• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

dancingfrogman

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

Blue eyes Toon Dragon

What’s unique?

BETD (You know what that stands for) floats above the ground about a stage builder block off the ground, and if he holds the jump button and down at the same time, he will fly in the same place and in the same animation, and instead of the tilts and smashes, Toon dragon uses aerials instead, and to go back, you have to press jump and down and again.

Stats:

Size: 6/10 BETD is only the size of Luigi in the air slightly hunched.
Weight: 6/10 Also, Blue eyes is also average in the fat division.
Strength: 8/10 However, his small size can certainly pack an almighty punch.
Walk: 5/10 BETD also has quit a fast walk for his size.
Run: 7/10 Toon Eyes also has quite a fast run, above average.
First Jump: 8/10 BETD has a massive first jump, while he does have a small short hop… he doesn’t need it (read the flipping burger of what’s unique section)
Multiple Jumps in air (3): 2/10 These are quite good for just a standard multi jump jump, but there’s only 3 of them, so cry.
Fall Speed: 6/10 Average Johnny
Aerial mobility: 8/10 Now, Blue eyes has excellent mobility once he wants to jump, being able to reeve in and out to a lesser standard of Warios jumping win ability.
Range: 6/10 Just the average for a character like his size.
Projectile range: 8/10 This is good
Crouch: 6/10 He crouches to the ground, and has his hands over his head like Ness.
Traction: 7.5/10 He floats in the air, so there is no grip, but he has speed on his side to turn around.
Glide: 8/10 His Glide is quite fast, in between Metaknights and Charizards speed rise, but you have great control over it.

Standard Attacks:

Neutral A: Defence Mode

Blue Eyes Toon Dragon looks upwards, and spreads his arms out very quickly, and then a light blue shield bubble which looks like a normal Shield just slightly bigger than BETD appears very quickly. This shield doesn’t shrink like the normal shield, and it can reflect any projectile, and it can take 35% before being destroyed, and stunning you for 2.5 seconds and unable to use this for another 30 seconds. You can hold this for as long as possible, but you can’t jump out of it. The dodges are also as good as Lucarios, and his spot-dodge can dodge all projectiles as he bends outwards, even when the invincibility frames end.
[0%]

Dash Attack: Cartoon Loop

As Blue eyes dashes forward, his whole body stretches forward about twice his normal size, and goes in the same direction as Metaknights Shuttle Loop, and ends up at the same point, and with the same range and speed. The hit-box of this move is the whole body of BETD, and this does 12% and mid-high horizontal knockback at all points of this move. At the end of this move, he enters into a Glide. This isn’t the most original move evers, but you know, this plays well into his pressure game.
[12%]

Forward Tilt: Gales of Unrealism

The Toon Dragon will point forward, and then his wings will flap extremely quickly, and then, suddenly a powerful wind hits forward into the face of the opponent. The Wind is quite powerful, and reaches out the range of Luigis Fireball, and about 1.5 stage builder blocks tall. You can hold this as long as you want. This has quite a bit of start-up lag, with little ending lag. This also does no damage as well. Guess what this is for, just guess? Oh, you’re right, it’s to gimp opponents who are off the stage, and to stop opponents from approaching you.
[0%]

Upward Tilt: Blue Flame Following

Blue Eyes looks upwards and spits out a blue flame the size of Marios fireball upwards a stage builder block, and then after 0.4 seconds, the blue fireball will home into an enemy that’s in the radius of a Smart Bombs explosion, otherwise it travels in a horizontal line the speed of Wolf’s blaster (This is the same speed when its homed into an opponent), and reaches the range of Falcos blaster before disappearing. This has little start-up and ending lag, but has little priority. Each fire does 4% and just a slight stun. This is quite annoying for the opponent, and encourages them to approach you, to which you can push back with the forward Tilt. Annoying ay? Ain’t he just!
[4%]

