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

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

Make Your Move 5

Status
Not open for further replies.

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Wizzerd said:
Wow, MasterWarlord, that... was quite a set. After reading the stats I worried about broken-ness, but you balanced it out with the whole transmutation circle thing, and balance was never a problem. Very creative moves as well, like the UAir and Side Special. I thought it was very original to have a "matchups" section- quite an original extra, and it helped me imagine how Alphonse would function (although the playstyle did that very well.) Great job!
:bee:

I’m glad somebody appreciates the match ups. I don’t intend to go as far as I did with Al on playstyles regularly, as he has a lot of team battle potential, and I also went out of my way to make him lose to Meta Knight and D3 but be beaten by Ganon and Bowser. Quite frankly, I was aiming to try to balance Brawl through Alphonse’s inclusion.

SirKibble said:
:bee:

I trudged through this beauty (save that overly-extensive SSE Role. Sorry, Warlord ), and loved every minute of it. Al would definitely take some getting used to, but he'd be a heck of a lot of fun to play as. All the moves that work together or only work under some conditions (nice working of both the circles and the helmet/head as mechanics) were so beautiful. Even his physical attacks were awesome (B-Air ftw). Also, I have to compliment the fact that moves like the U-Air and D-Air, despite their effects, are still useful in the traditional sense of those moves through the clapping that Al does.
If you actually read everything but the SSE Role, that’s far more then I could ever ask of you. Alphonse was another moveset heavily focusing on playstyle like Ryuk, so I’m glad he turned out as I intended with move interactions and such. Bair was actually nearly the final move I came up with, but I’m quite pleased with it. On the uair/dair/nair, I was remembering how Junahu criticized moves unusable in certain circumstances and still made them regular attacks for when you don’t have circles.

I must admit, though, that I found the Final Smash a bit overpowered. I mean, the U-Air is a very powerful tool, it's weakness being that it requires enemies to be in a specific place. Making it automatically strike where the opponent is...may be too much. It'd be one thing if staying in the air for long enough would protect them, but even the likes of Pit, R.O.B., and Jigglypuff have to come down eventually, and you could just hit them when they do, since the FS lasts until Al loses a stock. I'm no expert on balance, of course, but that seems broken to me.
I did rush the final smash and didn’t take nearly as much care with it, just planning to make it remove the limits on Al’s mechanic. I guess I got so wrapped up in making the rest of the set balanced that I made his final smash overpowered, huh? Noted. Nuked the uair in the final smash and gave it a 40 second max duration.

But ignoring that, this moveset was an absolute masterpiece. You didn't rely too heavily on either the helmet or circle mechanics, making Al playable without either, but definitely better through mastery of both. Even the Situational Worth Reading was awesome, and I saw right where you were going with it from the moment you had him draw a circle from his hanging position.
The situational worth reading had to be worth reading for a reason, no? Heheh. Thanks for all the praise.

Tl;dr version: Al is awesome.
(h)

EDIT: Chris' comment below reminded me that I wanted to mention something. I really think that the Side Special should be given some function against characters Al can't stuff in. Perhaps he tries to, and they take some damage from his attempt to shove them into the space. Or perhaps he can tell that they're too large, so he slams them against himself instead. I dunno, just something. It's not so bad because they can be downsized with the D-Throw, but it still kind of bothers me that the move does absolutely nothing against certain opponents.
I was trying to emphasize how Alphonse was more vulnerable to big bulky characters and could more easily tackle tiny ones scampering about with that, and I was also trying to actually use logic. I could perhaps add an additional effect for foes bigger then Al, but cases like that would be pretty rare anyway, so I’m not that worried about it. The only characters actually in Brawl bigger then Al are Bowser, Dedede, and DK.

Chris Lionheart said:
Darn... I had a full in-depth comment ready for Alphonse, but my elbow accidentally backspaced the whole thing away... Sorry, Warlord, but I hope this comment will suffice.
That’s a shame…Ah well, I know you tried to put the effort in either way.

Alphonse, along with Illidan, was one of the sets I was looking forward to most by Warlord... actually by anyone. It certainly does not disappoint.
:bee:

My favorite moves in the set are the Down Special, Neutral Special, and Forward Smash, though none of the moves disappoint. The Forward Smash had me lol'ing big time due to it's second function. "I AM THE CURSED DEMON ARMOR! FEAR MY WRATH!" lolololol. That is just plain awesome even if it actually was taken from the show.
The fsmash one of my very first move concepts long before I began work on Al. I remember telling you about it and you loling at it way back when, heheh.

Complaints:
Up Special might still be a bit broken, though I can't really decide on this.
Side Special seems underpowered- even harmful- even with the Up Tilt.
Don't think I didn't notice that the Neutral A was stolen from Ryuk.... ah well, I still like it. I would like to see the punch of this move be aimable in order to hit aerial foes or foes who attack from behind.
Up special can be a perfect recovery, but it can also potentially be no recovery, so I figured it balanced out. This moveset is the one I’m most confident about on balance without a doubt. . .He has a 10-90 match up against Ganondorf in the Gerudo Warlock’s favor, but also has a 75-25 match up against Meta Knight in his favor. What else needs to be said?

Side special was mainly to explain the mechanic of foes going inside Alphonse. I had to explain it there or in the fsmash, and it would’ve been just awkward to talk about it at the start of the set. Still, side special can be used as cide like the side specials of Bowser and Ganon, and if anything is more useful then those two moves due to the utilt and because Al can dump foes out onto a dtilt trap.

I was hoping nobody would notice the neutral A. I tried to come up with something else for the longest time, but I wanted to get it over with as it was one of the last button inputs I had to do, and it fit quite nicely into Al’s playstyle anyway. Besides, I’ve done far worse rip-offs before. Joker’s dsmash says hi.

Phatcat203 said:
Oh son of a *****! I was waiting for the excitement over all the other movesets died down to post the Sniper, and just as I was about to, here you go, Warlord, throwing out a super set! Oh, well, it was a great read, and I like the Circle mechanic. It helps to balance out some of his otherwise broken moves. However, the Final Smash re-breaks them. Seriously, he's pretty broken in his FS. He has infinite recovery, I mean, all you have to do is use the Down-B and set a point, then press Up-B when you're in danger. Plus, it pimps up all of Alphonse's godly moves that normally require circles, like most of his aerials. Overall, though, Alphonse is a great moveset, and hes has great potential in the hands of an expert who won't forget where their circles are.
Sorry to steal the page from you, Phatcat, heheh. Glad you liked it. Indeed, the mechanic is what’s keeping Alphonse balanced. This is my favorite moveset easily in regards to how well balanced it is.

I fixed up the final smash after critique from you and Kibble on it. I was focusing on balancing Al for competitive play more and thus didn’t constantly go back to make changes to the FS like the other moves. Either way, I nuked the uair in FS form and make a 40 second max time limit for it.

Anyway, thanks for the read and glad you enjoyed.

KingK.Rool said:
Now, as to Alphonse... well, to tell the truth, I wasn't expecting a Warlord set on the next page and don't feel like reading him right now.

I will, however, say that I'd like to see more colors used for attack names, rather than just the same ol' grey over and over again. Alternate between that and maybe some sort of blue?

It's a hell of a big read, but I'll try to get through it one of these days.
It’s bigger then it looks, Rool. The actual moveset is shorter then Ryuk’s, it’s just all those obligatory extras, mainly that SSE Role, that I had to include for the sake of continuity. That said, he is also longer due to his massive playstyle sections and match ups, but you like a moveset with a great playstyle anyway, no? As for all the gray, it’s actually gray and silver, but I suppose it’s not all that noticeable.

I look forward to hearing what you think! :bee:
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Ah, the epicness...it burns!

There are so many epic moves in there that I can't decide which ones I like most! FSmash with it's 3 variations, Side Special with it's "I grab you but you control me" effect, FTilt with its team-bonus, Nair's ability to warp enemies into your traps...Every move was creative and fun to picture. I don't think there was a single boring move in there. Even that tripped attack was cool for the mindgames it has.

Despite how long some of the move descriptions were, I found this to be an easy read. Even with the FSmash's huge description, I kept reading to see what was coming up next. This what I like to see in move sets, attacks that draw you in based on their sheer goodness.

Balance...it's hard to say a character is broken when they have a 90:10 disadvantage against Ganon, lol. But it's also hard to say a character sucks when they have a 75:25 advantage against MK. I love how this guy's balance was designed. It must taken a lot of work to make him work like that, so I applaud you.

To top it all off, his playstyle seems like tons of fun to play. Of course, having such a huge playstyle section that even includes doubles strategies and matchups helps to show that off, hehheh.

So yeah, I love Alphonse. Definitley one of my favorite sets in the thread, and my favorite of your own sets. Phenomenal work Warlord. =D
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
I have to say, Alphonse is my favorite of all your sets so far, MasterWarlord.

I love characters who use a mechanic to balance out overpowered/underpowered characters, and you do so fantasticly here. The Specials and all their little uses make them my favorite part of the set, and gives an Al player so many options for only a few moves. I have to wonder, though; Can Al switch to another body with the Neutral Special while someone's in him via Side Special? If so, what happens to the person inside?

As I read the set, I noticed that every move has a quirk, multiple side effects/conditional effects, or interactions with other moves in the set. All the traps, the things he can do with the T-Circles, everything is wonderful here.

I'm very impressed by how you built him to balance Brawl to some extent, and without losing the theme of the character or making him a hodge-podge of random effects that have no overall playstyle. The sheer amount of extras is only the frosting on the cake.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@Alphonse: I've got to say warlord, this is one of your best; way better than ryuk imo. Al did seem broken for a while, but as I read on, I realized how reliant he is on his transmutation circles. His attacks are all really creative & awesome to boot. My only real complaint was about how broken his FS was, but u've already fixed that.

Overall, this set was a great effort from you, & just might be your best set yet. :)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Alphonse is superb. The transmutation circles balance him out so he plays as a fair character. His small little details really bring a lot to the moveset as a whole, and I love the fact that he counters two of the most broken characters in the game. Although Bowser isn't as bad as everyone makes him out to be...that's Melee Bowser, sillies. I'm not sure whether I like Al or Ryuk more, but this is definitely a high point for you in the contest. Bravo, indeed!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Al was excellent as usual Warlord, I really can't add a whole lot to everything else everyone else has said...personally I prefer Ryuk as your "best set" despite being such an FMA fan...

Four day weekend for me so hopefully I'll get chapter 1-2 of my SM up before or on Memorial Day...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Hyper_Ridley said:
Ah, the epicness...it burns!
:bee:

There are so many epic moves in there that I can't decide which ones I like most! FSmash with it's 3 variations, Side Special with it's "I grab you but you control me" effect, FTilt with its team-bonus, Nair's ability to warp enemies into your traps...Every move was creative and fun to picture. I don't think there was a single boring move in there. Even that tripped attack was cool for the mindgames it has.
Heheh. Glad you liked it so much! My favorite part of Al personally is probably the whole thing with foes trying to control Alphonse upon getting inside of him.

Despite how long some of the move descriptions were, I found this to be an easy read. Even with the FSmash's huge description, I kept reading to see what was coming up next. This what I like to see in move sets, attacks that draw you in based on their sheer goodness.
:bee: Well, you trudged through Ryuk, and Alphonse isn’t quite as long as the Shinigami, moveset wise. When I blab on and on forever nowadays I generally have actual reason to due to complicated moves.

Balance...it's hard to say a character is broken when they have a 90:10 disadvantage against Ganon, lol. But it's also hard to say a character sucks when they have a 75:25 advantage against MK. I love how this guy's balance was designed. It must taken a lot of work to make him work like that, so I applaud you.
I’m glad you see my thought process in regards to balance. While I don’t know whom I like better out of Alphonse or Ryuk, I can without a doubt say I’m perfectly comfortable with Al’s balance while I’m rather iffy from the mixed opinions of everyone on Ryuk’s.

To top it all off, his playstyle seems like tons of fun to play. Of course, having such a huge playstyle section that even includes doubles strategies and matchups helps to show that off, hehheh.
. . .Now that I think about it, while Ryuk’s playstyle is super unique, it’d be torture to main him, while Alphonse sounds more FUN to play.

So yeah, I love Alphonse. Definitley one of my favorite sets in the thread, and my favorite of your own sets. Phenomenal work Warlord. =D
Thank you! Heheh. I think you might’ve swayed my opinion on the Ryuk vs Alphonse debate.

UserShadow7989 said:
I have to say, Alphonse is my favorite of all your sets so far, MasterWarlord.
Glad to hear it! I’m noticing a trend here. . .

I love characters who use a mechanic to balance out overpowered/underpowered characters, and you do so fantasticly here. The Specials and all their little uses make them my favorite part of the set, and gives an Al player so many options for only a few moves. I have to wonder, though; Can Al switch to another body with the Neutral Special while someone's in him via Side Special? If so, what happens to the person inside?
Thanks for all the praise. It’s cool to have a mechanic more for the sake of having one, no? I felt Alphonse would need one, although his mechanics –do- make too much sense. To answer your question, the person inside the suit of armor Alphonse left would gain control of the body, though if Al switched back to that body before they exited it they’d be trapped again.

As I read the set, I noticed that every move has a quirk, multiple side effects/conditional effects, or interactions with other moves in the set. All the traps, the things he can do with the T-Circles, everything is wonderful here.
Move interactions is a big theme I’m going for nowadays in particular, though there’s still plenty of the rest. Thank you!

I'm very impressed by how you built him to balance Brawl to some extent, and without losing the theme of the character or making him a hodge-podge of random effects that have no overall playstyle. The sheer amount of extras is only the frosting on the cake.
Well, he wouldn’t balance Brawl perfectly by any means. He’d have a good match up against Jiggs and a bad one against Snake. Fixing Sakurai’s mess entirely with one additional character is no easy feat. Still, he’d vastly improve the metagame by ending Meta Knight’s reign of terror and boosting up Bowser, Ganondorf, and Captain Falcon.

evilgidgit said:
That was a great moveset Master Warlord. You are veyr good at making Fullmetal movesets.
Seeing your FMA fandom I was wondering if this moveset might revive you from your grave, gidgit. Anyway, glad you liked it.

I’ve still got one FMA moveset up my sleeve for MYM 6, heheh. . .

Kholdstare said:
I'll fully comment on Al later. I can say that it's beautiful from a glance.
Alright, cool. Enjoy yourself. :p

Half_Silver28 said:
@Alphonse: I've got to say warlord, this is one of your best; way better than ryuk imo. Al did seem broken for a while, but as I read on, I realized how reliant he is on his transmutation circles. His attacks are all really creative & awesome to boot. My only real complaint was about how broken his FS was, but u've already fixed that.

Overall, this set was a great effort from you, & just might be your best set yet.
Seems the general consensus is this is better then Ryuk, huh? No complaints? Epic. Thanks for the praise.

Just might be my best? If it’s better then Ryuk, I don’t think there’s much question in the matter.

Bkupa666 said:
Alphonse is superb. The transmutation circles balance him out so he plays as a fair character. His small little details really bring a lot to the moveset as a whole, and I love the fact that he counters two of the most broken characters in the game. Although Bowser isn't as bad as everyone makes him out to be...that's Melee Bowser, sillies. I'm not sure whether I like Al or Ryuk more, but this is definitely a high point for you in the contest. Bravo, indeed!
I actually do play a good amount of Bowser and he is indeed improved from Melee, but I find him somewhat too low placed on the tier list for my liking, and I was aiming to use Al’s inclusion to boost his tier standing in particular.

Anyway, thanks for the praise. Making him counter Dedede was actually harder then Meta Knight due to bigger characters being harder for Al to deal with and coming up with ways for Al to not fall victim to the king’s chain grab.

I’m still unsure which out of Al and Ryuk I like better, but I’m feeling Al is getting better received then the Death God due to not having such an exploitable mechanic (Ryuk: *Pokes someone, they jump off edge and KO Ryuk*) and there being no evil page stretcher at his posting (I haven’t forgotten, Wyvern.).

MarthTrinity said:
Al was excellent as usual Warlord, I really can't add a whole lot to everything else everyone else has said...personally I prefer Ryuk as your "best set" despite being such an FMA fan...
Glad you liked it either way, and I’m glad that –somebody- at least prefers Ryuk, as I don’t consider the pair having that much of a gap of quality between them, if any.

Either way, do I simply –have- to have a single best set? I have two clear winners towering over my other movesets. That’s not a bad vote split at all.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Target Acquired…!



Cammy White joins the Brawl!!!


Background
Introduced in Super Street Fighter 2, Cammy is one of the most popular characters in the Street Fighter series. Cammy’s first chronological appearance was in Street Fighter Alpha 3, where she was an assassin with the codename ‘Killer Bee’. She worked for Shadowloo, being loyal to Bison. She was essentially a soulless doll for a time, presumably due to Bison’s Psycho Power. She eventually was made self-aware by Dhalsim, and then confronted Bison. She managed to rescue all the other girls that Bison was controlling. Cammy nearly ends up dying, and loses her memory as a result. She ends up being taken in by the British paramilitary organization called ‘Delta Red’, and is a full member as of Super Street Fighter 2. Cammy is still with them up through the events of Street Fighter 4. Despite being long separated from Shadowloo, it is her Shadowloo appearance that is her default costume in Brawl.


Stats

Power: 3/10 (she only has a few moves with KO potential)
Height: 7/10
Weight: 4/10
Walk speed: 7/10
Run speed: 8/10
Traction: 6.5/10
First jump: 7.5/10
Second jump: 4/10
Drop speed: 6/10
Attack speed: 6/10 (her attacks come out fast for the most part, but many have a sizeable amount of end lag)
Priority: 7.5/10
Range: 6/10
Crouch: 6/10
Crawl: N/A

Cammy is able to wall jump.



Special Mechanic: Super Meter
From Super Street Fighter 2 Turbo onwards, all Street Fighter characters have had a ‘Super Meter’. The meter fills up as they land successful attacks or block attacks, and once filled, would allow them to use an extremely powerful attack called a Super Combo. In the Street Fighter Alpha series, Super Meters had 3 levels that could be attained, giving characters access to 3 versions of each Super Combo, with level 2’s version being stronger than level one’s and so forth. It is this version of the Super Meter that Cammy will utilize in Brawl! She’ll have a 3 level Super Meter under her character portrait during battle, which has the first level already filled when the match starts. As for filling up the meter, one-tenth of the meter will fill up for every 15% damage Cammy deals to an opponent. Basically, Cammy has to deal anywhere between 45 to 60% damage to fill up one level of the meter. That sounds like a lot right? It is a lot, but that’s not the only way the meter can get filled. One-twentieth of the meter fills up whenever Cammy perfect shields an opponent’s attack. Also, one-twentieth of the meter fills up whenever an opponent shields one of Cammy’s attacks. So if you’re putting pressure on your opponent(s), you’ll have no problem filling Cammy’s Super Meter. The actual Super Combos are activated by Cammy’s neutral special; however, some of them require the player to hit a certain combination of buttons in order to use them (Anyone who’s played Street Fighter Alpha 3 should have no problem with this). The descriptions of all the Super Combos are listed under the down special. The strength of each one depends on how many meters are filled at the time of activation. The meter will always empty completely after a Super Combo is used. KOing Cammy doesn’t reset her Super Meter. Finally, you should note that none of the damage Cammy deals with Super Combos counts towards refilling her Super Meter.


Specials

Neutral Special: Super Combo
I’ve already talked about Cammy’s Super Meter; now here’s the move that puts it in action! First of all, when B is held down, Cammy will still be able to move, but she’ll be unable to use any attacks and will only have one jump. During this time, the button combination that is required to activate some of Cammy’s Super Combos is input. Players using the Wii-mote will be able to use its motion sensor function to do this as well. Once a proper button combination is input, Cammy will be able activate the Super Combo by releasing B. When the move is activated, Cammy will get into a specific attack pose (which is explained in the description of each special move she can use). Cammy briefly leaves behind several blue after-images of herself while getting into her attack pose, which takes a tiny bit more than half a second to do. Any opponent who is right next to her or less than 2 stage builder blocks in front of her will be frozen in place during this period. Cammy will also be briefly surrounded with balls of white energy, which rotate around her before forming a design that looks kind of like a throwing star (this is all just for effect). Cammy will then finally perform the actual attack, again leaving behind blue after-images. The foe will be free to move after this. The only way the opponent will be able to dodge this is if they dodged the exact moment that Cammy first activated her Super Combo, in which case they would dodge right as she attacks. However, depending on which Super Combo Cammy uses, this might not be enough to avoid it. Super Combos instantly break shields, so opponents would be wise not to shield against them. Cammy has super armor while using her Super Combos. As a final note, remember that none of the damage Cammy deals with Super Combos counts towards refilling her Super Meter. Anyhow, here are the Super Combos that Cammy can perform:


Spin-Dive Smasher
In order to use this attack, the player has to input a forward half circle. Basically, you have to hit down, forward/down and forward on the joystick/control pad/Wii-mote VERY quickly while B is held down. The pose Cammy gets into initially is a bit strange looking, having her face backwards and be slightly hunched over. She then performs what looks exactly like her forward special, Spiral Arrow. Only this time, she can score multiple hits with it. Once that part is finished, Cammy immediately uses her up special, Cannon Spike, which is also able to score multiple hits. The power and exact description of this move depends on how many levels of Cammy’s Super Meter are filled. Note that this Combo has the same bad end lag of Cannon Spike.

One Level Filled: Cammy will perform what essentially are de-powered versions of Spiral Arrow and Cannon Spike. The Spiral Arrow will only go two stage builder blocks forward, and the Cannon Spike only causes Cammy to fly 2 and a half SB blocks upwards. Each part of the combo can hit opponents twice, dealing 5-6% damage per hit. The final hit of the Cannon Spike will deal medium knockback. This takes a little less than a second to perform.

Two Levels Filled: Both parts of the combo will look the same as their special move counterparts with two levels filled. Each part of the combo can hit opponents up to 3 times, dealing 4-5% damage per hit. The last hit deals medium knockback. This takes about 1 and a half seconds to perform.

Three Levels Filled: In order to use this attack, the player has to input a backwards quarter circle. Cammy’s initial pose has her balancing on one hand, with her legs together and pointing slightly upwards. Cammy then performs what is essentially a vertical Spiral Arrow, reaching 2 and a half stage builder blocks above Cammy. Regardless of how many levels of her Super Meter Cammy has filled, this attack can hit foe up to 8 times. It deals 3% damage per hit with one level filled, 3-4% damage per hit with 2 filled, and 4-5% damage with 3 filled. The last hit of the version with one level filled deals low upwards knockback, and the last hit of the other 2 versions deals medium upwards knockback. This attack cannot be used in midair. Cammy suffers medium end lag after using this move.


Reverse Shaft Breaker
In order to use this attack, the player has to input a backwards quarter circle. Basically, you have to hit down, back/down and back on the joystick/control pad/Wii-mote VERY quickly while B is held down. Cammy’s initial pose has her balancing on one hand, with her legs together and pointing slightly upwards. Cammy then performs what is essentially a vertical Spiral Arrow, reaching 2 and a half stage builder blocks upwards. Regardless of how many levels of her Super Meter Cammy has filled, this attack can hit foes up to 8 times. It deals 3% damage per hit with one level filled, 3-4% damage per hit with 2 filled, and 4-5% damage with 3 filled. The last hit of the version with one level filled deals low upwards knockback, and the last hit of the other 2 versions deals medium upwards knockback. This attack cannot be used in midair. Cammy suffers medium end lag after using this move.


Killer Bee Assault
The player needs to input back/down, forward/down, back/down and forward up in order to use this move. Unlike the other 2 Super Combos, this one can only be used when Cammy has all three levels of her meter filled. Cammy will automatically jump above the nearest opponent’s, ending up 2 stage builder blocks above them before activating the attack. Anyhow, Cammy will have a strange pose in midair as she prepares to attack: she’ll be doing her best impression of Spider-Man, looking as though she’s clinging to the ceiling with her feet (but… there is no ceiling… ?). Cammy will then drop straight down onto her opponent, similar to the down aerial of sheik. If she misses the foe, the move will end right here. Assuming she hits her opponent, she will jump right back up and drop onto the foe again. She lands right next to them after this, and kicks them right in the face, knocking them slightly upwards. Finally, she performs her neutral special, Hooligan Combination, on them, automatically grabbing and throwing them as if the player had pressed B while Cammy was near them (see the neutral special description for more info). It takes a little longer than normal to execute this final part of the move, which deals medium knockback. This move as a whole hits opponents 5 times, and deals 40-42% damage. Cammy suffers medium end lag from this move.


Forward Special: Spiral Arrow
Here we have Cammy’s signature move. Cammy quickly pushes herself slightly off the ground, and then hurls her entire body forward through the air. She stretches out her body fully while doing this, spinning as she flies forward feet first. Cammy travels 2 stage builder blocks forward in this manner, before hitting the ground and sliding half a SB block forward (before she can move again). Cammy’s entire body is the hitbox for this move, which deals 10-12% damage and medium knockback. Obviously, this move has good range, but it also has high priority. When used in the air, Cammy will enter helpless after she attacks. This move does allow Cammy to auto-grab ledges, but only if she reaches it at the very end of her attack. Cammy suffers low start lag and medium end lag from this move. Keeping true to the games, Cammy yells out ‘Spiral Arrow’ as she attacks.


Up Special: Cannon Spike
Cammy jumps up slightly, spinning in mid-air almost like she’s going to use her neutral special. But instead, when she has turned 180 degrees, she kicks in front of her at a high angle with one leg, while the other is touching the ground. She then jumps upwards while keeping the same posture, somehow flying 3 stage builder blocks upwards. At this point, Cammy flips backwards and falls to the ground normally. She can’t use any attacks or jumps, or air dodge in this state, but her descent can still be controlled as normal. Cammy’s upwards angled leg is a hitbox the entire time she’s flying upwards, dealing 14% damage and high upwards angled, vertical knockback. This is by far Cammy’s best KO move, but it takes a bit of skill to hit with it. This move only hits opponents who are directly above or right in front of Cammy. This move has bad horizontal range, and also has good priority. Cammy suffers low start lag from this move, but absolutely horrible end lag. As an ending note, Cammy yells out ‘Cannon Spike!’ as she uses this move.


Down Special: Hooligan Combination
Cammy jumps up slightly, as if she were doing a very low shorthop. Then, she suddenly curls herself into a ball about the same size as Kirby, and launches herself forward. She travels in a slight arch, reaching 1 and a half stage builder blocks above the ground before she arcs downwards. Cammy travels 3 stage builder blocks forward before hitting the ground again. This move also homes in on the nearest opponent, provided they’re within 3 SB blocks. This move is slightly different when used in the air, with Cammy only reaching 1 SB block above her original location. This move can also be used for recovery. And one should note that she does no damage while flying through the air. Once she does hit the ground, Cammy immediately goes into a sliding kick, with her outstretched leg being the hitbox. This deals 5% damage to opponents and trips them, and lasts for half a second before she gets up. She suffers medium end lag as she gets up. Cammy can also cancel the sliding kick by hitting L or R right before she hits the ground, suffering low end lag when she does so. This move also has medium start lag.

Is that all there is to this attack? …not really. If you press A or B while Cammy is touching an opponent or is slightly above them after she launches herself (not during the slide kick), Cammy will grab the opponent and automatically perform a throw on them. The way in which she grabs and throws them depends on which button you pressed to grab them in the first place:



A: Cammy grabs the opponent by wrapping her legs around their neck. Of course, she’ll grab smaller characters by wrapping her legs around their body. From this position, Cammy will flip her body backwards, dragging the victim along with her. She slams her foe to the ground, dealing 12% damage and a set amount of medium, upwards knockback. After slamming her victim, Cammy will end up facing the opposite direction that she originally was facing when B was first pressed to start the move. However, if she managed to grab the opponent when they were facing away from her, Cammy will end up facing the same direction. On another note, if Cammy grabs her opponent while they are airborne, she will perform her flip and then drop straight towards the ground. This can be used to Cammy-cide, even against an opponent who is hanging from a ledge (as long as don’t have invincibility frames). This move has medium end lag.

B: This time, Cammy grabs her opponent by wrapping her legs around their waist, and putting her hands on their upper arms. She’ll put her hands above the arms of smaller characters like Kirby. She’ll then flip a full 360 degrees in the air, traveling 3 stage builder blocks forward as she does so. She’ll end up with her feet on her victim’s chest, and her hands on their head. The foe is then slammed on the ground face-up, and Cammy immediately pushes off of them with her feet, ending up facing her downed foe. This deals 14% to her victim, who is free to move once Cammy jumps off of them (as if they were knocked to the ground by any other attack). This move basically works the same when Cammy’s victim is airborne; this could even end up helping Cammy recover against an opponent attempting to gimp her. This can even be used against an opponent hanging from a ledge, in which case Cammy will flip up onto the ground. This move has medium end lag, preventing Cammy from following up on it.


Basic Attacks

Neutral A Combo: The Killer Bee



Cammy starts out this combo by quickly attacking in front of her with her elbow (as seen above). This move deals 3% damage, has horrible range and bad priority. It comes out almost instantly. She immediately follows up with a punch from her opposite arm (see above), which deals 4% damage and has decent priority. After an almost unnoticeable preparation time, Cammy finishes the combo by swinging her hands in front of her, which are clenched together (again, see above). It deals 6% damage and low knockback. It has bad range, but good priority. Overall, this combo has no start lag and low end lag.


Dash Attack: Holligan Fake-Out
Cammy immediately spins into the air, flying 3 stage builder blocks forward before she reaches the ground again. That’s right, this move looks EXACTLY like Cammy’s neutral special. But there is a major difference; Cammy can’t grab her opponents when using this move. Other than that, it works the same as the neutral special. Cammy can go into a sliding kick by not pressing any button, or cancel the kick by hitting L or R right as she’s about to hit the ground. Obviously, this move’s main usage is for mindgames. All the properties of Cammy’s neutral special apply to this move. Cammy’s outstretched leg is the hitbox for the sliding kick. It deals 5% damage to opponents and trips them, and lasts for half a second before she gets up. She suffers medium end lag as she gets up. Cammy suffers low end lag when she cancels the kick. This move as a whole has medium start lag.


Forward Tilt: Streetwise



Cammy quickly kicks straight in front of her, balancing on one hand as she does so. This comes out very quickly, and deals 9-10% damage. Cammy’s kick deals a set amount of low knockback, so it can't kill. This move has good range and decent priority, no start lag, and low end lag.


Up Tilt: Thrust Kick



Again balancing on one hand, Cammy kicks in front of her at a 45 degree angle upwards, extending her entire body as she attacks (see above). This deals 11-12% damage and medium upwards knockback. This move also shares a similar property with Toon Link’s forward smash; it freezes any opponent it hits briefly before they take the knockback from the attack. The attack has great range and good priority, medium start lag, and low end lag.


Down Tilt: A Perfect Circle




Cammy balances on both hands, and whips her legs around her body in a circle of sorts (once again, see above). This deals 7% damage and trips opponents instantly. This move has decent range and priority, low start lag, and no end lag.


Smashes

Forward Smash: Spinning Knuckle
Cammy quickly jumps into the air, spinning a full 360 degrees before falling back to the ground. This process takes about half a second, during which Cammy has super armor. She then punches in front of her in a backhanded strike, stepping forward with one leg and extending her arm as she does so. This punch deals 10% damage (17% fully charged) and medium knockback. It has good range and priority, no real start lag, and low end lag. Cammy actually jumps forward before attacking, but the length she moves is barely noticeable when this move is uncharged. To give you a good picture, Cammy jumps 2 stage builder blocks forward when the smash is fully charged. This makes this move a useful spacing device. The entire move has low start lag.

Up Smash: Cannon Drill
Cammy puts both her hands on the ground, and launches herself upwards feet-first. This looks very similar to Reverse Shaft Breaker, basically being a de-powered version of the move. Cammy reaches 1 and a half stage builder blocks above her with this attack. It hits opponents multiple times, dealing 13-14% damage (21-22% charged) and low upwards knockback. This move also has good priority, low start lag and medium end lag.

Down Smash: Black Focus
Cammy briefly takes a charging pose on the ground, bending her knees and holding one arm in front of her face. Cammy also briefly flashes white when she first gets into her pose. She then suddenly jumps up, balancing on one leg as she slams her other down in front of her. Being taken from Street Fighter 4, this move stays true to style and causes a half-circle of black ‘ink’ to appear, roughly along the path that Cammy’s leg followed. This effect is merely cosmetic, and it will dissipate after a second. The attack deals 18% damage (27% charged) and medium-high knockback, making this Cammy’s most powerful smash attack. This move has a rather large hitbox, being able to hit opponents above Cammy quite well. It has great priority as well. However, this move is dragged down by high start lag and medium end lag.

