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Elite Four(The PT Clan) 4/20/08 Update. Fourms link

Seiya

Smash Journeyman
Joined
Oct 15, 2007
Messages
293
Location
Statesboro,GA


Link to original thread over at Brawl Central: http://brawlcentral.com/forums/viewtopic.php?f=30&t=5254&st=0&sk=t&sd=a

Obviously, as Pokemon trainers, we talk about Pokemon trainers. Still working on the sig but getting there.

GO AND REGISTER HERE!
http://ryuutakeshi.proboards82.com/index.cgi

Sorry for the slow updates. Register your info there.




THE TRAINER'S CODE:

1. Plan on maining the PT somewhere along the line. Obviously there are so many characters we won't have a firm understanding of our mains until the game is out in our respective countries but please include PT on that list.

2. BE ACTIVE! I can not stress this enough. If your not on, you don't exist. And it wastes my time.

3. Wi-Fi not required (I myself have issues with this) but if you have a code and want to post it, please do so we can have a few trainer battles. If you post a Wi-Fi code it is advised you mention location what with the distance limits Brawl has.

4. You cannot belong to this clan if you already belong to another, unless you wish to change clans.

More might be added. This is a group effort and I welcome all suggestions.

Here, I post what I want to see

Name: Big duh
Location: State or country. I doubt city will matter
Email address: Give only if you find it necessary.
IM (MSN/AIM/Yahoo/Skype): I don't have one myself but I guess some people want this.
Wii Friend Code: Post only if you want to and have a wii.
Brawl Friend Code: Well, you need the game for this but again, post only if you want to. I'm not forcing you.

Fill that out and we are good to go

MEMBERS:

Champ: Ryuutakeshi

League Member 4: pokemontrainer #1

League Member 3: Moodkip
Location: Texas
Email address: crushingsound@yahoo.com
IM (MSN/AIM/Yahoo/Skype): moodkip@msn.com
Wii Friend Code: Pending
Brawl Friend Code: Pending

League Member 2:Seiya(Roberto)
email:rleon999@Hotmail.com
AIM: StarlightSeiya(I have MSN too)
wii friend code: Not yet but soon
brawl code: Coming soon!

League Member 1: pkaz01

Gym Leader 8: Richard [Happydemo]
Location: Ontario, Canada
Email Address/MSN: were.breaking.up.a.city@hotmail.com
Wii Friend Code: 8197 7161 7883 7107
Brawl Fried Code: Pending
http://i208.photobucket.com/albums/bb275/hawkfire42/BeltBadge.jpg Belt Badge
Gym Leader 7: TheUndergroundBakery
http://i208.photobucket.com/albums/bb275/hawkfire42/CryptBadge.jpg Crypt Badge
Gym Leader 6: Razeq24
1424-8955-7869-3627
Texas
http://i208.photobucket.com/albums/bb275/hawkfire42/OverchargeBadge.jpg Overcharge Badge
Gym Leader 5: MrMuffinman
Location: California, USA
Email address: Randomemail000@aol.com
IM (MSN/AIM/Yahoo/Skype): AIM - Randomemail000
Wii Friend Code: 5807 5996 2779 6102
Brawl Friend Code: My Wi-Fi is down at the moment so I don't have a friend code. =[
http://i208.photobucket.com/albums/bb275/hawkfire42/RapidBadge.jpg Rapid Badge
Gym Leader 4: Metaflare
Location: USA, AZ
Email address: N/A
AIM: Haileyvoir (This is actualy my Girlfriend's account. But she likes to talk, and she can rally messages to me if needed)
Wii Friend Code: N/A
Brawl Friend Code: Is it March 9th yet?
http://i208.photobucket.com/albums/bb275/hawkfire42/goldstonebadge.jpg Goldstone Badge
Gym Leader 3: Twiddle
Location: Richmond VA
Email: ice_tr4y@yahoo.com
Handle: IceTr4y@AIM
Wii code: TBA
Brawl Code:TBA
http://i208.photobucket.com/albums/bb275/hawkfire42/bombbadge.jpg Bomb Badge
Gym Leader 2: Utter Khaos
Location: Maine
Email: utter.khaos@gmail.com
Skype: utter.khaos (I'm almost always on)
Wii Friend Code: 7195 8031 5305 5366
Brawl Code: TBA
http://i208.photobucket.com/albums/bb275/hawkfire42/compassbadge.jpg Compass Badge
Gym Leader 1: Hungrybum
http://i208.photobucket.com/albums/bb275/hawkfire42/moonbadge.jpg Moon Badge
Trainers:

Tyrannotaur (Rob)
Location: New York
Email address: Drago78535@yahoo.com
IM (AIM): Tyrannotaur
Wii Friend Code: 0301 9468 5120 0944
Brawl Friend Code: Will post later.

Latery

Bassboybrawl

Razeq24 1424-8955-7869-3627 Texas

Jack
Town: Towson

lukssbb46
location: indiana

Stripes
Location: United States of America, Texas
Wii Friend Code: Don't have one yet, but should be getting one this week.
Brawl Friend Code: I'll give it out on Brawl-day.

Pokemon Trainer Red
Location: Lilycove City
Email address: N/A
M (MSN/AIM/Yahoo/Skype): I don't have one myself.
Wii Friend Code: ??? Haven't checked yet ???
Brawl Friend Code: March 9, 2008

Akio
Location: Wisconsin, US
Email address: Just PM me
Wii Friend Code: Does anybody know how to find this out? I have no clue...
Brawl Friend Code: I'll tell you in 20 days

Sonix
Location:California
Email address:sonix@post.com
MSN:sonixchao@hotmail.com
Wii Friend Code:0947 2522 6572 9671
Brawl Friend Code:pending

Ricard_the_dragoon(Dylanbrooks)
Location: TN
Email address: dylananthonybrooks@yahoo.com
IM (MSN/AIM/Yahoo/Skype): I don't have one
Wii Friend Code:I'll post it later
Brawl Friend Code: I'll post on March 9th

BAHAMUT27
Location: DOMINICAN REPUBLIC
Email address: CARLOSCM27@GMAIL.COM (msn)
Wii Friend Code: When will conect
Brawl Friend Code: Coming soon

Jorj
location: Utah
Email: jordanshuriken@yahoo.com
wii friend code: TBA
ssbb code: TBA

Seison
Location: NB Canada
Email: just pm me on smashboards
Wii Friend Code: I'll add it later
Brawl Code: TBA

Glyph
Location: Virginia
Wii Friend Code: I'll post this later if its needed.
Brawl Friend Code: 9 (of March)

Jack
Location: Mary-land
Email address: jackpbonner@comcast.net (spam me and i kill u)
IM (MSN/AIM/Yahoo/Skype): Link92094 (plz dont, not necessary)
Wii Friend Code: 7588 8610 7806 0985 (add me! (iguess) i need friends :'(
Brawl Friend Code: -numbers numbers numbers

