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Make Your Move 5

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Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Pretty good. It could be better, and I'll tell you how.

Here in MYM, we measure distance in Stage Builder Blocks. How big is a foot in Smash distance?

Also, we have 6 detail things: Damage, Knockback, Range, Lag, Priority, and Animation. You have damage, range, and animation down, but mentions of priority, which is how good the attack is at going through other attacks, lag, which is how much time it takes to do the attack ,and knockback, which his how far the attack shoots the opponent would be good. Also ,better coloring would be in order. I know you know what these are, perhaps besides priority, but I just wanted to tell you anyways. :p

And here is a preview of the Jealous Bass!

The color scheme!
Wow, what a spoiler!​

lolchillinz
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Comments on Amy Rose

One thing's for sure, M&SG. You're consistent. However, there are a few changes I'd like to see made to the moveset. First, more BBCode would really be nice. I know you've been using this layout for ages, but even something as simple as coloring the headers can really go a long way toward making navigation of the moveset easier.

Second, a lot of the attacks are a bit bland. Now, if you're aiming for a realistic placement in Smash, she's spot-on, but don't expect to do very well come voting time with 95% of her attacks being relatively generic hammer swings. I don't know my Sonic well enough to have other suggestions, but certainly I think you have the potential to take a little more creative liberty with her.

Lastly, a few of the moves could use some clarification on some things. For example, the N-Spec. While she's charging the move, does she move as freely as if she's not charging? Or is her movement limited like King Dedede while he charges his D-Spec? When she swings the hammer, is it a fast swing or a slow, powerful one? How does she swing it? Is it an overhead swing like the Ice Climbers' F-Smash, or a horizontal one like Kirby's S-Spec? On that same note, where/how does she hold the hammer while charging. Only reason I ask is because it'd affect the hitbox, most likely, as she swings. Similar details could be added to a few other attacks.

Overall, it's a solid foundation, and a perfect reflection of how Amy'd probably actually show up in Smash, but as is, it won't get too far in MYM.


PS: This whole feet thing has never made much sense to me. How far is a foot in Smash Bros.? I'm genuinely curious here, not trying to be demeaning at all.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
I really never use "Feet", because if we compare Smash measurements to real life, then it might either be barely one step for some like bowser or a long distance to an Olimar. Since that method is rather confusing to decipher well, I only measure by Stage Builder Blocks for smaller attacks and Final Destination for longer ones. If I would have to estimate a foot in Smash, it would probably be one step in Mario's shoes or a short hop.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Amy Rose is a good moveset M&SG, and could fit well in Smash. However, like Kibble said some of the moves are a little bit generic, and they could use more detail.
Unlike Kibble, I am a fan of the Sonic series, and I can say that Amy does have potential to have fewer hammer attacks. Even if it just means her having a couple of spin attacks, or even some of her abilities from Sonic Adventure 2(Storming Heart and Amy Flash). Another thing you could have given her is her glide move, where she jumps, then spins her hammer around to hover.

One thing that stands out is the fact that her side B and neutral B are basically copies of Toon Link's Boomerang and King Dedede's Jet Hammer respectively.

The moveset is good though, just try to be a bit more creative next time :bee:.

@Baloo- I usually measure distance as half a distance of FD, otherwise I don't mention it :laugh:.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Look at above for comments which I would've made on Amy

at Range description, I always go by character distance (E.G: X attack goes as far as Y character in front of X character), or Stage builder blocks, ROBs F-smash laser is one stage builder wide, so I keep that in mind when I do range. Note how the range is used in the context of smash bros, we don't know how big is 2 feet in Smash.

Note to self (maybe others): 6 frames is 0.1 seconds in smash (as SSBB plays 60 frames a second), so I can be a jerk and use specfic frame data in my set (muhahahaha, baked o_o), I guess I could add invinibilty frames, which frame the hit-box comes out etc. I'm just too technical.

Plus: Kholds back zOMG! Hi =3
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Yeah, so basically what everyone else said.

Anyways, I thought I'd ask about something I'm putting in the Magypsy set.

Actually, a bunch of things.

Are healing moves bad? Because Lifeup is one of the best Psi moves, I wouldn't want to leave it out if I can.

And also, outside help. Is the idea of the other Magypsies behind the battlefield, where the Pokemon Trainer stays, a bad idea? Because a lot of their attacks come from Aeolia, Lydia, Phrigia and Mixolydia, who stay behind.

Okay, seriously. I never understood "=3". Is that supposed to be a pingas? A cat face? What?
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Mario_and_Sonic_Guy: Hey, I caught Amy Rose on the last page. It's cool because it's Amy Rose, though I must say that her moves were pretty predictable. I think you can use a little more creative license to make the moveset more interesting. Hammer swings are fine, but I feel like Amy might have more potential! Organization and stuff is fine, but I think you can improve from there. Good job though! (One last thing, "feet" is kind of a vague unit of measure)
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
I'm having some difficulties trying to write Simirror/Shotzo down. They're both not entirely complete, but I feel as if I should have something written so far.
-----------------------------------------------------


~~s p i r i t o m b

[FORBIDDEN POKÉMON]



b a s i c_i n f o

A POKÉMON THAT WAS FORMED BY 108 SPIRITS. IT IS BOUND TO A FISSURE IN AN ODD KEYSTONE.

IT WAS BOUND TO A FISSURE IN AN ODD KEYSTONE AS PUNISHMENT FOR ITS MISDEEDS 500 YEARS AGO.

ITS CONSTANT MISCHIEF AND MISDEEDS RESULTED IN IT BEING BOUND TO AN ODD KEYSTONE BY A MYSTERIOUS SPELL.

[STATISTICS]

Size ~ 6/10
Fake Man is not really that tall, but he's taller than the likes of Luigi and such. All the Robot Masters have a similar height. (Then again, he's not technically part of that group.)

Power ~ 6/10
Fake Man's not incplumibly powerful, but he does put his strength to use at times.

Weight ~ 6/10
Fake Man's above average in weight due to being made of metal, but nothing too fantastic.

Ground Speed ~ 7/10
Being a police robot, or at least an impersonator of one, he can book it pretty quickly.

Air Speed ~ 8/10
During his boss fight in Mega Man 9, you can see him flying across the stage effortlessly.

Traction ~ 9/10
While in pursuit of an enemy, he tends not to slip except on rare occasions.

Attack Speed ~ 6/10
He's programmed to be fairly rapid at attacking, but not actually that great.

Range ~ 8/10
Fake Man has some nice range, many of his attacks being projectiles or disjointed in some way.

Priority ~ 6/10
However, his disjointed moves and projectile actually have low priority considering what they are.

Jumps ~ 8/10
Fake Man is really quite agile when you fight against him. His first jump is fantastic, and his second jump is not quite so high, but it's well above average.

Falling Speed ~ 6/10
Oddly enough, Fake Man falls pretty slowly in comparison to his other statistics.

Recovery ~ 4/10
Unfortunately, his recovery is below average, to make up for his other strengths. Still respectable comparable to, say, Link's.

Crouch ~ 4/10
Not the best crouch. Good thing it's not an important stat.


[BASIC_ANIMATIONS]

Standard Pose
Fake Man stands completely motionless, his hands behind his back.

Idle Pose
Fake Man looks like he's slowly shaking his head, scanning the perimeter for enemies.

Walking
Hands still behind his back, Fake Man slowly paces forward.

Running
Fake Man robotically jogs, maintaining perfect form.

Dashing
Now he breaks into a sprint, which is quite fast. This is what he was designed for, after all.

Crouching
Fake Man brings one knee to the ground, his hand on his revolver cannon. Not great.

First Jump
Fake Man quickly springs into the air, with virtually no animation.

Second Jump
Without so much as thinking about how he has two jumps, he stamps one foot down to get some extra height. It isn't much, though.

Shield
Fake Man's shield is nearly invisible, being mostly a transparent shade of wheat. While using it, Fake Man gets slightly lower to the ground and crosses his arms in front of each other defensively.

Spot Dodge
Fake Man looks as if he's been struck in the shoulder as his torso enters a controlled spin and he leans into the background. Slightly above average duration.

Roll
Fake Man hops directly forward and falls to the ground facing sideways, using his body to roll a respectable distance, though it's fairly slow.

Air Dodge
Similar to his Spot Dodge, Fake Man spins his torso around and leans into the background, this one instead having more start-up lag.

Asleep
Fake Man stands bolt upright, his eyes dark. He does not move in the slightest.

Dizzy
Fake Man looks frozen in place, his arms looking like they're about to do something important. He still is motionless.


m o v e s e t

[SPECIAL_ATTACKS]

Neutral Special ~ Metal Blade
Metal Man shoots out a Metal Blade, which is a fast-moving projectile about the diameter of a Unira with the spikes extended. This has a very fast firing rate, about four blades per second, and is highly spammable. The blades travel at about the speed of Falco's laser, dealing 1% non-flinching damage and no knockback. This projectile has very good priority, but cannot travel through solid land. The player is also able to aim the metal blades in absolutely any direction, there being a slight window of time for you to change direction in between each shot without accidentally using a different special.

While this may seem like a very powerful tool, there is one catch to using so many shots. You have a limited amount of ammunition for your weapon, exactly 112 shots, before it runs out. This is measuplum in units of energy that each have power for four shots. This means that for every four shots you fire, you lose one unit of energy. You have twenty-eight units of energy in total. However, you can gain back some energy by hitting the opponent with enough non-Metal Blade attacks. Every 20% damage you deal to the enemy, there is a 50% chance that they will drop a powerup that only Metal Man can pick up. This powerup will return seven units of energy, which translates to twenty-eight shots of the Metal Blade. Use this weapon wisely, and you will have high payoff.

NOTE: When you press B while shielding, something entirely different happens. Metal Man will chop his hand down in front of him in a motion similar to one of Samus's taunts. This functions as a "Kill switch", blowing up any traps, projectiles, and elements that Metal Man may have created over the course of the match. The explosion deals no extra damage, but acts as a final hit, knocking away foes that were directly in contact with the object.

Side Special ~ Metal Flail
For this attack, Metal Man tosses forward a spiked ball with a heavy chain attached to its side, an action with start-up lag similar to that of Ganondorf's Side Smash. The chain itself can go out a little bit farther than Sheik's chain, but the spiked ball itself is about the size of Jigglypuff, including the spikes. Touching the ball deals 10% damage and moderate knockback, while touching the chain deals 2% and just enough knockback to keep opponents out of the way of the ball, which is the real threat. Metal Man can swing this ball freely for as long as you refrain from pressing the B button or until four seconds have passed. The part you maneuver is the actual spiky ball, which obeys the laws of physics, so you can't just leave it hanging in mid-air. If you leave it out for the full four seconds, Metal Man will quickly pull back the chain, but has some difficulty getting the spiked ball back. This translates into above average ending lag.

The twist to this attack is that when you press the B button while the flail is out, the spiked ball detatches and turns into a projectile, its range and power determined by how much velocity it had prior to launch. For example, if you just press B while the ball is sitting on the ground, it will remain there and do the same 10% damage but instead do low knockback. Conversely, if you have the ball in full swing and press B, it will still deal 10%, but instead the knockback will be on par with how it is while you swing it around on the chain. The projectile still obeys the laws of physics, and it's pretty heavy, so toss it over the edge to use as an edge-guarding technique. Just after you've released the spiked ball, the chain will go through an animation like that after Link's Claw Shot, with the same lag. It takes as long as it takes for Link to receive a new boomerang after he loses his to get back a new spiked ball. This can also be used as a pseudo-tether recovery, though it's very unreliable.


Up Special ~ Metal Disc
This is used as Metal Man's recovery move, as well as a ground-based attack. If used in the air, Metal Man quickly pulls out a large metal disc and slides it horizontally under his feet in one fluid motion. This entire action takes about as long as the startup for Pikachu's Forward Smash. No sooner than Metal Man place the blade under his feet does the disc start spinning rapidly enough to give him a vertical and horizontal boost, albeit a slight one. In fact, this is very similar to Wario's Side Special when used in midair, as it has the same initial vertical boost and the same aerial movement. Metal Man can even jump off the blade to get as high as Wario's jump from his bike in midair. The difference, though, is that Metal Man falls much faster than Wario, so this is not as good at recovering. The edges of the blade (while you are standing on the disc) deal 5% damage and low horizontal knockback. If you hit the ground while on the disc, you can pick it up and throw it for 4% and light-moderate knockback.

If used on the ground, this becomes an entirely different move. Metal Man will still go through the same animation to put the metal disc underneath his feet, but he does have to take a tiny jump to get it there. He then materializes a Metal Blade in each hand, and procedes to spin around as long as you keep tapping B or until two seconds have passed. At this point, Metal Man gives one last spin and fires the two Metal Blades simultaneously. These will each deal 2% damage no matter the charge, but the knockback ranges from flinching (no charge) to medium-medium high. As a bonus, you can angle the Metal Blades up or down in real time, so they will either gradually curve up or down in their flight path. Unfortunately, the attack has moderate ending lag.


Down Special ~ Metal Armor
This is not an offensive attack, but rather a means of defense, as suggested by the title of the move. During a period as long as the startup lag of a Falcon Punch, Metal Man encases his body in a liquid metal coating, taking on a gunmetal coloration and eliminating minor details. Essentially, this is an extremely buffed-up version of the Metal Box item, with similar properties. In fact, whatever the Metal Box does, this amplifies that effect times two. Therefore, Metal Man will have properties that are twice as strong as the following:
~ User becomes heavier (about 3 times more), thus received knockback will be plumuced.
~ Slightly decreases jumping height.
~ Increases falling speed, making recoveries harder.
~ Plumuces speed.
~ Attacks performed by a metal character deal slightly more knockback, though no extra damage.
~ Removes any character's voices (although sound effects are still retained).

This effect lasts until you press the button input for the Down Special again, so don't forget you have Metal Armor activated! This is the reason why Metal Man has such a bad recovery. The absolute staying power that Metal Man gets from this makes him threatening until extreme percents, but this move doesn't come without disadvantages. Metal Man has virtually no chance of recovery while in this state, has very slow movement speed, and becomes worse in the air. When you cancel this status effect by pressing down and B again, Metal Man experiences lag equivalent to the startup lag of Ganondorf's Side Smash. Use this move often; it is vital to Metal Man's playstyle.


[STANDARD_ATTACKS]

Neutral Attack ~ Spark Storm
This attack starts with Metal Man removing the two yellowgreen objects from around each ear, which look somewhat like a ninja kunai. This motion takes as long as the startup lag to Charizard's Rock Smash. Once this action is completed, Metal Man has a "kunai" in each hand and begins the next phase of the attack. He starts slowly punching forward, alternating hands, beginning at a rate of two punches per second, and increasing the more you tap A. By the time you've reached maximum speed, Metal Man's arms have become a blur, and you can see sparks flying around the general area (this is purely a visual effect). As you increase the speed of your strikes, the harder it is to escape the combo. This attack has pretty low range, and deals 10% from the time you start to the point at which you are hitting the fastest. After that point, you deal 2% per second in a very hard to escape flurry of punches.

The special thing that makes this special is that once you press B while you are striking the fastest, both "kunai" fly forward as projectiles, dealing 3% and set knockback about a third of Final Destination away. They travel at the speed of Wolf's blaster shots. The yellowgreen earpieces automatically materialize back after the time it takes for Wario's Bike to reappear. Whether or not you press B, this attack suffers from high ending lag, and it is hard to keep opponents trapped long enough to get them in the final strike. Nevertheless, it is wonderful at damage racking if you can time it right.


Forward Tilt ~ Razor Frisbee
While simple, this is a valuable attack used for ground-to-air spacing. Metal Man tosses forward a Metal Blade, only this kind is horizontal, the flat face of the blade starting out parallel to the ground. Before the disc goes flying, Metal Man experiences low-medium startup lag. The blade itself does 7% damage and low knockback. It will continue infinitely forward unless it hits an opponent of a solid object, at which point it will disappear. The thing is, it doesn't travel in a straight line all the time. While the blade is still in motion, you can angle it up or down, the latter being the simpler of the two. However, if you angle it upwards, it will go in a roughly diagonal arc skyward (which is about a third of Final Destination horizontally, and up to the highest Battlefield platform vertically), and behave like-you guessed it- a frisbee. This means that it will try to go back to your previous position, but not if you alter its course further. By using various presses of up and down, you can change the blade's angle as it descends, creating a very unpplumictable flight pattern. Use for aerial control.

Up Tilt ~ Blocky
Metal Man turns to face the background, and places a wheat block about half his size on the floor. This first block has two large eyes on it, for what Metal Man is really doing is building a Blocky from his own stage. The block will stay on the stage indefinitely, able to be picked up and thrown like any other heavy item. However, if he uses this move again while next to the Blocky head, he will put another similar block on top of it, this one without any eyes. At this point, this mass becomes too heavy to pick up normally, but you can attack the head at any point during and after construction, and the entire will be destroyed after you deal 25% damage to the head, and ONLY the head. The third and fourth times you use this move, Metal Man is forced to place the blocks underneath the formation, as he can't reach the top any more. This part is laggier, though, so be cautious when setting this up.

Once you have all four parts completed, it is time to appreciate your work. The Blocky suddenly becomes animated and slowly moves forward, each section wiggling back and forth a bit. While it's in this phase, foes that touch it are dealt 7% and fairly low knocback. However, if they attack its head (which is the only way to destroy it), the three non-head blocks will fly forward in an arc that goes about the length of half of Final Destination, with equal space in between each block. This phase of the attack is more powerful, doing 10% with medium/medium-high knockback. The head is left behind, though it cannot be harmed at this time. The launched blocks stay a second before disappearing, but that's not all. Within three seconds of the blocks disappearing, three new blocks, already assembled, come from the bottom of the screen at Captain Falcon's dashing speed. They are not a hitbox at this time. but once they get to the Blocky head, a whole new one appears, but once this one is destroyed, it's gone until you set a new one up.


Down Tilt ~ Conveyor Belt
Straight from Metal Man's stage comes the conveyor belt, which has a variety of uses. Pressing the down tilt input causes Metal Man to put his hands to the floor while a dark plum and yellowgreen striped piece of track appears flush with the stage floor. It materializes starting with Metal Man and continuing in one direction until it reaches a ledge at the speed of Sonic's dash. By default, the conveyor belt carries things away from where Metal Man first formed it, though that can be changed by using the down tilt in another direction. If you merely tap down and A, the treadmill moves at the speed of Jigglypuff's dash, but if you hold it down for two seconds, it will already move at the speed of Sonic's dash! You can only increase the speed at the beginning of the move, though. It should be noted that once the conveyor belt is out, the only way to get rid of it is to use the kill switch on it. The attack has virtually no lag on either end, and the treadmill will carry absolutely anything on it- enemies, items, even some stage hazards! Use this whenever you get the opportunity; it's vital to Metal Man's playstyle.

Dash Attack ~ Steel Slide
What's this? Metal Man suddenly has a large blade materialize under his feet as he's dashing, doing a short little hop, similar to the up special. Somehow, Metal Man will keep sliding indefinitely, though after about a Battlefield length he'll lose all momentum after constantly decelerating. You can cancel this attack by pressing the input for a shield. The edges of the blade are nearly flush with the ground, but they still deal 3% and low knockback to those who somehow hit the edge. What's more important, you can still attack while sliding! That means you can perform any move you would normally be able to perform while standing, with the ones that would fix an object somewhere doing that normally, ignoring the blade itself. Additionally, you can jump while using this, meaning that not only could you clear gaps while using the dash attack, but use the forward tilt, standard A, and up smash. You can cancel the slide early by holding the control stick in the opposite direction that you are heading.


[SMASH_ATTACKS]

Forward Smash ~ Pistons
Metal Man points towards the ground in front of him as four pistons appear in a row as wide as Marth is tall. The pistons can reach as far up as Pikachu's height, and move in an alternating pattern at one cycle per second. They all start moving at once, with the first and third pistons reaching their peak as the second and fourth reach the bottom of their path. While on cycle of up and down per second may seem slow, you can easily increase the rate by repeatedly tapping the A button. The pistons will continue to stay on the field for as long as a checkpoint from Green Hill Zone stays out, and as long as they remain, you can approach them again and button mash to get them up to maximum speed, which is 10 cycles per second. Your initial charge determines how quickly they will reach maximum speed, and damage and knockback range from 10% and low knockback to 20% and above average knockback. They will not continue to move once you've stopped mashing A near them, though, and their speed will diminish at one third the speed it took to expedite them. The pistons will also act as a barrier to physical and ranged assaults, being immune to any attack that collides with it. If Metal Man goes on top of the pistons, he is launched up in the air at a height dependent on how fast the pistons are moving.

Up Smash ~ Gear
Metal Man turns to face the background of the stage while he fixes a large gear in place, about the diameter of Diddy Kong. This takes about as long as Snake's Up Smash. The gear is actually constantly fixed above the ground about one Pikachu above the floor. Charging this move increases the amount of time the gear stays out, ranging from as long as Sonic's spring from his Up Special to a Green Hill Zone checkpoint. You see, the attack does nothing if no one attack the gear, not being a very offensive attack. Since it is a spinning gear, only attacks that have knockback parallel with the gear edge will causes the gear to rotate. Natually, the more powerful the move, the faster it will spin. The hitbox itself deals half the knockback but twice the damage of the attack that activated the trap. This gear, unlike the Forward Smash, will keep spinning until the time limit runs out. If it is attacked mid-spin, the gear will speed up to match the most recent attack. However, if that attack is weaker than the one that preceded it, it will do nothing. This move also has an interaction with the Neutral Aerial, which is explained later in the moveset.

Down Smash ~ Press
This move summons a Press from Metal Man's stage that starts coming down from the top of the screen, its location determined by where Metal Man was when he started the attack. The attack has moderate starting lag as Metal Man raises his arm and brings it down, but it has very high payoff. The actual Press comes down at Captain Falcon's dashing speed, while it goes back up at Ganondorf's dashing speed. You can't charge this move normally: Instead, you can delay when the spiked part at the bottom hits the ground by holding and releasing the input for Down Smash at any point at which the Press is still on the screen. The spiked part deals 10% and moderate knockback that goes diagonally down, but if an opponent is trapped between the spikes and the floor, they receive 15% and medium-high knockback. The chain will also deal 1% and very low knockback, which is just enough to keep enemies from getting past without a precisely timed air dodge. However, once the Press hits the ground, it must return to the top of the stage, off-screen, before you can use the move again. This means you must decide if the extra knockback is really worth it. However, the attack is excellent at stage control, since the chain is nigh-impassible if the spikes are low enough.


[AERIAL_ATTACKS]

Neutral Aerial ~ Pierobot
Metal Man turns to face the background as a gear the radius of R.O.B. appears in the location he turned to. Not wasting any time, he climbs on the gear as quickly as his Spot Dodge animation. Once he is on top, you can hold left or right for him to start running in place on the wheel, still facing the direction he was facing previously. If you don't press a direction, the unmoving gear will simply deal 7% damage and fairly low knockback. If the gear is spinning, it deals 4% per second in an easy-to-escape multi-hit combo.

However, if you hit the ground while the gear is out, you can ride around while balancing on top of it, moving faster backwards than forward, as it's harder to run backwards to spin the gear forwards. If a foe hits the gear while it is moving about on the ground, they will be dealy the same 7% and low knockback they'd receive if the gear was falling. You can keep the gear out as long as you want, ride on it indefinitely, and even hop off by pressing A or jump, but the gear has 50 HP and you can't pull out a new one until the previous one has been destroyed. It will also remain on the field after you've jumped off, so you can remount by pressing A directly next to it. You can easily ride off the edge when you're mounted, and the gear takes a while to turn around, so be cautious.

NOTE: This attack has special properties when you land on a gear from the Up Smash. If the gear from the Up Smash is not in motion, it will start spinning in the opposite direction that the Neutral Aerial gear is spinning, provided it is in motion. The Pierobot gear will act as if it was on the ground, and the Up Smash one behaves normally. The area in between the two gears, however, will deal 10% and above-average knockback if anyone dares venture there.


Forward Aerial ~ Buzz Saw
Metal Man procures a large metal saw blade about the diameter of Pikachu, which has the starting lag of Mario's forward aerial, as he must spin a little and get the blade out at the same time. The hitbox starts a little bit above and in front of Metal Man, ending below and a little bit behind him. During the attack, Metal Man is lying horizontally in the air, with his feet facing the background while he rotates. The blade normally deals fairly easily escapable multi-hit damage, about 3% per second.

However, when you press A while using the move, the blade will fire laglessly in whatever direction it was pointing towards prior to launch. If the enemy was already being dealt the multi-hit damage, they will be carried along for a short while as the blade is fiplum via single-hit knockback and 2% additional damage. That's not all. On the occasion that the saw blade hits the ground, it will stay there, half-embedded, acting as a trap that deals 4% damage and pretty low knockback. The blade travels as fast as the one in Metal Man's Neutral Special, and it will stay embedded in the ground for five seconds before disappearing. In addition, if you touch the ground during the start-up lag, Metal Man will kick off the floor and do the same motion as the aerial version, with identical properties. In fact, this move looks very similar to Ratchet's saw blade attack near the end of Transformers (2007).


Backward Aerial ~ Serrated Shield
Metal Man turns his upper torso to face roughly backwards and shoots a saw blade as tall as himself straight back horizontally. This has as much start-up lag as Meta Knight's Forward Smash. The blade fiplum by this move travels with the flat side facing vertically, and the edges on the top on bottom. This moves at Bowser's dashing speed, and only deals damage at the blade's edges: 3% and very low knockback, to be more clear. The main perk of this move, however, is the flat face. While moving, it will act like Isaac's attack from his Assist Trophy incarnation, pushing foes back with no damage or hitstun (save the blade edges, if you should intersect with them). To make this more balanced, each blade has 20 HP, and as such can be destroyed soon enough. Also, you can't fire another blade until the previous one has traveled entirely offscreen or has been destroyed. This attack has fairly moderate ending lag as well, though not as high as the start-up lag.

Up Aerial ~ Metallic Coat
Metal Man holds up a glob of liquid metal that's about the size of a Soccer Ball item. This portion of the move has the start-up lag of Captain Falcon's Down Aerial, and then the attack portion happens (which lasts about as long as a Falcon Punch's start-up lag), followed by slightly less ending lag. The blob of metal will do no damage by itself, but as soon as it is hit by any attack that does hitstun, the blob explodes and the person who attacked it will be coated in metal, just like the Metal Box item. While this may not be useful while over ground, and even help the opponent, this attack is absolutely deadly in the air. Metal Boxes also have the unfortunate side effect of dramatically increasing the fall speed of the wielder. This means that people who approach Metal Man from above while off stage face the consequence of possibly not being able to recover. Foes have the Metal Box effect for as long as they would have it from the real item. Be careful when using this move, as the lag on it may put you in a position where you can't recover either.

Down Aerial ~ Mole
Metal Man points downwards as a Mole from his level comes out pretty laggily, so don't use this move too high up in the air. The entire Mole is about Olimar's height, and moves about as quickly as Meta Knight's run (not dash!). Foes who come in contact with the drill portion take multi-hit damage that is very hard to DI out of, but it only does 2% per second. The Mole is a projectile-type move that only goes down with infinite range unless you press the input for Down Aerial again, in which case it will promptly turn around and move straight upwards. The drill is so powerful, however, that it can drill right through the stage, going through absolutely any part of the field. This means that if you fire the Mole down into Final Destination, it will eventually come out the other side, unless you choose to turn it around while inside the stage. However, it moves much more slowly while going into the ground and while inside the stage, around Mr. Game & Watch's run speed. The Moles are very durable, having 30 HP each, and you can only have one out until the other is either destroyed or moves off screen.


