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Make Your Move 6 - Nothing Gold can Stay

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AKC12

Smash Journeyman
Joined
Oct 4, 2005
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Location
Marlborough, MA
Sasuke Uchiha: One of the sole members of his clan and a no regrets avenger!​

Sasuke Uchiha was born into one of the strongest clan in Konoha. This clan provides the Sharingan, red eyes with 3 tomes that allows to easily predict your opponent’s moves, see chakra, and perform powerful genjutsu. While he was young the unthinkable happened. His older brother, Itachi Uchiha, prodigy of his clan, wiped out the entire clan. After he gave Sasuke words to hate, detest Itachi, Sasuke swore to kill him in vengeance. After becoming a ninja, he betrays his village to become Orochimaru’s student to gain more power to defeat Itachi. He kills Orochimaru, gets his revenge, but Madara reveals the truth about Itachi, who only slain the village to prevent a war. Now detesting Konoha, he sets his sight on avenging his brother for forcing him to die as a hated criminal.​

Stats:
Power: 7/10
Both in projectiles and direct attacks

Speed: 8/10
Could match up with Marth

Dash: 9/10
As fast as Fox

Walk speed: 5/10
Nothing special

Jump: 6/10
Height same as Captain Falcon’s

Air jump: 6/10
Similar to Falco or Fox’s

Recovery: 4/10
Tether recovery, not the greatest range.

Weight: 6/10
Same as... Wolf?

Size: 7/10
About Sheik's height

Range: 6/10
Has a sword, uses projeticles.

Priority: 7/10
Sword and chakra attacks make this rating high.

Fall speed: 7/10
Not an aerial fighter.

Roll speed: 6/10
Fast as... Fox?

Traction: 8/10
He requires precise movement.

Crouch: 4/10
He sees no need to crawl.

Aerial movement: 6/10
As good as... Zelda?

Wall jump: Yes
Above average wall jump, good as Toon Link's

Wall cling: Yes
The jump from the cling is as good as Diddy's

Crawling: No

Gliding: No

Other
Can walk on walls and ceilings for 10 seconds
Can walk on water for 10 seconds

Playstyle Overview
Sasuke has it all, speed, jump, priority, combo potential, and good jump. His jab isn’t great but both hits come out within 5 frames and he’s ready to attack after 10. His tilts do a good job at keeping enemies at bay and starting combos. His dash attack also leads to a combo. His smashes aren’t overly strong but they are extremely versitle. His Chidori decimates anyone within range. His Chidori Lance is the ultimate anti air attack. His Chidori Current allows to hit anyone around him. His aerials are both strong and able to follow up, all but one have a large amount of land lag. His Dair is possibly his best move in the entire moveset, able to spike and kill at low percentages while recovering quickly from the ground. His throws damage well, but overall sub par. One could kill decently, and another leads to follow ups pretty well. His Katon and kunai attacks makes him versatile at long range and if used correctly, kill at the lowest possible percentages. Although he has a tether for a recovery it knocks anyone from the edge out. His edge guard play is sub par however, and a good edge guarder could gimp his recovery if Sasuke is out of reach after the first miss. His lightning clones are excellent in surprising opponents. Tricking them at high percentages is almost always a KO. His weaknesses include a weak air combo game, high land lag aerials, poor edge guarding and a below average recovery. His DI kill percentages of his strongest hittable moves get bumped up to 140%. He’s best used as a camper, but it’s just as effective to be aggressive with lots of clones ready. If you’re on the ground, be prepared to be lifted up by the hawk.


Animations:

Standard Pose: Stands straight up with his right hand on the sword handle.
Idle Pose: He flicks his hair on the front.
Walking: Super casual walk
Running: A normal jog
Dashing: He bends down slightly, knees slightly bent, with his arms flailing behind
Jump #1: He jumps with both arms flailing behind his back.
Back Jump 1: He jumps back with his right hand on the sword.
Jump #2: He does a front flip 360
Back Jump 2: He does a single backflip with his legs slightly extended and hand on sword
Crouching: On his left knee, hand on sword handle.

Ledge Hanging: both hands are grabbing the ledge
Swimming: A less quirky than Naruto breast stroke
Forward Roll: Looks like the roll that you would do falling from a high place.
Backward Roll: Does a single backward backflip jump
Spot Dodge: He does an on the spot replacement technique
Air Dodge: He moves his back toward the screen.
Shield: He grabs his sword and does a guard position with it.
Tripped: He lands on his chin.
Entrance: He enters with his god like speed and then lighting resonates around his body for a moment, with arms crossed looking forward.
Dizzy: He has both hands on his head.
Sleeping: He sleeps like a cat XD
Get up forward roll: He simply does a single roll forward.
Get up back roll: His body gets perpendicular with the screen, rolls 2 or 3 times, then gets back up.


Ground Attacks
Jab- “…”
Standard Double Slash-
With his sword he swings horizontally to the left then right quickly. Very low knockback. Low priority (2,3)

Forward Tilt- “Get away from me”
Forward stab-
He simply stabs in front of him using his right arm. Long range, low knockback. Quick. Medium priority. (9)

UTilt – “…”
One handed stand kick-
He puts one of his hands on the ground, then he does a flip kick. Knockback direction depends on what part of the attack one was hit at. Same duration as ZSS Utilt. Medium knockback, medium priority. Kills at 170% (10)
http://www.youtube.com/watch?v=TcjC42ScvJs at 8:23


DTilt- “…”
Sweeping spinning kick-
Looks similar to ZSS’s Dtilt. Allows for a follow up. Low priority. (8)

Dash “Shishi Rendan!”
Shishi Rendan-
He bends down as he slides, then does a straight up kick. Pressing A again gets him to jump and finish the combo with a spinning kick spike. Medium priority all around. Low knockback. Quick to start and end. (7, 2, 7) Avoidable with DI.
http://www.youtube.com/watch?v=goC516nLrck



FSmash- “Chidori!”
Chidori:


Kakashi’s signature technique, now passed down to Sasuke. At its purest form, this is the strongest chidori variation. It only takes at short start up time of .25 second then he dashes forward about the length of Wolf’s FSmash. This is able to break shields at full charge. Very high priority. Uncharged it kills Mario at 120%, Fully charged, 95% (16, 22)
http://www.youtube.com/watch?v=yfjFk0KON44


USmash- “You’re within range.”
Chidori Lance:


A variation of the Chidori, he uses shape manipulation to extend the range of the attack. In this game, the length of the lance is about the same as his own height. He kneels down, then does a full overhead swing. High priority, kills Mario uncharged at 145%, 120% fully charged. Start up same as Ike’s Usmash, but has quicker ending lag (15, 20)

DSmash-“It doesn’t matter if I’m surrounded…”
Chidori Current:

He lets out a Chidori from all over his body. The range is about 4 feet in front, behind, and above. Start up is as quick as Fox’s Usmash, but has lingering hit boxes with low knockback. End lag similar to Lucas’s Usmash. High priority. Kills Mario uncharged at 160%, fully charged, 145%. (13, 18)
http://www.youtube.com/watch?v=FI6-n5kpOx0

Aerial Attacks
Nair- “…”
Spinning Kick
: He does a full 360 before he kicks. Fairly quick, medium knockback. Medium priority. Not a sex kick. Kills at 140% (11)

Fair- “…”
Aerial vertical slice:

Looks like Marth’s AFA, and is just as fast, except Sasuke doesn’t lean forward as much, so he has a tad bit less range. Knocks the opponent mostly upwards. High priority, medium knockback. Lots of land lag. Fairly fast to execute. Kills at 155% (11)

Uair- “No chance.”
Spinning overhead double kick:
He barrel rolls to the right and does one kick with his left leg, the next time he’s facing up he does another kick with his right. The first doesn’t lead to another, both have equal knockback. Think of it as an aerial Kirby hammer facing upward. Medium knockback and priority. Kills at 165% Both hits within .5 second. Lots of land lag. Able to follow up to another attack well (12,12)

Dair- “Die…”
Downward Sword Stab:

With his sword, he does a downward stab just like Link does. His sword is infused with lightning chakra. It stays out for2 seconds The outer half of the sword spikes, the closer half has a knockback that goes straight up. Very high priority. Little land lag, and it’s quick all around. Spike is guaranteed kill at 65%, and the non spike kills at 125%

Bair- “I sensed you…”
Back kick/backstab:
He extends his left foot behind him and at the same time with his left hand he stabs backwards. Sword has more knockback and priority. Possible to hit both at once. Medium knockback if hit w/sword. Long time to recover to perform more attacks, land lag is same as Mario’s fair If hit by sword it could kill at 135% (leg:9 sword: 11)

Situation Specific Attacks/Animations
Get up attack 1- “…”
He does a mini Chidori Nagashi about 2/3 feet in front and behind him while he slowly stands up (6)

Get up attack 2- “…”
He does some kind of break dance move kick (5)

Ledge attack <100%- “..”

He extends his arm and does a sword stab (7)

Ledge attack >100%- “RRRHA!”
He does a simple forward punch, slower than the sword stab (5)

Throws
Grab: With his sword out he grabs with his left hand.

Grab attack: He sends a pulse of electric chakra to the opponent (1,2)

Fthrow- “...”
He drops the enemy then does 3 blinding fast slices then one final stab. Decent knockback. Kills at 190% (2,2,2,6)

Dthrow-“DIE!”
The opponent is now facing downward, Sasuke jumps up high, (about half the distance as Kirby’s Uthrow), hugs the opponent with legs around the neck and slams them to the ground. Decent knockback. Kills at 175% (12)

Bthrow- “…”
Similar to Sonic’s Bthrow, but with just one backflip and does a kick with both legs at the end of the flip. Good knockback. Kills at 150% (9)

Uthrow- “…”
He throws the opponent up then unleashes a ball of fire on the opponent. Good set up, low knockback. (11)

Specials

Regular Special- “Katon…”





Chargable. A tap does the Mythical Fireflower (Katon Housenka) technique. attack. Each does 4%, goes about 1/2 of the distance of FD. Fairly fast. Could perform one every 1/2 second. ½ charge makes it into Katon Ryuuka no Jutsu. It sends a long stream of fire going across ¾ of FD dealing 10%. 1 second of charge turns it into Fire Type; Grand Fireball Skill (Katon Goukakyuu no Jutsu). The flame is about one Sasuke height taller than him both above and below. It goes across the entire FD stage, but slightly slower than before. It deals 15% damage and kills at 160%. It continues to pass opponents even if they shield. In 2 seconds it becomes Fire Type; Fire Dragon Flame Blast (Katon Karyuu Endan). It’s faster than all previous ones. It could slightly home to others. The flame is about Sasuke’s height. It does 18% damage and kills at 120%. In 3 seconds it becomes Fire Type: Great Dragon Fire (Katon: Gouryuuka no Jutsu). It’s as large as the Grand Fireball Skill and as fast as the Fire Dragon Flame Blast. It deals 21% and kills at 95%. In 4 seconds he fires the Grand fire ball, Fire Dragon Flame Blast, and Great Dragon fire in .5 second intervals, but with high lag afterwards. In 5 seconds, he unleashes Amaterasu. It will track the nearest opponent. The fire appears immediately on the opponent. It melts the shields and deals damage very quickly, 10% per second for 5 seconds. You can dodge by rolling, but that’ll cut off just half the damage. The final hit can kill at 135%. Very large lag afterwards. All could be aimed at any direction.
http://www.youtube.com/watch?v=B82y8npgBTo

Forward special- “…”
Shuriken/Kunai throw:


This one is chargable as well. Uncharged throws a shuriken (3). ¼ second charge throws 3 shuriken (3,3,3). ½ second charge throws a kunai (5). ¾ second charge throws 3 kunai (5,5,5). 1 second charge throws one with an explosive note. Medium knockback, kills at 160% (10). 2 second charge one is thrown with several explosive notes. High knockback, kills at 130% (19). 3 second charge releases the Chidori Needles attack. 12 needles each dealing 1.5 damage unleashes to the opponent, with a final one that kills at 105% and deals 12%. High start up and ending lag. All has a range of the length of final destination. It could be aimed at any direction. Higher level charges has more start up and ending lag. Any material projectiles are left on the ground, for a good reason explained later.


Up Special- “…”
Chidori Tether/Whip:
He makes some sort of lightning rope and throws it to the ledge. It will knockback anybody on the ledge after invincibility frames. Even used on the ground it becomes a chain that acts like Sheik’s chain, but a bit longer and could more easily attack from behind. Makes a great edge guard. (Recovery:4 chain 1,2)

DSpecial- “…”
Lightning Clone:
If he does this technique with any object below him, one of the clones will be a replacement. The clone is made using the object and the real one replaces the object by a transformation. The replacement can take a certain amount of damage depending on the object. The most is 25% using the Golden Hammer and it could go as low as 3%. The speed is the same, but knockback and damage of his attacks are lessened by ¼. Once the replacement is destroyed the transformed object reappears and you could buffer any ground attack or special. Also, unlike Naruto, it sends out a blast of lightning chakra that stuns opponents, guaranteeing a smash attack. Also he doesn’t need an object to perform this. He just creates a clone then simply hides from the battlefield with a genjutsu. The transformed objects may be held or thrown. The transformation can be canceled at any time by putting the same input, but it must be tapped. If held he’ll just make another replacement. Yes, the replacement could be replaced, up to 3 times, pissing off everyone. If the replaced object is thrown away you will die, so it’s important that you keep your enemy busy and lure them away from the object. At the same time luring them towards the object could lead to unexpected traps. If the replacement dies, the death explosion still comes, but the poof sound that normally is heard when the real one transforms back isn’t heard, so pay attention to surroundings. You can make a clone while rolling, dodging, and shielding. There’s still a giveaway to this but it is much harder to detect if the opponent doesn’t pay attention to the animation. All ninja have a replacement technique that’s similar in general, but some others have their own quirks.

Final Smash: He has 2, and it depends on his percentage.
From 0%-199%

Tsukuyomi:”You are now in a world controlled by me…”​
A final smash that requires eye contact to activate. It’s instantaneous. Once hit, the opponent is in an illusion controlled by Sasuke. The opponent is either tied to a stand and is stabbed by a sword countless times, with copies all around. He says “You will be stabbed for the next 3 days…” Or while tied to a ground, a giant ball of white fire lands on the enemy. He says “You will be burned for the next 3 days…” Or while tied on a stand, countless amounts of hideous creatures and bugs gnaws at the enemy. He says “You will be eaten, mutilated, ravaged by these creatures for the next 3 days…” In the game, it lasts for 6 seconds, but in the enemy’s mind, it lasts for 3 days. Each illusion deals 50% and it kills at 20%. Multiple enemies can be hit with this. In all 3 illusions you can see Sasuke standing on a rooftop in front of a bloody red full moon.

From 200% and on
Kirin: “Disappear with the thunder…”​
All of a sudden the entire battlefield is engulfed by Amaterasu, dealing the same rate of damage for the entire duration of the attack. Then you see thunder clouds around the center of the stage and soon there is lightning cracking around the clouds violently. Then Sasuke raises his right hand. Then the lighting takes shape into a crackling dragon. He then says “Disappear with the thunder.” Two seconds later, with a swing of his arm downwards, the lightning targets the closest opponent, always striking them with a loud BOOM. Then the ground collision causes a shockwave all across the stage, including going off stage. The direct strike deals 50% damage and it kills at 10%. The shockwave deals 15% damage and kills at 75%. As soon as the attack is over Amaterasu disappears and so does the clouds. Can potentially deal a total of 140% (duration of attack is 9 seconds).



Taunts
Up: “I am an avenger” As he takes out his sword spins it twice and holds it beside him.
Down: He turns around, looks down and closes his eyes and says “Pathetic”
Left or Right: “With my hatred ... I'll turn the illusion into reality!" As he points his sword forward

Win pose 1: He sheathes his sword, turns around and says “You’re annoying”
Win Pose 2: He says "A snake that slithers on the ground can only dream of flying through the air." And then he looks up.
Win Pose 3: He turns around and says. “I will gain power, even if I have to sell my soul to the devil.”
Loss pose: His back is shown, not showing any appreciation.

Win Pose Naruto: It seems you couldn’t keep your promise.
Win Pose Sakura: You’re still annoying.
Win Pose Kakashi: Kakashi, your reign over me is over…
Win Pose Jiraiya: Once a fool, always a fool.
Win Pose Tsunade: Konoha’s Hokage… pathetic
Win Pose Orochimaru: Not only I have nothing more to learn from you, you have nothing over me now…
Win Pose Itachi: Itachi, brother… I swear I’ll avenge you…
Win Pose Gaara: Your “sand” doesn’t scare me anymore.
Win Pose Haku: …Looks like you can’t keep up with me anymore.
Win Pose Deidara: Even the most brilliant of ninja are considered average in the eyes of an Uchiha.
Win Pose Kimimaru: I owe you for your help in my escape.


Winning theme:
A slightly faster version of 2:37 and on of this song http://www.youtube.com/watch?v=lHPRLxKfQw0&feature=related

Kirby hat: Black hair with a bandage around the forehead




Colors: Current (regular)

Oro clothing
BTS clothing 1
BTS clothing 2
Akatsuki clothing
Blue
Red
Black
Green
Purple
White

Snake codec:
Snake: Who’s that kid? He gives me the chills…
Mei-Ling: He’s Uchiha Sasuke, one of the sole survivors of the power ninja clan, The Uchiha. 3 years ago he betrayed the Leaf village to acquire more power.
Snake: So what happened to his clan?
Mei-Ling: His older brother killed everyone but him. The reason he did it is to test his power, but I doubt that. Poor kid…
Snake: Gee, he must be one messed up kid. I better watch out.
Mei-Ling: You better. His eyes detect your every movement, and he has powerful fire and lightning attacks.
Snake: I’ll keep an eye out for them.


Wiimote sound: “Power…”

Unlock message: Sasuke, revenger, and sole survivor of the Uchiha Massacre, is now ready to take his revenge!


Theme song: http://www.youtube.com/watch?v=xndIcoWoQxE


Trophy descriptions

Sasuke

He is the sole survivor of the Uchiha Massacre. Before, he lived a happy life while looking up to his older brother, Uchiha Itachi, the killer of the clan. Since that fateful day he swore to get stronger in order to kill Itachi and thus have his revenge. His rival, and first friend, Naruto somehow matches his growth. Due to that and other reasons, he escapes to learn from Orochimaru. Now, with Itachi gone and the truth revealed, he seeks out revenge on Konoha.

Final Smash (Tsukuyomi)


After defeating Itachi, his Mangekyo Sharingan has been unlocked, and with that is the unbreakable genjutsu Tsukuyomi. Once eye contact is made the opponent is trapped in a genjutsu world controlled by Sasuke. He can recreate any memories, cause pain in a number of ways for several days straight, while it only takes seconds to do so in the real world. Those who do not have the same eyes will most likely die from the pain. Avoid eye contact at any cost.


Final Smash (Kirin):

Even with no chakra left, he still has his ace up his sleeve. This move uses the heat of Amaterasu to quickly create thunderclouds to create lighting. With his hand, he controls the lightning and directs it to the closest player. It is impossible to dodge. The strike is so strong, it is nearly a OHKO and causes a shockwave that damages everyone on the ground and out of the stage. You literally “Disappear with the thunder”

Extra:
The Mini Mushroom transforms Naruto into the pretime skip Sasuke. The Super Mushroom transforms him into future Sasuke,

Also, please critique my Naruto back at page 25.
Guess I'll do the Sharingan ppls next.
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Thanks for some of teh feed back on my Bear Hugger moveset so far. It felt a little but easier making the moveset since I had a few videos that could help me good a good start on the actual moveset. I mean with Oliver I ad almost nothing to work with :psycho: and crap I forgot the kirby hat, better put that in.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Wait for MT's Sunday Recap, Froggy. ;D

The Sasuke moveset was good, a big step up from Naruto. I'm unfamiliar with some of the concepts, since I don't watch Naruto, but I have a few gripes:

1. The images look terribly big and akward; they stick out like a sore thumb.
2. The attacks are somewhat generic, even if they are ripped straight from the anime.
3. The attack descriptions are choppy and have no flow.
4. The blue is blinding my eyes.

Still, good second moveset from a newcomer. You need to work on appearance and creativity, what I value the most, and your writing style before making another moveset. Good luck in the future.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
I think the moveset's probably vaguely offensive ("Canada what you gonna do"), but I'm hardly one to get upset over a thing like that. I wonder what TWIL is up to...
He's a Canadian, all us Canadians have trained pet Squirrels, why mine (his name is Hoser) is getting me my maple syrup flavored beer so I don't have to take my eyes off the hockey game or leave my igloo while hunting moose and being better educated than the Americans.

Different font now. Who can see me? I was used on Jafar.
This one I can’t see. Strange, I could see it on Jafar. Probably has to do with, you know, me having to wipe my computer since then. Jafar’s font must’ve one of the things I didn’t get back.

BEAR HUGGER

My response to Rool should probably already tell you that I actually find the excessive Canadian stereotyping lulzy rather then offensive. However; lulz do not make a serious moveset unless it’s practically the entire focus (Sakurai).

While the horrendously bad writing style (Ouch that hearts!) and the ridiculous attack/animation names (I am tree I won’t budge) make this moveset all the funnier (What do you mean you have seen enough Bear Hugs? Nonsense we need even more love !!!!!), I really doubt that’s what you were going for. This moveset comes off insanely unprofessional, even if the brief detail makes it easy to go through, it made me pretty lost as to just what the hell the guy was doing for several of his attacks.

Also, man. . .Syrup /=/ puke. It doesn’t work that way. The moveset’s pretty random and prefers to do random Canadian shenanigans over actually making use of the Bear Hugger’s trademarks (Tiiiiiiimber!). Of course, this results to the playstyle being pretty random as well.

Also, the Bear Hugger is blatantly overpowered. I mean, you don’t even try to hide it. The stats themselves (And how is he a 9/10 weight if he’s heavier then the heaviest character in the game?) are where red lights first go off, but then in the playing against section you make it sound like you’re completely hopeless to fight him. The best strategy against the Bear Hugger? Hide and cower in fear against the almighty one.

So yeah. Despite a lot of issues, I enjoyed reading this set even if it was primarily for lulz, and there still was definitely some genuine creativity in there. It’s certainly leagues better then another certain Punch Out opponent in MYM 5. . .

WART

You already know that I consider Hades your true turning point from my review, although Wart was certainly a step in the right direction. He doesn’t suffer from your usual problems nearly as much as Tryclyde (Particularly in detail/readability), and I really like how his minions interact with his aerials. Yes, I’m insane on move interactions, but this is actually well implemented and fits with his playstyle and gives the minions more of a purpose beyond “set and forget” trap style utilities. I might’ve moved the aerials that interacted with the minions closer to the minion special somehow, but then K. Rool would throw a fit, so it’s really good either way. Besides, people like me can just skip to the aerials to see the move interaction anyway (Which I did).

While swallowing the minions serves a variety of purposes, digesting them seems to be nigh impossible and more trivial. There are several other moves in here which seem to be rather useless such as the dtilt and the up smash. A shame, considering the dtilt is such a flashy move and how you claim the digesting of enemies is a part of his playstyle (Which I find rather questionable). This was also present on Tryclyde with the removing of the sore spots (Why not just regrow heads over the spots?) and Hades’ minions (You at least considered them making useless at one point.). . .

Creative moves that turn out useless generally have too much creativity behind them. This is especially true when a move feels just too crazy for it’s button input (Read: Wart’s dtilt). You did this more in the past and it’s seeming to go away, but I just thought I’d help to make you more conscious of this issue. So yeah. The dtilt sort of has a love/hate thing going on.

Other then that I don’t really have all that much advice I can give you, although I do like how the final smash and stage are sort of meshed together, somewhat like Kaptain Skurvy back in MYM 5. I can’t say I’m terribly fond of the music choices whether they’re fitting or not, and the idea is to generally put them at the start so people can listen to them as they go through, but eh. Whatever. Had I found them earlier I might’ve listened to them as I went through the set, but it doesn’t seem they would’ve particularly helped the experience anyway.

Yeah, there’s really not much to attack here specifically on Wart. Again, I’m just going at more general issues with your movesets, most of which have been cleaned up with Hades. Wart suffers from random/useless moves a fair bit, but it’s nothing too big, and he’s certainly perfectly viable. Again, Wart’s more of a midpoint for you. In Wart’s defense, though, he did mark a more significant (beneficial) decrease in detail then Hades, Hades just perfected it.

DR. WILY

So then. . .Another blatant trap character? Oh won’t Rool be thrilled, especially after he praised Servbot for not being a trap character (Despite Servbot having a few static disjointed hitboxes, which would automatically qualify him as a trap character by Rool’s definition). Oh wait, it’s apparently a minion character. Adeline is apparently one of those, despite having the ability to make her minions completely stationary. Oh right, we’re not allowed to put any labeling on Kibble’s final set. Sorry, sorry.
Yes Adeline is a plenty good set. I have nothing against it.

So actually commentary on Wily then, eh? While I thought that Wily’s playstyle would have good potential to flow seeing he’s a trap character and what-not, the playstyle section and match ups severely irked me in this regard. You give way too much credit to the little remote controlled alien. I don’t see what’s so great about it, and red lights instantly go off in my mind if you insist he’s so terrible without it. Personally he doesn’t seem to go either way to me, but the fact you insist that the alien is so essential to his playstyle when it’s not is a big eyebrow raiser for me.

While some of the minions border on being outright useless (Read: Ftilt. that should at least block projectiles or something), it’s not that much of an issue as those moves robots are mostly quick to build. Despite the playstyle section being so undescript of his actual playstyle, there is more to Wily then just being a generic trap character. I particularly liked how you could use the fsmash fan to keep forcing your foes into your dash attack lance over and over. In addition, a recurring theme in the moveset was using moves to buy time to build/repair your robots, particularly in the throws. . .Although the fact that pretty much all the throws have the exact same purpose seems rather pointless (Though at least the fthrow doubles as a KO move).