Downward Tilt: Magnet World of Toons

(Manual Release) Blue Eyes Toon Dragon looks towards where Toon World is meant to be, and then sticks his mouth right open, and then electricity is seen going around Toon World and BETD, and little sparks in between. Every second, Toon World moves 2 stage builder blocks closer to you. When you are 3 stage builder blocks away from Toon World, a massive light blue ball overwhelms the size of Toon World, and it zooms towards BETD at the speed of Sonics run. When it’s surrounded by light blue energy, it deals 12% and mid-high diagonally upwards knockback. This has quite a bit of start-up lag, but has little ending lag. You can pull Toon World closer to you, so when Toon World could die, you can safe it with ease, and if the opponents close to you and Toon World, you can do this and you can then run away. This one move makes BETD the main guy to kill.
[12%]

Smash Attacks:

Forward Smash: Birth Beam of Destruction

The Toon does the same move as the original sized Blue eyes. BETD looks up quickly, and has his mouth wide open for 1.5 second, and during this duration, little light particles can be seen going into his mouth. Blue Eyes will then send out a massive line of Light Blue energy (the size of 3/4s of a stage builder block, the range and width of ROBs fully charged laser), which lasts out for 0.9 seconds (you can jump to avoid this, dodging won’t work), and has a further 0.6 seconds ending lag, making this last a total of 3 seconds even when it’s uncharged. This does 20% (27% fully charged) and high-low (high-high knockback fully charged) horizontal knockback with amazing priority. This is a great KO move, and can hit from great ranges, making it a terror of a move, but with the duration of this move, its down unusable against good players. Maybe as a powerful move to destroy a pack of characters, but most players will simply hop, and the move is over to be punished.
[20 – 27%]

Up Smash: Particles of Energy

Blue Eyes will look upwards, and proceeds to spit out 8 (13 fully charged) very small blue balls of energy (like a deku nut size) in a clump a Ganondorf above of the dragon. You are then free to move around. After 0.6 seconds, the blue energy balls will fall towards the ground very quickly. This has little start-up lag and ending lag. Each ball also has average priority, but you won’t be beating them all. Each ball does 2% and quite a bit of stun. This is good, as when the opponents get trapped, you can grab the opponent or hit the opponent with a powerful move. This can also rake a bunch of damage up when this is fully charged, and is quite spammable as well.
[Every ball = 2%]

Aerials:

Forward Air: Energy Blaster

BETD leans forward like ROBs F-air, and then opens his mouth wide open, and then quickly shoots out a little blue blaster the size of Wolf’s blaster forward at the same speed and range of Falcos blaster. This has little start-up, ending and landing lag, slightly more than Falcos blaster. This also has decent priority. This does 3% and a slight stun. This has great range, and can be used in the same way as Falcos blaster – run away and spam. And with the collection of projectiles he can use, this makes another fine addition to his movepool. Toons are annoying aren’t they?
[3%]

Backward Air: TKO Atom Orb

Blue Eyes charges up a blue electric ball in his mouth wide open, and then turns around, and smacks the opponent with the ball and at the end of the turn, the ball disappears into thin air. The ball has great priority, and this doesn’t have that bad of range as well. This has start-up and ending lag comparable to Peaches F-air, but has much more landing lag. The head of BETD is also a hit-box, but is weaker than the ball. The sweet-spot does 17% and high horizontal knockback, while the head does 14% and mid-high diagonally upward knockback. This is a great KO move, and it’s easy to follow the opponent’s movement with the moveset swap when you’re on the “ground”, so hitting the opponent isn’t that hard even with its quite laggy start-up.
[14/17%]

Upward Air: Levitating Shield

The Toon looks towards the camera, and closes his eyes and holds his limbs close to each other, and then the same shield that appears in the defence mode occurs. Then, the shield takes him up 3.5 stage builder blocks upwards with horizontal movement as bad as King dededes aerial mobility over the cause of 3 seconds. You can cancel this at any point of the recovery, similar to King Dededes up-b. As the same time as going up, 3 little balls slightly smaller than the smart bomb itself circles the shield similar to one of those Tabuu moves which I don’t know what it’s called. Each ball does 4% and a slight stun, and travels around the shield quite slowly. However, this has the same qualities as the shield, once it gets broken in the air, he enters free-fall and takes an additional 10%. Although this is unlikely, as the balls has good amount of priority in them. This is a good recovery, but can’t really be used for anything else.
[4%]