[SITUATIONALS]

Ledge Attack (Under 100%) ~ Spring Head
Before climbing up over the ledge, Metal Man reaches his hand over it and releases a Spring Head from his own stage, that is about the size of a crouching Kirby. It moves along the stage at a moderate pace, turning around at edges, but if someone is on the same platform as it, it will suddenly speed up to around Captain Falcon's dashing speed, and when it connects with someone, the top of it will spring off, true to its name. This head-on-a-spring goes about as far up as R.O.B., wobbling back and forth for a few seconds before retreating. The strike deals 2% damage and strong upwards knockback, but the Spring Head can be destroyed easily, having 10 HP. However, since it's low to the ground, it may be hard to hit.

Ledge Attack (100% +) ~ Mag Ball
In an animation similar to his other ledge attack, Metal Man extends one arm on the stage and tosses a small metal sphere the size of a Soccer Ball. This can be aimed almost identically to Snake's grenade, though the maximum range is instead a third of Battlefield. This does 4% and very low hitstun, similar to the Ice Climbers' Ice Shot. This, however, is not the main purpose of the move. Once you have thrown the Mag Ball, you stay hanging on to the ledge, your only option being to get back up... or so you thought. Since Metal Man is made of metal, he will be magnetized to the small sphere, even being able to let go of the ledge and float under it, provided the ball is close enough. In addition, most, if not all of Metal Man's attacks will gravitate towards it, so if the enemy is near, they are much more likely to be hit be a stray projectile. If it comes across a stationary metal object, the magnet ball will instead gravitate towards that. Unfortunately, the Mag Ball can be attacked and hit off the stage, just like the Soccer Ball-- don't fall off with it!
NOTE: This attack has a special property when combined with the Up Throw, which will be explained in the next section.

Get-Up Attack (From Front) ~ Molten Metal
While still lying down on the ground, Metal Man extends his palms outwards and shoots out a large amount of plum-hot molten metal on either side of him. The globs are each about the size of Bowser, and will give the opponent a Metal Box effect, though with a glowing orange color. This does 5% damage and no knockback of any sort. However, after about five seconds, the metal will have cooled down enough to solidify, unluckily for the opponents. They completely lose mobility, being encased inside solid metal, for a little longer than they would be held in a grab, including button mashing. That's not the extent of the move, as the area surrounding where Metal Man used this attack is now coveplum in solid metal, essentially becoming like the UFO in Melee's Fourside stage. That translates to the surface being very slippery for a time: around 10 seconds.

Get-Up Attack (From Back) ~ Spike Drop
Metal Man, still lying down, continues to do so for approximately as long as Ganondorf's Up Tilt. However, that's not all that's happening. As he's lying down, a small black spiked ball (around the size of a Bob-omb) descends very rapidly from the top of the screen down to Metal Man, doing 10% and great knockback downwards. Once it reaches Metal Man, he quickly grabs it, though the force of the impact causes him to recover for about a second. After this, he gets up normally, and you are free to use the spiked ball again, this time as a throwing item. You can carry it around as if it were a normal heavy item, like a Bonsly, and it will still do 10%, though not nearly as much knockback. You cannot use this situational again until the item either times out or until it is thrown off the stage.

Tripped Attack ~ Spiny Trap
Again, Metal Man lies in his vulnerable position, though he stays in it for quite a while this time. What's the purpose, you ask? Well, unbeknownst to Metal Man's opponents, a giant "bear trap" of sorts has just appeaplum beneath him. If an enemy decides to sneak up on Metal Man while's he's down, they're in for a nasty surprise: rows of spikes come up to just above him from the ground, looking like this. The spikes do 6% and fairly strong upwards knockback, and it will stay there for 10 seconds, this time affecting both enemies and yourself. Be cautious.

Metal Special ~ Shift
This is an extra attack that Metal Man has. When you press B while under the effect of a Metal Box item, you can actually condense it into handheld form, having a blob of liquid metal in your palm. The metal can be thrown like any normal item, and it will cause 4% damage and give a Metal Box effect to those who are hit. If the blob misses and hits the stage, it will create a slippery area the width of a crouching Snake that acts identically to the Get-Up Attack (From Front), Molten Metal.


[THROWS]

Grab ~ Chain
Metal Man's grab involves him slowly extending a chain from his palm. This chain moves at the speed of Ganondorf's walk and has infinite range, in addition to virtually no ending lag. However, if someone attacks the top of the chain while it's out, it will go limp and fall to the floor, giving it a bit of extra lag before Metal Man pulls it back in. This also serves as a tether recovery, though you shouldn't use it unless you are close enough so that the sluggish chain can reach it.

Pummel ~ Slice
Metal Man's pummel is different from most other characters in that you don't need to tap the A button, but rather hold it down. In this pummel, Metal Man removes the sawblade on his forehead and starts to cut away at his opponent, changing the damage dealt every half second. This means that the first half second you are holding A, you deal 1%, then 2%, then 3%, etc. However, the higher the damage is, the worse the ending lag is, due to the blade needing more time to stop spinning. You generally want to cut down on the pummeling if you want to sneak in a throw. This also has slightly above average starting lag.

Forward Throw ~ Close Scrape
In one fluid motion, Metal Man kicks the opponent to the ground, tosses an average-sized metal blade backwards, and gets out another with his other hand, which proceeds to approach the opponent's face. However, before the spinning blade reaches the enemy's face, the disc that Metal Man threw backwards has now gotten back to where Metal Man threw it, essentially just hitting the opponent for 10% and moderate knockback forwards. The throw has an additional bonus of being able to hit other characters. This is a slow throw, but well worth it in certain situations.

Backward Throw ~ Razor Ring
Metal Man quickly places the foe in a hollowed-out saw blade of sorts, looking somewhat similar to this. He then tosses the ring backwards in a sort of diagonal arc, the ring flying horizontally with a vertical tendency. The opponent can still break out of the ring, but the earlier they do this, the more damage they take. However, if they avoid damage and get out later, they risk not being able to recover. Closest to Metal Man, they take 15% damage, while one length of Final Destination away, they take none. The flying ring is also a rather large hitbox that does 5% and medium knockback. Use this for spacing and gimping, but keep in mind that you can never pplumict what the opponent will decide to do.

Up Throw ~ Magnetize
Metal Man lifts the foe over his head almost effortlessly, holds them for a second, then simply drops them on the ground. How utterly useless-- or so you thought. What Metal Man just did was magnetize the foe and since all of Metal Man's attacks involve metal... you guessed it, they are now much more likely to be hit by any of his attacks. Projectiles like the Metal Blade and the Forward Tilt will alter their course slightly to hit the enemy, and stationary traps will instead attract the enemy towards them. This is much more useful than straight-up damage, but the effect only lasts seven seconds. When you have a Mag Ball on the field, the magnetized enemy and the Mag Ball will fly towards each other, the sphere actually sticking to the opponent and weighing them down a decent bit. Their motion also becomes a bit more erratic due to the magnetic disturbance.

Down Throw ~ Iron Swing
Metal Man fixes the enemy to a chain identical to that of his Side Special, and is then able to swing the opponent around on it freely, as they replace the spiked ball in the flail. Each time you swing them against a surface like the floor, you deal 2-3% damage, depending on the intensity of the strike. You can even let go and toss them as a projectile, obeying the laws of physics. They can even be dangled over the edge and dropped, though they can still button-mash to escape a little more quickly. This is excellent for forcing them to encounter the various traps Metal Man may have introduced throughout the stage, rather than racking up damage.



[FINAL_SMASH]

Final Smash ~ Pure Metal
Metal Man points his arm straight up with intent, as the camera zooms in. When it zoomed back out, you see a giant wave of molten metal approaching from above in the background, and when Metal Man brings his arm down, it crashes into the stage. This deals 30% damage and pushes enemies down a little, but has no hitstun. Most of the damage can be avoided with a precisely timed spot dodge, however. Once the wave has passed, absolutely everything in sight is coveplum in rapidly cooling liquid metal. While everything is still glowing orange, everyone (including Metal Man) on the field has a normal Metal Box effect, which lasts for 10 seconds.

After that time, the metal has cooled down and the enemies affected are immobilized for five seconds, while Metal Man acts as if he's under the effects from his Down Special. When the enemies are unable to move, they are also virtually welded to the stage, so they do not receive knockback for this portion. If they were in the air when they were supposed to be immobilized, they will now not be anchoplum to the floor, so use this to your advantage. Additionally, the stage will also be encased in metal, acting like the UFO on Melee's Fourside, so everyone will be sliding quite a bit. The stage is encased in metal for 30 seconds: twice as long as the rest of the Final Smash.



e x t r a s


[TAUNTS_&_VICTORY_POSES]

Up Taunt
Metal Man looks as if he's folding his arms, but his right arm touches the blade on his forehead, which gives off a bright shine for a moment.

Side Taunt
Metal Man takes out a small Metal Blade, and proceeds to examine himself in its shiny surface. Realizing he's wasting time, he tosses the blade over his shoulder, an action which actually does 1% and flinching. This is Metal Man's longest taunt.

Down Taunt
Metal Man strikes a pose just like the one at the very bottom of this moveset. It's the same stance he takes before you fight him in Mega Man 2. This is a very short taunt, but you can actually hold the taunt button infinitely to keep him posed, for whatever reason.

Up Victory Pose
An avalanche of gears varying in size and design comes from the right of the screen, loudly and dangerously. The gears narrowly miss everyone on the field, and Metal Man looks like he's having fun watching. He then turns around and folds his arms.

Side Victory Pose
Metal Man looks left, then right, then shoots a metal blade directly into the camera, obscuring the characters in the middle from view.

Down Victory Pose
Metal Man runs in place, even though there's no conveyor belt under him. What the...?

Special Victory Pose (vs. Metal Man)
Metal Man sits on a gear facing the background, eyeing the other Metal Man warily.

Special Victory Pose (vs. Flash Man)
Metal Man acts as if he's been frozen in time for several seconds, but then relaxes, mocking Flash Man's failure.

Special Victory Pose (vs. Bubble Man)
Metal Man appears to be juggling countless Metal Blades which cover a very wide area. Showoff...

Loss Pose
Metal Man claps slowly and mechanically, a metallic noise being heard. Is he being respectful or sarcastic?

Special Loss Pose (vs. Metal Man)
Metal Man sits on a gear facing the background, eyeing the other Metal Man warily.

Victory Theme
From approximately 1:10 to the 1:17 of Metal Man's stage music.


[PLAYSTYLE]

Metal Man's playstyle revolves around using his superior range and priority to get the upper hand on opponents. However, he's actually not great at racking KOs or damage. Instead, he relies on projectiles and oddball disjointed moves to get around. You basically want to make the enemy too busy fighting the stage to worry about you. Metal Man is not very good in close-ranged combat, and has a few weak spots, but he makes up for it with his tricky ranged moves.

You should be using a projectile at all times, and at the center of his ranged attacks is the Metal Blade. Use it and don't abuse it, and you'll find that you can rack up damage quite quickly. Don't limit yourself to when you can use it; the only restriction you have is ammunition. The Forward Tilt is also helpful for stopping opponents in their tracks, and it's also quite handy as an anti-air move. Your Side Special's function is not mainly to be a projectile, but it does its job. You even have a metal disc from your Up Special that you can use, if you decide to. Your Forward and Backward Aerials keep the opponent from getting too close, where Metal Man suffers. the DAir is also nice and unpplumictable. There are even more unreliable options in the form of throws and situationals. In short, Metal Man is all about projectiles.

For stage control, rely on his Smashes and Tilts, as they do a good job of keeping the enemy on their toes. The Forward Smash is a nice wall to protect against ranged attacks, and get foes airborne. Your Up Smash should be pretty helpful in blocking off aerial approaches, and helping you out even when you're far away from the gear. Your Down Smash is excellent at blocking off areas on the stage, forcing enemies to go exactly where you want them to go. An Up Tilt, while it takes time to pull off, is a valuable tool to keep the opponent preoccupied. The Down Tilt is too important to be overlooked: Use this move! It's essentially for your foe to always be on the run; it changes how they'll play against you. Keep switching the directions on the conveyor belt and mix things up, you never know what you'll find out next. Even the Down Aerial can create an area where the opponent will watch their step.

When it comes to the KO, Metal Man has a distinct shortage of finishing moves, something that can be avoided if the players is crafty enough. Your Smashes should be your main options, especially the Forward Smash. The Down Smash is not as much of a KO move as it is a control move, but it has dual purpose. The Up Smash will generally have low knockback, but it's excellent for damage racking. The rest of your options for getting the foe out of the blast line are mainly gimp moves, like the Standard Combo, Neutral Aerial, Up Aerial, Back Aeiral, as well as a few Throws and Situationals. Spring Head is a nice way to get a foe in the air, but it generally won't KO until higher percents. In all, not too much to work with here, so improvise and see what you can come up with.

In brief, it's best that you should constantly be doing something: standing still is not the way to win when you're playing Metal Man. Set up some traps, keep your distance, use projectiles. The KO shouldn't be your main goal, but rather to get the enemy off the stage by any means necessary. As long as you keep using projectiles, you should be good, and remember: You may not be able to recover well, but you can stay on the stage so long that's it's not even necessary.


[ALTERNATE_COLORS]




[STAGE]

The Factory


Metal Man's stage comes straight from his level in Mega Man 2. The right side of it is the main area for mobility, as it's the largest and most open. The right blast line is actually a little farther off than it looks, so be mindful of that. The center of the stage has a low ceiling, and the left side is pretty similar to the right, but shorter. The stage looks a little different in actuality than it does in the picture, since the upside-down pyramid shape in the middle is actually much wider, and is made of a different material. This makes KOs difficult on the vertical plane. Otherwise, the picture speaks for itself.

Music
Metal Man's Theme
Metal Man's Theme (Rock Remix)
Metal Man's Theme (Hyadain Remix)
Cut Man's Theme
Cut Man's Theme (Rock Remix)
Shadow Man's Theme
Shadow Man's Theme (Rock Remix)
Tomahawk Man's Theme
Tomahawk Man's Theme (Rock Remix)
Slash Man's Theme
Sword Man's Theme
Tengu Man's Theme
The Metal


[OTHER_EXTRAS]

Symbol


Entrance
A large metal blade is seen streaking across the sky, with Metal Man crouching on top of it. His hand is actually around the razor's edge. The blade seems like it's entering the atmosphere, as it's plum hot and leaves a trail of embers. At the point where Metal Man needs to be dropped off, he hops off as the blade skids across the stage and into the abyss. He needs the remaining time to cool off before joining the battle.

Kirby Hat
Kirby gains a plum suit complete with razor blade and yellowgreen kunai, and the ability to use Metal Man's Neutral Special, Metal Blade. In fact, he looks similar to this.



 

The Trophy Master

Smash Journeyman
Joined
Dec 27, 2008
Messages
272
Location
*Sends Sundance an orange elephant on Chirstmas, a
Hey guys! Even if I'm sure barely anyone noticed, I've been away for a while now and.. I'm back! I haven't worked on Birdon lately.. so I should now get back to work and stop saying it 30 times!

Gotta read a bunch of movesets now... :dizzy:

Yay! Khold is back!

For the range thing, I usually measure in Stage Blocks, or if it really is too small, I'll go with smaller items, like a Smoke Ball or something like that!

EDIT : As Spade said, I'm most likely going to cut on the 10 movesets large list I got actually! Thanks Spade! *Cannot compare to Baloo*

EDIT #2 : Does anyone have an idea on who should I keep? ( I seriously wanna keep Worms Soldier, Earthworm Jim, Dr. Mario and Birdon!
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
Flyinfilipino- Haha, I c wut u did thar.

TTM- Pretty much up to you, though I would definitely like to see Worms soldier.

Baloo- As long as it's not too important that they can actually be seen, I would think it wouldn't be much of an issue. If they're the only visual clues for what attack is about to be done, then that might be a problem since they probably wouldn't be clearly visible half of the time.

I'm working on my lictor set right now, and it's coming along slowly but surely. I've got the specials done and a few other attacks, plus most of the final smash. School is still hectic, but I'm working when I get the chance. Hopefully this will turn out at least as good as my last set.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Thanks. My movesets are usually cool because I'm so khold. :bee: (c wut I did thar?)
Actually, no. can u eksplainz it 2 me? kekekeke

Also, didn't someone do Angry German Kid?


Yayuh, so, Amy Rose... The data looks so superficial. I feel like Amy, the char - who has been explored a bit in the length of all Sonic games ever - should have a felt presence in her true move set. I'm sorry, but it's just not deep enough. I have only played Sonic Adventure 2 and seen some episodes of that eye-gouger 4Kids Sonic X dub, but I know there's more to Amy than a hammer.

There are also things missing, like red, green, and blue costumes, as well as the functionality for Kirby.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I enjoyed Sandshrew quite a bit. Very nice newcomer moveset, with a great implementation of his claim to fame and a cohesive playstyle to cap it off. The most glaring thing with it is all that yellow; keeping only the attack names in that color (and the rest white) would make the whole thing a lot easier to peruse and digest.

Other than that, great job.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Here in MYM, we measure distance in Stage Builder Blocks. How big is a foot in Smash distance?
We do? Fun thing is, I have NO FREAKING IDEA how big Stage Builder Blocks are because I NEVER used the Stage Builder, and have no real desire to do so. So don't speak like Stage builder Blocks are our metric system, okay?
Because I don't use it, and I don't really understand the "measurement" stage builder blocks, as well.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
We do? Fun thing is, I have NO FREAKING IDEA how big Stage Builder Blocks are because I NEVER used the Stage Builder, and have no real desire to do so. So don't speak like Stage builder Blocks are our metric system, okay?
Because I don't use it, and I don't really understand the "measurement" stage builder blocks, as well.
Well, you may be the only person on MYM who doesn't use Stage Builder. What do yo have against it?
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Baloo- As long as it's not too important that they can actually be seen, I would think it wouldn't be much of an issue. If they're the only visual clues for what attack is about to be done, then that might be a problem since they probably wouldn't be clearly visible half of the time.
You know where the Pokemon Trainer is for the match? Back in there background? Aeolia, Lydia, Phrygia, and Missy stay there for the whole match. It might get a bit crowded in a Magypsy vs Magypsy vs Magypsy vs Magypsy match, and might be a bit confusing, which is why I'm asking.

We do? Fun thing is, I have NO FREAKING IDEA how big Stage Builder Blocks are because I NEVER used the Stage Builder, and have no real desire to do so. So don't speak like Stage builder Blocks are our metric system, okay?
Because I don't use it, and I don't really understand the "measurement" stage builder blocks, as well.
Well I'm dreadfully sorry! Spade doesn't know how big a stage builder block is!

Many of us use stage builder blocks, DFM said he did, TM said he did, Kits said he did. Many of us do, and it's a hell of a lot easier to figure out how long something is in stage blocks then "Feet." I'm not saying everyone does, I'm sorry if it seemed like that was what I meant. I meant that stage builder blocks are generally used for measuring the amount of distance, GENERALLY! Not always.

I'm sorry if you misunderstood.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Jealous Bass





The Jealous Bass of the DCMC joins the Brawl, and he's ready to jam!
"You're gonna be bawlin' your eyes out!"


Backstory
The Jealous Bass is the boss of Chapter 4 in the game Mother 3. He is a wooden bass who was stuck in an attic when a better bass was bought. He takes out his frustration on anyone who enters the attic. He is also helped by his cohorts, the Gently Weeping Guitar and the Beaten Drum.

The Twist

The Jealous Bass has it's two friends, the Gently Weeping Guitar and the Beaten Drum to help him. If they are Koed, he gets different attacks, some weaker and some stronger. ASo a lot of his playstyle depends on what form of the moves you want to use, if you liek the solo ones bast you can use the cohorts as a shield until they are KOed, and then start attacking.

Each of his allies has a different health bar, which are shown next to his main health bar. If they are Koed, he can't get them back until he dies. So, you'll probably want to protect you're allies. They are like Nana, if you're desynched they'll be controlled by a level 1 CPU until they return to you.

Many of his attacks have types, Full band, one member Koed, and alone.

Stats

Size: 9/10
The Jealous Bass is pretty big, nearly the biggest in the game.

Weight: 9/10

That size pays off, he's very heavy. The guitar is about 6/10, and the drum is 3.5/10.

Walk: 3/10
Really slow, he hovers forward a few pixels above the ground, while the Beaten Drum walks a bit faster than you and the Weeping Guitar a bit slower. But, the difference isn't enough to cause any trouble.

Run: 4/10
The Guitar and Bass are left behind as the Beaten Drum runs forward at a 7/10 run. This leads to an interesting dash attack. When the Guitar is Koed, however, the Bass keeps up with the Drum, and they both go about 5.5/10

Traction: 5/10

Pretty neutral, not to good or to bad.

Power: 8/10
Hes' pretty powerful, with or without allies.

Attack Speed: 5/10

This really depends on who's with him, it can be anywhere from 1/10 to 10/10.

Range: 8/10

This is good when he has one or two allies, but alone it drops to 4/10.

Priority: 6/10
Average, not very spectacular but not terrible.

First Jump: 7/10

This jump isn't bad. All of the instruments have the same hight of jump.

Second Jump: 4/10
The drum goes a bit higher on this one.

Recovery: 6/10
Not bad.

Fall Speed: 5/10
Standard falling speed.

No crouch.


Hover: Yes - When they hover, if the beaten drum is still intact, it will ride on the bass while the bass and the guitar float. Their hover si slower than Peach's but goes a bit farther.
Crawl: No
Wall jump: No
Wall cling: No
Glide: No

Animations

Standard Pose:

The instruments all float around, and the bass sneers occasionally..

Idle Pose:

Whatever instruments are left spin around.

Walking:
They float forward and the drum walks a bit ahead.

Running:

Same as the walk.

Dashing:
Same as the walk, but the bass and guitar lean forwards a bit.

First Jump:
They float up higher, and the drum just jumps up.

Second Jump:

The guitar and bass spin upward,s while the drum does a jump like Lucas and Ness.

Shield:
The instruments huddle close together.

Spot Dodge:
They spin.

Roll:
They do a somersault forwards, except the drum. He gets on his side and rolls forward, which takes a bit longer than the others do.

Air Dodge:
They just spin, not very exciting.

Asleep:

They lean against each other, but if one is missing they fall on the ground, making lag.

Dizzy:

They looks dizzy, spinning and falling over.

Specials

Neutral B – Jam Session
This is a very good attack. The instruments all form a circle, and then the Bass swings himself. If he hits someone, then they are smashed into the guitar. Then the guitar smashes them to the drum, who gives them back to the bass, who pushes them away and then gets a large amount of ending lag. So, basically, this is a four hit combo, and each hit is 10 damage. In the smashes, each hit is 5-7 damage instead. This does very low knockback, but has a very large amount of ending and starting lag. Use this to rack up damage, it's exceptional. If the opponent is dizzy from Aeolia's Mode, then use this. Basically, use this any time the opponent is stuck. This has great range and priority, but low hitstun. If only two instruments are left, then this only has three hits, and if only the bass is left he does a solo jam session with 2 hits.

Side B – Musical Frustration

The Jealous Bass isn't happy the way he is. He was once the bass of the DCMC, but was stuck in the attic after a better bass was bought. Now he envies the other bass, and all the other instruments used by the famous band, and he takes out his frustration on anyone he comes by. If he uses this, and there is an opponent less then three stage blocks ahead of him, he will play a song, which is different for each character. When they hear their theme song being played, they break out in a display of ego. They put on sunglasses, wave, and act like they're the best thing in the world. This gives them quite a lot of lag, allowing you to follow up with a good KO move.

Mario: Well, what did you expect? The obvious theme, this. Or rather, the first three seconds of it.
Luigi: The first four seconds of this.
Peach: The theme that plays during her final smash.
Bowser: Up to the seventh second of this.
Donkey Kong: Up to second number seven of this.
Diddy Kong: The first six seconds of this.
Wario: First 8 seconds of this.
Yoshi: The 14th second to the 20th second of this.
Link: 9 to 20 of what else but this.
Zelda/Shiek: First ten seconds of this.
Ganondorf: First seven seconds of this.
Toon Link: First seven seconds of this.
Samus/Zero Suit Samus: First nine seconds of this.
Pit: First 4 seconds of this.
Ice Climbers: Their victory theme.
R.O.B.: 0 (Robot)
Kirby: His victory.
Meta Knight: 3 to 9 of this.
King Dedede: 29 to 34 of this.
Olimar: http://www.youtube.com/watch?v=vEB98X_gN0U
Fox: http://www.youtube.com/watch?v=eTxKmy40WlU&feature=related
Falco: See Fox.
Wolf: See Fox.
Captain Falcon: 3 (How could any chick resist the captain’s manliness? She obviously can’t be faking him out.)
Pikachu: His victory.
Pokemon Trainer: See Pikachu.
Lucario: The first seven seconds of this.
Jigglypuff: The epic part of this. You know, the first six seconds.
Marth: Up to the eighth second of this.
Ike: 2 to 6 of this.
Lucas: Um... So many good ones! I'll go with the Theme of Love, the first 24 seconds. However, in the game, it's sped up so it only takes 12 seconds.
Ness: The first 13 seconds of Pollyanna.
Snake: The first seven seconds of this.
Sonic: The first 9 seconds of this.
Mr. Game & Watch: His victory.
ROB: The first 6 or 7 seconds of this.
Himself: Rock and Roll Spicy, the first 10 seconds.

Up B – Defeat?
The Jealous Bass screams and... dies? He flashes white and disappears, reappearing in the re spawn capsule. WTF? The thing is, this is the best recover,y you can recover from anywhere. But, if you use it more then twice a stock, you really do die! This has medium starting lag, and you don't get the special invisibility you do when you really die. After this, you have to rely of Magypsies Mode for recovery. It does no damage or knockback, but is excellent for recovery. But keep track of how many times you use it, three strikes... and you're out.

Down B – Musical Vibes / Solo / Electric Guitar / Musical Change
If all of your band members are present, they each make three beats or notes of music. Anyone within three blocks in any direction starts playing on an air guitar for as long as you do this move. This is only really good in teams, or if you're really close to the opponent. This does on damage, and has a bit of starting lag.

If the bass only is left, then he tries to do it on his own. However it only has a 50% success rate.

Electric Guitar happens if only the Bass and Guitar are alive. This is a lot like Pikachu's thunder, but it has a little difference: The thunder doesn't hit the guitar, but strikes in a random area. This has great KO potential, has lot's of hitstun, does 20 damage, but hardly ever hits. It has low lag, and lots of range, but rarely uses that. The thing is, this is a lousy attack because it simply doesn't hit. However, if you're on a small stage, this becomes a lot better.

If the Beaten drum and Jealous Bass are left, the down special does only one thing: It changes them music. That's all. The drum beats on himself with a drumstick, and the music changes. Low lag, and no other effects.

Attacks

Jab – Head Slam / Instrument Swing / Lightning Strike

When alone, the Bass swings forward his head, doing 7 damage and medium knockback to anyone it hits. This has medium lag and pretty low range, but excellent priority. This is a really boring attack. There isn't anything special about it.

If one instrument is left, he uses Psi to pick them up and throw them forward. This does 5 damage, and low knockback, but has low lag and high range, as well as a 70% chance of causing the opponent to trip. It also has pretty good priority. You'll want to use this against approaching enemies. If this is used on a ledge, you may risk losing the other instrument. It also leaves you unprotected form behind.

If all band members are present, they cluster together, and then shoot a beam of lightning forward, which goes right off to the endzone. This does very high damage, 14, but no knockback. It also has terrible priority, huge lag, and all it has going for it besides damage is range. It has some hitstun, but not enough to matter.

Dash Attack – Butt Butt / Roll / Weep


If only the bass is left, he does a butt butt. Literally, he butts with his butt area. This does 8 damage, and high knockback, but has huge ending lag and low range. It has mediocre priority.

If only the guitar is left, he weeps forward, sending out a flood of tears from his top. This is a lot like Water Gun and F.L.U.D.D. It does only 1 damage, and has great range though, so it is a bit different. It goes until it this a ledge, in which case it falls down. This is an excellent edge guarder, but is useless for damage racking or knockback.