Tux
Location: UT
Email: tux_do@yahoo.com
Msn: tux_do@hotmail.com
Wii Code: tba
Brawl Code: tba

lance130
Location:M.S.,U.S.A
Contact:pm

Cory Cass
Location: IL
Email address: Give only if you find it necessary.
IM (MSN/AIM/Yahoo/Skype): J4ckcass (Can IM anytime)
Wii Friend Code: 3298603515760130
Brawl Friend Code: Coming March 9th

Dylanbrooks
Location: TN
Email address: dylananthonybrooks@yahoo.com
IM (MSN/AIM/Yahoo/Skype): I don't have one
Wii Friend Code:I'll post it later
Brawl Friend Code: I'll post on March 9th

Tacticslord (Dirge)
Location: Texas, USA
Email address: -
IM (MSN/AIM/Yahoo/Skype): -
Wii Friend Code: (will post it when I have the chance)
Brawl Friend Code: (don't know yet

Tafutureboy
Brawl Name: future
Location:Texas, USA
Skype: Tafutureboy
Wii Friend Code: will post later
Brawl Friend Code: when i get the game i'll post it

NGTM
Location: Seattle, WA
Email address: -
IM (MSN/AIM/Yahoo/Skype):-
Wii Friend Code: TBA
Brawl Friend Code: TBA

cloudnine
Location: New York
Email: sharkboy22@gmail.com
AIM: hydrogeotist
Wii Friend Code: 7263 3277 9003 4655
Brawl Code: TBA

Waffles
Location: California, USA
Email address: N/A
IM (MSN/AIM/Yahoo/Skype): AIM: K15Enders
Wii Friend Code: 5831-7408-6717-1824
Brawl Friend Code: N/A at the time


Name: Togepi.
Location: New York, America.

Mew2mast3r
Location: New York
Email address: ocf6@verizon.net
IM (MSN/AIM/Yahoo/Skype): NA
Wii Friend Code: 2149 0877 3116 6963
Brawl Friend Code: when i get the game

Chaotic (unofficial contest master, simply because he wants to be)
Location: California
Email address: chaosmichael@gmail.com
IM (MSN/AIM/Yahoo/Skype): AIM = boonyster
Wii Friend Code: I don't have a Wii YET. Hopefully I'll get one before brawl comes out or I'll go insane (having the game without the system is pure torture(CHAMP NOTE: I know the feeling)).

Gaibon85

LRCollier
Location: WA, Australia.
Email address: moose_frenzy@hotmail.com (Don't spam me)
IM (MSN/AIM/Yahoo/Skype): ^ ^ ^
Wii Friend Code: (I'll give it later)
Brawl Friend Code: ^ ^ ^

Squakanak
Age:17
Email and wii code: Private
Location AZ

Megildur
Location: Indiana
Email address: b-mail92@comcast.net
IM (MSN/AIM/Yahoo/Skype): b-mail92@comcast.net (msn)
Wii Friend Code: 2109 5273 2434 8352
Brawl Friend Code: Don't own it yet.



ALLIES:

THE Shockwave: Pikachu clan. Pokemon world united.

Enforcers of Light: Zelda Clan

Balloon Fighters: Sorry, not the game. Jigglypuff clan.


RIVAL Well, this will be decided later.




SIGS: Here are the three available sigs. Links are provided.

Ivysuar Link:

Squirtle Link:

Charizard Link:


And here are four sigs that feature all three of the pokemon:

http://i236.photobucket.com/albums/ff33/UtterKhaos/1337Four1.jpg

http://i236.photobucket.com/albums/ff33/UtterKhaos/1337Four2.jpg

http://i236.photobucket.com/albums/ff33/UtterKhaos/1337Four3.jpg

http://i236.photobucket.com/albums/ff33/UtterKhaos/1337Four3.jpg

And then, we have these two sigs featuring not only the awesome PT with his pokemon, but others in the background.

http://img352.imageshack.us/img352/5683/elitefour1bb6.jpg Negative Version (is that a game)
http://img229.imageshack.us/img229/4421/elitefour1lightcg0.jpg Light Version (I'm hoping Game Freak uses those names for the next gen of pokemon games)

And then there is this one, which has an awesome PT pose in it.
http://i251.photobucket.com/albums/gg310/Smash_Addict/e4.png

NOTICE: We have allies with the Zelda clan, Pikachu clan, and Jigglypuff clan. This alliance is Pokemon: Din's Fire Version.

Alliance sigs are here:

Ghostless sig: http://i236.photobucket.com/albums/ff33/UtterKhaos/PokemonDinsFireghostless-1.jpg

And the ghost sig (no ghost from Luigi's Mansion): http://i236.photobucket.com/albums/ff33/UtterKhaos/PokemonDinsFire-1.jpg

Those are currently all of our sigs, and that is a lot. I'm closing all sigs for the Elite four (we have so many) but you can still make Alliance Sigs.

Thank to all for helping make this clan possible.

As we gain members, I will fix this and we will get a much better first post.
I will send new members info back to Ryuutakeshi and he will update that thread as I will update this thread.

Yes I know the slots are filled but once the game comes out, Ryuu will set up tournaments to gain higher positions. I'm going to update again tomorrow to add more new members.
 

Tyrannotaur

Smash Ace
Joined
May 14, 2006
Messages
514
Location
Viridian City
NNID
Tyrannotaur
3DS FC
1075-0952-5696
Hey, Just wanted to post on this topic too. I use the same username for alot of things.

Go PT!
 

tacticslord

Smash Rookie
Joined
Feb 1, 2008
Messages
13
PT clan with a ranking system? Count me in! Been playing the trainer a lot for the past few days and I'm quite enjoying him.


Name: Tacticslord (Dirge)
Location: Texas, USA
Email address: -
IM (MSN/AIM/Yahoo/Skype): -
Wii Friend Code: (will post it when I have the chance)
Brawl Friend Code: (don't know yet)
 

tafutureboy

Smash Ace
Joined
Sep 9, 2007
Messages
867
Location
Texas
Name: Tafutureboy
Brawl Name: future
Location:Texas, USA
Skype: Tafutureboy
Wii Friend Code: will post later
Brawl Friend Code: when i get the game i'll post it

I'm definaley 100% in, but how can i get the banner into my sig?
 

ngtm

Smash Cadet
Joined
Dec 23, 2007
Messages
43
decided this too long ago

Name: NGTM
Location: Seattle, WA
Email address: -
IM (MSN/AIM/Yahoo/Skype):-
Wii Friend Code: TBA
Brawl Friend Code: TBA
 

Knyaguy

Smash Lord
Joined
Aug 27, 2007
Messages
1,536
Location
Hyde Park, Chicago
Name: Knyaguy
Location: Ohio
Email address: -
IM (MSN/AIM/Yahoo/Skype):-
Wii Friend Code: 5810 4241 0557 3948
Brawl Friend Code: TBA
 

m0dredus

Hail Hydra
Joined
Nov 20, 2007
Messages
132
Location
Maine
Count Me in!

I'd certainly like to join. A long time ago I planed on maining as Pkmn Trainer.

