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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

Jigglymaster

Smash Hero
Joined
Aug 14, 2005
Messages
5,577
Location
Northwest NJ
NNID
Dapuffster
Both are kinda lame. Food should do moar.

Though when the Gooey Bomb was annonced on Smash Bros DOJO it looked amazing.

So Gooey Bomb.
 

dancingfrogman

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

Manga Ryu ran

What’s unique?

In the shield (which he goes back into his egg), he can move around at the same time at the same speed as his slow walk, and it’s also the strongest shield out of the monsters, so he can be walking towards a projectile spammer with ease.

Stats:

Size: 10/10 Dude, he is about the same height as Ganondorf (slightly slouching his head at the same time), and being the width of King Dedede. Massive combo fodder.
Weight: 9.5/10 He would be the third heaviest character, look at that shell and his body!
Strength: 8/10 Size normally implies strength, and this monster’s no different.
Walk: 1.5/10 He has the 3rd slowest walk in the game, absolutely bad.
Run: 4/10 this is bad for his size.
First Jump: 9/10 He inflates his body a tad bit in his first jump, slightly shorter than Falcos full jump, and has the qualities of Yoshis second jump.
Second Jump: 6/10 However his second jump is average.
Fall Speed: 6/10 Average monster ability
Aerial mobility: 7/10 He also has decent aerial mobility, inflating yourself means you can travel far distances.
Range: 8/10 Look at his size.
Projectile range: 8/10
Crouch: 2/10 He leans down, not the most effective way to avoid hands, nades and nados.
Traction: 7/10 His huge, his weight will support him.

Standard Attacks:

Neutral A: Defence Mode

Manga Ryu Ran goes into his shell, so that only his eyes may be seen. In this mode, he can walk around at the same pace as normal, but that’s not just all. Projectiles don’t do **** to him, so camping is ineffective when he is in this form, and that’s not all, he can take up a whopping 40% before breaking his shield, and behind unable to walk at the same time and projectiles would effect afterwards in the current stock. He has no OoS options, but he doesn’t even have an area which could be poked at, making this the godliest shield in the game. He can’t attack in this unlike the Mermaid.

You only need to press A once to get its effect, and to get out of it you can press A again too.

Dash Attack: Rolling, stop, Fire explosion

The Toon goes into his shield, and spins around forward very quickly, almost uncontrollable, at the speed of Sonics run. This has low start-up lag, and doesn’t end until you press A (more on this later on jerkhead). This however does bugger all in itself. When you press the A button, the Toon goes into his normal stance, sliding another 2 stage builder blocks forward, and then stretches his limbs outwards, and at the same time, a fire explosion occurs in front of the massive dragon. The explosion is about the size of the Toon, but being half the width of Toon Links bomb explosion. This part has quite a high amount of ending lag. This does 16% and high diagonally upward knockback. This is incredibly powerful, and if the opponent misses with a grounded laggy move (for example: Ness’s PK Flash), with mastering, this would be a great punisher since of its high speed and low start-up lag. Although, if you miss, you in hot soup.
[16%]

Forward Tilt: Chuckling Fiend

The Toon leans forward, and has his hands over his face while chuckling at the misfortune of the opponent. Mean bully! This has very little start-up lag, but has quite a bit of ending lag which he stops laughing. This does no damage what so ever, so what does this do? Thanks for asking. During the time he chuckles, if the opponent hits you with a move that involves a box of sorts (pretty much everything), a “chime” happens, and this then cancels the start-up lag of any other you choose! This is very useful, and makes those KO moves hit able, a very useful tool, but is punishable if you use this many of times. (Remember Sandman?)
[0%]

Upward Tilt: Head Lift

This is simple, and is very the generic. The Toon sticks its head forward, and then quick moves his neck upwards with a flick of the head at the same time. This has very low start-up and ending lag, and has great range and average priority. This does 7% and low upwards knockback which delivers quite a bit of hit-stun. This can be chained into itself from 0 – 30% depending on the character, and into other moves as well, making it a great KO move with a great hit-box.
[7%]

Downward Tilt: Snoozing Fireballs

The hulking beast goes for a nap, having its body lying across the floor, and starts snoring. From Manga Ryu Rans nose, fire balls are formed, and slowly leave from there, each going upwards at a slight tilt. This lasts for a maximum of 5 seconds, but you can stop it if you press the A button, and has 0.6 seconds of lag when he wakes up (makes one every 1.5 seconds). The fireballs are about 1.5 stage builder blocks big, and travel the range of a 1/3 of Final Destination slightly faster than Luigi’s fireball. When the opponent touches the ball, it expands outwards and pushes the opponents away at mid power horizontally at a slight angle going downwards, doing 7%. This also has great priority, and that pretty much anyone recovering above the stage will be gimped by this move, as the knockback of this move is perfect for gimping. This is quite laggy, and thus very punishable, so use sparingly.
[7%]