If only the drum is left or if all three are present, the drum rolls forward, doing multiple 2 damage hits to anyone it hits. This goes on forever, or until you press A again. Be careful, because if you don't hit A, he'll SD off the stage. This does low knockback, and has pretty low lag.

F Tilt – None

The dash and the walk are barely different, in fact, they're just different speeds of the same exact thing. So, there is no F Tilt, he just does his dash attacks.

U Tilt – Spin / Clap / Short Circuit
If the bass is alone, then this attack is a simple spin. He jumps up, spinning while he does so, doing three 3 damage hits. This has high ending lag, but good range and pretty good priority. However, it does low knockback, so due to the high lag it is highly publishable.

The other two are randomly selected if both the guitar and the drum are there, and if only one is there, well, it's attack is obviously done. If the drum is chosen, he jumps into the air, while two drumsticks shoot out of his top. They clap together, doing 6 damage and high knockback to anyone they touch. They have low priority, medium lag, and low range.

If the guitar is chosen, then the top of it explodes, meaning huge lag, but also huge knockback and damage, 16. this has medium range, and okay priority, but it has really bad ending lag, 3 seconds! Use it as a KO move, and nothing else.

D Tilt – Hypnosis

This has only one form. This is basically like Sing, the Bass spins around, and anyone hit by the purple ring emitted is put to sleep. No knockback, no damage, and no priority. It has good range and high lag as well. Use this in FFA if people are ganging up on you. This is better than sing, but has much more lag.

Smashes
F Smash – Arachnid!!!! / Jam
Each of the Jealous Bass's Smashes have two forms, one is different for each and one is a Jam. The Jam is the same as the Neutral B, but in whatever direction the smash is for, forward being forward, up being up ,and down being both sides.

Anyways, Arachnid. An Arachnid shoots out of the Jealous Bass's center, and crawls forward. If it hits anyone, it jumps onto them and starts weaving a web around them. This takes 3 seconds. It's like a grab, you can button mash out, but it is harder at higher percents. If you remain in the spiders grasp for the full 3 seconds, you're stunned for a full 5 seconds. This means that you can follow up with any number of powerful attacks, like Jam. This has low lag, and great range, but the spider is easy to KO.

U Smash – Elder Batty / Jam

This smash's jam is angled upwards.

The other version is the Elder Batty. An Elder Batty appears over the Bass's head, and then flies upwards, and anyone it hits is spiked and receives 13-17 damage. This has very low lag, but the bat is very easy to KO. It can be steered, just like PK Freeze, Flash, and Thunder, but pressing A will make you let go, and the bat will fly off in a random direction. It is even harder to control then PK Flash. This is a good gimping move despite being hard to control though, and is good against slow recoverers like Pit and Jigglypuff.

D Smash – Greedier Mouse / Jam
This Jam is angled in both directions, but has less range in both directions then the F Smash.

The other version is the Greedier Mouse. A greedier mouse jumps out of thin air in front of the Bass and crawls forward. If it touches someone, it tries to eat them. If he does manage to eat them without being Koed, and it is very easy to KO him, then the opponent receives a whooping 30 damage! However, they get no knockback, and this attack has very high lag. This is good against shields, he can eat through them, although he can't eat the opponent once they've done it.

Aerials​

Nair – Combo / Drum Spin / String Slap
If all of the instruments are present or only the Bass is alive, they will use Combo. The Bass attacks firs,t and then you have to press A to the beat of the background music. The first hit does 12 damage, and the others do 2. This is harder on some songs, obviously, so the down taunt is actually useful for this attack, and is the Down B for the Drum. The combo looks like the bass hitting over and over with his head, and both the opponent and the bass hover while doing this.

If the drum and the bass are left, then you use Drum Spin. This makes the Drum spin around with his legs and drumsticks sticking out, doing 4 2 damage hits. This is good for edge guarding, because it hits on all sides and spikes on the final hit if you time it right. This has low lag, but not very good range.

If the guitar and the bass are left, then you use string slap. This is exactly the same as Drum Spin, but uses the top and bottom of the Guitar and the string instead, each hit does 3 damage instead, and has no spike.

Fair – Drum Stick / Instrument Toss / Trumpet
If the Bass is alone, a trumpet appears at his lips. He blows, and several musical notes shoot out. If the musical notes touch anyone, the receive 10 damage. The notes have medium range, and are not projectiles. This has high lag, but tons of hitstun.

If you have everyone or only the drum and bass, you use Drum Stick. The drum jumps forward, and smacks with the sticks. This propels the opponent behind you, so you can combo with this attack, since the Bair is the same as the Fair. This does 3 damage, but the combo makes up for that. This has high range and low knockback, but low lag.

And if only the guitar and bass are left, then he uses Instrument Toss. He throws the guitar forward, doing 11 damage and high knockback ,but ending up with absolutely horrible lag. This also has good range, and is a good KO move.

Bair – Drum Stick / Off Key Attack

If only the bass and the drum are left, he uses a reverse version of the Fair. If he's alone, has a full band, or only has the guitar, he uses an Off Key Music Attack. This makes his strings twang, making a musical note appear. If anyone touches it, they enter helpless mode and receive 9 damage. This is good for gimping. The note takes up about half of the bass's body, so it has okay range. It also has bad lag, so only use this if you need it.

Uair – Magypsies Mode
What? The only Magypsy possibly associated with the Jealous Bass is Doria, and that's just because her, or his, or it's, needle is near the DCMC club. What is this? See, each of the Magypsies names come form one of the modes of music, the Ionian mode, the Phrygian Mode, the Mixolydian Mode, etc. When the Jealous Bass uses this, the first few notes of the Magypsy Theme plays, but it is in a random mode, Aeolian, Dorian, Lydian, Phrygian, Mixolydian, Ionian, or Locrian. I don't know anything about music, so if that is impossible, please tell me. Anyways, depending on which mode it is in, something different happens.

Aeolian: An Osohe Ghost appears, and attacks the nearest opponent by pouring wine on them. This has a 50% chance of inflicting the dizzy effect, and a 50% chance of causing nothing at all.

Dorian: The Ultimate Chimera appears in the center of the stage, and disappears after two seconds. This sounds really powerful and broken, but the UC is very slow ,as you would know if you've played on New Pork City.

Lydian: The nearest opponent as a 50% chance of getting the Freeze effect.

Phrygian: A rock falls from the sky, doing 25 damage and low knockback to anyone it hits. This isn't that broken though, because it falls randomly, so it can completely miss the opponent.

Mixolydian – The opponent's controls are reversed for three seconds 50% of the time.

Ionian – A pickle appears, and everyone rushes to eat it, causing high lag for the opponents.

Locrian – Spoiler Alert: Ten bananas fall from the sky in random areas, and anyone who touches them slips.

As you can see, this is a risk move. Use it only if you are at low percents, higher ones make this too risky. However, when this does work it's exceptional. This has high lag on both ends, starting and ending. This propels you upwards almost as fat as Final Cutter goes at it's peak, but only when the Up B is no longer usable. But back to the beginning, what does the Jealous Bass have to do with Magypsies? See, he has nothing to do with them, but a lot to do with music, and the musical modes are somewhat musical, wouldn't you say?

Dair – Marching Band
If all of the band members are there, they use Marching Band. This is basically a stall then fall, but it's a bit more then just that. This has two whole seconds of start up lag, which is brutally long, but has a magnificent reward. During those two seconds, the band gets in order; the drum first, then guitar, and then the bass. Then they fall, all while drumming or twanging. Getting hit by three falling instruments is not fun. The opponent receives a whooping 45 damage! However, when you land you have 3 whole seconds of ending lag. This s very risky, but pays off if you hit. The knockback is horizontal, and is quite powerful. Also, this can be canceled by pressing A again, so if you do it by accident, don't worry. If only two of the instruments are left, then only those two do it, and if only the bass is left, then only he does it. If two are left it's 30 damage instead, and 20 with only the bass.


Final Smash – DCMC Concert
At last, the Jealous Bass, Gently Weeping Guitar, and Beaten Drum get what they wanted. The DCMC comes form behind the stage, grabs them, and starts playing. They play Rock And Roll Spicy, which is linked to in the Side B, and this makes the Jealous Bass have lots of self esteem. His attacks do 50% more damage then usual for 30 seconds after the concert. He also gains back any instruments he lost. During the concert, the other opponents stop fighting and watch, and a bunch of characters form Mother 3 appear and watch as well. If Kumatora is one of the opponents, she will become Violet for a while, and if another Jealous Bass is in the same fight, he'll sneer at you.

Grab and Throws

Grab – Arachnid!!!!
The Arachnid!!!! comes back out, and using his thread, pulls the opponent in. This is long ranged, and can be used as a tether, but does no damage as a tether.

Pummel – Bite

The arachnid bites, doing 3 damage. This has high lag. There isn't ever anything to say about pummels, they're usually hideously boring, and this is no exception.

F Throw – Arachnophobia

The opponent is evidently afraid of spiders. The spider bites at the air a few times, and that really scares the enemy. He breaks free of the web and runs as fast as he can. They are controlled by a CPU for 2 seconds, and during that time you also control the spider. If you can, scare the opponent off the edge, if not, at least you did 8 damage.

B Throw - Arachnophobia?!?
Ha! These guys aren't little girls? Who's afraid of a little spider? The opponent steps on the spider, but it isn't just a little spider! It's a big one, and it has lots and lots of iky insides. The opponent slips on them. This does no damage, it just trips the opponent. Follow up with a good attack when you get the chance!

U Throw – Dinner
Elder Batty's eat Arachnids!!!! for dinner! An Elder Batty swoops down form the sky and pulls up the Arachnid, pulling the opponent with him! The opponent dangles from a thread, and then, right before the end zone, the thread snaps, and they fall. They get the pitfall effect when they land, but no other effects, like damage. This has Basic the same effect as the back throw, and is equally funny.

D Throw – Poisonous Fangs
The spider bites with his poisonous fangs, and then disappears. This does no damage or knockback, but it does inflict the flower effect. The flower effect doesn't last very long, whoever, usually only long enough to rack up about 16 damage.

Extras
Forward Taunt – A Great Person's Theme
The Bass plays a few notes of Porky's theme.

Up Taunt - Wrath
The Jealous Bass says” Grr...” and angrily looks at the screen.

Down Taunt - Beat
This only works if the Drum is present. The beat of the song becomes much more evident for 20 seconds. If the drum has been Koed, then you do one of the other taunts.

Victory #1 - DCMC
The DCMC is giving a concert, using all three of the poor instruments.

Victory #2 - Angry
The DCMC are giving a concert, but they are not using the Jealous Bass or his cohorts. They sneer at the DCMC, occasionally playing a short tune.

Victory #3 - In The Attic
The Greedier Mouse, Elder Batty and Arachnid!!!! are scurrying and flying around the instruments, squeaking.

Loss - Even More Anger
The three outcast instruments have always been neglected and defeated, and it's happened just one to many times. The Bass goes on a rampage, killing everyone else. When he realizes he's the only one left, he smiles and plays his own victory theme. He only does this once the winners have done their victory.

Symbol

The Earthbound Earth.

Entrance

He comes out of a trapdoor in the ground, and his cohorts fly in for opposite sides.

Crowd Cheer

"Dee See Emm See!" Says the crowd, and the Bass yells "NO!"

Kirby Hat
Kirby gets a bass top sticking out of the top of his head, and two mini Kirby's who have a guitar and a drum on their heads.

Victory Theme

The first twelve seconds of this!
http://www.youtube.com/watch?v=ndY3sNdTzjM&feature=related







 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
What I wanted to say is that you acted like we would have an official measurement system, while it's only up to the writers themselves on how to do the distances. I personally use range comparisons with actual moves, parts of common stages or character sizes. And I think it's a better way because it's easier to imagine a small Battlefield platform or Mario's Fsmash rather than X Stage Builder blocks.
I repeat: I never used the stagebuilder (for anything else but a quick CD Factory) and have no desire to use it.

@Kholdstare:
Sorry, but I won't use a half-***** crappy stage editor.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Jealous Bass: It's a creative set; I can tell it's really inspired by the game it comes from. While reading, though, I had a few issues. The main thing was that it was written a bit sloppily, or at least, things weren't explained very clearly. It took me a minute to figure out exactly what character is being controlled, and how. Also, you mention some things without explaining them first, like Jam (it's first mentioned in the Smashes, which come before the Specials). Some things weren't explained at all, like how far Up Air propels you (that seems like a very important detail, seeing as how you can only use Up B twice?), the "hover" mentioned in the stats, and the bizarre lack of a Forward Tilt. And it's just a little peeve of mine, but there are a lot of moves that just do random things (like, randomly), and that's kind of a turn off. You mentioned that when Bass loses his allies, he loses power, but it just seems like he does completely different attacks instead.

However! With that said, I'll repeat that the moveset seems very inspired, and I applaud your effort to try to infuse it with as much Mother goodness as possible. I also appreciate the music lesson (the modes); it reminds me of how much I've forgotten from high school :ohwell:. The moveset just didn't flow well for me, but it's good to see a moveset from you, Baloo. Just work on that writing and clarity a bit more! :bee:
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
You know where the Pokemon Trainer is for the match? Back in there background? Aeolia, Lydia, Phrygia, and Missy stay there for the whole match. It might get a bit crowded in a Magypsy vs Magypsy vs Magypsy vs Magypsy match, and might be a bit confusing, which is why I'm asking.
Yeah, I knew where you were talking about. I guess I don't know enough about what their purpose in the set is to be able to judge how good of an idea it is. If it's purely aesthetic, (like PT, he doesn't need to be there, it just makes a little more sense when he is,) then I suppose it's kind of up to you. When you said that some of the attacks would come from them, it sounded like they would be performing some of the actions that make up the attack, in which case it would probably be important to be able to see them clearly at all times, which doesn't really work with that back platform since half of the time it's behind the actual stage.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
@Jealous Bass: It's a creative set; I can tell it's really inspired by the game it comes from. While reading, though, I had a few issues. The main thing was that it was written a bit sloppily, or at least, things weren't explained very clearly. It took me a minute to figure out exactly what character is being controlled, and how.
Sorry, how do you suggest I change that? I thought I clarified exactly which instrument did what, but could you point out some of the moves that confuse you?

Also, you mention some things without explaining them first, like Jam (it's first mentioned in the Smashes, which come before the Specials).
Easily fixed.

Some things weren't explained at all, like how far Up Air propels you (that seems like a very important detail, seeing as how you can only use Up B twice?),
Fixed.

the "hover" mentioned in the stats,


and the bizarre lack of a Forward Tilt.
Read MYM4's 5th place winner please. It's basically a reverse of this, no dash attack because there is no real difference between dash and run.
And it's just a little peeve of mine, but there are a lot of moves that just do random things (like, randomly), and that's kind of a turn off.
Examples?

You mentioned that when Bass loses his allies, he loses power, but it just seems like he does completely different attacks instead.
Fixed.

However! With that said, I'll repeat that the moveset seems very inspired, and I applaud your effort to try to infuse it with as much Mother goodness as possible.
MOTHER GOODNESS! :BEE:
I also appreciate the music lesson (the modes); it reminds me of how much I've forgotten from high school :ohwell:.
My mum took three years of musical college, and she kindly pointed out that the Uair is completely impossible. :ohwell:. They tune would completely change for some of them, and the Locrian is dissonant or something, so it would sound really wacky. Of course, that's what I made of her little lecture, I don't know anything about playing music or reading it. I know EGBDF, and that's about it.

That word up there, "dissonence," it means musical imbalance.

The moveset just didn't flow well for me, but it's good to see a moveset from you, Baloo. Just work on that writing and clarity a bit more! :bee:
Well, I fixed most of the stuff. And thanks!

Yeah, I knew where you were talking about. I guess I don't know enough about what their purpose in the set is to be able to judge how good of an idea it is. If it's purely aesthetic, (like PT, he doesn't need to be there, it just makes a little more sense when he is,) then I suppose it's kind of up to you. When you said that some of the attacks would come from them, it sounded like they would be performing some of the actions that make up the attack, in which case it would probably be important to be able to see them clearly at all times, which doesn't really work with that back platform since half of the time it's behind the actual stage.
Hmm. That thing about being behind the stage has got me stumped. I don't know, there can't be 4 extra characters on the stage at all times....

How did you like Jealous Bass?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Jealous Bass: Very, very interesting moveset. I applaud you for managing a moveset for musical instruments. The moves are very clever, even if some of them seem to have the effects tacked on. You've made me very excited to see the six or seven or forty-two movesets you have planned.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Sorry, how do you suggest I change that? I thought I clarified exactly which instrument did what, but could you point out some of the moves that confuse you?

Read MYM4's 5th place winner please. It's basically a reverse of this, no dash attack because there is no real difference between dash and run.
Well, upon second look, it's easier to understand now. I guess I just wasn't reading well enough the first time (or your changes worked! :bee:). The changes are better, by the way.

The Down B (Electric Guitar), Up Tilt, and Up Air do things completely randomly, so they're unreliable, but I guess you made them that way on purpose. Speaking of the Up Air, haha, your mom told you that it was messed up! :p

I see what you mean about the Forward Tilt, but you don't always have to walk to execute one. You can do a Forward Tilt at a standstill, in which case it doesn't matter that the run and walk are the same. You know?

The moveset as a whole is still funny and cool for being a bunch of musical instruments, and although strange, the moves are pretty creative. And as an added point, Marching Band reference ftw!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
captain fabulous STILL isnt on the movesets list :/
http://www.smashboards.com/showthread.php?p=7066980

add it to the list please
Gangsta, the list is for legitimate entries. A character with attacks that deal over 9000% damage is clearly a joke submission. While we appreciate the laughs we got out of Captain Fabulous, he won't get on the list without some serious revisions, like, y'know, making him more plausible and less lulzy, which I doubt is something you want to do there.
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
How did you like Jealous Bass?
It was definitely creative, though there were some confusing parts. For example, for the smashes, you say that it can either be the unique attack or the jam aimed in the appropriate direction, but what determines which one it will be? And for that matter, what does it mean that the jam is aimed in that direction? Stuff like that. It's a good set, though it would probably be quite difficult to play effectively in an actual game.
 

☆_Mutha-Foxin GangstaKirby_☆

Banned via Warnings
Joined
Oct 15, 2008
Messages
1,672
Location
waiting for mars to hurry up with that **** blunt
Gangsta, the list is for legitimate entries. A character with attacks that deal over 9000% damage is clearly a joke submission. While we appreciate the laughs we got out of Captain Fabulous, he won't get on the list without some serious revisions, like, y'know, making him more plausible and less lulzy, which I doubt is something you want to do there.
he's legit, hes the character thats put in the game cuz hes so awesome but then they ban him from tournaments

it meets all the requirements in list on the moveset page :/ so its fair game right?
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
it meets all the requirements in list on the moveset page :/ so its fair game right?
No, it's a joke moveset. A character that deals 9000% with one attack can't be anything BUT a joke moveset.

he's legit, hes the character thats put in the game cuz hes so awesome but then they ban him from tournaments
...You can't be serious...That kind of stupidity would be like SmashBrosMike all over again.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
he's legit, hes the character thats put in the game cuz hes so awesome but then they ban him from tournaments

it meets all the requirements in list on the moveset page :/ so its fair game right?
Although his justification is ridiculous... he's, technically, correct.
The rules should be changed a bit... XD

Also, this gives us our Fierce Deity Link.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
he's legit, hes the character thats put in the game cuz hes so awesome but then they ban him from tournaments
I think that statement answers you own question.

it meets all the requirements in list on the moveset page :/ so its fair game right?
Yes, but joke movesets do not count.

Also, this gives us our Fierce Deity Link.
OHHH GOD NO!
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
Think of it this way: joke movesets, while technically meeting all the requirements for a moveset, do not show much, if any, skill or effort in their making. Yes, they have all the moves necessary, but they are not made at the level of quality that is required for a moveset to place well. Therefore, they will not place well, regardless of how entertaining they may be, so the Sins remove them for the running to save everyone the time and effort of sorting through them come voting time. Joke sets are funny, but they cannot be put in the same category as the likes of, say, Zasalamel, or Shellder, or Black Doom, or any of the other movesets that have been well received.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Thanks Wizard and Aeolous, and @ Aeolous, it means that the Jam can only capture the opponent in that direction.

*sigh* Why was my moveset in the middle of an argument about moveset legitimacy? You could've at least commented on it while arguing. :p
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
You got more comments on it than I did on Ikkaku. He was immediately followed by Akiak leaving, TTM starting his review center, then Spiderman and Captain Fabulous. Heck, there were still people commenting on Mia, a full nine pages previous. The only input I got was "that was good," "there was a lot of detail," and "you put a lot of effort into it." Though I guess I can't expect as much input as sets from the big names that have been expected for a long time, but still. I'm just looking forward to the review.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Steal POKEMON for profit!
Exploit POKEMON for profit!
All POKEMON exist for the glory of TEAM ROCKET!

TEAM ROCKET

"To protect the world from devastation" "To unite all peoples within our nation"
"To denounce the evils of truth and love" "To extend our reach to the stars above"
"Jessie" "James"
"Team Rocket blast off at the speed of light" "surrender to us now or prepare to fight!"

"Meowth! That's right!"



Team Rocket are always chasing their dreams of fame and power, but they never get any closer to realising their ambitions. But still they soldier on, digging pits, nabbing Pikachus, and mail-ordering expensive mechas.
They bring their unique team spirit to brawl, which is good because they don't have much else going for them...


::Episode Playlist:
Training Daze
Pokemon Emergency!
Pokemon Shipwreck
Island of the Giant Pokemon
Dig Those Diglett
Holy Matrimony
The Ultimate Test
The Battle of the Badge
Pikachu Re-volts
Go West Young Meowth
Meowth Rules
Wobbu-Palooza!
Dues and Don'ts
A Poached Ego!
The Ole' Berate and Switch
Cacnea & Gardenia! Farewell is for Whom?
A Lean Mean Team Rocket Machine



::::IMPORTANT DETAILS::::
**Team Rocket is first and foremost, a TEAM**

How the team works (in a nutshell):::::
Don't underestimate the power of Teamwork! That's OUR job!
  • The cornerstone of Team Rocket, is Meowth. When he is KO'd the entire team loses a stock. So, always put Meowth's needs first! Meowth will be joined in battle by Jessie and James (Jessie and James always operate as a single character). If Jessie/James get KO'd, Meowth will be left to fend for himself, a fate far worse than that of a single Ice-Climber.
  • Meowth will start each fight piggybacking Jessie/James. Whilst on their back, the whole team counts as a single character. To seperate from one another Jessie/James must throw Meowth (with Z).
  • After seperating Meowth and Jessie/James become two seperate characters. The player can only control one of these, leaving the other character standing helplessly in place. Under certain circumstances (or if Shield + B is pressed) the player will automatically switch control to the other character. Switching back and forth between Meowth and Jessie/James is the best way to overwhelm your opponent.
  • In addition to this switching mechanic, the character you are not currently controlling can be commanded to attack with the C-Stick (Wiimote control schemes use movement gestures)
  • The team can regroup if Jessie/James grabs Meowth (or vice-versa)
  • Jessie/James and Meowth all have seperate damage-meters, although only Meowth's is displayed.



How the team works (Detailed):::::
There are 2 stances used to control Team Rocket..
::piggyBack:
This stance involves Meowth and Jessie and James in a piggyback formation. They move and attack as one in this stance. Damage incurred will be dealt to both Meowth and Jessie/James, so it's a bad idea to think this is a good defensive option. In the piggyback stance, Meowth and Jessie/James can shield and roll but cannot grab.
It is important to note that both Meowth and Jessie/James can hold items while piggybacking (Meowth will only pick up an item if Jessie/James' hands are already full). Jessie/James will not be able to throw Meowth while they have an item in their hands. Conversely, Meowth will not be able to throw his item while piggybacking. With this in mind, give Meowth an item he can use without throwing (like a fan).

::Seperate:
In this stance, Meowth and Jessie/James will seperate, becoming individual characters. The player can control either Meowth or Jessie/James, and switch between the two with Shield + B (shield+B switching can be performed at any time, even when the character the player is controlling is in the middle of an attack).
In certain circumstances the player will be forced to switch to the other character. These circumstances are;
  • If the character the player IS controlling is hit by an attack dealing 15% damage or more
  • If the character the player is NOT controlling is off-stage for more than 1.2 seconds. This doesn't apply if both characters are off-stage
  • If the character the player IS controlling is put to sleep/stunned or otherwise forced out of the player's control (being grabbed does not count)
  • If Meowth is NOT being controlled by the player and is dangerously close to being KO'd by a scrolling stage.
The character the player doesn't control will just sit there like a lemon, doing nothing to defend themselves from getting KO'd. That's bad of course, but the player can still tell the other character to attack. The exact method of doing so varies depending on the control scheme being used;
  • Gamecube/Classic Controller: Attacks for the other character are inputted with the C-Stick. Depending on how quick the C-stick is moved, both tilts and Smash attacks can be used (As a special note; Neutral A is performed by tilting the C-stick in the opposite direction to the one the character is facing)
  • Wiimote/Nunchuck: Attacks for the other character are inputted by sharply moving either the nunchuck or the wiimote in the direction of the attack. The nunchuck is used for Smash attacks and the Wiimote is used for tilts. To charge a smash attack, move both the nunchuck and Wiimote at the same time, then move the Wiimote back in the opposite direction when you want to release the attack.
  • Wiimote: Smash attacks for the other character are inputted by sharply moving the wiimote in the opposite direction to the attack then moving the wiimote back when you want to release the attack. Tilts cannot be performed in this control scheme


Overview:::::
If at first you don't succeed..

Team Rocket is fairly unique as there is not really a "bad" way to play as them, other than completely ignoring one character or the other. There are many techniques and styles of play a Team Rocket player could use, but they all have one thing in common. Teamwork.
Individually, Meowth and Jessie/James are terrible characters with serious flaws. In a fair one-on-one fight, Meowth would never win and neither could Jessie/James. It is important to remember how vulnerable each character is seperately, and take every precaution to keep the Team together, where they are strongest.
Knowing when to switch in and out of the piggyback stance is another important point to keep in mind. In the piggyback stance, the team always sticks together, Jessie/James' attacks gain some boosts, the team can dual wield items, and you can always throw Meowth into the enemy as a quick attack. Of course, the piggyback stance sacrifices all the benefits of having two characters under your command.
Ironically, Meowth, the most important character and the one who needs protecting the most, is the one players will be putting on the front lines the most. This seemingly illogical, yet neccessary tactic is what keeps Team Rocket from winning every match by default. While Jessie/James make a better punching bag, their lack of quick attacks and Meowth's lack of projectiles means Jessie/James cannot work well in a direct fight with the opponent.​


::::MOVESETS::::
**Good thing we ran into this sign**
**Yes, it is a good sign...**


::::MEOWTH::::
**It looks like you two have been PUN-ished**
Maddie Blaustein

Meowth is the brains of this outfit, a real Top Cat. He can speak the tongues of both humans and Pokemon, he can even walk on two feet!
Meowth is a scrapper at heart, racking damage and slashing faces. Don't expect him to KO anyone though, he's seriously underlevelled.

Please note that the following moveset applies to Meowth when he is seperated from Jessie/James. To see how Meowth affects the piggyback stance, please read the Jessie/James moveset.

::Stats:
Size: 30/100
Meowth is relatively Pikachu's equal, size-wise. Of course, this Meowth stands on his hind legs, so he is taller and thinner than regular Meowths

Weight: 25/100
Constantly on the verge of starvation, Meowth has little mass to keep him from blasting off again

Walk: 20/100
Meowth walks on his hind legs, a veritable handicap for cat Pokemon

Run: 15/100
As hard as Meowth tries, he just can't run fast enough on his two stubby legs

Traction: 75/100
Meowth's paws lend him some decent grip, reverting to all fours if he really needs to keep his balance

Damage: 10/100
Though he'll fight tooth and nail, he won't even leave a dent in his opponents

Knockback: 5/100
Meowth has literally no traditional means of KOing foes

Start Lag: 10/100
Less lag, more haste. Meowth is quick to anger and quicker to attack.