Downward Air: Toon Twister

The Toon looks downwards quickly, and stretches his neck downwards 1.5 times the size of it normally is and spins it around. After spinning his neck around, he bites quickly to mark the end of this move. This has low start-up lag, but has quite a bit of ending and landing lag. The hit-box of this move is the entire body. This has 6 stunning hit-boxes which pushes the opponent towards the mouth, and then the knockback hit-box. This does a total 16%, with this final hit being a mid power meteor smash downwards. When the opponents on the ground, this is an amazing pressure move, and at early percents can lead to Up tilt and Up smash combos.
[16%]

Glide Air: Pillars of indestruction

Blue Eyes tilts his head downward, and spits a ball of energy which does no damage to the ground in a \ direction, and then spits out another ball 3 stage builder blocks behind the first ball. If the ball hits the ground, a thin pillar the width of half of a stage builder block and being 2.5 stage builder blocks tall. This does absolutely no damage, but has little start-up and ending lag. The pillars also reflect projectiles as well and last 5 seconds before disappearing (doing this again will make the current pillars disappear), and can take a maximum of 28% before breaking as well. This isn’t a trap for sho, more like placing 2 obstacles in the way, and that if you trap the opponent between the 2 walls, you can pressure the opponent, and that they’ll lose some of their options. Also, like with all Glides, if you land on the ground in the middle of the move, it disappears all landing lag, so using this, you can perform Pillars for the opponent to jump around. A great move.
[0%]

Grab (read thee below):

While having the grab speed and range of Wario, the released frames (when the opponent grabs BETD and don’t throw) is a massive 42 frames, and the aerial grab release is like Wario as well, meaning he is at a massive disadvantage as well, as well being one of those characters affected by King dededes infinite as well, meaning he’ll have a heyday vs. those grabbing characters.

Pummel: Cruncher

He bites the opponent at the same speed as Charizards pummel, dealing 2% with each bite. Nothing cool, life and learn.
[2%... don’t you remember?]

Forward Throw: Moving power-bomb

The Toon flies underneath the opponents’ body, and picks them up so they’re sitting on his shoulders. The Toon then flies 3 stage builder blocks forwards before dropping the opponent on their back. This has little start-up and ending lag, and has super-armour frames during the move. This deals 8% and mid-high horizontal knockback. This isn’t really a KO move, nor a follow-up move as well, so it’s pretty much useless.
[8%]

Backward Throw: Dragon Tornado

BETD quickly spins around, and is that fast he looks like a tornado. This always sucks the opponent in, and moves 3 stage builder blocks horizontally backwards with super armour frames during it. This has little start-up and ending lag as well. This does 7% and mid diagonally upwards knockback. This isn’t that good, but at rather early percents can be followed up at, but at 40+ percent makes this useless again.
[7%]

Upward Throw: Seismic Toss

The Toon Dragon grabs hold of the opponent, and quickly does a loop de loop going upwards 4 stage builder blocks, and slamming the opponent into the ground a stage builder block forward of his original position. This has little start-up lag, and this makes BETD go into a glide a stage builder block off the ground. This deals 9% and a extremely powerful spike on to the ground. In the middle of the stage, this isn’t a follow up move, as the opponent would get up before you reach the ground with the glide. The powerful spike is only useable when you grab the opponent right on the edge.

Downward Throw: Light beam

Blue eyes pins the opponent to the ground, and breaths a light blue beam to the ground that resembles the forward smash onto the opponent for a second. This has quite a bit of ending lag. This does a total of 9% and mid upwards at a slight tilt knockback. The knockback of this move is quite strange, and is only useful for getting an up tilt in at about 35 – 50%.
[9%]

Blue Eyes Toon Dragon Playstyle:

Blue Eyes Toon Dragon is about pressuring the opponent and shortening their opponent’s options. With his unique aerial/ground moves switch, the opponent has to guess which moves he could be using. This one mechanic makes it a pressure game, just like how Peaches float makes up a good deal of her game. Since with this mechanic, the landing lag of those aerials are not counted for, and that the lag of those aerials aren’t horrendous makes them dangerous. Down Air is an awesome pressure move, which is pretty much a combination of Warios, Peaches and Kirby’s down air, and that this move can also combo well into moves like the up tilt and up smash.

