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TDB: SEASON 2! LEON (RE4) vs LARA CROFT

payasofobia

Smash Champion
Joined
Feb 13, 2008
Messages
2,232
Location
America!
I agree, let's just move on then.

Pit either has great attack or great deffense. Roy has both, always.

Roy wins.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Assist
  • Rock Smash
  • (Triple Finish)
|
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|DoT's, DoT's everywhere! Between Poison, Bleeding and Lava, you'll rarely not be ahead of your foe when it comes to damage, which is great considering the team has some of the worst/mediocre recoveries available. That said, you do have access to an amazing tank with Armantle, and he's happy to stay on Team2 to support the two combo-crazy team mates he has, especially when he gets a grab and activates Earth Power, making Bisharp and Breloom fight over who gets to use their juggles!
|
TRIPLE FINISH
|
  • Armantle performs his dash grab, and upon catching a foe, uses F/B throw towards either Breloom or Bisharp. The pair happen to be on either side of Armantle, and are controllable once the foe passes onto their side of Armantle, having to juggle the reeling foe as they attempt escape. As they play a deadly game of pong above, below Armantle is using Overheat, adding to the damage, as well as seemingly taking an awful long time charging what appears to be Usmash. After around 3 seconds of Pong, Armantle will shout his name out as he unleashes a super-smack-down from his back, about 9 rocks flying up, then spiking back down with fiery explosions to make sure the victim faces his geologic power! Rule of thumb for opponents: do -not- get caught by that dash grab, and if you do, pray that Breloom/Bisharp miss their hit!
|
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA


Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Sharpen_APP
  • Rock Smash
  • Hyper Beam
|
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
|Bisharp is the MVP of the team, after Porygon-Z and Armantle set up of course. The ability for him to share lock-on and create multi-hit attacks from rocks stacks wonderfully with Bleed and Lava damage, not to mention Sharpen_App's homing projectiles on top of all this. Packing strong finishers in Hyper Beam and Rock Smash as well, it shouldn't be hard to keep the ball rolling even after Bisharp goes down for the count, as Z and Armantle can still capitalize on the great zoning projectiles and heavy armor he gave them to maintain the edge.
 

Memorable_Random_Guy

Smash Journeyman
Joined
Feb 4, 2009
Messages
384
Yeah, just like pudim. Or flan. I like flan, do you like flan?
Ugh....you just reminded me of something gross...


http://survivorsucks.yuku.com/topic/20950/t/Cooking-with-Semen.html


Semen flan....


FUNFACT: Apparently, *** has a lot of consistency and has a peculiar taste, and so, lots of people make dishes with it.

When your dad's colleague invites your family to his house and the food has a peculiar consistency and flavor, they may be using *** as their secret ingredient.
 

tocador

Smash Lord
Joined
Sep 10, 2008
Messages
1,703
Location
Hot chick Zone, Brazil

payasofobia

Smash Champion
Joined
Feb 13, 2008
Messages
2,232
Location
America!

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Pokemon
|
Super Smashes
|
Interactions
|
Strategy
|
  • Whirlpool
  • Assist
  • (Triple Finish)
|
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • Alakazam can catch Seed Bombs with Jab/Grab/Confusion, making them behave like his Spoon Traps, and allowing Breloom to toss another.
|The first three Pokemon have some nice general synergy revolving around floating traps, impressive healing, and teleporting in general to stay alive. Aside from their Interactions being defensive for the most part, their Super Smashes grant nice amounts of offense to help round them out. Well suited for players of any skill level.


|
  • Sharpen_APP
  • Rock Smash
  • Hyper Beam
|
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
|Bisharp is the MVP of the team, after Porygon-Z and Armantle set up of course. The ability for him to share lock-on and create multi-hit attacks from rocks stacks wonderfully with Bleed and Lava damage, not to mention Sharpen_App's homing projectiles on top of all this. Packing strong finishers in Hyper Beam and Rock Smash as well, it shouldn't be hard to keep the ball rolling even after Bisharp goes down for the count, as Z and Armantle can still capitalize on the great zoning projectiles and heavy armor he gave them to maintain the edge.


|
  • Assist
  • (Triple Finish)
  • Dragon's Rain
|
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
|With Dragon's Rain and more potent Trick Rooms, the focus here is definitely on locking down the foe's options. Generally you'll want Breloom on Team2 and keep Z or Gatr playable in order to flood TR's and for their Super Smash, and with the awesome damage Z can get from the Projectiles gained (Mainly Grass/Poison/Water/Dragon) it'd be too good to pass up switching types constantly. Breloom's healing and lingering Spore offer good survival to the team, mixed with Trick Room's acting as safety nets can make this combination surprisingly durable given the two lightweights on the team, all in part due to the Super Leech seeds and Trick Rooms providing so much damage mitigation.