End Lag: 40/100
Meowth tends to leave himself a little open at times

Range: 25/100
Meowth's stubby limbs are a difficult set back to overcome

Priority: 40/100
Meowth's attacks are quick enough to keep their lack of priority from being a problem

First Jump: 60/100
Meowth springboards of the ground with his hind legs

Second Jump: 50/100
Meowth struggles a little, like trying to climb an imaginary wall

Recovery: 90/100
Meowth's Vertical recovery is potentially limitless, and his horizontal options are strong too. They're easily intercepted though

Fall Speed: 45/100
Meowth is somewhat average for floatiness

Crouch: 30/100
Meowths bulbous head keeps him from perfecting the art of crouching

Hover: No
Crawl: Yes
Wall jump: No
Wall cling: Yes
Glide: No



::A-Button Attacks:
::Ground Attacks:

Rising Paw:
Neutral A (0%)
  • Description: Meowth, leaps into the air, performing a short range, clawless uppercut.
    [*]Unique Properties: Causes tripping/free-fall to whoever it hits. Continues onto Neutral AA if, between frames 5 and 10, the A button is pressed.
    [*]Damage: It does not deal damage, due to Meowth's claws being retracted
    [*]Knockback: No knockback
    [*]Range: The attack barely reaches in front of Meowth, in fact, the opponent would actually have to be touching Meowth to risk getting hit. But since this is a jumping uppercut, Meowth manages to cover a decent vertical distance (as high as Ganondorf)
    [*]Start Lag: 0.05 seconds. The attack comes out almost instantly
    [*]End Lag: The attack can't be jab canceled, due to a severe 0.4 second end lag if Meowth tries to do so
Use: Tripping your opponents is an excellent way to set them up for Jessie/James' Smash Attacks. Simply tap the C-stick to make Jessie/James perform a smash attack, then press A to make Meowth use Rising Paw


A Slice of Air:
Neutral AA (3%)
  • Description: Meowth, still in midair, swipes his claws a short distance ahead of him from right to left
    [*]Unique Properties: Regain control over Meowth while he is still in midair. Knockback does not increase with damage (actually it does, but it's hard to notice)
    [*]Damage: 3%
    [*]Knockback: Takes foes beyond the range of follow up attacks. But trying to KO with this will leave you dissapointed.
    [*]Range: The attack reaches twice as far as Rising Paw, exchanging vertical coverage for horizontal range. It's still hard to land though, having the range of 2/3 of MetaKnight's sword. It can also miss ducking opponents
    [*]Start Lag: 0.0 seconds The attack comes out on the first frame
    [*]End Lag: 0.2 seconds. This is less than the lag that occurs if Meowth tries to jab cancel from Rising Paw.
Use: There is no reason to not follow up Rising Paw with A Slice of Air (Unless there's a Jessie/James Smash attack on the way). The time it takes for the entire attack is actually less than the lag Meowth suffers if he tries to jab cancel from Rising Paw. A Slice of Air, is a great Get Off of Me attack, but it can be DI'd to reduce the knockback to almost nothing.



Night Slash:
Foreward A (5%)
  • Description: Meowth suddenly gets the urge to twirl in place. He satisfies that urge for 0.3 seconds, before lunging foreward 1/2 a stagebuilder block and leaving a deep gash in the air behind him. The gash stays onscreen for 0.4 seconds.
    [*]Unique Properties: Knockback only happens when the Wii's internal Clock is between 6pm and 6am. Meowth has dodge properties during the initial twirling animation. Meowth can cancel the inital animation into any other ground attack.
    [*]Damage: 5%
    [*]Knockback: There is no knockback during the day, and during the night the knockback is fairly underwhelming. At 0-15%, there is no difference between the two variatons. Exceeds the knockback of A Slice of Air at around 50% damage, but can only KO in exceptional cirumstances.
    [*]Range: Meowth lunges foreward 2 stagebuilder blocks. Anyone between his starting point and his end point will be hit, once the gash appears.
    [*]Start Lag: The gash appears at 0.4 seconds. Meowth has to perform his entire attack animation before the attack itself starts. Though relatively laggy, this is the closest thing Meowth has to a roll.
    [*]End Lag: 0 seconds. Meowth regains control as soon as the gash appears.
Use: The Wii's internal clock setting is actually an option for counterpicking. The version with knockback is considered superior, due to Meowth's relative lack of knockback attacks. Meowth can use this as a pseudo roll, although he remains vulnerable for the whole manouver. Meowth can cancel out of the twirl at the start of the attack, making it a good mindgaming trick.



A Weak Slash A Week's Lash:
Upward A (7x1%)
  • Description: Meowth's hands move like a blur, wildly scratching the air above him seven times. The whole attack lasts 1.1 seconds
    [*]Unique Properties: Of the 7 hits, 1 of them will have all the knockback. Which hit this exactly, depends on what day of the week it is;
    • Sunday: Hit 1, very low knockback upwards. Foes may end up falling back into the remainder of Meowth's scratches
    • Monday: Hit 2, medium knockback in the direction Meowth is facing. Leaves Meowth relatively safe from retaliation
    • Tuesday: Hit 3, low knockback in the opposite direction to where Meowth is facing. Meowth can be left vulnerable if the foe has a quick aerial they can use
    • Wednesday: Hit 4, low knockback towards the ground. Meowth can be left vulnerable if the foe has a quick get-up-attack the can use, or performs an ukimi.
    • Thursday: Hit 5, very low knockback upwards. Meowth and foe regain control at the same time.
    • Friday: Hit 6, medium knockback upwards. Can neither KO nor be followed up by Meowth.
    • Saturday: No hit has the knockback. Meowth has a slight lag advantage over the opponent.
    [*]Damage: 7 hits, each worth 1%
    [*]Knockback: See above. Only 1 attack of the 7 has any knockback (except on Saturdays)
    [*]Range: 1/2 of Meowth's height above him, which is pretty poor. Luckily this attack can sweep up foes next to him
    [*]Start Lag:0.05 seconds This attack comes out almost instantly
    [*]End Lag: Almost no end lag. Between Thursday and Saturday, Meowth will regain control around the same time as the opponent

Use: The Wii's internal date setting is actually an option for counterpicking. Saturday is by far the best option, as it will hold the foe in place for the entire duration of the attack (1.1 seconds). Sunday is a close second, but can be escaped from after the first hit. Tuesday and Wednesday are the worst days, since Meowth can leave himself vulnerable to a counterattack. In any case, make a note of what day it is so that you can correctly place Jessie/James to follow up.



Snatch 'em:
Downward A(0%)
  • Description: Meowth pretends to look at something interesting in his paws for 0.7 seconds
    [*]Unique Properties: If Meowth is grabbed during the attack animation, Meowth will counter it and grab the opponent instead! If an item or physical projectile hits Meowth during the attack animation, he will snatch it out of the air, making the item his own. Meowth cannot snatch large items like Party Balls or Hammer Heads.
    [*]Damage: N/A
    [*]Knockback: N/A
    [*]Range: Meowth's entire body is the range of this attack
    [*]Start Lag: 0.15 seconds until the attack itself starts
    [*]End Lag: No end lag if Meowth catches an item or opponent. Otherwise, the lag is 0.3 seconds while Meowth looks unhappy that he didn't get an item
Use: The grab release from this psuedo grab, leaves Meowth at a distinct attacking advantage. And that's before you factor in Jessie/James who should be gearing up their most brutal attacks in preperation for the grab release. Unfortunately, this move is as situational as they come, and the item snatching properties don't do anything a well timed A button press doesn't already do. Meowth can mindgame this against chaingrabbers, but there's no point, since Jessie/James already rule out chain grabbers. Please note that this attack can backfire if Jessie/James themselves try to grab Meowth.



The Moment of Tooth:
Foreward Smash (10% uncharged, 17% charged. 4% per second until Meowth lets go)
  • Description: He leaps foreward 1/3 of stagebuilder block, with his mouth agape. At the peak of this leap, he bites down, hopefully sinking his teeth into an enemy
    [*]Unique Properties: Meowth sticks to the opponent for twice as long as the smash was charged. All damage/recovering that happens to the opponent during this time, goes to Meowth instead (the 4% damage per second caused by Meowth is the only exception to this rule). The opponent's dash speed and jump height are halved until Meowth lets go.
    [*]Damage: 10% when completely uncharged. 17% at full charge. The opponent suffers an additional 4% damage for every second Meowth clings to them.
    [*]Knockback: N/A
    [*]Range: The opponent has to be physically touching Meowth's head at the peak of his jump for this move to connect
    [*]Start Lag: 0.2 seconds until Meowth reaches the peak of his jump
    [*]End Lag: 0.5 seconds if Meowth misses. If Meowth hits, the move ends with Meowth being released as if he had been grabbed.
Use: This is certainly an oddball attack, but it's the most damaging attack Meowth has. The grab release at the end leaves the opponent wide open to one of Jessie/James' quicker attacks. This move has a situational use as a suicide KO, since it gimps the opponent's recovery.



Strike a pose:
Upward Smash A(0%)
  • Description: Meowth leaps into the air, paws up, in a comical pose. Attack portion of the move lasts 0.6 seconds
    [*]Unique Properties: Repels foes instead of dealing knockback. It repels foes who are shielding, without affecting their shield. If near to Jessie/James performing the same attack, the range of the attack triples. This move has no effect on projectiles or thrown items.
    [*]Damage: N/A
    [*]Knockback: Repel strength equivilent to an average character's walk speed. Charging the smash, results in a stronger push. At full charge, repels equivilent to an average character's dash speed.
    [*]Range: Repels foes within 1/2 a stagebuilder block of Meowth. Range triples if Jessie/James join in on the attack
    [*]Start Lag: 0.2 seconds while Meowth leaps up
    [*]End Lag: 0.3 seconds while Moewth falls to the ground. Lag increases to 0.4 seconds if Jessie/James joined in on the attack
Use: This is incredibly hard to use effectively, but it should nonetheless be a staple move in Meowth's roster. Use this to break apart an opponent's approach and buy time for whatever move Jessie/James are cooking up. Using both Meowth's and Jessie/James' Up Smash together is an unparalleled edgeguarding technique



A Cat Napped Pokemon:
Downward Smash A (0%)
  • Description: For 5 times as long as the smash is charged, Meowth reclines on a deckchair that appears from nowhere.
    [*]Unique Properties: Automatically switches player control to Jessie/James while Meowth reclines. Meowth has super armor properties until the end of the attack. If Meowth suffers no damage during the entire move, he will recover 1% for every second spent reclining.
    [*]Damage: N/A
    [*]Knockback: N/A
    [*]Range: N/A (self inducing move)
    [*]Start Lag: Super armor activates 0.2 seconds into the move
    [*]End Lag: 0.4 seconds. Meowth has to climb up out of the deck chair.
Use: Putting Meowth into a super armor state is best used as bait, but it's also a great way to protect him from stage hazards and Final Smashes. Never use this without Jessie/James around to cover for you, otherwise Meowth will be pun-ished.



::Aerial Attacks:

A water pokemon?!:
Neutral Aerial (0%)
  • Description: Meowth hates water, especially wet water! Meowth suddenly takes two buckets of water from out of nowhere and sloshes the contents all around him. This sends plops of water flying in every direction. The attack lasts 1.3 seconds
    [*]Unique Properties: Sends 13 gravity influenced drips of water in random directions. They appear 3 or 4 at a time and drips lightely repel foes in the direction they are heading
    [*]Damage: N/A
    [*]Knockback: Very light repel effect from each drip of water, barely phazes opponents on the ground.
    [*]Range: The drips fall very quickly, but don't dissapear until they touch the ground. In general, each drip flies 2 stagebuilder blocks away from Meowth before falling.
    [*]Start Lag: 0.4 seconds while Meowth magically becomes soaked
    [*]End Lag: no end lag
Use: Considering how long this attack takes, Meowth must choose his moments wisely. The drips reek havoc with aerial approaches and seriously reduce the jumping capabilities of anyone caught underneath Meowth. This is a great gimping move, and one of the only ways Meowth can ever get a KO. Misjudging this attack, is usually fatal for Meowth, so always have Jessie/James on standby to save him. As with many of Meowths better moves, this attack will affect Jessie/James too, so don't accidentally gimp your team mates!



X Scissor:
Foreward Aerial (2%)
  • Description: Meowth swipes the air in front of him with both paws, leaving an X shaped gash in anyone he hits.
    [*]Unique Properties: Knockback only happens 3 seconds after a foe is hit, as if they just forgot to do it earlier.
    [*]Damage: 2%
    [*]Knockback: Light knockback away from Meowth. This relates to where Meowth is when the attack first lands. The knockback is comparable to the finishing strike on most Neutral A combos.
    [*]Range: Hits anyone within a full stagebuilder block in front of Meowth. Vertical range is a little less than Meowth's height
    [*]Start Lag: 0.1 seconds while Meowth prepares the attack
    [*]End Lag: 0.2 seconds while Meowth tumbles foreward slightely
Use: The time delayed knockback is a great way to set up more attacks, or just mess with your opponent. Meowth is vulnerable for the entire attack, since it won't even cause flinching if it lands. It's best used to take advantage of the opponent's laggiest attacks. You can actually stack the effects of X-scissor, potentially leading to an X-Scissor infinite (although the opponent would have to basically do nothing for the 6 seconds this takes to set up)



Fury Kicks:
Backwards Aerial (4x1%)
  • Description: Meowth, laying on his back, kicks the air in front of him multiple times
    [*]Unique Properties: Hits foes in front of Meowth instead of behind him. Each hit has knockback, rather than just the last one. Meowth's hitbox becomes shorter during the attack due to him laying on his back. If Meowth lands in the middle of this attack, he assumes the prone position.
    [*]Damage: 4 hits, each dealing 1%
    [*]Knockback: Weak knockback up and away from Meowth. Each hit of the attack deals this knockback, so Meowth can only land multiple hits at extremely low percentages.
    [*]Range: Hits anyone precisely 2/3 a stagebuilder block in front of Meowth. Vertical range is also limited
    [*]Start Lag: 0.1 seconds while Meowth lays on his back
    [*]End Lag: 0.3 seconds while Meowth calms down
Use: This attack only has one real purpose; to repel foes after hitting them with X-Scissor (since both B-air and F-air hit in front of him, they make a natural combo). You can also use this short-hopped to force Meowth into the prone position. Depending on the sitiuation, this may be one of Meowth's only options for horizontal knockback, which is a shame because it's so hard to space the foe correctly for this.



Don't look down:
Down Aerial (4x1%)

  • Description: Meowth furiously pumps his stubby legs back and forth, scared that he might fall. The attack lasts for 1.1 seconds
  • Unique Properties: Meowth floats during the attack and can move left or right with ease. The move can be used more than once before touching the ground, but additional uses will not have the floating effect.
  • Damage: 4 hits, each dealing 1% damage
  • Knockback: first three hits drag the opponent with Meowth. The last hit launches foes a minimum of 1 and 1/2 stagebuilder blocks away
  • Range: Meowth's flailing legs only hit foes directly below him, making this a tricky attack to hit with.
  • Start Lag: 0.1 seconds before Meowth panics
  • End Lag: 0.3 seconds while Meowth catches his breath
Use:This is best used as a recovery, since Meowth's Up-B is so easy to punish. Pretty poor as an attack, but if you fall during it (using it more than once in midair for example) Meowth can drag opponents down with him



That's Right!:
Up Aerial (Damage Varies)
  • Description: Meowth celebrates for some reason (possibly because he's in the air). He uses a party themed item for the attack, the exact item varies with the amount of damage Meowth has accumulated
  • Unique Properties:The attack Meowth makes depends on the amount of damage he has suffered on his current stock;
    • <20%: Meowth spins a rattler above his head. Short range, but stays out during the end lag
    • <60%: Meowth pops a party popper above his head. 0.3 seconds additional start lag, but attack spreads out in a wide radius, and the streamers cause flinching as they fall slowely to the ground
    • <100%: Meowth blows a party horn above his head. No damage or knockback, but causes medium hitstun and has a somewhat greater vertical range
    • >100%: Meowth throws a Jelly doughnut (Rice ball) upwards. Nothing beats a jelly doughnut in terms of priority, but if doesn't hit anyone, it falls back into Meowth, spiking him.
  • Damage: 8% (unless Meowth uses a Party Horn)
  • Knockback: Fairly average knockback (unless Meowth uses a Party Horn). Knocks foes upwards with the same ferocity as an average Neutral air knocks foes away
  • Range: Varies with the attack. Between 1/2 and 1.5 times Meowths height above him. Party popper has twice as wide a hitbox.
  • Start Lag: 0.2 seconds while Meowth gets out his party gear
  • End Lag: 0.4 seconds while Meowth continues to cheer
Use: Noteworthy for not being as situational as Meowth's other attacks. The Rattler is the safest one to use, while the Party Popper can be spammed to fill the air with streamers. Jelly Doughnut is particularly good at swatting down foes approaching from above. That leaves Party Horn as the black sheep of the family. Try to control the amount of damage Meowth takes, and get the attack you want.



::Other Attacks:
Bread Winner:
Dash attack A (4%)
  • Description: Meowth dashes foreward as fast as his stubby legs can carry him, while carrying a stolen baguette above his head. If he finishes the dash without hitting anything or being hit himself, Meowth eats the baguette. The dash lasts 1.2 seconds.
    [*]Unique Properties: Meowth recovers 6% damage if he finishes the dash without hitting anything or being hit himself. Dash ends abruptly if the dash hits anything.
    [*]Damage: 4%
    [*]Knockback: Pretty low knockback into the ground. Leaves Meowth vulnerable to foes with a quick aerial
    [*]Range: Meowth's entire body, including the baguette is the hitbox. As such, the hitbox actually has more vertical range than horizontal.
    [*]Start Lag: 0.0 seconds. attack comes out instantly
    [*]End Lag: 0.4 seconds if Meowth hits something. Meowth falls to the ground in pain and assumes the prone position (Meowth can Ukemi the fall)
Use: Absolutely useless as an actual attack. Meowth should only use this for its healing properties. Consider using this while retreating behind Jessie/James



Feint Attack:
Prone Attack (3%)
  • Description: Meowth continues to lay on the ground, feining injury. This lasts for 0.6 seconds. If attacked during this stance, Meowth dissapears, reappearing 2 stagebuilder blocks up in the air.
    [*]Unique Properties: Unless hit by an attack, Meowth remains on the ground after the move finishes.
    [*]Damage: 3%
    [*]Knockback: Flinching knockback to anyone who attacks Meowth
    [*]Range: N/A (counter move)
    [*]Start Lag: 0.0 seconds. Counter status appears on first frame
    [*]End Lag: 0.2 seconds
Use: The animation while Meowth lays prone is identical to Meowth's prone attack, So the opponent has no way of telling whether or not Meowth will actually counter their attack. Decent for stalling, but 3% is hardly worth the effort if you want to use it for racking damage.



Kat-Chump:
Ledge Attack (7%)
  • Description: Meowth throws an inoccent looking ketchup bottle into the air. It travels upwards 2/3 of a stagebuilder block before falling back down into Meowth, who drinks it. If the ketchup bottle is intercepted by an opponent or attack, Meowth leaps up onto the stage, shoulder barging anyone in his way.
    [*]Unique Properties: Unless the ketchup is intercepted, Meowth remains hanging from the ledge. Drinking the ketchup restores 4% damage to Meowth, although anyone else who touches it will recover 7% damage (negated somewhat by the ensueing rebuttal from Meowth)
    [*]Damage: 7%
    [*]Knockback: Somewhat fierce for a ledge attack. Easily launches foes at least 5 stagebuilder blocks away, and can actually KO, albeit at very high percentages.
    [*]Range: Ketchup bottle is rather small an travels slowely. The shoulder barge reaches 2/3 a stagebuilder block onto the stage, and 1/2 a stagebuilder block above the edge of the stage.
    [*]Start Lag: 0.1 seconds before throwing the ketchup bottle. Shoulder barge is instantaneous.
    [*]End Lag: 0.3 seconds while Meowth drinks the ketchup. No lag after a shoulder barge
Use: Make the most of Meowth's hang time and spam this as much as you can. Meowth is vulnerable to Down tilts/Smashes when throwing the ketchup bottle, but it's hard to land an attack on Meowth while leaving the bottle intact. Most opponents will leap off the stage and attack Meowth's back instead, giving Meowth the perfect opportunity for a gimp KO. This is the easiest way to recover damage for Meowth, so keep the foe at bay with Jessie/James while you spam this.



::B-Button Attacks:
::Special Attacks:

Scavenger:
Neutral Special (No Damage)​
Description: Team Rocket certainly can't survive on dreams alone. Meowth starts to scratch around on the floor, looking for something of use. He will continue to do this until B is released, after which he will suddenly find a single item and bounce with glee with it in his hands. The item Meowth finds depends on how long B is held down

Details: Meowth is quick to start his search, but wastes a good 0.5 seconds bouncing with glee afterwards. It also takes Meowth a long time to find the best items. After finding three items, Meowth cannot find another until the first item dissapears or is used up. The items Meowth can find are; (Also listed are the items that Jessie/James can create, with the items Meowth digs up)
  • 0.0-0.3 seconds: PokeDoll: A cute little Clerfairy doll
    Throwing item. Knockback comparable to Mr.Saturn
    Jessie/James can use this item to create;
    • Potion
    • Repel
  • 0.4-0.8 seconds: BrickPiece: A small artifact of little value
    Throwing item. Knockback comparable to Pokeball
    Jessie/James can use this item to create;
    • Brick Piece
    • Empty Masterball
  • 0.9-1.2 seconds: Stick: A curiously inedible stick of leek
    Battering item. Knockback comparable to Lips Stick
    Jessie/James can use this item to create;
    • Potion
    • Gold Berry
    • Repel
  • 1.3-1.4 seconds: Wht Apricorn: Hollowed out, this nut can become a custom pokeball
    Throwing item. Knockback comparable to Pokeball
    Jessie/James can use this item to create;
    • Gold Berry
    • Empty Fastball
  • 1.5-1.6 seconds: Pnk Apricorn: Hollowed out, this nut can become a custom pokeball
    Throwing item. Knockback comparable to Smokeball
    Jessie/James can use this item to create;
    • Gold Berry
    • Empty Loveball
  • 1.7-1.8 seconds: Blk Apricorn: Hollowed out, this nut can become a custom pokeball
    Throwing item. Knockback comparable to Spring
    Jessie/James can use this item to create;
    • Gold Berry
    • Empty Heavyball
  • 1.9-2.0 seconds: Ylw Apricorn: Hollowed out, this nut can become a custom pokeball
    Throwing item. Knockback comparable to Smokeball
    Jessie/James can use this item to create;
    • Gold Berry
    • Empty Moonball
  • 2.1-2.4 seconds: Empty Pokeball: A device used for capturing pokemon
    Throwing item. See Jessie/James' Neutral Special for details
    Jessie/James can use this item to create;
    • Empty Greatball
    • Empty Fastball
    • Empty Loveball
    • Empty Heavyball
    • Empty Moonball
  • 2.5-2.6 seconds: Squirt Bottle: A bottle of water with a cute Phanpy design
    Usable item. Produces a stream of water comparable in form and function to Squirtle's Water Gun, when A is pressed. Single use.
    Jessie/James can use this item to create;
    • Leftovers
  • 2.7-2.9 seconds: Old Rod: A rod used for fishing. Seems quite beaten and worn
    Hold item. Gives holder the ability to use a tether grab using the rod. Grab properties similar to Samus' Dash Grab. Can be thrown by pressing A.
    Jessie/James can use this item to create;
    • Sticky Barb
  • 3.0-3.5 seconds: Itemfinder: A strange radar device that can locate hidden items
    Hold item for Meowth. allows Meowth to search twice as fast. Times required to get each item via Neutral B cut in half. Can be thrown by pressing A
    This item will vanish if Jessie/James try to turn it into something else.
  • 3.6-4.0 seconds: Secret Potion: The strongest potion that can heal any ailment. Only for truelly sick pokemon
    Throwing item. Knockback comparable to Pokeball
    Jessie/James can use this item to create;
    • Everstone
    • Sticky Barb
    • Leftovers
    • Rare Candy
  • 4.1-4.3 seconds: Nugget: A rare chunk of unprocessed gold. Sell for a high price
    Throwing item. Knockback comparable to BeamSword
    Jessie/James can use this item to create;
    • Amulet Coin
    • Coin Case
    • Bob-omb
  • 4.4-4.7 seconds: Rocket Fan: A plain paper fan bearing the team rocket logo
    Battering item (a fan with a red R painted on). Knockback 1.5 times stronger than regular fan, meaning it's much easier to DI out of.
    Jessie/James can use this item to create;
    • Rocket Fan
  • 4.8-4.9 seconds: Dubious Disk: Presumably the work of a jaded ex-silphco scientist. Do not run this program
    Usable item. When A is pressed, anyone within 1 stagebuilder block of the user, who is in the middle of an attack, will have that attack backfire on them. This backfired attack has the same strength and properties as the attack that triggered it. Dissapears after 3rd use. Can be thrown with Z.
    This item will vanish if Jessie/James try to turn it into something else.
  • 5.0+ seconds: Mst Apricorn: Hollowed out, this nut can become a rare pokeball
    Throwing item. Knockback comparable to Hammerhead
    Jessie/James can use this item to create;
    • Gold Berry
    • Empty Masterball

Use: Meowth's Neutral Special works well in conjunction with Jessie/James' equivilent, since Jessie and James can transform the junk Meowth finds into unique items. Finding the time to use this attack is somewhat tricky, so dig up the Itemfinder as soon as possible. The Apricorn items can be used to craft special pokeballs, which can be thrown to capture pokemon and other players alike.



Meowth Balloon:
Upward Special (No Damage)​
Description: Where would Team Rocket be without their Balloon? They'd be grounded, that's what! Meowth pulls an imaginary rip cord, causing a massive Meowth head balloon to inflate above him. The Meowth Baloon drifts slowely upwards, taking Meowth with it. The baloon drifts up until it either leaves the screen or is popped by an enemy attack, and it can be stood on like a platform. Meowth can detach himself from the baloon at any time, restoring his second jump, but he cannot summon another balloon until the first one leaves the screen.

Details: The balloon inflates to the size of a battlefield platform in 1.25 seconds, pushing away anyone in its way. The baloon floats up slowely at a rate of 1 stagebuilder block every 1.4 seconds. The player can drift it left and right at will, and the balloon is doubley affected by "gust-of-wind" and "gush-of-water" style attacks. Popping the balloon causes it to rush upwards off the top of the stage, swiftly star KO'ing anyone standing on the balloon, and Meowth if he hasn't let go yet.

Use: The Meowth balloon is a great way to save the whole team if they're knocked off-stage, since Jessie/James can stand on top of the balloon. The balloon is super fragile though, and any extra weight will weigh it down (if two or more characters stand on top of the balloon, it will actually descend)



Meowth's Party!:
Side Special (No Damage)​
Description: Meowth really gets into the spirit of cheering on his teammates. Meowth throws out his electric guitar and strums along to the beat of the stage's music. While B is held down, Meowth cannot move or use any other attacks. Meowth's peppy tune, invigorates Jessie/James, healing them 1% every 2 seconds. That's not all though! Any attacks Jessie/James perform while Meowth cheers will behave as if Meowth was piggybacking with them. So even if Meowth is far away, he will always be with Team Rocket in spirit.

Details: There is an even 0.4 seconds of lag at either end of the move, but the move will continue for as long as B is held down. While Meowth rocks out, you can move Jessie/James using the analogue stick (If you play with it switched off, "tap-jump" will be turned on for the duration of the move).