With shortening the opponent’s moves, using moves like the G-air performs as an awesome wall, and with these one wall forces campers to approach him, or plank/stall. If you do trap the opponent between the 2 walls, characters that are based with planting bombs and controlling the stage have a much more limited to their space. And also since you’ll be pressuring the opponent, you’ll be right up close to the opponent that in itself will shorten some of the characters options.

However, if you’re not the pressuring sort, well, with moveset, you can campy greatly with moves like forward air and up tilt, and if they get too close, you can push them back with forward tilt. Nasty ay?

But then there’s Toon World, you’ll wanting to position yourself next to Toon World so the opponent can’t get to Toon World. Down Tilt is a great move to keep Toon World close to you while you can’t do much, and then you could use G-air to close openings. The opponent will find out that the only way to get to you is by picking you off slowly, KO blue eyes before getting to Toon World, as Blue eyes is the jerkiest character ever. However, grabbing Blue Eyes might be your greatest chance, punishing his moves, and destroying his one (or only) massive flaw. Plus his grab game ain’t that good either.
 

:mad:

Bird Law Aficionado
BRoomer
Joined
Dec 14, 2008
Messages
12,585
Location
Florida
3DS FC
3351-4631-7285
Are you serious? Not a single Barrel Roll joke?
Ball, of the soccer variety.
 

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
Soccer... I mean Football wins!

Post of the Day: Viper JLT4GOV

Today will be Sandbag (Factory videos will not qualify for Post of Day) Vs. Spring
 

:mad:

Bird Law Aficionado
BRoomer
Joined
Dec 14, 2008
Messages
12,585
Location
Florida
3DS FC
3351-4631-7285
Sandbag, s/he deserves a win for all the abuse it takes.
 

dancingfrogman

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

Toon Dark Magician Girl

What’s unique?

Ummm, she’s better at long ranged combat with great priority, and… no interesting super mechanic as I’ve thought of one.

She floats in mid-air like the majority of those Toons half a stage builder block of the ground.

Stats:

Size: 6.5/10 She is about the size of peach in the air
Weight: 4/10 She is quite on the light side, but is no means the lightest character going.
Strength: 8.5/10 She has a lot of powerful move, and then some moves don’t even deal knockback or any damage at all.
Walk: 4/10 She has a decent walk/float, nothing notable
Run: 7.5/10 Her run/float is also great, being about the same speed as Zamus/Shieks run.
First Jump: 6/10 Average girl
Second Jump: 6.5/10 Just above being an average girl at jumping.
Fall Speed: 3/10 Being such a magical gal, she falls down elegantly and gracefully.
Aerial mobility: 7.5/10 This Toon also has been noted to have above average aerial mobility
Range: 7/10 Using magic makes her range higher than if she just used her body
Projectile range: 8/10 Her moves which uses projectiles all have great range, or hits opponents at a specific point.
Crouch: 6/10 average Joe
Traction: 7.5/10 She floats, what ya expect dawg?

Standard Attacks:

Neutral A: Defence Mode

Toon Dark Magician Girl crouches down, and sticks her magic rod in front of her face while having her eyes closed. Toon Dark Magician Girl can take a maximum of 25% while in her shield. Just like all the monsters, the shield can’t be shield poked, but has the lack of OoS options. She can hold their shield forever if you like, but if the opponent deals that much damage in one go, you become stunned for 2 seconds, and unable to shield again for 30 seconds. The rolls and dodges are the same speed as Zamus. You can tech with this as well.

Dash Attack: Love Spell

TDMG stops in her tracks, and then quickly raises her rod over head, and points it forward, which creates a heart (which flashes pink and white very quickly the size of a Turnip. The Heart travels slower than Luigis fireball, and reaches half of Final Destination forward. This has little start-up lag, but has tons of ending lag. This also does 5% on contact on the opponent, but no knockback. This has horrendous lag, and is very easy to punish, so why use it?