Your writing style strikes me as something Junahu wouldn’t be able to bring himself to ever read through: It’s very, very scientific and impersonal. While this has always been present in your sets, it’s particularly blatant here what with all the properties the robots have. Servbot displayed a lot more personality then this moveset in the writing style while Wily is quite the drawl to go through.

Individual move creativity is a really mixed bag. On the one hand, some moves are very creative (dsmash, fsmash), but on the other hand there’s a lot of recurring themes in the moves, such as a robot grabbing you and trying to pull you off screen (Usmash, bair, uthrow) and some are just outright bland (Neutral A, ftilt) in their own right.

While a lot of the points Wily gains come nearly automatically from being a trap character, there still are some good things about him. His playstyle is more then just laying traps about randomly and flows more then the likes of the classics (Metal Man, The Kid) throughout the moveset, but on the other hand the playstyle section tends to contradict the moveset, there are a good few boring moves and the writing style is particularly dry. I certainly wouldn’t say this is a successor to Servbot, but it’s at least on its’ level.

EDWARD ELRIC

So the Full Metal Alchemist himself, eh? God I’m glad I god you to watch the series. . .This isn’t perfect, but when compared to the alternative
(Sorry to the Bear Hugger’s Canadian brother) it’s d*mn close to it.

So right off the bat, we have transmutation circles. . .But he doesn’t need them. A nice twist on the very tired transmutation circle mechanic. Ed’s playstyle seems to be split between damage racking in the air and power moves on the ground, which means he can do everything essentially, but he’s not particularly good at either, so he’s in the middle of the road. Seems fitting to me and well executed, although the transmutation circles are pretty much the only thing supporting the playstyle up to keep it actually interesting and original rather then just being there.

Of course, the individual moves have plenty of the HR creativity we’ve come to expect that’s been around since Black Doom in MYM 4, and you make rather creative use of his alchemy when combined with his metal arm (Shotgun? Epic.). Nothing here feels forced and you make plenty of creative use with what you have. Abusing your magnetic arm and the iron ball is absolutely brilliant.

Except for that god awful grab. While there are plenty of other throw-less grab mechanics (Looking at you, Rool), they at least feel like grabs while this one seems to be in a different category altogether. Sorry to be blunt, but that grab is the main thing that nearly everybody can agree on just being. . .Y’know, there. It’s far from an important thing to Ed, and the inputs for it all just feel very awkward. The usability of the spear is also rather questionable to me. . .It feels like it’s trying to be creative for the sake of being creative despite being so useless and awkward. I know I’m being somewhat of a hypocrite here, but this just feels really un-Smash to me and completely foreign to the button input. Then again, I’m quite the grab-happy b*stard, so bias is plenty present there, and you still do include several other moves with grab properties, so I may be exaggerating the importance of this.

So now that that miniature rant is out of the way, there’s not really all that much else to critize. I find the ability to make the final smash backfire completely on Ed a bit too much, but eh, who cares about “super attacks” anyway, right, Rool, Ocon? Either way, the final smash doesn’t seem THAT overpowered to warrant the ability for the enemy to make it backfire.

So then we’re back to the praise (Finally). The match ups in particular were very well done, far better then what most of those kids are BSing up these days. Especially that idiot who made Ludicolo. All your match ups have actual logical reasoning behind them, except for perhaps Sloth’s (But you just threw that one in for me anyway). You manage to point out notable automatic interactions like Al using Ed’s walls and Metal Man’s magnetic status rather then forcing character interactions, which really make this one of the best match ups section ever, right up there with Alphonse (The one who started it all. My my how the mighty have fallen in match ups since. . .).

This set was highly enjoyable, and while there is plenty of bias involved for both the character and author, there really wasn’t much to bash here. It seems you’ve finally ended that cursed trend of your first moveset being fail, eh (Ratchet and Clank don’t exist, only the Captain Quark assist trophy.)? I still prefer Seaforce and Lemmy to Ed, but he’s certainly better then Mewthree (How did Mewthree beat out Lemmy again?).

LITTLE MAC

So here we have a very different set. . .It’s generic, but it’d be OOC if it were anything but. It’s a very similar case to M. Bison. Unlike Bison, though, the generic attacks are even more generic, but the not so generic attacks are much more original.

. . .But that’s the thing. They’re a bit –too- original and prop based to go with the style of Punch Out all that well. Most of the original stuff is un-Punch Out, but you already knew that from everybody else. Unlike what they all say though, I’m not nearly as against it as everybody else, just some of the more excessive stuff like Doc on the bike for the dash and the chocolate dripping dtilt. The stool and the weights and such felt perfectly fine to me.

In addition, not all the creative things about the set are prop based, surprisingly enough. The tagging punch and the star punch worked surprisingly well, even if the throw that potentially gained a star was rather forced. They all worked together to form a pretty nice playstyle, although I question Mac’s balance considering he never ever loses his stars. Couldn’t they expire after a short duration or something?

And that’s not all for great moves with next to no potential. I’m surprised with what you came up with for the final smash. . .So simple, yet so brilliant, and there weren’t any obligatory props involved. It would’ve been cooler if the foes could fight back, but then it’d kind of defeat the purpose of it being a final smash, especially considering you can’t actually kill with it. Easily one of my favorite final smashes ever.

Mac easily has the best playstyle out of any of your sets. While it’s still pretty simple, the semi-trap based part of the moveset thanks to Doc helps to spice it up some, along with the tagging/star punch mechanic. Oh, and we’ve already established that his match up section is the absolute best ever. The stage was also a nice way to end the set and include the other lovable boxers in some fashion. While underdetailed, it would’ve been very long and drawn out had you actually detailed the boxers’ attacks. This in combination with watching some Punch Out videos and doing some research is making me desperately want to actually get the game (That and the fact I actually posses the abomination of a console it’s on, unlike Blazblue).
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
( Trainer Sundance )
(Also known as Gold...
There Ya Go Sundance!
)


Gold is the male protagonist of the 2nd generation of Pokemon games, as well as a major character in certain arcs of the manga. He's (supposedly) 10 years old, like a fair number of the starting Pokemon trainers (though he turns 13 in the fifth arc of the story in the manga). In the manga he picks Cyndaquil as his starter Pokemon. Later on, he challenges the Elite 4 and becomes the new Pokemon Johto League champion in the game, while in the manga, he defeats a very dangerous evil villain to save the Johto region.

In Brawl, he uses three of his Pokemon from the manga, in a similar fashion of fighting to the Pokemon Trainer. Gold stands in the background, issuing commands to his three Pokemon, Politoed, Sunflora, and Typhlosion, who each have their own, unique moveset, each of which can be found later in this moveset.

( Switching )

Down Special - Switch
Gold switches Pokemon pretty much how Pokemon Trainer in brawl does it. However, there's a bit of...extra in it. Gold switches Pokemon via the Down Special, but isn't restricted to a specific order like the Pokemon Trainer in Brawl. Rather, unseen actions performed with Taunts allow Gold to predetermine the Pokemon who will switch in next. Each of Gold's three Pokemon is assigned a specific Taunt. The Up Taunt input will set Politoed as the next Pokemon to switch in when the Down Special is used, and similarly, Sunflora is assigned to the Side Taunt and Typhlosion is assigned to the Down Taunt. If a Taunt is not used to specify the next Pokemon, it shall be chosen randomly.

This Taunt setting applies not only when the Down Special is used to switch, but automatically when your current Pokemon is KOed. For example, if you are currently using Politoed, and you set Typhlosion as your next Pokemon with a Down Taunt, but can't get time to use the Down Special and are KOed, Gold will immediately send out Typhlosion to the standard respawn platform, in place of Politoed.

( Berries )

Gold will let his pokemon hold special kinds of berries. They won't literally be holding it...they'll just use it when the time comes for them to use it. Anyway, after a certain condition, the Pokemon will eat the berry, and good things will happen. However, the Pokemon may eat only 1 berry per stock, as they may only hold one. Of course, this only counts towards 1 individual Pokemon. You can use up to 3 berries per stock, with 1 berry per each Pokemon. Anyway...here are the berries:
  • Berry
    Description: Will restore 10% damage of current Pokemon
    Condition: Pokemon must have suffered a recent hit that caused 10% damage or more. After that, Pokemon must stay in place for 5 seconds, without moving, and that's when the Pokemon gets the Berry out to eat.
  • Bitter Berry
    Description: For 5-10 seconds, Pokemon will have have very little beginning lag, and very little ending lag, thus making the moves extremely fast.
    Condition: Pokemon must have failed to hit the opponent 5 times in a row (like the opponent's dodging, rolling and stuff like that). After that, the Pokemon will immediately eat the berry as soon as it hits the ground.
  • Burnt Berry
    Description: Any damage taken from an ice attack (E.g. IC's down special) will be immediately reduced by 10% after the attack is finished.
    Condition: Pokemon must be hurt by an ice attack that causes over 10% damage for this berry to be eaten by Pokemon.
  • Gold Berry
    Description: Restores 20% damage of Pokemon
    Condition: Pokemon must have recently been hit by attacks that cause 30 or more percent damage, and they didn't get a chance to attack back. Also, must stay in place for 3 seconds before berry being eaten.
  • Ice Berry
    Description: Any damage taken from an fire attack (E.g. Charizard's neutral B, and Ike's neutral B) will be immediately reduced to 0% after the attack is finished.
    Condition: The damage must be at least 10% damage or more for it to heal. Otherwise, the Pokemon will not eat the berry.
  • Mint Berry
    Description: Any damage that was caused when Pokemon was asleep will be reduced by 10% damage.
    Condition: Pokemon must be hit at least once while asleep. After 3 seconds, after they are awaken, the Pokemon will then eat berry.

( Politoed )



Politoed is a Water-type Pokémon. It evolves from Poliwhirl when traded holding a King's Rock. It is one of the final forms of Poliwag. Politoed is very different physically from the rest of its evolutionary family as it now resembles a frog much more than previous forms. It is now green with yellow hands, belly, throat, and toes. Its legs have become well developed for jumping and it now sports pink cheek spots similar to those of Pikachu. Its head is now separate from the rest of its body and its mouth is visible again. It also has a long curled hair on top of its head, which is used as a status symbol among its kind. For all these differences, there's one feature that Politoed still possesses: the swirl that the rest of its family has, though now in green and yellow. Politoed has the standard Water-type abilities, but it has also gained impressive vocal abilities which it can use in battle in the form of Perish Song and Hyper Voice. It has also gained hopping abilities.

It's Rain dance ability lets it gain more powerful and rangeful attacks, but at the same time, effect his other teammates as well for the worse. Also, if Sunflora's Sunny Day effect is in play (go to Sunflora moveset for more details), the range for Politoed's water attacks will be decreased by 0.5x the regular range, and 0.75x the regular damage, due to the sun drying up Politoed's water.​

( Stats )

Size - 5.5/10
Despite being a frog, Politoed is rather big for his size. He's a slight bigger than Pikachu...estimated.

Weight - 6/10
While it may be small, it's a fat frog. It can withstand a hit or 2.

Power - 5/10
Politoed lacks with KO moves, but there are some moves that send the opponent flying at around 135-150% damage. He also has some nice damage rackers too.

Ground Speed - 7/10
Politoed is rather decent when it comes to running and walking. I mean..it's a frog.

Attack Speed - 7/10
Politoed is surprisingly a fast fighter here and there. There are a few KO moves that are kind of slow though.

Traction - 2/10
Unfortunately for Politoed, he has really bad traction. He's hard to run around with eh?

Jumps - 8.5/10
Good points here. Politoed is a great jumper with him/her being a frog. He can jump as high as 5 stage builder blocks on his first one, and 4 on his second one.

Falling Speed - 6/10
Politoed is an above average faller.

Range - 6.5/10
Politoed's close range attack don't exactly reach far other than in front of him, but his water moves have some nice range.

Priority - 6/10
Pretty basic here. Above average priority. He has at least a little priority in all of his moves.

Recovery - 7/10
While not being the greatest recovery ever, it's still pretty nice to have a frog that moves up high.

Crouch - 4/10
He can't really crouch that good...poor frog.

( Special Attacks )

Neutral Special - Rain dance
Politoed will start dancing around, hopping on one leg, and flinging his arms around. If Politoed manages to keep on dancing for 3 whole seconds, rain will start falling down from the skies. Soon, the rain that falls down goes faster and faster, and it starts raining beyond grief. After the rain falls, it'll keep on falling until 30-40 seconds have past. After this, Politoed may stop dancing.

How is this helpful to Politoed you may ask? Well, rain is water right? Obviously, all of Politoed's water based attacks will increase by 1.5x the normal damage percentage, like in the game. Also, thanks to the water raining down, Politoed can use it to his advantage with the attacks having double the hitboxs, and 1.5x the range. Also, Politoed's traction gets a bit better thanks to the rain, to a 5/10. Not only that, the rain will make the floor all wet, and this will cause the opponent to have a bit less traction control and an added 50% trip rate. However, if Politoed switches in, the other of Gold's pokemon will be effected by the rain too. Trying using this move at the start of the match. Really useful to Politoed.
[0%]

Side Special - Hypnosis
Politoed will start spinning his body around in place. As the body spins, the spiriling pattern on it's body will spin as well. If the opponent is in a 2 stage builder block range from anywhere, and they're facing Politoed, they'll then fall to sleep for 2-3 seconds, giving Politoed a chance to attack them. However, this move requires 1 full second for this work. Opponents can easily turn around, and look away from Politoed. However, this move can effect opponents even when they're blocking it. This move is okay for giving Politoed a chance to attack them, but easily avoidable. The startup lag is comparable to Lucario's side special, and the ending lag for it as well.
[ 0% ]

Up Special - Lily pads
As Politoed's recovery option, Politoed will first clap his hands together playfully. Then, this will cause 1 Lily pad to appear directly below Politoed for him to stop falling. It's about as big as a Battlefield platform. Politoed can jump on it, and the lily pad has the same platform properties, so Politoed can jump on the Lily pad, and still have his second jump on midair!! Broken you may think? Well, there are some downsides. First of all, if Politoed doesn't act fast enough, the Lily pad will disappear after about 3 seconds. Secondly, the opponents can hop on it as well, so while Politoed may recover, the opponent may be safe as well. However, unlike how Politoed can hop onto them no problem, if the opponent steps on them, the Lily pad will break earlier than they should, as the opponent's weight will break it down. Politoed may only use this recovery once every 10 seconds.

If this recovery is done while it's raining, not 1, but 3 Lily pads will appear above Politoed (4 counting the one that stops Politoed from falling), greatly boosting his recovery.
[ 0% ]

Down Special - Switch
If it's time to use a different Pokemon besides Politoed, you know you gotta switch in. Before Politoed does so however, it fires out it's Water Gun on all sides, pushing opponents away about 2-3 stage builder blocks. It has average beginning lag, and the ending lag of Pikachu's forward smash, before it switches in. This is to ensure that Politoed's teammates don't get hit by a surprise attack, since the opponents are now faraway.
[ 0% ]

( Standard Attacks )

Neutral Attack - Double-slap to pound
Politoed will do one very small hop upwards (only about 1/4th of a stage builder block) and perform 2 slaps with his hand, dealing off 2% damage each with only a flinch. If he has successfully managed to hit the opponents with the slaps, Politoed will bring palm high up, and slam it down to the opponent, dealing off 6% damage, while slamming the opponent to the ground. Since Politoed is jumping a little bit, this move can reach high opponents, but leaves short opponents safe from this move. The speed has barely any beginning lag and the ending lag of Link's AAA combo. This move has little priority, and is useful for racking damage. If this move is used at an edge, it may spike the opponent downwards.
[10%]

Forward Tilt - Bubblebeam
Politoed will widely open it's mouth forward, and a bunch of bubbles will fire out. Politoed keeps on firing until he fires about 15 of them (takes 2 seconds for all the bubbles to appear). If one of them hits the opponent, it deals off with 1% damage, with really pathetic knockback. While it may deal off to 15% damage, it's rather hard to hit with all of them. One is that the bubbles travel at a rather slow speed. Secondly, the bubbles have bad priority, and can easily be broken by long ranged attacks. Heck, Link's fully charged arrow can blast through all of them. This move's speed is comparable to the beginning and ending lag of Ike's forward tilt. The bubbles travels about 2.5 stage builder blocks forward.
[ Up to 15% ]

Up Tilt - Tongue attack
Politoed opens it's mouth, and it's skinny, but long tongue flies out. It flies up about 1.5 stage buider blocks upwards forward diagonally, giving it some good upwards range. If Politoed's tongue manages to hit an opponent, it will deal off about 10% damage with ok knockback sideways diagonally. This move is rather fast, with hardly any beginning lag, and only a bit of ending lag. However this move has rather low priority, and if the opponent hits Politoed's tongue, Politoed won't suffer damage, but he'll immediately bring his tongue back, and hold it in pain, causing Politoed to be distracted for a second. Also, if Politoed's tongue happens to grab an item, the item will then immediately be in his hands after the tongue returns to his mouth.
[ 10%]

Down Tilt - Dive
Note that this move only works when it's raining (as obviously, Politoed can't dive into the earth ground). Politoed will first dive into the ground, in a pose if a swimmer was diving. After a 2 second time period, Politoed will then jump out of the water, and let out a rising watery headbutt straight, 1 stage builder block upwards. This move deals off about 15% damage with little vertical knockback. This move's speed is about the beginning lag of Link's side tilt, and the ending lag of Ike's forward smash (!). This move also has above average priority.

You can also choose where you want Politoed to jump up from, by motioning your control stick while Politoed is underwater. As long as it's on the same stage level from where Politoed is going to jump from (so he can't jump anywhere he wants exactly), he'll jump where you motion the control stick to. However, there is a catch. If Politoed uses his down tilt on a platform (like a Battlefield one), Politoed will go right through the platform, and this move...will fail, with Politoed suffering 1 whole second of lag.
[ 15% ]

Dash Attack - Amphibian grab
As Politoed dashes forward, he'll jump forward, and attempt to grab the opponent. If Politoed does manage to latch himself onto the opponent, he'll perform his next part of the attack.

It kind of basically works the same way as a grab, as by pressing A, you can go into a slow Politoed slapping pummel, that deal 1-2% damage each, however, instead of throwing the opponent, as you move the control stick around, you can control the opponent's movement. So, try doing this at a ledge, where as you motion the opponent off the stage, they won't be able to use their second jump to recover. Of course, you can simply wait for 2 seconds for Politoed to let go of the opponent. Also note that if the opponent does any upwards attacks, it will knock Politoed off with the intended damage percentage.

If Politoed's opponent happens to be short (examples are Pikachu, Jigglypuff and Kirby), Politoed has the easiest time moving around with them, and if you decide to press down on the control stick, Politoed will then collaspe on the short opponent, planting them into the ground, dealing off about 10% damage. If the opponent happens to be a tall opponent, it's harder to control the opponent movement, as they can fight back, and pressing the downwards on the control stick only deals off a mesely 5% damage, and Politoed will fall down collasped too. This move is good on shorties (though more hard to hit with) and difficult on tall people (though more easy to hit with).
[ 2% + 10% or 5%]

( Smash Attacks )

Forward Smash - Surf
Politoed starts clapping cheefully as it's charging animation. All of a sudden, water will start forming right behind Politoed, and soon, it will form into a wave (you know, like the ocean). Politoed will then ride the waves like a surf board (only without the board), and will travel about 1 small stage builder block. If it hits an opponent, the water surf will crash down on the opponent, and deal off about 12% damage, with ok knockback uncharged, while 15-16% damage and good knockback fully charged. The speed is comparable to the speed of Ike's forward smash (though ending lag is a slight less). Also, the hitbox is rather large, doubling the height of Politoed and 1 and half the width of Politoed as well. A slow attack, but has a good chance of hitting. This move has surprisingly great priority and overall, one of Politoed's best moves.
[ 12 - 16% ]

Up Smash - Rock Smash
Politoed will lift a huge rock from the ground, and throw it upwards. If timed right when charging it (about a 3/4th of the move is charged), Politoed will headbutt upwards, smashing the rock, and dealing 17% damage, with good knockback if it hits the opponent. However, if the player holds the charge for too long, the Politoed will fail to do the headbutt, and the rock smash will land on Politoed's head. While still breaking to pieces and damaging the opponent (though it deals only 12% and ok knockback), Politoed will enter a dizzy pose, not being able to move for 2 seconds. This move has a rather laggy start up, but hardly any ending lag. This move has great priority, and a rather large hitbox above Politoed.
[ 17% ]

Down Smash - Perish Song
Politoed starts singing in a tone, and just saying it's name over and over...but it sounds kind of nice. Anyway, it has around the same hitbox and range as Jigglypuff's up B...and you can tell by that, it's hard to hit with. However, it Politoed manages to sing while his opponent's in range, after 60 seconds uncharged, and 30 seconds fully charged, it'll send opponents sky rocketing with huge knockback with 30% damage. This move has only little beginning lag, and hardly any beginning lag. Broken you may say? Well, first of all, the opponent must be hit by Politoed's Perish song for 1 and a half second. Secondly, if opponents manage to KO Politoed or the player switches Politoed before the Perish song's time reaches, it'll stop the huge KO move from happening. So even if this move hits, you're not guaranteed the hit yet.
[ 30% ]

( Aerials )

Neutral Aerial - Defense Curl
Politoed curls up into a ball. Then, it's body lets out a shine, to let out the fact that Defense curl is in play. Politoed's size gets a considerable amount smaller. This lasts for about 2 full seconds. If Politoed is hit while in Defense curl, any damage that Politoed takes will be reduced by half the damage percentage, and no knockback will happen. A great defense for Politoed, however, the beginning lag is comparable to Ike's down B, and comparable to Ike's forward smash. A rather punishing and predictable move, but can save your skin from powerful attacks.
[ 0% ]

Forward Aerial - Water Gun
Politoed simply opens his mouth to let loose a blast of water forward. While this move deals no damage, it does cause the opponent to flinch if hit, and it pushes the opponent about 2 small stage builder blocks forward if blast by the full hit. The water gun reaches about 4 stage builder blocks forward, and it's priority is just okay. The speed is kind of slow as it has the beginning lag of Ike's down tilt, and the ending lag of it as well. This move can be useful for gimping the opponent, but after Politoed attacks with this move, he'll fall into a helpless state for 2 seconds, not being able to recover for that same amount of time.

If it's raining, there is enough water to do some actually damage!!! This will cause only a mesely 5% damage for every water gun though.
[ 5% ]

Backward Aerial - Ice ball
Politoed will start forming a water ball in his mouth. Then it will freeze, and Politoed spits the ice ball backwards. If it hits the opponent, it deals off a tiny 5% damage, with little knockback, but as it successfully hits the opponent, it gets stronger by adding an extra 2% damage after each successful hit, though it stops working after the fifth hit. Also, the hitbox will increase by a considerable margin after a successful hit. This move's speed has about the beginning lag of Link's side tilt, and the ending lag of Kirby's forward smash. The ice ball that Politoed fires behind him reaches about 2 small stage builder blocks behind Politoed. The ice balls however, are just ice and can easily be broken by attacking it with an attack does deals off at least 10% or a fire attack.
[ 5%, 7%, 9%, 11%, 13% ]

Up Aerial - Whirlpool
Politoed turns it's head upwards and it lets out a watery whirlpool that sucks up anyone that goes near it. If the opponent is sucked into the whirlpool, it multi-hits the opponent, dealing a minimum of 5% and a maximum of 14% damage, and spits the opponent out in a random direction, though it only kills at around 200% damage. The whirlpool has a large hitbox, with the width of Bowser and the height of Ganondorf. However, this move is rather slow, with the beginning lag of Ike's up smash, and the ending lag of it as well. The range reaches only what's above Politoed, making it useless to against opponents who are by the side or below Politoed. Politoed should only use this move when all of his opponent are above him.

If it's raining, instead of more range and a bigger hitbox, Politoed will instead have the whirlpool travel around him, so it can hit without it being above him. However, it travels around Politoed too fast, and the whirlpool disappears in almost less than 2 seconds.
[ 5-14% ]

Down Aerial - Body Slam
Politoed quickly turns around, and playfully, let's his body slam into the ground, using the front of his body. Obviously, the hitbox is Politoed's entire body, and the range is directly below him, until he reaches the ground floor. The damage this causes is a decent 15% damage with nice knockback. The speed is it has a rather slow beginning lag, and when Politoed hits the ground, he'll suffer the ending lag of Link's down aerial. This move has good priority, making it hard for Politoed to stop falling to the ground. A laggy and a predictable move overall, and can lead Politoed to his doom if used below a pit. However, if you just press the backwards aerial button again, Politoed will stop falling to the ground.
[ 15% ]

( Throws )

Grab - A frog's tongue
Politoed will quickly open it's mouth, and it will latch it's tongue at the opponent. Hey, it's a frog. Every frog has this. Anyway, the tongue has some decent range, reaching about 1.5 stage builder blocks forward, attempting to grab the opponent. This grab has little beginning lag, but above average ending lag if it fails to catch an opponent. Politoed will then try to slurp his tongue back into his mouth.