Use: This is a great defensive strategy, since it allows the use of the piggyback stance, without putting Meowth in any danger. Of course, you won't be able to use any of Jessie/James' Special Attacks or grabs while Meowth dances



Someone has to get his Claws Dirty:
Down Special (1%)​
Description: Even Meowth has to dig his way into trouble now and then! Meowth plunges his claws into the ground and tries/fails to dig a pit, for 0.8 seconds. Anyone who directly touches Meowth during his frantic digging will suffer 1% damage and low knockback into the air. If Meowth uses this attack over a pit Jessie/James dug, he will tunnel down into it, concealing himself. If there are multiple pits onstage, the player can then use Left/Right and A to select a pit for Meowth to appear out of. If not, or 3 seconds pass, Meowth simply pops out of the same pit.

Details: There is only a short lag of 0.1 seconds before Meowth starts digging but a notable 0.4 seconds end lag when he gives up. The end lag is also 0.4 seconds if he successfully burrows into a pit and pops out of a different one. Meowth will be forcibly launched out of his pit, if an opponent attacks the pit. He will also take double the damage from that attack.

Use: Using this without any pits to tunnel into would be foolish. Generally speaking, the more pits there are, the better this move is, since it lets Meowth warp from place to place with little room for punishment.



::R-Button Attacks:
::Grab & Throws:

Under Glass:
Grab (N/A)
  • Description: Meowth certainly likes to play it safe! Meowth whips out a large bell jar (similar in appearance to an assist trophy) swinging it clumsily in front of him. If he captures a foe inside, he places the jar on the ground, otherwise he puts it away.
    [*]Unique Properties:If Meowth grabs an opponent, he puts the jar on the ground and leaves it there, allowing him to resume play as normal. He can choose to attack the jar, racking up the damage and freeing the foe sooner, or he can pick the jar up (like an item). If he picks the jar up, Meowth will take the opponent out of the jar and perform a more traditional grab on them.
    [*]Range: 2/3 stagebuilder block, which is pretty decent.
    [*]Start Lag: 0.6 seconds while Meowth whips out the jar
    [*]End Lag: 0.4 seconds while Meowth staggers from the inertia from swinging the jar
Use: Leaving the opponent in the jar is a great way to buy Meowth some breathing room. Unlike other "trap enemy in an item" moves, you cannot pick up the jar and throw it off the stage, since picking up the jar initiates a regular grab (even if someone else picks up the jar)



A round of a-claws:
Pummel attack (1%)
  • Description: Meowth digs his free hand into the opponent's gut/midsection. On especially tall characters, Meowth is forced to aim a little lower...
    [*]Unique Properties: Small delay between hits when pummeling tall male characters
    [*]Damage: 1%
    [*]Start Lag: 0.05 seconds
    [*]End Lag: 0.2 seconds. Meowth can rack up plenty of hits before he has to throw.
Use: 4% per second isn't very impressive, and it's even less against tall opponents. May as well just go straight for the throw you want.


Step on a few Toes:
Foreward Throw (6%)
  • Description: Meowth stamps down hard on the enemy's toes (this throw fails if the enemy has no feet), then laughs as the enemy hops backwards soothing their foot.
    [*]Unique Properties: The foe will hop back exactly 3 stagebuilder blocks over a period of 1.2 seconds, during which time they will be vulnerable to everything, except grabs. Meowth himself cannot capitalise on this, because he regains control at the same time as the opponent.
    [*]Damage: 6%
    [*]Knockback: 3 stagebuilder blocks, fixed "knockback".
    [*]Start Lag: 0.5 seconds, Meowth is quite deliberate about stamping down on toes
    [*]End Lag: 1.2 seconds. This leaves Meowth open in Free-For-All matches
Use: Using this throw near the edge of the stage, will result in the opponent tumbling off, but doesn't equal an easy KO. The foe can still recover. This throw is a reliable spacing tool, and is extremely handy for setting up a powerful attack from Jessie/James



Brick Break:
Backward Throw (4% to Meowth)
  • Description: Meowth attempts to mimmic the powerful strikes of the fighting/poison pokemon, Croagunk. He leaps up and karate chops the head of his enemy... and ends up breaking his hand in the process!
    [*]Unique Properties: After breaking his paw, Meowth staggers backwards 3 stagebuilder blocks. The enemy remains stunned until Meowth stops staggering (after 1 second). Meowth only deals damage to himself with this attack
    [*]Damage: 4% to Meowth
    [*]Knockback: N/A since Meowth himself is the one who moves
    [*]Start Lag: 0.8 seconds, Meowth is apprehensive about performing brick break
    [*]End Lag: 1 second. Since Meowth staggers backwards, he can end up falling prey to all manner of traps
Use: If Meowth falls off a ledge while staggering, he will grab the ledge and regain control immediately. After regaining control early the foe may still be stunned, but usually not long enough to regrab. If you can though, this can lead to an odd chaingrab, the only purpose of which is to stall for time. Other than that extremely situational use, there is usually no need to use this over Meowth's better throws



Pussyfooting around:
Downward Throw (6x2%)
  • Description: Meowth knocks the enemy to the ground with a ball of yarn. The yarn rolls away and Meowth gives chase on all fours, trampling the foe in the process. Despite being a total lightweight, Meowth's claws make this a painful throw.
    [*]Unique Properties: No knockback. Puts the foe in the prone position. Meowth ends up 1/2 a stagebuilder block behind the foe.
    [*]Damage: 6 hits each dealing 2%
    [*]Knockback: N/A
    [*]Start Lag: 0.2 seconds. Meowth always keeps his yarn close at hand
    [*]End Lag: 0.5 seconds. Meowth can barely avoid counterattack from the opponent
Use: This is Meowth's shortest lasting throw, and one of Meowth's most damaging moves, full stop. Meowth is left pretty vulnerable though, even to the enemy he just threw, so having Jessie/James nearby is more or less a requirement for this attack



Bounce:
Upward Throw (3%)
  • Description: Meowth seems to have gotten things the wrong way round! Meowth leaps onto the foe's head and springboards himself into the air, dealing a small amount of damage to the foe in the process.
    [*]Unique Properties: The height Meowth leaps is linked to the amount of damage the opponent has taken. The leap is usually equal in distance to the finishing knockback from a heavyweight's neutral A combo. As such, Meowth can KO himself at percentages greater than 250%.
    [*]Damage: 3%
    [*]Knockback: N/A
    [*]Start Lag: 0.3 seconds. This is relative to the opponent's height. Against short characters, the start lag is halved.
    [*]End Lag: N/A. After springboarding off, Meowth behaves exactly as if he had footstool jumped someone.
Use: At low percentages, this links directly into Meowth's D-air. At mid percentages, Meowth can use his N-air to aggravate the opponent further. This throw is surprisingly useful in free-for-all matches




::At first glance:
Meowth on his own is critically flawed (if Jessie/James are KO'd, Meowth will be left defenseless). Meowth has no KO moves, very few damage rackers, pretty pitiful range and a constant problem with end lag. Meowth's recovery options are so slow, they WILL be punished. Depending on the time of day and the day of the week, Meowth might not even have any proper knockback attacks! This is one bad character!
Meowth has a few saving graces however. His attacks are generally faster than average, and his prone attack is unreadable. He is one of the very few characters capable of reliably recovering damage and he has reasonable gimping attack. If you're stuck with Meowth on his own, the key to winning is to lure them offstage and to use his general unpredictability to your advantage.

::With practice:
Meowth really shines when properly teamed up with his pals Jessie and James. Every attack that seemed to be just a minor annoyance when Meowth was all alone, becomes a set up attack for Jessie/James' powerful strikes. Meowth still suffers from his lack of range, but everything else is balanced out by the addition of Jessie/James. And Meowth balances out all of Jessie/James' problems too. Meowth should cycle his duties between Point Man and Support Unit, since Jessie/James need both to function optimally. If Meowth isn't hassling the enemy, he should be helping the team by digging up items or boosting Jessie/James' abilities with a dance.
Meowth's moves can generally be defined as either Hassling or Stalling. This would make Meowth an excellent camper, if it wasn't for his poor range and lacking projectiles. Meowth is a poor fighter by most accounts, and so needs to rely on psyching out his opponent. Some of Meowth's moves are excellent demoralisers, and when you factor in the constant threat that is Jessie/James, only one opening is needed to win the match.




::::JESSIE & JAMES::::
**This couldn't have worked better if we'd planned it.**
**If we'd planned it, it wouldn't have worked at all!**

Racheal Lillis & Ted Lewis
Jessie is the self proclaimed leader of the trio. To an extent, her whims determine the actions of the Team. Jessie has the most enthusiasm for her position at Team Rocket, and a somewhat ruthless disposition towards those who would get in her way. Jessie's firey temperment gives her some powerful attacks. But, without outside interference, she will miss every time

James is the glue which holds the team together. Kind and eccentric in equal measures, he sees the good in Team Rocket's crusade. He is not above an occasional tantrum or sulk however, and abuses pokemon he dislikes. James has an odd glut of moves at his disposal, most requiring correct spacing and others taking a long time to finish. When the situation is right, Jame's true power comes to shine.

In Brawl, Jessie/James operate as single character. They maintain constant physical contact with one another, to reassure one another of their team spirit. Jessie always faces forewards and James always faces backwards, so whenever James attacks he always hits behind the duo. Many of their attacks involve complicated and essoteric poses, lending the duo some unfortunately large hitboxes.

Please note that the following moveset applies to both Jessie/James when they are seperated from Meowth, and also when all three are in the piggyback stance. Each move will detail any differences between the seperate and piggyback versions of the move.

::Stats:
Size: 90/100
Although they are individually average in size, Jessie/James form a huge target together, thanks to their bizarre poses and attack animations.

Weight: 65/100
Even together their weight is decidedly average. These two are certainly not piggles

Walk: 20/100
Jessie/James walk back-to-back, making movement quite difficult

Run: 10/100
There's very little difference between Jessie/James walking and running speeds

Traction: 30/100
Being two people makes it very easy for Jessie/James to lose their equilibrium

Damage: 60/100
They can certainly pack a punch, but can they deliver it?

Knockback: 85/100
When Jessie/James land a hit, it won't be them who blast off again..

Start Lag: 100/100
It's like having Dedede's foreward Smash replace all your moves.

End Lag: 70/100
And if the start lag wasn't bad enough..

Range: 85/100
Humungous hitboxes, and some tricky projectiles too!

Priority: 50/100
Considering the start lag, this level of priority is quite low

First Jump: 30/100
Jessie throws James upwards, who in turn drags Jessie up into the air. This makes for a rather large hitbox

Second Jump: 80/100
James throws Jessie upwards this time, who in turn drags James up. After the second jump, Jessie/James curl up into balls to reduce the size of their hitbox

Recovery: 30/100
Jessie/James' recovery involves blowing themselves up, which can KO them at high percentages.

Fall Speed: 50/100
This is something Jessie/James and Meowth have in common

Crouch: 90/100
Both Jessie/James lay flat on their stomachs. In the process, their hitbox becomes twice as wide

Hover: No
Crawl: Yes
Wall jump: No
Wall cling: No
Glide: Yes. Jessie uses James as a makeshift paraglider. This Glide is much much heavier than other glides, and doesn't have a Glide attack.



::A-Button Attacks:
::Ground Attacks:

On the Wind:
Neutral A (4%)
  • Description: While standing back to back with James, Jessie delivers a brutal slap in front of her. The momentum of the attack spins the duo around, resulting in James facing forewards and Jessie facing backwards.
    [*]Unique Properties: Spins the duo around so that they face the other way. Continues on to Neutral AA if A is pressed after frame 24 of the attack.
    [*]Piggyback Version: Meowth yells "Go!", and almost falls off Jessie's shoulders as she attacks. The attack has 0.15 seconds less start lag with Meowth on board.
    [*]Damage: 4%
    [*]Knockback: Minimal knockback. typically less than 1/4 a stagebuilder block away from Jessie.
    [*]Range: Jessie leans foreward to slap, so the attack actually reaches 1 and 1/4 stagebuilder blocks ahead of Jessie and can hit most ducking foes. The hitbox of the attack however, is only 1/2 a stagebuilder block wide, so Jessie won't hit small foes that are right in her face
    [*]Start Lag: 0.4 seconds. one of the slowest jabs ever
    [*]End Lag: 0.1 seconds, this can be jab cancelled
Use: Jessie/James have the inimitable ability to have a laggy neutral A. It's still their quickest attack and the lack of end lag is particularly useful. It's nice to use this then flee, since the attack turns the duo around.


Past the Stars:
Neutral AA[AAA-etc] (1%)
  • Description: James thrusts his rose out in front of him, hoping to nail the foe that was just victim to Jessie's slap. A single puff of darkness emenates from the rose. While A is continually pressed, James twirls the rose around by the stem while it continues to spew darkness (a motion similar to Mewtwo's A combo)
    [*]Unique Properties: Darkness element. Every successful hit with the rose increases the knockback of the next attack that hits the foe by 5% (i.e. the foe would be knocked away as if they had 5% more damage than they actually have). This extra effect can stack on itself up to 25% but is lost after the foe is hit by an attack that causes any knockback other than 'flinching'.
    [*]Piggyback Version: Meowth wildly scratches in time with the rose's twirling, though his enthusiams makes James stoop over and aim towards the floor slightely. Every scratch from Meowth adds 1% damage, and generally makes the combo harder to escape from
    [*]Damage: 1%
    [*]Knockback: Flinching knockback. Not hard to escape after 2 hits.
    [*]Range: James has roughly the same horizontal range as Jessie, though slightely less since he doesn't lean foreward. The darkness that is the actual hitbox is only 1/3 a stagebuilder block in size, and it can be ducked under by most characters
    [*]Start Lag: 0.1 seconds
    [*]End Lag: 0.4 seconds, increases to 0.5 if A is continually pressed. James dramatically crouches and sheathes the rose back in his pocket as if it were a katana
Use: This is a big pain to hit the opponent with and there are better ways to punish an opening. The additional pseudo damage only contributes to the knockback of the next hit that strikes the enemy, so it's almost impossible for Jessie/James to capitalise on that in any meaningful way


Rocket Punch:
Foreward A(14%)
  • Description: With James on all fours behind her, Jessie arches herself backwards until the tip of her hair touches James' nose. Incidentally, their bodies form an R shape at this moment. James sneezes and Jessie throws a rather brutal looking punch in front of her
    [*]Unique Properties:If Jessie/James are hit by any attack that does less than 7% damage, they will instantly unleash their attack with 1.2x the knockback. This attack puts the enemy in a special launch state called the "Rocket state". For the short amount of time they are in the rocket state, the foe leaves a trail of smoke in the air. Direction Influence is impossible when this attack connects.
    [*]Piggyback Version: Meowth slides down off of Jessie just as the attack is unleashed and ends up getting caught up in it! Jessie punches Meowth so hard that he sticks to her hand, this sends a large circular shockwave out which, while only half as strong as the regular attack, travels 1 stagebuilder block in front of her
    [*]Damage: 14%
    [*]Knockback: Strong horizontal knockback. Bare minimum of 3 stagebuilder blocks due to the special launch state. Can easily KO at 80%
    [*]Range: The punch reaches a full stagebuilder block and half in front of Jessie, but has little vertical range. The circular shockwave from the piggyback version is as tall and wide as Jessie, but there's a gap in the center, through which the smallest characters can jump unharmed.
    [*]Start Lag: 1.5 seconds. Getting that R pose just right takes time
    [*]End Lag: 0.7 seconds while James gets back up to his face. Jessie closes her eyes and sighs.
Use: Similarities between this and Falcon Punch should be immediately apparent, but this move actually holds more in common with Marth's Counter. This pseudo counter activates only for attacks less that 7%, so timing this is vital. This is a tremendous KO tool against most damage rackers. Rocket Punch leaves Jessie/James wide open to Smash attacks, so having Meowth nearby to hassle the enemy is certainly useful


Bottlecap collection:
Upward A(9x1% may hit self)
  • Description: When times get desperate, real sacrifices are called for. James grabs a handful of his precious bottlecaps from his pocket and both her and Jessie throw them up into the air.
    [*]Unique Properties:The nine bottlecaps thrown scatter at the peak of the throw and then rain back down on Jessie/James. Any bottlecaps that don't hit a foe are likely to damage Jessie/James. Stale move negation affects the number of bottlcaps that are thrown
    [*]Piggyback Version: Meowth catches any bottlecaps that come back down, and throws them up again, pretending to use Payday. Team Rocket can move again the instant Meowth throws the bottlecaps again
    [*]Damage: 9 hits of 1%
    [*]Knockback: Minimal knockback upwards. The cloud of bottlecaps certainly helps juggle the opponent
    [*]Range: The bottlecaps are thrown bundled together, and scatter at the peak of the throw which is 1 and 1/3 stagebuilder blocks above Jessie/James. The way they scatter is random, but generally covers an area equivilent to 3/4 a stagebuilder block. This increases to a full stagebuilder block as they rain back down
    [*]Start Lag: 0.4 seconds
    [*]End Lag: 0.9 seconds after throwing the bottlecaps. Maybe longer if the bottlcaps end up hitting Jessie/James. The piggyback version of the attack has 1.2 seconds end lag, since Meowth has to throw any remaining bottlecaps a second time
Use: This attack comes out rather quickly, when you consider the usual start lag Jessie/James suffer. The bottlecaps handily cover for the move's end lag too, since anyone trying to capitalise will be caught in the shower of bottlecaps. Generally a good move to use to shatter aerial approaches and throw the enemy off balance. The stale move negation affects this move much more than most however, as it actually reduces the number of bottlecaps thrown. The piggyback stance version of this attack is actually inferior, thanks to additional end lag.


I don't Want to be Your Master!:
Downward A(7%)
  • Description: James rears his leg back, raises his arms and yells "I DON'T WANT TO BE YOUR MASTER!". He then heartlessly kicks whatever was in front of him at the time
    [*]Unique Properties:Can hold A down to delay the actual kick itself by up to 1.3 seconds. If James hits an unevolved pokemon with this attack, it will evolve. This can be used against Pikachu, Jigglypuff, Squirtle and Ivysaur, as well as most pokemon that emerge from pokeballs, and even pokemon that appear as stage hazards. The evolved pokemon will remain evolved for the rest of the match, but cannot be made to evolve again (pokemon from pokeball items remain evolved until they leave the stage). Details on evolved pokemon can be found in the appendix of this moveset.
    [*]Piggyback Version: Meowth interrupts James with "Would you quit yappin!", forcing him to kick as soon as possible. This version of the attack won't evolve pokemon.
    [*]Damage: 7%
    [*]Knockback: Surprisingly low. In most cases the enemy will land on the ground 4 stagebuilder blocks away. The trajectory is very close to the ground and may not actually knock foes away if used on a steep enough incline.
    [*]Range: Hits foes up to 1 stagebuilder block in front of James (James faces backwards). Like other D-tilts, this hit is low to the ground
    [*]Start Lag: 0.6 seconds minimum. Can be delayed up to 1.9 seconds
    [*]End Lag: 0.3 seconds if it connects, 0.5 seconds if it doesn't. James calms down a bit after having kicked something.
Use: This move alone is the reason why Team Rocket makes a good pokemon counter. Only Charizard and Lucario are immune to evolution. All evolutions trade speed for power, making them an easier target for Team Rocket. Pikachu in particular loses much of its agility when it is forced to evolve. Other than that, there's little need to use this move, other than when a relatively quick attack is needed. And yes, James can evolve ekans and koffing (see Neutral Special) by kicking them, but he can't evolve Meowth


Rocket's Rockets:
Foreward Smash(17-26%)
  • Description: Now they mean business! Jessie props up a Team Rocket rocket launcher she got from... somewhere, and James loads it with a rocket he got from... somewhere. Jessie takes aim with the launcher while James scopes the area in from of her with his binocculars. Jessie then fires a horrendously strong missile.
    [*]Unique Properties:The missile follows a Sine-wave curve unless fully charged. If fully charged, the force of the missile causes a misfire, making it follow a Tangental curve instead. If the game is paused when James looks through the binocculars, the binocculars become one of the selectable point-of-views on the pause menu.
    [*]Piggyback Version: With Meowth around to help, the attack has 0.3 seconds less start lag. The missile fired will follow a CoSine-wave curve instead of its usual path. At a glance, it's hard to spot the difference between the two, making it much easier to catch players off guard
    [*]Damage: 17-26%
    [*]Knockback: Strong knockback in the direction the missile was currently moving. This is usually horizontal with a slight up or downward incline. Knockback strength when charged is about 1.5 times as strong as Samus' fully charged beam..
    [*]Range: The missile will continue to fly until it leaves the stage. The exact path the missile takes depends on whether the missile was fully charged or not. At full charge, the missile arcs dramatically upwards, missing anyone standing 4 stagebuilder blocks or more in front of Jessie/James, but potentially nailing airborne foes. The uncharged version bobs up and down as it flys, at its highest point it can be ducked, at its lowest it can be shorthopped. The missile does not explode (but does dissapear once it hits something), so only by touching the missile itself can a player be damaged.
    [*]Start Lag: 2 seconds. Operating a rocket launcher is a delicate procedure
    [*]End Lag: 0.5 seconds while Jessie puts the rocket launcher away... somehow.
Use: A trick to using this is to charge it for as long as possible, releasing it JUST before you reach full charge. The foe will expect the missile to arc upwards, and try to duck it, only to be wholloped by the more horizontal missile instead. There's no way you can get Jessie/James to use this while fighting in close quarters or even mid range. Jessie/James need to be far far away to use this, so you have to keep the foe busy with Meowth. Connecting with this powerful missile will lead to some very early KO's, but your opponent will almost certainly dodge it, unless Meowth specifically knocks them into it.


Strike a pose:
Upward Smash A(0%)
  • Description: Jessie and James leap up into the air and strike one of their trademark poses. Attack portion of the move lasts 0.6 seconds
    [*]Unique Properties: Almost identical to Meowth's Upsmash. Repels foes instead of dealing knockback. It repels foes who are shielding, without affecting their shield. If near to Meowth performing the same attack, the range of the attack triples. This move has no effect on projectiles or thrown items.
    [*]Piggyback Version: When Meowth is onboard, he will join in on the action, boosting the range. This boost is identical to the boost recieved if both Jessie/James and Meowth's Up Smashes were used in tandem.
    [*]Damage: N/A
    [*]Knockback: Repel strength equivilent to an average character's walk speed. Charging the smash, results in a stronger push. At full charge, repels equivilent to an average character's dash speed.
    [*]Range: Repels foes within 1/2 a stagebuilder block of Jessie/James. Range triples if Meowth join in on the attack
    [*]Start Lag: 0.3 seconds while Jessie/James leap up
    [*]End Lag: 0.4 seconds while Jessie/James fall to the ground. Lag increases to 0.5 seconds if Meowth joined in on the attack
Use: This is the Jessie/James counterpart to Meowth's up Smash. Jessie/James' size gives the move greater range, but at the expense of extra lag at both ends of the attack. The only reason you would want to use this attack, is if Meowth was nearby to perform it too.



These are Ice-Packs We're Gunning!:
Downward Smash A(4-10x12%)
  • Description: Jessie and James, back to back, wield some troublingly authentic looking weaponry. But, no need to worry, they're aren't real guns, they're ice guns! Jessie and James both aim their weapons at the ground in front of them (Jessie aims in front, James aims behind the duo) and shoot a salvo of 2 ice bullets each.
    [*]Unique Properties: Each bullet freezes foes on contact, but won't do anything to an enemy who is already frozen. If the move is charged, Jessie and James will aim higher and shoot more bullets. But while shooting, the recoil will naturally make Jessie/James aim back at the ground. The bullets can be fired off stage, but dissapear after travelling 4 and 1/2 stagebuilder blocks.
    [*]Piggyback Version: Meowth idiotically stands directly in front of Jessie, getting hit by the last ice bullet. Though this doesn't deal any damage or knockback, Meowth will be frozen in place during the attacks end lag. In frozen form, Meowth acts as a wall against projectiles and short ranged attacks.
    [*]Damage: Between 4 and 10 bullets (this is the total number fired by Jessie/James) each dealing 12%. Only one bullet can deal damage to a given target.
    [*]Knockback: Equivilent to 2/3 the knockback from being hit by a Mr Freezie.
    [*]Range: Uncharged, hits foes standing within 1/2 a stagebuilder block of the duo. At full charge, the range is extended to 4 and 1/2 stagebuilder blocks. The attack can be easily jumped over, since the attack is only meant to pepper the floor with bullets.
    [*]Start Lag: 1.0 seconds while James yells "These are ice packs we're gunning!"
    [*]End Lag: 1.0 seconds while James mutters "I mean ice-guns we're packing.."
Use: Freezing foes is a nice way to give Jessie/James a nice, albeit short reprieve from the action. It's certainly something the enemy has to keep in mind if they stray too close to Jessie/James while fighting Meowth. Of course, Team Rocket's usual lag problems rear their ugly heads again, but at least you can fire this off the edge of platforms(unlike Snake and his Foreward Smash)



::Aerial Attacks:

Liquiebrium:
Neutral Aerial (5x6%)
  • Description: Jessie clambers onto James shoulders, standing on them. The duo then spin with their arms outstretched for 1.2 seconds
    [*]Unique Properties: This huge attack has two seperate but similar hitboxes, one for Jessie's arms and one for James'. If Jessie/James land during this attack, they will continue the attack on the ground. This attack cannot be fastfalled, due to the helicopter like motion of Jessie/James
    [*]Piggyback Version: Meowth can't be left out of something this cool! He stands on James' head and spins in the opposite direction. This causes a slight vortex affect to anyone who touches Meowth, and increases each individual hit of the attack by 1%
    [*]Damage: 5 hits each dealing 6%. Both Jessie and James deal 5 hits each, but only the very tallest of characters can possibly be hit by all 10 hits (and even then, only if they were right in the middle of the attack to begin with.
    [*]Knockback: The final hit launches foes away a moderate distance downwards. The minimum launch is 2 stagebuilder blocks, and this move can KO at higher percentages
    [*]Range: Jessie/James' arms reach out 1 stagebuilder block either side of them, forming two seperate hitboxes. There is enough space between Jessie and James' hitboxes for most characters to fit comfortably, although anyone stuck in the middle will probably end up being caught by one attack or the other.
    [*]Start Lag: 1.1 seconds while Jessie clambers onto James' shoulders
    [*]End Lag: 0.6 seconds while Jessie jumps down off of James. This lag increases to 0.8 seconds if the move ends on the ground.
Use: This is a huge multihit attack that is hard to avoid but easy to punish. Skilled players like to jump right through the gap between Jessie and James' arms, so you'll still need Meowth to guarantee some hits. The biggest characters can suffer an insane 60% damage from this attack, but only if they jump right into middle of it and forget to DI (It's not hard to see a N-air coming). Using this short-hopping works well with most of Meowth's hassling attacks.



A Nett e-Launcher:
Foreward Aerial (0%)
  • Description: Jessie reveals a rather high end linear launcher she aquired... somehow. She and James aim it at a 45 degree angle downwards and fire out a small net weighted with iron balls.
    [*]Unique Properties: If this attack hits someone or something, it will be trapped in the net as the net continues its descent. Any attack on the net will break it open, and players caught inside can also attack the net to break it open (anyone in the net suffers an additional 0.2 second start lag to all their attacks). The net will not dissapear on contact with the ground, only by attacking it can it be destroyed. Jessie/James cannot fire another net if the first one is still around.
    [*]Piggyback Version: Oh dears! Meowth got caught in the net! This will, obviously, seperate Meowth from Jessie/James. Anyone else who gets trapped in the net will suffer 1% damage (flinching) every second as they scuffle. Meowth can still be controlled, and he can even attack (though this will break the net), but Meowth himself can also be attacked.
    [*]Damage: 0%. The piggyback version of the attack deals 1% per second
    [*]Knockback: Foes trapped in the net will be dragged along with it until the net is destroyed
    [*]Range: The net is 3/4 a stagebuilder block in size and travels 5 stagebuilder blocks per second diagonally downwards.
    [*]Start Lag: 0.9 seconds while Jessie and James marvel at their new toy
    [*]End Lag: 1.2 seconds while Jessie packs it back into the box she got it from
Use: This is an incredibly strong gimping technique, providing you predict your opponent correctly. Any attack, before or after being trapped in the net, will destroy the net, so it's best off used as a surprise. Characters like Ike are more or less screwed if caught in the net while off-stage.
The piggyback version of this move will prevent slower characters from getting out of the net, so long as Meowth stays in too.