Smash Attacks:

Forward Smash: Fire Stream

The Toon takes a big breath in, and then lets out a stream of orange fire along the ground that travels at the speed of piplups surf (and if the fire goes of the edge, it goes at the same trajectory). This reaches 2/5s of Final Destination along the ground very fast (about the speed of wolfs blaster), and it’s like a stream as it only gets longer, not shorter unlike Bowsers fiyah breath. This has quite a bit of start-up lag and ending lag, but has the same priority as the mega tortoise’s fire. This pushes the opponent with this (regardless of charge), and this can do a maximum of 27 – 38% depending on the charge, but remember the opponent can DI out of it. If the opponent is off the stage, this can be a great gimp move, and an excellent anti ground-approach if the opponent is, well obviously, grounded (you silly beans if you thought I was gonna say air).
[a maximum of 27 – 38%]

Up Smash: Inferno Blast

Manga Ryu Ran lowers his head as he does this, slowly going back into the defence mode, and after 0.5 seconds, he sticks his right hand onto the ground, which causes a red explosion to occur just outside his body size. The hit-box of this is slightly bigger than the size of Manga Ryu Ran, and has disjointed priority. This has quite a bit of start-up lag, and has lots of ending lag. This does 20% (26% fully charged) and high (very high knockback fully charged) upwards with a slight tilt upwards. This is best accompanied by the forward tilt, as this is very predictable, and if you miss with this, you’ll be hit by a slightly charged smash. This is a great KO move that can KO opponents even before the 100%s for almost every character.
[20 – 26%]

Aerials:

Forward Air: Belly Bounce

The Toon looks forwards, and he leans backwards while making his stomach bulge greatly, and make a low “boing” sound. What? Wanted something with twirls and a fancy mechanic? Bah humbug. This has little start-up lag, but has quite a bit of ending and landing lag (but the hit-box lingers for quite a while). The hit-box of this move is the whole stomach. This does 7% and a strong push effect horizontally. This is a great gimper, and plus he is quite floaty for his size, making it easier to hit the opponent.
[7%]

Backward Air: Wing Sweep

MRR makes his right wing bigger (to the size of Charizards wing), and swings it around quite quickly with wind circling around at the same time. This has very little start-up, ending and landing lag with decent range and priority. This can reflect projectiles away, but its sole purpose is to turn the opponent around, like Marios side-b. This monsters purpose is to be a great gimper. This does 7%. What else is there to this? Ummm, it’s a great gimper, and has better range than Marios side-b.
[7%]

Upward Air: Inflated Toon

The Toon breathes in some air, making his stomach expand quickly which doesn’t affect anything. Afterwards, he then blows out the wind, which propels him very high into the sky with very limited and/or uncontrollable movement. This propels him up a stage builder block higher than King Dededes up-b, and can move to the maximum of 3/4 of final destination horizontally. This has a bit of start-up lag, and has quite a bit of ending and landing lag. This makes Manga Ryu Ran enter free fall when he is at the peak of his travels (he goes up the speed of King Dededes up-b). This is a great recovery – distance wise, but it’s uncontrollable, and will end up doing more than good unfortantly.
[0%]

Downward Air: Blazing Wind

The Toon inhales some wind in, which makes him inflate out a tad out with a flame surrounding his mouth. After 0.4 seconds of wind up lag, he then lets out all the wind, which also has fire circling with it. The wind goes down 3 stage builder blocks at a slight tilt, and the wind is also half a stage builder block wide. This also pushes the Toon back a stage builder block away, but has a bit of ending and landing lag. Guess what this does? Still don’t get it? Fine, this pushes the opponent downwards at a semi-strong strength, and does 1% flame damage every 0.25 seconds the opponent is in the wind. This lasts out for 1.5 seconds before the wind box disappears. This is a great gimper, along side with all of his other aerials, and can utterly destroy characters recoveries such as foxes and those tethers.
[1% every 0.25 seconds]

Grab:

This has the highest non-tether grab range in the game, and at the speed of Charizards as well. Is that all? Oh yes, I do have more. At the tip of this move (as he lunges forward with his head), a big bite slash occurs just outside the grab box, and if the opponent gets hit by this part of the move, they become stunned just like Zamus’s down smash, and does 3% to the opponent.

Pummel: Burning Fangs

He bites the opponent, and it does the fire the effect, and he bites the opponent. You get the drift, this is moderately slow, doing 2% with every crunch.
[2%]

Forward Throw: Throw me if you dare!