|
  • Rock Smash
  • Stealth Rock
  • Guillotine
|
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • Alakazam can grab Fossilized foes with Confusion, despite their anti-grab armor, and throw them while pausing their "grab" timer until released from Confusion.
  • Bisharp can hit Alakazam's spoons like his Metal Claws, which makes them behave just like them until they return to Alakazam.
|Alakazam and Armantle have amazing synergy as always, and set up for Bisharp's potent finishers and traps with their various ways to manipulate the field and foe alike. A good team for any skill level, they come with a great mixed bag of aerial and ground traps, punishes, damage wracking and KO options.


|
  • Assist
  • Sharpen_APP
  • (Triple Finish)
|
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
|A very technical team, Breloom and Bisharp equally benefit from Z's supporting fire and Trick Rooms. However, the nature of the former two on top of Z's odd normal attacks will lend itself to highly offensive gameplay full of rushdown, baiting and trapping/tricking the foe into Spore clouds in order to hit it big.


|
  • Stealth Rock
  • Whirlpool
  • Strength
|
  • Alakazam can grab Fossilized foes with Confusion, despite their anti-grab armor, and throw them while pausing their "grab" timer until released from Confusion.
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
|This team is all about stage control, with the ability to create solid stage that can't be destroyed, float two kinds of traps in the air, and just bully the foe in general with the environment they set up. It takes a bit of a higher learning curve to get down the preparation and momentum building with the team, but mastering their nuances will be well worth it.


|
  • Assist
  • (Triple Finish)
  • Hone Claws
|
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|It'll be a grueling battle of attrition for any foe going up against this team. Super Heals combined with loads of Bleed Damage, heavyweights and long-range smashes, they'll be quite the force to be reckoned with once they get the key hits in. If you like stacking the odds in your favor while putting down your foe, this is the team for you!


|
  • Whirlpool
  • Dragon's Rain
  • Nasty Plot
|
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • Alakazam can choose to Teleport into Trick Rooms instead of where he entered the match by pressing Up for the center Trick Room, and Left/Right for other TR's in relation to the center one/center stage.
|Set sail for a water-world with the most aquatically inclined team around! Feraligatr is the star here as with Whirlpool, Dragon's Rain, Flooded Trick rooms and aerial water flows, it'll be amazing if the foe gains a foot of distance, let alone approach you. Combine that with Z and Gatr's natural artillery and Nasty Plot, and you have a camper's dream.


|
  • Assist
  • Hyper Beam
  • (Triple Finish)
|
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|Armantle and the two lightest Pokemon may seem like an odd pairing at first, but they each support one another wonderfully here. Armantle has the option to give his buddies rock-hard armor without any side effects, greatly enhancing their offensive games with the added defense, and the lingering spores and healing support Armantle as a tank in return. Offensively, Armantle can even trade healing for a decent chunk of damage with a blast of heat, and set up foes to be beat down while fossilized for the other two. Good for beginners, the team has great bread and butter strategies that will work in most all situations.


|
  • Sharpen_APP
  • Guillotine
  • Nasty Plot
|
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • Bisharp can hit Alakazam's spoons like his Metal Claws, which makes them behave just like them until they return to Alakazam.
  • Alakazam can choose to Teleport into Trick Rooms instead of where he entered the match by pressing Up for the center Trick Room, and Left/Right for other TR's in relation to the center one/center stage.
|Spacing is the name of the game, with Trick Rooms, Teleportation, and Metal flying about like it's going out of style. Well suited for a bait and punish type of playstyle, with some more "actiony" options available with Nasty Plot and Sharpen_App. the three should have no trouble moving about the stage and confounding foes with their various movement tools on both themselves and their projectiles.


|
  • Stealth Rock
  • Assist
  • (Triple Finish)
|
  • Alakazam can grab Fossilized foes with Confusion, despite their anti-grab armor, and throw them while pausing their "grab" timer until released from Confusion.
  • Alakazam can catch Seed Bombs with Jab/Grab/Confusion, making them behave like his Spoon Traps, and allowing Breloom to toss another.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|Alakazam shines here with his telekinetic abilities, moving Fossil and Bomb alike to alter the flow of combat. This can lead to either very defensive or offensive play with how you utilize the interactions, on top of Leech seed either healing or burning on a foe, Alakazam's grounded teleport comes in handy when you can swap in a Breloom spore to give you time to think, or as always swap with Armantle in case he gets pushed offstage to give him amazing longevity. If Alakazam goes down, you still then have the options between high offense or defense based on who you make playable, making for a good choice for players who like to switch up their game halfway through a match.