Name: Utter Khaos
Location: Maine
Email: utter.khaos@gmail.com
Skype: utter.khaos (I'm almost always on)
Wii Friend Code: TBA (I'll update later)
Brawl Code: TBA

EDIT: Made some new Banners, in-case someone wants them





 

Seiya

Smash Journeyman
Joined
Oct 15, 2007
Messages
293
Location
Statesboro,GA
Sweet guys! I will update everything Monday when I get my computer set back up. (I'm in the process of moving and like yeah I'm at my friend's house using his computer) Anyhoo thanks for being interested! If you guys want to get in now go post over at Brawlcentral. Once again sorry! :D Btw love the new banners
 

m0dredus

Hail Hydra
Joined
Nov 20, 2007
Messages
132
Location
Maine
If Possible I'd like to become a Gym Leader or something (E4 if possible, but i can't tell if "pokemontrainer #1" is a person or just a filler). Are there any spots open?
 

DtJ Glyphmoney

Summoned from a trading card
BRoomer
Joined
Jul 24, 2006
Messages
8,559
NNID
Tip_Tappers
3DS FC
1032-1228-5523
Name: Glyph
Location: Virginia
Wii Friend Code: I'll post this later if its needed.
Brawl Friend Code: 9 (of March)

Seiya, if you find out some of the answers to the questions I asked, I'm still waiting on an answer.;)
 

Boomer

Smash Apprentice
Joined
May 13, 2006
Messages
82
Location
Richmond, VA
My real tag is "Twiddle." Please send me a PM if you accept. I'll be sure to join central if I am and stay active. Info is below.
 

Boomer

Smash Apprentice
Joined
May 13, 2006
Messages
82
Location
Richmond, VA
I want in. I had been hopin' for a PT clan.

Tag: Twiddle
Location: Richmond VA
Email: ice_tr4y@yahoo.com
Handle: IceTr4y
Wii code: TBA
Brawl Code:TBA

Be sure to send me a PM if you accept. PT is my destined character. He was revealed on my birthday.


BTW how do you apply for higher positions?
 

Seison

Smash Journeyman
Joined
Mar 19, 2007
Messages
220
I'll join. I have a question though. Is there any way to usurp the higher positions? I was thinking the clan could be ranked based on our ranks at http://smashbrawlrankings.com/ assuming we've all signed up.

That way we could essentially compete for the "champ" position, (or the next one down)

Anyway, here's my info:
Name: Seison
Location: NB Canada
Email: just pm me on smashboards
Wii Friend Code: I'll add it later
Brawl Code: TBA

Look forward to brawling with you all.
 

Son1x

Smash Apprentice
Joined
Jan 4, 2007
Messages
100
Location
San Jose, CA
I've been waiting for this.

Name:Sonix
Location:California
Email address:sonix@post.com
MSN:sonixchao@hotmail.com
Wii Friend Code:0947 2522 6572 9671
Brawl Friend Code:pending
 

Ricard_the_dragoon

Smash Apprentice
Joined
Oct 15, 2007
Messages
174
Location
banner, TN
Yeah, yeah, I'm here -_-...Oh wait...THis is Dylanbrooks from the Brawlcentral forums...Guess I should post my info again?

Ricard_the_dragoon(Dylanbrooks)
Location: TN
Email address: dylananthonybrooks@yahoo.com
IM (MSN/AIM/Yahoo/Skype): I don't have one
Wii Friend Code:I'll post it later
Brawl Friend Code: I'll post on March 9th
 

Seison

Smash Journeyman
Joined
Mar 19, 2007
Messages
220
Umm, you didn't add me to the list in the update (as far as I could tell). O_o
also, how are the ranked positions in the clan determined?
 

Seiya

Smash Journeyman
Joined
Oct 15, 2007
Messages
293
Location
Statesboro,GA
Updated again. Like I said nothing new. Most of the talking is at BC =\ Questions ask away :D

I'll tell Ryuu about your idea Seiison.
 

Darkraid

Smash Champion
Joined
Oct 9, 2007
Messages
2,467
Location
Kalos
Can I join also?

Name: Darkraid
Location: Singapore
Other details not available, if u need it, pm me.
 

Ryuutakeshi

Smash Lord
Joined
Feb 20, 2008
Messages
1,553
Location
Fireguard
Hello Seiya. I decided to come and visit our branch over here at SWF. How's it going?

My school blocked BC so I have to be careful and come on here sparingly. But I will be on.

Hi all members.
 

Ryuutakeshi

Smash Lord
Joined
Feb 20, 2008
Messages
1,553
Location
Fireguard
Hello Seiya. I decided to come and visit our branch over here at SWF. How's it going?

My school blocked BC so I have to be careful and come on here sparingly. But I will be on.

Hi all members.
 

kid _icarus

Smash Cadet
Joined
Dec 23, 2007
Messages
50
Location
Whats it to you?
can i join? i was looking for a PT clan. suggestion: an olimar clan for rivals.

Name: slaWter
Location: london (sorry if this a bit far away)
email:mr.vocab@googlemail.com
wii number: ill give when needed
brawl friend code: pening until march 9th
 

Ryuutakeshi

Smash Lord
Joined
Feb 20, 2008
Messages
1,553
Location
Fireguard
We will have no rivals until we all have the game. Allies are set but we will NOT have rivals for a while.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Rapunzel
Rapunzel is the female protagonist of Tangled. Rapunzel is not a typical Disney Princess; she carries her signature blonde hair, which is 70 feet long, which has a magical ability that can both heal and reverse aging when she sings a special song. Kidnapped by Mother Gothel when Rapunzel was still an infant, Rapunzel had been raised and locked away in a tower up until her 18th birthday. However, she does view Mother Gothel as her maternal mother despite being kidnapped. Being immersely fascinated by the floating lanterns that took place on her birthday every year, Rapunzel begins to develop a sense of curiosity and seeks to fulfill the dream of seeing those "lights in the sky" one day. However, she does not overcome Mother Gothel's strict guardianship and thus has been staying in the tower, longing for the day when her life "begins".

Rapunzel is a spirited, smart, kind and playful girl in her teens, though a bit naive. However, she is not afraid to stand up for herself or others when the situation calls for the bravery. While she longs to see the world beyond her window, she is very obedient to Mother Gothel. Despite having ambivalent feelings after leaving her tower in excitement to finally see the world, she confronts and rebels against Mother Gothel's wish of her returning to the tower after a short journey with Flynn Rider. She is quite daring; leaping from tall cliffs and swinging great lengths with her hair. She is completely immune to Flynn's so-called charms and has little tolerance for his antics, which usually results in her utilizing the pan against Flynn.

She is very determined to accomplish her dream of seeing the floating lights, such as strong-arming Flynn to go along with her plan and passing any other obstacle along the way. Although initially feared that the dream of seeing those lights may not meet her expectation and that there would be no other means to pursue in life after that dream has been fulfilled, Rapunzel is able to overcome those fears by having Flynn's support and belief that a new dream will emerge in place of the fulfilled dream.

