder block with medium lag on both ends). Foes can still attack and utilize jumps while their legs are frozen. If the foe takes fire damage, or uses a fire or explosive move that reaches the legs (Falcon Kick, Charizard's Fly, etc.), the ice melts.
Additional Notes
1) A great follow up for Fair (in fact, probably the only reason to use Fair).
Uses
1) As a 2-hit combo after Fair.
2) To gimp the opponent.
3) To slow down the opponent.
4) To achieve a comical effect.
Counters
1) Attack Leviathan with a fast move to interrupt her.
2) Take your revenge on Leviathan by attacking her before you fall out of reach.
3) Do everything in your power to recover, despite your gimped state.
4) Use a fire or explosive move that reaches the legs or take fire damage to melt the ice.

Up Aerial~ Glowing Ice

An ice crystal, about the size of a grenade, forms in Leviathan's hands and she throws it directly upwards, it reaching about 5 stage builder blocks maximum. This move has high beginning lag and low ending lag. Outprioritizes most other projectiles. Low hitstun. When this hits anyone, friend or foe, or reaches its maximum height, it will explode, releasing bright icy light (holy Hell.. its a flare!) that deals 7% damage to struck players and blinds them, giving them a 50% chance to auto-miss (text will appear above the "struck" person's head saying "Miss") with attacks for 2 seconds. Like with most ice moves, fire or explosives can be used to melt or shatter the crystal.
Additional Notes
None
Uses
1) As an anti-air projectile.
2) As a defensive mechanism.
Counters
1) Airdodge the crystal and stay away from its maximum reach (or airdodge the explosion).
2) While attacking is always tempting, you risk a 50% failure + punish rate... so you had best just avoid Leviathan during the short blinding duration.
3) Reflect the crystal... she may be the one who ends up blinded instead! Keep in mind that it blows up after travelling a 5 stage builder block total distance.

Down Aerial~ Ice Spear

Leviathan throws her Frost Javelin downwards. Low lag on both ends. It travels at a quick projectile speed until either hitting the stage or falling off the edge. Outprioritizes other projectiles. It deals 10% damage to foes struck by it and impales them, bringing them downwards with it. If it takes them off of the stage, this is effectively a spike. If it takes them to the stage, they take an additional 7% damage and good upwards knockback. The frost javelin stays stuck in the stage for an unlimited duration (if it hit the stage), or until Leviathan picks it up (noone but its owner can pick it up). The stuck spear does not have any affect on foes who touch it. After throwing her spear and finishing the low ending lag of that, Leviathan will proceed to form herself a new javelin made out of ice (she continues to do this even if she hits the ground). This has high lag on both ends. The substitute spear deals additional icy hitstun (+20%), but it is easily destroyed by fire and explosive moves, forcing Leviathan to suffer immediate high beginning and ending lag to create a new one after she gets out of the hitstun of the attack that destroyed the spear. This leaves her HIGHLY vulnerable. While the new spear is potentially more effective, I recommend getting the old spear when fighting anyone who deals fire damage or has explosives. When she picks up her old spear, she will shatter the substitute.
Additional Notes
1) Keep in mind that if her original frost javelin leaves the stage, she is forced to use the substitute until losing a stock.
Uses
1) As a projectile.
2) As a spike.
3) To form a more powerful, but more fragile, spear.
Counters
1) Airdodge the spear.
2) Punish Leviathan as she attempts to form a new spear.
3) Keep melting her replacement spears with fire or explosives and take advantage of her high lag to punish her.

Cold Circumstances~ Situationals

Rising Attack~ Ice Spikes
Ice will form on the spearhead and base of Leviathan's frost javelin. She jumps to her feet and fires the 2 ice spikes (one flies to each side of her.) They travel half the distance of Final Destination at a very fast speed. Medium lag on both ends. They are a low priority projectile. Deals 5% damage and flinching to struck foes. Fire and explosives can be used to melt or shatter the ice spikes.

Ledge Attack~ Trading Places
Leviathan leaps up and grabs, having invinceability frames. If she grabs a foe, she will throw them off the stage, forcing them to grab the edge. This ledge attack can be self-defeating, but atleast it ensures that Leviathan will get off the edge.

Icy Grip~ Grabs + Throws

Grab~ Impale
Leviathan stabs forward with her frost javelin, impaling all foes in its hitbox (straight ahead). Great reach. Average grab beginning lag. Huge ending lag if it misses. Only grab that works against multiple enemies.