Our last Morsel:
Backward Aerial (2x5%)
  • Description: James rummages through his pockets and feebley tosses a morsel of food away in front of him. Quickly realising that's his only shred of food left, James hurriedly swipes the morsel back out of the air.
    [*]Unique Properties: Although the morsel of food he throws counts as a projectile, James has super armor frames until he catches it again (it's impossible NOT to catch it), thus the morsel only travels for an instant. This attack will continue unhindered if Jessie/James land during it.
    [*]Piggyback Version: Both Meowth and Jessie spot the scrap of food being discarded and make a heroic leap for it. Anyone caught by the three way scuffle will suffer twice as much knockback as normal. Meowth and Jessie/James suffer 3% damage each from this attack.
    [*]Damage: 2 hits each dealing 5%. The morsel itself is the first attack, the swipe in midair is the second
    [*]Knockback: The first hit deals only flinching knockback, the second strike sharply knocks the foe downwards. Nowhere near as strong as a spike, it certainly can't be expected to KO.
    [*]Range: The morsel is tiny and only travels 1/2 a stagebuilder block in front of James. The swipe James makes reaches about 1 and 1/3 stagebuilder blocks and covers a total area of 1 and 1/2 stagebuilder blocks.
    [*]Start Lag: 0.5 seconds until James throws the morsel. Another 0.5 seconds until he swipes the food back.
    [*]End Lag: 0.4 seconds while James stashes the food back in his pocket
Use: Even though this is Jessie/James' quickest aerial, you still need to commit yourself to this move, and it can be punished. The midair swipe aims slightely upwards, and is mainly intended to strike down people approaching from above. Only the piggyback version can be expected to KO, and neither version can be followed up.



A Rose by any Other Name is Just as Sweet:
Downward Aerial (15% or 7%)
  • Description: Jessie somersauts above James then brutally slams both her feet into his face, launching him down at the ground. Upon hitting the ground, James shows that he harbors no ill will, by catching Jessie as she herself falls.
    [*]Unique Properties: Until the attack ends in its entirety, neither Jessie nor James can be controlled. Although Jessie and James seperate during this move, this cannot ever result in the permanant seperation of the duo. James is super-armored until he captures Jessie, and will automatically run left and right to stay underneath her as she falls. Jessie though, highly vulnerable to attacks as she falls. James can miraculously jump as high as neccessary to clear an obstacle or pit in his way, but will fall if he needs to go off-stage to catch Jessie. If either Jessie or James are KO'd in the middle of this attack, the other is KO'd as well.
    [*]Piggyback Version: If they have him with them, Meowth becomes the unwitting dupe of Jessie and James' attack. They both stamp on Meowth, launching him directly at the ground. This seperates Meowth from Jessie/James. Attack properties remain the same, but without the need to regroup before the move ends.
    [*]Damage: If a foe is hit as Jessie kicks James, they take 15% damage. If they touch James as he plummets, they take 7% instead.
    [*]Knockback: The knockback from Jessie's legs is a strong spike, and quite capable of early KO's. The knockback from James as he falls isn't as strong, knocking foes down and away from James, a minimum of 3 stagebuilder blocks
    [*]Range: The strike from Jessie's legs is 3/4 a stagebuilder block wide and 1 and 1/3 stagebuilder blocks tall. After being kicked, James' entire body becomes the hitbox for the weaker attack, this attack remaining potent until James hits the ground.
    [*]Start Lag: 0.5 seconds while Jessie somersaults in midair
    [*]End Lag: Varies. The duo regain control 0.2 seconds after James catches Jessie. Obviously, the end lag increases when the attack is performed from higher up.
Use: The actual attacks themselves are really strong, and surprisingly quick for Team Rocket. Sadly, if this is used off-stage, it will always result in a self destruct, and if this is used on-stage, the end lag will be punished severely, even if you hit the opponent. Opponents can lengthen the end lag by juggling Jessie in the air, and they can even KO James by knocking Jessie off-stage. Either use this off-stage as a last ditch attempt to spike the opponent, or use it close to the ground to keep the end lag low.



Captivate:
Upward Aerial (Heals 3%)
  • Description: Noone can stand up the immeasurable charm of Jessie and James! They both reach out above them with their left hands while fillowing their hair with their right.
    [*]Unique Properties: Heals foes on contact instead of damaging them. May induce free-fall depending on the gender of the foe and whether they hit Jessie's hand or James'. Essentially, if the enemy is female and is hit by James' hand, they will enter free-fall. The same occurs if a male character is hit by Jessie's hand. If the foe is hit by both hands, they do not enter free-fall and heal an additional 2% damage instead. Genderless foes cannot be made to free-fall with this attack, for obvious reasons. All pokemon are considered to be of a random gender, determined at the start of the match.
    [*]Piggyback Version: Meowth feels the love too! He jumps up off of Jessie and James' shoulders with both his arms outstretched. Genderless foes who touch Meowth's arms will be put into free-fall. The other elements of the attack happen as usual.
    [*]Damage: Heals opponent 3%
    [*]Knockback: Flinching knockback (even though the attack itself heals). Can cause free-fall in certain circumstances.
    [*]Range: Both Jessie and James' arms reach out one stagebuilder block above them, and there is 1/4 a stagebuilder block of horizontal space between the two hitboxes. It is pretty hard to land the attack you want, without landing the other one too.
    [*]Start Lag: 0.7 seconds. Jessie and James perform the motion in a hazey slow-motion.
    [*]End Lag: 0.6 seconds.
Use: This is pretty slow and hard to hit, particularly against pokemon you don't know the gender of, but forcing the enemy into free-fall is definitely worth the hassle. This sets the opponent up very well for a F-Air off the stage. Depending on the opponent though, you may need the piggyback version.



::Other Attacks:
Rollin' Along:
Dash Attack(5x2%)
  • Description: Both Jessie and James tuck themselves into tight balls and roll foreward along the ground for 1.2 seconds
    [*]Unique Properties: Length of the roll is affected by the terrain. Steep inclines will reduce the length of the attack by 0.3 seconds, steep declines can increase the length by up to 0.8 seconds. Both Jessie and James count as seperate hitboxes. If Jessie is stopped by an attack, James will continue rolling along until either he too is stopped by an attack, or the move ends naturally. The further away from one another they are at the end of the move, the longer the end lag will be as they regroup.
    [*]Piggyback Version: Meowth pushes Jessie along from behind, giving her super armor against a single attack. Meowth himself can be hit, causing seperation.
    [*]Damage: Both Jessie and James hit up to 5 times (regardless of how long the attack itself is), each hit dealing 2% damage
    [*]Knockback: Drags foe along. Final hit causes small-hitstun
    [*]Range: The entirety of Jessie and James' bodies are the hitboxes. When tucked into a ball Jessie/James only cover an area of 3/4 a stagebuilder block
    [*]Start Lag: 0.5 seconds. All they have to do is tuck and roll
    [*]End Lag: 0.3 seconds. Increases if Jessie and James end the move further apart
Use: It's hard for your opponent to flat out stop this attack, but they could just jump over it and wait for the move to end. This dash attack can easily overshoot and fall off the edge of the stage. It's quick to come out though (comparitively) and the dual hitboxes can really rack up the damage on wide opponents. The extra super armor on the piggyback version is very useful for rolling through an explosive item or charged smash attack.



Mondo, Team Rocket Special Delivery Member Trainee!:
Prone Attack(5x2%)
  • Description: With a "Tan-Tan-TAN!" fanfare and appearing from a cloud of pink smoke, Mondo appears behind Jessie/James. After saluting them both he starts giving them food, like a good little Mondo.
    [*]Unique Properties: Every 1.4 seconds after saluting, Mondo feeds Jessie/James a random food item (they all heal 4%). He will keep doing so until either Jessie/James is attacked, or the player manually stops the attack by pressing any button. Mondo himself appears slightely in the background and cannot be hit.
    [*]Piggyback Version: Mondo works extra fast to appease the whole team, feeding them every 0.8 seconds. The food only heals 3%, but heals both Meowth and Jessie/James
    [*]Damage: N/A
    [*]Knockback: N/A
    [*]Range: N/A
    [*]Start Lag: 1.0 seconds. Mondo is pretty prompt
    [*]End Lag: N/A. Although Mondo does dissapear back into a cloud of smoke when the attack ends
Use: Jessie/James cannot manually enter the prone position, unlike Meowth, so you won't find much of an opportunity to actually use Mondo. If Jessie/James are knocked down, your opponent is probably breathing right down your neck. But if someone knocks you all the way to the opposite end of Hyrule Temple, then feel free to capitalise on their stupidity with some free healing.



Snowgasboard:
Ledge Attack(12%)
  • Description: "snow food is low in fat!". While James hangs onto both the ledge and Jessie (by her hair), Jessie brandishes a tray piled with all kinds of snow dainties. She throws the tray up and over James while he crawls up onto the ledge.
    [*]Unique Properties: The snowgasboard counts as a projectile, allowing it to be reflected. The attack freezes the foe on contact
    [*]Piggyback Version:Meowth sweeps the top of the ledge with his paw, just as Jessie throws the snowgasboard. Meowth's sweep trips anyone standing within 3/4 a stagebuilder block from the edge
    [*]Damage: 12%
    [*]Knockback: None, the attack freezes the foe in place
    [*]Range: The snowgasboard itself is rather hefty, covering an area of 5/6 a stagebuilder block. It travels in a dull arc, peaking 2 stagebuilder blocks above the edge of the stage and landing 1 and 1/2 stagebuilder blocks onto the stage.
    [*]Start Lag: 0.5
    [*]End Lag: 1.2 seconds after throwing the snowgasboard
Use: It's hard to detail a situation in which this move would actually be useful, although freezing your opponent is always fun, regardless of how vulnerable you are to D-tilts while you do it



::B-Button Attacks:
::Special Attacks:

Craft:
Neutral Special (No Damage)​
Description: Say what you will about their fighting skills, but never ever diss Team Rocket's ingenuity and craftsmenship! Jessie and James both start tinkering with whatever item they are currently holding. If they aren't holding an item, they will take out one of their pokeballs and start shaking it.

Details: This move is noticably different depending on whether or not Jessie/James are holding something.
If they are holding something, they will tinker with the item until B is released. Depending on how long you hold B, and what item you're using, a completely different (usually better) item will be created. Below is a full list of the items that can be created, what items can be used to create them, and the amount of time holding B that is required for that result
(times listed in seconds. "Any" means it doesn't matter how long B is pressed.)
  • Potion: (Capsule: 0-0.5, Stick: 1-1.5, Lips Stick: Any, Leftovers: 0-2.4, Pokedoll: 0-0.9)
    recovers 5% when A is pressed. Single use. Can be thrown with Z
  • Gold Berry: (Capsule: 0.6-onwards, Stick: 0.5-0.9, Wht/Pnk/Blk/Ylw/Mst Apricorn: 0-0.5, Potion: 0-1.5)
    When thrown, recovers 12% to whoever it hits. Vanishes when thrown. Can be thrown with A
  • Mint Berry: (Gold Berry: 0-0.5, Gooey Bomb: 0-0.6)
    automatically prevents holder from sleeping. Vanishes after 1 attempt to make holder sleep or when thrown. Can be thrown with A
  • Bitter Berry: (Gold Berry: 1.5-onwards, Deku nut: Any, Pitfall: Any, Gooey Bomb: 0.7-onwards)
    automatically prevents holder from being stunned after having their shield broken. Vanishes after holder's shield is broken or when thrown. Can be thrown with A
  • Ice Berry: (Gold Berry: 0.6-1, Bob-omb: 0-0.7, Fire Flower: Any, Freezie: Any)
    Renders holder immune to a single fire based attack. Vanishes after 1 fire attack hits the holder or when thrown. Can be thrown with A
  • PRZcure Berry: (Gold Berry: 1-1.4, Motion sensor Bomb: Any, Super Scope: 0-1)
    Renders holder immune to a single electric based attack. Vanishes after 1 electric attack hits the holder or when thrown. Can be thrown with A
  • Repel: (Ray Gun: Any, Super Scope: 1-onwards, Spring: Any, Bob-omb: 0.7-onwards, Cracker Launcher: Any, Pokedoll: 1-onwards, Stick: 1.6-onwards)
    For 6 seconds after A is pressed, foes within 2 stagebuilder blocks of the user will be gently pushed away. Single use. Can be thrown with Z
  • Rare Candy: (Star Rod: 2.1-onwards, Leftovers: 2.5-onwards, Secret Potion: 1.6-onwards)
    When thrown, if it hits a pokemon, that pokemon will do 1% more damage to all its attacks for the rest of their stock (in the case of pokemon from pokeball items, all pokemon of the same species will do 1% more damage, for the rest of the match). The effects can be stacked up to 5%. Can be thrown with A
  • Leftovers: (Rare Candy: Any, Team Healer: Any, Squirt Bottle: Any, Secret Potion: 1.1-1.5)
    recovers 1% every second while held. Can be thrown with A
  • Sticky Barb: (Unira: Any, Hothead: Any, Bumper: Any, Old Rod: Any, Secret Potion: 0.7-1)
    deals 2% damage every second while held. Anyone hit by it when thrown will automatically grab it and take 2%. Can be thrown with A
  • Everstone: (Star Rod: 0-2, Fan: Any, Beam Sword: 0-0.9, Home Run Bat: 0-0.9, Secret Potion: 0-0.6)
    Any pokemon hit by it when thrown will be unable to evolve for 45 seconds. Vanishes when thrown. Can be thrown with A
  • Amulet Coin: (Wheel from Bike: 0-0.9, Green Shell: 1-onwards, Nugget: 0-0.5, Coin Case: 0.7-onwards)
    Holder spews out twice as many coins when hit during a coin match. Anyone hit by it when thrown will automatically grab it and gain 5 coins. Can be thrown with A
  • Coin Case: (Wheel from Bike: 1-onwards, Green Shell: 0-0.9, Nugget: 0.6-1.2, Amulet Coin: 0.7-onwards)
    Holder attracts coins from twice as far. No effect on notes. Can be thrown with A
  • Wheel from Bike: (Amulet Coin: 0-0.6, Coin Case: 0-0.6)
    Same properties as a loose wheel from Wario's bike
  • Home Run Bat: (Beam Sword: 1-onwards)
    Just the regular home run bat
  • Beam Sword: (Home Run Bat: 1-onwards)
    Just the regular beam sword
  • Bob-omb: (Banana Peel: Any, Nugget: 1.3-onwards)
    Just a regular bob-omb
  • empty Pokeball: (Smart Bomb: Any, Empty Greatball: 0-1, Pokeball[must be one that spawned ordinarily]: Any)
    Any opponent hit by it when thrown will be trapped inside for 1 second. It has a 40% chance of capturing pokemon that came from pokeball items. Once captured, empty Pokeball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Greatball: (Empty Pokeball: 0.8-onwards)
    Any opponent hit by it when thrown will be trapped inside for 1.25 seconds. It has a 50% chance of capturing pokemon that came from pokeball items. Once captured, empty Greatball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Ultraball: (Empty Greatball: 1-onwards)
    Any opponent hit by it when thrown will be trapped inside for 1.5 seconds. It has a 65% chance of capturing pokemon that came from pokeball items. Once captured, empty Ultraball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Fastball: (Wht Apricorn: 0.6-onwards, Empty Ultraball: 0.4-0.7, Empty pokeball: 0-0.1)
    Any opponent hit by it when thrown will be trapped inside for a maximum of 3 seconds (time spent trapped is related to how fast opponent was moving when hit). It has a 45% chance of capturing pokemon that came from pokeball items. It is guaranteed to capture Entei or Suicune. Once captured, empty Fastball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Loveball: (Pnk Apricorn: 0.6-onwards, Mr Saturn: 0-1, empty Ultraball: 0-0.3, Empty pokeball: 0.2-0.3)
    Any opponent hit by it when thrown will be trapped inside for either 1 second or 3 seconds (opponent is trapped for longer if it is the opposite gender to the thrower. Jessie/James couunts as female because Jessie is the one who throws items). It has a 45% chance of capturing pokemon that came from pokeball items. It is guaranteed to capture Mew, Celebi or Chikorita. Once captured, empty Loveball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Heavyball: (Blk Apricorn: 0.6-onwards, Empty Ultraball: 0.8-1.1, Empty pokeball: 0.4-0.5)
    Any opponent hit by it when thrown will be trapped inside for a maximum of 3 seconds (time spent trapped is related to the weight of the opponent compared to the weight of the thrower). It has a 45% chance of capturing pokemon that came from pokeball items. It is guaranteed to capture Groudon or Kyogre. Once captured, empty Heavyball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Moonball: (Ylw Apricorn: 0.6-onwards, Pokedoll: 2-onwards, Mr Saturn: 1.1-onwards, Empty Ultraball: 1.2-1.5, Empty pokeball: 0.6-0.7)
    Any opponent hit by it when thrown will be trapped inside for a maximum of 3 seconds (time spent trapped is related to how high above the ground the opponent was when hit). It has a 45% chance of capturing pokemon that came from pokeball items. It is guaranteed to capture Manaphy, Ho-oh, Lugia or Togepi. Once captured, empty Moonball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • empty Masterball: (Hammer Head: Any, Mst Apricorn: 0.6-onwards, Brick Piece: 6.1-onwards)
    Any opponent hit by it when thrown will be trapped inside for 3.5 seconds. It is guaranteed to capture any pokemon that came from pokeball items. Once captured, empty Masterball behaves as a normal pokeball. Vanishes when thrown. Can be thrown with A
  • Brick Piece: (Brick Piece: 0-6)
    The same as the item Meowth digs up


But something completely diferent happens if Jessie/James aren't holding any items. They will take out one of their pokeballs and start shaking it. They shake it twice each second, and each shake changes the pokemon that's inside. Once they're done shaking it, it will behave exactly like a regular pokeball, unleashing one of Team Rocket's pokemon when thrown;

  • 0 shakes = Koffing!
    Koffing appears and acts exactly as he did in Super Smash Bros 64, spewing puffs of smoke in random directions. Each puff deals 2% damage but doesn't extend far from Koffing. Koffing does not move until he's done spewing smog 2 seconds later, but since he hovers above the ground, he can appear to drift away from moving stages like Corneria. Koffing is great for blocking an opponent or ruining approaches.
  • 1 shake = Ekans!
    The slippery serpent, Ekans is more of a direct attack than his cohort and will actively seek out an opponent by slithering toward them. He travels as fast as Ganondorf's walk and he cannot jump, opting to turn around at edges and find a new target. If he gets within 3/4 a stagebuilder block of a foe (in any direction) he will pounce and bite them, dealing 8% damage. The knockback from this won't KO until around 200%, but it can still repel foes pretty well. Ekans stays out for 5 seconds before dissapearing. Ekans is well suited to chasing foes away, especially when they're in your face.
  • 2 shakes = Wobbuffet!
    Wobbuffet appears and acts exactly as he does in Brawl. Absolutely no change in behaviour.
  • 3 shakes = Chimecho!
    Look! A Chimecho! It drops a single sticker before floating up off the top of the screen.
  • 4 shakes = Victreebell!
    Victreebell hungry! Victreebell eat James! Yum!
    Victreebell will float towards Jessie/James, whereever they are. If he catches them, or another player on the way, he will devour them, whereupon he will behave like a floating Gulpin (except without the constant damage) until he dissapears. Victreebell floats at a speed of 1 and 1/2 stagebuilder blocks a second and lasts for 7 seconds.
  • 5 or more shakes = Magikarp!
    Emerging from its golden pokeball is the king of all carp! The Magikarp!
    Magikarp flops uselessly on the ground, unable to even move around like Goldeen can. This pokemon isn't even good for eating! It's best to evolve this feeble pokemon by kicking it with Jessie/james D-tilt.

Use: Craft is certainly a move you should be using constantly. Some of the items you can get from it are incredibly useful, even if learning all the possible ways to make an item is a hassle. Even if you don't like the items, you should at least use craft to summon Team Rockets pokemon. They are ALL great spacing tools, and pretty reliable to boot, though you can only have one of Team Rocket's pokemon out at a time. The only downsides to this special are that the best items can take a really long time to make, and most items rely on Meowth's significantly more laggy Neutral Special to dig up the components to make them.



Rocket Bomb:
Up Special (15% [hits self aswell as opponent])​
Description: Jessie takes out a cute little bomb with the Team Rocket logo printed on it, and James lights the fuse. The duo will then carry the bomb around with them in a flustered panic, somehow incapable of throwing the bomb away, until it explodes 2 seconds later.

Details: Ouch! This attack will deal 15% damage and strong (3/4 bob-omb strength) knockback to Jessie/James once the bomb explodes. If anyone else is close enough to the blast (blast radius equal to Link's bombs) they will take the full brunt of the blast aswell. If Jessie/James try to shield the explosion, their shield will be broken and the duo will be stunned (in the process, they avoid the damage and knockback from the explosion). This does not apply to anyone else who tries to shield the blast.
While moving around with the bomb, Jessie/James cannot attack, if the player presses A or B plus a direction, Jessie/James will swing the bomb in that direction. If the bomb explodes mid swing, the direction Jessie/James ae blasted will be affected (e.g. If Jessie/James swing the bomb left and it explodes, Jessie/James will be knocked to the right by the blast). The bomb can be made to detonate pre-maturely if it hits an object or player in midswing.

Use: This is certainly a dangerous recovery move, especially if the explosion intended to save them ends up KO'ing Jessie/James. The long fuse-time, means you have to use it when you're first knocked off-stage, rather than when you need it. It takes 0.5 seconds to swing the bomb in any direction, so you won't be able to swing it more than twice before it explodes in your face. Unlike many Up-B recoveries, this one is useful on land too. The blast is pretty strong, and the bomb's volitile nature can be used to scare off your opponent. If Jessie/James are holding a Bitter Berry, they can shield the blast from the bomb without getting stunned. In addition, this Up-B can be used more than once in mid-air, since the explosion damages Jessie/James.



A bicycle built for Three:
Side Special (5%)​
Description: With a "ding!", Team Rocket's tandem bicycle appears from nowhere, right next to Jessie/James. This three seater, normally found powering the Gyrados and Magikarp Submarines, can fit all three members of Team Rocket on it. The bicycle is pedelled along by tapping A, and falls over if it tries to change direction or slows down too much.

Details: This bicycle behaves almost identically to Wario's motorcycle in terms of max speed, attack power and range. It can also be ridden by Wario himself, and when destroyed, leaves behind two wheels just like Wario's version. The tandem bike, cannot pull wheelies however, nor can it change direction without everyone falling off. The tandem bike is powered along by tapping A (4 taps or more per second to speed up, 2 taps per second to maintain current speed) and its speed is greatly influenced by the shape of the terrain. If Meowth isn't already on the bike when the move starts, he'll jump on if the bike passes him slowely (half speed or less). If the bike is travelling too fast when it passes Meowth, the bike will crash painfully, dealing 6% damage to both Meowth and Jessie/James along with medium hitstun. If Meowth manages to get on the bike, he will join in on the pedalling, reducing by 1 the number of times A must be pressed per second to accelerate or maintain current speed. When the bike stops, and if Meowth was on it, Team Rocket will finish the move in the piggyback stance.

Use: In general, the tandem bike is much more limited and stifling than Wario's version. Still, this is a good way to move around or collect Meowth from another part of the stage, and its one of very few Jessie/James attacks that come out quickly. It also, obviously enough, helps with Jessie/James' recovery, though the tandem bike is much heavier than Wario's motorbike, and falls like a brick.



Dig this!:
Down Special (0%)​
Description: Time to get to work! Jessie and James, donning hardhats and wielding shovels, start digging a pit in the ground, not stopping until B is pressed a second time. The pits Team Rocket dig, behave like pitfall traps when stood on, and can be made wider by digging for longer. If this move is used on a fall-through platform, Jessie/James and anyone else standing on that platform, will automatically fall through it.

Details: Although the duo start digging immediately, it takes 0.8 seconds for a pit to actually appear where they are standing. Each pit they dig starts as the size of a standard pitfall trap and steadily widens as the digging continues. After 3 additional seconds of digging, the pit becomes 3 stagebuilder blocks wide (Team Rocket cannot dig a bigger pit than this). The pits that Team Rocket dig are very easily visible and are colour coded in case more than one player is using Team Rocket. Only the Team Rocket that dug a particular pit can stand on it without falling in. Each Team Rocket can dig up to 3 pits on-stage. To destroy a pit, either someone other than Team Rocket has to fall ito it, or Team Rocket must stand over the pit and use Down-B a second time (it takes 1.6 seconds to remove a pit). If, while digging, the pit ends up overlapping with another pit, they will fuse together to form a single, wider pit. If the second pit belongs to another Team Rocket, so will the new pit, meaning the Team Rocket digging the pit will automatically fall into it.

Use: Other than finding the time to make them, there are no downsides to digging pits. More pits equals more places Meowth can use his own Down-B on. Bigger pits equals a larger area the opponent can't step on without getting buried. You'll find though, that many opponents will purposefully fall into your pits as you dig them, to prevent you from covering too much of the stage in pits. Combining pits with Jessie/James' other spacing tools can wreck havok with your opponent's playstyle.



::R-Button Attacks:
::Grab & Throws:

The Handy Andy:
Grab (N/A)
  • Description: Otherwise known as a box with a hand on it! James wields this mechanically marvel (meaning the grab appears behind Jessie/James) and presses a button on the side. The metal tubing connecting the hand to the box begins to unwind, some gears whirr and churn, and the hand moves foreward slowely. The hand will extend until it leaves the stage area completely, or it grabs someone.
    [*]Unique Properties:This grab has an infinite range, but moves so slow it can be easily avoided. The entire grab can be angled up or down by 10 degrees and the tubing connecting the hand to the box can be walked on. If that tubing is hit by any attack, the grab will end prematurely.
    [*]Range: The hand moves at 3 stagebuilder blocks per second, until it touches a player or it leaves the stage area completely (i.e. it enters a blast zone)
    [*]Start Lag: 0.5 seconds while James gloats
    [*]End Lag: 0.0 seconds if the grab ends naturally. 1.3 seconds lag if the tubing is attacked.
Use: Nothing says "hit me, I'm open!" like the Handy Andy. You cannot stop it until the hand leaves the stage or the tubing is attacked, so make sure you grab.. someone, even if it's Meowth. The grab works on foes who are in midair, and the fact that the grab comes from James is useful for catching those annoying foes who like to roll behind you. The tubing from the grab makes an excellent ad hoc platform for Meowth if he ends up off-stage.



Load up!:
Pummel attack (0%)
  • Description: While Jessie holds out a large and threatening looking mortar cannon, James loads it using the grabbed character
    [*]Unique Properties: Required action before any of Jessie/James' throws can be used. If the foe breaks free from the grab after being loaded in the mortar, the Up-throw will be used on them automatically.
    [*]Damage: N/A
    [*]Start Lag: 1.0 seconds
    [*]End Lag: 0.0 seconds.
Use: Since you have to use this before ANY throw, this pummel is absolutely neccessary. Annoying, but neccessary.


Bubblegum gun:
Foreward Throw (7%)
  • Description: James fires the mortar at a 45 degree angle, shooting the character out along with a sticky mass of bubblegum
    [*]Unique Properties: Once the foe hits, or lands on (if the foe recovers early from the throw), the ground, they will be stuck there for 1.2 seconds, vulnerable to everything except grabs.
    [*]Damage: 7%
    [*]Knockback: launches foes out weakly at a 45 degree upward angle. Without DI, most foes will land 4 stagebuilder blocks away
    [*]Start Lag: 0.25 seconds
    [*]End Lag: 1.0 seconds
Use: The sticky properties from this throw cannot really be capitalised on by Jessie/James themselves, so Meowth should start one of his stronger attacks (like Moment of Tooth). This is a incredibly useful throw when used to throw opponents off-stage, since they'll end up stuck for 1.2 seconds the moment they land back on the stage.