Mechanic: Enchanted Hair

Rapunzel is well known for having very long hair in the movie, but the length of it is inconsistent certain parts. To compensate for this, Rapunzel's hair is about 50 feet long in MYM (Rapunzel herself is 5 feet, in comparison). Many of her attacks utilize this long hair in some way, usually involving a heavenly range and various amounts of damage. Broken right? In fact, let's make it more broken by saying that hair will usually linger around in the same place until she uses certain moves or moves a certain distance. Heck, how about whenever she passes through platforms, her hair will draw itself towards the closest edge and the remaining hair will flow downwards before retaining towards their original position. Let's also make the hair act like a pass through platform when it goes from one platform to another in any direction, just because. Did I mention that her hair will also act as a slight speed impediment for those that are on it, sans the initial Rapunzel herself. Multiplayer would be a pain.

Of course there is some cons to this hair mechanic. This hair has a stamina feature of 250 HP plus 250 more for every opponent she's fighting. Every time her hair takes a tenth of the full HP, the five feet of hair farthest from her will fall out. Therefore, once the hair has reached it's maximum limit, she'll just have very short hair that magically turns into another color like this. With that said, whenever Rapunzel is KO'ed, she will respawn with all of her hair back. Furthermore, anyone on the 10% of hair on the ground closest to her (notwithstanding the hair from her head to her feet, which is basically an SB block in length) will make Rapunzel trip whenever she dashes in the opposite direction due to the sudden weight inflicted on her hair, but the other eighty percent of hair will make characters drag behind her (she loses speed, but won't trip from this). Any prone characters on Rapunzel's hair would be subject to a longer downed state (about 50% longer than usual) as well as giving Rapunzel faster speed compared to the characters standing on the hair. Her head can only take so much, as can most people at this point, so other superfluous information will be mentioned in their respective moves.

One more thing about the hair. Once you lose a section of hair, it stays on the stage like an item, but you can't grab it. Rather, it acts exactly like a banana peel would down to the movement it takes when the opponent trips on it. Thankfully, the hair is still considered an item and will disappear at around the same time as a normal item would.


Stats

Size: 7
Weight: 4
Jumps: 5
Traction: 8
Aerial Movement: 4
Ground Movement: 4
Falling Speed: 3

Specials

Neutral Special – Shield Spin

This attack will make Rapunzel coil up her hair around herself by spinning around with the hair following. The hair itself will only trip opponents and pulls them a SB Block towards Rapunzel, but Rapunzel will give 3% with above average priority to compensate for the small knockback and range. Tapping the B button will make her recoil one section of her hair, and holding it will make her get more hair every one-sixth of a second, with the maximum time being a little bit more than 1.5 seconds for the whole 50 feet. Rapunzel will retain this shield position until she uses certain moves.

There are a few advantages using this move, mostly pertaining to damage. Any damage that Rapunzel takes while under this attack will be halved. Ducking with the shield will lower the damage input to one-fourth. The certain moves that you can use during this attack are usually enhanced from their original attacks. Your weight also increases about .4 for every section you tangled yourself into.

Of course, there is there is some disadvantages to the move itself. One is that the other half of the damage given to you will be given to the hair instead. This same goes with the three-fourths when you duck and get attacked. Most of the other moves that don't get a buff from this attack will instead either limit the range and knockback of this move or just not exist at all. Lastly, your movement in general will decrease at a rate of .3 for every section and fall speed increases .2 every section as well. There are other moves that have this certain mechanic indicated by the term “reeling in her hair”, but they only take in a certain amount of hair during the process.

Using this move without any of your hair will just make her spinning around with her arms wide open, as if she's a ballet dancer. Her arms will become the hitboxes in this stage and will deal a measly 5% per swing with weak knockback and little priority. The only positive is that the lag is non-existent, her spin time is one complete turn per second, and she can slightly move during this attack.

Side Special – Locks of Dread

For this move, Rapunzel will whip her hair sideways, allowing the parts of the hair that are on different level platforms to move onto the platform that Rapunzel is on. Of course, this seemingly useless move will only do this when there is nobody in Rapunzel's sights.

If there are opponents within the godly range of this move, then the closest opponent would be caught between a loop of the hair (if the opponent is standing between two sections of hair, the one closer to Rapunzel will take the effect), limiting the amount of moves they can use. The kind of moves they are limited to is dependent on the direction input made when the move connected with the opponent: an upwards input covers the head, downwards covers the legs as well as halving the movement, and no input will cover the arms. She can use this move up to three times, but it has to be on one person and she can't stack it in one body section. Once you finish this low priority and low lag move, you can combo this move with any move as long as it doesn't directly involve your hair.

Sounds overpowered? Well, Rapunzel will be unable to do a second jump of this move and letting go of your opponent (pressing the grab button) will take about a half-second to complete. And yes, there is a reason why you need to use let go of your opponent. Whenever you tangled your opponent in your hair with this move, the opponent can escape, taking about 1.5x as long as a normal grab. Rapunzel can reset the timer by using the move again,but once the time is elapsed the opponent will rip off the hair around them. Rapunzel will lose 10 feet of hair for every time you use this move on the opponent, so this move can make you lose the majority of your hair in one go if you are bad on timing.

No hair? No problem. Rapunzel will instead swing her trusty frying pan straight ahead of her, the trajectory the same as most energy based specials. If this hits an opponent, they will get immediate downwards knockback and 8% damage. The pan will stop once it hits an opponent and will fall down until it hits the ground. Until then, Rapunzel will need to grab the pan to use this move again. If the pan goes out of the course, Rapunzel will need to wait 5 seconds until the pan respawns as a item to get it back. Using this move without the pan will just make Rapunzel look around, effectively wasting half a second.

Up Special – Hair Tether

Did you predict Rapunzel's little birdie friends to help her fly up? That's Snow White, you idiot. Anyways, Rapunzel's swings where her like a whip at a 45 degree angle, with the range dependent on the length of hair Rapunzel has left on her head. The initial move will deal 5% to any opponent including ledge-grabbers and medium upwards knockback. It will also grab onto the ledge as soon as the ledge-grabbers are hit. The move has about half a second of start-up lag and ending lag if you don't tether during the move, and the priorty is above average on the hair and below on Rapunzel herself. There are three possible tether recoveries that can happen with this move, all depending on which part of the hair hits the ledge in relation to the amount of hair left and the amount itself.

The first type of recovery occurs when the hair used is 10 feet away from the body. Rapunzel will simply grab on to the ledge about one-fifth of a second after the move. Think of this as an extra push for getting so close to the ledge. However, you cannot damage others while using the type of recovery, so be wary.

The next type is when somewhere along the 50% of hair closest to Rapunzel's head touches the edge and the first type's requirements aren't met. The hair will wrap itself along the edge once before going back to Rapunzel. This type will get you up the edge in one-fourth of a second and will deal the damage mentioned before hand.

The last type is when somewhere along the 50% of hair farthest to Rapunzel's head touches the edge and the first type's requirements aren't met. The hair will wrap itself along the edge once, but will be unable to reach Rapunzel. This type will get you up the edge in one-half of a second and will also deal the damage mentioned before hand. If you let go of this move anytime during your swinging animation, that momentum is retained, making it possible to recover from the other side of a open bottomed stage like Battlefield.