Grab Attack~ Brain Freeze

All impaled foes suddenly suffer from brain freezes (signified by their head flashing icy blue), and take 1% damage. Low lag on both ends.

Forward Throw~ Spinning Wheel
Leviathan spins with the stuck foe(s) on her spear, much like Mario's back throw. She then casts them in the direction she was facing. Leviathan is now facing the opposite direction. Deals 5% and great horizontal knockback in the direction she was originally facing to caught foes.

Back Throw~ High-Heel Kick
Leviathan brings the caught foes behind her and kicks them with her right foot, dealing 7% damage and good knockback in the direction beind Leviathan. Average throw speed.

Up Throw~ Water Spout
Leviathan removes the spear from the caught foe(s) and casts her hand at them. A watery tornado forms around them (its size depending on how many foes were caught, how large they were, and how far apart they were). The tornado acts similarly to Metaknight's Neutral B when he rises with it, lifting the foes up and dealing 2% per second to them. It rises all the way to the top of the stage, KO'ing the foe(s) if they don't escape. This can be escaped easily through DI and/or button inputs. Highly recommended against noobs. Slow throw speed, as Leviathan manipulates the tornado to rise the entire time, leaving her vulnerable.

Down Throw~ Slam
Leviathan slams the impaled foe(s) into the ground, dealing 7% and good diagonally upwards knockback in the direction she is facing to them. A good basic throw with some versatility in follow up options. Average throw speed.

Final Smash~ Armed Phenomenon
Source Info (from Mega Man Wiki):

Like her three siblings and Copy-X, Leviathan possesses a powerful alternate form called "Armed Phenomenon" which she is able to activate when facing tougher enemies. When activating her Armed Phenomenon, Leviathan's body transforms into a giant blue submarine modelled after a manta with wide wings and a long tail. In this form, she attacks with powerful dash attacks, razorsharp ice crystals shot from her head gem and torpedos fired from her body. She is also able to materialize Ice Dragons which attack imminate targets or form a prison made of their bodies to entrap their prey.

http://images1.wikia.nocookie.net/megaman/images/3/39/Armedphenomenonleviathan.jpg

Effect:

The entire stage becomes flooded (though it has no affect on foes, as, for some reason, they do not drown and it works like normal). For 20 seconds, Leviathan stays in her Armed Phenomenon form. She is completely controllable, not needing any jumps. Leviathan is completely invinceable to attacks against her hard upper shell, but her underbelly is vulnerable to damage (but has Super Armor).

Attacks:

Dash Attack~ Ice Jets
An immensely more powerful form of Leviathan's dash and dash attack, Leviathan charges forward 5 stage builder blocks, her body dealing 10% damage and high horizontal knockback to struck foes. She leaves an ice trail behind her, which forms a solid wall. Underwater, fire moves have no effect, so it can't be melted by them, but it can be destroyed by explosions or by Leviathan herself. This move has fairly low lag on both ends.

A (Tap) Attack~ Shard Storm
Leviathan fires ice shards from her head gem (3 shards per press of the A button). They fly very quickly across the distance of Final Destination and are razor sharp, dealing 3% and flinching each. Explosions can be used to destroy them, but there are so many of them.. why bother? This move has very low lag.

A (Charge) Attack~ Torpedo
Leviathan fires a torpedo which seeks the nearest foe. It moves at an average projectile speed and can follow them to hell and back. It can be destroyed with attacks, much like the Nikita Missile. Deals 12% and high knockback in a random direction. This move has high beginning lag and low ending lag.

B Attack~ Ice Dragon
Leviathan forms a serphent made of ice crystals that measures 3 stage builder blocks in length. The ice dragon will seek the closest foe, permanently locking them as its target, much like Samus's missiles. It travels very slowly, making it easy to dodge, but it is very agile, even turning around by looping in the air to seek its target. The ice dragon can travel rougly double the distance of Final Destination before finally melting away. A foe struck by it will take 20% damage and be frozen for 3 seconds. This move has high beginning lag and low ending lag. The dragon neutralizes most projectiles, though explosions will shatter it instantly.

Taunts

Up Taunt~ Fan Blade
Leviathan lifts her frost javelin above her head and spins it rapidly.

Side Taunt~ Icy Kiss
Leviathan blows a kiss, forming an icy heart that flies about a stage builder block in front of her. A struck non-female character, friend or foe, will become infatuated with Leviathan and suffer 1 second of not being able to do anything... except drool. High beginning lag and low ending lag.