Aerials​

Neutral Aerial: Seek No Escape
Showing off her flexibility, Cammy grabs one of her legs and puts it up near her face, it being almost completely vertical at that point. She then lets go of it and lets it fall in front of her. This deals 10-11% damage and is a semi-spike, knocking opponents 3 stage builder blocks downwards before they have a chance to recover. This move has good priority and range, medium start lag, and low end lag.

Forward Aerial: Flying Heaven
Cammy kicks downwards twice, once with each leg, at a slight forward angle. The first hit deals 4% damage, and the second deals 5% and low downwards knockback. This move has bad priority and range, no start lag, and low end lag.

So this attack sucks, right? Not really… that’s not all there is to this one. If an opponent is right under or in front of Cammy when she uses this move, she will actually attempt to grab them. Her grab has no start lag, and low end lag if she misses. If Cammy succeeds in grabbing them, she will then perform her two kicks on them, which deal the same amount of damage. The second hit, however, now spikes opponents instead of dealing low knockback. Cammy suffers medium end lag after knocking her foe away.

Back Aerial: Untamable Fists
Cammy quickly turns around, clenches her hands together behind her head, and quickly swings them in front of her. This deals 8% damage and low knockback, and has average range and decent priority. After Cammy attacks, she keeps her hands in front of her for another second. Her hands have sex kick properties during this time, dealing 3% damage and very low knockback. This move as a whole has low start lag and no end lag.

Up Aerial: Killing Moon
Cammy very briefly flashes yellow does a 360 degree backflip, with her legs spread apart. This essentially causes her to kick above her head in a wide arch twice. The first kick deals 5% damage and stuns opponents, and the second one deals 6% and low upwards knockback. The move will also briefly leave behind a yellow half circle in the air, which only lingers for .4 seconds. This move has decent priority and good range, low start lag, and low end lag.

Down Aerial: Cannon Strike
Cammy raises one leg above her head, and suddenly dives downwards at a slight forward angle, with her leg now pointing towards the ground. Cammy’s leg is surrounded by yellow energy for a split second when she first attacks. This attack deals 7-8% damage and low horizontal knockback. Similar to the down aerials of Sonic or Sheik, this move’s only hitbox is Cammy’s foot, and it has decent priority. However, Cammy is actually able to cancel this move before she hits the ground (or plunges to her death). If you hit L, R, or Z while Cammy is diving downwards, she will pull her leg back up and start falling at a normal rate. This move as a whole has low start lag, and Cammy suffers medium end lag when she cancels the move. Cammy yells out ‘Cannon Strike!’ as she attacks.

Grabs​

Grab
Cammy grabs in front of her with one arm, having low lag on both ends.

Pummel
Cammy delivers a hard uppercut to her victim’s face, dealing 5% damage. However, she can only do this once every second, so it’s unlikely that she’ll ever get more than one in.

Forward Throw: Mountain Breaker
Cammy grabs the opponent by wrapping her legs around their neck. From this position, Cammy will flip her body backwards, dragging the victim along with her. She slams her foe to the ground, dealing 12% damage and a set amount of medium, upwards knockback. After slamming her victim, Cammy will end up facing the opposite direction that she was originally facing. Sound familiar? Yep, this is the same throw that Cammy uses when A is pressed during her Hooligan Combination. This move still has medium end lag.

Back Throw: Tomboy
Cammy turns her victim around, and grabs them under their arms. She then bends all the way backwards, slamming the foe on their head. This deals 12% damage and medium upwards knockback. After Cammy throws her opponent, she will end up lying prone on the ground, but will be free to move almost immediately afterwards. This throw takes nearly .7 seconds to perform, and has low end lag.

Up Throw: Leave Alone
Cammy just wants her opponent to get the heck away from her, now! Cammy quickly grabs her victim’s legs, and flings them upwards, dealing 4% damage and low upwards knockback. Cammy only suffers low end lag from this throw, so she can easily follow up with another attack when her victim is at low percentages.

Down Throw: Sharp Eyes
Cammy… lets her victim go?! That’s right, she just lets go of them, suffering medium end lag in the process. Her foe, however, will be free to attack the second Cammy lets them go. So what’s the point of this move exactly? If anyone tries to attack Cammy while she’s seemingly suffering end lag, she has the ability to evade their attack and counter it by hitting A or B. If A is hit, Cammy will counter with her forward tilt. It deals 11% damage and medium knockback in this case. If B is hit, Cammy will counter with her forward special, Spiral Arrow. It deals 12-13% damage and medium-high knockback this time, making it a possible KO option against foes who will actually fall for this. No matter which attack Cammy chooses to counter with, anyone she hits with them will pause briefly before taking knockback (think Toon Link’s forward smash). Cammy suffers the same amount of end lag for both counter moves that she does while using them normally.

Final Smash​

Gyro-Dive Smasher
This is Cammy’s Ultra Combo from Street Fighter 4, which you can see in action here. Anyhow, Cammy can’t use her FS in the air, and she has to be right next to an opponent for it to work, otherwise she’ll just waste her FS. If she manages to activate it, she’ll kneel down with both her hands touching the ground, in another Spiderman-esque pose (the camera zooms in at this point). The camera suddenly zooms back out as Cammy hits her victim with a multi-hitting Spiral Arrow. She then balances on her head and hands as the camera zooms back in, kicking the opponent a few times as she “break dances”. She then kicks them right in the face, causing them to fly a good distance into the air. The camera then shifts to a view of the victim as Cammy jumps up as if she were using Hooligan Combination, and puts her hands on their shoulders. She spins around to have herself and her victim facing the opposite direction and grabs their head. She then flips her foe backwards as she drops back towards the ground, slamming them to the ground and landing on them. When she does this, red text reading ‘K.O.’ appears on the screen, just like in the above video. This ends the cinematic. This move deals 50% damage and unholy knockback, almost being a guaranteed KO.

Play Style​
Unlike most characters in Brawl, Cammy has a lot of possible ways to combo opponents. She is certainly helped by the fact that most of her attacks have very low start lag. Cammy can use her neutral combo and tilts to build up damage while her opponents are at low percentages. At higher percentages, it's best to use her quicker attacks to lead into her stronger ones, such as her up & side specials, her down & forward smashes, her Super Combos, and sometimes, her down throw. Cammy also has a good gimping game, having a good mix of quick aerials & spiking moves. She also has her fair share of mindgames, mostly utilized through her down special, dash attack & down throw. Cammy also has very damaging throws, and is quick to boot.

Even with all these strengths, Cammy has some glaring weaknesses. First off, many of her more powerful attacks has a high amount of end lag, so if she misses, she can be punished easily. Her other KO options, her Super Combos, down throw & down smash, are fairly predictable as well. Cammy is also quite light, and her recovery doesn't let her gain much horizontal distance, making it a bit predictable as well.

A good Cammy player will know exactly when to attack. They'll space themselves well with Cammy's dash attack, side special, & forward smash, and they should always be trying to gimp or spike their opponent to their death.


Taunts & Victory Animations​

Up Taunt: You Blow My Mind



Cammy turns her back to the camera, gives a thumbs-up to the side, and looks off at an angle. …yeah.

Side Taunt: Combat and Service



YEAH I KNOW. I couldn’t find a gif for this taunt in Cammy’s Shadowloo form, so I got the classic version. Cammy does a military salute. XD.

Down Taunt: Simple Rating
Cammy turns her back to the screen. She then twists around somewhat, smiling and giving a thumbs-up to the screen.

Victory Pose One: Spinning Bird
Cammy cartwheels in from the right side of the screen. She then does two backflips, and jumps into the air in a similar manner to Hooligan Combination. She flips out of it in midair and lands on the ground gracefully, turning 360 degrees as she drags her leg along the ground in a circle. She finally faces the screen, stands up, and strikes a battle pose to end this animation.

Two: Spunky
Cammy drops down from the top of the screen. She then takes her hat off and faces away from the screen. She then twists herself back towards the screen somewhat, and happily gives a wink towards the screen.

Three: Doll Eyes



Cammy drops down from the top of the screen. Suddenly, a hologram of M. Bison, the leader of Shadowloo, will appear in front of her. Cammy immediately goes to attention and salutes the evil dictator, saying ‘Yes sir!’ as she does so. If Cammy is in her Delta Red form, she will not use this victory pose.

Special Victory Pose: Precious Heart
Cammy will only use this pose if she’s in her Delta Red form. Cammy is already on the screen. She’s kneeling down and petting a white cat (she likes cats, apparently). The cat looks towards the screen for a second, and then suddenly runs off, leaving Cammy looking slightly dejected.

Victory Theme

End Battle (classic)


Other Stuff

Entrance


Cammy is already standing on the field, albeit wearing a large red jacket that covers her up completely. She then tosses that jacket behind her, which disappears. She says ‘Target Acquired…’ in Japanese when she does this.

Alternate Entrance



There are no special conditions for using this entrance, Cammy will just use it at random times. Again, Cammy is already on the field. She quickly moves her hand across her neck horizontally, and says ‘Come on!’ as she does it. If Cammy is in her Delta Red form, this will be her only entrance.

Basic Stance



This. THAT IS ALL.

Idle Stance
Cammy puts her arm in front of her and messes with her gauntlet.

Roll Dodge
Cammy quickly cartwheels in the pressed direction, moving about two stage builder blocks. This is a quicker dodge, about the same speed as Sheik’s.

Alternate Costumes



Blue (default)



Red



Green



Violet



Black



Delta Red Cammy (Green)



Red



Blue



Gray



Orange

Series Symbol
The letters ‘SF’, written in a style similar to this.

Wiimote Sound
Cammy is heard saying ‘Cannon Spike!’

Kirby Hat
Kirby gains Cammy’s blue hat and her hair. But instead of getting Cammy’s neutral special, he gains her down special, Hooligan Combination.

Snake Codec

~ Coming Soon ~


Extras​

Stage: England



This is not a very complicated stage. It’s pretty much just Cammy’s classic stage from Super Street Fighter 2. A straight up walk-off stage. Occasionally, black birds will fly around and the Aurora Borealis in the background will move.

Music
Cammy Theme (original)
Guile Theme (original)
Charlie Theme
Adon Theme
Strange Sunset
Spinning Bird
Doll Eyes
Crimson
Snowland
Army Girl
Sharp Eyes ~ Piano Melo Mix ~
Drive-In at Night
Cammy Theme (Street Fighter IV)
Guile Theme (Street Fighter IV)
Cammy Theme (X-men vs. Street Fighter)
Cammy Theme Version 2 (Street Fighter Alpha 2 Gold)

Assist Trophies

~ Coming Soon ~

Trophies
Cammy, Gyro-Dive Smasher(FS), M. Bison, Ryu, Ken Masters, Chun-li, Akuma, Guile, Sagat, Vega, Balrog, Sakura, Rose, Charlie Nash, Crimson Viper, Gen, Zangief, Dhalsim, Juli & Juni, Dan, Gouken, T. Hawk, Blanka, E. Honda, Guy, Sodom, Rolento, Fei Long, Adon, Birdie, Gill, Alex, Ibuki, England, Secret Point 48106

Stickers
Cammy, Cammy(alt) M. Bison, M. Bison(alt), Ryu, Evil Ryu, Ken Masters, Chun-li, Chun-li(alt), Akuma, Shin Akuma, Guile, Sagat, Vega, Balrog, Sakura, Rose, Charlie Nash, Crimson Viper, Gen, Zangief, Dhalsim, Juli & Juni, Dan, Gouken, Blanka, E. Honda, Guy, Sodom, Rolento, Fei Long, Adon, Birdie, Gill, Alex, Ibuki, Dee Jay, Seth, Abel, Karin, Dudley, Hugo, Yang, Yun, Urien, Sean, Rufus, El Fuerte, Makoto, Necro, Twelve, Elena, Oro, Remy, Q, Cody, Eagle, R. Mika, Doctrine Dark, Garuda, Hokuto, Kairi, Skullomania

IT'S CAMMY! DUN DUN!!!
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
*sigh* Well, I guess I can't blame you for taking advantage of the open page, and the moveset is really good. The only complaint I have is that Cammy's Neutral Special tends to deviate a little much from the Smash norm. You have to put in button inputs or rotate the C-Stick, which is also included in other sets, mine included, but this much isn't what Smash was intended for. It was meant to be a simplistic fighting game unlike any other. Whereas games like, well, Street Fighter had complicated button inputs that differed for every character, Smash had the same button combinations for every character, though they did different things. I admit, in MYM, you're welcomed to change it up, as many have, but now it's straying a little too far.

Nevertheless, I still liked Cammy, and her mechanic, as well as the button inputs, it's just that I don't think that any of us should stray too far from Smash. Cammy's combo ability is great, although if she were in Brawl+ it would be unholy. The Final Smash is simple, which is good, as most of us have been going a little too far lately, including maybe Hagiri. Overall, Cammy's great, but a little too complicated for those not used to the old-time Street Fighter or King of Fighters games, which actually may be a good deal of Brawlers. However, you could have taken the button inputs to the max, and included them on every attack instead of just the Neutral Special, which I'm grateful that you didn't. Anyways, Cammy makes a great inclusion to the roster, if not a rather complicated one. I wouldn't use her, but that's just because I'd screw up too much on said Neutral Special and end up initiating the wrong attack.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
CAMMY:

. . .To be quite honest I found the moveset to be. . .A good deal more generic then what’s become the ridiculously high standard for MYM over the time. I honestly don’t see what Phatcat’s talking about, as this seems more like a moveset Sakurai would actually come up with. That said, it’d be pretty OOC for Cammy to do much of anything else in a similar fashion to why I had to give Zasalamel some boring scythe attacks, but Cammy’s various kicks and other basic physical attacks fill nearly the entire moveset. It’s more the fault of the character then the moveset in a similar case to my Lust moveset. There’s just simply not enough potential here to really do all that much. That said, you did come up with some creative animations even if the actual effects weren’t particularly original, such as the nair and the Hooligan Shenaigans or whatever that move was called.

The one creative highlight in the moveset is Cammy’s mechanic, which I found to be disappointingly underpowered. After all that work, foes can easily dodge the combo or even hit her out of it? You must be joking. Even then, it’s just a bit of quick damage which Cammy is already godlike at instead of helping her actually KO her enemies. Speaking of her godlike damaging abilities, she seems to have too much of a combination of range and attack speed on her many attacks IMO. . .Maybe it’s the fact that it’s rare if her attacks have any lag at all? Cammy seems somewhat overpowered as a whole, although it’s not terrible.

The tilts help to drag you into this moveset even if they’re generic solely due to the images and the short descriptions, but the specials, which are supposed to be the most enjoyable part, can be quite confusing, taking a considerable time to explain rather simple attacks at heart. Some of the smashes and aerials can also be somewhat awkward to picture due to strange descriptions as far as to what Cammy's actually physically doing, but it’s not that bad. You just mainly need to tone down the description on those specials.

Sorry to say, but I feel that Midna’s better then Cammy due to being a lot more readable and begging to be read and more original attacks. I can’t speak for Yuji and Shana due to not having read them due to the spoilers they contain. Like I said earlier, it’s probably just the character choice, and I see little that could be done to make Cammy more original while staying true to her. You did pretty good for what you were given.

MAY:

You sure did have me stumped with the ridiculously small amount of hints you gave me when you were revealing it to me in the chat. That said, this turned out a lot better then I expected, and was extremely easy to read for a multi character. Kudos to you. May’s pokeblocks are an interesting mechanic, although I felt they were somewhat detached from the moveset as a whole and were more just of a way for May to interact with her Pokemon. Still, it’s nice to see the character the moveset’s named after actually do something.

Blaziken I felt was the most original of the group, which is quite impressive, seeing he quite possibly has the least potential. I loved how the smashes interacted with each other in particular on Blaziken, as I mentioned to you in the chat. Blaziken seemed to have the most of an actual playstyle among the trio and the most actual consistency. Good job on him. I found the bad priority Blaziken shared with the good captain who Blaziken would likely be a clone of if actually in Smash quite humorous, though not particularly fitting. Still, it was a good disadvantage to give Blaziken to balance him. Speaking of Falcon, I have a particular distaste for Blaze Kick with it’s massive similiarties to Falcon Kick, with Falcon Kick even being referenced in the move description. If there’s any move I’d like to see rewritten in all three characters in the set, it’s that one.

Beautifly was my second favorite. Beautifly had more unique moves then Blaziken with all of it’s powders and various status effects, and I’m impressed that you made Beautifly so different from Butterfly Kirby despite the characters being so similar. However; Beautifly doesn’t flow nearly as much as Blaziken, being a big pile of unique individual moves that have little relevance when paired up with each other, which is the main reason I preferred Blaziken to Beautifly. I also would like a bit of clearing up on Beautifly’s up special, as I can’t quite determine whether you mean Beautifly’s recovery handles like the projectile part of PK thunder or when the projectile goes into Ness/Lucas’ rear end and propels them forward.

Glaceon didn’t have as interesting parts as Beautifly or the good flowing feel of Blaziken, so it’s my least favorite. That and my anti ice bias from the mass water/ice movesets that have come in recently. That said, I love the mindgame potential of the pummel combined with one of the throws that has an identical animation to it, I forget which one it is. If it’s the pummel, the foe can button mash out, but if it’s the throw, if they try to button mash out they get punished. Those are probably my favorite moves in the whole set right there. Very epic. That said though, Glaceon as a whole is somewhat uninteresting. I could elaborate more, but. . .It’s been a while since I’ve read the set and I clearly remember it as my least favorite, and this commentary is already getting really long. Blah.

I particularly liked how you made the Pokemon actually come together as one character slot quite well with having the Pokemon interact with each other, particularly with Beautifly’s shed skin and Blaziken’s down special. I also found the final smash slightly underwhelming like many others, but it at least made use of a mechanic, so it’s not as bad as some are making it out to be. I don’t think the four separate playstyle sections worked out too well, though, Kibble. You’re better off just listing alternatives within one playstyle section. Glaceon also seems to be rather useless when compared to Blaziken and Beautifly according to your playstyle section, although I don’t particularly find this to be the case myself. May’s Pokemon seem balanced individually and as a whole, so good job with that.

I feel that Animal Crosser is your best set of MYM 5 so far, although this could probably take the silver medal. You’re clearly working more on playstyles and it’s showing. Keep going. You had it with Animal Crosser, aside from the actual playstyle section. You’ve gotten good on balance. Playstyle is your next big obstacle.

THE KID:

I wasn’t expecting that much from this set, but this turned out to be a set I’m quite fond of. I apologize for not commenting him earlier, but I was too busy working on Alphonse. At least I acknowledged that I read him by referencing him a few times in Al and giving him a match up there, no? I found many parts of it hilarious despite being totally unaware of the source material. The wuss save was utterly priceless. This set is great for a quick laugh, and the move descriptions are short and relatively friendly, accompanied by plenty of pictures to get you through. I also love how you had individual music tracks linked on the headers to listen as you went through, changing tracks as you went along. This really helped give the moveset excellent presentation.

Despite having amazing presentation, the moveset actually left few questions in my mind, save for the grab system, which I found to be extremely confusing. I also can’t tell if the dair actually works as another grab system like Master Claw or not when you press Z, I just don’t feel that you made that clear enough. The grabs could use elaboration.

But enough of that! From what I could understand of the grabs, they were epic. I’d never think of coming up with a character who could freaking grab himself, much less use it to his advantage for recovery (Oh wait, I guess that does mean that the dair works as a grab. . .I only gathered that as you referenced it in other moves. It needs to be clearer in the actual dair.). There were hardly any generic moves in here, only the bthrow sticking out in my mind, though it’s clear Street Fighter fan service and is decently integrated into his playstyle. The dthrow was a particularly brilliant move.

The Kid is without a doubt one of my favorite trap based characters, and he flowed extremely well. His playstyle section is also impressively detailed and makes lots of sense despite the rest of the moveset not being that detailed. Very well done. His playstyle was extremely unique with the traps, and he was even separated from the many other trap characters by making him vulnerable to his own traps.

Any balance problems I have are easily countered by the fact that the Kid can be sent into his own traps, which is quite unique and very fitting at the same time. I really have very few complaints here. You even have a decent amount of extras. Easily a top contender you’ve got here, Agi.

BOWSER:

Indeed, this set is a massive detail improvement from Chaos 0, but there are still a few moves that are particularly annoying to picture, such as the uair and nair. While the descriptions aren’t unbearable like before, they’re still hindered by your awkward writing style. Either way, this is a massive improvement, and this moveset in particular is worth trudging through it to read the individual moves.

I found the specials to strangely not be all that interesting in comparison to the rest of the moveset, which was a bit awkward. I’d recommend switching the generic fireball neutral special with the incredibly sexy bullet bill canon ftilt/fsmash (I forget which one it is). There are several very unique moves in here, and this whole moveset is a massive nostalgia trip through the Mario series in a similar fashion to Spadefox’s Robotnik set with all the various mechs. Very well done.

A couple more complaints. I feel too many moves are taken from Super Mario RPG when you could’ve taken us back to many other games, particularly when you choose an occasional boring attack from SMRPG such as neutral A or an outright awkward and random move in the nair. I also fully read through the dair, expecting something to be changed about the move, but nothing was. You could’ve saved us some effort by just saying “See Brawl Bowser down B”, ya know?

Bowser doesn’t flow as well as I’d like him to, but you do go for an actual playstyle theme at all by keeping in tact his signature Brawl moves and keeping him defensive like he is in Brawl, though a hell of a lot more fun to play (This coming from someone who uses Bowser regularly for the purpose of fun) and more then just a punching bag. This is what Bowser should’ve been, no questions asked.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,258
Location
Australia
Tsuru Tsurulina III / Czar Baldy Bald III
[/IMG]
[/IMG]
Tsuru Tsurulina III is basically one of, if not, the main antagonist in
BoBoBo-Bobo-Bobo.
He was the former emperor of the Maruhage Empire (Chrome Dome Empire for the English anime) who made his empire one of the greatest powers in his time by using violence. He could not however conquer the Hair Kingdom, because of the civilians “hair balls” that gave them immense power. Tsurulina then decided to take his 26 A-Z block leaders and some of his hair hunters and cryogenically be put to sleep for the next 100 years. Tsurulina was a cruel tyrant in his time, who wants nothing less than to rule the world by obtaining a “Hair ball” He attacks by using his Super Fist of Red Magic, and Super Fist of Blue Magic to attack his enemies. Also, he may look like a human but he is actually a cyborg. He appears as the main antagonist in Shinsetsu BoBoBo-Bobo-Bobo, which he controls the Neo-Maruhage Empire.

STATS:
Power: 10/10: When you mean DAMAGE percentage rise, he is quite good at inflicting it upon enemies.
Range: 7/10: The enemy needs to be somewhat near Tsurulina for his attacks to be very effective, but some of his attacks have good range.
Walking speed: 4/10: Not very good at all, quite slow.
Running speed: 2/10: Very bad, just like Mewtwo’s old running speed in melee.
KO potential: 3/10: With all that power, you would think it would be easy right? But he has to be limited so he is not broken.
Priority: 9/10: His priority is quite good, seeing as most of his attacks are disjointed themselves.
Size: Tsurulina is the same size as Gannondorf.
Weight: The same weight as Snake, but slightly worse (He is a cyborg, you know)
1st jump: 4/10: Not too bad but it is not very good. Has good vertical movement, but does not get you far in horizontal movement.
2nd jump: 1/10: Krappy. Is only as half as good as Snake’s second jump!
Recovery: Depending on the stage, horrible or okay.
Running speed: 2/10: Bad in itself, very slow for a floater.
Lag: 5/10: Some of his attacks have a bad start-up, but some are rather quick.
Traction: 1/10: Tsurulina can trip over easily, and requires twice as long to stop himself when running as it does for Sonic.
SP (SPECIAL)Abilities: NO
Disruption: 10/10: it is very good.
Falling Speed: Tsurulina has two falling speeds: Slightly floaty if he falls from his 1st jump but fast like Wolf if he falls any other kinds of ways including free-fall, 2nd jump, footstalled, cannoned or knocked back, etc.
Swimming: 1/10: Tsurulina drowns easily because he’s a cyborg.
PROS:
Has countless attacking options
Can rack up damage very quickly
Is good at disruption
Has very good priority
Many attacks have special properties

CONS
Is slow
Has bad jumping
Is not very good at scoring a KO easily
Probably the easiest character to be gimped due to not being able to spam his recovery

Standing Position: Tsurulina will be standing like this:
[/IMG]
If left to stand, Tsurulina will begin to cross his arms, look around and sometimes play with magic red handkerchief, such as tying knots.
Walking: Tsurulina will simply walk and have his arms swaying from right to left.
Running: Tsurulina will actually fly like Mewtwo did in melee for his run.
Crouch: Tsurulina simply bends down like Gannondorf does.
Spotdodging: Tsurulina will slide away from the screen without moving any part of his body, but will have a slight smirk on his face when doing so.
Grabbing the edge: Tsurulina will hold the edge with both of his hands.
Lying unconscious(Front): Tsurulina will have his whole body spread as he lays on the floor with his eyes open, but there are no pupils.
Lying unconscious(Back): Tsurulina will lie down like any other character does.
1st jump: Tsurulina will slowly float up
2nd jump: Tsurulina will take a 1st hump animation that most characters use.
Getting up: Tsurulina will just float back up.
Stunned state: Tsurulina will stumble backwards and forwards as he holds his right hand over his head while moaning.
Sleeping: Tsurulina will crash to the floor as he closes his eyes and snores. He will push himself back up when he wakes up.
Pratfall: Tsurulina stumbles forward as he crashes forward onto the ground. He rolls back onto his feet afterwards.
Shielding: Tsurulina will have his arms crossed as he smirks at the enemy. His shield will drain a bit quicker than other characters.
Home run bat: Tsurulina will actually attempt to swing the HRB as a sword like a vertical slash.
Becoming Giant: Tsurulina will look down at his hands as he looks up with a grin on his face.
Swimming: Tsurulina will do a breast stroke in the water to swim.

Air Dodge: Tsurulina will step into the background as if he is walking on air! He will fall normally though.
Drowning: Tsurulina will wave his arms around helplessly, without pupils in his eyes.
Becoming tiny: Tsurulina will have a angry look on his face as he pounds the ground once.
Landing: Tsurulina will bend down so he can get back to his normal position.
Rolling: Tsurulina will float to his new position.
Opening: A coffin will fall from the sky into the arena, then opening up to reveal Tsurulina, who gets up, steps out of it and then pushes the coffin aside. Additionally, if you hold A before the match (Similar to being able to instantly transform from Zelda to Sheik before the match in melee), the coffin will fall from the sky in its normal position, but Tsurulina will not get out of it. The coffin will just stay there, and has 20HP. It acts like Wario’s motorbike as you can destroy it or even pick it up and throw it away off the screen, but If the coffin is destroyed, then another coffin will appear, lying on the ground, in the same opening of the stage as that of the one of the character who destroyed the coffin (For example, if you started on the left end of final destination and there is one enemy who destroyed the coffin and they started on the right end of final destination, then Tsurulina’s coffin will appear on the right end of final destination. Tsurulina will then come out of that coffin in the same way as his opening, but Tsurulina is invincible until his second opening is done.
ATTACKS:
A: Tears for Tears: Tsurulina will extend his arm and wave his red handkerchief to hit the enemy so that it is now hiding his sleeve. This has slightly better range than Gannondorf’s A but has weak damage only doing 2% and has some bad startup lag. The handkerchief will then go back into Tsurulina’s sleeve.
,A Sorrow for slaughter: If you follow up another A input from when the handkerchief was hiding the contents of his sleeve, then Tsurulina will reveal a knife that goes 0.5 the range of his arm and damages the enemy for 11% but does small stun almost nothing.
Ftilt: Doomed Patient: Tsurulina will summon a bed that is 1.3 as wide as Bowser in front of him. This bed can be destroyed as it has 30HP, will prove to be a slight obstacle as it is as tall as Squirtle when crouching. The bed lasts for 5 seconds and there is no lag in summoning it. If a enemy lies in a unconscious position while on the bed, they will be strapped to the bed by handcuffs and Tsurulina will stop whatever animation he is doing and teleport in of the bed front, but in the background, where he is invincible to hold a bomb in his right hand. He will then proceed to put his right hand into the enemy’s body. After that brief moment, Tsurulina will have his hand out of the enemy’s body which in one second, the bed and the victim will explode upwards in knockback (Fairly high knockback) and 25%. This is also a great KO move, and pretty broken if it works. A good enemy can ukemi to escape if they are spiked onto the bed. Tsurulina is invincible when he is performing the “Operation” but the enemy can still be damaged by other attacks, but they will not knockback.
[B]Utilt: Invisible pain: [/B]Tsurulina will have his hands in the same position that Donkey Kong gets into when he is charging his up smash. He will hold this position for 2 seconds, creating a slight static area that is shaped like a rainbow from one hand to the other, then takes 1 second of cooldown lag. An enemy that touches this electric field will take 4% damage plus 2% per second for the next two seconds, with no knockback. This attacks range goes over Tsurulina’s head but beware, this attack leaves you open to a attack.
Dtilt Childs Play: Tsurulina will extend his right arm but it will be aimed diagonally downwards as a balloon will float out of Tsurulina’s sleeve. This overall takes 1 second of lag. The balloon will travel straight forward but slightly upwards and is as fast as Bowser’s walking speed. This balloon will pop if it is hit as it has almost no priority. If it touches an enemy, then the balloon will just pop, do 3% to that enemy but will not knock them back or stun them.

Note: Any Super Fist smash attack, Tsurulina will announce this attack while charging.
F smash: Super Fist of Blue Magic: Drain Your Brain with Pain! :Tsurulina will begin charging and will be standing still. After the charging is released, Tsurulina will thrust his right arm forward. This attack does nothing unless there is an enemy on the ground within reach of Tsurulina’s arm length. If Tsurulina grabs an enemy, then he will put his hand through the enemy’s head (There is no blood, it’s as if the enemy was a ghost) and Tsurulina will then pull something out. It is the enemy’s brain! (It is a blue ball the same size as Mr. Saturn) Also, this attack is treated as a grab.
This will always 12% and for as long as Tsurulina has the enemy’s brain, they cannot use special attacks. The brain counts as an item and if Tsurulina attempts to throw away the brain, then the enemy will be able to use special attacks again. The brain reaching part is as quick as Wolf’s F smash and when Tsurulina does get an enemy, he take 1 second to remove their brain from their body and push them away like DeDeDe’s D throw knockback. The brain will be in Tsurulina’s position for depending on charge time, from 3 seconds to 10 seconds, but at the cost of having to hold onto an item to strip your enemy of their specials.

Up smash: Ring of Fire: Tsurulina will raise his right arm into the air as a ring of fire that is 1.5 wider than Bowser but is quite thin, paper thin is created. The fire becomes more intense as the charge up increases and Tsurulina will slightly shake as you charge. When you release charge, the ring of fire will spin and move upwards slightly. You are vulnerable for the whole time as the ring lasts for 1 second, you can move the ring of fire slightly right or left with the right controls, but the speed is only equal to the speed that Bowser can move while he is crawling. If the enemy is hit by the fire, then they will get no knockback, only a small bit of stun but can receive from 24 to 34%. But if the enemy actually goes through the ring, they can actually get a bonus depending on their damage percentage (this won’t happen if they air dodge through the ring but one of their body parts would have touched the ring and caused them damage, but still counts even if they air dodge through the ring and they would have not gotten hit by the ring) The bonuses for the enemy vary from these:
0%: Gain 7 seconds of invincibility.
1-25%: Heal all damage
26-50%: Become giant for 4 seconds
51-99%: Attacks do 1.5 damage, and speed is increased.
100% or more: All of the above (This occurs in a 25% chance)
75% chance of otherwise gaining 2 random bonuses from the above cannot overlap.
This attack on the other hand does not have any lag for Tsurulina at the start, but he will have a 0.30 second lag after the ring vanishes getting back to normal position.