Down Special – It Doesn't Just Glow

In the movie, the long hair is explained by a magic flower that her dying mother drank while she was pregnant. Before it was consumed, the flower's magical properties was basically to theoretically give eternal youth, though is was rumored to also heal people. Once the Mother consumed the drink with the flower, the child she bore was give long hair with the same properties. However, to activate those properties requires a song, as per Disney standards. The full song is about a minute long, but she can sing an quick abridged version in about three seconds. So I basically gave you a whole paragraph here just to give you the amount of time that this move takes from beginning to end.

This move will heal 5% for every section of hair to anybody that's touching Rapunzel's hair. Because the length of the hair is about 10 SB Blocks long, it would be usually suggested that you stack your hair onto itself or use your neutral special move before doing this move to lessen the chances of your opponents getting on your hair. Yes, there is the possibility of healing up to 50% with this move, but the low priority and longer than average ending lag in this move would make this difficult to accomplish. You can end this move at any time during the three seconds you're open by pressing the special button, but you will only get 2% for each segment of hair you are on and the lag will take half a second to completely finish the cancellation.

An interesting note: should you lose all of your hair, you can still use this move. If this happens, Rapunzel will crouch in a defeated mode, singing this song about a third the speed as usual because of her crying due to the loss of her hair. If she is able to finish her song during this time period, then she will shed a magical tear. This droplet will usually land on the ground and would have no effect otherwise. However, if she uses this move whilst holding onto a part of her hair, she would wipe her tear with that section. The hair will then slowing move to the back of her head and grow 10 times longer. That's right, she just got all of her hair back. The opponent can't hit her out of the attack; rather, they have to actually knock her out of the stage. Doing so will be difficult, as Rapunzel will automatically run away whenever there is somebody a stage builder block away from her, but cornering her is easy enough due to her not being able to jump. Rapunzel can only use this move once during the entire match, so try doing this as late as possible to scare the opponent.

Standards and Tilts

Jab -- 12" of Awesome

This move utilizes the improbable weapon that Peach has popularized, the frying pan. First is a sudden swing to the right, dealing the usual 2% and no knockback you would expect from the first part of a jab. Afterwards is a downwards bash with 3% and small downwards knockback. Next is another rightwards smack that the deals the same about of damage and knockback as the first part. Lastly, a upwards thrust will deal 4% and small knockback will be inflicted. The priority of this move is minimal, but an interesting note is that each part of the jab will automatically make the opponent go into hitstun mode. Unfortunately, the lag between each part is above average, so they will be down and not get attacked between the transitions. If this attacks anyone in the air, this will only bring the opponent down with slightly with the exception of the last move. If she use this move when she doesn't have her pan, then your weapon will become a satchel, with deals 1% less damage in all parts of the jab with little lag but will not leave your opponents knocked out (this will be mostly the same with most of her other pan-focused attacks, with different effects like more range or damage included in those moves).

Something of note with this move and all the other moves that involve the pan in some way. If you use those kind of attacks when she is in front of a line of her hair, the pan will become tangled in that section of hair. You can easily get it back with another press of the attack button, but there are some benefits to keeping the pan at bay. If you happen to hit someone with that section of hair, they will go into a prone state from the attack as well as get the damage. If they are in midair during that time, the prone state will just make them helpless for one second until they hit some sort of ground to start the knocked down state. Anyone running towards the pan will trip on the pan. The satchel will not get mixed into the hair, so Rapunzel will still be able to use those attacks with the limitations she has.

Dash Attack -- Never Going Back

Rapunzel will simply do two small cartwheels before rolling down on her side for about a battlefield platform's distance. During the cartwheel procedure, Rapunzel's hands and feet are the hitboxes, dealing 1% each and small backwards knockback and lag, totaling 8% if the opponent is hit from the beginning of this attack. Hitting anyone that is prone during this section of the move will make Rapunzel roll on top of them to keep them at that state for a second longer. Once she is done with her cartwheels, she will readjust her hair by swinging the first two sections of hair in front of her. Anyone on that section of hair at that point of time as well as anyone in front of her will be dealt an extra 5% with low- knockback. Anyone else on the hair will instead trip and be dealt a measly 1% damage. Rapunzel will not flip her hair back into its original position at the end of the move unless she press the attack button directly after the first flip, which will deal another 5% damage on anyone within the range of one section. Otherwise, Rapunzel will either have to turn around or move forward at a slower pace initially because of her splitting the hair apart to see where she's going. If Rapunzel uses any attack that involves her pan just after the move ended, the pan will get tangled into the 2nd section of hair, forcing her to use the uncapturable satchel until you get it back.

Forward Tilt -- Conking Knockers

This move once again utilizes the pan and its amazing ability to knock people out. In this case, using this move against someone from behind will make the opponent take twice as long to get up as per usual. However, the damage is at a low 6%, the knockback is non-existent, and the lag, range, and priority is very low. Moreso, using this when the opponent is facing you will make the character only dazed for a fourth of a second. Using this move while the opponent is in the air will not have any extraneous effects to it, but will give slight knockback in return.

Up Tilt – Realization

Rapunzel looks up into the sky and cover her eyes with her pan. If she is not attacked during the one second that she is pondering, then her eyes will widen as if she had just realized something life changing. She will then target the nearest opponent and run to them for one second, hitting them with her pan for 9% and an automatic knocked-down state for a second if she is able to reach them. If she doesn't have that weapon at that time, she will inflict 8% and medium upwards knockback with her satchel.

One more thing about this move. If Rapunzel is able to complete the first second of the move, then all of her pan based attacks will deal 4% more damage and will make the opponent go into a prone state for a longer amount of time. Any satchel-based moves will also increase damage by 4%, but the range will be extended around Kirby's height instead of the knocked-down state. She can only use this attack once per life and the effect will last for 15 seconds, so make sure they count. Using the attack a second time in the same life will just make Rapunzel swing her weapon upwards, dealing the same amount of damage minus 4% and secondary effect lowered my either a half second for the prone or just low for the knockback.

Down Tilt – Observation

Whenever you use this move on a normal opponent, Rapunzel will only shoe away your opponents with the handle of the pan. This will only deal 1% with very low knockback, average lag, and low priority. So what doesn't constitute as a normal opponent? Well one that is already down for the count!

If you use this move on a knocked out opponent, it works exactly the same way with one exception. If the knocked out opponent getting up without rolling in any direction within the first quarter-second of this move, then the opponent will be hit with the base of the pan, dealing 10% damage, slight forwards knockback that will daze the opponent for half a second, low lag, and minor priority. Using a get-up attack will still hurt Rapunzel, but she will still conk the opponent with the move. Without the pan, you use the satchel again to swing your opponents. This will deal 5% with slight lag every time, but it doesn't have extraneous effects.