Manga Ryu Ran sticks his head into the arms of the opponent, and has his mouth wide open, slowly getting bigger. The opponent can only pummel you once (hint, never do this against a Joker) before you can press A afterwards to punish the opponents ignorance. They have to throw you unless they want to be harshly punished. Also, the faster/bigger movement the throw has the more air the Toon will take in. To give this a good measure, if the opponent doesn’t do anything for 15 seconds, he will get to his biggest state (his body getting 2 stage builder blocks high and wide). After the throw, as soon as you get thrown, the Toon will blow the wind at the opponent regardless of which direction. The weakest the wind will be is that he pushes the opponent away a stage builder block, while at maximum charge, the wind pushes the opponent away 6/7s of Final Destination away. Look at the following the list underneath to see how Marios throws would rank up amongst each other. This is a great throw, but some characters throws such as Snakes down throw will make this useless, and since you won’t be pushed far enough, you’ll be punished. If the opponent doesn’t use a good throw, they could gimp themselves, how humiliating.
[0%]

as promised, here are the Marios throws

Forward Throw: 28% charge
Backward Throw: 50% charge
Upward Throw: 17% charge
Downward throw: 24% charge

Mario finds it hard to punish regardless of what throw you do since he doesn’t have that great range on all his moves. Never use a back throw with Mario, as it could gimp Mario about 1/5 away from the edge at 0% (as this doesn’t what percent the opponents at).


Backward Throw: Tough Shell

Manga Ryu Ran grabs the opponent with his mouth, and then flings his neck around behind him, and he sticks his shell outwards, and slams the opponent into the shell, which causes a massive “Bong” sound. This has little ending lag. This does 9% and mid horizontal low knockback, but this delivers really high hit-stun (they also shake with vibrations appeared)

Upward Throw: Travelling with you today

The Toon grabs hold of the enemy with his hands, and flies into the air with the same movement as Robs at a slower pace, and the enemy can break out of this just like in Donkey Kongs forward throw. When you pick the opponent up, this does 5%. You can throw the opponent in 4 directions (you know, up, down, left and right, silly sausage), doing 6% and mid-low knockback. This has ending lag which is a tad punishable for the Toon. So how do you use this move? Use this to stage spike the opponent, just like Donkey Kong players use there forward throw, or throw them outside the death barrier. You won’t be throwing the opponent of the top of the screen unless they are 165% or higher.
[5% + 6%]

Downward Throw: Shell Crush

The Toon throws the opponent to the ground in a fashion just like Snakes down throw, doing 4%. Then, the Toon goes back into his shell, which levitates of the ground 2 stage builder blocks. After a slight pause, the shell goes down. You control where this lands, and this goes through all invincibility frames, and goes the exact distance so all opponents get hit. The shell does 10% and high upwards knockback if it connects with little ending lag (plus priority greater than all get up attacks). This is a great KO move, however, This is guess work, for both players! This makes this unreliable, and then punishable, so why worth the risk?
[4% + 10%]

Manga Ryu Ran Playstyle:

Manga Ryu Ran has one purpose, and does it excellently. His purpose is to gimp the opponent into oblivion. Should I name all those gimping moves? Okay, for you it’s alright, my MYMer sweet-heart. The gimping moves consist of the down tilt, forward smash, forward air, back air, down air, forward throw and up throw (7 moves). The main gimping game comes from his aerials, a move which flips the opponent around, pushes the opponent downwards and horizontally. These are great at what they do, and since he has so many gimping moves, the opponent can either live for ages, or die at ridiculously low percents, it depends how you implement them which matters, as they don’t change depending on the percentage of the opponent. So this will be one of those characters that players will either love or hate – just like marmite.

Another trait which MRR has is something most heavyweights have, the power to KO the opponent. However, his KO moves are hard to put into his game, as the hit-box of those moves is ridiculously small, or too punishable to use as well. It’s a trait that he needs to be able to secure a KO without relying on gimping moves unfortunately. You’d think that the forward tilt would help him right? Well, the opponent will have to be right up to make this useful, and if you’re not careful, you’ll just be grabbed yourself. Up tilt should be used to link into itself, and then used to link in with a forward tilt.

With a helpful effect in his grab, this can be used for a different purpose, although grabbing the opponent isn’t bad, it’s most likely what you want anyway. His throws are powerful, and 2 of them are gimpers (one which could be caused their own down fall), and 2 of them are powerful from knocking them away enough so they can’t punish you to an unreliable KO move.
 
D

Deleted member

Guest
The leprechaun on my shoulder tells me to vote for the asplodey thing. So I will.
 

Ismael

Smash Ace
Joined
Sep 10, 2005
Messages
534
Location
Las Vegas (lol), Nevada
Food.

It depletes some of your damage, which is always a good thing. The gooey bomb sticks back to you if someone has it and they touch you. That is, if you manage to get someone with it, which is hard to do in the first place.

Not to mention you can just block, sidestep, roll, or airdodge the explosion. The gooey bomb is almost worthless.
 
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