Pummel - Tongue squeeze
Politoed's tongue looks like it's attempting to squeeze the life out of his victim, dealing off 3% damage per each pummel hit, or in this case, squeeze. It has the same pummeling pace as Link and Mario. It just looks weird though...
[ 3% ]

Forward Throw - Mudslap
Politoed throws his opponent forward for a moment. Then, he'll kick to the ground, throwing...well mud at to the opponent's face, dealing off about 8% damage, with little knockback. With the mud on the opponent's face, with them being blinded, their next attack will be aimed at the wrong direction, (for example, if the opponent uses a forward smash in one direction, he/she will use the forward smash in the other direction instead).
[ 8% ]

Backward Throw - Swagger
Politoed will throw his opponent behind him with his tongue, and then taunts his opponent by performing Swagger, which is basically smoke coming out of Politoed's nose. This will cause the opponent to be really angry, and the for the next 5 seconds, the opponent's attack power will double. How is this helpful to you in anyway? Well, the opponent's damage will drain 2%, every second.
[ 10% ]

Up Throw - Water Pulse
Small rings of light blue will surround Politoed as he throws his opponent up. Then, Politoed will aim it's mouth upwards, and the rings will fire upwards, dealing off about 5% damage with little knockback for each ring hit. The rings will reach about about 2 small stage builder blocks upwards. The water rings have average priority, with the speeding being the beginning lag of Ike's up tilt, and the ending lag of Marth's forward smash. If all of the water pulse rings all manage to hit the opponent is succession (so 3 hits), the opponent will enter a dizzy stance for 2 seconds, giving Politoed a chance to attack them. It's hard to hit with all 3 water rings however, and if Politoed decides to use his up throw again while his opponent's dizzy, they won't be dizzy again.
[ Up to 15% ]

Down Throw - Tongue slam to the ground
Politoed will simply slam his opponent to the ground with his tongue. Then, Politoed will blast the opponent away with his watergun. This will cause 10% damage, and ok knockback, as the opponent is being blasted with the water gun. This throw is considered the worst of Politoed's throws.
[ 10% ]

( Sunflora )




Sunflora is a Grass-type Pokémon. It evolves from Sunkern via Sun Stone. Sunflora's body is obviously based on a sunflower. It has two toes on each foot and petals around its face. Gold had this Pokemon when he was just a kid. He brings Sunflora out to the battlefield. While it may be slow, with propar sunlight, it can turn into a shining fighter.

With Sunny Day in play, Sunflora gets more powerful both speedwise, and causing the opponent to sweat. However, Sunflora's teammates will start sweating to, if exposed to the sun. Also, if Sunflora is within Politoed's Rain dance effect, not only will she suffer from more of a trip rate, but also, all of her grass attack power will be cut in half, and lose 0.75x of there range.​
( Stats )

Size - 6.5/10
For a flower, it sure is a tall one. It's about as tall as Fox and Falco.

Weight - 2/10
The obvious light weight of the group. Sunflora can easily be KOed as low as 55-75% damage.

Power - 6/10
Sunflora has decent enough KO potential. She also has some nice damage racking attacks as well.

Ground Speed - 2/10
Sunflora is a rather slow pokemon. It's a rather slow runner and walker. Since Sunflora has no actual dashing pose (i mean, come on...how can a flower dash -_-), it lacks a dash attack.

Attack Speed - 5.5/10
Some of Sunflora's attacks are rather slow. Others are fast...so i guess that balences it out?

Jumps - 5/10
Sunflora's jumps are just okay here.

Falling Speed - 1/10
Being a light weight, Sunflora falls really slowly. While it gives enough time for Sunflora do perform her recovery, she's wide open for attacks.

Range - 8/10
Sunflora's attacks can really reach far. It can reach as far as the whole Final Destination stage!!!

Priority - 3/10
Unfortunately for Sunflora, she has no really decent priority....but a little is better than nothing, right?

Recovery - 8/10
A decent enough recovery...if she can perform it that is..

Crouch - 2/10
Sunflora's so tall, she struggles at crouching down.

( Special Attacks )

Neutral Special - Sunny day
Sunflora will dance around for a little bit. If Sunflora manages to successfully dance around for 3 straight seconds, a huge burning sunlight will start shining on the stage. It's burning so bright, it looks like the opponents are sweating. How does this help Sunflora you may ask? Well, with the burning sunlight burning down on the battlefield for 30 seconds, Sunflora's running speed is drastically increased, with it being boosted from a 3/10 to a 6/10. This gives Sunflora some much needed speed. Plus, all of Sunflora's beginning lag in all of her moves will be reduced by half. Also, every 20 seconds, the opponent will look really sweaty, and be tired for 2 seconds, not being able to attack that very moment. However, this also effects Sunflora's teammates as well, as if they are switched in, they'll be burning from the sunlight as well, making them really tired. Like with Politoed's Rain Dance, use it at the start of the match. You just might need it.
[ 0% ]

Side Special - Encore
If Sunflora was hit by a certain attack (for example, if Sunflora was hit by a particular tilt), using Encore will cause Sunflora to clap her hands together. If she manages to clap her hands together for a full 2 seconds, the opponent will be forced to use that particular move for 10 seconds. So for example, if the opponent has hit Sunflora will a forward smash, they'll be forced to do they're forward smash and no other smash attack, no matter the button input. They'll be forced to use it for a whole 10 seconds. And that's not all! Sunflora can use this move for the rest of the opponent's attacks as well (smashes, tilts, aerials, specials, throws are all in the category). A useful move, but if the opponent's particular attack was going to be used anyway, this move may prove useless.
[ 0% ]

Up Special - Elegant Flower
Sunflora's leaf hands start to grow hugely large. Then, a breeze of wind blows in Sunflora's direction and starts to cause Sunflora to fly away with her being so light with the wind. This move has average beginning lag, and hardly any ending lag. With this recovery, Sunflora can travel up to 7 stage builder blocks with this recovery. However, Sunflora is moving slowly with the wind, and is wide open to be spiked. If you think you got enough air time, pressing the A or B button will cause Sunflora to let out a vine whip for a tether recovery. The vine is about 1.5x Link's Z-air recovery option. Also, if the vine hits an opponent, it'll deal off about 10% damage with okay knockback, though Sunflora's up special is hard to perform. Overall, Sunflora has a great recovery.
[ 10% ]

Down Special - Switch
Sunflora quickly gets vines out from it's body, and anyone in a stage builder block are around Sunflora will be thrown out, with 4% damage, with little knockback. This is to ensure Sunflora's comrades are safe from the opponent. Sunflora then switches in, for either Politoed or Typhlosion.
[ 4% ]

( Standard Attacks )

Neutral Attack - Pound to Absorb
Sunflora spreads her arms apart, and then claps her hands right in front of her, pounding the opponent, dealing off about 4% damage, with a flinch to the opponent. If she has successfully landed the attack, vines will come out of Sunflora's hands and start sucking off the opponent's body, dealing 6% damage, and healing Sunflora about that same amount. However, this move's range is rather awful, reaching what's only directly in front of Sunflora. However, this is a fast move, with very little lag at both ends, though has bad priority for the first hit. Use this move when Sunflora's feeling a little weak.
[ 4% + 6% = 10% ]

Forward Tilt - Razor Leaf
Sunflora will swing it's arms around, and leaves will fire out of it, hitting whatever is in front of it. One leave, per swing. It deals off 3% damage, with pathetic knockback per leaf. Sunflora can continue using this move for as much as she wants, and this move is considerably fast, with very little beginning lag on both ends. However, the leafs can reach up to 3 stage builder blocks in total, making it decent to try and stop the opponent from recovering. The leafs have bad priority, and have a small hitbox (leaves are about the same size as Ivysaur's side special leaves).

If the leafs weren't touched at all, they'll then lay on the ground where they were thrown. If they are lits up by a fire attack (best used with Typhlosion), they'll burn up on the ground, dealing off 5% damage, and cause the opponent to go be distracted for a second, as they're foot is on fire, and they're grabing it. I mean, anyone would, right? The leafs will then disappear after a short second.
[ 3% ]

Up Tilt - Bullet seed
Sunflora aims it's head straight upwards, and fires out 5 seeds, that travel about 2 stage builder blocks upwards. Each seed is about the size of a pokeball, and they each deal off about 2% damage, with very little knockback. The speed for this move has very little beginning lag, and hardly any ending lag at all. If the seeds don't hit an opponent as it goes up, they'll fall back to the ground, to both sides of Sunflora (though, doesn't go any farther than half a small stage builder block), hurting anyone who's in the way. The seeds have surprisingly okay enough priority to compare with other various tilts.

If Sunny Day is in play, Sunflora's seeds that are on the ground start sprouting up to become full beautiful flowers, that work the same way as those fire flowers in the Smash Bros, only except without any of the fire effect (pressing A simply throws it), and deal the same damage as a fire flower when thrown at opponents.
[ Up to 10% ]

Down Tilt - Ingrain
Sunflora's roots will appear from below Sunflora's body, and quickly plant into the ground. For every second that Sunflora's roots are planted in the ground, it'll heal her about 2-3%, though pressing the down tilt button again will cause Sunflora's roots to fly up from the ground, and cause 8-9% damage with knockback that kills at 300% damage to all those who are near those roots. This move's speed has above average beginning lag, and the ending lag of Wario's forward smash when roots are pulled out. The range where the roots are pulled out only reach what's on the ground, and what's directly beside Sunflora. Sunflora's roots only and must stay on the ground for 3 seconds.

With the roots planted to the ground, Sunflora has the advantage of not being sent flying by knockback, thanks to the roots. This move is great for Sunflora when she needs to heal at a very high percentage, without getting KOed. Why would you not want Sunflora to be planted on the ground? Because Sunflora can't move or jump. With the opponent can simply rush in to Sunflora and attack constantly with there strong attacks, the healing process may become useless. Just heal when the opponent's faraway, and you should be fine.
[ 8-9% ]

( Smash Attacks )

Forward Smash - Leech Seed
Sunflora fires out 3 seeds forward from it's mouth. If the seeds hit, they'll burst open, and latch themselves onto the opponent, seemingly wrapping them. It will then suck the life out of the opponent, shocking them, dealing off about 4% damage for each seed uncharged, and 6% damage for each seed fully charged. It will also heal Sunflora for about half the damage that each seed does. After the Leech seeds are done life sucking, it will burst, and send the opponent away with okay knockback. The Leech seeds travel about 1.5 stage builder blocks forward. While it is possible to get all 3 seeds to hit 1 opponent, it's still very easy for the opponent to destroy them, as they have low priority. Also, the beginning lag is barely any at all, and the ending lag of Pikachu's down smash. Note that the opponent can still move and attack even if they're hit by Leech Seed.

If Sunny Day is in play, if the seeds fail to hit, the leech seed's vines will start popping out from where it landed in the ground. This is the seed's last desperate attempt for this move to work, though it only lasts for half a second on the ground. It's better to make sure the seeds hit the first time.
[ 12-18% damage ]

Up Smash - Solarbeam
Sunflora's flower face starts lighting up, in a glowish fashion. Once it fully lights up, Sunflora will unleash a green beam of light upwards diagonally, and deal about 13-14% damage with nice knockback uncharged, and 17-18% damage with great knockback fully charged. This is obviously one of the few Sunflora's moves that have power, though however, it takes about 2 seconds to fire an uncharged blast, and 4 seconds to fire a fully charged blast, with very heavy ending lag. A really laggy and predictable move, however, it's backed up by letting it move while it charges the attack, and has a great range of 2 stage builder blocks uncharged, and 4 stage builder blocks fully charged. The Solar Beam has great priority, and overall, a good KO move.

Obviously with Sunny Day out, it's move's lag beginning decreases with barely any at all, but Sunflora's ending lag still exists, and nothing else changes.
[ 13-18% ]

Down Smash - Petal Dance
Sunflora starts dancing, by moving it's body side to side, swaying it's arm side to side as well as it does so. Suddenly, petals start surrounding Sunflora, spinning around her as she dances. Then Sunflora will then leap forward in front of her, ending her dance, and dealing off 10-11% damage with ok knockback uncharged, and 13-14% damage fully charged if she bumps into anyone. If any opponent is in the petals surrounding Sunflora's range (which is about 1 stage builder block around Sunflora), they'll fall asleep, being mesmerized by the petals, for 2 seconds. This move's speed has only Ike's side tilt beginning lag, but the ending lag of Ike's forward smash. This move is not spammable obviously, and has rather low priority when Sunflora leaps forward.
[ 10-14% ]

( Aerials )

Neutral Aerial - Growth
Sunflora holds it's hands together for a moment, concentrates...and it starts getting a bit taller. It gets about a Pokeball taller height wise. Also, this move increases the power for each of Sunflora's moves by 2% damage, for the next 5 seconds. Pretty convient right? Well, first of all, you only power boost Sunflora once. Also, you can increase Sunflora's size 5 extra times, but why would you want that? It makes Sunflora an incredibly big target, being easily comboed, though if you want to keep Sunflora's power boost without losing it, using Growth again will do so. If Growth's power boost wears out, Sunflora won't be able to use this move for 15 seconds. This move takes a whole 2 seconds to perform.
[ 0% ]

Forward Aerial - Mega Drain
Sunflora quickly lashes vines from it's leaves forward. The vines don't really reach far, extending only a stage builder block forward attempting to grab someone. If it does grab someone, it'll look like Sunflora's draining the energy of the opponent, not only dealing off 10% damage, but causes the opponent's physical attacks to be weakened by 1 knockback level, and 2% damage for 5 seconds. Plus Sunflora recovers half the damage dealt to the opponent. This only works once, and cannot be multiplied. This move's speed has barely any beginning lag, but heavy ending lag for Sunflora to cool off.
[ 10% ]

Backward Aerial - Grasswhistle
Sunflora quickly turns around, and lets out a whistle, which will cause green music notes to appear. About 3 music notes will appear, and if they hit the opponent, they'll pop, and cause opponents to fall asleep for 2 seconds (in the air, it will cause opponents to be helpless instead). The music notes travel at a rather slow pace, but reach up to 2 stage builder blocks backwards. Of course, the bubbles have very low priority, and can be popped easily with one hit. It takes about a whole second and a half for Sunflora to finish the whistle. There is hardly any beginning lag, but above average ending lag. If Sunflora has manage to hit the opponent with all 3 music notes, they'll be dealt 5% damage, with little knockback at the end.
[ 5% ]

Up Aerial - Stun Spore
Sunflora quickly turns her head upwards, and fires a seed straight upwards. The seed travels about 1 stage builder block. As soon as the seed finishes travelling, it quickly bursts, and yellowish smoke starts surround that area. The smoke is 2 small stage builder blocks wide, and just 1 tall. If anyone is caught in the yellowy smoke, they'll suffer 5% damage, with absolutely no knockback, but for 2 seconds, they'll be stunned, not being able to move (in the air, they'll enter a helpless state for 2 seconds only.) The seed's launching speed is about the beginning lag of Olimar's side B, and the ending lag of Ike's side tilt. This move is good for attack those above Sunflora and giving Sunflora a chance to attack.

Of course opponents can stop the Stun spore from happening by the destroying the incredible weak seed (with just a hit). It's rather hard to do however, as the stun spore seed only needs 1 stage builder block to travel. If Sunny Day is out, the seed is unbreakable.
[ 5% ]

Down Aerial - Vine whip
Sunflora's hands will quickly turn into vines, and start whipping in the straight downwards direction. There are 3 whips in all, each of them doing 4-5% damage with okay straight downwards knockback on the last one (so, this move can spike). The vines reach downwards with a good reach of 2 stage builder blocks forwards, though the hitboxes are kind of thin. This move's speed has barely any beginning lag at all, but rather heavy ending lag. This move's priority is just okay.

For once, Sunny day does not boost up on this move, and rather, instead of a vine whip attack, Sunflora throws...a Sunkern downwards with the same speed, range and priority properties, and when it hits, it deals off 8% damage, and instead of knockback, it'll cause the Sunkern to stay attached to the opponent, causing the opponent to slow down for 10 seconds by 1 speed level, where the Sunkern will disappear. When the Sunkern is thrown, Sunkern looks like it's crying...seriously, is this Sunflora heartless?

[ Up to 15% or 8%]

( Throws )

Grab - Latch On
Sunflora's vine will start appearing from her hands, attempting to grab the opponent. It doesn't reach far, only about half a stage builder block forward.

Pummel - Poison Powder
Sunflora will look like she's spitting on the opponent, but with purple smoke coming out of it. Each purple smoke blast deals off about 4% damage a pummel. This pummel's rather slow, going about 1 hit per 1.5 seconds.
[ 4% ]

Forward Throw - Cut
Surnflora pushes the opponent forward. All of a sudden, one of Sunflora's leaf hands will turn razor sharp, and Sunflora will leap forward, letting out a vertical sword strike...but with a leaf hand. It deals about 12% damage, sending the opponent away with nice knockback. How does a leaf cut an opponent that badly you ask?...I'm just as confused as you are.
[ 12% ]

Backward Throw - Sunkern rebellion
Sunflora quickly tosses the opponent behind her, and quickly lets out a whistle. All of a sudden, 3 Sunkerns appear before Sunflora, and they throw themselves to the opponent. Each of them deals off 4% damage, with little knockback. It looks like Sunkern are using tackle attack. After they attack the opponent, 2 of the Sunkerns leave the stage by falling off (if it's a walkoff stage, they'll walk off), and one of the Sunkern stays behind as an item that can be thrown for 4% damage.
[ 4% x 3 = 12 ]

Up Throw - Barrage of razor leafs
Sunflora quickly throws her opponent upwards, and quickly lets loose a barrage of leaf attacks from her hand. The damage is variable, depending if all the leaves hit or not. At least, it'll do 3% damage. At most, it'll do up to 15% damage. At the end of the move, after being hit by so many leaves, the opponent will fall to the ground, suffering no knockback.
[ 3-15% ]

Down Throw - Sweet Scent
Sunflora lets go of the opponent...softly? Kind of, as Sunflora then hugs the opponent. The opponent will then smell Sunflora, and be mesmerized for 1 second, giving Sunflora a chance to launch an attack. However, if the opponents button mash enough, they won't be mesmerized by Sunflora.
[ 0% ]

( Typhlosion )



Typhlosion, in appearance, becomes much different than its pre-evolutions; however, some resemblances remain. For instance, it is both a biped and a quadruped, like Cyndaquil and Quilava, respectively. The fiery vents on its back disappear, making way for a new ring of them around its neck and shoulders. The fur of a Typhlosion is very coarse and highly flame-retardant, giving it an extreme resistance to heat and fire attacks. This may also be to keep it from injuring itself during battle when using attacks such as Flamethrower or Flame Wheel. It also seems to have very sharp claws with which it can use Crush Claw.

Unlike the other 2 of his teammates, Typhlosion can't change the weather condition. However, he can still use Sunflora's Sunny Day to his advantage by having his moves increase by 1.25x the regular damage. However, he still gets sweaty every 20 seconds. Plus if Politoed's Rain dance is in play, all of Typhlosion's fire attacks' range will be cut in half, due to the rain washing the fire away.​

( Stats )

Size - 8/10
Typhlosion is obviously, the tallest pokemon on Gold's team. This causes him to be an easy for him to hit, but he's not going to go down easily.

Weight - 7/10
Typhlosion is indeed the heavyweight of the bunch, being able to take a hit up to 150% damage even. Still, it can be KOed at around 135-150% damage.

Power - 7/10
Once again, Typhlosion is the strongest of it's comrades, but some of it's attacks can't Ko at all...still, it can KO at around 90% damage.

Ground Speed - 5.5/10
Typhlosion isn't slow by any means, but it sure isn't fast either. It runs as fast as Ivysaur.

Attack Speed - 5.5/10
While Typhlosion isn't the fastest fighter around, it can handle itself in battle pretty well. However, there are some KO moves that are slow.

Jumps - 3/10
Typhlosion lacks with any decent jumps, that are comparable to Link's jumps.

Falling Speed - 7/10
Typhlosion falls rather fast, so you gotta think fast too.

Range - 6/10
With moves like flamethrower, and moves that let him travel like Flame Wheel, Typhlosion can reach far, but at the same time, there are some moves that force you to get in close.

Priority - 7/10
Typhlosion can break through many strong attacks, but there are some...not so much.

Recovery - 6/10
With the lack of good jumps, Typhlosion makes up for with an above average recovery. It's not the best, and it IS the worst of the 3 Pokemon Gold uses, but it can be helpful.

Crouch - 8/10
Typhlosion has surprisingly a good crouch, going down as short as a Squirtle.

( Special Attacks )

Neutral Special - Flare Up
Typhlosion will start charging up for his attack, by having the flames on it's shoulders burning up intensely. If Typhlosion has charged long enough, which is about 2 seconds, Typhlosion will let out a roar, signalling that his charge is ready. The moves now have a powerboost of 3% damage, and half the beginning lag is cut. Also, each move that isn't a fire attack will be turned into fire attacks, creating a bigger hitbox, and a burning effect. Typhlosion can have up to 3 charges at a time, and he doesn't lose them, unless charges are used, you switch Typhlosion back in, or the opponent deals off 30-40% damage on Typhlosion. He doesn't lose a charge even if KOed however.

If Typhlosion has already 3 charges, and you happen to press the standard B button again, Typhlosion will now do a move called "Heat wave." Typhlosion will let out a loud roar, and a barrier of fire (similar to Gardevoir's assist trophy barrier) will start building up, the size being 2 stage builder blocks all around. This will cause anyone touching the barrier to suffer 10-11% damage, with ok knockback. This is to make sure no opponents get in close, but there is about the beginning lag of Ganondorf's neutral B and the ending lag of 1.5 seconds. The flaming red barrier only lasts for 2-3 seconds, and for some reason, any projectile (excluding those that give out fire like Link's bombs or Ness PK fire) can get through it. Be careful, as it uses 1 of Typhlosion's charges.
[ 10-11% ]

Side Special - Leer into a roar
Typhlosion will immediately stare forward, trying to find an opponent. If the opponent is facing Typhlosion, his eyes will turn yellow, and the opponent will enter a dizzy pose for 1 second. The opponent must be in a 2 stage builder block range for this to work. Also, this move has above average begining lag, and little ending lag. There is no damage. You can use this move for a quick chance to attack.

If you decide to press the Side B button again, Typhlosion will immediately let out a mighty roar, and it will send the opponent flying, about 2 stage builder blocks forward. This cannot kill at all, though it can cause opponents to fall into a pit, if used near an edge. This roar leaves opponents into a helpless state, if the opponent is roared into the air. Also, this move deals off about 6-7% damage, while the speed has barely any beginning lag, and above average ending lag.

This move has no flare up charge bonus.
[ 6-7% ]

Up Special - Flare Blitz
Typhlosion will enter a on all 4 legs pose, and fire starts surrounding him. The fire attempts to consume Typhlosion, and when the B button is released, Typhlosion will then have fire surrounding his entire body. Depending on how long the charge was, anyone touching Typhlosion will suffer damage and knockback (obviously). Anyway, left uncharged, it'll deal off a mesely 1% damage a second the longer touched, while fully charged (it takes about 4 seconds to do this however), it can deal off 5% damage a second, and good knockback at the 20% damage mark. It'll last for about 5 seconds. You may hold in your charge, similar to how Samus holds her standard special charge.

But there is more. Flare blitz will help Typhlosion will recover as well. In the air, if Typhlosion presses the neutral B button, Typhlosion will quickly have the wheel of fire surround him, and it moves him in a curvy direction upwards (moving the control stick around will make it move left or right, or a more vertical recovery), though it will only move him about 2 stage builder blocks. However, if Typhlosion has a fully charged Flare blitz ready, it can move him up to about 5-6 stage builder blocks in the air. This means, of course, Typhlosion may not charge his Flare blitz in the air.

If Typhlosion is attacked while in flare blitz mode, he is saved knockback wise, but unfortunately, he suffers 1.5x the regular damage. Also, the flare blitz will burst, and 5 fireballs will go in different directions around Typhlosion, dealing off about 5% damage, and little knockback a touch. However, it's tough to get a physical attack in, but 2-3 projectile attacks can easily stop Typhlosion.
[ 1-5% a second ]

Down Special - Switch
When it's time to call him back in, Typhlosion quickly breathes fire out of his mouth, aiming on the ground. This will create a flow of magma fire, that if come into contact on the ground, it will continously deal off 2% damage a second the longer the opponent stays on. The flaming magma on the ground will last for about 3 seconds, and will reach out only 2 stage builder blocks to each side. This is to ensure that the opponent stays far away from the lava, giving Typhlosion's comrades some breathing space.
[ 2% ]

( Standard Attacks )

Neutral Attack - Tackle
Typhlosion takes a 1 stage builder block leap back, and goes with all 4 of his legs/arms on the ground. This move is chargable. If Typhlosion happens to be leaping back on the edge, well this move will obviously fail, and Typhlosion will start falling, so best used with Typhlosion has space and mobility. Anyway, this move the longer charged, the farther and more powerful Typhlosion's tackle will be. Left uncharged, Typhlosion will only rush forward 1 stage builder block, with 8% damage, with little knockback (it's basically where it was before). Plus this move has only low priority. The tackle has a bit less than the starting lag of Captain Falcon's forward smash, and the ending lag of Link's forward tilt.

With this move fully charged (which by the way takes 3 seconds only), Typhlosion will tackle forward about 2.5 stage builder blocks forward, dealing off a decent 16% damage with nice knockback. Be careful not to hold the charge beyond 3 seconds, as if you do, Typhlosion will be too focused, and all of a sudden, trip on the spot. This move needs to be timed carefully for it to work, and can give the opponent a chance to attack if not careful.

With a flare up charge, Typhlosion now only needs one second to fully charge his tackle attack. Also, it looks like Typhlosion is tackling in flames, making it a bigger hitbox slightly, and causing the opponent to have a burning effect. This move now has good priority.
[ 8-16% ]

Forward Tilt - Crush claw
Typhlosion's hands will turn into razor sharp claws. It will then take 2 steps forward, each time dealing a claw swipe. Each step will bring Typhlosion about half a stage builder block forward. The speed is comparable to Link's forward smash at both ends. The total damage that's dealt will be 6-7% damage, per swipe with the claw, with okay forward knockback on the last hit. If the opponent is shielding while being attacked by the crush claw, the shield will break, the damage still being inflicted to the opponent, though both hits must hit, and the opponent will not enter a dizzy pose (this can also break shields like Pit's). If the opponent is NOT shielding, the opponent's defense will increase, with 1.25x the regular damage will happen to the opponent for the next 5-10 seconds. It may not be multiplied any further however.

If Typhlosion has a Flare up charge ready, his claws will now have a fiery effect, creating a bigger hitbox for Typhlosion's claws, and it will have a burning effect on the opponent.
[ 12-14% ]

Up Tilt - Shoulder/back fire
Typhlosion's fire on his shoulder/back will quickly start burning like crazy. Typhlosion will then aim his shoulder/back fire upwards, and the fire will start shooting upwards, though the fire will only reach half a stage builder block up. The speed for this move has little beginning lag, but above average ending lag. The hitbox is only the fire on Typhlosion's shoulder/back, dealing off about 11-12% damage with okay knockback. It has only okay priority. This should mainly be used for attack opponents that are above Typhlosion. If the player holds the A button, the fire can keep on burning for as long as he wants, though this leaves Typhlosion exposed on both sides.