Dsmash: Super Fist of Red Magic: Magic of Sabers: Tsurulina will turn to face the screen as he charges, along with raising both his hands. This takes quite a bit of lag itself to do, same as Dedede’s startup lag for his F smash. After the charge is complete, there is no lag and four knives, each half of Tsurulina’s height, will spawn from the ground. Two knives are on Tsurulina’s right and the other two are on his left. These knives are the same as the ones used for Tsurulina’s grab. They are four knives wide from each other compared to Tsurulina on each side. The knives will stay around for two seconds and you can move around freely after 1 second of the attacks execution. They will not hurt you but if an enemy touches a knife, they depending on charging, they can take from 18 to 26%. The knives will simply stun the enemy as if they got bitten by the ultimate chimera from SSBB. The enemy will not take any knockback, and the knives simply vanish after 2 seconds of being on screen.

Running attack: Darkest Illusion: This will cause Tsurulina to suddenly teleport 1.2 Bowser width forward with no lag, where using this attack will slow him down to standing speed. This does no damage at first, but after a second prior to when Tsurulina reappears, there will be two illusions of Tsurulina in his running animation that will appear as a seconds warning in the gap that Tsurulina teleported, then after that second of the two clones will explode, causing a blast radius equal to the gap that Tsurulina travelled in his teleportation. This will damage anyone (Even you) that is caught and knock them strongly upwards for 7%. This is one of Tsurulina’s best KO moves, but you have to be careful because unlike other running attacks, if Tsurulina makes contact with an edge, then he will actually enter a helpless state, but he cannot grab ledges that are behind him when he is in a helpless state from this attack. The blast does not do much to shields at all regardless of being an explosion. Additionally, if you press B at the same time you press A, instead of an explosion being created, in its place there will be invisible threads the same size that last for 2 seconds. This thread will trap anyone who touches it, freezing them in place until the thread vanishes, but will not affect you. DI will be ignored with this attack, and this is good to combo with Tsurulina’s powerful grab.

AERIALS:
Nair: The Devil’s Pitchfork: Tsurulina will curl up slightly as 3 knives that are as tall as the IC’s hammers but are rather thin. These knives will be rotating around Tsurulin but will be pointing away from Tsurulina as they spin quickly in a triangular shape. They spin and can damage for 1 second. They do no knockback at all, but in total, they spin around Tsurulina 5 times and each knife will do 7% each to an enemy if it connects but during this attack, the same knife cannot damage the same enemy again. This can do up to 21% in total but leaves Tsurulina vulnerable even if a knife hits the enemy. There is no start-up lag but there is a little bit of cooldown lag however.
Fair: Mad Parade: Tsurulina will violently shove his right arm down his throat, and then he will violently retract it as 6 different coloured handkerchiefs will come out of his mouth. Tsurulina will then throw them in the same animation, having the same range as Dedede’s Ftilt. The lag is quite hefty for the start –up. The coloured handkerchiefs can be different and the attack variation depends on the colours of the handkerchief, there can be more than one of the same colour present and there can even be 6 of one colour:
Red: +5 Damage, +0 knockback (CHANCE OF APPEARING: 7/10)
Green: +3 Damage + 1 Knockback (CHANCE OF APPEARING: 6/10)
BLACK (Will have a skull mark on it): +10 Damage +5 Knockback +5 Range (CHANCE OF APPEARING: 1/1500)
Blue: + 2 Damage + 1 Range (Chance of appearing 1/10)
Yellow: +3 Knockback (Chance of appearing: 7/10)
WHITE: Cancels enemy attacks +2 seconds +2 Damage +3 knockback (CHANCE OF APPEARING: 1/100)

With this attack, say for example, +5, this is for one handkerchief, which is connected to 5 others. Let’s just say that you manage to get 6 Red Handkerchiefs. You will do 30% damage but no knockback. As for the black handkerchief, the chances of pulling one out will reduce to 1/1000 if you are losing. The +1 range will increase the range to as if there was an extra handkerchief, so if you had 6 blue handkerchiefs, then you would have double the normal range of the attack and 14% damage. For every +1 in knockback, the knockback will be the same as getting hit be a weak jab like Kirby’s 1st A jab and increase it for every additional number. You can change the chances of the handkerchiefs you get, effect orientated by doing the following when you input the Fair button:
More Damage: Hold the A button when you input the buttons (Meaning you do not let go, prior to the start-up lag)
More range: Hold the control stick in the initial input direction
More Knockback: Let go of the two buttons when you do the button input (Like you usually would)
Better chance of a BLACK handkerchief: Button mash the A button upon button input to increase the chances of a black handkerchief (Example -5 from 1500 for each time you input the button after initial button input)
A white handkerchief is 10% more guaranteed if you hold the B button upon button input.
Bair: Inner Chaos: Tsurulina will turn behind and open his mouth to reveal a larger handkerchief from his Fair. This handkerchief is three times longer than one handkerchief and the same chances occur to get the handkerchief, only you cannot hold buttons to change the chances. The handkerchief itself has three times the property of one from Tsurulina’s Fair. This attack also has some heavy lag like Tsurulina’s Fair and has a little more cooldown lag. So for example, you get a blue handkerchief; it will have twice as much range (Adding on the +1+1+1 from each blue) and will do 6% damage.
Uair Digital Dance: Tsurulina will summon a spinning dart board above himself that is the size of a hothead (smallest size) which there is no lag and Tsurulina performs no gestures. The dart board does 5% and has high priority, but no knockback. What’s interesting is that the dartboard actually stays in the air for 5 seconds. This means you cannot use this attack for 6 seconds after you press the button input. After you press the button input, you can straight away use another attack as there is no cooldown lag.
Dair: Super Fist of Red Magic: Let Me Give You A Hand: (Tsurulina announces this attack)Tsurulina summons two white gloves the size of Mario’s hands below him, one on his right and the other on his left. They last for 2 seconds and you can make the two hands perform actions since you will be immobile for that 1 second. When the hands disappear, Tsurulina will enter a helpless fall. Also, any fast falling will be cancelled and Tsurulina will float in the air for the two seconds.
If you hold A upon button input: The two hands will clap, causing small stun, and 13% to anyone caught in the hands. The hands will also push enemies into the centre of their attacking.
If you hold down on the control stick upon input: The hands will both push down, spiking any enemy who is hit by them, but does no damage.

The hands will do nothing but grab any enemy that touches them for 15% if no special input is done, then when the hands disappear, the enemy is set free.

Miscellaneous attacks:
Getting up: Tsurulina will get up floating as he spins around, hitting anyone that touches his arms for 8%.
Ledge attack: -100% or bellow: Tsurulina will get back up and attempt to slash a knife when he gets back up, doing 9%.
Ledge attack-100% or more: Tsurulina will actually swap places with an enemy on the ground if anyone is on the ground that connects with the edge that Tsurulina is currently on. That enemy will also take 5% but if there are no enemies, then Tsurulina does his other ledge attack.
GRAB: Super Fist of Red Magic: Magic of the Box (Tsurulina announces this when attempting to use this grab)
Tsurulina will summon a magic box, but one half will slowly come from the background while the other is moving away from the camera. The box takes 2 second to form and does not form right in front of you but rather, Tsurulina’s own width away from you. If Tsurulina is hit when the box is forming, then the box will not end up forming. The Box is the same size as Bowser and if an enemy’s body is in the box when it closes, then the grab can begin. The interesting thing about this grab is that the enemy is not squirming around, rather they can still attack as usual, but cannot jump or walk due to the size of the box. The box will have 50HP that the enemy must destroy it to break free. The box will always be bigger than the enemy that is trapped in it and will expand if necessary. The box will darken the more damage it takes. The damage will also pass on the next time Tsurulina tries to use this attack, and if the box ends up being destroyed, then Tsurulina will be vulnerable for 2 seconds as he stumbles back slightly. Also, if the box is destroyed, then you cannot use the grab for another 15 seconds, starting right when the box is destroyed. Swords in the box do not affect the enemy’s attacking.
Pummel: Pain of Cold Iron: This pummel lag takes 1 second. Tsurulina will be holding a long sword that he will stick through the box, doing 2% to the enemy but no knockback whatsoever. These swords do not disappear after the pummel, because these will change what his other throw will be sometimes.
Fthrow (Without swords implanted) Bad Host: The enemy will be completely immobile at this time like in a normal characters grab when they squirm. Tsurulina will walk up to the box, which has opened like a box does, (It opens in the opposite direction that Tsurulina is facing) then he will strangle the enemy with his right arm, causing the box to disappear, knocking the enemy horizontally and doing 12%
Fthrow(With swords implanted) Iron Revenge: Tsurulina will raise his hands as the swords are pulled out of box, doing 2% for each sword, then Tsurulina will collect the swords in his right hand and slash the enemy, doing 4% for each sword and more knockback forward diagonally. The enemy will be in a squirming position the whole time.
Bthrow (Without swords implanted) Fake Death: Tsurulina will teleport so be is behind the box, then will use a sword to chop the box in half, doing 11%, knocking the enemy diagonally but not much as the box’s two halves fall but this does not count as the box being destroyed. The enemy will be in a squirming position when Tsurulina teleports.
Bthrow (With swords implanted) True Blood Metal: Tsurulina will teleport so be is behind the box again, then he will retract his hands as the knives go through the enemy, doing 6%, no knockback for each knife, but do 8% for each one to you, being hit by the sweetspot, but space you away from the enemy like DeDeDe’s down throw, regardless of knockback. The enemy will be in a squirming position when Tsurulina teleports.
Upthrow: (Without swords implanted) Wrong fit: The box will shrink as the top opens, squeezing the enemy as they are knocked out from the box upwards, doing weak vertical knockback, 8% damage. When the box shrinks, the enemy will be in a squirming position.

Upthrow (With swords implanted) Water Torture: The box will be slightly transparent so we can see what is going on in the box just for this one moment. The swords will turn into a poisonous purple liquid as the liquid pours into the box. When the swords begin to change, the enemy can still move, but they cannot damage the box. 1 sword will fill the box to 1/4 full and will do 5%. This attack does no knockback or stun, if 3 or fewer swords are put into the box. If 4 swords are put into the box, the enemy will be stunned for 1 second. If you put 5 swords in the box, then the box will explode, having a blast radius of two Bowser spaces, and will do 25%, thus sending all the players upwards. The knockback will the same as one from a blast box and will break shields. This counts as the box being destroyed and though Tsurulina will not take damage, he will still stumble. When the box disappears regardless of how many swords, the liquid will vanish along with the box. The dangerous thing is that the enemy can just spotdodge all of the strikes if they are professional enough, so this attack still has its downsides.
Dthrow (Without swords implanted) gasping for air: Tsurulina will just wait for 2 seconds while tapping his foot. The box will suddenly disappear and the enemy will have taken 10% and have been knocked down in the same position as they were when in the box, basically being spiked.
Dthrow (With swords implanted) Blood Magic DNA Clone: The swords will teleport from the box on the ground at Tsurulina’s feet, and then Tsurulina will drop his magic red handkerchief onto the swords, and then quickly Tsurulina will remove the handkerchief for there to be a clone of the enemy in its place, who will automatically walk up to the box, the side the clone is facing opening. The clone is like the shadow versions from the great maze SSE. The enemy is in a squirming position the whole time of the throw, stating from when the swords teleport and for each sword that you had implanted, you get 1.5 seconds to control the clone. Beware as the clone damaging the enemy through the box will damage the box, but there is almost no distance between the enemy and the box. Tsurulina is completely vulnerable this whole time and if he is stunned or knocked back, then the clone disappears. The clone has super amour the whole time and if the box is destroyed at this time, Tsurulina will not stumble back. If the box is destroyed, then the enemy will be able to move freely. If the box is not destroyed, then when the clone vanishes the box will to.

NEUTRAL SPECIAL: Fist of Red Magic: Magic Borders: Tsurulina will retract his fist back, which will be enveloped in white. It will then reach out to punch an object. This has the same lag as a Warlock punch and animation, but anything that gets hit by Tsurulina’s fist will have a small red card that is stuck to them. (This includes basically, anything that can be hit by an attack at all like item capsules, walls, enemies, characters. Etc) Tsurulina’s will not be a hitbox at this time (Meaning while he punches, he is invincible) and will not cause any damage or knockback to that object. (Meaning that bombs will not explode if they get hit) If any enemy, including you, comes into contact with one of these cards, then they will take 10% and small knockback vertically from a bomb-omb similar blast. If the object that has a card on it disappears, then the card will fall onto the ground. You can have up to three of these cards out at once and they will not explode until something else that can have a card on it comes into contact with the card.
If Tsurulina hits nothing with his fist, the card will simply fall onto the floor.

SIDE SPECIAL: Super Fist of Red Magic: Magic Butter Knives: Tsurulina will announce this attack as he raise his hands and will summon three knives in front him, randomly from different areas. All the knives 1 knife apart from Tsurulina. The areas they are summoned very from slightly near the ground to twice Tsurulina’s height. It will take 2 seconds to summon the knives, then 1 to fire them straight forward. They have infinite range and vanish once they hit something. They do 5% each but only a bit of stun. This attack overall has 4 seconds of lag, so be careful. Even when the knives are on standby to be fired, they can still damage for 5% and small stun but won’t vanish.

UP SPECIAL: Super Fist of Red Magic: Hocuscadabra: Tsurulina will emit a blue aura for one second, while announcing this attack (Like some of the characters do in BoBoBo-BoBo-BoBo) Tsurulina will then hold out his magic handkerchief, the direction he throws it depends on which direction of the control stick you pushed. When Tsurulina uses this attack in the air, he will not descend at all, but rather be floating in the spot. The magic handkerchief will be thrown upwards if you don’t press another control stick direction or you hold up. Tsurulina will be still floating in that spot (If he presses up on the ground, he can move after he throws the handkerchief), but after 1 second of throwing the handkerchief upwards (The handkerchief when thrown upwards is the width of two Bowsers and is completely thin) it will come down quickly and anyone who is caught under it will get trapped in it and magically vanish! (Including you) the handkerchief will then fall and the descent can be controlled by you as if you were in a helpless falling state. If the handkerchief falls to the ground, it will just be on the ground and not do anything and have no interference on the stage. But the interesting thing is that you can wriggle the control stick to escape, and all enemies who are trapped in the handkerchief will take 2% for every second of being in the handkerchief (Except Tsurulina) and will take an additional 2% if Tsurulina is in there himself. If the handkerchief was to fall off the stage and into a KO zone while having a character trapped in it, then those characters will not be KOed and instead will warp to the opposite end of the stage (The handkerchief itself warps, that is). The higher your damage percentage, the longer you will stay in the handkerchief for. Once all of the characters are out of the handkerchief, if it falls off the screen with nobody in it, it will vanish. Any time a character is under the handkerchief and is making contact with it, they will be trapped in it. If you use this attack and you input either right or left, then Tsurulina will simply hold it out, but the handkerchief is smaller, only 1.5 Bowser width and drop it afterwards(This takes 1.5 seconds of lag). The same rules will apply as before but Tsurulina will not be trapped himself. The handkerchief will just fall onto the ground, but this attack, if a right or left input done, is good for gimping an enemy’s recovery. If Tsurulina himself is in the handkerchief, only his freefalling from right to left and fastfalling will count regardless of any other characters in the handkerchief. (But if an enemy other than Tsurulina himself is in it, they can control their descent, but if there are two enemies or more, that is not including Tsurulina, then all those enemies can control their descent together) You can only input <, > or ^ for this special when you first use it. If the handkerchief is on the floor, then Tsurulina can press A to retrieve it and if any enemies are in it, then they will be knocked back as if being knocked back by a spring (item) on its sides (The direction depends on which direction that character was facing before being trapped) but to the slightest knockback only (This always happens if a character escapes from the handkerchief) Tsurulina will then put the handkerchief away. You cannot have more than one handkerchief out. If a character tries to stand on the handkerchief, then it will let them on, as it acts like a falling platform, but you cannot grab the edge or drop through it.

This special can have different effects if used on a certain object either summoned by Tsurulina or a normal item, etc. All Tsurulina needs to do is press A when he is near one of the objects and he will throw the handkerchief off the object, this can be done anytime one of Tsurulina’s red handkerchiefs would be on the ground.

1. If the magic handkerchief covers one of Tsurulina’s balloons (D tilt):
Basically everything about the balloon doubles, double power, double moving speed, double size.
2. If the magic handkerchief covers an item: The item will completely disappear.
3. If the magic handkerchief covers a waddle dee or a waddle doo from king dedede’s side special (Any minion character as a matter of fact, including another Tsurulina!): Not only will the minion turn the other way, but they will be converted to your side! Additionally, to show this, that minion will have a magical hat (The top hat that magicians wear) that is biting onto the minions head (The hats have teeth, surprise!)
Tsurulina can also use this to control SSE enemies or story mode enemies. Control over enemies is permanent, but if that minion is damaged for over 20%, then the hat will fall off. (Does not affect bosses but)
4. If the magic handkerchief covers Tsurulina’s dartboard (Uair):
If you can somehow reach the dartboard, then the dartboard will go into the background.
The dartboard will then fire a large dart at each of your enemies, doing 12% if they don’t spotdodge, but no knockback. Tsurulina can walk around while the dartboard is active and the board will vanish straight away after it has fired. After this attack has been used, if Tsurulina tries to repeat the same process of creating a giant dartboard, then the dartboard will vanish like a normal item.
5.If the magic handkerchief covers one of Tsurulina’s sword clones (D throw with swords implanted):
Yes, I said that Tsurulina could not use any attacks when the clone is out, but if you cover your clone with your magic handkerchief, (This is possible to do by taunting with the clone when it is right next to Tsurulina). Not only will this give you back control of Tsurulina, but also when you attempt to lift the handkerchief the next time you raise the handkerchief, any time you had remaining for the clones control, the clone will automatically become a aggressive LV5 CPU but this time, if it is knocked back, it vanishes.
6. If the magic handkerchief covers one of Tsurulina’s playing cards (B), in general:
Any 1s or 8s will level up into the next number (From 1 to 2) but a 9 will either turn into an ace, a king a queen or a joker (25% chance of each)
7. If the magic handkerchief covers two of Tsurulina’s playing cards from 1 to 8 in value:
Both cards will level up as usual but depending on which side the card was on, if there is an enemy less than Bowser space away on the ground, then something will happen. Both cards will disappear and the player who had the card next to them of a lower value will take twice the damage of the card of the opponents value, this means that if a card was previously an 8, now it will be a 9 and that enemy will take damage equal to twice its value, but no knockback, but in addition, the players will both perform an animation, the winner, their animation when becoming giant and the loser will perform their shrinking animation. If there is more than one enemy, the nearest will be affected.
8. If the magic handkerchief covers three cards with a value from 1 to 8: The cards will act like Pikmin (Olimar wise) and follow you around. You can press down B (Since you cannot summon more cards until your current ones are used up) to make you card charge into the enemy, with their heads positioned like a bull (They will still take damage as usual) which will kill them if they touch anything, and they do damage equal to their number to any enemy that is hit by them (Excluding Tsurulina) If items are turned on, there is a 20% chance that instead of the three cards, a item will appear from the handkerchief.
9. If the magic handkerchief covers a Queen and two numbers from 1 to 8 (This effect will happen if the 9 will become a Queen): After the handkerchief is lifted, there will be a small proper sized Queen card on the ground. Only Tsurulina can pick it up and if he does, the card heals him for half the combined amount of the other two cards (If you had a 8 and a 1, then it will be 4.5 but will be lowered by 0.5 for every odd number, making it 4) This acts like a food item basically.
10. If the magic handkerchief covers a Joker and two numbers from 1 to 8 (This effect will happen if the 9 will become a Joker):
After the Handkerchief is lifted, there will be an explosion that does not damage you, and has Snake’s grenade range, where the handkerchief was. Along with this, the three cards will have all disappeared as well. Anybody that would be kicked out of the handkerchief will be hit by this, take damage equal to the combined numbers used for the other two cards, with a little bit of stun.
11. If the magic handkerchief covers a King and two numbers from 1 to 8 (This effect will happen if the 9 will become a King):
After the handkerchief is lifted, Tsurulina’s attacks will do 2% more, equal to a number of seconds combined of the other two number cards used. This actually weakens the Knockback Tsurulina does with his attacks and this effect cannot overlap if you do this again.
12. If the magic handkerchief covers an Ace and two numbers from 1 to 8 (This effect will happen if the 9 will become an Ace):
After the handkerchief is lifted, an Ace will appear from the handkerchief, looking like a normal ace, except it will be golden. This Ace does nothing on its own, and will stand around. It is invincible to anything except an attack that does damage equal to the combined other two card numbers used for this card, or by doing the same number of that combination or more to Tsurulina himself within an amount of seconds equal to that amount, either way this will KO the new Ace card. If the enemy does not KO the ace within time, or it is not put under the magic handkerchief in time, the golden ace will turn back into a normal ace. For future reference, this ace will be known as a super ace.
13. If the magic handkerchief covers an Ace, a queen and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a Queen or an ace, it will just be treated as a 9):
After the handkerchief is lifted, there will be a small proper sized Queen card on the ground, just like with the previous combo 9. Only Tsurulina can pick it up and if he does, the card heals him for twice as much as the one number that was used for this combination, plus the ace card will still be there, but it will have leveled up into a super ace.
14. If the magic handkerchief covers an Ace, a king and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a king or an ace, it will just be treated as a 9):
After the handkerchief is lifted, Tsurulina’s attacks will all do 2% more damage and this will last equal to twice the number of the one number card used for this combination like with combo 11. This will overlap the other King combo and it will not increase your knockback either. The ace card will still be there, but it will have leveled up into a super ace.
15. If the magic handkerchief covers an Ace, a Joker and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a Joker or an ace, it will just be treated as a 9):
After the handkerchief is lifted, this will cause an explosion twice as big as combo 10 and does 3x the amount of damage equal to the number card used for this combination. This does small knockback, equal to that of Falco’s blaster despite its potential power. The ace card will still be there, but it will have leveled up into a super ace.
16. If the magic handkerchief covers 2 Jokers and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a Joker, it will just be treated as a 9):
After the handkerchief is lifted, this will cause an explosion twice as big as combo 10 and does 3x the amount of damage equal to the number card used for this combination. This does small knockback, equal to that of Falco’s blaster despite its potential power.
17. If the magic handkerchief covers 2 Kings and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a king, it will just be treated as a 9):
After the handkerchief is lifted, Tsurulina’s attacks will all do 2% more damage and this will last equal to twice the number of the one number card used for this combination like with combo 11. This will overlap the other King combo and it will not increase your knockback either.
18. If the magic handkerchief covers 2 Queens and 1 number from 1 to 8 (This does not work if any 9s were in the handkerchief, even if it would become a Queen, it will just be treated as a 9):
After the handkerchief is lifted, there will be a small proper sized Queen card on the ground, just like with the previous combo 9. Only Tsurulina can pick it up and if he does, the card heals him for twice as much as the one number that was used for this combination.
19. If the magic handkerchief covers a Super Ace and any other card(s):
The super ace will gain more time to be a super ace for amount equal to twice the amount of any combined number card (if there are any present) and any Kings, Queens or Jokers will becomes aces, number cards will level up twice (A nine will go straight into an ace, but 8s will turn into one of the random 4 cards) and an ace will become a super ace. Additionally, if there are no number cards in this combination, the super ace(s), or any card that would become a super ace card from the handkerchiefs effect, will stay forever and have no time limit on the screen, but they will just have 30HP and super amour.
Along with the effects of the King, queen and joker being present from combos, 16, 17 and 18 but ONLY if there is a number card present in the combination.
20. If the magic handkerchief covers any two combination of a Joker, King or Queen and a number card (Example, A joker, a queen and a number 5):
After the handkerchief is lifted, One of the two of the Joker, King or Queen that if they are different combinations (Example, A joker, a queen and a number 5) then joker or Queen will be chosen randomly of the two and the same effect can take place from combos, 16, 17 and 18, and these combos also apply if two of a Joker, King or Queen were in the combination.
21. If the magic handkerchief covers a combination of a super ace, an ace, a king, a queen and a joker:
This will cause any king, queen or joker to turn into an ace and a ace to turn into a forever lasting super ace along with any current super ace before being trapped in the handkerchief (They both will have 30HP)
22. If the magic handkerchief covers three jokers:
After the handkerchief is lifted, the cards will be gone, but there will be a small explosion that is the size of a Bomb-omb blast where the handkerchief was, doing 20% and high horizontal knockback.
23. If the magic handkerchief covers three Queens:
After the handkerchief is lifted, there will be a small proper sized Queen card on the ground, just like with the previous combo 9. Only Tsurulina can pick it up and if he does, the card heals him for 15% of his damage percentage.
24. If the magic handkerchief covers three Kings:
After the handkerchief is lifted, all of Tsurulina’s attacks do 1% more damage until he is KOed.
25. If the magic handkerchief covers three aces:
After the handkerchief is lifted, all of the aces will have become super aces. This also happens if there were 1-2 super aces and 1-2 aces in the combination.


26. If the magic handkerchief covers three super aces:
After the handkerchief is lifted, all the three super aces will be gone, and in their place will be a red eyed elephant that is the same size as an Armank from brawl SSE. This elephant will face the direction that Tsurulina is facing. It will walk across the stage and if it hits a wall or an edge, it will go the other way. Anyone can go through it like a SSE enemy or boss, but it is very slow at walking, only takes 1 step that takes 2 seconds but being hit by that in air will spike the enemy or if on the ground, ground pound them. This will do 17% if any enemy is hit (The elephant does not hurt you and you cannot hurt it.)
The elephant will not take notice of the enemy, has 55HP and can be grabbed, thrown and knock back like a normal SSE enemy. The elephant will simply disappear if KOed, but once Tsurulina actually uses three golden aces, he will not get another golden ace for the entire duration of the match, and he cannot use his B move while the elephant is active or for 25 seconds after it is KOed. Because the elephant spikes, it cannot KO enemies.

26. If the magic handkerchief covers one of Tsurulina’s side special cards:
That card will randomly stick itself somewhere on another released object
Any unmentioned objects covered by Tsurulina’s handkerchief will vanish after it is lifted.

DOWN SPECIAL: Super Fist of Red Magic: The Sound of One Hand Clapping: Tsurulina will raise his hands as he looks away from the screen, announcing this attack and then getting back to his normal position. This will take 3 seconds and after the animation, giant playing cards with arms and legs will appear, each the size of Mario. Three will randomly fall from the sky into positions of the stage that have safe ground. They will be standing in a diagonal position, as they are paper thin, and so you can see them. They will walk around, look around and occasionally jump, but will not do anything to attack you. They also act like Waddle Dee when they hit a wall or walk off an edge. Like DeDeDe’s minions they can block projectiles. Tsurulina cannot use this attack until all the three cards disappear in certain ways like DeDeDe’s minions. Also, the cards will have random numbers on them from 1 to 9. Tsurulina can damage his cards as well as the enemy. Each card has HP that is equal to their number, and although they may not seem so special, you can also bring out in low chances, a Joker, a Queen, a King or even an Ace. Jokers only have 1HP but they can reflect projectiles, at the cost of themselves. Ace, Kings or Queens have 20HP.Although these cards don’t do much on their own; they are quite powerful when combined with Tsurulina’s up special. None of the other cards will do anything special. Read the Up special effects for more detail on this attack. By the way, you cannot use this attack in the air.

FINAL SMASH: The HAIR BALL:
Tsurulina will hold out a yellow object with some kanji written on it. It’s a hairball! Dramatic music will drown out the current music when this animation happens. He will then swallow it and will have excessive blue aura coming out of his body. This will power up his attacks, but will not make him invincible. To show this effect, he will have a large amount of blue aura emanating from him, which will last for 9 seconds.
N Special: The power and knockback of all cards will be tripled.
Side special: 10 knives will appear at a time and this attack is twice as fast as before.
Up special: If Tsurulina traps anyone in his handkerchief, then they will suffer an OHKO (Except you)! Also anyone or anything in the handkerchief will be OHKOed as well. Plus the width of the handkerchief is doubled.
D special: All cards become aces and they can reflect objects, or attack an enemy for 10% if they touch an ace.
To top this off, Tsurulina’s attack damage and knockback is doubled, and any power bonuses from his cards will continue in this final smash and double.
After the time is up, Tsurulina will cough the hairball up and it will bounce away and disappear. Tsurulina will lose his aura and return to his normal position.

Miscellaneous information:

Kirby Copying Tsurulina: Kirby will gain the red Mohawk, A shorter version of Tsurulina’s over coat, and will have the same yellow hawk that Tsurulina does on his forehead.

Taunts:
Up taunt: Tsurulina will have a deck of proper sized playing cards and will shuffle them before putting them away into his sleeve. This also causes any of your active playing cards to move to your direction.
Side Taunt: Tsurulina will float slightly upwards as he points forward, remarking “I hate humans!” if there are no human characters present, he will instead remark “Your attacks haven’t even put a scratch on me at all!” (Even if he has actually taken damage)
Down taunt: Tsurulina will turn to face the screen as he covers his right eye with his right hand for a brief moment, then returning his hand to his normal position to reveal a robotic eye (Picture a red eye along with a gray, metallic area around the eye that can all be seen through a crack. Then Tsurulina will repeat the same action, then returning back to his normal position with his human eye.


VICTORY POSES:
Victory music: Bobobo-bobo-bobo English ending credits (This plays when Bobobo defeats a bad guy.)
The characters will be in the background, but additionally, any human characters will be bald and will not have any headwear on.

Victory pose 1: Tsurulina will float up and turn behind him as he is holding one dagger in his hand. There will be a random structure that comes from a game series of the loser of the match way in the background. (If more than loser, it will be 2nd place) Tsurulina will then throw the dagger at the structure, completely destroying it and leaving only a dark purplish trench where the structure once stood. (You actually get to see the structure blow up and see all the pieces fly and scatter) the smaller the object, the closer it will be towards the characters. The following structure will appear for the loser character:
Mario and Luigi: Mario’s house from Paper Mario
Peach: Peaches Castle from Melee (Super Mario 64)
Bowser: Bowser’s castle
Donkey Kong and Diddy Kong: A whole entire jungle
Yoshi: Yoshi’s island
Wario: The warioware company
Captain Falcon: Mute City and the Blue Falcon
Ness: Ness’ house
Lucas: Lucas’ house
Link, Zelda and Gannondorf: Hyrule
Toon Link: Toon Link’s Island
Samus: Samus’ starship
Marth and Ike: Their actual respective Kingdoms
Kirby: His house
King Dedede: His castle
Meta Knight: The Halberd
Fox and Falco: The great Fox
Wolf: His arwing
Pit: Skyworld
Olimar: His ship and 100 random pikmin
Pokemon Trainer: Pallet Town
Pikachu: Viridian Forest
Jiglypuff: Route 4 (From Red and Blue Version)
Lucario: The Tree of Life from the 8th Pokemon Movie
R.O.B: A bunch of other R.O.Bs
Mr. Game and Watch: Boxes of small Game and watch consoles
Snake: America
Sonic: Green Hill Zone
Another Tsurulina: Neo Hair Hunt Land MAX will be destroyed (It’s an amusement park)
Tsurulina will not do this if it is a team match.
Victory Pose 2: Tsurulina will hold out a “Hair ball” which he will then evil laugh.
Victory Pose 3: Tsurulina will just walk away off the screen, not looking amused.
Losing Taunt: Tsurulina will have his back facing the camera and he will be stomping his foot angrily.
Wii remote sound: Tsurulina will laugh manically for 1 second.
.
Alternate costumes: Tsurulina’s over coat is generally blue
Red
Green
Gold (Instead of the eagle, the words Bo-bo-bo will appear on his forehead.
Black
Pink

MUSIC: YouTube - bobobo - Wild Challenger (Korean Openning)
1. YouTube - bobobo bo bo bobob opening 2 - Baka Survivor

UNIVERSAL SYMBOL: Just the letters “Bo-Bo-Bo” will represent the Bobobo-bobo-bobo characters, even villains like Tsurulina

Bo-Bo-Bo

[COLOR="Black"]Crowd cheer: [/COLOR]
Tsuru! Tsuru! Tsuru! (Male voices can be heard)
Snake Codec taunt:
Tsurulina: (Sniffs) is that the scent of a human? I hate humans!
Snake: Colonel, is that man referring to me?
Colonel: Yes Snake, he is. That is Tsuru Tsurulina III. He is a very powerful and cruel man, err I mean cyborg that once ruled over Japan with an iron fist. But he hates humans.
Snake: He’s a cyborg?
Colonel: Yes that’s right. To top that off, he uses the Super Fist of Red Magic, where he attacks with magic tricks. Be careful Snake, this guy is one mean machine.
Snake: What the hell? This is got to be impossible. I can’t believe that they keep bringing in these really ridiculous fighters into Super Smash Brother Brawl? And I have to fight them. Colonel: He once received a smack down from Bo-Bo-Bo and his friends, so you should be able to beat him as well. Snake: WHAT THE!!! Bo-Bo-Bo! I hate Bo-Bo-Bo!!!
ARRRRRGGGHHHH!!!!
END TRANSMISSION.