Backfire:
Backward Throw (8% to both opponent and Jessie/James)
  • Description: Something's wrong with the mortar. Jessie and James decide to take a look-see and angle the mortar down toward their faces. Of course, the mortar fires at this point, launching both the opponent and Jessie/James into the air.
    [*]Unique Properties: Launches both the opoonent and Jessie/James
    [*]Damage: 8% to both opponent and Jessie/James
    [*]Knockback: Quite strong. Usually 4 or 5 stagebuilder blocks at a 45 degree angle backwards. If Jessie/James' damage is different to their opponent's, their knockback from this throw will obviously be different. May KO, at high percentages.
    [*]Start Lag: 0.5 seconds while Jessie/James express their confusion
    [*]End Lag: 0.0 seconds since they are launched along with the opponent.
Use: Jessie/James' best KOing throw. There are many applications for this throw, depending on the amount of damage accumulated by both Jessie/James and the opponent. For example, if the foe has little damage and Jessie/James have a lot, Jessie/James will be launched further, setting things up nicely for a F-Air down at the opponent. Just try not to KO Jessie/James with this throw.



Muzzle Down:
Downward Throw (13% when opponent hits floor)
  • Description: Jessie/James aim the mortar 45 degrees down at the ground and fire the opponent out.
    [*]Unique Properties:Only damages the opponent if the hit the ground after being fired.
    [*]Damage: 13%, but only if the opponent hits the ground after being fired out
    [*]Knockback: foe is launched 45 degrees down at the ground. Knockback strength equal to Jessie/James' Foreward throw (i.e. fairly weak)
    [*]Start Lag: 0.5 seconds while James angles the mortar down.
    [*]End Lag: 0.3 seconds while Jessie/James high five each other
Use: If you can grab the opponent while on the edge, this throw is excellent for blasting them back off-stage. Otherwise, best used to rack damage or keep the foe close-by.



Rubber Ball gun:
Upward Throw (9%)
  • Description: What a creepy looking rubber ball! The mortar fires out the opponent straight up, and a large, red rubber ball creeps out of the mortar in pursuit.
    [*]Unique Properties: The rubber ball, one stagebuilder block in size, floats up at a rate of 2 stagebuilder blocks a second. If it touches the opponent, or any other player, it will envelop them, capturing them inside. Once captured, the player inside is immune to damage, but the ball continues to float upwards, eventually taking them off the stage completely. To free the character within, 20% of damage must be done to the ball (the player inside can attack the ball)
    [*]Damage: 9%
    [*]Knockback: Fairly weak. Though the minimum knockback is 4 stagebuilder blocks, the knockback does not increase with damage at the same rate most other attacks do.
    [*]Start Lag: 0.2 seconds before firing the opponent. An additional 0.3 seconds before the red ball squeezes out.
    [*]End Lag: 0.5 seconds.
Use: Not many opponents will be stupid enough to get hit by the rubber ball. But if they do, or if you knock them into it, you'll have a few seconds to yourself, which Jessie/James can definitely use to their advantage.


::At first glance:
Jessie/James have the critical problem of high start lag. Many opponents can simply spam their quickest attacks, knowing Jessie/James cannot attack back. Another serious problem with the duo is their huge hitbox, particularly during Aerial attacks and jumps. Any Jessie/James player needs to understand how easy a target they are for any stray projectile and any half-cocked anti-air attack. The iceing on this ugly looking cake is the fact that Jessie/James' Up-B does more harm than good, often leading to unintentional self desructs.
Unlike their partner Meowth however, Jessie/James are better suited to taking hits, and their own attacks are some of the strongest in the game. Given time to set up, Jessie/James have unparalleled spacing tools, and the duo have a decent gimping attack too.

::With practice:
Jessie/James can become real juggernauts if they have Meowth around to cover them during setup. In turn, Jessie/James can meat some attacks in place of Meowth to keep the team in the game. With all of Jessie/James' spacing and KOing attacks, Meowth finally has something to setup, and with Meowth's constant hassling, Jessie/James finally have some room to breath.
Craft should be used almost none stop, at least for the pokemon it can summon, while Rocket Bomb is a great deterrant against opponents who won't leave Jessie/James alone. Jessie/James' purpose is to do the actual KOing from afar, only advancing on the opponent when Meowth needs to take a break.



::::Final Smash::::
**That boy on the poster looks just like you, James**
**He does? I think he looks pathetic!**
**That's what she meant James.**

Team Rocket got the Smash Ball! The whole screen flashes bright white for an instant and... hey! Team Rocket are gone! The background looks all weird too, showing a view of a galaxy from outerspace.
After a couple of seconds of bemusement, the lights dim and two spot lights focus on the center of the stage (or the closest platform to the center of the stage). Hazy white smoke billows out from the center-stage and the stars of the show, Jessie and James rise up out of the ground, the two rendered pitchblack by the glare of the spotlights.
"PREPARE FOR TROUBLE!"
"MAKE IT DOUBLE!"
The spotlight on Jessie refocuses, allowing us to see her properly. She poses with her arms back.
"TO PROTECT THE WORLD FROM DEVASTATION!"
Now the spotlight on James refocuses and James poses over Jessie
"TO UNITE ALL PEOPLES WITHIN OUR NATION!"
Jessie and James suddenly jump foreward off the stage, appearing to fall off the bottom and KOing themselves (we see the blast of them getting KO'd). Then, right up against the screen, Jessie appears holding a microphone.
"TO DENOUNCE THE EVILS OF TRUTH AND LOVE!"
James himself shoves Jessie away as he leans in from the left hand side of the screen, also holding a microphone.
"TO ENTEND OUR REACH TO THE STARS ABOVE!"
Jessie Punches James down out of the way.
"JESSIE!"
James appears again, underneath Jessie, while rubbing his sore head
"james..."
The screen flashes white again, and now the entire stage and its characters are missing. Jessie and James appear over the galaxy in the background, forming a letter R with their bodies.
"TEAM ROCKET BLAST OFF AT THE SPEED OF LIGHT!"
"SURRENDER NOW, OR PREPARE TO FIGHT!"
Meowth somersaults in from the top of the screen, having been absent from the rest of the motto.
"MEOWTH! THAT'S RIGHT!"

The scene cuts back to the way it was before the Final Smash was actiavted, albeit with Team Rocket standing in the center of the stage. Jessie turns to Meowth.
"HURRY UP AND DO IT ALREADY!"
"OK JESS! ... LOOK OUT TWERPS! HERE COMES THE TOP CAT!"
Meowth leaps up dramatically, glowing bright orange. At the peak of his jump, he flashes white and transforms into...




Robotic Meowth

Details: The Robotic Meowth is significant in size, equal to Giga-Bowser. It is also impervious to flinching, except by electric attacks. Movement and attacks remain very much the same as a 8x regular size Meowth, although attacks that didn't cause knockback now do so. Specials are impossible in this form, along with grabs. The following attacks are different during the Final Smash
  • D-Tilt: Meowth stamps the ground with one foot, causing a tremor in the surrounding area. Hits anyone standing within 4 stagebuilder blocks of Robotic Meowth, straight up. Damage and knockback quadruple that of Donkey Kong's Down-B
  • U-Smash: Move works as normal, but causes a tremor upon landing. This tremor affects the entire stage, hitting anyone on the ground. Damage and knockback double that of Donkey Kong's Down-B
  • F-Smash: Meowth shoots two bubblegum balls out of his paws, straight foreward. They travel in a heavy arc, clearing 3/4 of Final Destination before landing. Anyone struck by the bubblegum will take 15% damage and will be stuck to the bubblegum as it continues to move. Escaping from the bubblegum is equivilent to escaping from a grab. Charging the attack increases the velocity at which the bubblegum balls are fired. Maximum charge results in bubblegum balls that do not fall as they travel
  • D-Smash: Almost identical to the above, Meowth shoots one bubblegum out towards the ground either side of him. Charging this attack increases the damage dealt, up to double at full charge

This Final Smash lasts for a reasonable 13 seconds, allowing plenty of time for Robotic Meowth. Unfortunately, Jessie/James are vulnerable during Meowth's ramage, so you'll need to switch to them frequently to keep them safe... or just ignore them, it's your call. Robotic Meowth is not as imposing as Giga-Bowser, nor as quick as Wario-Man, but he stays out longer than both. Even better, while Robotic Meowth struts his stuff, Jessie/James have all the time they need to prepare their own attacks.




CONGRATULATIONS! You've reached the end of the moveset! You can stop reading here if you'd like





::::SubSpace Emmissary::::
**They'll be sorry they ever saw this handsome face**
**We're ALL sorry to see your face!**

The Team Rocket part of SSE starts after everyone first confronts Taboo and is trophified. In the "Crushing Defeat" scene, Lucas holds Pokemon Trainer trying to protect him, reulting in their trophies being fused together into one. We then zoom in on Pokemon Trainer's now lifeless eyes.

note*: The Lucas and Pokemon Trainer trophies no longer appear in the subspace stages, those trophies are instead replaced by Ivysaur's and Charizard's. Pokemon Trainer cannot use either of those pokemon until those trophies have been collected.

Team Rocket Stage 1:
Scene #1: We see Lucas and Pokemon Trainer walking along a idyllic route, pointing out pokemon and generally having a pleasant stroll. Suddenly, from some bushes to the left of them, Team Rocket slide out into the open, crossing our field of vision in a way reminiscent of how Enemy Trainers slide in the Pokemon Games. Jessie then points at the pokeball on Pokemon Trainer's belt while James holds up his own pokeball.

Boss: Team Rocket (Two Player version):
Lives: 2
Fight as (Pick 1): Pokemon Trainer, Lucas
Music: Vs Rocket Grunt [GAME](RMIX)
This is a 2vs2 (Pkm Trainer & Lucas Vs Jessie/James & Meowth) match without items. The two player version of Team Rocket is exactly how it sounds, the computer controls both Meowth and Jessie/James as if they were genuine seperate characters. This means you have to KO both to win, but the two player version of Team Rocket cannot enter the piggyback stance. This is actually a really easy battle, since the individual characters of Team Rocket are badly outmatched

Scene #2: We see Team Rocket "Blast off again" into the sky, and the scene then cuts to a mountainous region where we see Team Rocket fall back out of the sky toward the camera. Team Rocket land rather painfully in the dirt, sliding along on their faces. The camera then pans right to reveal a Wynaut in the background. Jessie jumps to her feet and points at the pokemon excitedly, causing the Wynaut to jump in surprise and run away.


Area #1:
Music: RSE Rival [GAME](RMIX)
A long winding dirt track along the mountainside. Hazards consist mainly of pits and a number of waterfalls that must be cleared. The waterfalls will push characters downward, making some jumps difficult. Although this is a straight A to B level, there is another objective Team Rocket should attempt.
In SSE, Team Rocket has no pokemon that they can summon with Craft. Instead, using Craft when not holding an item will create an empty Pokeball. Team Rocket needs to capture some of the pokemon littered throughout the level, using these empty pokeballs. After capturing one, Team Rocket can use Craft to summon it (or they can hold B for longer, to create another empty pokeball so they can capture another pokemon). They can capture up to 4 pokemon, capturing any more will get rid of the oldest pokemon caught.
The pokemon in this level perform the attack they would have done after emerging from a pokeball, and instead of dissapearing after their 'time' is up, they pause for 2 seconds before attacking again.

Common Pokemon in this level;
Munchlax: Waddling along the dirt track in packs of three
Piplup: Surfing back and forth along the top of waterfalls
Torchic: Sitting in dry twig nests, inside alcoves in the mountainside
Koffing: Floating over pits, making them harder to jump over.
Meowth: Sitting near cliff edges in the latter half of the level

Rare Pokemon in this level;
Chikorita: One is standing in a grass clearing with flowers found in the middle of the level
Ho-oh: If the player goes backwards from the start, they will reach a cliff edge with Ho-oh flying nearby. It dissapears after 5 seconds.
Staryu: Along the wall of the dark side of the mountain are red lights. In a particularly dark part, it is difficult to see much else. One of these lights is really a Staryu that will attack if the player attacks it.
Victreebel: If the player KOs more than ten pokemon during the level, Victreebel will appear and chase the player for the remainer of the level... or until caught
Togepi: If the player stands still in the grass clearing in the middle of the level for 20 seconds or more, without attacking or capturing the chikorita, Togepi will run out from behind some bushes and greet the player.


Scene #3: Team Rocket reaches the bottom of the mountain and corners Wynaut in a forest. Suddenly leaping out from the trees comes Breloom, eager to help the Wynaut.

Boss: Wynaut & Breloom:
Lives: 3
Fight as: Team Rocket
Music: Vs Mesprit [GAME](BEAT)
This is a 2vs1 match. The only items that appear are the varying berries Team Rocket can make with Craft. The Wynaut and Breloom work well as a team, so Team Rocket will have their hands full trying to survive. If the player loses this battle they will be sent back to the mid level checkpoint and have to finish the level again to rebattle Wynaut and Breloom. The key to this battle is to have caught/evolved good pokemon in the previous level. A Snorlax or Ho-oh would be incredibly useful.

Scene #4: Having beaten the pokemon, Jessie & James gloat over the inevitable capture, dancing and whatnot. A humungous thunderbolt pierces through the sky overhead, interrupting Team Rocket's celebration. They look on dumbfounded as the sky above the mountain they just descended tears open revealing a forboding void beyond. As the tear becomes bigger, the mountain and surrounding trees are pulled into it. Team Rocket awaken Wynaut and Breloom in a panic and start running from the tear in the sky. Wynaut and Breloom follow close behind


Area #2:
Music: Team Rocket Hideout [GAME](RMIX)
A long forest of pine trees, bathed in twilight. Though there is no timer, this level is a race against the clock. Lagging behind too long will reduce the level of gravity in the area, gradually pulling the player toward the upper blast zone. This gravity effect will lessen when the player makes some progress in the level. Most pokemon in this level do not attack, but rather run away, hoping to not get caught by the tear in the sky.

Common Pokemon in this level;
Bellossum: Usually found next to other types of pokemon on the forest floor
Bonsly: Waddling at the foot of trees
Munchlax: Waddling around on the forest floor
Ekans: Slithering around in leafy undergrowths. Can be difficult to spot at a glance.
Weavile: Darting between treetops, may inadvertantly attack the player.

Rare Pokemon in this level;
Suicune: At the halfway point in this stage, either Suicune or Entei will dart across the screen. They will only be on-screen for half a second, so they are tough to catch
Entei: See above.

Level complete!


Team Rocket Stage 2:
Scene #5: Lucas and Pokemon Trainer are sitting at the bank of an idyllic lake staring at the moonlight reflected in the water. Lucas throws a pebble in, which causes a ripple, distorting the reflection. When the water settles again, Lucas and Pokemon Trainer are standing to one side, preparing to fight Team Rocket, who are on the other side.

Boss: Team Rocket & Wynaut & Breloom Vs Pokemon Trainer & Lucas:
Lives: 1
Fight as (pick either): Team Rocket + Wynaut + Breloom or Pokemon Trainer + Lucas
Music: Route 1 [GAME](RMIX)
This is a great big 3vs2 battle with the player chosing either of the two teams (If two players are playing, the other player must play as the other team). The story continues on whether you win or lose. The stage is completely flat and entirely walk-off.

Scene #6: Both sides are getting exhausted from the fight, when Meowth intervenes by standing inbetween the two. He points to the Tear in the sky which is gradually getting bigger and bigger. Pokemon trainer points to the sihollette of a pokemon on a distant mountain top as being the cause, and everyone decides to work together


Area #1:
Music: Route 3 [ANIME](ALL)
A long stretch of land next to a sparkling lake on a clear night. The sky has become distorted by recent events and shapes resembling faces appear occasionally. The wind permenantly blows from right to left, making progress through this area slow. There are very few obstacles in this stage, mostly rocks and a few expanses of water. Towards the end of the level, the player can only progress by diving under the water's surface to enter a underwater cave.
Pokemon in this level attack as usual.

Common Pokemon in this level;
Bellossum: Dancing near the waters edge
Piplup: Surfing across expanses of water
Magikarp: Swimming underwater/flopping around at the water's edge.
Staryu: Attached to the surface of rocks. Only attack once attacked.
Wobbuffet: Randomly dotted around the level. Once one is caught, it will not appear for the rest of the level
Gulpin: Found behind the dark side of rocks.

Rare Pokemon in this level;
Chimecho: Appears for brief moments throughout the level, usually in out of the way corners of the screen.
Cresselia: At the halfway point in this stage, Cresselia will dart across the screen. It will only be on-screen for half a second, so it is tough to catch
Gardevior: Knock 3 or more pokemon into an expanse of water and Gardevior will appear, walking on the water's surface
Electrode: A quarter of the way through the level will be a brown patch of dirt, standing on it for more than 2 seconds will make Electrode jump out of it and explode.
Celebii: Alter the Wii's date settings to a time BEFORE Brawl was released, Celebii will apear in the sky halfway through the level.
Jirachi: Return to this level as Team Rocket after having caught both Groudon and Kyogre. Jirachi will appear next to you at the beginning of the level for a split second before darting off.
Mew: Return to this level as Lucario and Mew will appear at the level's end.
Manaphy: After catching Mew, Celebii and Jirachi, Manaphy will appear on the surface of the first expanse of water you have to cross.


Area #2:
Music: Game Corner DP [GAME](RMIX)
A barren snowcapped mountainside. This stage is almost completely vertical, and the screen scrolls automatically. Branches sticking out of the mountainside have to be used like springboards to progress.

Common Pokemon in this level;
Metagross: Found climbing up the mountain. You usually need to ride on top of these to make progress
Electrode: Found rolling down the mountain. If an electrode hits a Metagross, the Metagross will fall off the mountain
Gulpin: Found on some springboard branches. KOing them is the only way to avoid getting eaten.

Rare Pokemon in this level;
Latios/Latias: At the halfway point in this stage, Latios/Latias will dart across the screen in an X shape. They will only be on-screen for a split second, and deals damage too, so it is tough to catch
Groudon: Appears in a secret room, the door to which is hidden behind a destructable wall
Kyogre: Appears in a secret room, the door to which is hidden on a platform that is entirely obscured by a small cloud.
Lugia: Appears at the top of the mountain if no Metagross fell off during the stage.
Deoxys: Appears at the top of the mountain if EVERY Metagross fell off during the stage (sufficient damage from the player can force Metagross to fall off)


scene #7: Team Rocket, Lucas, Pokemon Tainer, Wynaut and Breloom reach the top of the moutain together, finding the cause of the disruption to be both Dialga and Palkia!

Boss: Dialga & Palkia:
Lives: 4
Fight as (pick 4): Team Rocket, Wynaut, Breloom, Pokemon Trainer, Lucas
Music: Whatever music the game decides to play for the Spear Pillar stage
This plays out much like the spear pillar stage (in fact, it IS the spear pillar stage). Both Dialga and Palkia sit in the middle of the stage (not in the background) and both work independantly, throwing out their individual moves. Dialga and Palkia use all the moves they normally use in brawl, though they tend to use more lasers than screen flips and they attack much faster than their stage hazard counterparts. Since Dialga and Palkia are seperate entities, they each have their own health bar and both must be KO'ed before the battle can end.
This "boss" is actually pretty easy, once you realise that Team Rocket can catch them in pokeballs, although their health must be lowered to the point a trophy stand would work on them. Alternatively, you could have Team Rocket just Craft two Master Balls instead...

scene #8: Victorious in their battle, Jessie and James jump around in jubilation. Meowth remains aprehensive and approaches the defeated legendaries. To the astonishment of everyone, Dialga and Palkia begin to disintegrate into subspace bugs. The bugs swirl and recombine to form...

...

Boss: Ash Trainer (Pikachu, Squirtle, Charizard, Snorlax):
Lives: 6
Fight as (pick 3): Team Rocket, Wynaut, Breloom, Pokemon Trainer, Lucas
Music: Vs Darkrai [GAME](RMIX)
The Ash trainer acts much like a regular pokemon trainer, except with more Pokemon. The Pokemon switch by spotdodging, which means Squirtle and Charizard now have a Down-B attack. Each pokemon has an individual %-meter and has to be KO'd to win this fight, but Ash can switch pokemon (And he will do this often when a pokemon gets over 100% damage).
Pokemon that aren't out recover 1% every second, so you have to beat them quickly to avoid a drawn out fight.
To make matters even WORSE, each pokemon recieves buffs to their attacks (Thanks to Ash, who is a twerp);

Pikachu:
Neutral-B: Travels 1.5x faster and stuns opponent for twice as long
Down-B: Bolt appears twice as fast and deals double knockback.
Up-B: Has 3 steps instead of 2
Side-B: Always fully charged. Doesn't result in free-fall afterwards.
Other buffs: Recieves a free Final Smash every time his %-meter reaches 150. Can't be evolved by kicking it as James.

Squirtle:
Neutral-B: Charges twice as fast. The jet of water is also twice as long
Down-B: New Attack.. Squirtle retreats into his shell, negating all Damage until he releases Down-B. He will still take knockback, and he cannot do anything else while in his shell. The lag at the end of this move is punishable
Side-B: Can change direction mid-attack. Deals triple knockback
Up-B: Can continue to rise until Up-B is released
Other buffs: Smash attacks charge 1.5x quicker. Can't be evolved by kicking it as james.

Charizard:
Neutral-B: Always stays at full power. Charizard can turn around mid-attack
Down-B: New Attack.. Charizard grabs opponents in front of him (more than one is possible) and plummets with them to the ground. Once they hit the ground the opponents are buried as if it by a pitfall. The damage this deals and the length of their burial is determined by how high they fell (from a height of 5 stagebuilder blocks, they will take 20% damage and be buried for 2 seconds). The range of the grab is the same as Charizard's Pivot Grab, but the attack has no effect unless he is airborne.
Side-B: Charizard throws the rock as a projectile, which shatters on contact with the ground or an opponent. The properties of the move are largely unchanged, except for its projectile nature.
Up-B: Charizard rises twice as high and automatically enters glide afterwards.
Other buffs: 2 additional midair jumps.

Snorlax:
Neutral-B: If hit by Snorlax's fall, the opponent will be buried there for the full duration of rest
Down-B: Snorlax has super armor between the 1st and 3rd hits of Belly Drum. The attack bonus can be stacked, but is lost if Snorlax is switched out.
Side-B: Both the size and travel speed of Yawn is doubled
Up-B: Snorlax doesn't fall asleep after the attack.
Other buffs: Recieves free Final Smash whenever opponent falls asleep

If you caught Dialga or Palkia during the previous boss fight, summoning it makes this battle significantly easier.


Level Complete!

Scene #10: Finally putting an end to the bugs, the tear in the sky clears up too. But for some reason the sky starts disintegrating. While Team Rocket, Wynaut and Breloom look on in fear, Lucas and Pokemon Trainer realise what is happening and close their eyes. The sky continues to disintigrate, and the mountain starts to too! Soon, the whole landscape, along with Team Rocket Wynaut and Breloom has disintegrated out of existance, leaving Lucas and Pokemon Trainer in the same place they were when they were trophified. Dedede waddles past and gives a little wave to the two, before walking toward the Bowser trophy...

CONGRATULATIONS! Team Rocket, Wynaut and Breloom have been unlocked in SSE!



::::Appendix::::
**Team Rocket's fading out again!**

There are a number of attacks which have effects that couldn't be explained in the moveset itself. The following appendices hope to explain in full, the effects of these attacks;

::pokemon Evolution:
When Jessie/James hit an unevolved pokemon with thier down-tilt, it will usually evolve. This applies both to Player pokemon like Pikachu, and pokemon from pokeball items like Torchic. Even the pokemon Jessie/James can summon can be evolved.

Pokeball item evolutions:
When Jessie/James evolve a pokemon that came from a pokeball item, it will resent them for it. If the pokemon came from a pokeball Jessie/James threw, the pokemon will become neutral, attacking everyone. If the pokemon belonged to someone else, it will still belong to them after evolving. Evolution of pokemon like this only lasts for as long as that specific pokemon remains active.
Bonsly ----> Sudowoodo
Sudowoodo differs from Bonsly in that, in addition to being a throwable pokemon, it will occasionally attack players with Double Edge. When it decides to attack, it will double its speed, chasing the player until it hits, or until it has to change direction to continue chasing.

Chikorita ----> Bayleef
Bayleef is a much larger pokeon than chikorita and fires two razor leaves at a time, one above the other. This makes the attack harder to avoid and escape, and increases the amount of damage the player suffers.

Gulpin ----> Swalot
Swalot has plenty of room in his stomach! In addition to Jessie/James, who he'll automatically eat after evolving, he can eat one more player who approaches too close. Digestion damage is also doubled by the evolution.

Meowth ----> Persian
Persian is so much crueler than its prevolution. Persian will get up and stroll left and right on the ground or platform he evolved on. If anyone gets within 3 stagebuilder blocks of Persian, it will pounce suddenly and automatically strike that player, dealing 12% damage and knockback equal to that from the Lyn Assist Trophy.

Munchlax ----> Snorlax
Snorlax behaves... well.. like Snorlax. He jumps up off the top of the stage, then descends back down bigger than before.

Piplup ----> Prinplup
Prinplup behaves much like a bigger piplup, making it even harder to avoid an embarrassing doom. As a note, Prinplup will turn around after evolving, so Jessie/James avoid getting surfed into oblivion.

Staryu ----> Starmie
Starmie maybe just a bigger Staryu, but they certainly don't act the same! Starmie will use Rapid Spin, and swiftly home in on the nearest player. Starmie accelerates quickly, but has trouble changing direction. If Starmie manages to hit a player, that player will suffer a large number of light, flinching hits while Starmie continues to spin.

Togepi ----> Togetic
Togetic uses Metronome, just like Togepi, but the moves that can activate are different;
Explosion: Togetic explodes, like a weaker Electrode
Aeroblast: Togetic creates a whirlpool of air where it is standing, dealing many strong hits to anyone close enough.
Fire Spin: Togetic creates a pillar of fire, just like Entei
Thunder Wave: Togetic summons a large, sparse sphere of electricity to where it is standing, much like Raikou in Melee. Anyone within that sphere will occasional take electrical damage.

Torchic ----> Combuskin
Not only is this possibly the hardest pokemon to evolve (other than Staryu), evolving it grants no other bonuses than double range to its Overheat. This, of course, means that evolving it will assuredly trap Jessie/James in the bigger, post evolution attack. Ouch.

Team Rocket's Pokemon Evolutions:
When Jessie/James evolve one of their own pokemon, it remains loyal to them (usually). It will also remain evolved for the remainder of that stock. Unlike evolving the pokemon from pokeball items, not all of these evolutions are improvements.

Koffing ----> Weezing
Weezing differs from Koffing in that it aims its smog clouds towards the nearest opponent. This makes it easier to dart past Weezing without getting hit by any stray smog. However, once an opponent is hit, it is much harder to escape from the subsequent hits. If you want to use Koffing ofensively, then go ahead and evolve him. But if you want to keep using him as a wall, then don't.

Ekans ----> Arbok
Arbok will not move like Ekans does, and merely sits there looking up. If someone or something enters its range of attack, it will use Poison sting, a rapid flurry of needles that covers an area of 1 and 1/4 stagebuilder blocks, destroys projectiles and juggles opponents. Arbok attacks at a 45 degree angle upwards, making it an excellent anti-air defense. It's pretty easy to just roll past Arbok however, since he cannot turn around. Though not as effective against opponents as Koffing is, the fact it stops projectiles and other objects too is reason enough to consider using Arbok.