With a Flare up charge ready, Typhlosion will turn burning red while doing this move, and the hitbox gets a bit larger, as it expands. It also will have the same power boost for any old Flare up charge.
[ 11-12% ]

Down Tilt - Smokescreen
With Typhlosion crouching on all 4 legs/arms, he'll open his mouth, releasing a black ball forward. After it flies forward about 1.5 stage builder blocks, it will blow up on the spot, creating smoke around the area. Any opponent caught in the smoke will be seen coughing (a robot will be seen malfuctioning) for 1-2 seconds, being distracted. This will cause no damage, but strangely, if Typhlosion walks into the smoke too, he'll be seen coughing too. The move has the speed of Captain Falcon's neutral B strangely at both ends of the attack. The smoke can be stopped by the player quickly presses the down tilt again, making Typhlosion cancel the attack, and...swallowing the smokeball. The smoke lasts for about 2-3 seconds.

While this move does NOT have a Flare up boost, if a fire attack hits the smoke surround the area, a large explosion will happen, igniting the smoke, and anyone near the explosion will be sent flying with 20% damage, with good knockback. While it may appear broken, not many of Typhlosion's fire attacks can be used from a distance (as he can be effected by the explosion as well), plus adding to the fact that this move can be easily avoidable by staying away from the smoke.
[ 20%]

Dash Attack - Flame Wheel
As Typhlosion dashes forward, fire will start surrounding him. Soon, the fire cause Typhlosion to take form into a fire wheel, that travels forward about 1.5 stage builder blocks forward, before changing back to his regular form. Anyone in the way of the fire wheel will suffer 10-11% damage, with nice forward knockback. This move has a little beginning lag, and strangely above average ending lag. This move has okay priority and should be mainly used for travelling without getting hit. Typhlosion also has super armor while he is in the flame wheel mode.

With a flare up charge, Typhlosion can actually control his Flame wheel like Sonic's side/down special spin form. However, it's rather hard to control, and strangely, the power and fire gets weaker as Typhlosion keeps on spinning (it can do as little as 1% damage). Typhlosion can only maintain the flame wheel form for 3 seconds, before changing back.
[ 10-11% ]

( Smash Attacks )

Forward Smash - Fire's breath
Typhlosion pulls his head back for a moment, building up fire energy in it's mouth. Once it builds enough energy, Typhlosion will unleash the fire forward, opening it's mouth. Now which fire attack that Typhlosion does depends how much you charged the forward smash. Typhlosion has 4 stages of fire (5 if you have a flare up charge). It takes about the beginning lag of Bowser's forward smash to launch whatever comes out of Typhlosion's mouth.

0-25% charged: As Typhlosion opens it's mouth...nothing comes out. It looks like Typhlosion hasn't charged enough, releasing only smoke that forces who ever is in it to be distracted for 1-2 seconds, similar to his down tilt, only with it not being aimed downwards, the smoke is directly right in front of Typhlosion (so, he's immediately effected by the smoke too), and it only lasts for a second. This move has barely any ending lag at all.

26-50% charged: Typhlosion will release about 15 small fire balls forward (this move is otherwise known as "Ember"). Each fire ball will only travel about 1.5 stage builder blocks forward, and will only do 1% damage each, with little knockback on each of them. However, they have little priority, and can be taken down easily. The ending lag is comparable to Link's side tilt ending lag.

51-75% charged: Typhlosion will let out a long wave of fire from it's mouth (this move is otherwise known as "Flamethrower"). Typhlosion keeps on breathing the wave of fire for a full 2 seconds, and anyone taking the full blast wave can suffer up to 22-23% damage, though at the same, if the opponent hasn't been in the wave for very long, they'll only suffer 5% damage. The wave of fire travels about 2 stage builder blocks forward, before disappearing. This move strangely cannot KO (it'll cause the opponent to fall to the ground though), but has good priority. The ending lag is comparable to the ending lag of Charizard's Side B.

76-100% charged: Typhlosion will unlease a huge fire ball forward, that's slightly bigger than Jigglypuff forward, making a large hitbox. Upon impact, it deals off about 20-22% with great forward knockback. A powerful move, with a 2.5 stage builder block range, and good priority. However, this move has heavy ending lag, lasting slightly over a second. However, it IS a good KO move. This move is otherwise known as "Fire Blast."

Flare up + 100% charged: Typhlosion turns burning red, and lets out a spiraling wave of fire, and with just one hit, it deals off a great 25% damage with great knockback. It travels a decent 2 stage builder blocks, and has great priority. However, it has the ending lag of Ike's forward smash, and it causes Typhlosion's fire attack power to decrease greatly by 0.5x the regular damage. This move, of course, is known as "Overheat."
[ Variable damage ]

Up Smash - Eruption
Typhlosion starts turning red, and raises it's arms to the air as it charges the move. When the charging is finished, Typhlosion will bring it's arms down fast, and a fiery explosion will surround Typhlosion's entire body, causing anyone near him to suffer 15-16% damage with nice knockback uncharged, and 21-22% damage with good knockback fully charged. This move has rather bad range, forcing Typhlosion to stay right next or be directly below the opponent for it to hit. Also it's a rather laggy move, with the speed being comparable to Ike's neutral B at both ends, though this move has good priority. If this move attacks at fully charged, Typhlosion unfortunately suffers 4% damage.

A Flare up charge does nothing to help other than a power boost.
[ 15-22% ]

Down Smash - Magma floor
Typhlosion will start building up fire in it's mouth, and quickly breath fire on the ground around him. Anyone touching the fire that Typhlosion is breathing will suffer 11-12% damage with okay knockback. Anyway, Typhlosion's fire breath will create a floor of lava that surrounds Typhlosion, stretching 1 stage builder block to each side. It works similar to the lava of Brinstar, sending opponents upwards with 13-14% damage with okay knockback. This move has only a little of beginning lag, but above average ending lag. Left uncharged, the lava will only last for a second, but fully charged, up to 3 seconds. Typhlosion is, of course, free to move away from the lava, without getting harmed.

With a flare up charge, the lava expands by reaching 1.5 stage builder blocks to each side, instead of just one.
[ 13-14% ]

( Aerials )

Neutral Aerial - Swift
Typhlosion quickly rolls itself into a ball (sort of) and 5 stars come out from it's back. These 5 stars automatically home into the opponent, making it hard to dodge, but however, these stars only do 2% damage each, with barely any knockback. This move's speed is comparable to Squirtle's neutral aerial. The stars continue to home into the opponent, unless the opponent manages to outrun the stars' 4 stage builder block range. The stars only have little priority, and a rather small hitbox. The star travels about as fast as a regular thrown item.

With a flare up charge, the stars are on fire, and now travel 5.5 stage builder blocks, and a slightly bigger hitbox too. However, unlike Typhlosion's other attacks, it only gets a power boost of 1% for each star. Nothing else other than that.
[ 2% each ]

Forward Aerial - Thrash
Typhlosion takes a swipe similar to Bowser's side special, attempting to grab the opponent. It only reaches what's directly in front of Typhlosion and has somewhat of a bad hitbox. There is barely any beginning lag, but above average ending lag if it misses. It has surprisingly little priority.

If Typhlosion manages to grab an opponent, Typhlosion will start attack relentlessly with his claws, and quickly throws the opponent away with a decent 15% damage, and okay knockback. A decent and somewhat fast move, but if Typhlosion uses this move exactly 3 times (doesn't have to be in a row), when Typhlosion gets back on the ground, he'll be in a dizzy pose for 2 seconds, not being able to move. There is no flare up charge bonus.
[ 15% ]

Backward Aerial - Backfire
Typhlosion simply concentrates, and the fire on his back starts burning like crazy. Anyone who touches the fire will suffer 11% damage, with okay knockback. This move has somewhat bad range, considering it only reaches what's directly behind Typhlosion and it's not that big of a hitbox. However, it has great priority, stoping most attacks in there tracks behind Typhlosion. It has barely any ending lag, but average ending lag.

With a flare up charge, the fire on Typhlosion's back will fire out, reaching about 1.2 stage builder blocks, instead of it's regular bad range.
[ 11% ]

Up Aerial - The Volcano Pokemon
Typhlosion aims it's head upwards, and pulls it back, building up energy in it's throat. It will then open it's mouth, and let loose a volcanic flow of lava from it's mouth. The damage depends on how long the opponent stays in flow of lava, dealing a minimum of 1% damage, and a maximum of 16% damage, and there is little knockback at the end. The range is only 1.5 stage builder blocks upwards, and it has only okay priority. The speed is comparable to Ike's down special at both ends.

With a flare up charge, the lava flow will fall after the 1.5 stage builder mark to the ground. If it happens to hit a stage, a lava floor will appear on that spot for 3 seconds, causing anyone to step on it to suffer 2% damage a second.
[ Variable Damage ]

Down Aerial - Heatwave
Typhlosion concentrates, and a flaming and intense aura surrounds Typhlosion's entire body for a quick second, before quickly disappearing. Anyone touching the aura will suffer about 10% damage, with little knockback. It has somewhat bad range, considering it only effects what's directly around Typhlosion, though it has a disjointed hitbox somewhat. There is hardly any beginning lag, but above average ending lag. This move has okay priority. While Typhlosion's in the fiery aura, he has super armor, and can deflect physical projectiles (like Link's arrows, but not ones like Lucario's aura sphere).

With a flare up charge, Typhlosion's flaming aura will last for two seconds instead of one.
[ 10% ]

( Throws )

Grab - 2 handed grab
Typhlosion will attempt to grab the opponent with his 2 hands. Nothing really special here.

Pummel - Headsmash
Typhlosion gets furious, and smashes the opponent with his head like crazy. It deals off 4% damage at a regular pace. Ouch.
[ 4% ]

Forward Throw - Fury swipes
Typhlosion will let loose a barrage of swipes with it's hand claws. It will at least do a minimum of 8% damage, and a maximum of 14% damage. There is only little knockback at the end. A decent damage racker.
[ 8-14% ]

Backward Throw - Fury Cutter
Typhlosion throws his opponent behind him, and does a swipe with his hand, in a form of a cut. At first, it deals off a mesely 5% damage, but if you keep on using this throw more times in a row, it's power will increase by 2% damage. The maximum damage this throw can do however is 19%. There is always only okay knockback.
[ Variable Damage ]

Up Throw - Seismic toss
Typhlosion throws his opponent into the air. Suddenly, Typhlosion jumps into the air where his opponent is, and throws them quickly to the ground. This move cannot KO, but at no damage dealt to Typhlosion, it deals off 14% damage. However, if Typhlosion gets damaged, for every 10% damage, this move gets weaker by 3%. However, it will always do at least 1% damage.
[ Variable damage ]

Down Throw - Double kick
Typhlosion throws his opponent to the ground, and uses his feet to stomp on the opponent when they're on the ground. Ouch. Each stomp will do 6-7% damage, with okay knockback at the end of the throw.
[ 6-7% each ]

( Final Smash )
One of Gold's Pokemon has grabbed the smash ball! With the final smash activated, Gold brings out from his pocket...a Rainbow feather? With that motion, a legendary rainbow colored bird known as Ho-Oh comes from the right side of the screen. Gold quickly calls back his current Pokemon, and hops on Ho-Oh to ride it. Pokemon Gold = Trainer Gold = Ho-Oh on the front cover of Pokemon Gold. Makes sense right?
The player will be able to control the legendary bird for a limited amount of time now (20 seconds to be exact). Ho-Oh is about half as big as Giga Bowser to be exact. Ho-Oh is practically invincible in this final smash, but not the Gold himself. Gold is on the back of Ho-Oh, and any damage caused on Ho-Oh's back WILL cause damage to the player (though there is not knockback). If the opponent somehow manages to land off 40% damage on Gold, he will fall off the bird, thus ending the final smash. Ho-Oh controls like Yoshi's final smash, letting you fly where ever you please. While Ho-Oh does have a weakness...that doesn't mean Ho-Oh can't protect it's trainer...

Neutral Special - Summoning of the dogs
Ho-Oh lets out a screech, and suddenly, after a second or so, infront of Ho-Oh will summon either Entei, Suicune, or Raikou. If Ho-Oh performs this move in the air, where there is a pit, the legendary dogs will appear in the middle of the stage either way. Anyway, the Pokemon that comes out depending on which of Gold's Pokemon activated the final smash. However, Ho-Oh may only summon one of the dogs every 10 seconds.

  • Politoed = Suicune
  • Sunflora = Raikou
  • Typhlosion = Entei

Each of the legendary's dogs does there Brawl Pokeball attack (or for Raikou's case, his/it's Melee Pokeball attack). Some of you all know what they do, but for those who don't..

Entei: It will rare and stand on its hind legs, then a column of fire will surround, it dealing 40% damage with the thrower being immune. It also features a vertical knockback effect. It's range is only a high vertical 4 stage builder blocks, and it can easily be avoided by staying away from Entei. It takes only a short second for Entei to perform it, and Entei stops the attack for a second, before disappearing. This move surprisingly does not KO, but it can deal off a whole lot of damage.


Suicune: Suicune starts having ice form around it's mouth, and fires out an ice beam forward. It takes about a short second for Suicune to fire it, and if the ice beam hits, it deals off a great 35% damage, with great horizontal knockback. However, while the ice beam travels off the stage, it only fires horizontally, and it can be avoided easily by jumping or going to the other side. This is a great KO move...if it hits.


Raikou: Raikou will fire off a shock wave around itself and it will shock any opponents that touch it. The shockwave surrounds Raikou all around 4 stage builder blocks, and the move happens almost immediately. The shock will deal off about 16-17% damage, with shocking knockback, and the shock wave continues doing damage, with the potential of dealing up to 50% damage. However, the opponent may DI out of the shockwave, and it never KOs.

[ Variable damage ]

Side Special - Fire Blast
Ho-Oh prepares fire energy surrounding it's mouth. Then, it fires out a huge fire ball, about as big as Bowser forward. If it hits an opponent, it deals off a great 25% damage, with great knockback. It has barely any beginning lag, but the ending lag of Bowser's forward smash, therefore, this attack is not spammable. The fire ball travels a great range of 4 stage builder blocks, and has great priority.
[ 25% ]

Up Special - Gust
Ho-Oh starts flapping it's wings together like mad. All of a sudden, a tornado forms around Ho-Oh, and depending which direction you want to the tornado to fly, it goes to that same direction, and the tornado pushes opponents away, keeping them away from the stage. The tornado travels a great range...in fact, it travels to off screen. However, it absolutely does no damage whatsoever, and is only mainly used for pushing opponents away. It takes about 2 seconds for Ho-Oh to whip up the tornado.
[ 0% ]

Down Special - Sacred Fire
It flies up into the air and to the back of the screen. It then shoots a column of fire which deals massive damage and cannot be escaped. The pillar of fire can sometimes interfere with vision. However, once this attack is used, the final smash is automatically over. Depending on how long the opponent was in the column of fire, it can deal a maximum of 60% damage, and a minimum of 20% damage. It's range expands to over 2/3rds of Final Desination. When this move is activated, Gold hops off Ho-Oh, back into the background, and sends out his Politoed/Sunflora/Typhlosion. It takes about 3 seconds for Ho-Oh to actually use the attack, and with this time period, opponents have a chance of stopping the attack from happening, by KOing one of Gold's Pokemon as soon as they were sent out again.
[ 20-60% ]

( Playstyle )
Gold has collected a well rounded team to bring into the brawl roster, though they are not without weaknesses. You will have to work together with the Pokemon team, like any old regular team of fighters. However, Gold's team doesn't suffer like Pokemon Trainer's stamina mechanic. With Gold's berry mechanic, you won't have to worry about casualties too much. Of course, you should just use the regular Berry or Gold Berry for all your healings. A good player waits until they KO the opponent's stock, and with the opponent not on the field, and instead being busy fresh with a new stock, use that time to heal with a Berry. If you have enough time, switch out with another Pokemon for extra healing. Now...for each individual Pokemon.

Politoed is the fast fighter of the team, and the best ground fighter on the team as well. However, he lacks with fast KO moves, and instead relies on damage racking instead. A good Politoed player would immediately try to get Rain Dance going on, for some better attacks range wise. A good combo would be first to hit the opponent with the neutral A combo, smashing them to the ground, and follow it up with his forward tilt or Side special, for either some nice pinning the opponent damage racking or causing the opponent to stop moving instead. If you get the opponent to ever stop moving by causing them to be dizzy, follow it up with Politoed's down smash. This will at least ensure that Politoed's opponent is always in a constant risk of danger. Politoed's not so bad in the air either, as his forward aerial can gimp opponents, and his back aerial can be used for constant damage racking.

For Politoed's bad sides...he's a little slippery. Even with Rain Dance on, he doesn't exactly have the best traction of all time. It's also not the best KOer either, as a Gold player should leave the KOs to Typhlosion. The only really decent KO moves that Politoed has is his forward smash, and up smash. It's highly unlikely that the opponent will give you enough time to use those moves, so instead, Politoed is better gimping opponents with his forward aerial. However, that doesn't mean HE can't be gimped either. While his recovery is decent enough, he may only use it for every 10 seconds. The opponent can easily just knock Politoed away after he just finished his recovery, which leaves Politoed helpless. Politoed players will have to avoid there opponents as soon as they recover.

On to Sunflora now, she's almost the opposite of Politoed, with the only similarities being powerwise, and size wise. She's on the slow side, making fast opponents catching up to her easily. However, that doesn't mean she's not useful. She's the team's healer, sort of, with moves like her down tilt and forward smash, though with her down tilt, don't think about staying for too long though. Like for Politoed, it's best to use her Sunny Day special as soon as possible. Sunflora is best staying back and far away from the opponent, trying to hit opponents with projectiles, and switch to Typhlosion for the KO. Strangely enough, her only decent KO move is her Up smash, though it can be avoided rather easily, and it's not the most powerful attack either.

More on Sunflora's bad points, her recovery. While it's surprisingly good, she moves slowly while performing it, making her getting spiked extremely easy, though quickly pressing the A button for the vine whip should knock away the opponent. Also, she is slow, making projectile spamming pointless if they don't hit the opponent, as they can just rush in on Sunflora. She also has some bad priority, though she backs it up with the ability to stop opponents in there tracks, with her forward smash.

On to Typhlosion now, it's obviously the powerhouse of the three Pokemon. His down tilt can be used for giving Typhlosion an opening to the opponent. His side tilt can be used to stop opponents from shielding all the time. Good Typhlosion players should always have at least 1 Flare up charge ready to be in use. It always makes Typhlosion's attack all the more useful. Also, make good use of Typhlosion's forward smash, making for unpredictable, yet rangeful, fire attacks from him. It's also powerful, and probably Typhlosion's best attack. Use his side special for stopping opponents in there tracks as well, though it's not as effective as his down tilt. Considering Typhlosion's only long range fire attack is his forward smash, following up the down tilt with the forward smash is a great idea, for a great explosion. Use his up smash for opponents who decide to rush him, sending them faraway again.

Onto Typhlosion's bad sides...he's got quite a few of them. He has bad jumps, with only his recovery to back him up, but it would mean charging up his up special as well just for it to be decent, and do you really have time for that? Also, with Typhlosion being such a big guy, he can easily be comboed by many opponents. His only projectile (sort of) is his forward smash, and while it is powerful, it only aims in the forward direction (obviously), giving the opponent lots of room from behind. Plus, if not careful, Typhlosion could lose all of his Flare up charges by getting beat up senselessly.

When trying to use all the Pokemon in unison, just be sure to wait till all the weather conditions are finished. Otherwise, Rain Dance will screw Sunflora and Typhlosion over, and Sunny Day for Politoed. However, it's recommended you start off with either Politoed or Sunflora first. They should do all the damage racking, and Typhlosion all the KOing. You should try your best to let Sunflora leave behind leaves on the ground, so when you call out Typhlosion, the burning leaves can be a big surprise. Politoed should be used for gimping opponents, with it's watery attacks.

So what do we have overall? Well, Gold would be somewhere around the Mid-high tier. All of his Pokemon cover all the power, speed and range needs, but they all have a weakness in there recovery, that opponents should take advantage of. Gold is a fun character to use, but should be practiced alot. Good luck Gold warrior. Make Red from Pokemon Red/Blue proud.
( Extras )

Politoed's taunt
Politoed happily claps it's hands together, letting out a, "Poiltoed, Politoed!" Gold is seen in the background throwing one of his Pokeballs up, and catching it.

Sunflora's taunt
Sunflora's flower face starts....spinning? That's right. it starts spinning, with Sunflora looking happy. Gold is seen in the background, taking his hat off, spinning it around, and putting it back on his head.

Typhlosion's taunt
Typhlosion lets out a loud roar, and the fire on it's shoulders starts burning like crazy. Gold is seen in the back ground yawning at the boring opponent.

Politoed's Victory
Gold jumps into the air for joy, while Politoed is seen clapping...and then he lets out a blast of water to Gold's face. Gold is seen annoyed at first, but then he quickly lets out a chuckle.

Sunflora's Victory
Sunflora is seen surrounded by...like a whole ton of Sunkern. Then, the sunlight starts surrounding them...causing them all evolve into Sunfloras. Gold is seen being confused, and trying to find where HIS Sunflora is.

Typhlosion's Victory
Typhlosion is seen with Gold riding him on his back. Then, Typhlosion accidently lets out the fire on his back, and it burns Gold's bum off of Typhlosion's back. Typhlosion is sweating and scratching his head, and Gold is seen looking injured.

Lose pose for all
Gold just claps like a good sport he is, with Politoed clapping as well, Sunflora crying, or Typhlosion giving the attitude.

Music (for those who want to listen and read =P)
Gold/Silver: Team Rocket
G/S/C: Kanto Gym Leader Battle
G/S/C: Trainer Battle
Pokemon G/S Remix: Rival Battle
Pokemon G/S: Gym battle
Pokemon G/S/C - Lance/Red Battle Theme
Pokemon G/S/C Remix: Legendary Dog Battle

Costumes
Ehh....Insert Typhlosion, Sunflora, and Politoed in red, blue, green, and shiny costumes of themselves.

THERE YA GO SUNDANCE!
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Sundance, you've gone too far on this one. "Trainer Sundance"? (ono)

I'm going to have to agree with KRool. It looks like you took your last review to heart, as I don't see much of what gave Death the Kid such a negative review... you have tons of move interactions (even across Pokemon! =O), ditched the "XX% of this happening", and you even made your own organization! :bee:

My only complaints are that you used the same shade of orange for Sunflora and Typhlosion (Sunflora seems more of a green, imo) and that some of the move names are... iffy. "Leer into a Roar" and "Tongue Slam to the Ground" made me cringe a bit. Other than that, though, it's a huge step up.

(Also, you could have asked me to make recolors. Pokerecolors are ridiculously easy to make, for the most part.)
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Sundance, you've gone too far on this one. "Trainer Sundance"? (ono)

Some actual commentary coming soon...
Hey, it was his idea! (D)

TWILTY, I read your set. That's right. BE PROUD. (H)

Anyway, the moveset is great, TWILTY. The switching mechanic is unique, and I love how the pokemon protect each other while switching out. Politoad was pretty cool, and I loved how you managed to fit Perish Song in there. I know Baloo will explode when he sees the Sunkern, lol. Your set making has improved, man.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Sundance, you've gone too far on this one. "Trainer Sundance"? (ono)

Some actual commentary coming soon...
Yeah, that's so incredibly over-the-top I almost want to drop into the chat to scold you both. But I'm not going to, because that would be mean and I'm a very pleasant person. Right? RIGHT? :mad:

I've already given you my thoughts on Politoad and Sunflora, TWIL, and sorry I didn't get around to critiquing Typhlosion as well, he didn't and still doesn't really interest me as a Pokemon or as a moveset. Politoad and Sunflora are huge steps up for you, though, as I said already; that's not just my Pokemon/anti-anime bias, but simple fact. The weather condition idea works more or less perfectly for Sunflora and Politoad thematically, and it provides a nice extra level to his playstyle, since you have to balance the two.

Nice job; it's definitely a great first step toward rejoining, as you were in MYM 3.0, the upper echelon of moveset-making.
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
I'll read this later after Kris is posted but why did you choose those Pokemon over the other Pokemon. Typh is obvious but sunflora and poleitoed thats pretty random... In a good way of course lol. Just tell us why those 2
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
^ His Water and Grass types from the Manga.

In other news, I'm back, and Magnezone is almost done in my head, just need to get him into bits and BBCode. I also just got Megaman Star Force finally, so expect a Megaman-Xis set in the future.

I have no doubt that he is, word for word, the biggest set that I have ever made, considering that his down special gives him basically another 10 moves he can use...

Reading through GOLD as I type this. Rain Dance / Sunny Day made me rage at first, but I see how it works out well. Perish Song is a great Smash too, and I love what you did with the switching mechanic. Berry eating time and staying still seems weird, but its not too important.

Encore makes me wonder: If I encore say, the down air, and they land on the ground, can they not attack on the ground at all? Can you encore an opponent every nine seconds and shut them down? Otherwise a sweet move, just clarify this please. INGRAIN WAS MY IDEA but you made it completely your own, so that's good. Dair's effect during Sunny Day seems utterly random though.

Flare Up seems like a great move, and absolutely integral to Typhlosion's playstyle right off the bat. The charging mechanic is a little weird at first, but very nice; it seems to be inspired from Ash's Cyndaquil from the Anime, and is a very good interpretation.

Ho-oh is a fantastic Final Smash, kudos to you. Playstyle, seems solid. There's nothing bad with it at all, and it has a lot of detail, but I wish that there was more detail in here about using them as a team. Good set though, really good.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
TWILTY, from the looks of it, YOU really improved your orginization. But now it seems that I, the n00b, have to step my game up a notch, becuase at this rate, people will start ignoring me :/

What made me lol though is the 2 moves that kinda help Typhlosion out where Rain Dance and Sunny Day....