Assist Trophy: Hanpen/ General Lee Fishcake
[/IMG]
Hanpen is human except that his head is a fishcake. He is the size of ZSS, and will remain stationary as he will place a giant fishcake where he stands, which is the same height and width as himself, then run randomly either right or left, (If there is more room on either side, then he will move to that direction, up to 2 Bowser spaces (Less if there is not enough room. He runs as fast as Gannondorf. Hanpen will then place another giant fishcake in the position. He then raises his hands to summon 2 more fishcakes, so that the whole setup looks like a giant bathtub. The last 2 fishcakes are as wide as the distance Hanpen ran to setup his second fishcake. Finally, some Soy Sauce will randomly fill up the tub so that it is full. Hanpen then stands around with his hands crossed for 2 seconds before disappears. He is invincible, but in the last 2 seconds, if you press A on the ground while next to him, your character will actually bite his head off and eat it. This will heal that character 25% and Hanpen will then fall onto the ground, disappearing. If you bite his head off, he will not appear again in that match. (By the way, the user of the AT will not be able to bite Hanpen’s head off) What exactly did he do? Well, not only is the bathtub indestructible, but also, the soy sauce will heal you for 1% every 2 seconds, but your character can only survive 1/10th of the time they normally can in normal water. If a character drowns in the soy sauce, they will float there drowned for 2 seconds, and then die. (KO basically) After Hanpen leaves, the bathtub will stay for 10 seconds before vanishing.

TIPS FOR PLAYING AS TSURU TSURULINA III:
Tsurulina will want to try to rack up a lot of damage on his foes, which is one of his strengths. He should not be used for spacing with his aerials because one: His Fair and Bair both are slow although if lucky, they can be both deadly KO moves. Also, since they are slow, they will put Tsurulina into a laggy position once used. His Nair also does no knockback. Tsurulina has few KO moves, as strangely none of his smashes can knockback. Either wait until you have racked up a LOT of damage, then use one of his small knockback moves to KO the enemy. His grab is hard to pull off but it is one of his strongest weapons if he is allowed to use it. One of his best moves to use is his darkest illusion (Running attack) because it allows you to play mindgames with your enemy and KO them if they fall into your trap. Planning a way to KO your enemy is one of the things that a Tsuru Tsurulina III player needs to think about. When the enemy is on a high percentage, trapping them in Tsurulina’s handkerchief is a great way to stall and set up your attacks. As the enemy is prone to an attack right after they escape from Tsurulina’s handkerchief, a master player can use darkest illusion to create webs, thus trapping the enemy and allowing you to grab them and possibly KO them. It is also possible to even KO enemies that are falling to a KO zone inside Tsurulina’s magic handkerchief after they escape by either spiking them with Dair or if they fall far enough that they cannot make it back to the stage. Also, try to stay away from the ledges at ALL times, because it could be your doom if you don’t.

TIPS FOR PLAYING AGAINST TSURU TSURULINA III:
Tsurulina can unleash deadly combos on you if allowed to trap you with his magic handkerchief, so make sure you run away as it is about to fall, which luckily, you are given plenty of warning. If you are trapped in Tsurulina’s magic handkerchief, try not to wriggle out so hastily if you are heading into a KO zone. One of Tsurulina’s deadliest weaknesses is his very bad recovery and lack of speed. If you can attack him, don’t stop. If you can knock him back a fair bit, where most characters would be able to make it back onto the stage (Say, halfway from the side KO zone in the air to the edge on final destination) Tsurulina would fail. His second jump gets him almost nowhere, and this is his weakness if he allows himself to be attacked. Tsurulina’s does not have good spacing, but when in pursuit of him, watch out for his darkest illusion, this can catch you off guard as the attack also has no ending lag. Simply, in a nutshell, just get in Tsurulina’s face when the match begins and keep putting the pressure on him, and just TRY to get him off the edge. If he attempts to use his ^B as a recovery, you just need to knock him out of the handkerchiefs range to prevent that from happening.


[B]How to unlock: [/B]
Simply just play 50 coin matches to unlock him or Clear SSE on Very Hard With Peach or Zelda on your team after defeating Tabuu.

Unlock message:
Tsuru Tsurulina, the tyrant from 100 years ago, has joined the brawl!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MAY:

You sure did have me stumped with the ridiculously small amount of hints you gave me when you were revealing it to me in the chat. That said, this turned out a lot better then I expected, and was extremely easy to read for a multi character. Kudos to you. May’s pokeblocks are an interesting mechanic, although I felt they were somewhat detached from the moveset as a whole and were more just of a way for May to interact with her Pokemon. Still, it’s nice to see the character the moveset’s named after actually do something.
Thanks. Like I've said, I too felt that the Pokeblock mechanic became sort of detached as I wrote, but... Eh, yeah. Whatever.

Blaziken I felt was the most original of the group, which is quite impressive, seeing he quite possibly has the least potential. I loved how the smashes interacted with each other in particular on Blaziken, as I mentioned to you in the chat. Blaziken seemed to have the most of an actual playstyle among the trio and the most actual consistency. Good job on him. I found the bad priority Blaziken shared with the good captain who Blaziken would likely be a clone of if actually in Smash quite humorous, though not particularly fitting. Still, it was a good disadvantage to give Blaziken to balance him. Speaking of Falcon, I have a particular distaste for Blaze Kick with it’s massive similiarties to Falcon Kick, with Falcon Kick even being referenced in the move description. If there’s any move I’d like to see rewritten in all three characters in the set, it’s that one.
Glad you liked that Smash interaction. I'd intended Focus Energy and Focus Punch to interact from the beginning, but adding an effect for Overheat was actually somewhat last-minute, so I'm glad to hear it was appreciated. Bad priority was really the only way I could find to make him balanced, and to encourage use of the other Pokemon as well. On the topic of Blaze Kick, I'm not particularly happy with it, either. I've just always imagined Blaze Kick functioning something like Falcon Kick in Pokemon, and when it came to Smash, I couldn't imagine a more fitting implementation. At least I resisted the Knee of Justice, which Blaziken is clearly performing in his picture. :ohwell:

Beautifly was my second favorite. Beautifly had more unique moves then Blaziken with all of it’s powders and various status effects, and I’m impressed that you made Beautifly so different from Butterfly Kirby despite the characters being so similar. However; Beautifly doesn’t flow nearly as much as Blaziken, being a big pile of unique individual moves that have little relevance when paired up with each other, which is the main reason I preferred Blaziken to Beautifly. I also would like a bit of clearing up on Beautifly’s up special, as I can’t quite determine whether you mean Beautifly’s recovery handles like the projectile part of PK thunder or when the projectile goes into Ness/Lucas’ rear end and propels them forward.
Hmm. I see what you're saying. Most of Beautifly's moves wouldn't combo or string together very well. I'll consider that something to work on. As far as the Up Special goes, I was referring to the projectile part. Essentially, Beautifly moves like the PK Thunder projectile, fully maneuverable in the whirlwind.

Glaceon didn’t have as interesting parts as Beautifly or the good flowing feel of Blaziken, so it’s my least favorite. That and my anti ice bias from the mass water/ice movesets that have come in recently. That said, I love the mindgame potential of the pummel combined with one of the throws that has an identical animation to it, I forget which one it is. If it’s the pummel, the foe can button mash out, but if it’s the throw, if they try to button mash out they get punished. Those are probably my favorite moves in the whole set right there. Very epic. That said though, Glaceon as a whole is somewhat uninteresting. I could elaborate more, but. . .It’s been a while since I’ve read the set and I clearly remember it as my least favorite, and this commentary is already getting really long. Blah.
Eh, you can't catch like 'em all. B-Throw that was, and definitely one of the moves I was most proud of in Glaceon's moveset.

I particularly liked how you made the Pokemon actually come together as one character slot quite well with having the Pokemon interact with each other, particularly with Beautifly’s shed skin and Blaziken’s down special. I also found the final smash slightly underwhelming like many others, but it at least made use of a mechanic, so it’s not as bad as some are making it out to be. I don’t think the four separate playstyle sections worked out too well, though, Kibble. You’re better off just listing alternatives within one playstyle section. Glaceon also seems to be rather useless when compared to Blaziken and Beautifly according to your playstyle section, although I don’t particularly find this to be the case myself. May’s Pokemon seem balanced individually and as a whole, so good job with that.
Phooey. That figures. I made this whole moveset focusing on playstyle, and the balance turns out fine. I admit, the actual writing of the Playstyle description was a little experimental, as I had yet to try one at all for multiple characters, but... Bleh. Blasted playstyle. I actually focused a multi-character moveset on Playstyle, and it's the only thing it doesn't do right. *Focuses on Extras next time so everything else turns out good*

I feel that Animal Crosser is your best set of MYM 5 so far, although this could probably take the silver medal. You’re clearly working more on playstyles and it’s showing. Keep going. You had it with Animal Crosser, aside from the actual playstyle section. You’ve gotten good on balance. Playstyle is your next big obstacle.
Good to know. My next (individual) moveset has a very intricate playstyle, so the big obstacle there will undoubtedly be writing a good description of it. Alas, it's another of those water movesets you've grown tired of, but I'll steer clear of too many aquatic moves. :laugh:

Anyway, Warlord, thankee much for the mini-review. :bee:


*Will comment Cammy and Tsurulina soon*
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
THE KID:

I wasn’t expecting that much from this set, but this turned out to be a set I’m quite fond of. I apologize for not commenting him earlier, but I was too busy working on Alphonse. At least I acknowledged that I read him by referencing him a few times in Al and giving him a match up there, no?
Perfectly understandable. At least I'm getting some comments now, no? That little courtesy of putting that match-up in will likely lead to me reading Alphonse myself. :bee:

I found many parts of it hilarious despite being totally unaware of the source material. The wuss save was utterly priceless. This set is great for a quick laugh, and the move descriptions are short and relatively friendly, accompanied by plenty of pictures to get you through. I also love how you had individual music tracks linked on the headers to listen as you went through, changing tracks as you went along. This really helped give the moveset excellent presentation.
Good... good. I wonder how long it'll take for the music in headers to become standard.

Despite having amazing presentation, the moveset actually left few questions in my mind, save for the grab system, which I found to be extremely confusing. I also can’t tell if the dair actually works as another grab system like Master Claw or not when you press Z, I just don’t feel that you made that clear enough. The grabs could use elaboration.
I suppose that the grab system was confusing... I'll give it a once-over, and make necessary changes.

But enough of that! From what I could understand of the grabs, they were epic. I’d never think of coming up with a character who could freaking grab himself, much less use it to his advantage for recovery (Oh wait, I guess that does mean that the dair works as a grab. . .I only gathered that as you referenced it in other moves. It needs to be clearer in the actual dair.). There were hardly any generic moves in here, only the bthrow sticking out in my mind, though it’s clear Street Fighter fan service and is decently integrated into his playstyle. The dthrow was a particularly brilliant move.
*clarifies the DAir*

I'd gotten lazy at that point, I suppose. The DAir was the last move I wrote, and at that point I just wanted to be done. The BThrow... okay, so technically it's Street Fighter fanservice, but really that was just my favorite death in the whole game, and I wanted to put it in somehow. :ohwell: And yay for DThrow love!

The Kid is without a doubt one of my favorite trap based characters, and he flowed extremely well. His playstyle section is also impressively detailed and makes lots of sense despite the rest of the moveset not being that detailed. Very well done. His playstyle was extremely unique with the traps, and he was even separated from the many other trap characters by making him vulnerable to his own traps.
That means a lot to me, considering how many incredible trap-based sets have been posted this contest. :bee:

Any balance problems I have are easily countered by the fact that the Kid can be sent into his own traps, which is quite unique and very fitting at the same time. I really have very few complaints here. You even have a decent amount of extras. Easily a top contender you’ve got here, Agi.
:bee:

VS. The Kid: 30/70, The Kid’s favor
This is one of Alphonse’s few bad match ups against a small character. Why? Because the Kid is TOO small. He can’t be chain grabbed. This robs Alphonse of his main damage racking method, forcing him to rack up damage much more slowly and awkwardly with his other moves. That said, Alphonse does KO the Kid ridiciulously early due to his weight and the Kid will need to get absurdly far into the lead to control him with his fsmash, so all is not lost.
:bee::bee:



One final comment, more applicable to the general public... The 98-ish character roster is finished! Click for Full Size.

 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
What is a Tanookie? A LAZY little pile of procrastination!



You are getting very sleepy...
HYPNO
has joined the Brawl!





POKÉDEX - #97

Species: Hypnosis Pokémon
Height: 5’03”
Weight: 166.7 lbs
Type: Psychic
Ability: Insomnia/Forewarn

It carries a pendulum-like device. The arcing movement and glitter of this pendulum lulls the foe into deep hypnosis in three seconds, even if they just woke up. When searching for its prey, it polishes the pendulum. If it locks eyes with the enemy, it will unleash a barrage of PSI attacks such as HYPNOSIS and CONFUSION. When this POKÉMON gets very hungry, it will try to hypnotize people and eat their dreams.



STATS

Screen Name HYPNO
Power 7 - Psychic Pokémon are revered as some of the most powerful about, and Hypno is no exception; he’s definitely got some power in his punch.
Size 5 - Hypno is of average height, or perhaps a bit shorter—slightly above Luigi’s height is a good representation.
Weight 4 - Compared to most of the fighters around, 166 pounds isn’t a lot, and it puts Hypno at about middleweight, if a bit lower.
Speed 3 - Hypno’s lowest trait is his speed, and it shows here. His dash leaves much to be desired, as he lopes forward at a languid pace.
Range 4 - Even though he doesn’t shine from far away (contrary to what you may think), Hypno has a few good moves that have good reach.
First Jump 7 - His psychic powers help him here, augmenting his jumps to above-average heights. He’s quite a floaty character.
Second Jump 5 - Once again, he jumps higher than usual. A little extra thing to note: Hypno glows slightly when he jumps.
Recovery 4 - Although Hypno’s recovery is indefinite, it moves at such a slow pace that it’s incredibly easy to punish.
Traction 2 - Yeah, he’s kinda clumsy. Must be his drowsy nature, I suppose.


GLOSSARY ∫​

Confused: Signified by a circle of cartoon birds around the opponent’s head, this status effect reverses their directional controls for 5-10 seconds. When a confused opponent tries to attack, there is a 25% chance that they will hit themselves instead, dealing 5% damage and no knockback.

Poisoned: When an opponent is poisoned, their entire body will momentarily glow a deep purple. For fifteen seconds, that opponent will take 3% every five seconds—this effect is shown by the same momentary glow. This effect does not slow an opponent down at all; they continue doing whatever they were doing as the damage is done.

Disabled: Only brought about by use of Hypno’s Forward Tilt, this status effect prevents an opponent from using whatever move they used prior to being attacked for ten seconds.

SBB: One Stage Builder Block of distance.


SPECIALS

[Neutral Special - HYPNOSIS]

Hypno’s signature attack. When you press the B button, Hypnos begins to slowly swing his pendulum back and forth, murmuring his name, which has been enhanced with an echoing effect to sound extra creepy. You can hold down the button to infinitely extend the duration of this move. When you initially press the button, the pendulum releases a purple ring of energy that travels forward and slowly expands until it grows to the size of a Smash Ball and then fades away. If you continue to hold down the button, two more rings of energy will be produced every second (this is the amount of time it takes for the pendulum to swing back and forth one time).

These rings, which are non-absorbable and non-deflectable, put your opponents to sleep; the duration of the time spent asleep is longer if the opponent is closer to you and has more damage. This attack does no damage, nor does it affect aerial opponents. This attack has some ending lag as Hypno ceases his assault and drops his arm.


[Up Special - MEDITATE]

This move has two different effects depending on your location. If you are in the air when you use this move, Hypno freezes where he is, crosses his legs and holds his arms out in a solemn pose, radiating with a faint blue glow and bobbing up and down slightly. When you move the control stick, Hypno slowly floats in that direction; his pace is even slower than Bowser’s walk! This recovery lasts as long as you hold the button, but the extremely slow speed means that it’s easy for your opponents to gimp you while you do so—since you enter helpless state after using it once. His direction can be changed, albeit very slowly.

If you are on the ground, however, this move takes on a different property. Hypno gets onto the ground and takes on the same pose (at a slightly slower pace), but this form of attack only lasts for 2.5 seconds—minimum and maximum. You cannot cancel this attack once it has started, much like Rest. If this attack finishes, though, Hypno will get up and the blue glow remains around his body for ten seconds. During that time, all of his attacks do 3% more damage and a bit more knockback! In addition, his Hypnosis rings come out twice as quickly, his Dream Eater heals twice as much damage, and the range of his Confusion is doubled! You can only use this move on the ground once per stock.

[Side Special - CONFUSION]

Ah, this is a tad obvious, what with Hypno being a Psychic-type Pokémon and all…but still. (And yes, it DOES have the same assignment as Mewtwo. Bite me.) Anyway, in this version of the move, Hypno’s eyes glow blue and he releases a blue wave of energy that shoots forward one-half SBB. The energy can be dodged, as it’s just a floating clump, really. This blue energy can reflect projectiles, but that’s not its main purpose. If the energy touches an enemy, both they and Hypno are surrounded by a blue outline; the opponent takes 10% damage and is lifted into the air, just above Hypno’s sight lines.

As long as you hold the B button (up to four seconds), you can move the opponent around in the air wherever you like. When you release the B button, the psychic control is released and the opponent falls (they can still use their extra jumps and aerials). However, if you hold a direction as you stop the move, Hypno will throw the opponent in that direction, giving them an extra 5% damage. This provide an interesting alternative to throwing, since Hypno doesn’t have any traditional throws. Once the move stops, there is a 25% chance that the opponent will be confused.

[Down Special - DREAM EATER]

Hypno can only use this move on a sleeping opponent; that obviously means it’s almost always a follow-up attack to Hypnosis. As you activate this move, Hypno holds his hand out, which begins to glow red. If the sleeping opponent is within one SBB, they are surrounded by the same crimson glow as well. That light then begins to flow from the opponent to Hypno’s body; at maximum range, this light takes .5 seconds to move from the opponent to Hypno’s body—obviously, the time is shorter if Hypno is closer to the opponent.

You can hold this move for up to five seconds; during that period, Hypno recovers 2% every second, and the opponent takes 4%. However, do be warned that the opponent has an increased chance of waking up during this time and Hypno is much more vulnerable to attack while performing this move; he can easily be attacked out of it, and the long ending lag makes it very difficult to use in free-for-alls. A high-risk, high-reward move.


STANDARDS

[Neutral Combo - POUND » SPIRAL]

This is a three-hit, infinite combo. By pressing A once, Hypno slaps out with his right hand, dealing a simple, low-priority strike that deals 4% and low knockback. By pressing it once more, Hypno swings across with his pendulum and hits the opponent with the metal part of it (making it disjointed), dealing 3% damage and pulling opponents slightly towards him (although the distance isn’t really noticeable). Finally, if you press and hold A after that, Hypno begins to spin his pendulum around in a circle in front of him like a lasso. Each hit of this deals 1% damage and can trap opponents, but it’s fairly easy to DI out of. All three parts of the combo come out quickly, but the spiral at the end has some ending lag when it stops.

The spiral ending of this combo has a little special property, though: if you keep the spiral going for more than one seconds, it becomes surrounded by a faint purple glow as Hypno infuses it with psychic power, and a purple spiral extends forward one Stage Builder Block. If anyone touches this, they are entranced by the spiral, sending them into a dazed state in which they stare at it constantly, eyes full of purple swirls. When the end of the combo stops and the spell is broken, the opponent takes one second to recover; however, the aforementioned ending lag on Hypno’s end prevents him from immediately rushing in and taking advantage of the opponent’s helplessness. This spiral effect does not affect opponents who are currently trapped by the pendulum itself and taking damage from it.

[Dash Attack - BLINK]

This actually isn’t an attack. It is, however, a viable approaching option, making it easier for Hypno to get close to opponents without having to take risk of getting attacked along the way. Hypno disappears in a flash, moving forward two SSBs and reappearing somewhat slow. Hypno does not teleport off of ledges or platforms; instead, he will simply reappear at the edge. In addition, he will not teleport behind walls, but he will teleport behind opponents. You cannot spam this move, as you must be running already to Blink. (Meaning, you can’t just keep holding forward and pressing A to get close to opponents.) Not to mention there is noticeable ending lag on this move as Hypno spins around and realigns his center of gravity.

[Forward Tilt - DISABLE]

Hypno points forward dramatically à la Phoenix Wright, and a golden four-pointed star flashes right in front of his fingertip. If it touches an opponent, they flash briefly with the same yellow light, frozen in place for a split second and taking 10% damage. The startup time for this move is negligible, but the ending lag is a bit more. I know you may be thinking that the move is really weak and not worth it, HOWEVER! After the initial stun is over, the opponent is unable to perform the last move they had used prior to being stunned—this effect lasts for ten seconds. This makes its usefulness situational: once a move has been Disabled, another cannot replace it. Be sure to time this move right to maximize its effectiveness (for instance, right after the opponent has used their recovery). This move cannot be reflected, but it can be absorbed by something like Lucas or Ness’ shields.

[Up Tilt - PSYWAVE]

This move requires more than just a button input—it actually requires several. When you tap A while holding up on the control stick, Hypno holds his arms out and up, releasing a colorful ring of energy from each hand that quickly extends all the way to the ground before disappearing. These rings come out rather quickly, and you can continue to press A while holding up to release more waves of energy: as many as you want. Each wave does around 2% damage, which may seem low, but you have to take into account its ‘spamability’, so to speak.

These waves cause a bit of hitstun each time they connect with an opponent, so you could, in theory, keep an opponent trapped for a long while (however, they can DI out of it easily). Add in the great range that covers practically all sides of Hypno, and you’ve got a solid attack right there. These rings have a 15% chance of confusing the opponent as well. The only problem with this attack is its abysmal ending lag; Hypno waits until the last ring fades away before blinking his eyes several times and putting his arms down.

[Down Tilt - POISON GAS]

This has always been a signature ability of Hypno’s, although I never really quite got why…anyway, while crouching, a cloud of purple gas surrounds Hypno; the cloud is one SBB in both directions and as tall as Hypno is. You can’t just tap the button, however. Doing so just releases a small puff of gas that does unless the opponent is practically touching you. You have to hold the A button down for approximately 1.5 seconds to have the maximum amount of gas appear (which covers one SBB in all directions). The gas does no damage to Hypno, but anyone else who touches it will be poisoned. The gas doesn’t last forever; on the contrary, it lasts only about five seconds after the initial move. You need to wait about ten seconds between each use of this move so Hypno can spend time creating more gas inside his body—a small puff of purple smoke will pop out of Hypno’s head to signify this move is done charging.


SMASHES ∫​

[Forward Smash - PSYBEAM]

When you use this attack, Hypno releases a swirling multicolored beam from his eyes with startup speed equal to Lucario’s Force Palm (you cannot attack it). The beam itself travels about as fast as Falco’s Laser, but it has infinite range and lasts for about one second. If you hit an opponent with this attack, they take 25% damage, but no knockback. Instead, this beam confuses the opponent, reversing their controls for ten seconds maximum. This beam acts like a standard energy projectile, meaning it can be absorbed and reflected. This attack is great for damage-dealing, but the fact that it doesn’t come out very quickly makes it useful from really far away. In addition, Hypno requires at least a ten-second wait time in between each use of this move. If you try to use the move too soon, Hypno will release a short burst of the same multicolored light with very low range and no confusion effect, only dealing 9% damage. It will also have an extra second of ending lag as Hypno rubs his eyes in pain.

[Up Smash - FUTURE SIGHT]

Hypno holds his arms up as his eyes glow blue and a blue aura surrounds him. The intricate design of an eye (about the size of a Smash Ball) flashes above Hypno’s head, shining brightly for .5 seconds before disappearing. If an opponent touches the eye at any time, they merely flash purple momentarily, and the fight resumes as normal. However, ten seconds later, the opponent freezes in place and glows blue, taking 27% damage. The opponent does not take any knockback from this move; its main advantage is its large damage output. Unfortunately, the beginning and ending lag is above average, but the hitbox is pretty large. It’s all about whether or not you want to take the risk of missing with this move.

[Down Smash - REWARP]

While this move is charging, Hypno holds a pose in which he is crouched slightly, holding the palm of his free hand out. When it’s done charging, he flashes blue and quickly slides backward one-half SBB—the sliding back does not cause damage but merely pushes opponents back along with him. The ending lag of this move is…odd, to say the least: during the time Hypno is sliding backwards, he takes damage but no knockback. However, as Hypno stands up at the end of the move (an action that doesn’t take too long), he is vulnerable to attack. As Hypno slides back, a glowing blue outline of his body remains in place.

The aforementioned blue outline stays on the field for fifteen seconds—if any opponent touches that outline, Hypno immediately teleports back to the outline and poses to fit it, quickly grabbing the opponent and releasing a powerful pulse of Psychic energy that throws the opponent backwards with great knockback and damage—25%. This is one of Hypno’s trickier moves to use, but it makes a great edgeguarding move and holds a place as one of Hypno’s only moves with the outright potential to kill. Obviously, if your opponent is smart, he will not let himself be fooled by this attack twice, but if you unleash it quickly, you’ll find it’s not too hard to make an opponent fall into your trap.


AERIALS ∫​

[Neutral Air - GRAVITY FIELD]

As Hypno's eyes glow blue (yeah, they do that a lot), a circular area around Hypno suddenly begins to distort and glow with a light gray aura—it’s about half the size of a Negative Zone and begins instantly with almost no startup lag. When a character touches this aura, they are sucked to the middle, unable to attack Hypno; their weight will then be increase to massive proportions, causes the character to fall like a rock until they leave the aura, at which point they are free to use whatever aerial actions they have remaining. You can only use this move once each time you are in the air, and it only lasts for one second; this is so your opponents can still jump back up without fear of being affected by the field again. This is a very useful move for gimping, but since it only lasts a little while, it’s best to use against opponents that can no longer use their recovery moves.

[Forward Air - DAZE]

Hypno glows blue for approximately .5 seconds before transferring all of his psychic energy to his pendulum and lashing it outwards; the pendulum extends forward about half a SBB, meaning its range is less than stellar. The tip of the pendulum is technically disjointed, but it’s so small and lacks so much range that it’s much easier to hit Hypno than the pendulum itself. When the tip of the pendulum hits an opponent it deals 12% damage and no knockback.

Instead, the opponent flashes with a blue light for a split second before entering a dazed state much like when their shield breaks, which lasts for up to a maximum of 1.5 seconds. If used on an aerial opponent, they will enter freefall mode for one second and then return to normal. Although this is a useful attack, the tip of the pendulum is basically a sweetspot—meaning that if you do not land this attack right, the opponent will just take 3% damage and no daze effect. This can be equally useful on the ground and in the air, and works well with Hypno’s floaty nature.

[Back Air - PSYCHO SLASH]

When you use this move, Hypno takes .5 seconds to spin around so that he is facing backwards; as he spins, his fall speed slows by half and he glows blue, infusing his body with psychic power. He then quickly swings his pendulum downwards at a 45° angle, and it becomes rigid much like a blade equaling the size of Link’s sword—this actually turns this attack into a disjointed hitbox. If you connect with an opponent, they take 10% damage and good sideways knockback. However, if you hit the opponent at the very end of the slash (e.g. the lowest point of the attack), they will be spiked downwards, taking 20% damage in the process. This is one of Hypno’s best (and only) killing moves, but its long start-up time requires that it be timed correctly. A rather simple attack, but a useful one. Also, Hypno remains turned around after the attack finishes, so keep that in mind when trying to attack an edgehogger.

[Up Air - KINESIS]

Hypno holds an everyday silver spoon into the air and imbues it with psychic power. He then tosses it upwards, at which point the spoon begins spinning at the max speed of a Flipper item, although it’s about half the length of one. You can control the spoon for up to five seconds, during which time Hypno assumes a pose much like the one from his Meditation move, and is completely vulnerable to attack. The spoon moves very quickly—about 50% faster than Pit’s Icarus Wings, and deals rapid hits of 1% upon contact with it. The spoon does not deal hitstun unless it hits the opponents at least five times in a row, at which point it becomes a useful gimping tool. The spoon is disjointed and can be attacked to cancel the attack; otherwise you can press the shield button.

[Down Air - WARP SPIKE]

This is one of Hypno’s most useful moves, and possibly his most viable KO’ing option. When you input the button combination, Hypno suddenly fades out of being at a very fast speed. When he reappears approximately .3 seconds later, he is facing downwards, with his fist up in the air, glowing with energy; he then swings down with moderate priority, dealing 15% damage and spiking them downwards. The teleport function of this move may seem useless at first, until you realize that, by pressing a direction on the control stick as Hypno disappears, he will move one SBB in that direction!

This is a very handy move for surprising opponents and gimping their approach back to the stage. The punch, unfortunately, comes out slowly when he reappears (as Hypno has to adjust to the sudden change of strength in his arm), so an opponent can air dodge the blow; if Hypno misses, he flips over in the air and enters helpless state as he falls upside down. If you do manage to connect with the punch, though, Hypno will teleport back to where he was, with all of his remaining aerial actions intact.


THROWS

[Grab - WRATH OF THE MYSTIC]

Hypno grabs by using his pendulum; he swings it outward and it extends a surprising 1.5 SBB before snapping back. This is a quick grab coming out, but it is highly punishable as Hypno retracts the pendulum and releases his Psychic hold over it. If you connect with the grab, Hypno quickly pulls them right up in front of his face.

[Pummel - LOOK INTO MY EYES…]

This is one of the most unique things about Hypno’s Playstyle; if you press the A button, Hypno’s eyes will begin to glow blue and release a faint aura of light, bending the opponent to his will. You cannot just tap the A button, though; instead, you have to hold the button down until the opponent’s eyes flash blue as well, which signifies that they have succumbed to Hypno’s mental power. The more damage the opponent has, the quicker you can control them, since they can button mash out of this assault like any other grab (it does get harder as their eyes glow more and more). This is usually a finisher; save it for after you’ve racked up a lot of damage.

[Throw - MIND CONTROL]

This can only be used after you’ve used your pummel successfully; otherwise, when you try to throw the opponent, they will just be let free from your grasp. When you move the control stick in any direction, Hypno releases the opponent and points forward: the opponent then staggers forward like a zombie, moving at their normal walking, albeit somewhat more slowly and jerky. That’s right…you get to control the opponent completely. The only difference is that their movement and attack speed is decreased by 50%. Everything else remains the same, and you can do everything the other character can do (with the exception of a Final Smash, which automatically cancels out Hypno’s control).

While in this state, any KO scored by the MC’ed character goes towards Hypno’s score, but if they’re KO’ed, their score is still affected and they come back MC free. The opponent can be freed from their MC state by any of the following three things: Hypno snapping his fingers (press the grab button again), the opponent button mashing out of it (which is rather difficult to do and would take around seven seconds from a moderately quick masher), or taking more than 15% damage.


FINAL SMASH

[Final Smash - BRAINWASH]

As Hypno uses his Final Smash, he leaps into the background, keeping him from harm. He then gathers Psychic energy in his body, and releases it in the form of a massive black and white spiral that takes up the entire background of the stage. The opponents stare at the spiral, completely enthralled by the display. Hypno then snaps his fingers, and the opponents are sent into a frenzy and begin attacking each other mercilessly! For the remainder of the Final Smash—fifteen seconds, the opponents are controlled by the computer, having an AI roughly that of Cruel Melee/Brawl players. They do not attempt to run away from battle; they are constantly attacking every possible second.

If you only have one opponent, however, you can control them completely—much like your throw, but with a lot more reliability and no chance of escape. This version of the Final Smash lasts ten seconds. By attempting to attack with the MC’ed opponent, they will simply slap/punch/kick themselves for the same damage the attack would have done. You could simply walk the opponent off the stage, but where would be the fun in that? In addition, taunting with the opponent makes them do several funny actions that are synonymous with hypnotism:

Up - Acts like a chicken.
Side - Acts like a dog.
Down - Acts like a cow.