|
  • Rock Smash
  • Strength
  • Hone Claws
|
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|Team heavy, the three bulkiest Pokemon play their best when they combine their efforts towards bullying the opposition to oblivion. Armantle and Bisharp love havign Gatr on the team, as Bisharp now has command over Armantle's boosted Smash Attacks, with super-armor! Or, Gatr's quicker smashes atop Armantle's traps. Combine that with natural staying power and great damage output with Bleed and Lava damage, and you got yourself one mean team.


|
  • Assist
  • (Triple Finish)
  • Nasty Plot
|
  • Alakazam can catch Seed Bombs with Jab/Grab/Confusion, making them behave like his Spoon Traps, and allowing Breloom to toss another.
  • If Spore is activated in a Trick Room, the cloud will linger inside of it until it is absorbed by an enemy.
  • Alakazam can choose to Teleport into Trick Rooms instead of where he entered the match by pressing Up for the center Trick Room, and Left/Right for other TR's in relation to the center one/center stage.
|Fast, long-ranged and dazzling the foe with tricks, this team is definitely one that takes adjusting to for both players and opponents. Played best by constantly swapping who's playing to get the most out of catching bombs, swapping type, performing Super Smashes and the like, as well as constantly playing an offensive spacing war with the foe can easily make your head spin. If you are able to master this fast paced team however, you'll be rewarded with a high-octane team that can dominate the opposition. Just be careful or you'll end up being tossed around yourself!


|
  • Dragon's Rain
  • Sharpen_APP
  • Hone Claws
|
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • If a foe is Locked-On, Night Slash/Metal Claws/Sucker Punch/Faint Attack all will home in on the targeted foe automatically.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|Watery Trick Rooms add a new piece to Bisharp's playing field with this team, and combined with Lock on, reliable Bleed damage and stage-covering damage, the stage is set for total foe lock-down! A bit tougher to grasp than most other teams, the key to victory here is swapping back and forth to get the most out of each aspect of the pairs, usually Team2 swaps in order for Bisharp to space both his and Z/Gatr's smash attacks effectively around Trick Rooms.


|
  • Assist
  • Rock Smash
  • (Triple Finish)
|
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
  • With Metal Burst active, Bisharp can destroy Armantle's Rock creations to create explosions like Charizard's Brawl Side B with every hit for massive damage potential.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|DoT's, DoT's everywhere! Between Poison, Bleeding and Lava, you'll rarely not be ahead of your foe when it comes to damage, which is great considering the team has some of the worst/mediocre recoveries available. That said, you do have access to an amazing tank with Armantle, and he's happy to stay on Team2 to support the two combo-crazy team mates he has, especially when he gets a grab and activates Earth Power, making Bisharp and Breloom fight over who gets to use their juggles!


|
  • Hyper Beam
  • Stealth Rock
  • Nasty Plot
|
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
  • Alakazam can grab Fossilized foes with Confusion, despite their anti-grab armor, and throw them while pausing their "grab" timer until released from Confusion.
  • Alakazam can choose to Teleport into Trick Rooms instead of where he entered the match by pressing Up for the center Trick Room, and Left/Right for other TR's in relation to the center one/center stage.
|A very "safe" team, this combo has access to powerful stage control, littering both the ground and air with Rocks, Lava, Trick Rooms, you name it! Once the set up is complete, Alakazam has a field day zooming around and taking advantage of foes who can't just *blip* around like he can, and score easy KOs thanks to damage provided by the other two.


|
  • Strength
  • Assist
  • (Triple Finish)
|
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
  • Water attacks will make Leech Seeds grow, causing them to heal the attacks % back in full as well as emit an aura for 1% healing per second in a 1/2 platform radius around the foe.
  • Pyro Flow's hot air will ignite the Leech Seeds on a foe and cause them to be continuously burned for 8% a second for 3 seconds. During this time they cannot be Seeded again, and Fossilize will put out the fire.
|The classic mix of Grass, Fire and Water is as varied as it is nostalgic. Any order works here based on the player's needs. High damage goes for Armantle and Breloom, Survival opts for a grass and water combination, and those who like to mess with the stage and/or bully opponents love the two heavies. Great for players of any level!


|
  • Guillotine
  • Whirlpool
  • Hone Claws
|
  • Bisharp can hit Alakazam's spoons like his Metal Claws, which makes them behave just like them until they return to Alakazam.
  • Full-charge Hydro Pumps will remain in the air/where they explode for 5 seconds when they hit Reflect or are Grabbed/Zair'd/Side B'd by Alakazam, and will continue to slightly push foes away from the center of the burst, but deal no damage.
  • When Bisharp commands Feraligatr to use a smash attack, Gatr's smashes are performed 25% faster than normal. When Bisharp and Feraligatr are the only Pokemon remaining, Feraligatr can also command Bisharp with his Smashes due to experience.
|Alakazam and Feraligatr box foes in nicely here with aerial water traps, lettign them fall prey to Bisharp's impressive ground game. Even better with a Whirlpool out, foes will be hard pressed to play perfectly or else get shredded by bleed damage or worse yet, get the Guillotine! A slightly easier team to master, yet hard to jump right into, they sport some of the best KO combos of any team.