SUN AND DANCE :O
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,251
Location
Australia
Sasuke is a much better improvement from Naruto, it is very easy to read. Pokemon Gold Trainer looks Really good, I don't feel like reading it all now, though I have read Politoed most of it. Im not doing Golbat at all, as I said before, but my next moveset will be ready soon...
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
I've updated Neku a bit.

Added a much more in-depth playstyle section and the forgotten Codec Conversation, organized the colors a bit better, fixed some glaring errors.

@Politoad: I'm short on time, so I was unable to go much further than Gold's first Pokemon. I love how you implemented Sunny Day and Rain Dance. Makes the entire concept much more than just a buffering move. The Specials were all enjoyable in their own right, but I have one problem: none of them do any damage. I know that sounds a bit superficial, but it's a big irritant for me in this set. Otherwise, my only problem with the Specials is Hypnosis. As far as I can tell, the sleep time is set - not affected by damage like Jigglypuff's. Between the considerable lag on both ends and the required one second use, 2-3 seconds of sleep seems next to useless. My advice - less lag and/or free Hypnosis of the set sleeping time. (If I misread and it already is, disregard the entire complaint.)

My only other real complaints are with Double Slap/Pound and Bubblebeam. A Jab, in my opinion, should be a fundamentally basic attack. Pound is too high to hit small opponents? A blind spot like this seems to destroy the purpose of a Jab. As for Bubblebeam, I simply think it's too long. A 2-second tilt? Again, I may be stuck in the rut of "how I feel about this general set of attacks." But that's my two cents

Otherwise, I really enjoy Politoad's playstyle - he's a bit of a heavy hitter, surprising for the "Squirtle" of the set, if you will. I think there could be a little more definition to his part in the team, but I may find that out upon reading the rest of the set. Keep up the good work, and congrats - yours is the first set I've offered a quasi-critique for! :)
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Boredom is a powerful motivator

Haha! I'm finally back. Take that computer viruses!

Movesets are progressing slowly, but either Magus or Primid should be done soon, especially now that I've aquired a laptop and can type away from home!
And school is starting again

@The Golden Sundance Trainer Guy: With this many pokemon trainers, I have yet another possible level for my SM when I get around to typing it.

@Clefairy: Argh, I can't cut/paste it to word for future reference! I'll have to wait a while to read the newest Junahu set then.

Also, I seem to have forgotten how to get back to the chat once I've logged in...

@Stuff: Why did MYM5 end so abruptly? I was away dealing with viruses at the time so please fill me in.
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
@Gold: Well done, the moveset was very long but I read it. My favorite was most likely Politoad, but then again I have a thing for toads :dizzy:. Each pokemon felt unique and the rainy day/ sunny day was a nice touch. The move set is easy on the eyes and it is very organized. I don't know what to say, it was pretty long @_@
 

AKC12

Smash Journeyman
Joined
Oct 4, 2005
Messages
484
Location
Marlborough, MA
Wait for MT's Sunday Recap, Froggy. ;D

The Sasuke moveset was good, a big step up from Naruto. I'm unfamiliar with some of the concepts, since I don't watch Naruto, but I have a few gripes:

1. The images look terribly big and akward; they stick out like a sore thumb.
2. The attacks are somewhat generic, even if they are ripped straight from the anime.
3. The attack descriptions are choppy and have no flow.
4. The blue is blinding my eyes.

Still, good second moveset from a newcomer. You need to work on appearance and creativity, what I value the most, and your writing style before making another moveset. Good luck in the future.
Thanks for the critique. Yeah I guess some of the images are blown out of proportion, that's an easy edit however.

I guess that's how Sasuke is for his attacks. I'm sure if you look at any other fighter he's on you'll say the same thing. Though the utilt, bair, uair maybe are all unprecedented for this series, instead of giving simple and boring sword strikes.

I didn't really want to be too creative with the description. Just appearance, stats, and done. I'll try to make is flow a bit more.

I love blue, at least it's not red... Anyways I thought about adding purple but I thought he was out of that color stage by now...
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Sundance, you've gone too far on this one. "Trainer Sundance"? (ono)
It was all his idea (ONO).

I'm going to have to agree with KRool. It looks like you took your last review to heart, as I don't see much of what gave Death the Kid such a negative review... you have tons of move interactions (even across Pokemon! =O), ditched the "XX% of this happening", and you even made your own organization! :bee:
:bee:

My only complaints are that you used the same shade of orange for Sunflora and Typhlosion (Sunflora seems more of a green, imo) and that some of the move names are... iffy. "Leer into a Roar" and "Tongue Slam to the Ground" made me cringe a bit. Other than that, though, it's a huge step up.
Yeah, that's me when i can't think of any cool attack names :ohwell: I'll fix it later though.

(Also, you could have asked me to make recolors. Pokerecolors are ridiculously easy to make, for the most part.)
I would have, but i didn't want to bother you changing the colors for 3 Pokemon and the trainer...but if you don't mind, could you do it? xD

Hey, it was his idea! (D)
(DHAT)
TWILTY, I read your set. That's right. BE PROUD. (H)

Anyway, the moveset is great, TWILTY. The switching mechanic is unique, and I love how the pokemon protect each other while switching out. Politoad was pretty cool, and I loved how you managed to fit Perish Song in there. I know Baloo will explode when he sees the Sunkern, lol. Your set making has improved, man.
*is honered*

Yeah, Salvo like really wanted to me to put Perish song in there, lol. I got the Sunkern idea when Baloo was talking about breeding his Sunkern xD.

Yeah, that's so incredibly over-the-top I almost want to drop into the chat to scold you both. But I'm not going to, because that would be mean and I'm a very pleasant person. Right? RIGHT? :mad:

I've already given you my thoughts on Politoad and Sunflora, TWIL, and sorry I didn't get around to critiquing Typhlosion as well, he didn't and still doesn't really interest me as a Pokemon or as a moveset. Politoad and Sunflora are huge steps up for you, though, as I said already; that's not just my Pokemon/anti-anime bias, but simple fact. The weather condition idea works more or less perfectly for Sunflora and Politoad thematically, and it provides a nice extra level to his playstyle, since you have to balance the two.
Huh...I personally feel that Typhlosion is at least better than Sunflora, but to each his own i guess. :ohwell:

Yeah, i thought about the Sunny Day and Rain Dance when i was playing through my Pokemon Gold version again lol. I just thought that it fits Sunflora and Politoed in someway.

Nice job; it's definitely a great first step toward rejoining, as you were in MYM 3.0, the upper echelon of moveset-making.
(H) Exactly as planned.
Not really.

I'll read this later after Kris is posted but why did you choose those Pokemon over the other Pokemon. Typh is obvious but sunflora and poleitoed thats pretty random... In a good way of course lol. Just tell us why those 2
Well, first of all they're both second Gen, and Gold uses these Pokemon in the manga. =P

Reading through GOLD as I type this. Rain Dance / Sunny Day made me rage at first, but I see how it works out well. Perish Song is a great Smash too, and I love what you did with the switching mechanic. Berry eating time and staying still seems weird, but its not too important.
Thank you, and the Berry eating came to me when the starter Pokemon is always holding a Berry at the beginning of the game.

Encore makes me wonder: If I encore say, the down air, and they land on the ground, can they not attack on the ground at all? Can you encore an opponent every nine seconds and shut them down? Otherwise a sweet move, just clarify this please. INGRAIN WAS MY IDEA but you made it completely your own, so that's good. Dair's effect during Sunny Day seems utterly random though.
Actually no. If you encore just the D-Air, the opponent will still be able to use his ground attacks, but the only AERIAL attack they'll be able to perform is the D-Air. I'll clearify it in a bit.

As for the D-Air, yeah, i'll probably take it out. :ohwell:

Flare Up seems like a great move, and absolutely integral to Typhlosion's playstyle right off the bat. The charging mechanic is a little weird at first, but very nice; it seems to be inspired from Ash's Cyndaquil from the Anime, and is a very good interpretation.

Ho-oh is a fantastic Final Smash, kudos to you. Playstyle, seems solid. There's nothing bad with it at all, and it has a lot of detail, but I wish that there was more detail in here about using them as a team. Good set though, really good.
Yeah, the charging mechanic is actually inspired by Ash's Cyndaquil xD.

As for the playstyle, thanks, and yeah, i'll probably work more on the playstyle later.

TWILTY, from the looks of it, YOU really improved your orginization. But now it seems that I, the n00b, have to step my game up a notch, becuase at this rate, people will start ignoring me :/

What made me lol though is the 2 moves that kinda help Typhlosion out where Rain Dance and Sunny Day....

SUN AND DANCE :O
Lol, good luck dude.

And just to clearify, Rain Dance doesn't help Typhlosion at all :p

Pokemon Gold Trainer looks Really good, I don't feel like reading it all now, though I have read Politoed most of it. .
:cool:

@Politoad: I'm short on time, so I was unable to go much further than Gold's first Pokemon. I love how you implemented Sunny Day and Rain Dance. Makes the entire concept much more than just a buffering move. The Specials were all enjoyable in their own right, but I have one problem: none of them do any damage. I know that sounds a bit superficial, but it's a big irritant for me in this set. Otherwise, my only problem with the Specials is Hypnosis. As far as I can tell, the sleep time is set - not affected by damage like Jigglypuff's. Between the considerable lag on both ends and the required one second use, 2-3 seconds of sleep seems next to useless. My advice - less lag and/or free Hypnosis of the set sleeping time. (If I misread and it already is, disregard the entire complaint.)
Well i personally think that there's nothing wrong with giving the specials no damage, as long as it's useful in someway.

Yeah, i'll put Hypnosis with less lag at the beginning.

My only other real complaints are with Double Slap/Pound and Bubblebeam. A Jab, in my opinion, should be a fundamentally basic attack. Pound is too high to hit small opponents? A blind spot like this seems to destroy the purpose of a Jab. As for Bubblebeam, I simply think it's too long. A 2-second tilt? Again, I may be stuck in the rut of "how I feel about this general set of attacks." But that's my two cents
Hmm...maybe i should add that as long as Politoed hits with the first 2 doubleslap hits, Pound can hit the opponent no matter what the size? :ohwell:

Well, i personally don't want Politoed to be spamming his Bubblebeam, trapping the opponent in one spot, but i'll see what i can do.

Otherwise, I really enjoy Politoad's playstyle - he's a bit of a heavy hitter, surprising for the "Squirtle" of the set, if you will. I think there could be a little more definition to his part in the team, but I may find that out upon reading the rest of the set. Keep up the good work, and congrats - yours is the first set I've offered a quasi-critique for! :)
Thanks dude.

*is honered*

@The Golden Sundance Trainer Guy: With this many pokemon trainers, I have yet another possible level for my SM when I get around to typing it.
Sweet.

@Gold: Well done, the moveset was very long but I read it. My favorite was most likely Politoad, but then again I have a thing for toads :dizzy:. Each pokemon felt unique and the rainy day/ sunny day was a nice touch. The move set is easy on the eyes and it is very organized. I don't know what to say, it was pretty long @_@
Yeah, i personally found that Politoed was the most fun to make in my opinion.

And i don't think it's that long...it's just that there are 3 movesets in one xD.

Thanks everyone for checking out my moveset. I gave in a lot of effort into this move. I specifically want to thank K.Rool for looking over Politoed and Sunflora for me. :bee:

I shall now be working on Itachi Uchiha...Hopefully it'll be great as Gold.
 

Dokutayuu

Smash Apprentice
Joined
Oct 4, 2008
Messages
145
Location
UK - PAL territory!
I hope nobody missed me during MYM5! You didn't? Oh well...

Sakurai may hate F-Zero but Mighty Gazelle joins the race... brawl!



Background

Mighty Gazelle is one of the contestants in F-Zero X and GX. Originally just a man who played video games, he decided that he could try the real thing and entered the F-Zero races. However, he suffered a horrible accident which nearly killed him. He was rebuilt as a cyborg by Cyber Stick Inc. but as soon as his wife saw him, she ran off crying never to see him again. Being almost entirely mechanical, he doesn't fear death which allows him to race in a vehicle with maximum boost power but with minimum protection. Deciding that he couldn't beat Captain Falcon in F-Zero, Gazelle decided to battle him in a game where he's so bad it is impossible to lose against him!



A little more background

In F-Zero X, Mighty Gazelle had the stats EAC (for body (armour), boost (accleration) and grip respectively). Due to F-Zero not really being a game which focuses on the pilots, this moveset uses the vehicle he uses as influence. This is reflected in his mediocre traction, decent acceleration and most importantly, the potential to crash and burn if the player isn't careful. Mighty Gazelle also appeared in a few episodes of the F-Zero anime which provided information on any fighting he did. It also helped me find out that he has a laser built into his arm, which will makes specials more interesting. However, he only appeared in two episodes and only fought in one so I've taken artistic license.

Overview

Mighty Gazelle (Shortened to MG from now onwards) is a character who heavily depends on his strengths to win. His acceleration means that he can build up an impressive speed in a short amount of time, he also has a selection of attacks which allow him to maintain his pace due to having little lag. However, MG is tall, not terribly heavy and falls quickly which allows him to be punished by a variety of combos and sent to his doom. His recovery is not fantastic so offstage shenanigans can result in trouble. His traction isn't that great so after landing from a jump or ending a dash, he'll slide a little. He is also particularly vulnerable on ice and on slopes. He doesn't have that many kill moves either so is dependent on racking up damage before killing with one of his select few kill moves. Overall, MG is a risk/reward character. If one can avoid being punished due to his fall speed and his poor vertical recovery, MG can really rack up the damage.
[/COLOR]
Stats

Height: 8/10, up to Ganondorf's nose.

Weight: 5/10, he's a big target and not that tough, he's perhaps a tad lighter than Mario.

1st jump: 7/10, pretty impressive, however his short hop is a tad high to be fantastic.

2nd jump: 5/10, not as good...

Fall speed: 8/10, he doesn't quite rival Fox but he's up ... or should I say down there.

Fast Fall: 6/10, Increases his speed a fair amount but there's a better way of doing it.

Traction: 3/10, although a C in traction isn't that bad in F-Zero normally, at high speeds it is.

Walk Speed: 3/10, remember I said acceleration not speed?

Dash Speed: 9/10, he outruns the Captain himself. However, it takes a whole second to reach his speed so initially he's quite slow.

Air Speed: 8/10, he outdoes the Captain again.

Moveset

Ground Moves

Neutral A: Gazelle Punch

MG pulls his right fist back Falcon Punch style but instead of shouting something like in DBZ he thrusts it forwards quickly for a little hitstun (but no knockback). The hitbox is rather small and priority is that of a jab as is range. However, it could lead to some interesting combos with it's practically non-existent ending lag. 7%

Dash Attack: Mighty Windmill

MG stops running and swings his arm around. The hitbox is on his fist and range is slightly less than Link's dash. The attack sends the enemy behind MG horizontally with fair knockback with normal jointed priority. In order to follow it up (especially at high speed), the player needs to utilize MG's boosting attacks, endlag is practically non-existent though. 12%

Tilts

Forward Tilt: Booster Kick


MG performs a knee thrust forward with the hitbox being on his knee. This has surprising priority for a jointed tilt and knockback is pretty decent and almost completely horizontal. Ending lag is pretty long but pressing A again during this ending lag will set off thrusters on MG's back and allow him to dash at top speed without needing to accelerate first in order to follow up with some crazy combos at mid-range percentages. 8%

Up Tilt: Arm Disc Spin

MG crouches slights and the wheels on his shoulders spin (resulting in alright range and OK priority) at a high speed for about half a second. Knockback is upwards if the enemy is touching the top of the disc but downwards if they are on the ground or touching the lower half of the discs. Regardless of direction knockback is poor and would never kill. There is a little start-up and ending lag. 9%

Down Tilt: Point Blank Shot

MG's right arm retracts and exposes the laser built into his arm and points it downwards at a 60 degree angle to the horizontal and fires a shot similar to Falco's blaster at that angle so it's about a lying D3 is distance from MG. There is a little hitstun but the ending lag is almost as long as the hitstun (a fraction of a second) so can only combo into the quick ftilt. As the hitbox is not attached to MG but the projectiles, this attack is disjointed so has pretty good priority. 6%

Smashes

Forward Smash: Laser Bluff


MG crouches slightly and points his right arm forwards whilst it retracts to expose his laser. However, he does not fire it when the attack is initiated but jabs it forwards for decent range. It has moderate horizontal knockback (so KO's at around 130%) and has a fair deal of ending lag. Why bother? Well, it's animation is identical to his Down Special (which is a chargeable projectile) so it can be used to confuse and enrage your enemies! 12-15%

Up Smash: Vertical Laser Barrage


MG points his arm-gun upwards and looks up. After charging, dependent on the time charged he will fire up to 3 small laser shots directly above him at the same rate as Link's upsmash's hits. They only travel his height in distance. The shots cause no knockback but a little hitstun and cancel horizontal movement so can be used to begin crazy combos on fast fallers. The end lag is minimal but there is some start-up lag to prevent this attack from being spammed. It is not possible to DACUS this move but read on... 7% (one shot), 3% (each of the following shots).

Down Smash: Spin Attack


As in F-Zero X, hold down R and... just kidding, this attack causes MG to crouch down very low and stick out his leg. Once released, he spins round 3 times causing a TL spin attack like vortex. It is unlikely that all the first hits will connect on heavy characters (due to the vortex not being as strong on them) but light characters will be fairly susceptible. Only the final hit has significant knockback but it's unlikely to kill at even 150%. However, it is possible to DACDS with this move. Use your imagination if you can't crack the acronym. The final hit has knockback 45 degrees to the horizontal upwards in front of MG , it looks like it's time to follow something up. Start up and end lag are minor whilst range is decent due to his long legs. 1-2% (first 5 hits), 3-5% (end hit)[/COLOR]

Aerial Moves

Neutral Air: Laser Ring

MG pulls out his arm laser and fires a circle of 6 shots (at 60 degree intervals) around himself vertically from in front of him downwards full circle. Each shot (resulting in good priority) again has a little hitstun and slows enemies in the air slightly (their down gravity is unaffected though). It comes out at the same speed as Charizard's nair and has fairly significant ending lag so it's suited for keeping enemies away rather than starting a mad combo. The laser shots fade after about a third of a second but an unlucky enemy (or tall/fast falling) could be hit by up to three of them! 5% (each shot)

Forward Air: Gazelle Knee

MG really parodies CF at times! Before you discard this move as lazy, read on. MG point his knee forwards slowly. Unlike CF's knee, the sweetspot isn't at the beginning of the attack but right at the end. As long as A is held, the attack continues to build in power but will stop doing so if it released, if MG is hit or the attack is cancelled by inputting another move or landing. The hitbox is fantastically small and on the end of his knee though so releasing it at the right time can be very tricky. There is no ending lag so it is fairly easy to follow up with a nair or something else as well as knockback being disproportionately low at low percentages. The stance he takes whilst using the attack is pretty noticeable so be careful how this move is used. The maximum “charge time” is a whole second so can be pretty potent if MG survives being blasted to the top of the screen. 5-21% (based on “charge”)

Up Air: Power Shot

MG rotates 90 degrees so he faces upwards and holds his arm upwards, he charges his laser for a little and an explosion similar to that of Ivysaur's uair or Mario's f-smash is produced. This is MG's only vertical kill move so must be used sparingly (unless as MG+ ^^) to score KO's. The explosion is roughly the size of Link's bomb's blast radius and the hitbox does not overlap with MG's hurtbox so has great priority. It also sends MG downwards slightly so has uses in trying to stop MG from going off the top of the screen. 12%

Down Air: Tilt downwards to accelerate!


A stall then fall move at 80 degrees to the horizontal. MG points his leg then falls at a speed similar to Shiek's dair. Knockback isn't terribly good and priority loses to most usmashes but there is no landing lag so MG can follow up with another move. 9%

Back Air: Aerial boost


I bet you're all sick of these combo moves with lame knockback, aren't you? This one is a little more potent. MG fires off his back thrusters. It's very similar to ROB's bair in terms of speed and knockback but will cause MG to move forwards in the air slightly. Tapping A during this boost will turn MG around which allows MG to follow up if the move doesn't land a KO. It normally does so at around 100% on medium sized enemies. 12%[/COLOR]

Special Attacks

Neutral Special: Gazelle Gun

MG points his arm gun forwards and fires a fairly large shot without hesitation. The attack cannot be charged but can be aimed at an angle by tilting up or down as the shot fires. The shot travels as far as Wolf's blaster shot and has the same effect as one of Link's bombs when it connects. The projectile is slow travelling and can be deflected by most tilts which will cause it to reflect upwards and disappear without causing damage. End lag is pretty long to prevent spamming. 8%

Side Special: You've got boost power!

MG's back thrusters flare up and propel him at Sonic like speeds forwards. This is faster than his dash by a fair amount and repeatedly pressing it will increase his running speed further. There is no lag for this attack but it only deals damage to MG so is more of a fighting aid than an attack. 8% (to himself)

Down Special: It's for real this time!


MG repeats the animation for his forward smash but instead of bluffing he fires and causes an explosion roughly 1/4 of FD in front of him. This is another kill move and the direction of knockback is dependent on which side of the explosion the enemy was on at detonation. The attack is chargeable where knockback and damage increase linearly for the two seconds of charge. 5-20% (based on charge)

Up Special: Air Brake

MG's back thrusters fire off again halting his descent and after a half second of not moving vertically sends him directly upwards (but steerable) the distance of his first jump. This is not the most fantastic recovery in the world but MG is still able to move sideways whilst paused in the air so his horizontal recovery is not too bad. However, if MG gets caught far below the stage it's an easy kill for the enemy. This means certain stages high above "the pit" such as Skyworld are definitely bad for MG. 0%

Throws

Grab: Let me help you sleep!

MG puts boths of his arms out. Range is nothing fantastic but it does the job.

Pummel: Neck Massage


As he did with John Tanaka in the anime, MG hold onto the victim's sholders and cracks their neck slowly. This is probably the slowest pummel in the game but deals a fair amount of damage. Probably not enough to make it worth while though. 4% (per hit)

Up Throw: Bounce

MG throws the enemy similar in appearance to a cricket bowl and throws the enemy at 45 degrees below the horizontal and sends them up vertically when they bounce. This is his slowest throw and won't kill many people on stage but it is possible to throw an enemy off the stage if close enough to the edge. 6%

Forwards Throw: Blaster Throw


MG kicks the enemy forwards and then fires his arm gun at them, this has a similar effect to his down special but knockback will always send the enemy away and up from MG. The knockback is also enough for MG to perform a short-hopped aerial on the enemy unless so can be used to start things up. 2% (kick), 6% (shot)

Back Throw: Car Crusher

Inspired by a scene in the anime, MG holds the enemy in the air for a split second and tosses them backwards. MG then turns around so he is facing the tossed enemy. This throw is purely horizontal and despite not going terribly far, the enemy will go pretty quickly before they hit the ground. To avoid people tossing enemies off the edge with this attack, the enemy can pretty much DI as soon as they leave the throw (but maintain the momentum gained from it). 9%

Down Throw: Good Night

MG cracks the enemy's neck one time too many and puts them politely on the ground. This allows him to follow up with his down tilt or another move. However, if an attack isn't executed immediately, the enemy is free to get MG with their get-up attack. 5% (neck crack)[/COLOR]

Situation Attacks

Get Up: All Systems Functional!

MG springs up suddenly, sending enemies near him upwards. The hitbox isn't very large but the attack is quick to make up for it. 7%

Get Up 100%< : Defense Protocol VI

MG gets up, crouches and sends a blaster shot either side of him (in front of him first). This is similar to Falco's neutral B but lower and it does not travel as far. Speed is similar to Samus's gun pointing taunt. 9% (each shot)

Ledge Attack: Sweeping kick

MG gets up and swings his leg out. This will trip any enemies within range and allows MG to do as he pleases. 5%

Ledge Attack 100%<: Laser shenanigans

MG points his blaster arm over the edge and fires a shot similar to ZSS's neutral B but with slightly shorter stun and much less range. He then proceeds to climb up. This attack is pretty slow so a good opponent will see it coming and punish MG if the shot misses. 8%[/COLOR]

Final Smash: Clank's Aid


MG's 12 year old or so son Clank runs on stage quickly from the side and begins tinkering with MG's blaster arm for a few seconds (which MG is invincible for). Clank steps back, runs off and MG arm has been replaced with a huge death laser which MG will laugh evilly at. MG is then free to move normally unhindered by his weapon. Once B is pressed again, a crosshair will appear above the enemy MG is facing but tilting the control stick will change target. Pressing B again will cause MG to fire three series of laser shots with Falcon Punch like knockback in the direction fired with a half second interval between each firing. This may sound pretty mean (not as evil as the previous version though) but they travel at a speed which means with good timing, it is possible to roll/airdodge/spotdodge to avoid being hit. However, the shots are as fast as Falco's laser so timing is essential, messing up on one dodge will mean that the others are likely to hit as well (due to slight auto aim) - 30% (per shot)

Playstyle

Intro

Mighty Gazelle is a character who heavily depends on maintaining a high speed in order to get into position to attack and follow up. The one second acceleration time means that MG players either have to risk having to accelerate manually (by dashing) or using one of MG's speed boosting methods. He can start up combos and can finish them (to a degree) but really struggles offstage.

The Boost

Dashing is the simplest method but is also the longest and MG risks being attacked whilst building speed and will be unavailable to get to safety due to not being at top speed. A better option would be using the forward tilt which takes less than a second and can fend off enemies close as it's an attack. However, there is a slight pause between the attack and the boost which leaves MG vulnerable yet again. MG's back air also provides a slight boosting effect and takes very little time to do so a SHFF aerial would boost MG safely. It doesn't boost him quite to full speed though so doesn't provide instant results. It also depends on the player being competent enough to SHFF as doing a full hop will allow the enemy to punish MG using his fast falling speed against him. Fox's ftilt would be a prime example. MG's side special allows him to go beyond his dash speed and takes literally no time to carry out. However, this damages MG so overusing it will lead to early deaths. It is also difficult to control MG at these speeds, especially with his poor traction so falling offstage is likely. MG is also especially vulnerable offstage, so poor usage will lead to more deaths. This means players will have to choose the right boost for the right situation.