PLAYSTYLE
“Mastery of the Mind”

Essentially, Hypno is all about spacing and timing. Being a Psychic Pokémon, you’d think he’d want to stay at range, but actually, he’s better when he’s right up in the opponent’s face. The only one of his moves that actually reaches clear across the stage is his FSmash, Psybeam, but that can’t be used consistently or really relied on in the heat of a competitive match. Mainly, what you’ll want to be focusing on when playing as Hypno is his various status effect-inducing moves. This means (mostly) that his tilts will be heavily used moves in any Hypno player’s arsenal. Disable is perfect after the opponent uses a particularly strong finishing move, Poison Gas can be used to annoy enemies and keep them constantly damaged, and Psywave is the perfect interrupter/damage racker.

Now, to get yourself close enough to opponents to utilize these attacks, how can you do it? Hypno’s low speed and traction give him severe problems with his approaching game; therefore, using his floaty jumps is usually one of the better options to take. Although a few of Hypno’s aerials are good with knocking opponents away, none of them are particularly easy to use. Daze is a sweetspotted move, Psycho Cut only works on rear attacks, and Warp Spike, with its unchanging distance, is very hard to land properly. Using Gravity Field is one of the easier moves to use, as it sends opponents in a helpless state, rendering you untouchable for the move’s duration. Kinesis, while a fun move visually, is not very practical in any situation, as it leaves Hypno vulnerable and takes time to be completely useful.

Basically, you’re reduced to using Blink to make your approach with Hypno. However, the ending lag on the move means it can’t really be used to get yourself right up in the opponent’s face. Use the move carefully; otherwise, you could find yourself soaring through the air thanks to an opponent’s smash attack.

Hypno is a very slow, floaty character (reminiscent of another well-known Psychic Smasher), but that doesn’t mean he’s completely helpless. Meditate, if time correctly, can be a great boon to your offensive power if you have a long enough opening (using it for recovery purposes is highly risky), and of course the classic Hypnosis > Dream Eater combo can keep you in tip-top shape. Then again, that combo is only good when the opponent has high damage and you don’t have any other foes to worry about, so be sure not to get too reckless with Hypno’s signature move; after all, your opponent will probably be expecting it.

In terms of KO’ing, Hypno kind of has it rough. His only two moves that you can really kill with are Warp Spike and Rewarp. Both are insanely predictable and hard to land, and the former can easily end up with Hypno falling to his doom if you don’t use it correctly. Confusion may seem like a viable option, but you’ve got to hope that the opponent doesn’t break free of the psychic bond and that you don’t accidentally overextend your limit and let your psychic power wane—that is, if you move the opponent too far away, Hypno will be unable to continue his psychic hold and the connection will be broken. So what is a poor Hypno player to do?

Two words: Mind Control. This move, perhaps one of the most unique throw systems in Smash, allows you to fully control your opponent (with reduced speed and jumping capabilities, yes, but still). It’s only useful, of course, if the opponent has a lot of damage—but thankfully, Hypno’s in no short supply of damage racking moves, as we’ve established before. One of the most simple uses of Mind Control is to get the opponent under your power and then send them walking straight into a Rewarp outline. The mind control will be broken, of course, but they still won’t be able to move as Hypno teleports to them and seals their doom. A simple and predictable combo, and one that means your opponents will NOT let you get close to them. It just makes your approaching job that much harder. But hey, no character is perfect, right?



EXTRAS

Up Taunt: Hypno faces the screen and holds his arms up like he does in his Utilt. He then wiggles his fingers and creepily mutters “Hypno hypno!” before putting his arms down again.
Side Taunt: Holding out his hand, Hypno wiggles his index finger from side to side, as if to tell the opponent, “No, no…”
Down Taunt: Hypno polishes the pendulum with his mane and watches it sparkle once before readying himself to fight again.


Kirby Hat: A hat that somewhat resembles the top of Hypno’s head—even his bulbous nose is included. Kirby also gains Hypnosis as his Neutral Special, although he just moves his stubby little arms instead of using a pendulum.
Symbol: The standard Pokéball.




Entrance Animation: Hypno is released from a Pokéball, his head drooped forward as he slumbers. Quickly, his head jerks up and he blinks several times, preparing for the fight.


Victory Act 1: Swinging his pendulum towards the screen and leering threateningly, Hypno clicks his fingers—only to find that he has hypnotized himself! His head droops forward as he snoozes quietly for the rest of the victory screen.
Victory Act 2: Hypno releases a spoon from his Kinesis attack, which spins in place beside him while takes a bow; he then clicks his fingers and teleports away.
Victory Act 3: Holding his hands out and wiggling his fingers, Hypno causes the screen to spin inwards and laughs as the opponents are distorted beyond recognition.

Losing Act: Hypno seems to have finally succumbed to his own hypnotic power: he sleeps on his back, occasionally jerking awake before going back to sleep.

Credits Song for One Player: Snore Wars


Wii Remote Selection Sound: His digitized cry from the Pokémon games.

Crowd Chant: A chorus of loud, rumbling snores.

Snake CODEC Conversation:

SNAKE // Otacon, I’m confused…what is that yellow thing?
OTACON // That’s Hypno, Snake. Known as the Hypnosis Pokémon, this creature uses its pendulum to put opponents to sleep before eating their dreams.
SNAKE // Hypnosis? Huh, I’ve never been a believer in that stuff. Seems more like a bunch of Psychic mumbo-jumbo to me.
OTACON // Well, Snake, you’ve gotta remember that…in this…um…
SNAKE // Otacon, what’s going on?!
OTACON // Watching this guy makes me…so tired…I think I might…take a nap…*Zzzzzzzzzz*
SNAKE // Snap out of it, Otacon! Otacon? OTACOOOOOOONNNN!!!

* * * * *

On the count of three, you will wake up and go tell everyone how amazing this set is.

One…

Two…

Three!
 

cjrocker

Smash Ace
Joined
Jul 28, 2008
Messages
564
Location
West Coast
Wow, 3 movesets and a character select screen on the same page!

Cammy: Not a favorite SF character of mine, but you did an excellent job of incorporating an SF mechanic into Brawl while keeping it true to its roots, which is pretty commendable in itself. Some of her attacks aren't all that unique, but given the lack of content to work with in the first place it doesn't harm the overall appeal of the movest. Nice job.

Tsuru: After skimming over this, the biggest issue is immediately apparent: organization. More colors, spaces between different moves, things like that will make this moveset so much more legible. It looks like you put a lot of effort into this, it'd be a real shame if people were turned off by all the white text.

Hypno: For starters, I absoutely LOVE how in the descriptions you bolded damage percentages, distance measurements and other important bits of information. It made the moveset just flow incredibly well. I love the playstyle, it's like Mewtwo infused with unprecedented levels of creativity. I literally cannot find any major complaint with any singular move, it all just works so well without appearing broken. That said, the Final Smash seems a little broken, especially in 1vs1 where it's essentially a free KO. But yes, this moveset is amazing.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
Awesome Hypno moveset, Tanookie. All of the attacks are great, the moveset's structure is good and the final smash - wow, put Hypno is the next Smash Bros. game.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Im Late

so... i'm a bit of a slack off then. mostly in the chat, so i'll have to post my two sets or spam a lot before the contest ends to be eligible to vote.

On a more positive note, I must say that a humongous amount of awesome is in this contest's movesets. I cant possibly talk about all of them (or any cause as you know, i'm lazy).

I'm going to use any of my time i can working on godzilla and agi-wolf (YOU CANT STOP ME FROM DOING IT, AGI) and they WILL be posted in MYM5. more sets are yet to be determined.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I fully read Hypno as soon as I saw it! Shocker, I know. Anyway, here are my thoughts...

First off, I love the organization of the set. Purple-yellow has always been my favorite color combination (as evidenced with Ekans) and you pulled it off strikingly well. The bolding/recoloring of important facts is something I was hoping would catch on more widely after Shellder, as it really does increase the readability of the set immensely, so kudos on using that.

I was surprised at Hypno's stats; I always figured him to be more of a heavyweight. Go figure. Anyway, you certainly made it work.

Although most of the attacks aren't mindboggling, not a one of them are remotely generic and they remain interesting throughout with a variety of tricks. Between pendulum attacks, mind control, and the obligatory Hypnosis/Dream Eater, you've basically got every aspect of Hypno captured right here. And, of course, there are a few attacks I love, such as Rewarp and that AWESOME throw mechanic.

Your detail level is just where I like it; enough to understand what Hypno's doing and the basic aspects of the attack, without droning on and on. I think the only question I asked myself as I was reading is whether Hypno is invulnerable while MCing an opponent; I'd assume yes, as otherwise the attack would be borderline useless, and what a shame that would be.

The playstyle doesn't flow quite as well as I would like, but without an overriding mechanic, it's tough to get a really fluid one, and sacrificing a bit of flow in exchange for individual creativity is fine with me, if you must.

...I really wish the Specials were first...

The only substantial complaint I can level against it is what you've already been told, long ago, by Mendez. Let me see if I can dig it up...

...look at the actual Smash Bros. characters: none of them have movesets composed entirely of in-game attacks. It’s been proven a number of times by us MYM people that Pokemon movesets are stupidly easy to make well, because all you need to do is look up their learnset and transform them into Smash Bros. attacks. And yet none of the Pokemon characters in Brawl follow that idea.
Or something along those lines. Hypno is actually better here than certain offenders - see Castform from MYM 4 for the very worst example of this - as you didn't ONLY use his learnset, but also sprinkled in attacks that suited him and his character (coincidentally, this is also what I loved about May). This is what I've tried to do with my recent Pokemon sets. Rather than simply translating their learnsets to Brawl, we should be aiming to capture the ESSENCE of the character and maybe include a few of their crucial attacks.

There were a few attacks in there that I could basically figure out before I even read them - Disable? Psybeam? It's not nearly as much a dealbreaker for me as it apparently was for Mendez, but it's something I noted as I read this otherwise terrific moveset.

In spite of that, I think you did a great job and I do believe it's one of the frontrunners in the incredibly competitive "Best Pokemon" category for the MYM Awards.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Or something along those lines. Hypno is actually better here than certain offenders - see Castform from MYM 4 for the very worst example of this - as you didn't ONLY use his learnset, but also sprinkled in attacks that suited him and his character (coincidentally, this is also what I loved about May). This is what I've tried to do with my recent Pokemon sets. Rather than simply translating their learnsets to Brawl, we should be aiming to capture the ESSENCE of the character and maybe include a few of their crucial attacks.
I agree! Something I'll keep in mind when I finally get to work.

Hypno and Cammy were fun reads and really cool; in fact, everyone's recent movesets have been really great!
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
see Castform from MYM 4 for the very worst example of this .
I used attacks that suited his character, and not only ones he had. >_>

But yeah, @Hypno: There's not much I can say that K Rool hasn't already said. Awesome moveset, The Warp Spike is cool, as is Blink. I like teleportation attacks. :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I used attacks that suited his character, and not only ones he had. >_>

But yeah, @Hypno: There's not much I can say that K Rool hasn't already said. Awesome moveset, The Warp Spike is cool, as is Blink. I like teleportation attacks. :p
Yeah, it was an okay moveset, but it had random, out-there attacks like Toxic which had nothing really to do with Castform except that he could learn them. That's what I mean.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Hypno's really...eccentric. And I mean that in a good way. I love the fact that you can control your opponent in so many ways-notably the throw, Confusion Side B, and of course his Final Smash. It does, however, seem really easy to use Confusion, carry your foe over the edge, then throw them downwards for a pretty easy kill. Hypno also has powerful attacks that grant no mercy to those who make mistakes...like touching the Re-Warp outline or the Future Sight eye. Plus, the fact that he can boost his power and K.O. ability with Meditate shines for me. I love Hypno, and the only complaints I have is that his Final Smash is a bit broken and that in a team battle, his damage-racking capabilities are phenomenal. Imagine Hypno and Ike on a team...it would be a massacre in tournaments and friendly matches alike. Anyways, great set. I sure wouldn't want to go up against Hypno.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower


Kaptain Skurvy

***

>~~BACKGROUND~~<

Kaptain Skurvy is a recurring antagonist on the Donkey Kong Country animated series. He is the plunderous pirate captain of his own crew of three. He often invades Kongo Bongo Island with his two best mates, Kutlass and Green Kroc (and occasionally his pet parrot, Polly Roger), in search of the mystical Crystal Coconut. Skurvy's great-great-great-grandpappy discovered the Coconut and hid it on Kongo Bongo Island, leading Skurvy to believe that the Coconut is his birthright. However, the idol it was contained in shed the coconut like a tear, leaving it on the ground, where it was later found by Donkey Kong. Sailing the seas on his massive galleon, Skurvy will stop at nothing to reclaim his prize from those stupid apes, even allowing an amnesia-struck DK to join his crew temporarily as his first mate. His weapon of choice is his prized hand cannon. Over the series, Skurvy has been established as a rival for K.Rool as well as Donkey Kong, seeing as how they are all after the Crystal Coconut at the same time. Although he is a black-hearted pirate, he provides a decent amount of comic relief and musical talent while still being a badass.

>~~STATS~~<

Power: 8.5/10
Skurvy is among the most powerful characters in the game. He's not on par with the likes of Bowser or Ganondorf, being more on the level of Dedede. However, he still outclasses that landlubber Donkey Kong, making Skurvy a force to be reckoned with.

Walking Speed: 3/10
Skurvy is clearly in no hurry here. Why should he be?

Dashing Speed: 5.5/10
Surprisingly not awful, Skurvy is fairly speedy when he needs to be, although still not that great.

Weight: 8.5/10
Skurvy is definitely a heavyweight, weighing in at around the weight of Dedede due to his rather large girth.

Range: 7/10
Skurvy is a heavyweight who actually *gasp* has means of attacking from a distance, save Dedede. At close range, however, he lacks a good deal of the penguin king's skill.

Projectile Distance: 7/10
Skurvy's projectile has a nice range to it, so he can use it to edgeguard quite handily. However, it is not spammable by any means...

Size: 9.5/10
Skurvy is not the tallest of Kremlings, but still is about Ganondorf's height due to his pirate hat. Plus, his pirate belly makes him about as wide as Bowser or Dedede, making him a prime target for chaingrabs and speedy attacks.

Attack Speed: 4.5/10
Skurvy's attack speed is...not horrible? His attacks are, of course, not that fast, having below average speed, but they can still be used fairly regularly. His KO moves are still slow as molasses, without a doubt, though...

Priority: 8.5/10
Well, he's a heavyweight. When he gets his moves to connect, they're supposed to cut through most everything else.

First Jump: 2.5/10
A poor first jump. Skurvy is hindered a great deal here, thanks to his awkward boots.

Second Jump: 5.5/10
This jump has a slight improvement here, as Skurvy gives his all to get back to the stage.

Aerial DI: 3.5/10
Skurvy has difficultly moving while airborne due to his massive size. He can move well initially, but slows down a lot after that.

Fall Speed: 7/10
Like the other heavyweights, Skurvy has a rather speedy fall speed.

Recovery: 4/10
While Skurvy's recovery can allow him to travel a great distance, he is quite vulnerable to gimping due to its awful priority.

Crouch: 2/10
Probably one of the worst crouches in the game. It can't effectively dodge anything.

Traction: 2/10
Another low point for Skurvy. He tends to slide a lot, due to his slippery sea boots.

Comboability: 4/10
Skurvy can throw together a few combos better than most of the other heavyweights. That's still not saying that much, though, as Skurvy is better suited setting up foes for a KO with one powerful move, or gimping them with a projectile.

Wall Jump: No

Wall Cling: No

Crawling: No

Gliding: No

Tether Recovery: Yes

>~~ANIMATIONS~~<

Standard Pose:
Skurvy stands at full height, peering around his new surroundings with an evil gleam, one hand on his hand cannon in his belt, the other clenched in a fist at his side. Occasionally, he'll give a piratey "arr!" to keep his foes intimidated.

Idle Pose
Skurvy looks side to side to make sure no one's watching, then begins to do a few dance moves to himself in a bored manner, kicking his booted feet out to the side a few times with his hands in the air. After a few seconds, he'll smile stupidly and stop.

Walking:
Skurvy grins toothily and pumps his arms loosely at his side as he slowly moves forward.

Running:
Skurvy bends over slightly and pumps his arms harder as he picks up his pace.

Dashing:
Skurvy really puts his back into it here, bending over even more, holding his hat to his head with one arm and pumping the other rapidly.

Jump #1:
Skurvy raises his arms above his head as he bounds upwards, a bit like K.Rool's jump in his DKC Boss Fight.

Jump #2:
Skurvy holds his arms out to his sides as he spins around once to propel himself further into the air, a bit like Wario.

Crouching:
Skurvy bends over and covers his head like the Mario Bros. However, due to having a much bigger belly than Mario or Luigi, he doesn't get down as far, making this a fairly useless crouch.

Ledge-Hanging:
Skurvy hangs with one arm, to show off his strength, his other arm holding his cannon in his belt.

Swimming:
Skurvy does a sort of breaststroke to paddle forward, kicking awkwardly with his boots. His swimming speed is fairly slow, and he can't stay up for long. Pirates who fall overboard are supposed to go down with dignity.

Forward Roll:
Skurvy slides forward along the ground like Dedede, not wanting to waste energy with fancy acrobatic rolling.

Backward Roll:
Skurvy simply does a small short-hop backwards to put some space in between him and his foes.

Spot Dodge:
Skurvy's eyes widen slightly and his mouth opens as he throws up his arms, jumping into the background for a brief period, before jumping back into the fray.

Air Dodge:
Skurvy spreads out his arms and legs in midair, in a sort of jumping jack formation, before lowering his limbs again.

Shield:
Skurvy holds up a defensive blocking position with his hands in front of him, as a standard shield forms.

Tripped:
Skurvy falls on his arse, rubbing where he fell on his tail angrily if you leave him down.

Dizzy:
Skurvy staggers around drunkenly, spinning in circles and trying to stay on his feet. He tries to hold his hat to his head, but he ends up just flailing his arms around stupidly, unable to do so. Occasionally, he'll mutter dizzily, "Steady as she goes, now!"

Sleeping:
Skurvy sleeps on his back, snoring loudly. Nothing special here, except that sometimes, he'll make contented piratey noises. Sounds like he's having a successful raid in dreamland...

***

>~~MOVESET~~<

>~~SPECIALS~~<

Neutral Special - Hand Kannon
Using Skurvy's weapon of choice here is all but mandatory. For this move, Skurvy pulls his hand cannon from his belt to fire a projectile at foes. However, what the projectile is can vary. By tapping the button once, there is an 85% chance that Skurvy will fire a disjointed cannonball the size of a Smart Bomb. He fires these with about half a second of lag on both ends. The cannonball has above average priority, and flies for about half of Final Destination before disappearing in a cloud of gunpowder.

The cannonball deals below average knockback and 5-8% to whoever it hits. If a foe outprioritizes it, the cannonball will vanish early. It travels at about the speed of Wolf's laser until it reaches maximum range. Skurvy can move forward and backwards, and jump once while waiting to fire, allowing for some movement, although it can be difficult to set up. By moving the Control Stick up or down during the startup, Skurvy can angle his shot like several Smashes or Tilts. The distance still stays the same, though, and if the cannonball is aimed down while on the stage and hits the ground, it vanishes early. Properly timed, this can be great for gimping.



Wait...cannonballs appear 85% of the time...what appears for the other 15%?!

It looks like Skurvy's taken a page out of K.Rool's book and gotten an upgrade. He has a low chance of shooting one of three different colored clouds from the Kaptain K.Rool battle in Donkey Kong Country 2. Each of the three different cloud types have a 5% chance of appearing, rounding out the likelihood of each of Skurvy's ammo types to 100%. The three clouds are about 75% the size of Kirby, and are not affected by gravity. They soar out about half the distance of Final Destination (unless they hit a character or obstacle) before vanishing. Clouds fly at a slightly faster speed than Luigi's fireball. When Skurvy fires a cloud, he loses half of the starting and ending lag he has when firing a normal cannonball. Only one cloud can appear every twenty seconds. Although they can't really be planned due to their rarity, clouds can be a great way to surprise foes.

Each cloud type has no different effect on the way it is fired, but it sure does on the way it affects foes. Here are the types:

Light Blue Cloud: These clouds have rather high priority, being able to cut through most attacks, although fire attacks can disperse them in one hit. These beauties deal 15-16% and freeze foes for around the same period of time as a Pitfall buries foes. However, instead of being trapped in an iceblock, foes merely turn blue and freeze right where they are, falling straight down in the air, stopping whatever they are doing. They can button-mash to lessen the time frozen, but any good player will stick around to build damage on the player, putting their good fortune to good use. Foes with more damage are frozen for longer. This is useful onstage, and can be deadly offstage, so be careful to drop below the stage ledge when recovering against an edgeguarding Skurvy; you never know when this might occur.

Light Red Cloud: These clouds have above average priority, but not to the extent of that of the the above cloud. This variety deals 9-11% and slows down the foe hit drastically, as if they were hit by a Timer item. Of course, this makes the foe highly vulnerable to following attacks for the same period of time as a Timer. Unless of course you are Meta Knight. Foes cannot shake off their slow speed, so their best hope is usually to dodge, run, or ledge-stall. Or be risky with quick attacks, although Skurvy can usually outprioritize these, especially with the foe's new lack of speed. Especially devastating for slow characters, and also useful for offstage foes that Skurvy can gimp.

Light Purple Cloud: People who fought Kaptain K.Rool will sure remember these pieces of hell in vapor form. The priority of these is average, lower than that of the other two, which is highly useful for foes trying to flee, although with the element of surprise clouds have as a whole, this is hard to do. Purple clouds deal a lower than usual 4-5%, but they reverse the foe's controls for fifteen seconds. For players who are unaware of this effect, the results can be hilariously devastating, as the player ponders why his character is running off the side of the stage. Although this is not nearly as useful if the player actually knows what he is doing, it can also be used to quickly move away recovering characters who will barely make the edge, as a small gimping tool. This can be quite useful, or only a temporary surprise, depending on your opponent.

These effects come from tapping the B Button. However, when you hold the button for about half a second, Skurvy will load the cannon with a standard wooden barrel. He loads the cannon quickly, but you must hold the button down for half a second in one time period (not interrupted) to load successfully. After the cannon is loaded, Skurvy can walk around freely with the cannon loaded (like DK or Samus' Neutral Specials). If Skurvy's cannon is loaded, he can't load another barrel until the first one is gone (if you try this, Skurvy will look at his cannon and facepalm, for average lag, so don't try this).



When he presses the B Button again with the cannon loaded, he shoots out the barrel, which travels at a slow speed, about that of Ganondorf's dashing speed. The barrel is disjointed, traveling the same distance as a normal cannonball before shattering (unless it hits an obstacle or foe). It has low priority and is the size of Kirby. Skurvy has little startup or ending lag when firing the barrel. If the barrel hits any character (including Skurvy if he runs into it by mistake), it deals 12-13% and a low set knockback. However, possibly the best use of this is to recover. Any character can jump off the barrel to be bounced up the distance of Falco's first jump while the barrel shatters early. Although they can't second jump after this (only Up Special), it can be great if you want to cover extra distance when offstage. However, Skurvy will have to aim carefully when trying to gimp with this, as he doesn't want to help his foes...take care!

Side Special - The Pirate Handbook
Skurvy reaches into his belt for a device of pure torture...the Pirate Handbook? Really? Well, they're actually more like guidelines, but whatever. Taking out the book takes a very short period of time. By pressing the button input, Skurvy takes out the book and starts to read random piratey facts like he does to his mates, such as why pirates bury treasure and the like.

This seems to have no effect at first, but if a foe stands on the ground three Stage Builder blocks away from Skurvy (or closer, with more detail below), he'll start to take 1% per second, being bored to tears from the reading of the handbook. The player can hold the input to keep out the book for as long as he wants, but after three seconds of reading, Skurvy begins to get tired from reading, losing some breath, and begins reading faster, with a shorter range; this time, only two Stage Builder blocks in front of him. Foes at this range take 2% per second, and are stunned for a split second (although a bit longer if they have more damage).

After three more seconds, Skurvy begins sweating as he reads in almost a yell, and loses breath fast. The smaller range here is one block in front of the Kaptain. Foes here fall asleep, and stay asleep for about 1.5 times the time they do for Jigglypuff's Sing (which is utter garbage in Brawl). Putting the book away normally takes a short period of time, but after three seconds, Skurvy will stop and pant for a second afterwards, having a good deal of ending lag. Skurvy can move around while speaking, similarly to holding a shooting item. He can't attack or dodge, but he can move forward or backward and use one jump, to allow for some versatility while using the move, and to allow for the startup lag to not make the move useless. This is useless in the air, but it can lead to some interesting setups on the ground, and can be used to build damage on foes effected.

As a bonus, if you scroll the camera all the way up to the handbook, you can see a picture of the book's famous author along with the title.



That's right. Foes of Kaptain Skurvy, prepared to be Krunch-a-tized!

Down Special - The Mirror Never Lies
With low startup and ending lag, Skurvy takes an empty red mirror frame the height of Ganondorf and places it on the ground in front of him, it taking up one Stage Builder block. The frame has 20 HP and can be attacked by any character, including Skurvy. Only one frame can be out at a time.

The frame itself deals absolutely no damage. Then...what the hell is Skurvy using it for? Well, if Skurvy stands within one Stage Builder block of the mirror and uses an attack...nothing happens...unless a foe is standing within one Stage Builder block of the mirror on the other side. In this case, the foe repeats the same move that Skurvy just used on the other side. For example, if Skurvy fires a cannonball with his Neutral Special against Mario, with both characters in range, Mario will shoot a fireball right back. What the...what kind of ****** would do that? The foe must have amnesia!

Skurvy can use a move of his that is quicker than the foe's so as to be able to punish him or her. However, he should never try this if a foe has a quicker attack, or the scale will be reversed and Skurvy will be the one vulnerable in the end. Also, since the frame has only 20 HP, Skurvy must be careful not to use attacks that can hit the mirror, as foes may be close enough to do so as well, and may break the frame, causing the foe to not repeat the attack. Attacking through the center may be the best option, although sometimes taller foes can still hit the attack and not perform any attack. Airborne foes are not affected, and Skurvy can't make the foe repeat aerials if they are on the stage and he is airborne.

All in all, this is a nice move to have if you can set it up properly. The move is useless in the air, but Skurvy can still drop the frame straight down below him while airborne. In that case, it spikes the foe lightly and deals 6-7%.

A video of the move's origins can be seen here.

Up Special - Hot-Air Balloon
Remember those levels from Donkey Kong Country 2 where you had to use hot-air balloons to traverse safely over large pools of lava? Well, here, Skurvy puts a balloon to use as a recovery. When the button's input is pressed, one of these balloons appear under Skurvy. Skurvy's balloon is black, unlike the blue ones seen here, and has a Kremling pirate skull and crossbones on it like the one on his hat. Skurvy's balloon is almost the size of Bowser, and has the space on top of one Stage Builder block. Skurvy is not confined to the balloon during recovery; he merely stands on top of it, although he cannot walk off it. Walking to the edge of the balloon in either direction causes the balloon to slowly float in that direction, at the speed of Ganondorf's walk.

The balloon has no priority; any attack will rupture it and make Skurvy helpless, and only one balloon can be used per recovery. However, Skurvy can jump off the balloon in one jump (no midair jump here) to catch the edge, as the balloon gives him no vertical gain (it is extremely manuverable horizontally, however). Skurvy can also perform attacks while on the balloon, giving him a reasonable defense against edgeguarders (his own attacks can break the balloon as well, however, so don't do anything like Down Smash or D-Air).

If Skurvy jumps off the balloon, it vanishes in a cloud of smoke. The balloon itself deals no damage, but foes beneath it are blown downwards slightly, making it dangerous for them to get below it offstage. If the balloon touches the ground at any time, it also vanishes. This provides Skurvy with a decent, but not reliable, recovery. It can be edgeguarded easily by projectile users, and even blocked by characters who can position themselves properly in order to break the balloon. However, it still makes Skurvy's air game a lot better than it would be without it, so don't neglect this move.

>~~BASIC ATTACKS~~<

Basic Combo - Scurvy Toothache
Skurvy bends down slightly and opens his mouth wide, showing a mouthful of pearly whites (with one large tooth notably pointing out). He holds this pose for about .75 second before chomping down hard, after which he lets out a loud 'ow!' and holds his jaw for another split second. This deals great knockback and 13-14% due to having a mouthful of teeth. It also has high priority and fair range. However, the attack speed just kills it. The startup and ending lag are both awful, so why is this a viable move at all? What are you smoking, Kupa!? You can't give characters attacks with such a long startup time!

Never fear, if you somehow pull off this move twice (whether or not it hits a foe) without being punished, Skurvy's hurt tooth will fall out, making it painless for him to chomp anymore. After this, Skurvy's chomp is much quicker, starting and ending. However, the priority, damage and knockback drop, due to him losing teeth and not being able to dig into the foe as well with less chompers. This isn't a problem though, as this is a sacrifice you'll be willing to make.

One chomp after this has above average priority and deals above average knockback, with 9-10%. Another chomp will yield decent priority, with fair knockback and 7-8%. One more chomp will have average priority, do average knockback, and deal 5% to foes, in Skurvy's insatiable urge to get a fix of flesh. The starting and ending times are halved each time this happens after Skurvy loses the tooth. Getting down to the last chomp is not a problem, as it is similar to Ganondorf's electric punch jab, which is quite viable for use. However, if left unused for fifteen seconds, the hurt tooth will start to grow back up from the status it is in, making the move slower and more powerful. This repeats every fifteen seconds until the tooth is back to default useless status again. Crocodiles regrow thousands of teeth in their lifetimes, remember? This time resets whenever the move is used again, so be sure to utilize it regularly to keep it as a good attack. You'll probably want it, as it can be a great combo tool of Skurvy's.

Dash Attack - Pure Scum
As Skurvy runs forward, his pirate boots enlarge slightly and turn green with sea scum, leaving behind a trail of green slime on the stage behind him. Tapping this input causes a patch the size of one Stage Builder block, but Skurvy can hold down the input to keep creating a trail of scum behind him, for as long as he wants. Turning around, releasing the input, or stopping Skurvy's dash will end the move. However, the longer Skurvy dashes, the more likely he will trip he is due to the scummy boots. Remember, his traction already sucks, so this is not something you want to risk. Foes who walk over the slime have a 50% chance of tripping and taking 1%. The slime can be cleared by water attacks (Super Mario Sunshine nostalgia, anyone?), but will last for five seconds otherwise. Used limitedly, this is a valuable tool for setting up opponents for stronger attacks. However, used carelessly, it can lead to Skurvy's downfall rather than victory.

>~~TILTS~~<

Forward Tilt - Epic Clash
What's a pirate without his sword? Not a very manly pirate at that. Here, Skurvy takes his cutlass out and does a standard horizontal slash at foes. Nothing special, right? This slash has average priority, with average range, due to the sword being disjointed. The startup and ending lag is below average, making this a simple one-hit attack. The knockback here is between that of Marth's sweetspotted F-Tilt and Ike's F-Tilt, dealing 6-8% to foes. This slash also has a sweetspot effect similar to Marth's attacks.

Well, here's where the move gets interesting. If a foe clashes with it, you can continue pressing the F-Tilt input for Skurvy to do a series of impressive swordfighting slashes, dealing no damage, but being able to negate the priority of any attack if timed correctly. If you have bad timing with this, foes can break through your slashes and hit you for 1.2 times the normal damage of their attack, that is if they try to fight against you with quick attacks, keeping the two of you battling it out in a series of epic moves.

However, if you catch the foe offguard, like when they stop attacking back or use a slow move over your fast timing, you can give them a strong slice with great priority, average range (with a sweetspot for knockback), and a disjointed hitbox. This deals above average knockback and 11-12%. If you are fighting a faster opponent and have a hard time with timing, don't bother using this, as you are just setting yourself up for trouble. However, against a slower opponent, or a human with bad reflexes, take advantage of this to score some damage and maybe even a KO.

Down Tilt - 'X' Marks the Spot
From his awful crouching position, Skurvy performs a slashing attack with both claws at the ground, crossing them apart to slash in an 'X'. The slash has below average priority and range, with average lag on both ends. This attack merely trips foes and deals 6%. Skurvy cannot spam this to trip foes multiple times, making it seemingly useless...

However, after five seconds have passed, a red 'X' appears on the ground where Skurvy slashed, taking up about half of a Stage Builder block. Foes who touch the X take 10% and are buried with a Pitfall effect. Foes can mash the Control Stick to try and escape, but foes with higher damage are held for longer. Skurvy can punish foes caught in the ground, although foes with less damage can escape rather easily, and the lag and positioning makes this move hard to pull off. Try to grab your foe when the X is about to appear, as it doesn't affect Skurvy himself. The X lasts for one second before vanishing. Only one X can be out at a time, meaning that if Skurvy uses this again during the five second wait or while the X is out, the slash is only a slash. Used carefully, this can be helpful to stop approaches, but you can't abuse it by any means.