Down Taunt~ Shivers
Leviathan shivers and you can see her breath.

Loss Pose
Leviathan gives the victor the cold shoulder.

Victory Poses

Up Pose~ "Playing 'hero' must be a fun way to pass the time..."
Leviathan laughs and says "Playing 'hero' must be a fun way to pass the time..."

Side Pose~ Biometal Model L
As a reference to the Megaman ZX series, Leviathan tosses Biometal Model L, a biometal based on herself, into the air.


Down Pose~ Armed Phenon
Leviathan turns into her armed phenomenon form and fires missiles all around.

Extras

Alternate Outfit and Colors

Thetis



A male equivalent of Leviathan, Thetis has more masculine animations but uses the same basic moves and has the same stats.

Color scheme for both outfits:
Water & Ice (Default)
Red & Orange (Fire)
Green & Yellow (Wind/Electricity)
Purple & Black (Phantom)
"Model X" (Makes color scheme more like that of Megaman X)
"Model Z" (Makes color scheme more like that of Zero or Protoman)

Character Portrait


Stage

Leviathan's Sea

Legality- Counterpick (if Leviathan is not in the match) or Not Tourney Legal

Leviathan's Sea is a stage that is built around emphasizing Leviathan's strengths and reducing her weaknesses. It is a semi-large stage, being a bit larger than Final Destination in length. The fighting area itself is a platform made of solid rock (the seafloor) and giant rocky mountains on the sides that reach up about 7 stage builder blocks. The entire stage is underwater, though, oddly, everyone can breathe and fight normally.. well almost normally. Falling speed here is considerable faster (about 30%) due to the massive weight of the water. Leviathan is unhindered, as she is able to freely swim, giving her a limitless recovery (making the only way to kill her be a powerful KO). Fire moves are completely useless, as they burn out instantly. Energy moves are greatly buffed, dealing double damage (and increasing the self-harm of Pichu). There are fall-off pits on the outside of the mountains. The pits lead to what is, apparently, a deep chasm in the ocean.

Assist Trophy

Fefnir



Fefnir, the fire Guardian, often works in tandem with Leviathan. He is a real powerhouse, relying on large fire cannons. He is invinceable and leaves after 20 seconds.

Moves

Buster Fire
Fefnir fires rapid fire bolts out of both of his arm cannons. They travel the distance of Final Destination, moving at an average projectile speed. Each blast deals 3% and low knockback if it hits.

Fefnir PAWNCH
Fefnir punches forwards with one of his fist cannons, dealing 20% and high knockback if he hits something. This move is chargeable. Fully charged, it releases a bomb that flies half of Final Destination and explodes like a 1 hit Smart Bomb, dealing 20% damage and high knockback if it hits something. Alternatively, he may fire the fire bomb on the floor. In this case, it will explode 3 seconds later, dealing 20% damage and high upwards knockback to foes within the reach of a Smart Bomb explosion.

Fire Trail
Fefnir fires a huge fireball out of one of his fist cannons. It deals 10% and great horizontal knockback if it hits something. If it hits a wall, it will travel upwards, leaving a burning trail from the starting point to the top of the wall for 3 seconds. Alternatively, he may fire it at the floor, creating a flame trail that extends 5 stage builder blocks and burns for 3 seconds. Flame trails deal 10% and great horizontal knockback in the direction opposite of the trail.

*An additional property of the assist trophy is that, if the person who picks it up was wearing the Thetis alternate outfit, Atlas appears instead of Fefnir. She is the female ZX equivalent of Fefnir, who possesses all of the same moves and abilities as Fefnir.



Trophies

Leviathan

Fefnir
Fefnir loves battle, and even gets disappointed upon being told to step back. He is likely modeled after X and is unquestioningly loyal to him. He is proud of his position in Neo Arcadia and sees it as a true peaceful utopia, despite his violent tendencies. Fefnir rivals Zero because he envies the fact of Zero's past with X. He knows well of Zero's power but hates him only because of the side he fights for.