Approaching and combos

MG's airspeed is constant so aerial approaches are also a valid option. A SHFF fair or dair can start a decent combo as can his DACDS. Due to the late sweetspot of the fair, the attack should not be treated like Captain Falcon's fair. At low percentages, knockback isn't usually large enough to need a boost but will become needed at middle percentages. MG has a fair few approaches, he also has his projectiles and his low traction means it is possible to slide into a tilt. Continuing the assault is possible with the majority of MG's moveset as most have little start up lag and MG's speed (when maintained) means that they are easy to follow up. As many of his attacks send the enemy behind him so can take advantage of the attacks which turn him around or boosting in the opposite direction to cause some pain.

Killing and other tactics

MG doesn't have many finishers though. Despite being a fairly powerful character, he only has one vertical kill move (uair) so has to use it sparingly otherwise he'll have to depend on his down special and fair (sweetspotted) to kill at sensible percentages. His fsmash, ftilt and dsmash can also kill but require higher percentages to do so. His ftilt also has questionable range and is one option for boosting so is likely to become stale (unless playing Brawl+, fear Almas!). Upsmash is there to prevent nasty aerial moves such as Link's dair, it's practically a projectile so out-prioritizes most aerial attacks and can follow up into his utilt. His throws are more for getting enemies away from him than starting up combos or killing but his pummel is quite strong so can be used to build a little damage or refresh stale moves (*Brawl+ subliminal messages*).

MG does have two projectiles but neither are suited for camping due to long ending lag. Hit and run is a viable option though. Keeping MG at high speed allows him to outrun most of the cast (curse you Sonic!) and his boost allows him to go in there, attack and escape. This is especially useful against large slow characters as it increases the chances of some of his small hitbox attacks connecting. Ganondorf and D3 are perfect candidates for this. However, against faster characters, MG is fighting fire with fire and is likely to come off worst against characters with a constant high speed who can punish his boosting or make him overuse his side B. He's also very susceptible to being combo'd due to his fast falling ways and height although his nair can give him space if need be.

Weakness!

Another major weakness is his poor recovery. It's poor for horizontal recoveries due to pausing vertical movement for a split second but is pretty much useless for vertical ones. It is literally a third jump and MG's fall speed does not do him any favours. Onstage and in the air above the stage are where MG players should aim to be. He is prone to being gimped (potentially symbolising his E in body in F Zero X). There may be gimping potential in his down tilt (which causes a little hitstun) so hanging around the edge can be rewarding against characters like Fox (who MG has trouble against already) but there is always the risk of being knocked offstage, which is the last thing MG needs. His side Bboost can be used to recovery but only horizontally and his fallspeed does not allow it to recovery very far.

Summary

Overall, MG is a character who needs to stay onstage to survive and can use his speed to take advantage of slower characters. He has comboing ability and has a few good kill moves so doesn't need to build enemies up into the late hundreds to finish them. His main weaknesses are faster characters as his acceleration puts him at a disadvantage unless speed is maintained and characters who are good at gimping. He has generally good priority and quick attacks but this doesn't fully compensate for his bad recovery and being easily combo'd.

Bits and Bobs

Up Taunt
MG looks forwards and begins beeping for a bit then prints a fax from his chest.

Down Taunt
MG pulls out a gameboy and the first few notes of Big Blue's melody play (the SNES version)

Side Taunt
MG points his arm gun forwards and says “Stand back civilian)

Symbol: Same as CF

Victory Theme
Mighty Gazelle's Theme
http://www.dailymotion.com/video/x79n84_mighty-gazelles-theme_music

Victory Pose 1

Similar the image at the top with him holding his picture but MG speaks the line in a slightly mechanical voice.

Victory Pose 2

Clank runs on and hugs MG who hugs background

Defeat Pose

MG claps but it can be heard after the victory theme is played saying “I'm better off racing...”

Trophies

Mighty Gazelle
Clank's Aid
Clank
Red Gazelle

Alt costumes

Default (anime)
Red Metalled
Blue Metalled
Green Metalled
F Zero X style
F Zero GX style
[/COLOR]
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
BEINGS WHO ABUSE THEIR FREEDOM DO NOT DESERVE TO HAVE IT…


SPADEFOX​


Original Character: Originated in my MYM4-5 Story Mode, Playing God

Music You May Enjoy:
Blazblue: Queen of Rose
Sonic and the Black Knight: With Me
Final Fantasy 5: Decisive Battle (Helion Sounds Remix)
Final Fantasy 6: Dancing Mad (Helion Sounds Remix)
Xenosaga III: Promised Pain
Powerglove: Vanquish the Horrible Night
Viewtiful Joe 2: True Heroes

Background
Spadefox is a 21 year old Smash Bros player who lives in Vienna. He…wait, wrong Spadefox.

Spadefox is a black wolf-like creature whose age is well over 9000. In fact, he’s been around since the dawn of mankind. Master Hand crafted this sentient concentration of darkness using the infamous Shadow Bugs from Mr. Game and Watch to be the first of an elite council of planetary overseers known as The Sandbags (basically demi-God protectors of the entire planet). For a time, Spade performed his duties admirably, but as time went on he began to hate those loathsome creature known as “mankind” for constantly screwing up the entire ecosystem for the other denizens of the planet.

Eventually, Spade began plotting to usurp control of the planet from Master Hand and re-create the entire world into his own vision of utopia., with free-will regarded as an elite privilege, not a right. He eventually acquired a powerful artifact known as the Ultra Stone which game him power on the level of a God, and it is that this point that the other Sandbags and Master Hand were finally made aware of his evil scheme. The battle that followed actually caused even more harm to the planet that Spade had sought to protect, including the extinction of the dinosaurs. Spade was defeated and sealed away in a tomb in the core of the planet. In time, his efforts became nothing more than a myth…

Countless years later, Spadefox finally reawakened. He found himself face to face with a mechanical dragon that called itself Hyper_Ridley and lead an army of Space Pirates. Eternally grateful for being freed from his planetary prison, Spade quickly became one of HR’s most trusted allies and was soon acquainted with a sinister counterpart to The Sandbags: The Primids. It was not long after that Spade and HR started developing plans for their secret weapon in order to finish what he started, thus setting into motion the events of Playing God.

Personality
Spadefox is mostly a quiet, cold, and calculated being. He is adept at manipulating situations and other people to his advantage, and he tends to be rather reserved in displaying his emotions, with only a few “friends” able to see the subtle hints he gives off through his body language.

Of course, the few people and things he DOES care for couldn’t find themselves a better ally. Spadefox is extremely loyal to those he considers his comrades, almost having his own code of honor. Indeed, his love of his homeworld has remained one of the few things to stay intact after he was freed from his prison. To an extent, beneath that cold dark exterior lies a heart of gold, though one that has been twisted through eons of mounting insanity.

Abilities
Spadefox’s body is composed of smoke and shadows infused with Shadow Bugs. This allows him to employ a range of darkness-based magic, often to create a scythe-like weapon that he wields with high proficiency. The numerous tentacles protruding from his back are actually the result of his body’s own instability, but Spade is known to utilize these tentacles as melee weapons. Due to having a wolf’s body be used as the base in his creation, he also has natural sharp claws and teeth which are further strengthened with magical augmentations. In fact, his top two incisors are much longer than those found in normal wolves, giving him a bit of a vampire look when he opens his mouth.

Still with me? Great! Now that I’ve hyped up this character, let’s get to the actual moveset!



Ground Movement: 5/10 (Despite his powers, Spadefox feels no need to actually go on a bloodthirsty rampage against his enemy. At least, until he starts to build up his dash attack…)

Traction: 8/10 (The demon has gotten used to maneuvering with all those extra appendages, but he still has to deal with them.)

Attack Speed: 3/10 (Most moves tend to be somewhat laggy, but he does have his share of faster moves so that he isn’t completely helpless.)

Attack Power: 6/10 (Most of his attacks deal less than average knockback. In fact, many of his moves deal set knockback! In return, Spade’s attacks tend to dish out a nice amount of damage, often in the double digits or close to it.)

Range: 710 (Those tentacles, man. They’re really freaking long. Combine that with some other powers of his and he can cover a nice area with his attacks.)

Priority: 3/10 (Sure, he’s got a lot of disjointed attacks and grab-like moves, but also a lot that don’t, and the ones that don’t aren’t exactly good by any stretch of the imagination.)

Aerial Movement: 8/10 (Once he gets off the ground the Primid displays just how agile he can be.)

Jump Height: 4/10 (His midair jump is just as strong, er, weak. However, he has 3 midair jumps so he can get some good distance overall with his jumps.)

Fall Speed: 8/10 (While he isn’t a complete rock like that OTHER Fox in the roster, Spade still falls quickly)

Glide: 10/10 (Yes, Spade has a glide. And it’s even more controllable than Meta Knight’s! Once Spadefox gets some momentum he can practically attain true flight with this thing, being able to get all around most of New Pork city in a single glide)

Size: Spadefox’s main body (discounting his wings or tentacles) is about the same height as Ganondorf. Width-wise, besides being streamlined for performance like most wolves, Spadefox is borderline skeletal. While his wingspan is large, he’s intelligent enough to keep them folded when not in use so he still is only slightly wider than Marth, and they’re in the foreground/background when he uses them in his midair jumps. As for those tentacles, if an enemy hits one of them the tentacle will simply distort a little as it appears to be made of a gas with no damage to Spadefox. In other words, Spadefox’s tentacles cannot be struck unless they are being used in an attack, I guess because they solidify at that point.

Weight: Considering he’s almost all skin and bones, he’s kinda light, on the border between middleweight and lightweight.



Idle: Spadefox stands there very casually, his arms still at his sides as his fingers slowly twitch and his tentacles wriggle about. If a loud sound goes off in-game, you can actually see his ears twitch as he pinpoints the location of the noise. Spadefox’s scythe is nowhere to be seen. It seems he’ll be fighting with his bare claws in Brawl…

Walking: A casual-yet-confident stride forwards, around the speed of Link’s walk. At slower paces, he’ll have his arms crossed as he advances, not really caring about what’s going on. Or he’s just meta-mindgaming you.

Dash: In a literal change of pace, Spadefox starts running on all fours like a feral wolf, though his expression is still as calm as ever. This dash is nice since besides the increased movement speed (he goes around the same speed as Charizard’s dash), it keeps Spade low to the ground so he can theoretically dash right under some projectiles.

Crouch: Spadefox once again gets in touch with his animalistic side as he crouches down on all fours, looking similar to Wolf O’Donnell’s crouch.

Sleeping: He does not sleep. He waits.



Jab: Tentacle Flail
One of Spadefox’s tentacles will emit a purple aura before suddenly whipping forwards as far as a battlefield drop-through platform. It deals 3% with low set knockback, and there is below average startup and end lag. While the tentacle has abysmal priority, outprioritizing it will not damage Spadefox as the tentacle will just dissipate as Spade grows a new one. For the record, this phenomenon is referred to as “tentacle priority” and will be seen in other spots in the move set.

Of course, what would be the fun with a tentacle attack if we didn’t make use of the other 9001 tentacles Spadefox has? If you hold the attack button, more and more tentacles will gain the aura, up to 10 over the course of 2 seconds. They all attack simultaneously when you release the charge, so an enemy can destroy them all at once, but if you connect, the enemy can receive up to 30% if you connect with a full charge. And you thought jabs were meant to be weak moves!

Forward Tilt: Quarantine Claw
Spadefox is not very pleased with how easy it is to herd around the sentient life of this world. Seriously, one person posts a trap-character, then suddenly there are about 500 trap characters! Humans are like sheep, and since Spadefox is a wolf it makes it that much easier for him to suppress this problem, if not outright destroy it.

Upon inputting for this move, Spadefox pulls back an arm before swiping forwards with his black claws. This is like below average startup lag, and the slash deals 9% with knockback typically KOing around 195%, and it has a darkness attribute. The slash has low priority, and there is below average end lag to the move. Overall, a mediocre damage racker…

However, besides dealing damage, an enemy who is hit by this attack stars to bleed out from their chest, but not with regular blood, mind you. A dark grey gaseous substance slowly leaks out as though the enemy was a pipe that broke. For the next 7 seconds while they “bleed”, the victim cannot use any stage controlling moves, whether it be projectiles, summons, or those accursed traps. Now, be a good boy and come up with a more original playstyle, yes?

Please note that with all status effects in this moveset, unless otherwise stated they may all stack with one another, and the timers to the effects cannot be renewed until the effect has worn off.

Down Tilt: Shadow Crawl
Spadefox completely sinks into the ground until he appears as a circular shadow on the ground. While you hold the attack button, the shadow will begin to stretch in the direction Spadefox is facing at a below average speed. Upon releasing the attack button, Spadefox suddenly bursts out of the ground at the point the shadow had stretched to with a spinning uppercut that deals 13% with mediocre knockback, KOing at 170%, and it has a darkness attribute. He also will automatically perform the uppercut if he reaches the edge of the platform he is on or a wall. There is average startup and end lag to the move, and the uppercut has average priority. After completing the attack, Spadefox remains where he performed the uppercut as his shadow catches up to him during the end lag. As you’d probably guess, it is difficult to knock Spadefox out of this attack since he is just a shadow on the ground, but if you are able to strike the ground and hit the shadow, Spadefox will be launched out the ground with slightly more damage but the same knockback. Donkey Kong players should feel quite pleased with their character’s Down-Special right now.

Up Tilt: Provocation
Spadefox reaches out with a single paw in a motion that has decent range and average startup lag. If he misses, there is high end lag as Spadefox clenches a fist and growls. If he connects (this counts a grab), he will have the enemy in a chokehold as he says to them, “Stop hiding and fight me!” before casually tossing them away for 10% and set average knockback on a low trajectory, and there is below average end lag to this. For the next 5 seconds after this throw is performed, the enemy will have an angry-looking idle animation, and they cannot shield as they are attempting to show Spadefox their “real” fighting skills in a rather cocky way. Dodges can still be performed normally, but holding the shield button will not have the characters activate their shield or even go into the animation for it.

Dash Attack: Bloodlust
From his dashing animation Spadefox opens his mouth (what big teeth you have!) as he quickly leaps forwards as though he’s pouncing, going as far as Luigi’s dash attack on a low trajectory. There is practically no startup lag to this, though if he misses he stumbles about for a moment as he turns to his regular stance, giving him high ending lag. If he does in fact pounce on someone (his front claws and jaws are grab-hitboxes, but he does not get grab-armor for this move) he will pin his prey to the ground as he proceeds to sink his fangs right into their flesh. He does one bite of 8% and then he jumps the distance of a battlefield drop-through away from the enemy as they are in left in their lying-down-back position.

Of course, as the saying goes, if you give a wolf a taste they’ll just come back for more. After connecting with this move once, you can see Spadefox smirking a little and licking his lips slightly. Oh dear, I see where this is going. Each time you connect with this move, the speed of his dash will increase by 1/5 of its original amount, as Spadefox’s expression becoming more and more crazed with each successive use. If you manage to build it up 5 times, his dash will be twice its original speed as Spadefox has the most psychotic grin on his face and he’s slobbering all the floor. This comes at a cost, however; At this state of frenzied hunger, his only ground movement is through dashing, so you cannot use your FTilt, and your regular DTilt is replaced with Spadefox performing the pounce from his crouching position. While this dash attack can be useful, is it really worth losing other options to spam it? Spadefox will calm down if he goes 5 seconds without connecting with this move, which returns him to his default state regardless of how much of this move you had built up.



Forward Smash: Cancerous Breath
Spadefox pulls out a cigarette (fun fact: Spadefox is rather partial to the Gauloises brand) and while you charge the move, he takes a nice deep inhale from it. When you are finished charging, he then blows out a puff of cigar smoke that expands to cover an area depending on how long you charged, from the size of Kirby at minimum to the size of Bowser at maximum. There is below average startup lag as Spadefox takes out the cigarette and .5 seconds of end lag as he tosses it away

Any enemies who place their head into the smoke cloud will suddenly stops what they were doing and cough for .5 seconds. This even applies if the character is in the middle of an attack animation or shielding, making this a good interrupter move, though the enemy’s stun will wear off at the same time as the end lag so it can’t be used to combo. A character will still sweet-spot the edge if they touch it while coughing, so don’t think you can just do this next to the stage for an easy gimp.

Down Smash: Dark Tornado
4 of Spadefox’s tentacles will plunge straight into the ground, only to shoot straight up right in front of Spadefox. They reach as high upwards as Spade is tall as they begin to travel along the ground while swirling closely around each other like some sort of tentacle-based tornado. If you’ve beaten Resident Evil 5, it looks like that tentacle whirlwind attack that the final boss does (name concealed to prevent spoilers of course). Anyways, this “tornado” will spend 1 second inching along the platform at the rate of Ganondorf’s dash. Spadefox is immobile during this time. Anything caught it in its path will take 12% with knockback that KOs at 190%. This attack has “tentacle priority”. There is average startup lag to the attack and low end lag.

If you fully charge the attack, the tentacles involved will fuse together and change into an actual tornado made of dark energy. It’s the same size as Ganondorf and is disjointed. It sucks enemies into it like Ganondorf’s UTilt and blows them back out with 18% and vertical knockback that KOs at 150%. Other properties remain the same. Overall this is definitely worth the charge period as it’s a great spacing tool and a potential KO move.

Up Smash: Unholy Fire
Spadefox claps his hands together, bows his head, and begins concentrating (he sorta looks like he’s praying) as deep purple fire begins to envelop his main body. If you look closely, you can see Spadefox’s skeleton through the magical flames. After holding this pose for .5 seconds, Spadefox opens his eyes as the fire bursts outwards, taking up an area around his main body that has the radius the height of Marth. If any enemies should be hit by these flames, they take 12% (24% charged), and set knockback as far as ½ of battlefield’s main platform The fire is disjointed and there is average end lag as the fire disappears into harmless vapor.

Besides damage, your opponent is actually in store for a pleasant surprise. You see, the last 3 different moves that they performed will have been powered up by the dark fire. Those moves will now deal 1.2 times damage and knockback, and they have a darkness attribute attached to them. If one of those moves was a darkness attack, it just gets the power boost. This boost stays active until the end of their current stock, and if they get by this move again, they can potentially get even more attacks powered up AND they can have as many affected by this as possible. Why on Earth would you want to make your enemy stronger…?



Neutral Aerial: Biting Sarcasm
Spadefox simply leans forwards slightly while taking a harsh bite. This has above average startup lag, low end lag, and below average priority. If Spadefox hits someone with the bite, they will take 13% with average knockback (KO at 165%), and he will yell out “Wow, great job dodging my telegraphed attack!” Spadefox’s sarcasm hurts the enemy’s feelings so much that a cartoon-styled raincloud of sadness appears over the enemy’s head and follows them for 7 seconds. During this time, all of their attacks deal half damage and knockback due to not having the motivation to put all of their strength into the moves. They also have a new depressed-looking idle animation.

Wait, doesn’t being depressed kinda contradict the arrogance the enemy feels after being hit by the UTilt? Well, if you manage to get both of these effects onto the enemy at once, they are replaced by a new effect: The enemy is utterly terrified by the Primid leader! Besides having a fun new idle animation (Ganondorf just looks grim, while Luigi actually holds his head and cowers), all of the enemy’s jointed attacks have absolutely no priority. This lasts for 7 seconds, and during which time the regular effects of Spade’s UTilt and Nair cannot be placed upon the victim.

Forward Aerial: Wing Coffin
Spadefox spreads his wings as far out to his sides as possible, and then he swings both of them forwards as they fold over his front and cross over each other. This move has a weird hitbox due to the shape of his wings but overall covers a nice area in front of the Primid. This has average startup lag, and the wings have low priority.

If Spadefox hits an enemy with the wing-clap, they will take 10% and be knocked towards the vile creature as he grabs them with both of his claws while keeping his wings wrapped around himself and the enemy, the whole thing appearing like a dark embrace. We can see some purple energy course over the bodies of both combatants for .6 seconds, and then Spade blasts the enemy away from his body for set knockback as far as 2/3 of battlefield’s main platform. Spade’s aerial momentum stops when he performs this part of the attack, and there is average end lag regardless of Spadefox hitting the enemy or not with the initial wing-clap. After being blown away, the enemy has the purple energy continuing to course over their body for 6 seconds. During this time, the enemy cannot perform spot-dodges, rolls, or air dodges. If you were the victim of this attack, I highly suggest you try to remain out of the air, as you can still shield on the ground at least.

Back Aerial: Whiplash
The evil overlord lashes one of his many tentacles backwards, covering the distance of one of battlefield’s drop-through platforms in an almost purely horizontal path. This has average startup lag, low end lag, and the tentacle has that special “tentacle priority”. It deals 5% with flinching knockback to anything caught in its way. However, a hard, red, stinger has formed on the tip of the tentacle for this attack. If you are able to strike your enemy with the stinger, they take 9% and knockback that KOs at 180%. Additionally, the stinger siphons out some of the enemy’s blood into Spade, which is stored in his body until the next time he uses an attack with tentacle priority. In that case, the tentacles involved will have a red electrical aura around them, which causes them to have better than average priority instead of their normally horrible priority.

Up Aerial: Black Light
Spadefox faces the screen and holds his hands above his head as a glowing sphere of black energy forms between his hands. It is the size of a party ball. After holing the sphere for .4 seconds, Spade then swings both arms downwards, which causes the sphere to break apart into a ring of black-colored lightning that encircles his entire main body with the bolt as thick as the ones from Pickachu’s Thunder Jolt. Both the sphere and the lightning ring afterwards are disjointed hitboxes that deal 10% with knockback that KOs at 180%. Besides damage, the electrical energy will stick to the foe for 6 seconds, preventing them from using attacks with a darkness attribute during that time. Interestingly enough, this attack has a darkness attribute itself. Below average startup lag, average end lag.

Down Aerial: Spade Invaders
With below average startup lag, Spadefox dashes forwards as far as 1/3 of battlefield’s main platform, just being a blur the entire time. Spadefox’s main body is a low-priority hitbox that deals 6% and flinching knockback. As he nears the end of his path, he’ll then perform a second, shorter dash straight downwards as far as Mario is tall for the same priority, damage, and knockback while turning around, putting him in good position to potentially score another hit, especially when combined with the move’s low end lag, in the air at least.

If Spade hits the ground during the downwards dash, he stick his claws into the ground as an explosion of dark energy bursts from the ground and covers an area the size of DK around his main body. This explosion is disjointed and deals a respectable 10% with set vertical knockback that is triple Ganondorf’s height, and it has a darkness attribute. The burns caused by the explosion make it very painful for the enemy to dash or jump. In fact, they’ll take 4% every time they do one of those things! This goes for midair jumps too, and the effect lasts for 8 seconds, which is quite the annoyance when you consider how vital short-hopping can be to some characters. There is above average end lag to this portion of the attack.

Glide Aerial: Silver Bullet
While in the middle of his glide, Spade wraps himself up in his tentacles and spins around rapidly in a drill-like fashion as silver-colored energy surrounds him. He travels in the direction he was facing at a nice speed as far as a battlefield drop-through platform, and then he exits the attack, having low lag on either end. His body is a low priority hitbox that deals 8% with knockback that KOs at 200%. Additionally this causes the enemy to be covered by some of the energy surrounding Spade, which causes their fall speed to be like playing in a low-gravity special brawl for 7 seconds. Spadefox is controllable as soon as the attack ends, but he may not re-enter his glide while he is still airborne.



Neutral Special: Unintelligent Design
Spadefox holds one hand against his chin in a classic thinking position with his eyes closed. What is he thinking? Perhaps he’s contemplating the meaning of life. Maybe he’s plotting evil schemes to bring down Master Hand. Maybe he’s just thinking about food, who knows what goes on in the mind of a supernatural villain.

After thinking for about .65 seconds, Spadefox will suddenly thrust his thinking arm forwards while yelling “Got it!” As he does this, anybody near Spadefox’s in an area the size of Bowser will be held in place for .5 seconds as shadowy energy flows from their bodies into the demon wolf. Oh don’t worry, this won’t deal any damage or true knockback, Spadefox is just taking away those complex ideas in your feeble minds so that you don’t hurt yourselves with them. In other words, all overarching special mechanics will cease to function for the next 5 seconds for the victim(s) of this attack. This move also completely refreshes the timers on any status effects the victim may have, giving it some use even against opponents who don’t have mechanics.

Side Special: Reversal of Fortune
Spadefox snaps his fingers with below average lag on both ends as the music begins to play in reverse. Well that’s awkward. However, the really interesting part happens when you try to attack. Besides the music, the attack animations of all characters and summons, including Spade are reversed! Suddenly, Ganondorf’s UTilt comes out fast but is highly punishable! With multi-part moves like Snake’s FTilt or jab combos, the individual phases of the attack still go in order, so with Snake’s FTilt you’ll have to cancel into the second part before the first part’s hitbox even comes out (Oh noes! The first part’s broken hitbox isn’t being used!). With moves that move your character around like most Up-Specials, the attacks movement trajectory doesn’t change, just the animation. This effect lasts for up to 7 seconds, or Spade can cancel it early by performing this input again. Once the effect ends, Spade’s eyes turn a deep red and he has to wait another 30 seconds before this move is “recharged”.

Up Special: Necessary Sacrifice
Spade faces the screen and begins to gather energy into his wings while concentrating. After .55 seconds, he quickly spreads his wings while releasing so much energy through them that his wings actually “explode” and turn into smoke trails. The hitbox for this move is the area that wings take up as they explode (one wing on each side for the record), and this is a disjointed hitbox that deals 16% with knockback that KO at 180%. This move has low end lag, but there is a price to pay for using this attack. See, it takes 7 seconds for Spade’s wings to regenerate from their vaporous state, and during that time Spade cannot use this attack, his FAir, midair jumps, or glide due to these actions utilizing his wings. This is best used as a desperation move when you’re at dangerously high percents where recovery won’t matter, as this will at least put a big dent in your opponent’s damage too. And no, this move does not have any recovery purposes. Isn’t 3 midair jumps and the best glide in the game enough for you?