Smashes

Side Smash – Let Down Your Hair

Rapunzel's starting animation with this move will make her coil four sections of her hair, making anyone on the hair have a dizzying effect for half a second and move a SB Block in the direction the hair went. If this move is used directly after the neutral special, then Rapunzel will take the hair around her and slip through the bottom and, if there is less than four sections around her, she will pull in more hair until it reaches that limit. Once the animation is complete, then Rapunzel will throw the amount of hair she has ahead of her so that it looks like a straight line, dealing 12-16% if anything but the tip section of the hair connects (which only works if you recoiled the hair beforehand all the way). Connecting with that segment of the hair will instead grab the opponent and deal three-fourths of the damage it would usually give. Rapunzel will reel in her hair if anyone was caught and deal an extra 10% with her frying pan. The knockback to both parts of the attack is about medium-high, while the lag only goes above average while reeling anybody in (otherwise, there is slightly below average lag on both ends). Using this move with no hair will make her swing her frying pan instead of her hair. The damage is 15%, the knockback is slightly high and downwards, and the lag is instantaneous, making this a good combo finisher.

Up Smash – Wandering and Wandering

Being one of the few moves that interacts with the neutral special, the starting animation is different when she have all her hair wrapped around herself. Without the hair, Rapunzel will simply grab four sections of her hair nearby her, with the exact same effects in the neutral special occurring during the animation, Once the move is charged, Rapunzel will throw parts of her hair at three different intervals. The first throw is one section of hair in front of Rapunzel that goes up about one Stage Builder Block high, appearing about a fifth of a second after the starting animation. The next throw is exactly the same as the first, only it's behind Rapunzel this time and it appears one-fourth of a second after the the first attack. The last is the remaining two sections of hair thrown so that the looks reminiscent of a semi-circle when at its peak. The length of the move is about 2 SB blocks wide and the height 1 SB block, while the timing appears about a third of a second after the second part. The first two attacks do 3-5% each when it's going up while the last attack is 6-10% and low-medium knockback at its peak.

Of course, this is without using the neutral special immediately beforehand. If she uses the special to carry all of her hair before using the up smash, then the beginning animation will be Rapunzel lifting all of her hair around her over her head and momentarily carry it for about one full second. Afterwards, Rapunzel will throw two sections of hair in front instead of the usual, then another two sections from behind, and lastly the remaining six sections, all thrown similarly to their original forms with increased stats all around and proportioned accordingly. This, if you can't tell, is Rapunzel's best move in the game, with a possible whopping 50% damage excluding other buffs. Therefore, there are limits in this move, mostly pertaining to the Rapunzel's priority being very low and the hair not fairing much better. The last attack will be the first to gain the new amounts of hair, followed by the first section and the middle.

If Rapunzel doesn't have the proper amount of hair, but still has some that can be used (i.e. one to three sections of hair) then the last part of the attack will be the first to lose its amount, followed by the first portion and lastly the middle part. Rapunzel's hands will be the hitboxes once you run out of hair in the portions that don't have hair. Her hands deal 6% each with slight upwards knockback, but the range of the hair from the other portions will make it hard to combo with unless you have no hair to begin with.

Down Smash – Brush and Brush

The starting animation has Rapunzel pulling a hairbrush out of her hidden satchel and giving a good twirl, not once ducking down in the process. Once the animation is complete (or you let go of the attack button), Rapunzel grabs the first section behind her and starts brushing. However, Rapunzel will brush her hair in one continuous go, so she will run towards the rest of the hair brushing along the way. Anyone who is in Rapunzel's path during this time will be deal 14-19% and medium-high forwards knockback. The move has average priority when opponents attack Rapunzel directly, but low priority when she's attacked from behind. If Rapunzel is holding onto the attack button while this move is active, then she will drag the opponents until she reaches the tip of her hair and attack then, dealing only 8% and small knockback but an added confusion effect for half a second. However, trying to end the attack at anytime via either tapping the attack button (if you aren't holding it) or letting go will only give opponents nearby the same confusion effect as before and no damage.

Despite the possible godly range of this attack, there is some benefits for the opponent to get attacked. First off, She can't used this move again until 10 seconds are up due to the tangled hair on the brush. However, getting attacked by this move will break the brush a bit, making the time to regain this move doubled. Moreso, for every section of hair that is brushed, any attacks used with those sections will be 1% higher (and with the case of the Down Special, heal 1% more) and the HP needed to destroy the hair will be increase to 35% per segment for 10 seconds.

Using this move with no hair to utilize will make Rapunzel use her brush like a duster, sweeping the floor in front of her until she hits an opponent with the same damage as before or she reaches the end of the platform she's on (on stages that are usually walk-off stages, Rapunzel will stop once she's out of the camera). The floor that was brushed off will then act similar to ice for 5 seconds, making everyone more susceptible to tripping.

Aerials

Neutral Aerial – Blind Ballet

Rapunzel closes her eyes and spins around counterclockwise once in the air with her arms far apart. As per usual, the arms are the hitboxes in the attack, giving 5% per arm swing with slight knockback. If Rapunzel is turning towards the opponent by the time she's about to hit said opponent, she will instead grab the opponent. This portion will act like a normal grab, but Rapunzel will be unable to use her usual throws during this attack until she lands on the ground, instead just pushing the opponent in the direction smashed with only a bit of knockback. Otherwise, Rapunzel will reel in a section of her hair during the attack if she has any available, making opponents that are on the hair influence the direction Rapunzel goes in instead of being dragged in.

Forward Aerial – Frightened Hold

Rapunzel will suspect that there is something behind her even if there isn't and flail her arms frantically in front of her for one second. If anyone is within range, she will then grab on to the and climb towards their back. This is obviously isn't like the neutral aerial's grab, as the purpose of the move is not to make your opponent helpless. Instead, the opponent will now have their weight and fall speed increase by two units while both air and ground speed decrease by the same amount. While holding onto the opponent, they will dealt with a constant 2% damage every second. Rapunzel will only let go of her opponent if she manually presses the attack button (in which she will give a 3% slap and move in the opposite direction of where the opponent was facing), she is dealt 20%, or after 5 seconds in which she will let go from sore arms.

Up Aerial – Pan Twirl

One of the more simplistic attacks, Rapunzel will twirl her pan with her right hand right next to her head. Anybody hit by the quick, low priority move will be dealt 7% and low-medium knockback to the side. Of course, there is a small detail that makes it a little bit more unusual: holding onto the attack button will let Rapunzel continue whirling around. Unless you hit an opponent with this move and therefore canceling the attack at one-fourth of a second, letting go of the attack button will make the pan hit Rapunzel instead, dazing her for half a second because she has a chance to regain her composure and fight again. Ending lag when you land is also fairly high, but at only a third of a second.

Rapunzel will also twist her hair on the handle of the pan if she has any, reeling the hair to her and making her move slightly towards opponents on her hair if there is any there at the time. She can hold up to 20 feet of hair on her person; any more hair will be fall down behind Rapunzel. The amount of hair reeled on her will act as an extension of the jab and forward tilt moves. If you use one of the two, the range of the move will increase to the amount of hair you weaved on your person. However, the lag of the move is substantial, as Rapunzel will have to reel in the hair again to get back her pan. She will also only use this extension once before reverting back into its original use. If Rapunzel doesn't have said pan, the she will swing her satchel instead for 6%, medium knockback, and slightly less lag. She will still reel in her hair if she does have any at that point as well.