Up Tilt - Pirate Pipe
Skurvy takes out an old-fashioned seaman's pipe and begins smoking it. What? Smoking's bad for you...but Skurvy is a bloody pirate, so why should he give a ****? Anyways, pressing this move once causes Skurvy to pull out the pipe and stick it in his mouth, with below average startup lag, and puff a small cloud the size of a Smart Bomb upwards the height of Mario. It vanishes at this maximum range, unless it hits a foe first or is attacked. The priority is very low, but the range is decent. Skurvy puts the pipe away after use, with average ending lag. This cloud of smoke deals 6% and low knockback. Not that great, right?

Wrong! If you keep tapping the A Button after Skurvy lets out the first puff, but before he puts the pipe away, he'll continue puffing the pipe, causing one more cloud the size of a Pokeball to rise up the same height (unless it connects or is attacked), with low lag on both ends, before disappearing. These clouds have the same awful priority, and a slightly smaller hitbox, but the same decent range. The knockback here is almost done, meaning Skurvy can keep tapping the A Button to juggle the foe in clouds of smoke. Cool! Each cloud of smoke deals a low 2-3% to foes, but if you connect with the first cloud, you can generally get in several hits with the smaller clouds, unless your foe is floaty or knows how to DI properly. Don't underestimate this move; it can be one of Skurvy's best damage-builders.

>~~SITUATIONALS~~<

Downed Attack - Pieces of Eight
Skurvy hops to his feet with below average startup and ending lag. While he is rising, several gold coins the size of the ones from Coin Battle to fly off on either side of him. Four coins fly out to either side the distance of 3/4 a Stage Builder block, having below average priority. The coins do a small set knockback, and do 1-2% each. This is mainly a multi-hit damage builder, not being super slow, but not having much power at all. If you are playing in a Coin Battle (which no one does anyways), each coin counts for ten Coins to whoever they hit, doing no damage or knockback at all, making this useless unless there are no foes around and Skurvy can snare the coins back for himself.

Flipped Attack - Seadog Stretches
Skurvy slowly gets up on his feet, leaning his arms backwards over his head as he does so, bending over backwards in a stretch with a contented 'Arr!'. This has below average range, average priority, and starts up with below average lag. Foes who hit this part of the stretch take low knockback and 4-5%.

After holding this backwards stretch pose for a brief period, Skurvy leans over forward, stretching his arms out in front of him, while cracks from his back are heard. This second stretch has average range and priority, and comes out fairly speedily. This part has more of a slashing effect than the first stretch, dealing barely below average knockback and 6-7% to foes. After both stretches, Skurvy leans back upright with average ending lag. Foes who are close to Skurvy when he initiates the second stretch receive slightly more knockback due to the motion 'throwing' the foe over his head. This can be tricky to pull off, but it can clear foes from the area directly around Skurvy if timed properly.

Tripped Attack - Krook's Hooks



From Skurvy's tripped position on his arse, two silver pirate hooks appear over his hands, while Skurvy sweeps his arms forward to hurl the hooks forward like boomerangs as he gets to his feet, with below average starting lag. The hooks travel up to 1/3 of Final Destination at the speed of Captain Falcon's dash, both being disjointed and the size of a Smart Bomb. The hooks turn around and return to Skurvy after reaching maximum range, unless they hit a foe or obstacle, which makes them bounce back early. One hook travels right behind the other, so they can do two hits to foes, although the opponent will likely only hit one hook due to its knockback, unless they have low damage.

Each hook deals 7% and below average knockback to foes. They have average priority as well. Skurvy cannot move until the hooks return to him, upon which he stows them in his belt with average cooldown lag. If Skurvy is hit while the hooks are out, they vanish and Skurvy is free to move again. This can be used to stop approaches and edgeguard foes, but it is easily punishable, making it far from spammable. Throwing hooks was the primary form of offense used by Krooks (pictured above) in Donkey Kong Country 2.

Ledge Attack - Land Ho!
As Skurvy climbs onto the ledge, he yells the name of the move as he pulls a brass telescope out of his belt with below average startup lag and holds it to his eye in front of him, the telescope end enlarging to hit away foes from a below average distance away. The telescope has low priority, due to the hitbox being made of glass, but it's a disjointed hitbox because of its extension. The telescope deals 6-7% and below average knockback to foes. Skurvy puts the telescope back in his belt after using it to view the stage, having average ending lag. This can be great for clearing the ground directly in front of Skurvy, but it can be punished, so don't rely on it too much.

Ledge Attack (Over 100%) - Sea Legs
If you stay on a boat for a while, you feel quite disoriented when you come to shore again. Here, Skurvy gets above average lag as he struggles onto the ledge, then stumbles about in place, losing his balance for a split second before regaining his composure with average ending lag. During his stumbling period, he deals three hits to foes; two light ones to hold the foe, then a final one to knock the foe away lightly. Skurvy's feet and frontside are the hitbox here, having below average priority. This has close range, but its decently-sized hitbox makes it bearable to hit with. Each hit deals 3%, for a maximum of 9%. This attack is not overly useful, but it can still deal damage to close range attackers. However, a competent opponent can easily shield-grab Skurvy out of this, making it safest to jump onto the stage from the ledge.

>~~SMASHES~~<

Forward Smash - Cat-O-9-Tails
Skurvy reaches behind his back, holding something unseen, while charging this Smash. Upon release, Skurvy pulls a Cat-O-9-Tails (not a knotted whip, an actual cat with nine tails) out of his arse a la Ganondorf's sword, holding the mewling creature by its neck, and whips its tails forward onto the ground in front of him with a resounding whip-like crack. This has below average startup lag, but almost a second of ending lag, as Skurvy holds the cat out for a period of time before stashing it away behind him again. This move has great priority, with the hitbox on the cat's tails. The range is average, the cat's tails helping a lot in this category. Foes who get hit take 18-25% and above average to great knockback, the cat having a slight sweetspot closer to its body. This is quite punishable, but it is one of Skurvy's best KO moves, so use it to punish foes if you can.



What makes this move interesting is that the cat is a disjointed hitbox. If foes hit the cat while it is out, Skurvy drops the cat, causing it to land on the battlefield and serve as an enemy to anyone it comes into contact with (Skurvy is in for it too, seeing as the cat is not all that fond of being swung around and stashed in Skurvy's arse). The cat is about the size of Diddy, having 20 HP. The cat's basic stance is to sit stupidly in place. However, if anyone gets within a Stage Builder block of it on either side, it rises and begins twirling around in place like a whirling dervish, trapping foes in its tails like a tornado.

The cat's spinning lasts twice as long as Meta Knight's Whorenado, but has half the priority of it. If the cat catches a character, it meows and spins around more quickly, hurling the foe into the air above it for average knockback and 10%. The cat has fair range, and starts and stops the tornado quickly, but once it flings a foe or finishes its spinning, it falls to the ground dizzily, and it unable to attack again for three seconds. Kill it off then to prevent further chaos. Skurvy can use the cat to build damage on foes, but he can be caught as well if he's not careful, so don't rely on this. Also, Skurvy can't use his F-Smash again until the cat is KOed, so take it out to get your KO move back.

Down Smash - Drop the Anchor
While charging, Skurvy takes a heavy metal anchor and holds it above his head, dangling by a chain. Upon release, Skurvy drops the anchor onto the ground in front of him with a clang. The hitbox here is one the head of the anchor, having great priority. The range is quite close, due to Skurvy dropping the anchor in front of him. There is little startup lag as the anchor is dropped, but Skurvy holds the pose for a split second before the anchor vanishes, so this can be punished if the move is whiffed. However, the knockback dealt by the anchor ranges from great to insane with the charge, dealing 23-29% to foes. At full charge, it hits foes horizontally like foes hit with a thrown Star Rod. The best use of this is to punish close-ranged foes who have gone helpless for whatever reason.

What's interesting to note about this move is that Skurvy has invincibility frames while charging, holding up for however long he charges. However, when he releases the move after being hit, Skurvy accidentally drops the anchor on his booted foot with an 'Ow!', taking whatever % of damage that was dealt to him while charging, and hopping around while holding his foot comically for anywhere from .25 second to one and a half second, depending on charge (no knockback, though). Foes can still get hit by the anchor here for the same damage as normal, but Skurvy won't be able to pursue them, and may even become more vulnerable himself. Be cautious when facing aggressive opponents.

Up Smash - Maelstrom
While charging this Smash, Skurvy bends down, peering up wickedly. Upon release, Skurvy goes mad, spinning around crazily in place with his claws outstretched above him, while looking upwards and snapping his jaws at the same time. Well, he's gotta use his Kremling assets to their best potential somewhere, does he not? This Smash starts up very quickly, and has slightly more ending lag than Link's Spin Attack. This attack has average vertical range, as Skurvy holds his claws high above his head while spinning to slash foes. He has average priority on his claws and above average priority on his jaws, which are the hitboxes. Foes can easily hit Skurvy from the side while he's spinning, though, as he only covers the area above him.

The time Skurvy spins ranges from short (R.O.B. Down Smash) to long (1.5 times the time of Link's Up Special), depending on the charge time. Foes barely above the attack range can be hit by a tiny vacuum effect that can pull them into the slashing. Foes hit by Skurvy's claws take multiple hits that can deal from 2-18%, as well as a below average set knockback. Foes in the slashing are slowly pulled down to Skurvy's chomping mouth, which deals above average to great knockback and 16-21%. Foes should DI to try and stay away from his mouth so they can punish Skurvy after he stops spinning. Skurvy can use this attack to cut through aerial platforms to build damage on foes, and maybe even KO them if they have high damage. Just don't get too carried away, or your foes will have a predictable opening to put the hurt on you.

>~~AERIALS~~<

Neutral Air - Wind in the Sails
Skurvy takes out a black pirate jolly roger, emblazoned with the Kremling pirate skull seen on his hat, and lets it ripple in front of him in the wind. The flag is slightly wider and longer than Mario's cape, but since he holds it in front of him, this doesn't really matter, as the move still has close range. Skurvy calls out, "Well blow me down!" as he pulls out the flag, having below average lag pulling it out, but above average lag putting it away into thin air. The flag can hit foes at close range, having average priority and dealing 10-11%, plus average knockback.

However, the lag (especially if Skurvy lands mid-move) and close range of this move makes it hard to abuse, meaning you'll want it more for its second use. A wind effect blows from the flag a distance of 3/4 a Stage Builder block on either side of the flag during the move, having fair horizontal range, but not much at all vertically. Foes hit are blown back as if by Pit's Wings, except a bit stronger. While this is not that great onstage, as the wind has no priority to keep Skurvy save, it can be used offstage to gimp foes who would barely make the ledge. The lag makes it somewhat difficult to time though. Not the best N-Air, but definitely one that can be used in situations to help Skurvy out. The flag itself has the same properties while the wind is blowing, meaning it can clear out a FFA crowd nicely, if necessary.

Forward Air - Grappling Hook
Skurvy takes out a standard pirate grappling hook (the kind used to swing onto ships), holds it back for a second, then casting it forward in front of him. This is a tricky aerial to use; it has about .75 second of startup lag as Skurvy prepares to cast the hook forward, and about .5 second of ending lag as he pulls it back in and puts it in his belt. The lag is even worse if Skurvy lands before the move finishes, him bumbling about with the hook as he pulls it in. The line is made of chain, with a four-ended curved hook on the end, and flies out the distance of 1/3 of Final Destination horizontally (no vertical or diagonal control here), staying out slightly longer than Samus' Grapple Beam. The priority of the chain is next to none, while the hook's priority is above average.

Foes who get hit by the chain take 2-3% and no knockback, just some hitstun, and are free to punish Skurvy as he puts the hook away. However, those unfortunate enough to hit the ends of the hook take 14-15% and great vertical knockback. What?! Well, it's hard enough to get this out, and you need good spacing to hit with the hook, so you can be sure that this will knock them for a loop. Plus, those hooks are sharp, man!

What else that's notable about this move is that it can function as a unique tether recovery. If you catch the edge with the hook (not the chain), Skurvy will pull up and dangle from the edge as usual. The catch? Skurvy's old fashioned hook won't pull him up itself, he's got to do that on his own. To do so, start mashing the A Button like a monkey on crack to slowly pull Skurvy up the ledge. For a normal masher, this might take about five or more seconds, so definitely only use this as a last resort. Do do so otherwise is suicidal, unless your opponent is brain-dead. If you hit him while hanging or button-mashing, Skurvy becomes helpless. Definitely a last resort move if there ever was one. As a normal aerial, it's extremely risky and hard to do as well. Use with care!

Back Air - Corporeal Punishment
Here, Skurvy pulls off his pirate belt, and swings it behind him, buckle first, to give the foe a powerful whuppin'. The belt extends about the range of a Battlefield platform behind Skurvy, coming out rather quickly, and having below average ending lag as Skurvy puts it back on. There are two hitboxes here; the strap and the buckle. The strap has low priority, while the buckle has great priority, being of hard metal. As is expected, foes who are hit by the strap take low knockback, only getting around 3-4%. The foes who hit the buckle end (which is a small portion of the total hitbox, by the way) take 12-13% and good knockback. A pretty useful move, right?

Well, there's an interesting twist here. If a foe comes up behind Skurvy, they're in for major pain, right? Well, if they time a press of the A Button (the way you do to grab items out of midair), they'll snatch the belt right out of Skurvy's claws! If this happens, they'll pocket it, while Skurvy shakes his fist at them and threatens, "Why I oughta...", having above average ending lag in this case. While the foe has the belt in their possession, it replaces their grab as a tether grab, being tossed out and pulled in with the speed of Samus' Grapple Beam, making it less than ideal if you have a fast grab.

However, by pressing up or back while grabbing, you can angle it in those respective directions, rather than just forward, making it somewhat useful. It extends as far as Link's Clawshot, and can also be tossed out as a tether recovery, which can help characters that need better recovery options. Once a foe is grabbed, the character simply holds them in their normal pummel stance, the belt going away. Characters hold onto the belt for 30 seconds before it appears back on Skurvy's waist, him swiftly and laglessly brushing the landlubber's slime off it.

The effect on Skurvy during those 30 seconds is that for every move he needs a prop or weapon for (e.g. all of his Specials, all tilts except D-Tilt, and all other moves that are not strictly physical), he has double the startup lag for, having to go through the effort of pulling them out of his arse (like Ganondorf's sword) rather than reaching into his handy belt. Because other characters can use this to their advantage and make you unable to use some good moves effectively, be sure to use this move unpredictably so you can keep your assets with you safely.

Up Air - "Candles"
Skurvy takes out a present he stole from the Kongo Bongo Festival of Lights day, wrapped in white paper and tied with a red ribbon, and holds it above his head. Through the top of the box comes out a single firework, the size and shape of the ones from Jeff's Assist Trophy. There are three different types of fireworks, each with different properties and trajectories. All fireworks come out with below average startup lag, and Skurvy always has below average ending lag as he puts the box away (although a good deal if he lands while stowing it). This is one of his faster aerials, being decent for juggling, although only one firework can be out at a time, the box exploding on Skurvy laglessly for 5% and no knockback if you try. Be sure to wait for each cracker to vanish before you use another one. Each firework type is listed below.

Yellow Firework: The most common, having a 10 out of 20 chance of appearing. These fly straight up out of the box about the height of Diddy at the speed of Luigi's Fireball before exploding (unless they hit a foe first), having average priority. They deal barely below average vertical knockback and 7-8%. These are fairly run-of-the-mill, being average in their use. They can also be the easiest to get a nice solid hit with at times.

Green Firework: This slightly rarer cracker appears 9 out of 20 times. These little blighters fly out at a slight diagonal angle at the speed of Samus' Missile in front of Skurvy (the distance of Mario before blowing, unless they come into contact with an opponent), and have below average priority. You'll know when you get these, not only because of their trajectory, but because they let out a small sizzling sound when released. Green fireworks can do up to five light hits to foes, each hit dealing 1-2%, for a maximum of 10%. The first four hits trap the foe, although they can DI away, while the last hit deals below average forward knockback. This can combo well, due to holding the foe, but if your opponent is tricky, they can get Skurvy back first, so this is slightly inferior to the yellow crackers. Still, not a bad option to get.

Red Firework: These are rare, if you haven't figured by the stats by now, only appearing 1 out of 20 times. These guys fly out at a diagonal angle behind Skurvy, the distance of Mario before blowing with a loud bang (although none of the fireworks have damaging explosions, they're just special effects; only moving crackers hurt foes). They travel at the speed of Samus' Missile, and have great priority. If a foe is hit by these, they take 16-17% and high vertical knockback, likely being a Star KO for foes with high damage. However, this is quite rare, and here, the box glows red during the startup lag, so the foe can anticipate this and air dodge, while they won't know for the other two crackers. Treat these like a gift, as you'll likely not see these that often.

Down Air - Kaboing!
Skurvy aims his boots toward the ground with an evil grin. Surely he's planning something...whoa! WTF?! Skurvy has spring-loaded boots! One coiling spring, encased in metal, extend from each boot, with low startup lag, as Skurvy leans up briefly (for below average lag), then stomps down hard. As you may have guessed, this is a spike, and a strong one at that, being on par with the spikes of Donkey Kong and Ganondorf's Thunderstomp. It also deals them 15-16%, being damaging, but hard to land.

However, Skurvy bounces off the heads of foes, going up about 3/4 as high as a Super Dedede Jump, meaning this is great as a footstool, or even to pull a fast one on edgeguarders. There is little ending lag, as the springs retract, but the startup lag makes it a bit of a challenge to pull off. The springs have good priority (an Up Smash is the best way to block it from the ground), and extend as far as Thunderstomp. This is a pretty nice spike, but is not insanely abusable, although still viable for competitive use. Its origins come from the spring-loaded peglegs of the Kaboing enemies in Donkey Kong Country 2.



Skurvy holds his arms up comically after be bounces off someone or the ground and rises into the air, coming down normally in the air. That's right, you can jump off the ground too, it taking the same amount of time to do, not lagging additionally unless you do it mid-move instead of right above the ground at the start. Unlike some other movesets' D-Airs, he can't repeatedly jump off foes or the ground for additional height. Why would he need to do that? However, he can do a nifty little attack while rising. By pressing the A Button while rising (not falling), Skurvy will turn over and do a belly flop onto the stage, crashing down like Dedede and becoming a falling hitbox (he's not a hitbox when springing up alone). Hitting him falling does below average knockback and 5-6%, while being under him when he lands gives you 13-15% and good horizontal knockback.

Skurvy starts the flop with very little lag, and has super armor frames coming down (but not up, him still getting hit out as usual). Getting up from the belly flop takes the same time as Dedede does after landing from his Up Special. Although this isn't helpful after spiking a foe, and if you're a ******, it'll kill you if you press A while bounding back from offstage (Skurvy has no DI when flopping), but in FFAs or on unsuspecting opponents, this is terrific for a double whammy. Ka-pow!

>~~GRAB AND THROWS~~<

Grab - All Mine!
While standing, Skurvy reaches forward with both claws greedily, trying to grab foes in front of him. This grab has barely less range than DK's grab, and comes out quickly, but finishes with moderate lag. If Skurvy grabs a foe like this, he holds them close to him with one claw menacingly. If he misses, however, he stumbles in place briefly before getting back in control. Not the best grab...

However, from a dash, Skurvy doesn't dive. No, he starts dashing forward in a mad attempt to grab your character. This has almost no startup lag, as Skurvy starts dashing at Donkey Kong's dashing speed (which is on par with that of Toon Link, which many people neglect). To stop dashing, press the Z Button to cause Skurvy to skid to a stop with moderate ending lag. If Skurvy runs into a foe while dashing, he'll tackle them to the ground before grabbing them, dealing 5% and no knockback before entering his normal holding stance.

This is not all positive, however, as Skurvy has no priority while dashing, meaning any attack can cause him to slip and fall on his arse for a lot of ending lag, meaning although he can run infinitely (although he can't turn around, or he'll simply trip), you'll want to be careful with how you do it. Also, if Skurvy runs off an edge, he becomes helpless, so try to stay well onstage to prevent any accidents. Although competent foes can avoid this quite easily, it can still be nice to herd foes into traps, or surprise them when they're open.

Grab Attack - Squid Breath
Skurvy lets out a hearty evil pirate laugh in the face of his victim, causing a small yellow cloud of bad breath (the size of a Pokeball) to come out of his jaws, dealing 1% to the foe. This is not extremely spammable, but can still build damage at a moderate pace.

If Skurvy is losing the match in second place, however, he'll let out a bigger cloud of breath and laugh louder and harder, having finally 'caught' the foe. These clouds aren't slower than normal, due to Skurvy losing, and do 3% each. This is helpful to try and build the damage necessary to get back on top. These clouds are the size of a Soccer Ball.

And, if Skurvy is in any place less than second in a FFA, he'll let out an even bigger cloud, even more excited to catch his foe, this cloud being Kirby-sized. These clouds aren't slowed down, either, and deal 5% each. Also, these clouds can actually hit foes other than the one being grabbed, having low priority, but still dealing 5% and low knockback. This isn't that useful, though, as any smart foe will punish Skurvy at that close range. If Skurvy moves up to a higher place from here, or to first place from second, the cloud shrinks with him. These are nice temporary bonuses to cushion Skurvy, as sometimes he'll need it.

Forward Throw - Black Spot
Skurvy pulls a black ink pen out of his belt and draws a legendary black spot on the foe before releasing them with an evil laugh. What the hell kind of throw is that? Well, the foe takes no damage from this initially, just taking on a black-gray shade, while the spot can be seen on their arm.

After 10 seconds, though...an unearthly voice echoes over the stage, asking the spotted foe, "Do you fear death?", after which the spot explodes and the foe takes 30% and insane vertical knockback. The explosion is the size of four Bowsers, covering the victim, and to other foes, has stellar priority and deals the same knockback to them, although the explosion lasts fairly briefly. This is almost definitely a KO if you have more than 60%.

So how the hell do you avoid it? Well, the spot has 30 HP when it is on you, meaning you, as well as any other character (including Skurvy) can attack you to damage the spot, it vanishing after 30% is dealt. Of course, you'll want to try and get it off yourself the same way you'd shake off a Pikmin, by using attacks that cover your body, but foes that hit you can help you here as well. Be sure to make getting the spot off before those ten seconds are up is your first priority when you're marked. If you or your foes get it off, you are safe. If you still have the spot after ten seconds, though, it's down to Davy Jones' Locker with you.

For Skurvy, don't expect to land this on a competent foe, but if you keep the pressure up with lots of attacks and traps, they may just get overwhelmed and forget about the spot, which is a great result for Skurvy. However, if you know it won't work, don't bother, as Skurvy is open after marking the foe, which deals no damage or knockback.

Back Throw - You Are a Pirate!
Skurvy yells out the name of the attack to the foe, placing a spare pirate hat on their head and releasing them behind him. This deals no damage or knockback, but the foe is now being controlled by a Level 9 CPU! They must have amnesia or something...anyways, if you really aren't that great with Skurvy, this is a hindrance rather than help. However, if you are facing a character whose CPU is highly stupid, or inferior to the skill of the player playing, by all means go for it.

Foes are controlled by a CPU for five seconds (after which the hat falls off and vanishes), although the foe can lessen this time by button-mashing. Skurvy can only use this throw three times per stock to balance this out, and if he KOs the controlled foe, he can't use it again until he is KOed twice (if he tries, he'll look at the screen in shock at the foe not falling for it, having average ending lag and leaving him wide open). Be careful when you use this to make sure it's being used wisely, and don't even bother if you suck with Skurvy.

As a bonus, there's a 1/10 chance that this song will play as the BGM after the foe is being controlled, lasting until the same foe is KOed. There is also a .1/10 chance that this song will play instead of the former one, lasting just as long. This is all but mandatory here. Do what you want cause a pirate is free, you are a pirate!

Down Throw - Dastardly Trap
Skurvy pulls the foe to the ground, as a chained barrel appears at his feet. Skurvy sticks the foe into the barrel quickly, so only their head pokes out, then leaves it there, saying, "Let's see you get out of this one, ye little guppy, arr!" The foe remains trapped in the barrel for three seconds before automatically busting out, although they can button mash to escape quicker. Foes with more damage are held for longer, as usual. The barrel is left on its side, being the same size as regular sideways barrel containers.

The foe in the barrel takes 3% per second due to the uncomfortable barrel, but after Skurvy places them in (his talking doesn't make him lag), he can attack the imprisoned foe to build damage. However, while this may seem unbalanced, due to Skurvy having a quick startup on his close range D-Smash, the foe can not only button mash, but they can tilt the Control Stick to either side to do a barrel roll!

They will roll in the direction they pressed at the speed of Ganondorf's dash, meaning they can escape Skurvy at first, until they can break out later. If they roll off an edge, though, they are screwed, unless they escape. Foes hit while in a barrel take no knockback, but maintain the damage while being stuck, and are released with no knockback, like DK's Headbutt in Melee. This is great for building damage on Skurvy's part, but he has to prevent the foe's escape if he wants to do it effectively.

Up Throw - Dead Men Tell No Tales
Skurvy simple chuckles wickedly and releases the foe a small distance in front of him. What? Where's the merciless pirate in him? Your victim has no time to ponder such questions as Kackle, the skeletal Kremling ghost appears behind the foe and gives chase, being the size of Mario, but floating slightly off the ground. Kackle has no HP, rather having very low priority instead, due to being skeletal. He chases your foe at the speed of Diddy's dash, though, so if your foe is slow or unprepared, this is pretty much a guaranteed hit.



If he comes into contact with your character, he'll let out the ghastly cackle for which he is known and materialize (yes, when he's chasing you, he's still transparent) on you, dealing 12% and good horizontal knockback, vanishing after he does so. And once he's over you, you can't dodge, as it's too late. How do you avoid him? Be quick to hit him before you lose too much ground to him. Since he has such low priority, any attack will cause him to vanish. However, if you let him, he'll chase you indefinitely.

Even if you're Sonic and run away, he'll follow you until you hit him or vice versa, vanishing afterwards, only affected you and not Skurvy or other combatants. You can't air dodge or spot dodge through him if he's behind you either, as he'll just stop in place until you're back onstage, then hit you. If you're a fast character, you should never get hit by this. If you're slow, being able to use a quick B-Air or other quick move to make him dematerialize is vital; otherwise, you give Skurvy a clear killing option. With practice, it's not that hard to do, but it's work learning.

>~~FINAL SMASH~~<

Final Smash - Welcome Aboard!



Skurvy lets out a pirate laugh, then does a big jump off the top of the screen. A cinematic cutscene shows the skies change to cloudy blue, switching from the background of the normal stage, as Skurvy comes down, landing in a chair on his very own ship. The chair is in the background, in the center of the main deck, which is the size of Final Destination, with walk-off edges, even though there are offscreen walls there. Skurvy's chair is barrel-shaped, and has a small ship steering wheel in front of it. The screen zooms in on Skurvy as he settles into the chair, then comically zooms in on his eyes as he opens them in shock, as the camera zooms out, to find the other characters he was fighting on his boat. Skurvy sits up angrily and yells, "I don't like stowaways!"

He then gets an evil grin on his face, realizing what he can do on his home turf, and mockingly calls out, "Welcome aboard, me hearties!" The screen then zooms out to show the characters, who gain control of themselves. Skurvy has his own moveset of sorts he can perform on his ship to damage his foes, who can be KOed off the sides and top of the stage. This Final Smash lasts for 30 seconds before Skurvy stretches and hops back offscreen, the background changing back to normal as he comes down back on the stage with the foes at his side (unless one is KOed for good here).

Here are the moves he can use here:

Neutral Special - Bottle of Rum



Skurvy pulls a bottle out from behind the chair, and gets up, doing a little dance and singing, "15 men on the Dead Man's Chest, yo ho ho and a bottle of rum, arr!" This takes about 4-5 seconds of startup lag, but after this, Skurvy chugs the wine in about 2 seconds, healing him 25 damage. This is helpful for healing damage if you need it, while still being able to give your foes hell with your other moves, although Skurvy can't perform other commands until he's done dancing and drinking, so keep your foes busy with an attack while you get drunk for maximum effectiveness.

Side Special - Kaptain's Kannon
Skurvy has his own hand cannon for picking off foes in his way. But here, he snaps his fingers for a massive ship cannon the size of Bowser to appear on the far left side of the screen, with below average startup lag. It can't be attacked to break it, so your only hope is to dodge the following attack. After about a second of startup as the fuse goes down, the cannon fires three Kirby-sized cannonballs in rapid succession, each going at the speed of Sonic's dash, dealing 21-23% each and great knockback. Jump over these, or time three spot dodges like with the Red Rings of Death, although you may still have trouble. The cannon doesn't vanish after use, and by pressing this input again, Skurvy can fire without the startup lag of the cannon appearing, although the fuse still has to go down.

Down Special - Stormy Seas
Skurvy gets up from his chair briefly and does a powerful stomp on the deck, causing the ship to lean over into the background for half a second, then swiftly crash back into normal position, causing ocean waves to crash onto the ship, covering 90% of the stage and sweeping foes toward the side of the screen for a KO. The waves last for about a second before subsiding. This deals no damage, but is great for sweeping foes into other hazards or offstage. Skurvy gets into his chair again after use, with minimal lag, so this can be used quite frequently. Double jumping and using your Up Special is the best hope to dodge this.

Up Special - The Boom
Skurvy turns the wheel of the ship, then yells, "Hit the deck!", as the boom (the lower wooden part of the sail), sweeps across the deck from above before rising up again. The boom deals 24-25%, being a prime KO move here. This has little startup or ending lag, meaning it can be used quite often, although the boom comes from left to right, and right to left with different uses. Foes should listen to Skurvy yell and time a spot dodge to avoid this. It can be quite devastating if there are other effects out. Skurvy should try to time this in conjunction with his Side or Down Special here. However, if you have out either of your mates (below), this will knock them away as well, so decide whether you want to sacrifice them or not before using this move when they're out.

Basic Combo - Lockjaw's Locker



Skurvy snaps his fingers again for the cargohold to open. The cargohold is in the center of the deck, and takes up 1/3 of the playable room. If foes are over this area when it opens, they fall into a pool of water. Apparently, Skurvy's cargohold is flooded, like Gangplank Galleon in Donkey Kong Country 2. They can swim and jump out, of course, but after half a second, Lockjaw swims up and starts snapping around madly, dealing 12-13% per chomp. He is about the size of Jigglypuff, but he swims around at the speed of Mario's dash, so get the hell out of there! However, instead of dealing knockback, his chomp has a spike effect, taking you down under the cargohold, which counts as a KO. If you are chomped with over 40% or so damage, this is an easy KO. The hold stays open for three seconds before closing. Foes can fall in if they're stupid, so stay away, although be sure to watch any other hazards Skurvy may call upon as well. If one of Skurvy's mates falls in, they'll sink down and vanish, so time this when they're away from the hatch.

Forward Tilt - Throw 'Em in the Brig!



Skurvy yells the attack name for his first mate, Kutlass, to run out from the screen's right and begin chasing foes around, trying to throw them off the side 'into the brig' to a KO. He shares Skurvy's moveset, being a clone, but he only attacks if attacked back, mainly using Skurvy's dash grab to get you and hurl you off. Unlike Skurvy's Black Spot F-Throw and Pirate Controlling B-Throw, Kutlass merely shot-puts you with above average force in either direction, dealing 8-9% as he does so. He shares Skurvy's stats, meaning he's not that agile, but can still distract foes enough to get rid of them with other hazards. However, all hazards that hit foes can hit Kutlass, who has an invisible % meter, so try to keep him safe, as if he dies, you can't call him out again. Foes can also attack him, so try to lure him into a hazard for an early KO, since his AI isn't terrific.

If you are playing as Skurvy using his Kutlass alt. costume, Skurvy himself will come out and do this, having the same effects as Kutlass does now.

Down Tilt - Swab the Deck!



Skurvy once again yells the attack name for his second mate, Green Kroc, to run out from the screen's left and begin swabbing the deck with a deck mop. He is the size of Marth, not having a character to clone. His deck swabbing leaves behind wet areas that last twenty seconds, tripping foes 50% of the time. He moves around slowly to swab the entire stage, lasting a long time, but having no effect on battles himself, unless he is attacked by a character. If this happens, he swing the mop at the character for 10% and average knockback, to get them away. He can't be KOed by enemy attacks, but he certainly can be stage moves, him having an % meter as well. He can't be lured like Kutlass, but he is slow-moving and can't dodge, so he'll likely be KOed if you use any damaging hazards. Choose what will score you more KOs and run with it. If he manages to swab the whole deck, he'll go away off the right side of the screen, although this takes a long time.