Well, obviously something was up. If the opponent gets hit with this, they become dizzy, turning around quickly, and moving at half the speed of their dash/walk for 5 seconds. This makes it harder to aim there moves, and if they ever try to jump, they could do it wrong and dies. Good, no? Well, it’s high risk/high reward, sometimes you gain, and sometimes you game-over. Use this with caution.
[5%]

Forward Tilt: Magical Magnet

(Manual Release) The Toon Points her magical rod forward, and then a blue spark appears about 2 Bowser’s in front of the magician, which then causes blue electricity between the blue spark and the rod going back and forth. This has 2 effects in it, If you tilt the control stick forward, it makes the sparks blue and PUSHES the opponent back. If you tilt the control stick backwards, it makes the sparks red and PULLS the opponent in! The push is about average in pushing, it does its job without being ridiculously broken/useless. The Pull, however, is very strong, albeit a tad weaker at the tip, but it’s still strong there. This does absolutely no damage, but has little start-up lag with practically no ending lag. Since TDMG is a long ranged fighter, you’ll be mainly using the push function, but every now and again, you could pull the opponent into a Down tilt. Nifty ay? Plus the strength of the push and pull is hard to resist so it’s all good.
[0%]

Upward Tilt: Spinning Rod

(Manual release) The Toon sticks her hand in the air, and spins her rod around her head extremely quick, making a small ring like Pits forward special. You can also tilt this to any direction like with any normal characters shield slightly with great ease. This has little start-up lag and ending lag with disjointed priority. This only does multiple hits, doing 7% every second with quite easily di-able hit-boxes. Generic much? Yes, I know, but she needs her own form of up close protection, and this has very low ending lag, going into a forward tilt push or into the down tilt to maximise damage.
[7% every second]

Downward Tilt: Wingspread Legs

The Toon goes upside down, and has her legs spin around outwards like in Sheiks down smash. There’s nothing else to it, another generic move ay? Pitiful Toons you say? Well, every character has their own form of up close defence. This has lag comparable to Warios down smash, but with a hit-box for 3/4 of the duration of this move. This also does 10% and mid knockback that kills about 180% from the centre of Final Destination, making it an unviable KO move, but as a great GTFO move due to the long lasting hit-box and low start-up lag. This also has quite low priority, so if you abuse it, you make yourself vulnerable to punishment.
[10%]

Smash Attacks:

Forward Smash: Dark Magic Attack

The Dark Magician first sticks her rod out forward, which turns bright blue as she does so, which causes a light blue wall a Bowser distance away from her, and another light blue wall 4 stage builder blocks away from her (these make it easier to judge the range for both characters. This is just for visual effect). After this, she spins around quite slowly and elegantly with light sparkles appearing around the spellcaster, and then she sticks her rod forward again, and anyone between the walls (which is the size of Ganondorf) will be struck, and that this has HUGE hitlag with perfect priority, and turns the screen inverted, showing the brute force of this move. This has TONs of start-up and ending lag, the highest lag for a smash in the game. But to compromise, this deals a whopping 29% (37% fully charged) and very high (extremely high knockback fully charged) horizontal knockback, the second strongest to King Dededes forward smash, only because of the huge range on this move. You can catch the opponent by surprise by pushing them away, and letting them run into this, at what? 60% to ko the opponent. Ridiculously powerful, yes, but how will you succeed in using the laggiest move in the game.
[29 – 37%]

Up Smash: Surprise BOOM

TDMG first sticks her rod straight into the air, which causes stars spill towards the ground quite slowly, and then disappears with a little tinkle of light. This has little start-up and ending lag, and you can only place one at a time (TRAP ALERT!!!). After 2 seconds, this turns into an explosion if the opponent walks into it, which is about the size of a stage builder block high and wide. This does 20% (27% fully charged) and high-low (high-high knockback fully charged) diagonally upward knockback. This also has above average priority, so some moves can still hit the invisible area, and remain unharmed. While the opponent can foolishly walk into this powerful move, why not make it easier to land, by pushing or pulling the opponent into the area, and scoring a nifty KO. Plus this doesn’t affect the Toon.
[20 – 27%]

Aerials:

Forward Air: Magical vortex

The Toon positions her body horizontally, and then she spins around clockwise with her rod, which makes blue electricity appear from a Kirby size above her and below her, and at the end of the move, she does an explosion in front of her. This also raises her upwards the same distance of Links up-b. This has low start-up lag, but has ages of ending and landing lag, making this only useful off stage for recovering into the up air, but has great priority. This has 6 multiple hits, which is quite di-able so that this isn’t totally broken. The multiple hits does a total of 10%, and the explosion does 8% and high-low horizontal knockback. This is a good KO move, and is that little piece of recovery to make her up air actually useable.
[a maximum of 18%]

Backward Air: Burning Lust

She chuckles quietly, and then she blows a kiss behind her, and controls it with her rod to go in a straight line. Those weird geeky fanboys will love this move… pervs. The kiss is about the size of a bom-omb. This goes slightly faster than Luigis fireball, and goes the range of Wolf’s blaster. What this does is that it makes the opponent burned with a similar effect as a flower, lasting 7 seconds, doing 1% every second. This has quite a bit of start-up lag, but has low ending and landing lag, and this can be stacked on, but it has low priority. Nothing more than trying to get cheap damage done to the opponent, as it won’t stop the opponent from going towards you, only for them to avoid you, and some characters like it if they get stronger by damage (Ie Van Kaiser, rage mechanics etc).
[1% every second]

Upward Air: Warp Panels

You can only place 2 at a time, and using this again afterwards eliminates BOTH warps! The Toon sticks her rod upwards into the air, which makes a purple symbol like the below picture (which is 2 stage builder blocks wide) appear with little start-up, ending and landing lag. If you only have one out, this does bugger all, but if you set up 2, you transport to the other warp, jumping out of it 1.5 stage builder blocks in the air without entering free-fall or the ability to use the same panel again until you land on the ground (which has quite a bit of landing lag in it). If you jump into the warp pipe from below, you’ll jump out of the panel from above and the opposite if you jump into the panel from above. This is a great recovery, but it’s punishable if you land onto the ground and that if you get sent to the other side of the stage, you are quite screwed if you don’t erase the previous warp panels.

You’d think that placing a warp panel any where is broken, when actually it’ll hinder you greatly, and even if you place a panel right above the stage high up, since of her floaty aerial movement, she is punishable, This puts the wool over your eyes, even if you have a panel of the stage on both edges, you’ll go into it if they are below the stage, so they can predict your movement, at least the forward air has some recovery qualities!
[0%]

Downward Air: Gravity shifter

The Toon looks downwards, and swings her rod downwards similar to Samus’s down air, and then a wave which is about 2 stage builder blocks big and 4 stage builder blocks wide which goes the range of 3/4 Final Destination at a slower pace than Luigis fireball and has an arrow pointing downwards (more info on this a tad further on). This has a lot of start-up, ending and landing lag, and you can’t do another one until the wave disappears or is blocked by an obstacle covering the whole size of the wave. If the opponent goes into this, they’ll enter the aerial footstall animation and 6%, and have no control over themselves once they’re in this. At the end of this move, they get out of the footstall position, but if they are on the ground, they have to roll like after Snakes down throw.

The arrow represents where the wave goes, and during the start-up lag, you control the direction which the wave goes, in the same directions as Foxes up-b. You can use this to gimp the opponent at very early percents, push the opponent very far away into a move like a forward smash or the up smash. A useful move that has the lag that can only be used during the second jump.
[6%]

Grab: (mechanic below)

The Toon sticks her rod forward which turns bright blue, and blue sparks appear from the Toon forward 2 stage builder blocks, and the throws get weaker the further the opponent is grabbed. This comes out on frames 8, and the release frames are the normal 30 frames.

Pummel: Stunning show of magic

The Spell caster sticks her rod forward, and lets out a big orange ball of magic that rapidly gets smaller the further it goes. This has little start-up lag, and is above average in speed. This does 3% up close, and 1% furthest away. Good for raking up quick damage.
[1 – 3%]

Forward Throw: IT’S A TRAP

(Closer than a stage builder block away) The Magician forces her Rod into the opponents hand, which they either look dumb at it (with an expression of “Why would see give this too me” {normally the cute/harmless people}) or look smirk (with an expression of “heheh, thanks, now I will rule the world” {normally the greedy and villainous characters}), but then they get electrocuted, and the rod then goes back to Dark Magician Girl. This does 7% to the opponent, and does mid-low horizontal knockback. You can follow this up at early percents with ease.