Harpuia
Originally, Harpuia was a stubborn and loyal follower of X and later his duplicate Copy X. He was proud to serve such an heroic leader and fulfilled any task given to him with absolute obedience and without any hesitation. However, things began to change when he suffered his first defeat in decades at the hands of Zero. His pride fell down to Earth and he slowly began to realize that battles couldn't be won if one didn't have the will to truly do so.
Harpuia matured during the course of the story, becoming more and more like the real X in terms of character and determination, sharing the same opinion that humans and Reploids in fact can live in peaceful coexistence, but will still destroy every Reploid who tries to threaten humanity.
The first instance of his true nature is at the beginning of Mega Man Zero 2, when Zero collapses after endlessly fighting Neo Arcadian forces for a year following his defeat of Copy X. As soon as he collapses, Harpuia arrives, riding on the griffin form of the revived Aztec Falcon. He could have easily destroyed the unconscious and heavily weakened Zero and yet brought him to the newly created Resistance Base without causing hostilities. This hints at a sense of fairness and that he is learning that the Resistance and Zero are not so different from him. The only other Guardian who seems to realize this is the deceased Phantom, who only attacked Zero in Cyberspace to test his worth as a being, having learned the truth of the legendary hero.
He shows contempt towards the Resistance, even if his character had evolved by then, as he seemed disgusted at the idea that they rescued him from Omega and repaired him, if only because it would've been a blow to his pride as they were still enemies considering their sides.

Phantom
Phantom was one of four Reploids modelled after the robot Mega Man X. His first appearance in Mega Man Zero was against Zero in a Factory captured by the Resistance. Zero fought him to a standstill, but Phantom turned the tables when he informed Zero that the had planted bombs all over the factory. Zero found them and disposed of them, and later defeated Phantom's closest apprentice, Hanumachine.
When he confronted Zero again in Neo Arcadia's Core, he was again defeated, but this time self-destructed in hopes that his explosion would harm Zero. Zero escaped, however, and went on to defeat Copy X.
After his death, Phantom's spirit entered Cyberspace, where he would encounter Zero in his third adventure.

Zero
http://megaman.wikia.com/wiki/Zero

Ciel
A human girl, formerly a Reploid researcher and scientist at Neo Arcadia. Though responsible for creating Copy-X after X's disappearance, she cannot help but feel that the persecution of Reploids is wrong and decides to leave Neo Arcadia. Since then she has organized the Resistance and successfully developed a new source of energy, the "Ciel System."
Throughout the dialogue in the series, Ciel is strongly hinted to have feelings for Zero, regardless of the fact that he's an android and she's a human. Many fans of the series also believe that Zero reciprocates these feelings, although Zero never truly showed it. The least of all, he feels something for her too.

X
http://megaman.wikia.com/wiki/Mega_Man_X_(character)

Weil
http://megaman.wikia.com/wiki/Doctor_Weil

Copy X
Supposedly as a Perfect Copy of X, one would expect that his personality is a mirror image of X. However he has many major differences. He, in a way, is a perfectionist with a mixed up sense of justice due to the fact that he continues to insist that he is a Perfect Copy of X, as well as when he reappears in Mega Man Zero 3 insisting that what Neo Arcadia is doing is justice, much like Harpuia in Mega Man Zero when you first encounter him. He also stands up for himself as shown when he was attempting to switch into Seraph Form when he exclaims "Everyone treats me like a fool. Let me show you my true power." An important trait not seen in the original X because he had no need to do this being a hero. He is also violent, like Fefnir, when mad. After his first defeat, Zero calls him naive, suggesting that Copy X lacked the experience and memories of the original X to properly rule as X would. Due to or rather because of these traits a conclusion can been made that Copy X is a bugged up Reploid copy of X, absolutely nothing like the original.

Omega (First Form)
Omega (Gold)
Omega (Original Body)
Omega does not hold very much of a personality, besides that of being a blood-thirsty tool of Dr. Weil's ambitions and absolutely obedient to his commands (very similar to what Zero was intended to be for Dr. Wily), so he was apparently very loyal to his creator. Returning to Earth after spending a century of exile in space, he developed a grudge against Zero, because he was defeated by Zero despite the latter no longer being in possession of his original body. Also, Omega's ability to speak was reduced to minimum (at least while in exterior armor,) only growling and roaring for the most part (in fact, the only words he ever says in this form are a long, drawn out "Zero" [emphasizing his hatred of Zero] and "Lord Weil"). Other than that, he doubtlessly believes in Weil's insane purpose for him, being his messiah of the new world order and "God of Destruction".
In the manga, Omega is very different. He is shown to be an average Reploid hunting Dark Elf, and dislikes Zero, though he doesn't appear to hate him, since he cooperates with him in one chapter of the manga to defeat zombie Reploids. This version of Omega is also deathly afraid of zombies, ironically enough. Also, other than being a rival of Zero, he has absolutely no ties to Zero whatsoever, unlike in Mega Man Zero 3, where he was actually Zero's old body.