Down Aerial – Pull Back

Rapunzel will reel in about a section of hair before doing this stall-then-fall attack. She will initially do around 7% damage and moderate knockback plus an extra 1% for every section of hair she has on her from the Neutral Special. The ending lag drastically increases if she hits the ground without hitting an opponent compared to the usual low lag. If there is someone on Rapunzel's hair at the beginning of the attack , then the hair will not be reeled in, but rather will push Rapunzel slightly into the direction where the opponent was at that time. This will help Rapunzel set up some early combos with her hair attacks.

Backwards Aerial – Best Day Ever

Usually, Rapunzel will just give a weak 5% kick from behind that will last a half second with limited range and small knockback. However, if Raunzel uses this move while using your tether, then she will swing a bit back before going forward. If she touches the ledge's wall (in stages like Yoshi's Island) while in tether position, then she will effectively push herself up by swinging until she goes above the edge of the stage. In both of these attacks, Rapunzel herself is the hitbox and will deal 8% with moderarate konckback. Anyone trapped in the circle of hair made during the latter attack will stay tangled a bit in the hair, needing to deal 10% or be dealt 10% to get out.

Grab-Game

Grab – Gotcha!

Rapunzel's grab is simply whipping her hair a bit, with the Pikmin sized wave of hair traveling through twists and turns before grabbing anyone on the strands, including those in the air if they are close enough. Once the hair latches on the person, Rapunzel will reel the character in until she is able to grab onto them. Without your hair, Rapunzel will just do a simple grab that's around the range of Peach's Grab with no added effects.

This grab is has very strange properties compared to most. If the hair doesn't attach itself to anyone, then the whole move will take will take 1.5 seconds to finish. If you grab someone on the tip of Rapunzel's hair, the time for the opponent meeting their captor is the same amount of time for the whipped hair to get there. Rapunzel can repeat this move every .3 seconds, basically making her use this up to five times in one go. However, if you do capture a opponent and another whip is coming that way, then that whip will let go of the opponent and will only give the opponent a dazed effect for one fourth of a second. Any opponent that is on the hair while another is being reeled in will get 10% and moderarate upwards knockback from the person and 5% and low knockback upwards if a whip grab connects.

There is one other benefit to using this grab. If Rapunzel gets her pan stuck in her hair via the dash attack, the pan will move 5 feet of hair for every wave Rapunzel makes. If the pan connects with an opponent during that time, then the damage dealt will be 5%, will make a non-captured opponent go into a prone state, and will not let go of a grabbed opponent.

Pummel – Pascal

There is one really notable side effect to the long range grab: Once the opponent is captured, the grab will automatically start. This wouldn't be too bad when the opponent's damage is at a high percentage or if they are close-by, but if they are as far as the tip of your hair and/or at a higher percentage is a different story altogether. Thankfully, whenever you are in your grabbing animation, Rapunzel can use the pummel to summon her trusty chameleon friend Pascal. When not used as a regular pummel, Pascal will ride onto the next wave you make with your hair and, depending on the situation, do one of four things:

If Rapunzel had already grabbed the character before using this move, then the opponent will be let go once the Pascal wave comes through and they will still have the confusion effect. However, the effect's time limit will effectively quadruple in time due to the pesky chameleon slapping the opponent with his tail. Each tail whip will deal a miniscule 1% at a rate of half a second, so the opponent basically gets an automatic 2% damage. Pascal will stick onto the opponent after the dazed effect is gone and continue slapping with his tail for nine more seconds before giving up and sticking his tongue into the ear of the opponent, dealing 2%. However, once the tongue goes into the ear, the opponent will effectively either double their speed for one second (if they are not downed) or use an automatic get-up attack, which will surprise Pascal and making him run back to his owner. For the opponent to get rid of Pascal, they will either have to hit Rapunzel with 20% or get 20% on themselves, making Rapunzel possibly a bigger target than her precious hair. KO'ing will automatically make Pascal respawn on Rapunzel's shoulder.

If Rapunzel has grabbed the opponent with the Pascal wave, then Pascal will start the same process of slapping you with his tail, but there will be no time limit until either the opponent has somehow gotten away (which will start the first process all over again) or Rapunzel truly grabs the opponent, making you have to manually make Pascal attack using your attack button. If you succeed in doing the latter, then Pascal's slaps will make escaping from the grab twice as long.

If there is a pan tangled into the hair, Pascal will climb up onto the pan and stay there. If the pan hits an opponent, Pascal will climb up to the foe and use the pummel mentioned beforehand. If Rapunzel grabs the pan with Pascal on it (a difficult but not impossible feat), then Rapunzel's next move that involves the pan will have Pascal climb up onto the opponent continue with his signature slaps with the added effect of making the prone state take twice as long. Once he finishes with his wake-up tongue, he will run back towards Rapunzel.

If none of these conditions are met, like an opponent gets in the way during the former requirement and there's no pan or there is no opponent grabbed by the time he reaches the tip or the edge of the stage, then Pascal will jump out of the way from the imminent danger and run back to Rapunzel at Mario's speed and jumping ability. Rapunzel will be unable to use her pummel until she reunites with her scaly friend. This limit will also occur when Pascal is used as part of the attack whenever the third condition is in play.

Forward Throw – Target Practice

One thing of note about this move is that they will be four little girls helping you. You are able to control where the girls go, albeit differently then usual. They will always start right behind Rapunzel and move in that direction to measure the hair. If they hit a ledge or start going off screen, they will turn back around, still keeping check of the hair. They will continuing doing this until they reach the tip of the hair: afterwards, they will go back and forth along the path of the hair. For a bit of stats on the girls, they will run at around Marth's speed and traction when they first measure the hair, but they move at Sonic's speed and traction once they finish their initial examination.

Anyway, Rapunzel will throw her opponent like a dart in this move, dealing 5% and enough knockback to enter reeling. At the same time, the girls will raise some cardboard square around the height of Bowser once the move is activated depending on where they are at the time. Anyone that hits the cardboard will have go in the opposite direction at the same speed they connect with the board. If anyone is reeled towards the board, they will not be going in the opposite direction and instead go halfway through the board, looking like those cutouts you see in amusement parks but without the tacky bodies and settings. Getting stuck in one of these will make you unable to use attacks using your arms. You can escape with either dealing 30% to the cardboard with your other attacks or 60% with the spamming of arm attacks.

Up Throw – Dream Cheer

In this move, Rapunzel will face the camera and raise her hands like a gospel singer for one second. The foe can escape at this time, but they will always lands on Rapunzel's hair if they do (unless she doesn't have any hair to use). This is not good for the opponent; once that second is over, Rapunzel will lower her arms then raise them up again, flipping her hair back in the process. Anyone on the hair and within Rapunzel's range when she use a pan move will be dealt high upwards knockback and 4%. Staying in Rapunzel's grab will grant the opponent 6% and lower upwards knockback. The opponent can also hit Rapunzel once they are let go to cancel her move, but escaping will be hard enough as it is.

Down Throw – I Will Use This

Rapunzel simply thrust the trusty frying pan at your opponent with 5% and and an automatic prone state. If you don't have said pan, then her just as trusty satchel will give 4% with no effects, but low lag to combo into her jab attack. If you have both Pascal and the pan on your person, then Pascal will climb onto the frying pan and towards the knocked down opponent. He will then use his signature pummel, with the added effect of keeping the opponent in a prone state until his 6th swing, after which he will use his tongue attack to wake up the opponent and go back towards Rapunzel.