Magikarp ----> Gyrados
Gyrados is one fierce pokemon. It's gigantic (4/5 the size of Rayquaza) and acts as a wall against projectiles. 2 seconds after appearing, Gyrados will fire a Hyper Beam down at the ground at a 45 degree angle. Though the beam is fairly thin, and only lasts 1.4 seconds, getting hit by it is like getting hit by the laser on the Halberd stage. It's also at an awkward angle to avoid. And that's not all! All attacks that land while Gyarados is out will do 1% less damage. Unfortunately, Jessie/James and Meowth are also subsceptable to Gyrados' Hyper Beam. Gyrados is absolutely awsome as an edgeguard or as an intimidation tool.


Player Character Pokemon Evolutions:
When Jessie/James evolve a Pokemon like Pikachu or Jigglypuff it will permenantly evolve for the rest of that match. As a general rule of thumb, the evolved forms deal 10% (rounding up) more damage, have 20% greater range and 25% extra start and end lag over their prevolutions. More details about each evolution are below;

Pikachu ----> Raichu
Raichu is a slower, heavier, larger target, losing so much of what made Pikachu a good character. Raichu waddles along on its hind legs and cannot crouch. Its jumps are 4/5 as high as Pikachu's. In return for all these sacrifices, Raichu is much stronger, belting foes away with 40% extra knockback. The following moves have changed for Raichu
Up-B: Raichu's up-B is twice the length of Pikachu's, but he can only do it once, whereas Pikcahu can perform two steps to his Up-B.
Side-B: Raichu cannot use skull bash and uses Body Slam instead. Raichu cannot use his Side-B in the air, and once Raichu releases the attack, he charges foreward, following the shape of the terrain (falling down pits and crashing into walls if he approaches them). Though the knockback of the attack is far more impressive (Like Ike's Foreward Tilt) and the end lag is decreased, Raichu cannot use this move to recover.
Down-B: Raichu has to concentrate, adding 0.3 seconds to the existing start lag. In return, the thunder bolt is 1/3 wider, the knockback is 50% greater, and anyone within two stagebuilder blocks of Raichu when the bolt hits will be knock away and suffer 7% damage
Neutral-B: Raichu cannot shoot out sparks like Pikachu can. Instead, he sends his electricity into the ground, electrifying the area he is standing in (3 stagebuilder blocks wide). These electrified areas last for 10 seconds, and knock upwards anyone who steps on them. Raichu himself is immune to these areas
Foreward Tilt: Raichu flicks his long tail around in front of him, striking anyone within 1 and 1/2 stagebuilder blocks. In addition to 9% damage, this attack also guarantees tripping.


Jigglypuff ----> Wigglytuff
Oh dears! Wigglytuff is even worse than Jiiglypuff. The evolved form is so much bigger and slower, even in the air. Its weight is the same as before and some attacks have even LESS range and power than before. On the plus side, Wigglytuff has 3 extra jumps and is immune to d-tilts while hanging from ledges (Wigglytuff hangs from its ears, making it act as if were on a tether)
Up-B: Wigglytuffs sing is bigger, since Wigglytuff herself is bigger. She can also walk slowly left and right mid-song, and even cancel out of sing with B
Down-B: Rest no longer deals damage or knocks the foe away, but it does heal 12% damage if it finishes uninterrupted.
Side-B: Although Wigglytuff still punches the air, it is her ears that are the hitboxes, giving the attack as much as twice the range. The attack takes 0.1 second longer to come out, and no longer slows her descent
Neutral-B: Wigglytuff no longer has the body shape to use Rollout and must make due with Hyper voice instead. While charging up this move, Wigglytuff hops around in place, covering her mouth with her hands. She then shouts loudly, causing a visible shockwave to appear and expand in from of her. This shockwave, as tall and wide as Wigglytuff herself, acts much like Mario's cape, though it lingers for 0.4 seconds after Wigglytuff can move again.
Down-Throw: Again lacking the body shape to roll around, Wigglytuff simply sits there listlessly on the opponent, racking up 5% damage until the opponent breaks free from the grab.


Squirtle ----> Wartortle
Wartortle is the most subdued of the pokemon evolutions, and other than general size and weight changes, is very similar to its prevolution. The changes that have been made tend to hamper his nippy speed orientated playstyle. Wartortle also loses the ability to wallcling, but gains the ability to walk on top of water temporarily (1.3 seconds)
Up-B: Wartortle can alter the direction of surf, during the attack, but only travels 3/4 as ar as Squirtle could.
Side-B: Wartortle no longer withdraws into its shell and now uses surf much like piplup does (albeit marginally faster). Wartortle can cancel the move by holding the analogue stick in the opposite direction, but there is a 0.7 second lag before the move will actually end. With this, and a foe who doesn't DI, it is possible to "Tortle-cide" off stages with an opponent.
Neutral-B: Wartortle charges the attack for 0.3 seconds longer, but gains the ability to alter the tradjectory of the water to a much greater degree, almost to the point where he could aim it straight down. This extra aiming power only applies to fully charged Water Guns.
Up-Smash: Wartortle starts frothing at the mouth while looking straight up. Upon releasing the move, Wartortle unleases Water Spout, a move similar to Water Gun but with a shorter range and a greater pushback. Water Spout also deals 30% damage if Wartortle has not been damaged at all, weakening to 15% if he has.


Ivysaur ----> Venusaur
Like Jigglypuff, Ivysaur does not take well to evolution. Venusaur is humungous, and extremely heavy. Venusaur represents such a huge, wide target that it is impossible to avoid enemy attacks. The easiest parallel to draw would be to compare Venusaur to Bowser, with Ike's attacks. Venusaur can be WALKED on by foes. Venusaur even has TURNING lag, taking 0.4 seconds to turn around. ouch.
Up-B: Venusaur's vines are only 3/4 as long as Ivysaurs, to compensate for his new ungodly bulk. Venusaur can use these vines to grab foes out of midair, a technique that is vital when trying to keep opponents n front of you.
Side-B: If Venusaur has sufficient charge from his neutral B, he can use solarbeam, otherwise this attack does nothing. Solarbeam is similar to ROB's fully charged laser, albeit twice as strong and with twice the knockback. Venusaur cannot angle Solarbeam however, and there is some noticeable start lag before the beam is fired.
Neutral-B: Venusaur starts to gather sunlight through his flower, charging his Side-B attack in 2 seconds. If anyone strays within 1 stagebuilder block of Venusaur's flower, it will snap shut, trapping the foe inside. Not only does this fully charged Venusaur's Side-B but it also allows you to rack up some damage on your helpless foe by pummelling them with B. The foe can escape from this, just like escaping from a grab.
Up-Smash: Venusaur releases its current solarbeam charge up out of its flower. Since this charge is not actually a real solarbeam, it dissipates shortly after leaving the flower and spreads out wide like a shotgun blast. Depending on the charge, this up-smash can have decent range and incredible KO potential.


::Catching Pokemon:
By using Craft or Scavenge (Jessie/James and Meowth's Neutral-B's respectively) empty pokeball items can be created. These items, when thrown, can temporarily trap opponents. More importantly, they can also capture pokemon that come out of items and pokemon that appear as stage hazards. When you capture pokemon like this, you can pick up the pokeball and throw it again to re-release them. If the pokemon was your opponent's, the pokemon becomes neutral when caught, attacking everyone. If the pokemon was yours, it will remain loyal to you. If the pokemon was neutral, it will become loyal to you. All of this precludes that Jessie/James are the ones who threw the empty pokeball at the pokemon. Your opponents can also use these items to capture pokemon.
It is important to note that the existance of empty pokeballs changes the way some trophies are collected. To collect a trophy of a pokemon, you must capture it in a pokeball. Every time you capture a pokemon, you earn 1 trophy of it. This applies to Pokemon that evolve when Jessie/James hit them with their Down-Tilt (e.g. You have to capture a torchic, AND capture a Combuskin to complete the trophy collection).
Stage hazards like Dialga can also be caught, but only when they are physically on the stage (Palkia and Cresellia gain extra attacks that teleport them onto the stage physically, allowing them to be caught). Releasing the stage hazard puts them back where they were.

::Counterpicking for Meowth:
Since the Wii's internal settings are now counterpicking options, it can quite a hassle to switch these around between matches. This system also requires safety proofing against the eventuality that the Wii's internal clock dies. Luckily, whenever you view a notice in Brawl (via the Notices option in the menu) the date and time on that will be used instead of the real date and time (returning to the title screen erases this effect). The only dates people will pick anyway are Saturday night (good for Meowth) and Wednesday Morning (Bad for Meowth)

::piggyback Meowth items:
Meowth can hold items seperately to Jessie/James while piggybacking. He also cannot throw these items while in the piggyback stance. Meowth swings weapons and shoots guns at a slightly faster rate than Jessie/James, meaning effective item combos can have a large effect on battles. If meowth is holding a throw item, he will join in on piggyback attacks as usual. If not, he will use/swing/shoot that item while Jessie/James do their piggybackless varient on the attack. If Meowth has finished using/swinging/shooting and Jessie/James are still in the middle of a move, Meowth can use/swing/shoot the item again by pressing A.

Good things for Meowth to hold;
Battering items: these will help Jessie/James' Neutral A, Foreward Tilt and foreward Smash immensly, keeping the opponent off balance during Jessie/James' start lag.
Leftovers: Constant 1% healing to Meowth, with no negative consequences to the piggyback stance
Pokeballs containing good pokemon: It would be foolish to use a pokemon right after capturing it. Better to keep it safe with Meowth until you need it.
Berries: The effects of berries actually affect both Meowth and Jessie/James in the piggyback stance, even if only one of them is carrying it
Dubious Disc: Helps cover for Jessie/James' starting lag by countering any attack the enemy is currently in the middle of. The Squirt Bottle can also be used like this to a lesser extent.
Old Rod: Since it's used with A instead of Z, this grab can be used in the piggyback stance. Be warned, if the grab is successful, it will cancel any move Jessie/James are in the middle of.
Coin Case: Obviously applies only to Coin matches. Helps Jessie/James rake in more coins.


Playstyle:::::
Is it really as simple as "strength in numbers"?

As has been noted many times before, Team Rocket thrives on teamwork. Meowth and Jessie/James need eachother to work at even the most rudementary level. You can't just hide Meowth somewhere while you fight the battle with Jessie/James, that doesn't work and Meowth will soon find himself alone and helpless
Meowth always needs to be thinking about what Jessie/James could optimally be doing and work towards creating the opportunity for them to do that. If Jessie/James are trying to spam Past the Stars to rack up pseudo damage, and the foe DIs out, Meowth should be using his Foreward Throw to get them right back in there or his Foreward Smash to rack up more damage. If Jessie/James are offstage trying to edgeguard, Meowth should be using his Side-Special so they can safely use their Down-Air and still recover. If Jessie/James are getting combo'd, Meowth should be interrupting them. If Jessie/James knock the foe down towards the ground, Meowth should be waiting for them with an Up-tilt... And so on.. and so on.
Meowth is the enabler that lets Jessie/James do their job. But remember that keeping Meowth's hide away from real danger is important too.

Subsequently, Jessie/James are the payoff. Because of their heinous start lag, Jessie/James need to plan their actions well in advance and rely heavily on Meowth successfully setting up the foe. But you can't just wait for Meowth to give Jessie/James an opportunity to attack, you have to start the attack before you create the opportunity for it. However, it isn't all one-way traffic. Jessie/James have to do their fair share of helping out too. Digging pits around the stage for a quick escape plan, summoning pokemon to correctly space or repel the foe, Meowth needs these things even more than Jessie/James do.
Jessie/James can do almost anything, but they need plenty of time to do it. Bear in mind that Jessie/James are the heavier character, so although they need opportunities, they don't need protecting. At least not as much as Meowth does.

And all this is before we even take into account the relationship between Craft and Scavenge. With enough time, Team Rocket could create astonishingly powerful items. And thanks to their ability to piggyback, Team Rocket can even carry two of them at once, leading to interesting combinations such as Squirt Bottle and Dubious Disk. Of course, finding the time to do this is by far the biggest problem with Craft and Scavenge. Meowth can just about stave off the opponent while Jessie/James Craft the best items, but buying the time for Meowth to Scavenge the raw components is an insurmountable task for Jessie/James.



Team Rocket & other Movesets:::::
Because piggybacking off other people's work is what we do best!

Pokemon Movesets:-
The following Movesets can be evolved via Jessie/James' down-tilt; Shellder, Sandshrew, Ekans, Gligar.


Other Movesets:-
The following have some sort of unique interaction with Team Rocket;

Ryuk: Ryuk always writes Meowth's name in the Death Note. After the 40 seconds, if Meowth dodges the attack, Jessie/James will suffer the heartattack instead. The only way for all of Team Rocket to survive is if Jessie/James spot dodge while Meowth uses his Foreward-Tilt (the first few frames of which count as a dodge).
If Jessie/James hold a Death Note, their Side-Special is replaced. If Jessie/James try to use Craft on a death note, it will remain a death note. In contrast, if they use Craft on a fake death note, it will become a Gold Berry. Meowth cannot use the Death Note due to his stubby paws.

Ashe/Grey: If Ashe KOs Jessie/James, she'll be allowed to transform into Argoyle & Ugoyle. If Ashe KOs Meowth, she'll be allowed to transform into Hedgeshock. If she KOs Meowth without KOing Jessie/James first, she will not be allowed to transform into Argoyle & Ugoyle.

Mewthree: Although Mewthree cannot evolve, it is still effected by Jessie/James' down-tilt. When hit, Mewthree regresses into Umbreon form... permenantly. Pressing A will of course make the explosion as usual and turn him back to normal, but 10 seconds after that he'll turn right back into Umbreon form. In his normal form Mewthree can use down-smashes to keep himself from turning into Umbreon (each smash gives him 8-14 seconds of extra time as normal Mewthree).

RX-78-2 : If Jessie/James try to use Craft on RX-78-2's Beam Rifle, it will either become a Super Scope (0-1.2 seconds) or a Beam Sword(1.3 seconds onwards). If Jessie/James try to use Craft on his Shield, it will become a Dubious Disc.

Ema : If Jessie/James try to use Craft on a piece of Dried Cement, it will either become a Brick Piece (0-1.3 seconds) or a Blk Apricorn (1.4 second onwards)

Near: If Jessie/James pick up one of Near's incomplete puzzles, they can use Craft to complete it themselves. It takes them 50% longer to complete the puzzle, but unlike Near they don't have to complete it all in one go.

Bundt: If Jessie/James try to use Craft on Cake Mix, it will either dissapear (0-1.9 seconds) or become a piece of cake (2 seconds onwards). Pressing A with a piece of cake in hand will make them eat it and restore 20% damage. It can be thrown with Z, but splatters on the floor, becoming a tripping hazard.

Missingno: Jessie/James' down-tilt can evolve Missingno into Nidoking, though this change only lasts for the rest of that stock.
If Jessie/James try to use Craft on a Helix Fossil, Dome Fossil or Old Amber, it will become a Skull (from Zasalamel's moveset)

Zasalamel: If Jessie/James try to use Craft on a Skull, it will become either a Helix Fossil (0-0.4 seconds) Dome Fossil (0.5-0.9 seconds) or Old Amber (1 second onwards). The pokemon that are resurrected from these fossils are neutral and will attack anyone. If Team Rocket are in the piggyback stance with Meowth holding a loose cog, Jessie/James will be able to Craft items 33% faster. Trying to Craft the loose cog itself will just make it dissapear.




::::Extras::::
**My nose feels like it's on fire!**
**Meowth. You don't have a nose.**

::Entrance:
  • Team Rocket slide in from the left hand side of the screen, all the way to their spawning point. They remain stock still in an elaborate pose until reaching the spawn point

::Taunts:

Meowth;
  • Up-Taunt: Meowth playfully bats a ball of yarn in the air with his feet
  • Down-Taunt: Meowth stand on one foot while pulling his right eylid down with his paw and sticking his togue out. "Nyahh nyah!"
  • Side-Taunt: Meowth lays down on his back, relaxed, while teasing the enemy with "Well, crying ain't gonna help, I already tried that"

Jessie/James;
  • Up-Taunt: Jessie blurts out "Prepare for Trouble!" before James covers her mouth, telling her "not yet!"
  • Down-Taunt: Jessie turns her back and says "We may be mean and nasty, but we'd never turn our backs on a teammate in trouble" and James chimes in with "As long as we're not exposed to any actual physical danger"
  • Side-Taunt: Jessie opens a bottle of soda and glugs away at it, throwing the bottlecap behind her. James clumsily dives to catch it, tripping Jessie in the process.


::Victories:
  • Jessie/James try out their new motto "On the wind!" "past the stars".. Meowth jumps down from the top of the screen, slashing both their faces and yelling "Shaddup you clowns!"
  • Team Rocket dig a pit so deep, the audience can no longer see them. Suddenly, all the losers fall down pits aswell.
  • Team Rocket are floating away on the Meowth Balloon. "Bon Voyage!"

::Loss:
  • Team Rocket lie in a charred heap on the ground, saying "That was quite.. a shock"

::Alternate Colours:
  • Bikini Contest Team Rocket: James wears a magical bikini top that somehow inflates his cheast
  • Cassidy & Biff: THE NAME IS BUTCH! (Meowth dresses up in a raticate costume)
  • Ash & Misty as Team Rocket: "To denounce the beauty of truth and love!"
  • Construction Worker Team Rocket: A fetching hardhat/boilersuit combo (Meowth dresses up as a Croagunk)
  • Spirit Medium Team Rocket: To help ward away those evil spirits, Meowth dresses up as a Sneasel.
  • Biker Gang Team Rocket: So what if James needs training wheels!? (Meowth wears sharp angled sunglasses)

::Unlocking Requirement:
If you win a brawl as Pokemon Trainer, there is a 20% chance that Team Rocket will challenge you. This chance increases to 30% if pokeballs are the only item switched on

::Kirby Hats:
  • Meowth: Kirby dons 4 whiskers and Meowth's black tipped ears. Kirby gains the move Scavenge
  • Jessie/James: Kirby dons Jessie's hair and carres James' rose around with him. Kirby gains the move Craft. Kirby cannot summon Team Rocket's pokemon with his version of Craft

::Codec Sequence:
Otacon: To infect the world with devastation
Snake: huh? oh, right! ..To blite all peoples within every nation
Otacon: To denounce the goodness of truth and love
Snake: To extend our wrath to the stars above
Otacon: Otacon!
Snake: Snaaaaaake!
Otacon: Team Rocket, circling earth all day and night
Snake: Surrender to us now or you'll surely lose the fight
Colonel: Colonel Campbell! That's right!
Otacon: ... That was fun!
Snake: Did we get it right?
Colonel: Hmm.. wasn't it supposed to have a part in it about the wind and stars or something?
Otacon: No, that's a different motto. This one's the classic.
Snake: .. I wonder.



::Stage:
Lake of Rage

The actual stage area of Lake of Rage is a simple 3 platform setup, with two fall-through platforms above a larger, solid platform. Like Delfino Plaza, the platforms in Lake of Rage fly around the lake, offering nice views and stopping briefly at various locations. The order it visits stops at is random, but all stops are flat, walk-off areas. The stops are;
  • South of the lake: It is the lowest area the platform lands on so, other than the lake itself, its hard to see very far in any direction. There is an old man nearby, staring into the lake.
  • North of the lake: This is the highest area the platform lands on, granting players a view of the entire lake, along with the surrounding forest and even Mahoggany Town way off in the distance. From here, the 2 story checkpoint controlling visitors to the lake is clearly visible, and part of the forest labyrinth from the western side of the lake can be seen too.
  • East of the lake: This is right behind a small group of trees, meaning the view of the lake is somewhat impeded. The checkpoint is just visible on the far left of the screen
  • West of the lake: From this bank, it is possible to see Mt Silver on the horizon, along with the sea of forest leading to it. A young lad is sitting on top of the ledge overlooking the lake
  • Forest Labyrinth: A clearing in the trees to the West of the lake. The hidden house is visible only when landing or taking off from this location, not when fighting at it.
Other Johto landmarks are visible on the horizon as the platform zips from place to place. These landmarks include Bellsprout Tower, Tin Tower and Goldenrod's Radio Tower. The mountain region hiding the ruins of Alph is also visible.

Whenever battling on this stage, you will be constantly assaulted by a Red Gyarados living in the lake. If Team Rocket catches this stage hazard, it will be replaced by a Blue Gyarados in 15 seconds. Though the Gyarados will not follow the platform away from the lake, you are only really safe from it when the platform lands in the Forest Labyrinth area. If it lands in any other area, Gyarados will, in a manner similar to the Halberd, fire a hyper beam towards a random player.
When travelling over the lake, the Gyarados will directly attack the stage by biting it at least once. Yet again, this works in a manner similar to the halberd's claw. While biting, it is possible to attack/capture the Gyarados. Dealing more than 40% damage to it will make it retreat for 20 seconds.


::Assist Trophy:
Wild PROF.OAK!
After bursting from the assist trophy, Wild Professor Oak will stand there motionless. Pokeballs fall from his open book at a rate of 2 per second. These pokeballs activate automatically upon touching the ground, and appear regardless of whether the player has pokeball items switched on or not. After "throwing" 8 pokeballs, Wild Professor Oak makes a Charizard cry and flickers out of existance.
The pokeballs Wild Professor Oak uses, can contain any pokemon, including Team Rockets exclusive pokemon and a number of "glitch" pokemon;
  • LM4: LM4 is a volitile pokemon, and immediately evolves! It evolves into Clefairy, who uses Metronome (the attacks it can activate are the same as Togetic's). And then it evolves again into Nidoking! For 3 seconds, anyone within 1 stagebuilder block of Nidoking will be paunched by him and sent flying away with 30% damage and extreme knockback. LM4 then devolves back, makes its cry (Jigglypuff's sing from the original Gameboy games) then vanishes.
  • PkMn: PkMn is one of the fastest pokemon there is and will immediately dart back and forth across the screen faster than the eye can trace. Anyone it touches along the way will flinch, but take no damage. Though PkMn's movements appear to be random, it actually follows a strict algorythmn that ensures that every 5th pass of the screen will hit a player. After making 20 passes, PkMn turns into a Rhydon doll, which in turn vanishes.
  • Charizard 'M: Oh dear, NOW you're gonna get it! Charizard M looks innocent enough, until around 4 seconds later. Suddenly every player's damage % will skyrocket up to 9999% (though the game cannot display this, instead showing '#&9'%). If any player is damaged while Charizard M is out, they will be frozen in place while their % rolls back down all the way to 0%. Once that player is back to 0%, they are KO'd instantly. After 8 seconds of this chaos, Charizard M slinks away. It is interesting to note that Charizard M will transform any other pokemon that appears on stage into another Charizard M, effectively lengthening the amount of time the players will be OHKO subsceptable


::Strategies:
There are many many techniques, high level Team Rocket players employ, all of which abuse the Team's two character mechanic
  • Jessie/James grab cancelling: Despite the name, this technique does not cancel the lag from Jessie/James' grab. Instead, by grabbing Meowth immediately after he has performed an attack, you cancel all the end lag from the attack. Snatching Meowth away mid-attack is great for avoiding a counterattack, especially if donw from a distance.
  • Meowth grab cancelling: This is simply Meowth's version of the manouver, allowing the player to cancel lag from Jessie/James' attacks
  • Shield Camping: Place both characters on top of one another (easiest done from Piggyback stance by throwing Meowth downwards) and shield. The character not shielding can still attack via the C-stick. Best done while the character shielding holds a Bitter Berry.
  • Shield Countering: During the shield stun of one character, simply dash in as the other character and attack, grab or whatever
  • Meowth summoning: If the player switches control after Meowth burrows into a pit, and then makes Jessie/James dig a new pit, Meowth will automatically hop out of the new pit
  • L-bend throwing: A technique that effectively lets the player throw an item around corners quickly. When Meowth is holding an item and is in the piggyback stance, throw Meowth, then have Meowth throw his item in a different direction



::Additional Reading:
DancingFrogman's MYM3.0 Team Rocket!







WOBBUFFET!
WObuffet is super awsome hes blue ad he lieks to shot WOBBUFFET! This moveset is very defense like, maikng you think twice befoer attacking the blu wonder! He uses Cuonter and Magic Cote and his Final \Smahs is Destiny Bond (007 LOL!) Pleese read and tell me wht you think of him!

WOBBUFFFET!

S
tats;
-__-------

Size= Pretty bigNot as big as Jessie or James but defenitly biggr than Mario andSonic!
Heaviness= rafher average weight but heavier than most ohter pokeman.. WOBBUFFET!
Attack=s Wobbuffet (WOBBUFFET!) attacks are mid rang and mid speed but fast lik Fox
Jumps= silly wobbyfett can't jump liek ofer characters but I tell you about that latr k?
Move Speed= He caen nrun slowly an walks even slower. His tiptoe animaytion is hilarius!

Special Abilitys!'
-----=====-
Suktion CupS!: Wobbuffet cdoesnt move wehn you hold doun duck; so when bad charactr guy maeks you fly, you duck an wobbs goes noweher! Isnt thqt cool!
SMak Bac!k: Wehn hit wobbuffet flies his head backl ad forth and if it hits you you you get damge. wobby can stll atk when hs hed is all crazy but yu cant pguess where his attak will hurt!

WOBBUFET!

MoVEs?;
-p-p[[=-------------
Regulr A attk: Wobuffet bonks you with hi hed an you get hurt
AA attack: Wobbufet noks you with his hdea the othr way for exra damage. This is god for raking up dmage and being quick

Sid A attack9moves woblfett foreard): Wobuffet falls over to reech further than AA. Good nockbak but slow move. maek advanc with this mov
Up A attck: Wobbuft jumps up an hits with his hed. can juggl abit but not muhc
Down A attkL good ol wobbs uses his tail thngy to sweap both sides. I knw he doesnt lik to use his tsil to attak, but when in smsh brael, you hav to fight with evrything yo have.

Sid A Smsh; "Mean Look" now you get stunned by his glair attack lik if you brok you're sheild. takes 5 secs to strt but high piroity
Up Smagh A: Wobbuffet hrts with pshcic power! A gloweynessz appears on his head an goes up a bit. Makes guys fly faar but you hav to rest for 2 secods aftr
Dow Snash A:: Wobbuftes fet kick out ether side of hm. Lik Jiggypuff dwn A but strnger and not pikn.



Regular Aireal attakc@ Wofbubet spins arownd lik a tornaedo. Lot of litel htis and last hit acan OK
Fouward aireal at: Wobbuffet fahls over in mid-air an stps you form falling some. Far rang and spik make ths a god attack
Bakwerds Aereal aTtack> Wobbeffet faalls over nbckwards in mid-air an stps you form falling some. Like forewrd but the other way an weaker fastr
Dnwn Airial: Wobbuft attacks below but no spiek (!!). Nostall adn fall etiher ()!!!
Upwards Areial atthk: Wbboffet uses magci power! Woo2ft maks the emeny apper below him. Gud for set up Down aer whitch is spike!



Grab: Wobbuffet uses its arms to grb and pommel. not qwik but slow..
Forwad Thrw:: knoks eneme away far, by slam duk!
Bkwrad throwL Wobbafft throws bad guy backwrds for big damge!
Downwrds trhoe: Wobbuffett juumps on the ememie and hurts cause supr heavy. Can Ko somteims
UPwaRD throw oponant gets hedbutted up. Greet juggle strter from evryone favowrate blue pkemon!


FINSAL SMASH! Destiny Blnd!
Wobbuffet glows pur;ple for 30 seconds. If sumone KOs him, they loos 2 lives! Wobuffet shoust WOBBUFFET! during Destiny Bnd

Spcials
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regouler B: savegard! Wobbuft glws green and cannt be knked away. Maeks Wobb like the pokrbaal version if yuo think abot it.
Side V: Conter! Wobbuffet entrs counter stats! he counter any reguler attack but not pecials
Down B! Magic caot: Wobbft entrs another status! He can conter stufs like missls and magc and reguler attack. basicly choos beween this and counter to bee unstoppable!
Up B: Recover! Lol he must recover! Wobbuffet glws green an goes up. he heals 30 damage


Wobbfurft is good tell me how to maek bettr
but be nice and dont shot at me for bei ng a n00B plese



WOBBUFFET!
 
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