No Boss Is Included... Seeing As Leviathan Is A Boss In MM:Z herself.
 

Hyper_Ridley

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That was great, Chris. ^_^

I like how she has moves that turn the stage into ice, it's something so simple and yet nobody has ever really utilized it until now.

Her diving mechanic was cool, but I'm wondering what it would be used for. Considering how difficult it is to KO people in the water, and other characters always float, it seems more like a fun novelty than something to seriously use in a match.
 

PK-ow!

Smash Lord
Joined
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What is this 'Loss Pose' some people are entering?

When a character loses, they just loop some sorry-faced expression of .... loss. Most characters clap but the spacey ones sulk. Even bad apples like Ganondorf and Wolf are man enough to clap. Ice Climbers fricking cry.

... where was I going with this? Oh yeah.

My point is, there's no loss "pose." Just a loop. Keep It Simple, Stupid.
 
D

Deleted member

Guest
And yes, it is a very bad idea to post incomplete sets.
I'm pretty sure it's also a bad idea to say that you have plans to post a moveset on the next page.

To avoid making this a spam post, I'm announcing that I'll start working on my first moveset for MYM5 soon. But sorry, it's not Jack. :(

Although, I have a feeling that the moveset will be pretty epic, if you are familiar with the character. :)
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I really loved Leviathan. There were some very creative attacks based on simple water and ice. I never would have been able to make them all original. :laugh:
 

breegullbeak

Smash Rookie
Joined
Apr 4, 2009
Messages
7
I have 30+ movesets to post so I'll wait until the next thread. I have BK (together and apart), Arby& Chief, Lanky, Tiny, Chunky, a Harvest Moon farmer, and more
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,289
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Hippo Island
What is this 'Loss Pose' some people are entering?

When a character loses, they just loop some sorry-faced expression of .... loss. Most characters clap but the spacey ones sulk. Even bad apples like Ganondorf and Wolf are man enough to clap. Ice Climbers fricking cry.

... where was I going with this? Oh yeah.

My point is, there's no loss "pose." Just a loop. Keep It Simple, Stupid.
And Smash Bros is also filled with tons and tons of generic, unispired attacks, but the most popular and respected move sets are the ones that make every single attack into something creative and special.

Just because Brawl does something a certain way doesn't mean that MYM can't push the boundries a little and strive for something more interesting than clapping and punch-punch-kick.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Best loss poses in Brawl: Ice Climbers and Wario. Why? Because they don't (just) clap. I may be forgetting others.

Anyway, Megafreak Kibble is excited to read Leviathan. Don't have time right now, but I'll let you know what my thoughts are, Chris. Looks quality from a brief skim.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
What is this 'Loss Pose' some people are entering?

When a character loses, they just loop some sorry-faced expression of .... loss. Most characters clap but the spacey ones sulk. Even bad apples like Ganondorf and Wolf are man enough to clap. Ice Climbers fricking cry.

... where was I going with this? Oh yeah.

My point is, there's no loss "pose." Just a loop. Keep It Simple, Stupid.
So? Maybe the next Smash iteration will have a character with no looping clap animation, but rather something more special? We are trying to make unique and original movesets. Even if some of us are trying to make it simple enough to be imaginable in Brawl, that doesn't mean that we shouldn't use new and unique ideas, right?

I have 30+ movesets to post so I'll wait until the next thread. I have BK (together and apart), Arby& Chief, Lanky, Tiny, Chunky, a Harvest Moon farmer, and more
wtf? 30 movesets? Are you sure you are up to our terms of quality and don't have just a "A: Punches"? Besides, who are BK, Arby and Chief?
 

The Trophy Master

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*Sends Sundance an orange elephant on Chirstmas, a
I guess Arby & Chief is Master Chief and the Arbiter, from the Halo Series. Maybe is BK Banjo-Kazooie?

I haven't worked on Birdon lately, haven't worked on my SM, and my Review Center, I'm sorry. :(

I'm gonna work harder and do all what I have to do.

Also, don't worry, my other MYM5 movesets will take much less time to do than Birdon does.

EDIT : If I have time, this might be a MYM5 Plan but it should be a MYM6 one...

Anyways, I plan doing a moveset for Eartworm Jim, to congratulate the fact he'll soon have a new game, cartoon, and movie for him.

 
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