(Further than a stage builder block away) The Toon throws her rod at the opponent, and they get the same expression as before, but they won’t get shocked at this point, instead, they have to throw the rod, otherwise they’ll just stand there like gorms and if they throw it downwards or behind them, they’ll get damaged like the closer version, and the only move the Toon can successfully do is a down tilt. The closer one is more useful, as the opponent can just throw it towards you, and even when they have a long throw like Warios, all you can do is down tilt, so :/
[7%]

Backward Throw: I want you… oops!

The Magician pulls the opponent towards her, but they come to fast towards her, so she dodges out of the way (which she also avoids all other moves if there are more than 2 characters). This has little start-up and ending lag, and this is obviously more powerful the closer they are, like the mechanic says (I told you to read it :mad: ). If they are right next to you, this flings the opponent slightly shorter than Foxes side-b, and if they are at the furthest point away, they only get sent a Kirby width behind you. This does 5%. This is a great gimper up close next to an edge, while if the opponent is grabbed at the tip of this move, it’s a great set-up into a Down tilt or a push. A good throw all in all
[5%]

Upward Throw: Where did ya go?

The Toon holds the opponent with her left arm, and then she swipes the rod around the opponents character quickly, which also leaves a long red ribbon lingering as well. After the red ribbon disappears, the opponent also disappears as well, and with her hands, TDMG makes a “puff” gesture. This has 2 seconds during which the opponent disappears, and during this time you can control where you send the opponent will the analog stick. Also, this always places the opponent 3 stage builder blocks away (this has no knockback growth) and deals 8 – 4% depending on where you grab the opponent. If the opponent is on the ground (or lands on the ground), they receive quite a bit of lag on it, making them vulnerable to being pushed or any other extreme shenanigans. They won’t enter free-fall in the air, and they gain their second jump back, so don’t both using this for an intended gimp off the stage.
[4 – 8%]

Downward Throw: Engulf in darkness

The Toon sticks her rod into the air, and it shines brightly, which causes darkness to engulf the opponent into an orb. They stay in this orb for 2 seconds, before getting psat out upwards, doing 10% and mid upward knockback. This has little ending lag. There is nothing else to this move a part from being a good follow up move with f-air at early percents.

Toon Dark Magician Girl Playstyle:

Magic is a powerful force, isn’t it?

Well, it is with Toon Dark Magician Girl. A whole section to her ideal playstyle is to use forward tilt, and abuse the push and pull properties in the forward tilt, as this can push the opponent into a planted up smash, pull them into a grab or down tilt, and with the pushing tool, landing a down air is deadly for the opponent, as it could wipe a KO at 0%, it’s a **** dangerous move.

So… this means she is quite the set-up character (is that all you do -_-‘), and she is good at it, getting a grab onto the opponent (look at that range), and has 3 viable throws depending on the situation and you can follow them up with ease as well, while they don’t do much damage, their great set ups make up for it. Also with Toon World in tact, if they aim for Toon World they’re bound to fall into one of your traps.

Another reason you’ll be using the push/pull moves, as when they are right in your face, the only moves on the ground you can really use is up tilt, down tilt and grab, and if they predict you, since of her light weight, she’ll be falling down to. But thankfully, her KO moves are the smashes, and if the opponents off the stage, a well timed down air will be a sure KO. But the smashes aren’t that reliable, so you need to push them away for enough to not counter a forward smash, or push them into an up smash, securing a safe KO. It’s all about playing safe, although she has a few combo qualities, it’s more keeping your distance with the opponent.

Then there is Toon World.
 

ndayday

stuck on a whole different plaaaanet
BRoomer
Joined
Jun 12, 2008
Messages
19,614
Location
MI
Sandbag, teh Spring doesn't have that much personality.
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
Sandbag has been kicked around for too long.

If Sandbag wins, then pit him against the bat.
 
Top Bottom