Backwards Throw – Braid-y Bunch

Remember the four little girls I mentioned examining Rapunzel's hair in the forward throw? Wondered why they were straighten Rapunzel's hair? Well wait no longer. Once Rapunzel starts her backwards throw, the girls will start one of the most difficult procedures to ever face mankind: braiding.

The position of where the girls are determines where they are going to braid the hair. They will always braid 2 sections of hair into one; landing in the middle of one section of hair will use that unit and the next one that's further away from Rapunzel while landing between two sections will use both of them. The only exception to this rule is when the extreme ends of the hair are where they land, which will always include that unit and the one next to it. One note about the hair: because the first dextion of hair closest to Rapunzel is basically Rapunzel's height, the girls basically have nine sections to work with.

What's the use of braiding your hair? Well for one thing, that one section of hair will have around 1.25x as much power as and 2x the durability of a normal section of hair. This might not sound like much, but the girls will braid your hair whenever you use this move up to five times. If this doesn't sound possible at all because of the nine sections equaling only at most 4 braids, well that's because you can braid your braids over and over and over again. What's even better is that the damage and durability will be powered by how many braids in a section you have. Converting this into a equation will give you 1.25^x for power and 2^x for durability, where x is the number of braids in that section of hair. That's means if you have one section of hair braided five times, you have an attack that will potentially have about 3 times the power of its original damage.

If that wasn't enough, remember that this is a throw of all things. When Rapunzel throws her prisoner behind, she deals 4% and medium knockback, which is enough to put the opponent in a prone state. If any opponent that is in said state during the 2 seconds it takes to braid the hair and on that section, then the opponent will get tangled into the hair. The hair will act as a another grab to the opponent, so they will have to struggle their way out of it. However, the opponent can still attack the hair with their own moves. For every braid the opponent has been captured in, the escape time will also increase with one second. Rapunzel also can't use any of her moves that involve her hair except for her Down Special until the opponent is literally out of her hair.

To cancel out the braiding as a whole, Rapunzel will need to use her down smash move “Brush and Brush” to take out the hair as a whole. There are some side effects related to the untangling, mostly with the lag doubling when passing through a once braided section, tripled with a section braided twice, and so on. Also, let's say that Rapunzel was braided on it's tip five times and afterward has been dealt enough damage to take out 4 sections. If you use the down smash in that condition, then the 20 feet of hair at the tip will fall off from the attack and sticks to the brush instead. This will prolong the time to use the brush another 5 seconds per section stuck on her brush combined with the usual ten second limit. One more note: if you have less than 10 feet on you, you will only be able to do just the 5% and medium knockback.


Final Smash – Healing Incantation

Remember the down special? Where Rapunzel will sing a quick 2 second song. Well she'll sing the full 20 second version of the song when she uses the final smash. Of course, having the hair heal the opponent would be a bit counterproductive, so the hair will instead deal 3% and minor knockback to anyone touching the hair every second. This damage will not affect Rapunzel at all, which is good considering that she can still move around to use all of her attacks after the first second activation. The only major change in her moveset is the down special, which will make her song go twice as slow and heal 2% per second but also make her unable to move around and attack.

There are two other special attributes to this move. The first is all of hair that was lost before the move was activated will grow back to the maximum limit of 50 feet, usually at a rate of one section every 2 seconds with the exception of the down special doubling that amount of time. The other occurs at the end of the move, where Rapunzel will give out a single tear similar to what happens when she uses the down special with no usable hair. However, instead of it just falling towards the ground, the drop will land on Rapunzel's hand unless someone gets into the Rest-like range. Once the tear has landed on somebody, they will be given another life in stock matches or have one of their KO's negated in other matches.



Playstyle – She Doesn't Need Any Protection

Rapunzel really is the ideal prone abuser. Most of her attacks can have the potential to keep the opponent knocked down, with some more obvious than others. In fact, Rapunzel's down tilt is probably one her better combo finishers if the player gets careless with recovery. Still, she shouldn't be too reliant on those type of attacks, as hair-based attacks work just as well.

Rapunzel will always start off with her hair piled up right behind her, so the obvious choice would be trying spreading the hair as much as possible. However, doing so too soon could make the opponent easily attack your main weapon. With that said, Rapunzel can take this risk to lure opponents or try knocking the opponent down first with her pan attacks. The best move to utilize both would the dash attack then a pan attack, but this move can become predictable in the long run. Once the choice has been made, Rapunzel's best option will be to make your opponent get on her hair. This is easily doable with moves like the side and up smash. Once the opponents are on said hair, Rapunzel can spam with her pan as much as possible with little risk. Once the opponent is at a good enough position to KO her opponent with the up smash.

Although Rapunzel does appear to have a linear fighting strategy, it doesn't mean the other moves are useless. For example, her aerials that utilize the hair will often have someone on said hair, which pressures the opponent with spacing. Those that don't like the back air can help with edgegaurding along with the up special. All of her satchel attacks will usually lead to good combos, and can still trip the opponent down if you use the neutral special with pan in hair afterwards. The side special and grab limit the opponent in different ways, but they still offer options in to rack up damage in the non-hair based attacks and throws. Most importantly, she has three move enhancers she can utilize without fear. Timing the down special to heal yourself while your opponent is busy being knocked down or recovering is key to keeping her Her down smash and up tilt are mostly useful as temporary enhancements to your hair and non-hair focused moves, while the hard to pull off back throw is the true killer in Rapunzel's moves despite diminishing its range. Even the leftover hair has its function of keeping the the opponent tripped down.

Although it's unlikely that Rapunzel will lose all her usable hair, she can still function good enough without it. However, she can't really KO her opponents without it. Because of this, her main goal is to combo the opponent as much as possible so that when she is KO'ed, she can easily take KO her opponent not long after. With that said, it's usually not best to run towards some stranded hair and cry on it, as it only has a one time use. Rather, it's better to use it when you know you have time to use the neutral special immediately afterwards or when you opponent is in your last life for a quick knock out.

This is basically Rapunzel in a nutshell. A young girl who wants to prove she can protect herself from danger, playing as her requires maturity in her moves and herself. Utilize the temptation of her hair into a weapon, make use of knocked down opponents, and always keep your hair in check.

Alternate Costumes



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Yeah, yeah. Kits made a moveset... wait, what? KITS? Yeah, I'm back in the movemaking business. Who knows how many nights this whole set took. Well, I will say that this isn't wouldn't be the moveset it is right now without the help of the leader of MYM 11, Smady. Every day from midnight to four (which is basically his early morning), he would help with my moveset, contributing as much as 9% of the moveset. And before you ask, most of the percent comes from suggesting effects that were eventually incorporated to the moveset. With that, I'd say that ForwardArrow also helped with balancing the moveset (Note: I'll post a video on this moveset and my opinions on it sometime soon as well as some matchups) so I'm giving him a 1% mention. Thanks to these 2 MYMer's I am going back with... I'm not sure yet, but I am coming back.
 
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