Up Tilt - Kaptain of the Krew
Skurvy facepalms and does a long jump off his chair and into the fray. You can now play as Skurvy to finish off your foes. However, you can't go back into your chair again, losing the rest of the moveset you previously had. Plus, with the exception of Kutlass and Green Kroc, any other stage moves that are currently out can hit you as well, so be careful, and only use this as a last resort if your foes have high damage.

>~~PLAYSTYLE - KAPTAIN KOMMANDER~~<

Skurvy is an interesting heavyweight. His use of weapons makes him not only powerful, but actually able to edgeguard competently. He has ways of approaching and distancing himself from foes. However, a lot of his attacks have little details that must be taken note of to use properly. You can't just spam F-Smash or a projectile to finish your foes like with many of the existing heavyweights. A lot of Skurvy's game is reading what your foes will do and setting up traps to finish them from there.

For example, if you see a foe using strong, slow attacks near the edge, what do you do? You will compute this, and use his Side Special to put them to sleep, then throw them offstage and edgeguard with your Hand Cannon. Or, if you see a speedy foe running around and spamming fast moves like crazy? Use F-Tilt to clash with them and catch them offguard, then retaliate with it and follow up with a sweetspotted aerial if possible. Skurvy has pretty decent speed for a heavyweight, so he can keep up with a lot of the cast, and his projectiles can help him while escaping foes or edgeguarding them.

However, you have to make sure you space yourself while plotting these traps, or foes will combo you to no end. Skurvy is a fatty and pretty tall, so he can be chaingrabbed and hit by speedy Basic Combos over and over, making him last for a short time unless you take advantage of his ability to overcome most rival offenses with a few moves. He is good as a character because he has the resources to beat most foes, but you must learn the small details of these to use them well. Even then, some moves can be unreliable, so you must learn what is best to do, and what can be done, but carefully.

All in all, Skurvy is a balanced heavyweight with lots of traps to use. If you don't take advantage of these, you'll go down fast due to his size. You'll need to know the match-ups against characters to read their strengths and weaknesses, then learn to react accordingly with specific moves. Skurvy needs to balance the traps to beat his foes, while his foes generally need to get in close to finish Skurvy off early. Skurvy takes some work to play as well, and you'll always be in for epic pirate battles with many match-ups, but he'll be able to go quite far if you meet these needs.

***

>~~EXTRAS~~<

>~~Extra Animations~~<

Up Taunt - Old Acquaintance
Skurvy c*cks (stupid censoring SmashBoards!) his head to the side mockingly and asks the foe, "I'm sorry, have we met?" before straightening up and letting out an evil chuckle.

Side Taunt - Long-Winded Speech
Skurvy takes out a pirate scroll and reads, "I've come to claim me birthright, the Crystal Coconut, in the name of me great-great-great-grandpappy!", before stowing it in his belt.

Down Taunt - Successful Sniping
Skurvy takes his hand cannon out of his belt, holding it up, and wickedly blows some smoke off the end of the cannon. This is especially cruel to do after edgeguarding a foe with your Neutral Special.

Entrance - Buried Treasure
A large treasure chest appears onstage, and opens up, filled with gold coins and jewels and whatnot. Before you can see it too long, out jumps Kaptain Skurvy, with an angry, "Avast ye!", as the chest vanishes.

As a bonus here, if Skurvy won the last match he played, he'll confidently and menacingly comment, "Arr, target practice!" as he hops out.

Victory Pose #1 - Shipmate Celebration
Skurvy is seen standing in the middle of his shipmates, Kutlass and Green Kroc, the three of them singing the end of Pirate's Scorn, from 1:23 - 1:36. They dance as they do so, swinging their arms and kicking their feet. At the end, Skurvy walks up from his mates and lets out a piratey 'Arr!' at the screen, posing until you leave the Results Screen.

Victory Pose #2 - Krazy Kaptain
Skurvy is seen laughing hysterically and good-naturedly onscreen, almost like Wario does when he wins. Just as he is about to fall over, rolling on his back laughing, he straightens up evilly and rapidly and aims his hand cannon at the losers, threatening, "Stand aside, ye spineless worms, or I'll blow ye to bits!" He holds this pose until you leave the Results Screen.

Victory Pose #3 - Apple?
Skurvy holds up a bright red apple, facing the losers, and asks them, "How ye like them apples?" He then turns around, laughing evilly, and takes a big bite out of the apple and striking a badass pose, apple in hand.

Victory Against Donkey Kong or Diddy Kong - Stolen Goods
Skurvy, Kutlass, and Green Kroc are onscreen, Skurvy holding up the Crystal Coconut, while DK/Diddy/both of them (for teams) hold disgraced positions on the ground. Skurvy laughs to his men and tells them, "Alright mates, we've got the booty, now let's scooty!" The three pirates then run offscreen, laughing wickedly, while the Kongs hold their sad stances.

Victory Theme - A Toast to the Kaptain
As Skurvy is not part of the main Donkey Kong Country series, being in the TV series instead, it's fair that he gets his own anthem in the form of Pirate's Scorn, from 1:23 - 1:36.

No Contest against K.Rool - Heated Bickering
If Skurvy or K.Rool quits the game against each other, the two will appear on center stage, bickering comedic insults at each other. K.Rool's are generally more intelligent, while Skurvy's are more name-calling. This continues for as long as you leave it. A basic bickering session may go like this:

K.Rool: You overstuffed piece of sharkbait!
Skurvy: Who are ye called overstuffed, you baldy-eyed bookworm?
K.Rool: You undereducated salty scab!
Skurvy: Swamp-sucking salamander!
K.Rool: Good-for-nothing brainless buccaneer!
Skurvy: Blubberbutt!

And on and on they go!

Loss Pose - Butthurt Hurl
Skurvy gets pissed and hurls his pirate hat to the ground and stomps it flat. He then simply stares angrily at the ground. He's not really the type to applaud his foes.

Loss against Donkey Kong or Diddy Kong - Sworn Revenge
Skurvy backs away from the celebrating Kongs, threatening, "Arr, ye may have won this round, but I'll be back for me birthright, I swear it on the Great Pirate Oath!", before running offscreen to plot his next course of action.

>~~Kirby Hat - Kaptain Kirby~~<

Kirby gains Skurvy's pirate hat and earring. He can use his hand cannon Neutral Special in the same way Skurvy can, except due to Kirby's great jumping, using the barrel for recovery is near useless. In this form, Kirby also gains Skurvy's cutlass for his F-Tilt. A pirate without a sword is definitely not a manly pirate!

>~~Codec Conversation~~<

-Press Select-

Snake: There seems to have been a raid in the base; there's an overweight crocodile here wearing a pirate hat.
Otacon: Kaptain Skurvy leads his own crew of three. I wouldn't care too much about any invasion as much as Skurvy himself. He is a schemer, and has the power to match.
Snake: Really? He looks like an incompetent fatso playing dress-up.
Otacon: Don't underestimate him, Snake. He possesses some mighty weapons, including a powerful hand cannon.
Snake: Those went out of fashion centuries ago. Let's see if some modern weaponry will knock some sense of style into the "Kaptain".
Otacon: Good luck, Snake, you'll need it.

-End Transmission-

>~~Other~~<

Wiimote Sound - Forgotten Title
Skurvy announces, "You've forgot one very important thing, mate...I'm Kaptain Skurvy!"

Crowd Chant - Cheering the Kaptain
The crowd chants, "Kap-tain! Skur-vy!" over and over, alternating between male and female voices.

Icon - Famous Initials



Skurvy uses the standard DK icon, not being important enough for his own icon.

>~~Alternate Colors~~<

-Standard
-Red Skin, Blue Belly (Red Team)
-Blue Skin, Green Belly (Blue Team)
-Green Skin, Brown Belly (Green Team)
-Black Skin, Silver Belly (A.K.A. Pimp Skurvy)
-White Skin, Gray Belly, Red Eyes in Black Sockets (A.K.A. Dry Skurvy/Other Pimp Skurvy)

>~~Alternate Costume - Kutlass~~<



Kutlass, Skurvy's first mate, serves as an alternate costume for him due to having similar body structures. There are several differences from the normal Skurvy, however, with Kutlass having a few new moves, a different voice actor (with a distinctive Italian accent), and a different name call when he wins or is chosen on the Character Select Screen. Additionally, whenever Kutlass would normally appear for Skurvy (as in his Final Smash or several Victory Poses), Skurvy himself takes his place while you play as Kutlass, doing whatever Kutlass would normally do, although with his normal voice. Kutlass has his own alternate colors as well.

They are listed below here, along with his moves and stats that are different from Skurvy's, making him a cool little mini-clone.

Alternate Colors
-Normal
-Red Skin, Yellow Belly (Red Team)
-Blue Skin, Purple Belly (Blue Team)
-Darker Green Skin, Gold Belly (Green Team, resembles K.Rool without crown and cape, as without their accessories, they are exact model swaps)
-Brown Skin, Dull Pale Belly
-Orange Skin, Yellow Belly (resembles normal Skurvy slightly)

>~~STATS~~<

Power: 7.5/10
Kutlass isn't actually more powerful than Skurvy himself, although he's far from a weakling.

Dashing Speed: 6.5/10

Although he is a bit faster than his Kaptain. He is often the one that chases the Kongs and ends up paying the price.

First Jump: 7/10
Quite impressive, he isn't hindered by boots like Skurvy is. Kremlings are generally good jumpers.

Second Jump: 3/10
Although this jump causes Kutlass to lose a lot of momentum. He's still not especially great at recovering.

Crouch: 1/10
Even worse than Skurvy's, Kutlass just bends down slightly lazily. It's pretty pathetic.

Traction: 5/10
A big step up from Skurvy's pitiful traction, Kutlass doesn't slide nearly as much, due to his lack of boots. Still, it's only average.

Dash Attack - Blow the Man Down
Kutlass doesn't have scummy boots like Skurvy, so he has a new Dash Attack. Here, he takes in a big puff of air, skidding to a stop, then blows out like the Big Bad Wolf, letting out a stream of air. There are two hitboxes here; Kutlass' stomach as he skids to a stop has average priority, close range, and comes out almost immediately. It deals about 6-7% and a stun to foes, not being the real hitbox, just holding the foe.

The main hitbox is the stream of wind. It is rather thin, not being a cloud, but a thin stream, but extends 1.5 Bowsers away from Kutlass. Foes who hit it are pushed away with moderate force. The wind comes out after about half a second of lag, as Kutlass prepares to blow. It has average ending lag as well. Foes who are close to Kutlass as he blows fall to the ground (he's blowing them down), becoming temporarily vulnerable unless they use a quick get-up attack. This is an interesting attack, but it must be used with care to avoid punishment.

Down Tilt - Swab the Deck
This is a classic one; clean, simple, and badass. It's also more in-character for Kutlass to use, due to Skurvy being too lazy to swab himself, leaving the job to his mates. Kutlass takes out a deck mop the height of Mario and begins swabbing the ground in front of him. The mop extends out about 3/4 a Stage Builder block, having below average priority and coming out quickly. Foes who hit the mop while Kutlass is swabbing take 3-4% and low knockback. Kutlass can hold the input to keep swabbing, putting it away with moderate ending lag.

However, the main use of the move is not for damage. If Kutlass holds out the move for a second or more on a single part of the stage, the area of one Stage Builder block around it will become wet, causing foes to trip on it. These spots stay wet for ten seconds before drying again. Tapping the input only causes Kutlass to swab for half a second, so holding it is mandatory for any real use. Kutlass can also move slowly side to side while swabbing, at the speed of Ganondorf's walk. This is great for slicking up the stage for foes to trip on, but you'll need some time to set it up.

Down Air - Hempen Halter



Kutlass takes out a simple disjointed rope noose and casts it a small distance above him. This is a unique D-Air, as it doesn't cover below Kutlass, which gives him a mediocre approach from above, so beware. The noose goes about one Olimar above Kutlass, and comes out quickly. It has below average priority as well.

If a foe hits the noose head, Kutlass will pull it tight around the foe's neck and yank it down, pulling the foe down in a powerful spike, up on par with the D-Air spikes of Donkey Kong and Ness. There are two hits to this move; the tightening pull and the yank, which do 5-6% and 9-10% respectively. If the foe somehow survives the spike, or is spiked onto the stage, the noose stays around their neck as a prop until they are attacked, upon which it vanishes. This can be used for an interesting pull-down spike as long as you watch your underside. If Kutlass catches nothing, he stows the noose with average lag. This can also be used for endless racist jokes with Mr. Game & Watch. Ah, the maturity of the Internetz...

Back Throw - Clap of Thunder
Kutlass turns around, while taking a swig of alcoholic beverage from a canteen, still holding his foe, then claps his hands together powerfully, dealing 10-11% and good knockback to the victim. Foes other than the grabbed character can get hit by this as well, as the clap makes a shockwave in the air extending a fair distance out. It stays out for a brief period and has great priority. Definitely a great throw for Kutlass, and an interesting hitbox to experiment with in FFAs. A clap of thunder is a pirate's drink, but Kutlass' clap actually has electric effects here to convey this. Cool, huh? But generic? Kutlass is the muscle of Skurvy's crew, and plus, he needed some throw that competent foes couldn't escape from, like all of Skurvy's throws...

Side Taunt - Sharp Threat
Kutlass laughs in his Italian accent, pulling out his cutlass and threatening, "Stop running and I'll run you through!" He can't really brag about claiming the coconut like Skurvy, as Kutlass is just in it for the booty. He could care less about the coconut.

Loss Pose - Humble Defeat
Kutlass claps humbly, not having as big of an ego as Skurvy and respecting the opponents who defeated him. As an alternate losing pose, Kutlass will sometimes just appear passed out drunk instead of clapping.

Kutlass has no unique poses against the Kongs or K.Rool, due to not being acquainted with them like his Kaptain.

>~~Assist Trophy - Polly Roger~~<



Skurvy's pet parrot, who, throughout the series switches from the alliances of Skurvy and K.Rool and back. Here, he appears as an Assist Trophy. He is small, being about twice the size of a Pikmin. He flies around above the stage, going back and forth, observing the fight. He flies at the speed of Mario's dash, occasionally taking a crap onto the stage. The white bird crap is the size of a Deku Nut and deals 3% and a slight stun to foes, not being that useful.

However, occasionally, he'll start following a foe, honing in on them. After about three seconds of this, he'll squawk and give them a peck, infecting them with 'Kongo-Bongo-Gone-Wrongo Disease', a sickness found in parrots. This gives the hit foe 5% of poison damage per second, over ten seconds. Try to do a timed spot or air dodge to avoid this, as Polly will continue flying if he misses. After about 30 seconds of flying, over which he'll do maybe two pecks, Polly will squawk and fly away. He can't be hit, him flying out of your reach if you try. He is useful for building damage, but will never KO a foe himself. He appears semi-frequently.

>~~Assist Trophy - Junior the Giant Klaptrap~~<



Junior is an abnormally large Klaptrap, being large enough to be unusable as Klap-Blaster ammo. As such, he never has anything to eat, and is always hungry. The fact that he lost his teeth doesn't help matters. Here, he's about the size of Olimar, and appears, asking, "Has anyone seen my teeth?" in a slurred voice. Upon hearing this, 5 teeth items appear on the stage. These are sharp, and can be picked up and thrown at enemies for 7-8% and below average knockback. They can also be thrown offstage to hinder the summoner, but they'll reappear soon after.

Players can also throw the teeth at Junior himself (who just walks around miserably) for them to lodge back in his mouth. If this happens, he'll jump up excitedly. If all five teeth get in, he'll cry out, "Thank you, I'm so hungry!" and proceed to dash around the stage at Captain Falcon's dashing speed, chomping madly. He can hit any character except the one who threw in the last tooth. Meaning that if someone other than the summoner threw in the last tooth, the summoner can get hit by his own Assist Trophy. So be sure to get in the last tooth.

Junior has a Piplup effect, trapping foes as he chomps them, meaning while his individual chomps only do 1-2%, he can easily build more than 30% on a large foe. He chomps for about 10 seconds before vanishing, and stays out for 30 seconds before vanishing if no one gets his teeth in. He is great for building damage, and can push foes off edges if he's near them (although he won't fall himself), but Junior won't actually KO your foes. He's rare for an AT, so take advantage of him when you get him.

>~~Stage - Skurvy's Ship~~<



Really, this is kind of a given for Skurvy's homestage. You fight on the main deck here, like you do in Skurvy's Final Smash. In the background, you can see the high seas, which can change from calm to stormy at times, but not affecting the battle like the regular Pirate Ship. Also, occasionally the ship will pass by Kongo Bongo Island or Crocodile Isle, you being able to see the terrain from a distance. There are several notable differences here from Skurvy's Final Smash, however. The stage is larger here, adding about a Battlefield platform's space on either side to allow the ship walls to actually become walls so it's not a walk-off stage anymore. The ship's walls rise up to about the height of four Ganondorfs on both sides, with the upper deck being there. This is a walk-off, but very few characters can get up there without being hit up. This area is about the size of three Battlefield platforms, so play it safe and stay away.

On the main deck, replacing where Skurvy sat in a chair for his Final Smash, is the mast of the ship. It rises up and out of sight, and has 50 HP. If this number is lowered to 0, the mast collapses with a crash, revealing...a bird's nest? With a squawk from above, Krow flies down, being pissed at you ruining her crow's nest (no pun intended). She has 100 HP that can be lowered to make her turn into a ghost and fly away for good. Krow is also the size of Luigi, except she always stays airborne. While out, Krow attacks by dropping bouncing eggs the size of Kirby, which deal 10% but no knockback, each. She also will fly across the stage at the speed of Mario's dash sometimes, dealing 4-5% but average knockback. After a minute, she leaves anyways. Also after a minute, a new mast comes out of the ground like magic, complete with topsail.



Also, every 45 seconds or so, three Neeks (bilge rats) will wander onto the stage, squeaking. They are quite small and have 15 HP each. They don't try to attack, wandering off the other side of the screen if you let them, but if you get too close, they'll bite you for 10% and below average knockback. Your best bet is to KO them with projectiles from a distance. They move at the speed of Mario's walk. Not really a threat, just a minor annoyance.



Finally, occasionally a barrel will appear at the side of the stage. 2 out of 3 times, the barrel can be picked up and thrown to reveal items and hit foes, like a normal barrel. However, 1 out of 3 times, a Kremling head will pop out of the barrel, as Kremling feet pop out the bottom and begin chasing you around! It wasn't really a barrel, it was Klobber, a common cowardly annoyance in Donkey Kong Country 2. He chases foes around at the speed of Diddy's dash, doing average knockback to those he hits, but no damage, just being pushy. Klobber's head and feet make him slightly larger than a normal barrel standing up, but he has no priority. Any attack will make him groan and go back into his barrel. He'll stay in for three seconds before coming back out to attack again. However, while he's hiding, any attack will destroy the barrel, and him in the process. Be sure to dispose of him quickly to prevent chaos. You can also destroy him before he even comes out, but you can't predict which barrels he's in, so this can be tricky.



Stage Music:
Thrash the Plank
K.Rool Intentions
Savage Seduction
Jib Jig
K.Rool Returns/Welcome to Crocodile Isle/Klomp's Romp/Boss Bossanova/Klubba's Reveille (DKC2 Medley)
Pirate's Scorn
Booty Booty
The Mirror Never Lies
Lockjaw's Saga
Hot Head Bop/Bayou Boogie (Medley)
Krook's March
Gloomy Galleon (Shipwreck)

Joke Music:
You Are a Pirate!
THIS BGM SHOULD NOT BE ALLOWED TO SEE THE LIGHT OF DAY!
He's a Pirate (Pirates of the Caribbean theme)
I'm on a Boat (ft. T-Pain)
Why is the Rum Gone?!
Lazy Pirate Day
Freecreditreport.com Pirate Commercial Song

***



Avast ye! Ye skimmed, didn't ye? Scroll yer swarthy hide back up there and finish readin' me moveset!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Very well done there, BKupa666. There were some wonderfully original attacks in there, and many nice throwbacks to Donkey Kong Country. I love the jab attack and Forward Throw especially. The only real problem I had was his stats, with power, speed and range, but he was still largely balanced due to mass random effects like the DSmash anchor falling on his toe and the FThrow ink being able to be destroyed with attacks. Good set!

And if you care, the Donkey Kong Country moveset I was talking about earlier will probably be delayed until Make Your Move 6.0- I'm not sure who I'm going to make a moveset for next.
 
D

Deleted member

Guest
Looks like I'll be commenting for once, since no one else is.

Looks pretty good. The Side B is pretty cool, the D-Tilt is fitting, the Down B is clever, the Back Throw is epic, and the Final Smash is great.

And this undeniably awesome:

Good work.
[/crappycomment]
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Jeez... what happened to people actually COMMENTING on movesets when they're posted? Seriously, where the hell is everybody? I'm sure there's a few of you who genuinely aren't here yet to see it, but as to the rest... tsk, tsk. Shame on you.

When BARON is forced to come out of his reclusiveness and comment on a moveset, you know there's some sort of a problem. Good on you, though, Baron. You too, Wiz.

Now, to avoid being basically a giant hypocrite and jerk...

I didn't give it a very close read, I admit (which is why the closing message sort of creeped me out and guilttripped me at the same time), but what I saw, I rather liked. There were still more prop moves than I usually like, but I think that's just your choice of character, Kupa. The grab is as creative as I've come to expect from you, with an extremely simple but amazingly cool idea there. The organization is newly updated to what's become the standard for many, and although I'd prefer to see some other symbols than ">~~text~~<", which have already been seen, I believe, in K. Rool, it's well pulled off on the whole.

The Forward Throw reference to Pirates of the Caribbean feels a tad out of place, but it's an okay movie, I suppose, so I'll let it slide. :p

You've still got the obscene creativity you always have, though, on attacks like the Dash Attack. I don't know what it is about your movesets, but they're almost always overlooked when they have - and always have in the past - some of the most unique and interesting attacks conceived of in the whole contest.

Kudos to you, Kupa. Our resident DK fanboy indeed.

EDIT: 16 hours... three comments. There was a time when a moveset would start getting comments ten minutes after being posted, and continued getting them until about two pages were filled. Now I guess xat spam is more important.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Jeez... what happened to people actually COMMENTING on movesets when they're posted? Seriously, where the hell is everybody? I'm sure there's a few of you who genuinely aren't here yet to see it, but as to the rest... tsk, tsk. Shame on you.

When BARON is forced to come out of his reclusiveness and comment on a moveset, you know there's some sort of a problem. Good on you, though, Baron. You too, Wiz.

Now, to avoid being basically a giant hypocrite and jerk...
It's all good, I rarely see activity on the weekends anyways. It'll get some love come Monday.

I didn't give it a very close read, I admit (which is why the closing message sort of creeped me out and guilttripped me at the same time), but what I saw, I rather liked. There were still more prop moves than I usually like, but I think that's just your choice of character, Kupa. The grab is as creative as I've come to expect from you, with an extremely simple but amazingly cool idea there. The organization is newly updated to what's become the standard for many, and although I'd prefer to see some other symbols than ">~~text~~<", which have already been seen, I believe, in K. Rool, it's well pulled off on the whole.
I knew everyone would find it long, so I just threw in that end message for lulz. I know prop moves can get old, but there's only so much originality you can do with bites, tail whips, body slams, and claw attacks. I had a few in there, but piratey props are easy to find originality in, and I strived to make them unique to make people enjoy their presence more. I kinda just used K.Rool's organization because it's clean and readable, and everyone seemed to enjoy it when it was posted.

The Forward Throw reference to Pirates of the Caribbean feels a tad out of place, but it's an okay movie, I suppose, so I'll let it slide. :p

You've still got the obscene creativity you always have, though, on attacks like the Dash Attack. I don't know what it is about your movesets, but they're almost always overlooked when they have - and always have in the past - some of the most unique and interesting attacks conceived of in the whole contest.

Kudos to you, Kupa. Our resident DK fanboy indeed.
The Forward Throw was intended to go without the quote, but I thought it would just be a nice little reference to throw in. There's several other PoTC references hidden in the moveset as well.

My movesets often are overlooked, but getting recognition like this is really nice to see. Thanks a bunch!

EDIT: 16 hours... three comments. There was a time when a moveset would start getting comments ten minutes after being posted, and continued getting them until about two pages were filled. Now I guess xat spam is more important.
It's sad, but it's also a weekend, so whatever. This'll be a nice little surprise for anyone who returns.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
EDIT: 16 hours... three comments. There was a time when a moveset would start getting comments ten minutes after being posted, and continued getting them until about two pages were filled. Now I guess xat spam is more important.
I most often comment on movesets -IN- the Xat because it doesn't take up space in the thread. But since this is moving veeeeeeery slowly, I'll make an exception...

So Kap'n Krunch Skurvy eh? Never was a terribly huge fan of the DKC cartoon but I saw it enough to recognize this great lug and it seems you've kept him mostly in character. First thing that jumps out at me is that this set is absolutely -HUGE- which makes me fear that a lot of people are just going to simply "tl;dr" it. Which is a shame because you've got some great ideas here.

But that's partially the downfall of this set in my opinion..although I'm sure many would disagree with me...almost -EVERY- move has a "But wait, it also does THIS!" Which kind of takes the originality to an extreme, like every move -HAS- to do something. Obviously this isn't your fault, it's just the way MYM is now with every attack having to be crazy unique.

That commentary being said, I love the Neutral B most of all and the rest of the specials I'm quite fond of too, especially the Up B also being a nod to DKC2. On that note...I love all the little references to DKC2...obviously I'd love it more if I had actually watched the show more, but I love what I do recognize namely the use of Cat-O-9-Tails, Krooks, Kaboing! and Kackle especially.

From the stats, he seemed kind of overpowered to me, I'll admit. But after reading the set, he seems almost -UNDERPOWERED- his throws are all but useless against competent foes and his own down smash can be the undoing of him if not careful.

The stage I really do love considering all the little references to DKC2 but the alt costume I'm kinda iffy on, I'm not exactly fond of alt costumes with different stats, but that's just me. The music is fitting but in terms of "The Mirror Never Lies" nightmare inducing.

All in all, this is a pretty good read. You've got some great ideas (albeit some are a tad over the top) and a humorous writing style (humor = easy to read = good). My only complaints really are that it seems a tad overdone, but once again, not really your fault.

So...read this set if you haven't, take it slow and read it in parts, but at least make sure you read it.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
KAPTAIN SKURVY
I apologize for essentially never commenting your movesets, Bkupa, but that’s because I don’t comment movesets I’m gonna review, and I’ve been the one to review practically everything you’ve done in the past, save Arthur, for obvious reasons. That said, HR claimed Skurvy’s review, so off we go!

This turned out a good deal better then I expected. You’ve gotten a lot better with the attack names and I’m glad you’ve switched from the old fashioned organization. This makes the moveset a good deal easier to read. . .But you’re still kinda caught up in my old excessive detail on moves that don’t really need nearly that much text. Skurvy also lacks that much of a playstyle, but this is nothing new from your other sets. This feels like something from MYM 4 and a part of the detail/wall of extras movement when we’re in MYM 5, the playstyle movement. You’ll have to work on that in the future.

But anyway, enough of an update on your sets in general. What is here is as spectacular as always if not more so. The set is ridiculously true to character with lots of original attacks, although once again, they don’t feel very connected and are kind of random with little relation to each other like my MYM 4/earlier MYM 5 works. There’s also a few moves that are somewhat bland such as the dair (Although I did like how you referenced Joker’s dair there) and you even admit to Kutlass’ bthrow being generic, but these are very rare.

I love all the various references to my K. Rool set you have in there, such as his organization, and I absolutely LOVED the no contest pose against him. Completely brilliant right there. The final smash was also quite spectacular despite being a variation of K. Rool’s, right down to the utilt bringing the Kremling into battle personally. Despite this, I felt it fit more then K. Rool’s final smash and the moves were more original anyway. You’ve improved on what I left for ya.

Quite possibly the best you’ve made yet, but it very clearly has your mark on it what with the detail and playstyle problems you’ve always had. I used to be easier on detail and was uncaring about playstyle in the past, but times have changed. That said, it was a very enjoyable read and I hope this set does well regardless. It would’ve easily been top 10 worthy in MYM 4 when compared to all those other playstyleless movesets. The ending comment is also quite possibly the advertisement I’ve ever seen to get somebody to actually read a moveset.

HYPNO
Behold! Sloth lives! And he’s finally released a moveset! I honestly was expecting very little out of yet another random Pokeset, but the character choice was quite different from anything we have so far and he worked out quite well. He had the easy readability of Krool sets with the nice detail level and organization, but the descriptions weren’t as disgusting underdetailed as those. Hypno has perfect presentation.

As for the actual content, I was quite impressed. I’ve been avoiding mind control outside final smashes (And even there I have to avoid to avoid ripping off Cervantes) in actual moves due to how awkwardly it works, but you pulled it off very well with the grab/pummel/throw system. Speaking of which, the final smash was particularly brilliant and still managed to stand out from Cervy’s final smash to boot. I LOVED how you could make fun of them with the altered taunts.

Despite having a lot of wacky moves, Hypno also had somewhat of a playstyle. While it wasn’t anything amazing, being roughly around Shellder’s level, Hypno’s unique moves more then make up for that. This is a very easy and enjoyable read. While it’s not perfect in the category of playstyle and some descriptions were slightly confusing due to the short descriptions combined with complicated moves, this is easily one of the better movesets out there so far. There’s really nothing to complain about here, only things that could be made even better about this set. A huge improvement over Mia, IMO.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Hypno

Well, my first thought is that Hypno looks pretty broken just from the status effects... 5-10 seconds is rediculous considering the effects of Confusion. The effect of poisin could also be pretty broken... even if it is only 3% every 5 seconds, this is 36% damage over the course of one minute (assuming the foe lasts that long). On top of that, Hypno doesn't skip a beat in attacking the foe or spacing himself. As for disabled, an attack disabled for the remainder of the stock? Ouch... I don't care if only one of Hypno's moves inflicts this... imagine disabling a recovery. This one status condition could *gasp* counter MK (which would be a good thing if it couldn't counter everyone else) if it is used after MK uses Whorenado (which he probably will). I will have to look at the rest of the set before deciding whether or not these things are really imba though.

Blink is a simple concept, and yet so great at the same time. I would really be inclined to say that the beginning lag and ending lag should be reversed, however, so Hypno is able to attack out of it.

Looking at the F-Tilt, it is indeed broken... the negligible beginning lag makes it rather simple to strike an opponent after they use a critical move.

The Up Tilt strikes me as really broken... okay... it has great reach on all sides of Hypno, making it a safe move. In addition to this, the waves have a decent chance of causing confusion... 15% is a good amount when you consider how outright spammable these things are. If it's only down side is a little ending lag, then this is one hell of a move... why would you even use your Neutral A combo with this available?

The Down Tilt doesn't seem quite as broken as I had feared, though it's ability to cause the poisin effect for the remainder of the foe's stock means that you only need to use it once per stock.

The Forward Smash really strikes me as painful... Even when I had though about how bad confusion was... I never imagined it being caused by a projectile.... The only thing really keeping this move tolerable is the 10 second recharge. 28% damage is just... ow... especially for an uncharged projectile.

The Up Smash, in contrast to just about everything thus far, is relatively balanced.... perhaps even underpowered, as you describe no mention of knockback or hitstun when the foe is initially struck by the sphere, allowing them to attack you regardless of whether this hits.

The Down Smash is something that I can't even judge... this is due to a missing detail- the beginning lag. Obviously, if this thing is fast to start then this move would be rediculously overpowered.

The Neutral Aerial is questionable... it sounds like a really powerful gimping move, which, considering what Hypno is already capable of, is rather risky to implement.

The Forward Aerial isn't really that bad, but 3 seconds daze time may be rediculous. 1.5 seconds would be more reasonable I think.

Psyco Slash is actually tolerable, in my opinion, not being as dull as something of this nature would seem due to the turn-around and angle of the swing and being more balanced than most of Hypno's moves.

The Up Aerial is a move that I really like because of it's function, but, despite this, it is something that I might be able to see as overpowered, simply because it brings an item that, despite it's limited duration, could be considered better than the real thing, due to being controllable.