|
  • Assist
  • (Triple Finish)
  • Guillotine
|
  • Alakazam can catch Seed Bombs with Jab/Grab/Confusion, making them behave like his Spoon Traps, and allowing Breloom to toss another.
  • If an opponent is under the effects of Spore's poison, Bisharp's bleed damage will extend by 1/2 a second per hit instead of 1/4 second when applicable. If the opponent is paralyzed or slept by Spore, Bisharp's attacks will do 25-50% more KB respectively.
  • Bisharp can hit Alakazam's spoons like his Metal Claws, which makes them behave just like them until they return to Alakazam.
|High offense is the name of the game, with all three combo-powerhouses sharing the stage! Alakazam is a cornerstone here, adding both spoons and Seed Bombs as both traps to work foes around, as well as extra projectiles for Bisharp to space foes with. Good for players of any level, just be wary of how fast you may end up going down due to the teams either low weight, weakness to being comboed, and/or mediocre recovery options.


|
  • Dragon's Rain
  • Hyper Beam
  • Strength
|
  • Feraligatr can fill Trick Rooms with water, with his specials and smashes generally filling 1/3-1/2 based on charge, and other moves filling 1/4 of the volume. Foes passing through the now filled Trick Rooms will be slowed to 1/2 speed, as well as the water absorbing Energy-Based attacks. The water depletes at a rate of 1/5th of it's max capacity a second however.
  • If a target is Fossilized in a Trick Room, they do not acquire the negative side effects (Minus damage and speed on allies, damage resistance on enemies), but the duration/escape difficulty is halved.
  • When Feraligatr's Water hits Armantle's Lava, it cools into brand new, solid stage. Cooled lava is pass-through if extended to the air, just like platforms, but can be extended off edges and still be solid if done from a floor.
|Stage control is excellent with this team, as Armantle both uses his abilities to warp the stage, and then is used for both cover and a weapon! Z's Bubblebeam and Mud Shot are great here, trapping foes in hit stun or tripping to be followed up by Feraligatr, and as always fall into the constraints of Armantle's moveset. Although straightforward at first, all the little tricks and baiting involved will make this team have a tad higher learning curve, but getting to know them pays off big time with the raw power at their disposal!
 

tocador

Smash Lord
Joined
Sep 10, 2008
Messages
1,703
Location
Hot chick Zone, Brazil
DDD is going to chaingrab him....

IRL h4h4.

Dude, charizard totally kiked *** in the anime, he destroyed every single pokemon in that fing anime. Entei/Unkowns/Regirock/Lugias/Ho-hos/Magmars(rofl), he is AWSOME.

But, if DDD does the BIG GAY DANCE, its G_G for charizard.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
ET has nailed the nail on the head...


DDD has no defense against a Zard Campfest....
except that Char can run out of fuel

the fire doesnt come from magic...

in the boozer vs zard match, we went over that he must have some sort of gas chamber (liek a swim bladder for fish) that has a flammable, yet lighter than air gas (like hydrogen) allowing him to breathe fire/fly.

the gas is created when he eats.

he doesnt have a ton of it...
 

UncleSam

Smash Master
Joined
Oct 14, 2008
Messages
3,809
Location
Troy, NY
except that Char can run out of fuel

the fire doesnt come from magic...

in the boozer vs zard match, we went over that he must have some sort of gas chamber (liek a swim bladder for fish) that has a flammable, yet lighter than air gas (like hydrogen) allowing him to breathe fire/fly.

the gas is created when he eats.

he doesnt have a ton of it...
rofl, DDD can just eat Zard for energy
 

Lovely

Smash Lord
Joined
Nov 12, 2007
Messages
1,461
♣ Can King Dedede be able to perform the moves that Masked Dedede can perform? :D ♥
 

Sieguest

Smash Master
Joined
Mar 14, 2009
Messages
3,448
Location
San Diego, CA
except that Char can run out of fuel

the fire doesnt come from magic...

in the boozer vs zard match, we went over that he must have some sort of gas chamber (liek a swim bladder for fish) that has a flammable, yet lighter than air gas (like hydrogen) allowing him to breathe fire/fly.

the gas is created when he eats.

he doesnt have a ton of it...
But he has enough...>.> campfest...
♣ Can King Dedede be able to perform the moves that Masked Dedede can perform? :D ♥
Masked DDD is broken....
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
cant see second pic

and regardless, steel mask isnt kind to fire....

(and that hammer is way too hevay for him)
 
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