Down Special: Soul Harvest
Spadefox pulls both arms over to one side of his body as dark energy swirls around them and his scythe materializes in his hands. This has the startup lag of an Ike FSmash, and then Spade swings the scythe horizontally with the range of Marth’s Shield Breaker. His scythe is naturally disjointed and has a darkness attribute. If it misses, there is average end lag as it disappears, but if it hits, it deals no damage…or knockback…or hitstun. Um, what?

Well you see, Spadefox isn’t aiming for the enemy’s physical body, but their very soul! If Spade connects with the initial scythe swing, you will see a transparent copy of the struck character caught on the blade of the scythe as Spadefox tosses it backwards to dislodge the soul as the scythe disappears. This is equivalent to average end lag, but Spadefox has full invincibility during this time.

The soul acts like a level 6 computer who always playing defensively, while the character’s actual body is free to move around like normal. While it always takes knockback like it was at 0% damage, it actually has HP! The amount it starts with depends on how much damage the actual character had when struck; A soul has 100 HP if the body was hit with less than 50% damage, and has 25 less HP for every 50% damage the body had up to 150%, making the lowest HP the soul can have be 25. If the soul’s HP reaches 0 or is somehow KO’d traditionally, the actual character instantly dies like they were KO’d in a stamina match. If the physical body is destroyed, the soul will disappear like nana and have its HP reset when the character respawns. Besides this, all of the status effects the physical body had when struck are actually transferred over to the soul when it’s released. The body loses these effects for the time being, but the soul has them permanently while it is out of its body.

Besides the soul actively trying to stay away from the demon wolf, the physical body can reunite with its soul by grabbing it. This will cause the body to absorb the soul over .7 seconds, and they both have full invincibility during this time with no end lag. When the soul is reabsorbed its HP is reset, and the status effects it had completely vanish. A soulless body is immune to Spadefox’s scythe, but if Spadefox manages to hit a bodiless soul with this attack, he will perform a similar animation as when he first caught it, which deals 17 damage to the soul’s HP.



Grab Animation
Spadefox gathers golden-colored energy around several of his tentacles as he prepares to strike. After the same amount of startup lag as a Falcon Punch, he plunges the affected tentacles into the ground and they instantly sprout out of the ground around the nearest enemy, ignoring any summons in play. The tentacles then wrap around the enemy like a snake constricting its prey as the enemy struggles to get free.

While this grab is pitifully slow in startup time, it does have low end lag as the tentacles just reform themselves at Spade’s body. The primary advantage of this grab is that it has infinite range, even going after an enemy in the air as the tentacles just emerge from some dark portals. Of course, besides simply interrupting the animation, all the opponent has to do is spot-dodge right as the startup lag ends to avoid the hitbox portion of the animation. Hmmmm…

When performing this grab from a dash, Spadefox will instantly stop in place and perform the grab as described above.

Pummel: Enough of You
The tentacles wrapped around the enemy suddenly toss the victim upwards for 7% and vertical knockback that KOs at 210%. Wait, knockback? On a pummel?

That’s correct. In fact, Spadefox’s pummel is the only move from his grab position that releases the enemy after it is performed. Essentially the roles of his pummel and throws have been reversed. If the enemy escapes from the grab while Spade is performing one of his “throws”, he will still complete the animation as they break free from the grab tentacles and are free to move around.

Forward Throw: Show of Disrespect
Spadefox inhales before spitting out a small purple ball of purple saliva that slowly bounces across the stage, the height of its bounce as high as Luigi is tall. This takes .5 seconds to complete the “throw”, and the spit-ball will not disappear until it leaves the screen or hits an obstacle, having good priority. If it hits an enemy, they will take 7% with flinching knockback (no knockback if it hits the grab-victim), and due to the disgusting saliva covering their body, the enemy will have their movement speed and aerial mobility reduced by 1/3 for 6 seconds. This is a pretty weird “projectile” considering you can’t camp with it due to being a part of Spadefox’s throw-game.

Back Throw: Lustful Drain
Well isn’t this a peculiar move; Spadefox reaches out with both claws for decent range and low lag on either end. This has a grab-hitbox, and if he catches someone he will pull them in close to his body. If he actually has the original grab victim in range to perform this move on them, he will temporarily release them from his tentacles as he does the next part of the move.

If Spade caught a robotic or genderless character, he shall sink his teeth straight into the victim’s circuits, draining them of their energy. This deals 12% over 1 second, and then the Primid tosses them away the distance of a battlefield drop-through platform. For the next 3 seconds, the character will be unable to use any of their attacks except for grabbing (but they can’t throw afterwards).

If he catches a female character, he looks at the enemy for a moment before sticking his tongue in disgust. Then he proceeds to stab the victim through the back with some more of his tentacles, dealing 18% before Spade tosses his foe behind himself with set knockback that travels as far as ½ of battlefield’s main platform. This throw animation takes 2 seconds

If he catches a male character, he proceeds to suck out their life force…through their mouth. Didn’t see that coming from a mile away. Besides giving yaoi fans, gays, and furries some material for sexy pictures, this variant of the attack deals 10% over 1.3 seconds, and heals Spadefox for 10% as well. After he’s had his way with the victim, Spade will casually shove the enemy as far as Marth’s sword reaches, a smirk on his face as he does so.

With all versions of the attack, right after the victim reaches the end of their set knockback, if they were previously ensnared in Spade’s normal grab, they will instantly be placed back into a grab position with the grab timer reset. However, because they are pushed farther away from Spade after being struck by this move, they cannot be caught in this attack again. Any wall infinites that could theoretically result from this move don’t count since walls are banned in tourney stages anyways, lawl.

Up Throw: Deathly Shriek
Spade rears back his head and lets out a blood-chilling howl, creating a screen distortion around his main body 1.4 times the size of Bowser. This is a disjointed hitbox that deals 8% and knockback that KOs at 199%, though if he hits the grab-victim the knockback won’t be dealt of course. Pretty mediocre when you consider that the move has average startup and end lag and the hitbox only lasts for the first few frames of the howl.

However, the real use of this move comes into play when you have an enemy under the fear effect from the UTilt/Nair combo. Enemies who are afflicted with it can be affected from twice the regular range of the howl, and they get a shiny new status effect if they are struck. They were already so afraid of Spade to begin with that his unholy cry ends up literally chilling their blood to the point of freezing. The enemy will be completely frozen whatever pose they were in for 3 seconds, even floating in midair if need be. After this time is up, or they are hit by an attack that deals knockback, their blood will finally thaw out as some red mist is seen emitted from their body. This effect replaces the fear status, so keep that in mind before casually throwing it out.

Down Throw: Tentacle Anchor
Spadefox plunges another of his tentacles into the ground only for it to emerge right behind the Primid, poking out of the ground as far as Olimar is tall. This process takes .46 seconds. Once the enemy breaks out of the grab, the tentacle will remain where it was while Spadefox is free to move around like normal, with the portion of the tentacle attached to his body simply going into a portal of he leaves the ground. When an enemy passes over the tentacle sticking out of the ground, it will wrap around one of the enemy’s legs. It will remain attached to them for 6 seconds, and during that time the tentacle will keep them bound to the ground, preventing them from jumping or leaving the ground with their attacks (so for example Mario’s up-special will be him performing his jumping animation in place). The enemy can still walk and dash on the platform, the tentacle just slinks along through the ground with them. The tentacle will disappear if the enemy is hit by an attack so they can receive knockback. Only one of these tentacle traps can be on the stage at once, if Spade goes to make a new one he will simply retract the old one in the process. They can also be destroyed with any attack with above average priority.



Get-up Attack (Either Side): Walk in my Shoes
A thick cloud of smoke envelops Spade and the character who knocked him over, and after the smoke clears in a few moments, we see that Spade and his enemy have swapped places! Now Spade is freely standing (or in the air) while his opponent is lying on the ground in the same position (front/back) as Spade was. Considering how fast this all happens, this can be very helpful in the right situations, but it’s usually just a fun novelty power.

Ledge Attack: Razor Petals
Spade hoists lets go of the platform with one hand and forms a rose with black petals in that hand. He then holds onto the rose with his teeth (sorry ladies, he’s not trying to swoon you over) as he climbs up to the platform. This whole process takes just over a second, but Spade has super-armor the entire time. Spade keeps the rose held in his mouth as he is controllable like normal until the next time he is either damaged or he power-shields a melee attack. If it’s the latter, the petals fly at the attacker and pierce into their body, dealing 5% and flinching knockback. This is a good defensive tool for close-range, but projectile characters can easily counter it. Spade will also lose the rose if he does any biting attacks, for obvious reasons.

Tripped Attack: I’m Starting to Get Annoyed…
Spadefox clenches a fist and makes a disgruntled growl. This takes .6 seconds, and then he quickly hops back up to his feet. Spade has super armor during this attack and if an enemy touches him, they will automatically perform a backwards roll out of fright. Overall, a pretty simple attack, meant to give Spade some breathing space when Sakurai decides to take a dump on him without causing direct harm to his opponents either. Take that random factors!



Evolution

We see blood-red energy coursing over Spade’s entire body, tentacles included, as he yells out “Now is the dawn of a new age!” He spreads his wings and arms as a bright flash of light blocks out the entire screen for a moment. When the light goes away, we find ourselves in a new environment: A fiery, underground cavern similar to the last section of Castle Siege, with a single platform as large as Final Destination. Spadefox is nowhere to be seen at the moment, but after 3 seconds pass in this area, some metallic claws grab hold of the platform, and Spadefox pulls himself up from the background…



Yikes! This is the form Spadefox took when he acquired the Ultra Stone during his first attempt to rule the planet. He’s massive, comparable to Kraid from Melee, and you only see the top half of his body due to him situated in the background behind the platform. He still has a bunch of black tentacles piercing through his armor-like skin, and he’s got nine tails which look more like a lizard’s than a canine’s. Anyways, you get to spend a full 17 seconds in this form with your own (everyone say it with me now!) small moveset of brokensauce.

Jab: Tentacle Wall
Spadefox slams 1 of his tentacles on each end of the platform, taking up ½ of the total space available overall. This deals 35% with knockback that KOs at 50%. Average startup lag, low end lag. This is primarily used to herd the opponents towards other attacks in Spade’s arsenal.

Any Direction + Attack: Searing Breath
Spade points his head in the direction you indicated and lets loose with a massive stream of fire. It takes up an area twice the size of Bowser when it reaches the platform. Spade then quickly sweeps the fire to the opposite side of the screen from where he started, mirroring the direction you at first input. The fire stream is disjointed and deals 18% with knockback that KOs at 105%. Above average startup lag, but low end lag.

Neutral Special: Ravenous Hunger
Spade opens his jaws and begins to suck up the air in a Godlike version of Dedede’s neutral special. The vortex of air sucks enemies towards his mouth (positioned at the center of the screen) at the rate of Ganondorf’s height per second. If someone manages to be sucked all the way into the cyclone of air leading into Spade’s mouth (it’s as large as Jigglypuff), they’ll be flung off the platform and into the hungry Primid’s belly. Spade sucks in air for 2.5 seconds, and if he caught some enemies (summons can be eaten as well), he will then spit back them out onto the platform, dealing 20% and leaving the enemy lying on their back at the side of the platform with less characters nearby. This attack has average startup and end lag.

Side Special: Dancing Inferno
Spadefox gathers energy around his body before releasing an intense wave of heat from hid body that takes up the entire platform before disappearing. It functions remarkably similar to Tabuu’s Off Waves, which means that you can dodge it the same way. If you are struck, you don’t take any immediate damage, but instead your character will actually catch on fire from the searing wave. This will cause your character to dance around in a panic like they have a super-spicy curry, but they don’t breathe fire; they take damage themselves from fire at the same rate as super-**** curry can deal it! The effect lasts for 5 seconds, which will be more than enough to rack up a lot of damage. This effect can actually be refreshed if the victims happen to be hit again while the effect is going on, but they are still allowed to spot-dodge, so they can potentially escape a second hit.

Up Special: Spirit Ray
Spade’s 4 eyes begin to glow as a sphere of energy the size of DK forms in the center of the stage and begins to slowly home in on the nearest enemy. It lasts for 3 seconds and has no priority. However, if you are struck by it, expect to take 20% with flinching knockback. To give you all the more incentive to avoid this attack, if you are hit by it, a blood-red fog surrounds you, which causes you to take the damage and knockback of all of your own attacks! Come on, do a Warlock Punch, I dare you! Average lag on both ends of the move, and once the sphere is formed the Primid is controllable again.

Down Special: False Generosity
Spade begins to think for 1 full second. When this is up he shall snap his fingers and chuckle for a moment, but seemingly nothing has changed! Well you see, one of the other players has just gained full super-armor for 6 seconds. Who it is, is determined by inputting a direction on the control stick as the thinking animation is over: Left for player 2, up for player 3, right for player 4, with these slots being replaced in the event of one of those players being the one to use the final smash. If no direction is input, nobody gets any super armor. This can be used to protect someone who is about to be KOd so you can get their kill, or of course to provide extra defense for a teammate.



General Strategy
So, the mighty Spadefox himself has decided to grace MYM with his presence. Probably going to have no trouble destroying everything in- what do you mean he has trouble approaching?!

Yes, it seems that Spade’s approach unfortunately can be compared to Ganondorf or Captain Falcon, in that it’s pretty difficult for Spade to get into fighting range for his melee attacks. He has few fully safe moves, and those tend to have worse priority than the norm. His “best” approach tactics include short-hopped DAirs for the ground-blast or as using the high range of his FAir combined with his superb aerial movement to retreat if you botch it, but these still aren’t amazing. Against campers, you can use DTilt and Spade’s dash to try and dodge projectiles while closing the gap, but these are ground moves in contrast with Spade’s superior aerial approaches, and Spade has no projectiles of his own besides FTrow. Don’t think you can just sit back and spam grabs; you’ll either be interrupted with a projectile or the enemy will just side-step it.

Okay, so Spade is clearly a bottom tier character considering he shares the same major flaw as the two worst characters in the game, right? Well, here’s thing. You see all those status effects Spade can dish out with most of his moves? All he needs to do is land a single hit. Just ONE successful attack, that little spark of momentum, and suddenly he’s in full control of the flow of the match. Your opponent loses some of their options (potentially something integral to their own strategy) and it’s that much easier to land another hit and add more problems to your victim. Of particular note is his Fair, which takes away evasion moves, being “combed” into his UTilt, which is a grab and takes away the ability to use shields. Or you could just use his Fair to set up for Spade’s actual grab game for more options like a projectile of sorts (FThrow) or a trap-type move (DThrow). Sure, all these effects will go away over time, but by the time the old ones leave there will just be new ones to take their place. Really, once Spade gets in a clean hit his opponent will be too busy trying to survive the onslaught do even attempt to mount a counter-offensive, and when you consider how damaging some of Spade’s moves can be, he’ll have no trouble brining the opponent up to KO percents.

At least, if he didn’t have poor KO potential. When many of his moves deal flinching or set knockback, and his other moves KO until 170% or later, he’s gonna have some trouble sending the enemy off-screen. Gimping isn’t necessarily any easier. One really sneaky trick is to power up the enemy’s recovery move with USmash only to lock-out the move with Uair, thereby giving them no chance to recover even if they survive one of Spade’s “KO moves”. However, who needs these when Spade’s got his own method of finishing off his opponents! More specifically, scoring stamina-style KOs through Soul Harvest. While you can technically attempt this move the moment you sufficiently reduce your enemy’ defensive options to attempt killing their soul, it is still in your benefit to rack up damage beforehand so the soul has much less HP to diminish. Remember, the body of the opponent will be attacking you while you’re busy fighting their soul, so reducing the amount of “extra” damage you have to inflict will be a tremendous benefit.

While it may be difficult for Spade to make an approach, his own defensive options are respectable. His tentacle moves are all good spacing tools, FSmash and his Ledge Attack are good for interrupting or dealing some extra damage to a shielded attack, and moves like his Uair and Dair are good for escaping or simply covering an area around Spade. On the other hand, he has a lack of anti-air options from the ground considering that even his UTilt and Necessary Sacrifice are mainly horizontal attacks. Spade’s height combined with his fast fall-speed means that he’ll be eating combos while his weight means that it won’t be long before those combos put him into KO range. But if Spade does survive, he’s got a fantastic recovery with 3 midair jumps and a God-like glide. And of course, if he does manage to defend against an attack with a status-inflicting move, that gives him a chance to switch to offense mode.

Overall, Spadefox is a character who will start out like Roy. Casuals will find his status effects broken and play him for the “cool” factor while competitive players will shove him aside for his Ganondorf-like approaching problems. However, once his insane pressure game is developed by high-level players, combined with his decent defensive options and amazing recovery, his tourney performance will jump way up as the good players with him are able to make semi-competent approaches. Spadefox could very well be the first Smash Bros character to go from Garbage Tier to High Tier, but his speed and priority issues are large enough flaws to prevent him from being a Smash God.

Matchups
Vs Wario: 60/40 Spadefox’s favor
Wario has no projectiles for traditional camping, but he is capable of “air-camping” with his amazing aerial capabilities. Unfortunately, spending so much time in the air makes him a prime candidate for Spade’s Fair, which when combined with Wario’s lack of projectiles makes it somewhat easy for Spade to transition right from a FAir to a grab. This allows Spade to potentially keep Wario on the ground with his DThrow, making it even easier for him to keep up pressure. And of course Spade’s Dair will make it so Wario takes damage every time he wants to use his aerial game even if he successfully evades a blow. The main thing Wario has going for him in this matchup is that his soul will be prone to air-camping when released, making it somewhat difficult for Spade to deliver the final blow unless he gives the soul one of the previously mentioned crippling statuses. Overall, Wario’s extreme reliance on his aerial game is what puts this into Spade’s favor, but the potential difficulty in dealing KOs is what keeps it from being too far out of balance.

Vs ROB: 80/20 ROB’s favor
Like most characters with nice projectile games, ROB will be camping Spade while he tries to approach. Spade’s dash is not an option since ROB can just angle his Robo-beam downwards to keep Spade from going underneath it. Spade’s FTilt will be very useful by taking away ROB’s projectiles, but ROB can still pick up and throw gyros if they’re already in play, and they make a nice versatile tool for getting away from Spade’s rampages along with Robo-Burner to just stall in the air while the status effects go away. While ROB’s mediocre DAair prevents him from exploiting Spade’s poor anti-air capabilities, he’s still capable of making his own approaches against Spade considering his decent speed and priority. Overall, ROB is the closest thing to a perfect counter against Spadefox, having an answer to Spade’s primary strengths while being able to capitalize on his key weakness.

Vs Lucario: 60/40 Spadefox’s favor
Ah, our first character to fall prey to Spade’s Neutral Special! When hit by it, Lucario will lose his aura multiplier so he’ll be stuck with weak attacks while the effect lasts. While this Lucario a little more room for combos even at high percents he’s still much better off with his multiplier intact. Lucario has some nice disjointed hitboxes and Aura Sphere to help him defend from Spade but overall Spade doesn’t a huge amount trouble getting in that initial hit. Lucario also has some trouble killing Spade due to his laggy finishers but Spade can just soak up small hits while he takes out Lucario’s soul. This isn’t a majorly problematic matchup for Lucario but it certainly could be better.

Vs Ganondorf: 90/10 Spadefox’s favor
Spade already has a huge advantage through his Uair. If he hits Ganondorf with it, Ganon just lost his recovery move, his important side-special, a decent approach, and a decent finisher (FSmash). If Spade hits Ganondorf with his Fair there is basically nothing Ganondorf can do to prevent a grab due to his lack of projectiles and poor movement speed. While both characters are bad at approaching, Spade can at least make it mean something when he succeeds, and to top it off Spade can better defend against Ganon’s own approaches. Really, anything Ganondorf can do, Spade improves on while eliminating most of the problems with this character. Next!

Vs Guntz: 65/35 Spadefox’s favor
Okay, so Guntz is pretty sluggish, but he’s got a variety of projectiles and trap moves to help him camp like his Godly DTilt, as well as insane power that can take out Spade in a few hits. If Spade can land an FTilt he has this match due to having little trouble dealing with Guntz’s limited close-range moveset, and Guntz is light so Spade might actually score outright KOs! If there’s anything Spade needs to watch out for, it’s Guntz’s good grab-game, but one advantage isn’t enough to negate being nearly completely demolished through one attack.

Vs Hyper_Ridley: 50/50
Forget Anikan vs Obi-Wan Kenobi, this is the REAL battle of friends! First off, it is a very bad idea for Spade to use his neutral-special on HR since that would take away the energy cost he needs to use some of his stronger attacks. HR’s mechanic forces him to remain somewhat aggressive with slower attacks to build power while Spade can use his defensive game to drive back HR. Of course, HR still has plenty of viable options with no energy cost such as his grab-like FTilt, his absurdly long range with his regular grab, and lingering disjointed hitboxes in his dash attack, FAir, and Uair. This makes it difficult for Spade to perform his own approaches, and since HR has some pseudo projectiles of his own he is better at forcing the approach. If Spade does make an approach he can bombard HR with attacks due to the dragon’s slow attacks and large size, making it easy to get him to the 150% needed for a weakened soul. However, when the soul is out that leaves Spade to deal with two powerful ranged attackers at once. On the other hand, HR is easily gimped when low on energy while Spade can avoid HR’s normally good edge-guarding skills with his glide.

When the smoke clears, the winner is…well, actually, the two seem to be fairly evenly matched. Spade can decimate HR the moment he gets an opening, but HR is adept at keeping Spade from getting that chance. Spade can build up HR’s damage very quickly while HR can try to use Spade’s own finishing move against him. This matchup pretty much emphasizes all of the important aspects of Spadefox’s playstyle, so if you want to see how good you are with him, go a few rounds with his buddy.

Vs Mewthree: 65/35 Mewthree’s favor
Like Wario, Mewthree relies on his air-game, making him susceptible to the same weakness Wario has. Mewthree is also much lighter than Wario, so Spade can feasibly score direct KOs. However, Mewthree has much better range than Wario to help him keep his distance, as well as being able to stick to the ground in order to use pop-ups on Spade before actually going into the air. Mewthree is also further protected from Spade’s Fair due to his “aerial shield” midair jump. Sure, Spade could try to play defensively, but that’s difficult when Mewthree has a quick Dair to attack from above (which Spade hates), as well as an UThrow that makes it very easy for him to gimp Spade, AND his Nair and several projectile-type moves for stage control and forcing an approach. Overall, Mewthree is able to avoid Wario’s fate by simply having more ways to negate Spade’s strengths.

Vs Rail Forlde: 100/0 PK-ow’s favor
[Matchup removed due to legal issues]

Vs Ryuk: 80/20 Ryuk’s favor
Like HR, it is a bad idea to use Spade’s neutral special in this matchup, as it means Ryuk can freely score KOs without his Death Note. Having said that, Spade still has some serious issues in this matchup. Ryuk’s invisibility combined with his quick attacks means that it’s extremely difficult for Spade to approach him, but Ryuk is free to combo Spade to hell and back. If Spade tries to play defensively Ryuk is free to use his Dair and DSmash for stage control, and the threat of writing into the Death Note allows Ryuk to easily force approaches. Considering Spade’s light-weight Ryuk can possibly do o-death combos without any regard for the laws of the Shingami Realm. If there’s one bit of good news for Spade, Ryuk’s soul has no death note and is actually in a perpetual withdrawal state, giving him an easier time delivering the final blow if he ever makes it that far.

Vs Acid Seaforce: 55/45 Spadefox’s favor
Seaforce is content to just camp Spade with acid damage, and he’s got plenty of defensive tools to stop approaches. Spade is very adept at keeping up momentum once he gets it due to Seaforce’s size, though once sufficiently damaged Seaforce won’t be easy to finish off due to his soul sticking with the camping strategy. On the other hand, Seaforce sucks at regular KOs and he can’t easily gimp Spade due to his glide. There really isn’t much to say about this matchup, quite ironic considering the combatants.

Vs M. Bison: Yes/Yes Delicious’ favor…65/35 M. Bison’s favor
Bison has some nice stage control options in order to force an approach. However, his attacks are a bit laggy, giving Spade an easier time to pressure Bison when he does get in. Bison does have some options to block these attacks, mainly his Fair and Uair. Even if he is hit by Spade’s FTilt, Bison isn’t completely helpess with just his melee attacks, as he still retains his good aerial game as well as a decent grab game. In fact, it may be better for Bison to be the aggressive one! Spade’s defensive options, while they are decent, are just that: decent. If Bison hangs back and summons one of his dolls through his down-special before going on the attack, Spade’s defense isn’t enough to handle two opponents by himself. This allows Bison to more easily use his nice damage-racking game augmented with his dolls and utilize his stage control moves to prevent Spade from retreating. To top it all off, when Spade does finish off one of the dolls they can easily KO Spade with their desperation attack, and then Bison can stick to playing defensively for the rest of his current stock. On the bright side for Spade, the dolls are able to be inflicted with status effects like a regular character.

Vs Kangaskahn: 55/45 Kangaskahn’s favor
Spade’s netural special is something to consider in this matchup, as it allows you to score KOs through taking out the mother. Considering how she has no recovery, Spade can just casually toss her off the stage and taunt spam. Of course, this isn’t easy to do, considering mother-kangaskahn is good at baiting and punishing approaches with that little brat of her’s. Spade can’t afford to mess up a lot of approaches considering how powerful mother can be, though if he can separate the baby things become much easier. In fact, in addition to the baby sharing all the status effects with the mother, both the mother and the baby can have their souls stolen separately with Spade’s down-special, which is especially potent when you consider that the mother has no grab of her own to reunite with her soul. Overall, Kangakahn wants to be a little more cautious in this matchup, as any momentum Spade build up will be next to impossible to lose once he seperates the parent from the child, but her raw ability to punish mistakes keeps this an even matchup.