I like the Down Air. It is powerful, but is risky and has a unique effect (controllable air dodge of sorts + spike).

The grab and throw is hilarious and awesome at the same time. While this can be a great ability, seeing as you can make the foe walk off the stage to their death, it does take a lot of set up and is based on the foe's movement speed, meaning it is obviously better against most of the better characters (like Metaknight). I will consider this move to be balanced.

As simple as the implementation of Hypnosis is, I like it anyway. I can't really judge on balance, as you do not state maximum and minimum sleep durations.

The Up Special, in contrast to the majority of the set, is balanced if not underpowered. It really seems that with that huge medidation duration (2.5 seconds), that you would be able to use it more than once per stock.

The Side Special is hilarious and awesome, much like the throw. It would be balanced if not for the rather rediculous duration of the confused effect. Shorten it and this move (and the set as a whole) would be much better.

The Down Special is an all around good move. Implemented simply, yet beautifully, balanced, and mostly detailed.

Ugh.... I should've known that in a broken set, the Final Smash would be an absolute monster. If this move is even remotely avoidable, you neglect to mention it. So, as it is described, this is a rather amazing source of damage in 2v2/FFA and a guaranteed KO in 1v1. On the bright side, this is highly creative, incredibly funny (especially with those hilarious taunts), and completely in character.

In summary, Hypno is an astoundingly creative set and well implemented, though it suffers from serious balance issues. The set is mostly in character, though Hypno never really struck me as a broken pokemon for sure. I would consider this to be one of the contest's better sets, which is saying a lot considering how fantastic most sets have been, but it's issues keep it from being one of the top sets.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
[It would’ve easily been top 10 worthy in MYM 4 when compared to all those other playstyleless movesets.
MYM 4 wasn't playstyleless. Maybe for you.

Electrode and Galaxy Man have as much playstyle as anything I've ever made, and considering I was always the biggest proponent of playstyle until you took it up recently, that's saying something. :p

but the descriptions weren’t as disgusting underdetailed as those.
I'm gonna start playing a game. How many times can Warlord insult my detail level in a single review? Gotta be at least two, every time. I think the record was four with Azumarill.

Easy to forget that Snorlax and Electrode were giant walls of text. As was Squeak Squad, for that matter.

Despite having a lot of wacky moves, Hypno also had somewhat of a playstyle. While it wasn’t anything amazing, being roughly around Shellder’s level
:(

I thought Shellder had the best playstyle of any of my movesets...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
...It's not my first entry. >_<

I'd read Skurvy, but I'm going to my friend's graduation in an hour, so...yeah.

EDIT: I see you changed it. Mwah.
Sorry about that. . .I remember Mia, it's just you've been so long I forgot it was by you. I quickly remembered and edited it in thuogh. :)

MYM 4 wasn't playstyleless. Maybe for you.

Electrode and Galaxy Man have as much playstyle as anything I've ever made, and considering I was always the biggest proponent of playstyle until you took it up recently, that's saying something. :p



I'm gonna start playing a game. How many times can Warlord insult my detail level in a single review? Gotta be at least two, every time. I think the record was four with Azumarill.

Easy to forget that Snorlax and Electrode were giant walls of text. As was Squeak Squad, for that matter.



:(

I thought Shellder had the best playstyle of any of my movesets...
Shellder? Better then Father Time? How utterly absurd. Father Time is a masterpiece. An underdetailed overpowered masterpiece, but a masterpiece none the less.

As for the detail, you weren't that bad before until you started becoming the anti detail nazi recently.

As for me comparing stuff to you and Shellder in particular, I do that because you're so well known and the biggest icon of the anti detail movement, and because despite me preferring Father Time to Shellder, he's more famous. You should take it as a good sign I'm comparing so much to Shellder, he's become a sort of standard for under-detailed sets, water sets, and Poke sets in general. :p
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
One of my favorite game series is the Tales series. For this reason, I always make atleast one set from the Tales universe, alongside my obligatory FE set(s). This time I have chosen Raven, one of my favorite characters in the series.

Raven



Videos

Raven's Artes Video- Watch To See Animations For Raven's Moves

Tales of Vesperia Opening Theme- Ring a Bell by Bonnie Pink (English)

Tales of Vesperia Opening Theme- Ring a Bell by Bonnie Pink (Japanese)

Story

Raven is the 2nd to last playable character in Tales of Vesperia, the X360 installment in the Tales of series. He wields a longbow that can be quickly turned into a short sword. The weapon is said to be very difficult to wield, with very few masters. In addition, he wields a hunting knife as a secondary weapon. He is one of the more versatile characters in the tales series, much like the elemental swordsman of Tales of Symphonia, providing healing spells (love shot), reliable dps (damage per second), and some offensive (wind based) spells.

He plays a similar role to that of Zelos Wilder from Tales of Symphonia, providing comic relief through perversion. Unlike Zelos, Raven is actually liked by his group, despite being the punching bag for Judith and Rita. He is sort of a father figure to the group, seeing as almost every team member was raised without parents or no parents have been described in game. His relationship with the main character, Yuri, is one of friendship, though Yuri Lowell, like the rest of the team (except Repede who can't speak human languages) calls him old man often. He serves as a father figure to Karol Capel more than any other character. Estelle is rather friendly towards him but she doesn't appreciate his perverted remarks. Rita seems to really hate Raven, as she will punch him every time he says something perverted (which is very often), though the two are somewhat friends, more towards the games end. Raven hits on Judith more than the other females, do to her being the most attractive (but whoreish) girl in the game. She normally ignores him or mocks him, though there has been a time where she unleashed the JUDITH PAWNCH!

From here on out, his story contains spoilers.

Raven first appears to help Yuri break out of jail. He joins the party in the forest near Dahngrest. Later, it is revealed that Raven was a soldier in the Great War and that he loved a knight named Casey. Unfortunately she loved another man (Yeager) and died during the war. It is later revealed that Raven himself died during the war, but was brought back when a blastia was put inside of his heart. Unbeknownst to the party, Raven is really Lt. Schawn, the leader of the pathetic Schawn Brigade, and one of the most powerful knights in the empire. To give Commandant Alexei time to escape, he fights your group with no intention of winning. When the group wins, the ceiling collaspses and Raven holds it up using the strength of his incredible blastia enhanced body, allowing the party to escape. Raven was thought to have died, revealing that the entire group actually did like him, as they mourn for him, but he returns shortly afterwards.

Stats

Height- Human
Raven is roughly the height of Ike.

Width- Average
Razven's width, like his height, is roughly that of Ike's.

Weight- Fairly Light
Raven is older than he looks. He definitely isn't the most built dude around.

Walking Speed- Slow
Slow and stealthy is the way to be a peeping tom.

Running Speed- Above Average
Raven is only a bit above the median agility in Tales of Vesperia (the slowest character being Karol and the fastest being Repede). This carries over to Smash.

First Jump- Good
Raven has a lot of vigor for a man his age. His first jump gets good height and is much faster than most.

Second Jump- Average
Raven's second jump is pretty average, given his height and weight. It is a good bit faster than most jumps though, keeping true to his energetic persona.

Falling Speed- Fairly Slow
Because he is fairly light for his size, Raven isn't the fastest faller, but he isn't a terribly slow faller either.

Traction- Great
A ranger, a spy, and a pervert... he isn't going to trip for anything. He is also very agile, turning very easily.

Dodges- Great
For most of the same reasons as his great traction, Raven also sports great dodging ability.

Jumps- 2

Crouch- Yes, Average

Crawl- No

Wall Jump- Yes, 2

Wall Cling- Yes, 1/2 second

Glide- No

Animations

Standing Pose
Shown in picture.

Idle Pose
Raven pulls out a magazine. The cover + the contents of the mag cannot be viewed by players, but, judging by the look on Raven's face, it's safe to say that it's some good stuff.

Walking Pose
Raven, holding his bow in his left hand and his dagger in his right hand with his arms at his sides, skips slowly sideways.

Running Pose
Raven runs forward, head bent down slightly. His right hand, holding the knife is behind him and his left hand, holding the bow, is in front of him.

First Jump
Raven performs a spinning backflip. He is obviously not tired. Great vertical height, but not impossible to short hop (doing so takes a lot of practice though). A very fast jump all around.

Second Jump
Really kind of average. Raven just jumps up, resembling his running pose a good bit as he doe so.

Shield
Raven guards by holding his left hand in front of him as the typical bubble shield forms around him (his is purple for outfit one and orange for outfit two). An average shield by all means.

Sidestep
Raven yawns as he barely steps to the side. Very fast dodge with low lag, but also a rather short duration.

Roll Dodge
Raven front flips a good distance to jump forward and backflips a good distance to jump backwards. These rolls are unique in that they put you into the air and keep you from being hit by low attacks.

Air Dodge
Raven spins 360 degrees as he moves out of the way. He swings his knife all the way around as he does so, striking both sides for 3% and below average knockback. This has a low duration but is very fast. Poor reach on the knife, but great priority. No hitstun.

Specials

Neutral Special- Havoc Gale
Raven starts entering a pose similar to prayer, a green spell circle appearing under his feet. He will stall in the air while charging the move if this is used in the air. He will then chant "Howl and rage, o' mighty vortex, HAVOC GALE!", the chant taking about 3/4 of a second to complete. After finishing his sentence, he unleashes a mighty tornado. By default, the tornado surrounds Raven, but this can be aimed with the control stick while charging to appear up to 1/2 of Final Destination in any direction (the green circle moving in the direction you control it). The tornado is large- if it was in the center of Battlefield while on the ground, it would reach upwards to the middle platform and to the inner edges of the side platforms. Everyone caught in the tornado takes up to 15 hits hits of 1% each and are lifted to the top of the tornado before being spiked downwards. Raven and his allies are immune to the damage unless friendly fire is on. This move has no ending lag, and the tornado lasts for about a second and a half. This move cannot be used a second time until the tornado disappears. This is a good move to use as a recovery, as characters caught in it can grab the edge while being lifted (though you must get on the stage quickly before the spike-down occurs). This can also be used as a way to help allies recover. Another use of this move is for gimping purposes.

Side Special- Bouquet
Raven fires an arrow forwards, occassionally saying "All my heart". This arrow moves at an average projectile speed and travels half the distance of Final Destination. The arrow is very easily distinguishable, as a bright pink heart aura is given off by it. This projectile has low priority. If it strikes anyone, that foe takes no damage, but is charmed for 1 second. While charmed, the foes default movement animation is replaced with a lovestruck hopping, which is 1/3 slower than its default movement and its attacks have a 50% chance to do nothing when they strike Raven and his allies and a 50% chance to damage struck allies of that foe. This move has fairly high beginning lag and medium ending lag.

Up Special- Dark Chase
When you press Neutral B, Raven will jump upwards the distance of his first jump (this occurs both on ground and in the air) and stalls in the air while he fires an arrow surrounded by a dual-colored aura (the arrow itself being coated in dark purple aura and that aura being surrounded by a light purple aura) and shouts "C'mere!". The arrow moves very slowly, a bit slower than one of Samus's side B (seeking) missiles. It travels a maximum distance of Final Destination's length and will relentlessly (but slowly) pursue foes, even turning around to hit them. Arrows produced by this move have fairly high projectile priority. It deals 7% and low knockback. This move can be charged, firing 1 arrow at 0 seconds, 2 arrows at 1 second, and 3 arrows at 3 seconds. The charge can be stored, creating a very unique effect. The evidence of the charge only shows up when Raven fires arrows. A dark aura much like the one on the arrows produced by Dark Chase surrounds them, giving them a slight homing effect. The size of the aura denotes the charge, a 1 second charge being represented by a single dark purple aura covering the arrow itself and a 2 second charge being represented by a second lighter purple aura surrounding the first. Not counting the time you spend charging this move, the move has medium lag on both ends. A predictable and nearly useless move at long range, this move is useful at point blank range, as it allows for up to 3 hits of 7% each. This move can also provide a boon to Raven's recovery.

Down Special- Love Shot
Can you feel the love? Raven points his bow in the air, occassionally saying "Who loves ya, baby?" and fires a random number of arrows (1, 2, or 3) in a single shot. The arrows each then seek random players on the field (each arrow choosing its own target)- friend, foe, or yourself- and heal them for 3% per arrow. Multiple arrows can choose the same target. A potentially useful, but risky move. It is worth noting that if another character jumps in the way of the arrow as it seeks its target, that character will be healed instead. These arrows fly at a somewhat slow speed, though not nearly as slow as those created by the neutral B. This move has fairly high beginning lag and low ending lag. The arrows have an unlimited reach, as they will auto-seek the target they choose, being unavoidable and unstoppable unless another character steals them.

Normal Attacks

Neutral A- Rain
Raven's signature attack turned into an A combo. Raven points his bow forwards and fires an arrow horizontally. It flies in a straight path at a fast speed, travelling up to 3/4 the distance of Final Destination. It has a natural downwards arc, getting closer to the ground as it goes, but this downwards arc isn't as noticeable as in the case of Link's arrows. The arrow has medium projectile priority. Opponents struck by Rain will take 3% and flinch. If the arrow strikes a foe who is shielding, the arrow explodes, dealing 10% and good knockback instead. This move has medium lag on both ends. In addition, you can hold the A button to fire a second arrow, the move now being named Double Rain. There is some slight lag between the first and the second shot, but not much, and Raven will still suffer medium ending lag after the second shot ends. Arrows produced by this move are distinguishable by their glowing yellow-green aura.

Dash Attack- Just Like Dancing
While still moving forward, Raven spins around like a diagonal tornado, swinging his knife and his bow as he does so, and occassionally saying "Ah, such grace!". He will go the distance of a Battlefield platform. The hitbox of this move is very similar to that of R.O.B.'s Side Special, but the effects are different. Unlike R.O.B.'s side special, this does not reflect/deflect projectiles and is only for damaging purposes. The move deals 5 hits of 2% each, with the last hit dealing below average knockback. This has low lag on both ends, making it one of the faster dash attacks in the game. The attack sports above average priority and some (small) hitstun.

Tilts

Side Tilt- Around
Raven swings his knife at the foe, occassionally saying "And a spin", causing them to spin very quickly in place for 1/2 of a second if they are struck. In addition, they take 2% damage. Very little lag on either end. This move has low reach, as a knife is a small weapon and Raven doesn't use his entire arm.
Good priority. No hitstun. This attack does not cause the foe to flinch at all. While spinning, they are perfectly capable of attacking, so a good Raven player will have to know when to use this move and when to apply additional hits, as hitting again with this move will reverse the direction they spin. Due to the very fast speed the foe spins, when they counterattack is really based on luck. Due to the defensive applications of this move, this can be a good combo starter.

Up Tilt- Heaven's Tear
Raven swings his bow from in front of him upwards, hitting foes in front of him for 5% and decent diagonally upwards knockback in the direction Raven is facing. He will then fire an arrow (with some slight lag between the swing and the shot) diagonally upwards. While this arrow is probably aimed right at the opponent regardless of percentage, the foe has some time to act. The arrow moves at the speed of one of Link's arrows and has a wide upwards arc- if you shot it from the edge of Battlefield it would travel to the center of Battlefield in distance before spiraling downwards and hitting the platform opposite of the edge you fired from. The arrow deals 4% and fairly low knockback. This move has fairly low beginning lag and medium ending lag. The first hit of the move (the bow swing) has good reach, medium priority and no hitstun. Note that the first hit of the move doesn't have to connect in order for Raven to fire the arrow, so this has applications as an anti-air move.

Down Tilt- Punishment
Raven charges forwards the distance of Wolf's F-Smash while slashing twice (once with his knife and once with his bow in short sword form). The first hit is the knife, having rather low reach, but being very fast with fairly low beginning lag and no ending lag. The second or short sword hit has good reach but some (small) beginning lag and medium ending lag. Great priority on both hits. High hitstun on first hit and no hitstun on second hit. Each hit deals 3% damage. The first hit deals fairly low knockback. The second hit deals above average knockback. This may seem like a rather weak attack, considering Raven has few melee and killing options, but, as the name suggests, it punishes the foe for unleashing harm on Raven. It is useful in that it absorbs damage dealt to Raven as he uses it (leaving Raven unharmed) and adds it onto all remaining hits of Punishment.

Smashes

Side Smash- Wind Blade
Similar to Havoc Gale, a green spell circle will appear under Raven as he charges this move. He will chant "Come on wind... knock em around and cut em down!" while charging the move (the entire charge taking about 2 seconds). Unlike other smashes, this charge can be stored, allowing Raven to unleash the lagless attack at any time when he has a fully charged Wind Blade. The reach of this move is an arc, from about a bodylength over Raven's head just in front of him, in a downwards curve reaching 2 of Battlefield's platforms, and then back upwards to a spot the same height as the starting point 4 Battlefield platforms distance in front of Raven. The duration of the attack is very short, taking about 1/4 of a second to complete, with no lag at all (the lag being offset by the large charging time). Any struck foe(s) will take 10% and good knockback in the direction of the wind (diagonally upwards). One of Raven's most useful attacks when used correctly.

Up Smash- Azure Heavens
One of my personal favorite moves in Tales of Vesperia. Raven points his bow upwards, much like Love Shot, and fires an arrow straight upwards. While charging this move (the charge pose being when he points the bow upwards), he will pull 3 additional arrows per second out of his quiver and place them in position (after 3 seconds of charging, the maximum of 10 arrows will be reached). The charge of this move can be stored. In addition, a pale blue circle that can be controlled left, right, and into the background will appear on the stage while you charge the move, allowing you to choose where the shot arrows will land. When you release A, Raven will fire all of the arrows straight upwards in a single shot. They travel extremely quickly (blink and you will miss them) all the way out of the top of the screen and then fly down to the target location just as quickly after a delay of 1/4th of a second. Each arrow will deal 5% and flinching if it strikes a foe. This move is a lot like Bullet Seed in that it can be very hard to escape. Unlike bullet seed, the arrows strike very quickly, all hitting at almost the exact same frame. An incredible move for dealing damage when used correctly, but against intelligent foes, Raven will have to bring them into the target location to make this work. Note that by default the target location is where Raven is standing, though he and his allies are immune to the arrows unless friendly fire is on. This move has medium lag on both ends.

Down Smash- Stop Flow
A dark spell circle appears under Raven. As with the Neutral Special and Up Smash, you can control the target area while charging, though the special aiming trait of this move is that it can target spots in the air but cannot target the background, unlike Up Smash. While charging, Raven says "Halt, o' march of time. I'll pay ya back later. Stop Flow!" This move stores seconds of time spent charging (1 second of charging = 1/2 second duration). The charge of the move can be stored, though this has a maximum store time of 10 seconds charge time (5 seconds duration). When you unleash the move, a purple energy clock appears in the target area (roughly two Bowser's circumference), stopping time for all in it's area of effect (including allies and yourself). Affected characters become completely unable to move, fall, or act and are now unable to defend themselves from opposing attacks, although they have permanent super armor while in the affected area. This move has no lag before charging, but when you unleash it, there is some medium lag on both ends. A very good move for damage racking, but make sure you don't try and use melee attacks on selected foes. A very good move for damage racking- but don't try and use melee attacks on the trapped foe(s), as you will likely be caught yourself. The best way to take advantage of this move is to already have a side smash and a neutral special fully charged (though note that the foe will be unaffected by the Neutral Special's lift + spike effect).

Aerials

Neutral Aerial- Cyan Instant
Raven pulls out 8 arrows and fires them from his bow as he backflips, occasionally saying "Get outta here!", one arrow being shot in each of the 4 cardinal directions and each of the 4 diagonals. The arrows are marked by a cyan aura. They travel one fourth of the distance of Final Destination at a medium projectile speed. The arrows have pitiful priority. Foe(s) struck by an arrow take 4% and decent knockback. This move has fairly low lag on both ends. This is a good move for striking foes who are to defensive to be hit by more straight-forward arrows.

Forward Aerial - Violet Snake
Raven crouches and fires an arrow with a violet aura, occassionally saying "Watch out". It acts very weird, traveling horizontally with no downwards arc very slowly. It travels up to the distance of Final Destination before disappearing. It is sort of like Pikachu's Thunder Jolt in that it can travel up obstacles, but it does not travel down edges or travel downwards when shot in the air. Rather than travelling down edges, it will travel straight off, continuing its simple horizontal path. Opponents struck by the arrow will trip... even in the air! Yes, now there is air tripping! Struck foes will also take 3% damage. This move has medium lag on both ends. The arrow produced has a weird type of priority- when it collides with another projectile, including one of Raven's projectiles, it will not be destroyed or destroy the other projectile, but rather the other projectile will be unaffected and the Violet Snake will reverse its direction, leading to some advanced strategies.

Back Aerial- Around & Around
Raven spins 480 degrees with his knife, only striking behind his original direction. Low (but somewhat noticeable) lag on both ends and a short duration. Below average reach. Great priority. No hitstun. Struck foes will take 5% and will be scooped right next to Raven in the direction Raven was originally facing (the foe will still be facing whatever direction they were facing before being struck.) Raven will now be facing opposite of his original direction. This move is a set up for itself, allowing repeated uses because the foe will always be behind Raven if they are struck, though the foe suffers only a flinch, allowing them to hit Raven soon after.

Up Aerial- Glimmer Of Heaven
Raven shoots an arrow upwards and it travels (at a fast speed) out of the stage, much like Azure Heavens (it cannot strike foes on the way up). Where this arrow goes, nobody knows. 3 seconds later, it will fall downwards at a blindingly fast speed, aiming for the invisible line one Bowser's body width in front of wherever Raven was standing at the end of the three seconds. Any struck foe(s) will take 15% and be stunned for 1/2 of a second. This is a useful comboing move, but it is very difficult to learn how to use. Medium lag on both ends. The arrow has low priority, so it can be destroyed (that is, if a foe can even manage to strike it).

Down Aerial- Serphent
If you watched the video, I know what you are thinking... another landmine type move. It is similar to one of Snake's mines, yet it has its differences. Raven will fire an arrow diagonally downwards, the arrow somehow tunneling into whatever it hits and emitting a bright orange glow for as long as it stays there. The arrow moves very slowly for an unlimited distance and has a generic appearance until it strikes something. The detection radius (the area that if a foe steps in the Serphent explodes) and the blast radius increases as the Serphent remains undisturbed. The minimum radius of Serphent is up to the lower battlefield platforms (assuming this is shot at the main stage) in circumference. The maximum radius is double the minimum radius. Any foe who gets within this circumference will find themselves being blown to kingdom come- and by kingdom come I mean that they will take 10% and high upwards knockback. The Serphent can be destroyed with attacks + projectiles, including Raven's own attacks. Using Down Aerial while one Serphent is already on the field will destroy the old one and result in the new serphent being created. The arrow works much like a sticky grenade if it strikes a foe. Oddly, if it strikes a foe, it will not detonate on it's own, rather detonanting the next time that the Serphent (yes, it is it's own target where it sticks on the foe) is struck or down aerial is used again. This move is useful for trapping, gimping, and camping purposes. This sports fairly high beginning lag and fairly low ending lag.

Situationals

Ledge Attack- Stab Stabbity Stab Stab Stab
Raven jumps up and stabs forward with his knife. The stab doesn't happen until you release A, so you can choose when to hit foe(s) with it. Low beginning lag and fairly low ending lag on the stab. Poor reach. Great priority. No hitstun. Deals 7% and medium knockback.

Rising Attack- Rain of Heaven's Tears
Raven jumps up while slashing multiple times with his bow and knife, dealing up to 5 hits of 3% damage and knockback, with the last hit hitting on both sides. The direction of the attack is based on whether you press left or right, though you can perform 3 hits on both sides by remaining neutral. Little beginning lag and low ending lag. Below average reach. Great priority. Medium hitstun.

Z-Button

Grab- Don't Go
Raven says "Don't go!" while grabbing the opponent's arm (or body if arm is not applicable).

Grab Attack Vs. Males/Genderless- Slap
Raven slaps his foe across the face (or body if face is not applicable). Deals 1%, being a fast grab attack with little lag on either end.

Grab Attack Vs. Females- Squeezy Squeezy
Raven reaches for the goods... only to be slapped across the face and take 3% damage. What's the point of this grab? Seemingly, there is none (though it is really awesome), but it does keep the female grabbed for longer, allowing Raven to pull off his longer throws more easily. No starting lag, fairly high duration, and low ending lag.

Forward Throw- Falling Stars
Raven says "Falling stars!" and shoots a glowing white arrow forwards that travels at a medium speed, travelling right through the grabbed foe and all foe(s) that it hits as it goes. This arrow will travel until leaving the stage, even going through obstacles. Any struck foe(s) will take 8% and flinching with some stun time, just long enough to keep Raven from being attacked by the grabbed foe. This throw has medium lag on both ends.

Back Throw- Cloud of Heaven's Tears
Raven jumps up, taking the foe with him and slashing the foe multiple times with his knife and bow (in short sword form). The last hit involves him slashing the foe diagonally downwards in the direction behind Raven. This deals 7 hits of 1% each and decent knockback behind Raven. Low lag on either end and an above average duration. Raven says "See ya, you're gone!" while slashing, ending the last slash as he says "gone!"

Up Throw- Falling
Raven jumps diagonally upwards in the direction behind him, while still facing forwards, and fires an arrow at the foe, it exploding on contact, and dealing 10% and good knockback diagonally upwards + forwards. The foe has some ability to react and dodge this, but they suffer from hitstun that increases in proportion to their damage percentage + whether or not they have been hit by the female grab attack. Fairly high beginning lag and medium ending lag.

Down Throw- Arrivederci
Raven says "All my heart baby, all my love. Get outta here!" as he charges this spell, a green spell circle being under his feet over the entire charge duration of one second. Even if the foe escapes, he will still attempt to fire it, the spell firing where the grabbed foe was while they were still grabbed. Foes can easily escape from this if they don't have a high percentage and/or are suffering from the effects of the vs. females grab attack. Arrivederci throws foe(s) upwards, dealing 20% and high upwards knockback. Due to the long duration and ability of the foe to escape, Raven is quite vunerable.

Final Smash- Blast Heart



Raven's Mystic Arte from Tales of Vesperia is an obvious choice for his Final Smash.

When he uses this, Raven will say "Here goes my life.... Roar o'mighty being... Blast... HEART!!!"

This move has 3 stages:
In the first stage, Raven will glow purple and charge up energy, saying "Here goes my life"

In the second stage, Raven will unleash pillars of energy all over the field in random locations, each one dealing up to 10 hits of 2% damage and flinching to any foe(s) it strikes. The strike locations will glow purple briefly before the pillars rise. He says "...Roar o'mighty being... Blast" while this occurs.

In the final part, Raven will scream "Heart!", the picture shown above will flash across the screen, and a huge explosion of purple energy will burst from Raven's body, having a circumference of half of Final Destination around Raven. Struck foe(s) take 30% and high knockback in the direction of the ray of purple energy that struck them.

Taunts

Up Taunt
[Scratches his ear] "Yeah... I guess I'll fight."

Side Taunt
"I wonder what's fer dinner tomorrow."

Down Taunt
"Admit it, that was awesome!"

Lose Pose

JUDITH PAWNCH!



Victory Poses

Up Pose
Raven must be in a good mood. He turns towards the foe(s) and says "All right, how about a hug?!" This victory pose is unique in that all foe(s) will stop their lose animation and run away into the background saying "I don't think so!".

Side Pose
Raven does nothing and says "This is my victory pose!" ..... lol

Down Pose
Raven says "Raven the Great strikes again!"

Victory With Teammate(s)
(Teammate): Our weapons are
(Female Teammate Only): Love
(Male/Genderless Teammate Only): Justice
(Raven): Sexxuuualllitttyyy-AH!
(Teammate): Would you stop?
*Note- To hear the whole conversation, you have to have a male teammate and a female teammate.

Victory Against (Adult Humanoid) Female Character
Raven: "I think I'm in love!"
(Female): "You'll just get burned."
Raven: "Baby, I'm already charred to a crisp."

Victory In A Match With 4 Male Characters
Raven: Too many guys out here....

Miscellanious Quotes

Raven will quickly shout these quotes out under the specified occurance.

1st Opposing Attack To Be Shielded
"Is that it?!"

Perfect Shield
"Woah!"

Raven Suffers From Effect (ex. Dizzy/Shield Break)
"Oh, eeeugh!"

Ally KO's Foe
"Brilliant, brilliant!"

Ally Loses Stock
"Aww, that's to bad."

Raven KO's Foe
"Guess that worked!"

Loss of Stock
"Oh, goodbye cruel world."

Pros

A variety of useful projectiles.
Great camping game.
Great dodges.
Great traction.
Good gimper.
Can cause tripping, including air tripping.
Can store the charge on his smashes.
Wind Blade, when the charge is stored, can serve as a lagless and rather painful attack.
Can help allies recover with Havoc Gale, though this can be risky.
Powerful Final Smash.

Cons

Lacks melee options and doesn't respond well to close-combat situations.
Doesn't combo well (may have difficult racking damage.)
Fairly large target.
Fairly light for his size.
Floaty so juggled rather easily.
Most powerful moves have huge charge times.
High learning curve.
Recovery is usually too gimpable to be effective.

Playstyle

Raven is a projectile reliant character. As such, he shines at camping and distance combat, but doesn't perform very well in the fray. Raven suffers from a close-combat disadvantage moreso than any other projectile-spamming character, but he isn't completely without options to guard himself. He is equiped with some of the most effective dodges in the game, perhaps most noticeably his Air Dodge, which also serves as rather useful attack. Other options for close-combat are his Dash Attack, which deals some rapid damage with good priority, his Down Tilt, which works a lot like a counter, his Up Tilt, which is good for protecting from frontal attacks and as a form of anti-air, and his Back Air, which can rack up some nice damage, at the cost of leaving Raven unprotected. Perhaps his most useful offensive option is his Side Tilt, which, like Mario's Cape, can turn around what would have been a painful attack.

A critical part of Raven's game is Smash Storing. All three of his smashes can have their charges stored, allowing you to unleash them when you wish. Raven's Side Smash is a great offensive option when smash stored, as it serves as a lengthy and lagless damage dealing attack and one of Raven's better close-quarters options when it is available. Raven's Up Smash is more of a surprise attack than anything. You must set it's target location and get the foe into it in order for this move to be effective- but when you accomplish this, the foe will be feeling that the next day. The Down Smash works somewhat like the Up Smash, but it can be harder to get the maximum effectiveness out of (though doing so is very rewarding). The Down Smash can be used to get Raven a long distance away as his opponent is unable to move or to spam projectiles and other lengthy attacks that don't expose Raven to the Stop Flow.

The most important part to playing Raven is, of course, proper usage of his variety of projectile attacks. Use Neutral A as an anti-defensive move. Up Tilt is anti-air. Down Special is all about healing, though you may find yourself healing the foe as well as or instead of yourself. The Side Tilt is meant to keep those pesky combo characters from unleashing hell on you. It can also be used to help stop chain grabs before they happen. Up Special is very useful both when used at melee range and when stored to help your arrows hit their mark. The Neutral Aerial is useful for hitting in all directions with a projectile. Forward Aerial is useful for it's ability to make foes trip- even in the air. Up Aerial is useful for a form of melee defense, anti-air, and possibly mindgames, though it is difficult to use properly. Down Aerial is great for trapping and damage alike.

Foe's who fight Raven should keep him pressured with constant close quarters combat. Keep him from gaining a distance to spam his projectiles- or worse charge a smash. If you can keep Raven comboed, you can easily finish him off, as his recovery is highly gimpable.

Extras


Outfits + Colors



Raven has two outfits. One outfit is his trademark coat that all Tales of Vesperia players should be familiar with. The second outfit is his alternate identity,
Schawnn
. Both outfits are playable in Smash and his stats and weapon remain unchanged if you pick the second outfit, despite this side of Raven using a different weapon in Vesperia.

Colors-
Purple (Outfit One Default)
Orange (Outfit Two Default)
Red
Green
Blue
Yellow/Gold
White
Black
Brown

The changed areas when recoloring are the primary colors for each outfit (the purple areas for outfit one and the orange areas for outfit two.)

Character Portraits

Normal



When Attacked



When Attacking



Codec Conversation

Snake: Hey, Octacon, who is this guy?
Octacon: That would be---- *fades out*
Raven: The name is Raven, nice t' meet'cha.
Snake: How the hell did you get on my codec?
Raven: Communication blastia... Plus your network sucks.
Snake: Why are you contacting me?
Raven: You seem like the type of guy who likes magazines, if ya catch drift.
Snake: ....Is that the swimsuit edition?
 
Status
Not open for further replies.
Top Bottom