Vs Little Mac: 70/30 Little Mac’s Favor
Spade’s neutral special takes away Mac’s heart meter, don’t use it. Anyways, Little Mac is similar to M. Bison in that he is capable of forcing approaches but is also fine with going on the offensive. Little Mac is probably better letting Spade come to him at first and punish Spade’s predictable approach with Tagging Punch to get stars. Once that’s accomplished, Mac can start to be more aggressive, using his aerial game for damage racking while using his ground game to keep Spade from making a comeback. Spade won’t take much abuse before being vulnerable to a 3-star uppercut, but be sure to use it sparingly so Spade doesn’t lock it out with an USmash - UAir combo. Granted, if Mac is reckless he could see himself with a stock loss the moment he gives Spade a chance to attack, but overall it’s still difficult for Spade to do a lot in this match.

Vs Wart: 60/40 Wart’s Favor
Wart has the problem of relying on a lot of projectile-type moves and his summons to get the job done, which makes him a prime candidate for Spade’s FTilt. Of course, Wart’s projectiles are quite effective at disrupting opponents and allowing him to set up for combos, so every time Spade botches an approach he can expect to take heavy damage. This is only further emphasized by Wart’s strong close-range game which allows him to punish Spade once the demon wolf’s momentum slows down even a little Of course, once Wart loses his projectiles Spade is free to take away some other stuff to make it difficult to dodge his next use of FTilt. Overall, Wart’s shares the problem with Guntz of being potentially screwed over with a single simple attack, but Wart actually has plenty of viable ways of preventing the hit and countering attempts, giving him the overall advantage.


Mirror Match
They say a man is his own worst enemy, and this is definitley true with Spadefox. His moveset basically counters itself. Spade has decent defensive tools to punish his poor approaches, and his light weight means that he can be "comboed" for regular KOs. Spade has several darkness attacks that his UAir can neutralize, including his own UAir so the other Spade can't retaliate! Overall, this is gonna boil down to who can force an approach and counter with a status effect move to start up their own offense.



Special Animations

Entrance: A circular shadow is seen on the ground. Suddenly, several tentacles burst out of it, and then we see some arms reach out of it, as Spadefox pulls himself “out” of the ground and forms into his body from the shadow.

Up Taunt: Spadefox assumes a more aggressive pose and he growls while baring his fangs. What makes this scarier than other similar taunts is the fact that IT’S FREAKING SPADEFOX who you’re angering.

Up Taunt on a team with Hyper_Ridley: If HR is teamed up with Spadefox and this taunt input is made within 2 seconds of HR scoring a KO, Spadefox will show a genuinely cheerful smile as he wags his tail and says “Good boy Ridley!” Maybe Ridley will roll over too!

Side Taunt: Spadefox says “heh” in a completely indifferent tone. The author of this moveset has to deal with this taunt being spammed all the time. *shudders*

Down Taunt: Spadefox looks at the ground with a look of sorrow on his face, as he quietly says “The pain this planet feels…”

Victory Animation 1: Spadefox simply stands there, breathing heavily while saying “This is…the pinnacle of evolution…”

Victory Animation 2: Spadefox is seen leaning against a wall. He takes out a cigarette and lights it with some purple ethereal flames from his other hand. He then takes a big puff from it while sighing contently. He continues to smoke until you leave the results screen.

Victory Animation 3: Spadefox is seen bloodied and beaten. He is seen clutching at his “heart”, and then he begins to chuckle with a wry smile on his face.

Obligatory Sundance Victory Animation: TheSundanceKid walks up to Spade holding a Yoshi baloon. Spade glances over at Sundance for a moment befor poking the baloon with a claw, popping it. Sundance starts to cry but Spade just laughs manically at Sundance's misfortune. This song starts playing for this victory animation.

Lose Animation: Spadefox claps incredibly slowly and reluctantly while glaring at the winner.

Victory Animation on a Team with Hyper_Ridley: Spadefox and HR are seen high-fiving and looking overall quite pleased with their victory. HR then grabs Spadefox in a bear-hug as Spadefox smirks for a moment before quickly blurting out “Ridley I can’t breathe!” HR then loosens his grip on Spadefox and the two villains laugh at the situation.

Loss Animation on a Team with Mewthree: The winning team starts to do their victory animation but then Spade and Mewthree stop clapping and attack the winners, knocking them out. Spade then tosses the winners’ bodies off-screen as Mewthree starts to happily and repeatedly say “I wanna play some more!” as though he was on a sugar-rush. We can see Spade’s annoyance grow before he finally swats Mewthree across the face with one of his tentacles, which causes Mewthree to start crying and fly off the screen, yelling “I’m telling daddy!” Spadefox lets out a sigh of relief before we can hear Hyper_Ridley’s voice from off-screen: “SPAAAAAAADEFOOOOOOOOX!” Spade gulps and then zooms off the screen in a cartoony fashion as HR walks onto the screen while cradling Mewthree. HR looks around for a moment and then he glares at the camera and angrily says, “What are you looking at?” Note that if HR was present in the match as another competitor, this animation will not play.

Victory Animation against SirKibble of the Sandbags: Sir Kibble himself is nowhere to be seen but Spadefox is seen holding the helmet of the Supreme Sandbag. Spadefox brings the helmet close to his face and he says to it, “Do you see Kibble? This is what I tried to show you! You were just another weakling working for a lost cause!” Spadefox then tosses the helmet away and begins to chuckle to himself.

Loss Animation against SirKibble of the Sandbags: Spadefox is seen on one knee, gasping for air as SirKibble walks up to him. Kibble extends a hand and calmly says, “This is why I believe in this world. I believe in forgiveness.” Spadefox glances at Kibble for a moment before quickly melting into shadow bugs and sinking into the ground.

Victory Animation against KingK.Rool of the Sandbags: KingK.Rool is seen in a bubbling cauldron as Spadefox walks onto the screen and places some dead twigs into the murky water. Spadefox then says “You may have been a part of the Big 3, but your precious chef can’t save you now.” K.Rool tries to escape from the pot but Spadefox grabs him with a tentacle and pulls him back into the cauldron before placing a lid onto it…

Loss Animation against KingK.Rool of the Sandbags: We find ourselves on the top of a pirate ship in the middle of the ocean with King K.Rool carefully eying the area. As the camera zooms in for a close-up we can see some very large tentacles making their way up the side of the boat. Following that is Spadefox himself, or at least his head as he is in his ultimate form. K.Rool turns around just in time for Spadefox to let out a mighty roar, covering the Sandbag in icky shadowy saliva. K.Rool calmly wipes it off his face and draws his knife while saying “Hello beastie.” As Spadefox begins to lurch his head forwards to devour the boat we get a slow-motion shot of K.Rool lunging straight into Spadefox’s mouth and the camera fades to a black screen with the results tabs…

Victory Animation against MasterWarlord of the Sandbags: MasterWarlord and Spadefox appear to be talking with a group of random unlocked characters from the roster, other losers among them if applicable. Suddenly, Warlord asks “So guys, what do you think of the election?” Spadefox’s eye twitches for a few moments before he screams “NO POLITICAL DEBATES!” while forming his scythe. Warlord sees (and hears) this as he draws his axe and the two battle it out while the other characters watch. The two fighters have their weapons locked together as Kholdstare suddenly appears from the crowd and says, “Spadefox, Warlord, you boys better stop this fighting right now or I will turn this car around. And we won’t go to Disneyland.” Spadefox and Warlord cease fighting and simultaneously turn away from each other while folding their arms and going “hmph!”

Loss Animation against MasterWarlord of the Sandbags: Spadefox hands Warlord a piece paper while proudly saying “You see this? This is my latest offer for the Sandbags to get a seat of power in my new world.” Warlord reads the paper intently, and then he says “This is a very good plan. I would suggest a slightly higher salary, but otherwise this is perfect!” Spadefox then appears depressed and says, “Of course…” Spadefox sulks and walks away while Warlord yells out after him, “Wait! I only criticized one small thing!” Warlord then shakes his head and says “Maybe my apologies need more detail.”

Victory Animation against Chief Mendez of the Sandbags: Chief Mendez is locked down to a chair as Spadefox walks into the room. Spadefox looks at Mendez with a smile on his face as two of his tentacles begin to implant themselves into the ground and break while reshaping themselves as shadow bugs. Spadefox leans over and whispers into Mendez’s ear, “Revenge time” as the tentacles have shaped themselves to look like Jonathan and Charlotte. Mendez then says “You sure this isn’t a hallucination from my horse tranquilizers?” as the camera fades out…

Loss Animation against Chief Mendez of the Sandbags: Chief Mendez is seen at his rib shack cooking up some fine ribs. MMMM, tasty. Spadefox looks at the ribs longingly with his mouth watering, a puddle of drool forming on the ground. Suddenly Mendez turns around and swats Spadefox in the hand, yelling “No rib for you!” Spadefox walks ways while grumbling to himself.

Victory Animation against any character from the Lionheart series universe: Spadefox is seen sitting on a throne while the loser, and any other characters from that generation of the Lionheart family, stand at a slave wheel and keep turning it. The only exception is Ashencroft, as he will always be present serving drinks to Spadefox, regardless of being present in the match or not.

Loss Animation against Chris Lionheart: The scene takes us to the inside of a vast cavern. We can see a group of random unlocked characters with the losers among them running to across a stone bridge that is the only thing keeping them from falling into the abyss. However, Chris Lionheart suddenly stops and turns around while drawing his sword. The other characters stop as well at the end of the bridge and look to Chris. Spadefox suddenly emerges in his ultimate form from the initial side of the bridge, gazing down upon Chris and roaring. Chris then says “Go back to the shadows” as Spadefox forms a fiery whip in his hand. Chris then raises his sword above his head and yells, “You shall not pass!” as he strikes his sword against the ground. Spadefox begins to charge forwards but the bridge collapses from underneath him and he begins to fall into the depths. Chris lets out a sigh of relief but Spadefox’s whip grabs hold of Chris’ feet as he struggles to hold onto the edge of the bridge. Chris takes one last look at the other characters and says “Run, you fools” before letting himself fall off the bridge.

The camera follows Chris has he is seen controlling his fall through the pit, and he readies his sword as he lands right on top of Spadefox. Chris repeatedly stabs the vile creature several times as Spadefox tries to shake him off. Eventually Chris and Spade are separated and they enter freefall, slashing and clawing at each other as they fall ever deeper. The camera zooms out to show the pair falling into a massive cavern filled with water, a lake at the center of the planet. The camera once again returns to the combatants as they continue fighting. They hit the water and the camera blacks out…

You may skip any of these animations by simply pressing start. Also note that Chris Lionheart’s animations can be triggered with either the Sandbag incarnation or the solo movesets.

Snake Codec

Snake: Why do I feel cold all of a sudden? It’s like this guy just sucks the life out of you.

Otacon: That’s just Spadefox. We don’t know much about him except that he is a supernatural being who borderlines on Godhood.

Snake: Spade…fox? But he’s a wolf. Of course, that won’t exactly change the fact that I’ll have to be very careful around such a powerful enemy.

Otacon: He is indeed very powerful. It’s been said that he can kill a soul with pure bluntness.

Snake: Wait, this guy sounds like a Spadefox that I know on Smashboards. Which is funny, because my Smashboards name is…Teran17!

Otacon: Really? Well…I’m Straked!

Snake: Hi Straked!

Otacon: Hi Teran!

Alternate Costume: Classy Spadefox
So our furry friend has decided to look sharp for an occasion. Let’s see what his best clothes look like. Black dress-shoes, black pants, a black belt, a black jacket, a black shirt, and a black tie. You know, I think this outfit could use a little more black. Oh, and he’s also got a top-hat and a monocle on his right eye since he’s a Backroomer. Conveniently enough, his side taunt will change to him taking out a cup of brandy and sipping it. Now if we could just get a texture hack to turn his scythe into a cane…

WELL, QUITE

Change log:

8/18/09 - Buffed timers for most status effects
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
Gold moveset was pretty cool. It looks like no one is bashing you for stealing May's organization this time instead of how you stole Prinny's organization last time.

EDIT: WOAH, SPADE MOVESET.

I'll get some commentary coming your way.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Cool set, HR. The Neutral Special is very clever. I like how you have specific poses for all of the Sandbags.

EDIT: Seriously, though, this set is insanely creative. It really reminds me of Mewthree, quite apart from the subject matter they both come from. It's like you're making your own series, it's pretty awesome.

The organization looks like something Spade could have made, which is fitting, and it's equally fitting - although annoys me as much as ever - that the Specials are last. Maybe I can even excuse that, under the circumstances - or maybe I already have, since I actually read it. ;)

The attacks themselves are almost obscene, though. Those Specials are all very cool, especially the Neutral Special which again feel fitting considering the subject. I love Quarantine Claw for shutting down the TRAP characters, although it's kind of ironic considering Spade made plenty of those himself; hell, Waluigi is like their poster boy.

The extra poses are indeed fun, although I would've liked to have something involving (ghost)s for Spade and I; it was like, our in-joke! I miss Spade. ='(

But this is a very fitting swan song for him, even if it does have some of that accursed magic syndrome that only I believe in.

EDIT AGAIN: And just by the way, the fact that three hours later I'm the only one who's commented on an HR set is very telling. I also happen to be (one of) the only one(s) who doesn't have xat access (technically I do, but...).
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Set looks great HR. Definite quality. You managed to capture the essence of "Playing God" Spadefox and mixed a little bit of Real Life spade fox as well.

I like it. I'll give it a proper read later on.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Spadefox:
A 710 for range? How utterly broken!
Yeah, this is a pretty cool set! Insane creativity on the moves and a unique playstyle, and the codec is priceless. :laugh: I have a couple of minor complaints, though:
-SPECIALS ARE LAST :mad:
-Tentacle priority sounds exactly the same as disjointed priority...
-SPECIALS ARE LAST :mad:
-SPECIALS ARE LAST :mad:
-SPECIALS ARE NOT FIRST :mad:
But really good job on this one, still. :bee:
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
Gold moveset was pretty cool. It looks like no one is bashing you for stealing May's organization this time instead of how you stole Prinny's organization last time.

EDIT: WOAH, SPADE MOVESET.

I'll get some commentary coming your way.
Ah, good. ;)

Cool set, HR. The Neutral Special is very clever. I like how you have specific poses for all of the Sandbags.
Spadefox confirmed for Mass Effect 2?

EDIT: Seriously, though, this set is insanely creative. It really reminds me of Mewthree, quite apart from the subject matter they both come from. It's like you're making your own series, it's pretty awesome.
Right after I decided to make Mewthree I had toyed with the idea of doing Spade, but it took until now for me to make him. I'm aspiring to become a game designer someday, so it's been a lot of fun to create my own characters. =)

The organization looks like something Spade could have made, which is fitting, and it's equally fitting - although annoys me as much as ever - that the Specials are last. Maybe I can even excuse that, under the circumstances - or maybe I already have, since I actually read it. ;)
Spade's organizaition is something I'm trying to merge into my own with my future sets, so it makes me happy to hear that I "got it" with this set. The Specials being last IS because of the character, but my future sets are probably too mechanic driven to get away with that. So it looks like you've got me do Specials-first in the end. xD

The attacks themselves are almost obscene, though. Those Specials are all very cool, especially the Neutral Special which again feel fitting considering the subject. I love Quarantine Claw for shutting down the TRAP characters, although it's kind of ironic considering Spade made plenty of those himself; hell, Waluigi is like their poster boy.
Trust me, Waluigi was one of the reasons why I made Quarintine Claw in the first place xD. The neutral special is actually toned down heavily from its original incarnation, you don't want to know how overly complex it was as first.

The extra poses are indeed fun, although I would've liked to have something involving (ghost)s for Spade and I; it was like, our in-joke! I miss Spade. ='(
I doubt any moveset will ever this many extra poses again, lol. They were probably the most fun part of the set to me. I'd say I miss Spade too, but I still have contact with him, lucky me. :3

But this is a very fitting swan song for him, even if it does have some of that accursed magic syndrome that only I believe in.
At least Spade's magical moves are designed to fit into a playstyle. :cool:

But thanks. This set was partially a tribute of sorts, so it makes me happy to hear my work has paid off. :)

Set looks great HR. Definite quality. You managed to capture the essence of "Playing God" Spadefox and mixed a little bit of Real Life spade fox as well.

I like it. I'll give it a proper read later on.
One of the most diffcult things about this set was including references to the real guy without making it a giant parody set. So I'm gld I succeded. =)


@Wizzerd since he posted while I was typing this up: To clarify, tentacle priority can actually be "beaten" but Spade takes no damage from it. Disjointed attacks can clang at most. And Specials were last becuase it's Spadefox. And yes, codec is indeed epic:cool:
 

Dokutayuu

Smash Apprentice
Joined
Oct 4, 2008
Messages
145
Location
UK - PAL territory!
I've just read Spadefox. Well, I know when I've been beaten ^^. I bet Lucario and MK will be saying the same.

Some of the victory/defeat poses sound like they could be SSE scenes alone, I'd never press start!
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Ok I need some help on a move set which I have been working on almost all day. The character is Ghor from Metroid Prime 3 and I am giving him two movesets. One being him out of his armor and the other with his armor. I have all the moves down and even added special mechanics like Plasma, Phazon, and even Fuel Gel through out his moveset for both Ghor and his armor. I just have one move that I have no idea what to do as? And that one would be his down tilt @_@. I just need one good suggestion for a down tilt so I can get started on his stats
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
Ok I need some help on a move set which I have been working on almost all day. The character is Ghor from Metroid Prime 3 and I am giving him two movesets. One being him out of his armor and the other with his armor. I have all the moves down and even added special mechanics like Plasma, Phazon, and even Fuel Gel through out his moveset for both Ghor and his armor. I just have one move that I have no idea what to do as? And that one would be his down tilt @_@. I just need one good suggestion for a down tilt so I can get started on his stats
If I know my bounty hunters... (and I do!) I'd suggest either some sort of after burner or the soldering torch... Both of 'em seem like they'd be able to implemented quickly (as I like my tilts) and deal a solid hit. Ghor may be the brains, but he's still a cyborg - machinery hits hard, regardless of finesse.

That's my two cents. :D
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I've decided not to participate in this contest, seeing as I've read one set and skimmed a couple and it's already been a month.
I'll try to get some things done for a future contest though, either MYM7 or 8, but I probably won't be as active on the site/chat for a while. Hopefully I'll have my two sets, Mushroom and Venus, ready by then. I haven't been anywhere near as active on the site, and I feel like I should take a break- that may hopefully give me a boost to actually do stuff on here again.

So yeah, other than the occasional lurking/ chat visits, I'll be back in a contest or two.
 

Teran

Through Fire, Justice is Served
Super Moderator
Premium
BRoomer
Joined
Oct 23, 2008
Messages
37,170
Location
Beastector HQ
3DS FC
3540-0079-4988
Holy **** I'm in MYM! <3
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
Trivia! This is a tribute to the MYMers that accompanied me on my journey to victory.





Can you pick yourself out from the crowd?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Teran17 said:
Holy **** I'm in MYM! <3
Welcome to MYM! I was a newcomer last contest so I know what it's like. I'd reccomend reading some of the guides Hyper_Ridley listed in the OP, and looking at some older sets on The Stadium. I'd reccomend Heat Man, which is a good example of the
unrealistic
standards we have. It's also a newcomer set (though Plorf did it with SirKibble, so it's technically a "joint moveset").
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Neku Sakuraba

Alright, Neku Sakuraba (not to be confused with Niko Bellic) is a character from TWEWY. That's about all I know. Neku's switching mechanic is certainly a unique one requring him to learn all of his partners ins and outs or risk a rocky three and a half minutes which is good so that the helpers don't just feel tacked on. The specials are, appropriately enough, the mots unique part of this set hands down. While the standard attacks aren't exactly the most unique, they're functional and none of them are really hands-down cliche. Overall, the set looks nice and functions nicely as well, it's clear that you planned out each helpers' "role" in Neku's playstyle quite nicely. And, silly me, in my recap I forgot you made General Guy, hands down though this is a vast, vast improvement over your previous set, keep up this quality and I could see you as an exceptional "newcomer!"

Kee-Mo-Shi

I still really have no idea what the hell this thing is to be entirely honest but...lemme take a look at it =P. First thing I notice are her(?) exceptional stats, good speed, heavy, fast, good attack speed and reach but she's got Falcon-esque priority and difficulty recovering so it's not too bad. The Toxic Skin mechanic is slightly off-setting a bit, at least from what I know of MYMer's and their dislike of "random elements" in movesets. One thing I really like about this moveset however is that you list exactly what the hitbox is so there's really no questions about it. The main drawback of this moveset unfortunately is that some of the moves seem somewhat bland...granted I'm not familar with the character, but considering it's a giant spider alien thing it seems like a lot of the attacks are simple leg swipes or staff hits. Also, you may want to varify if there's any real reason why one reinforcement is summoned over the other, it seems like it's just random but I'm not quite sure.

Bowser Jr.

First thing that would be highly helpful as far as the cosmetics go is that you could use a picture; even though we all probably know what Bowser Jr. looks like, it still makes it more visually appealing. In fact, the organization of this may be its biggest draw; with all those colors used, it makes it kind of obnoxious to look at, color in a set is a very good thing, but too much and for no reason makes it distracting. That being said, you actually have some ideas here that I like, notably the down tilt, the up tilt and the neutral B. You do also do a nice job of referencing various games Bowser Jr.'s been in, Sunshine, Galaxy, even Mario Kart. Despite some lack luster moves (especially that side smash...) this set isn't actually too bad considering you're a newcomer. With some visual touching up and tweeking of some of the less impressive moves, this set could be a great first impression to the MYM community.

Bear Hugger

The first thing that absolutely leaps out at me is Bear Hugger's insane stats. He's a heavy weight who's fast, has great traction, killer power and attack speed, excellent range, great priority, an great recovery and next to no landing lag. While stats don't decide if a set is overpowered, they're a good hint that it may be. His neutral special has the potential to recovery 20% (easy enough to use after scoring a KO), his back throw restores 10% and...his taunt heals him 2%? Taunts should not heal. Ever. With his Up B being a tether recovery without the downside of a tether, his excellent stats, his ability to heal and his KO potential, Bear Hugger is without a doubt overpowered and would make even Meta Knight cringe. WITH some stat adjusting however, this set could be saved, just reduce his strengths a lot and give his opponents some way to fight him.


Sasuke

Holy improvements Batman! Sasuke is hands down better than Naruto by a long shot. not only have you added some visuals, you've seemingly improved your organization and coloring as well making it far easier to read than Naruto was (plus blue is -SO- much easier on the eyes than bright orange). As Kholdstare said, some of the images being so large is certainly a turn off, but they could easily be adjusted slightly smaller. My other problem with this set is one Khold also addressed, while some of the attacks are cool, a couple of them are just ho-hum, although they're more than like character important, I wouldn't know as I've never paid much attention to the anime. I had my doubts with Naruto, but if you keep up this rate of improvement I'd be most impressed!

Trainer Gold

Jeez TWILT, I am impressed. As I said in the recap, this is hands down an improvement over -ANY- of your previous sets. Visually, it looks great, I love the dancing Pokemon and your organization, while used, is neat and easy to follow. Despite some lame attack names (Tongue attack, Double-slap to pound, Tongue slam to the ground) most of the Pokemons moves are interesting and unique to character. Also, you totally stole Ingrain from Abomasnow who totally stole it from Cradily. Joking aside however, I'm impressed, you weren't joke when you said you were stepping up your sets with Gold. Keep up this pace and you could easily place in the Top 50.

Mighty Gazelle

Mighty Gazelle unfortunately suffers from the "Rainbow Font" syndrome that Bowser Jr. suffered from, it just seems a little much. Adding some size changes for your headers (Smashes, Tilts, etc.) would also aid this set greatly. The one downside of this set is that you're, unfortunately, working against Falcon Syndrome as well: making a moveset for a character who really isn't visable for most of their game. To add onto that, they're also only a bit character from the F-Zero series. What you did get together however works nicely (althought it unfortunately sacrifices playstyle for moveset potential) and you did a good job incorporating what you could of the character with the F-Zero universe as a whole (YOU GOT BOOST POWER!). It's just unfortunate that you didn't have more to work with with this character...
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
So, before I forget, I would like to say that I will be at Hershey Park, Pennsylvania with my family for most of this week. I highly doubt I'll have any computer access during this time, so don't be worried when I don't come into the chat or the thread for the next few days.

So, take care everyone, and I hope that I won't be swamped with sets to read when I return. xD
 

Inaphyt

Smash Apprentice
Joined
Aug 26, 2006
Messages
156
all the work put into the characters is amazing, however some characters just seem a bit farfetched, stop putting projectiles in tilts and smashes, or timers on moves, or POISON effects? or small mushroom effects. Sakurai only put timings or projectiles on smashes to create something new for what? 3 or 4 characters? I believe tilts and a attacks should just be basic physical attacks nothing crazy, people are over complicating things into characters that would stand out and practically ruin the tier. I know it's all a laugh but it becomes less of a laugh when people are serious about absolute mad hattery.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
all the work put into the characters is amazing, however some characters just seem a bit farfetched, stop putting projectiles in tilts and smashes, or timers on moves, or POISON effects? or small mushroom effects. Sakurai only put timings or projectiles on smashes to create something new for what? 3 or 4 characters? I believe tilts and a attacks should just be basic physical attacks nothing crazy, people are over complicating things into characters that would stand out and practically ruin the tier. I know it's all a laugh but it becomes less of a laugh when people are serious about absolute mad hattery.
MYM = serious bizness.

People here put

-work
-time
-creativity (lots and LOTS of creativity)

...into their movesets.

What's wrong if some of the moves won't ever be in Smash for real? It's a contest for fun, and Sakurai, bless him for giving us the brilliance that is Smash, isn't that creative when it comes to moveset development.

And creative =/= broken. Some of the sets may be broken, but a fairly decent amount are balanced.
 
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