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You all know Sakurai's ego is big enough for this. . .

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DiamondFox

Banned via Warnings
Joined
Jun 4, 2010
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He gave the Kirby chars all the credit he could in the SSE, massively buffed Kirby, made Dedede a super heavyweight with a broken recovery and chain-grab, and made Meta Knight the indisputable best character in the game.

Not only that, he just posts a poll from a Japanese magazine on his twitter to brag about how much more popular he's made the Kid Icarus characters.

With that in mind, I present to you the shock character to end all shock characters. . .

Sakurai himself!

Statistics

Traction ~ 10
Size ~ 7
Fall Speed ~ 5
Jumps ~ 5
Movement ~ 5
Weight ~ 5

Sakurai is a standard fighter for the most part, if not slightly underwhelming for his Marth-sized body due to his long hours in front of his creations and Kojima. He has completely average statistics across the board, aside from his traction; Sakurai himself never trips while dashing, but he's sure to make you trip for him all the same, don't you worry.

Kirby Mania Specials


Down Special - Balancing the Game
Extracting a miniature Kirby hammer from his pocket, Sakurai crouches and begins pounding away at the stage. He pounds three times over 1.25 second for each input, with minimal lag on either end. This doesn't seem to have much effect on opponents; if an opponent stands a character width in front of Sakurai, a tiny shockwave trips them, but that's about it. Sakurai is heavily vulnerable while hammering...for now. The real effect comes from when Sakurai pounds on the stage for long enough, without interruption.

Should Sakurai use Down Special three times over the course of thirty seconds, something odd happens. It seems all his hard work is contributing to the game's balance...literally! The stage rotates fifteen degrees down toward Sakurai's side of the stage. Yeah, he's still getting the hang of this. The stage remains rotated for ten seconds before reverting back to normal. Sakurai can follow up by using Down Special twice to rotate the stage an additional fifteen degrees, then use the move once to slant the stage a maximum of forty-five degrees. Each additional rotation lasts an additional five seconds, before decreasing back to the previous level.

Sakurai, of course, is perfectly capable of playing on his own balanced stage. He is able to defy gravity and move around up his slippery slope without even breaking a sweat! Unfortunately, the same can't be said for everyone else, who are forced to dash against the rotation to avoid sliding down, down, down toward the blast zone...Characters who fail to do so slide down the stage at Ganondorf's dash on a fifteen degree incline, speeding on up to Sheik's dash speed on a full forty-five degree slope. Their sliding speed is increased with their damage, to the point where, at 100%, the opponent slides down the stage at double their regular sliding speed.

The stage reverts back to normal automatically if Sakurai is KOed.

Neutral Special - Mirthful Masahiro
Sakurai scrunches up his face and puts his hand to his mouth, charging the move to come. Upon release, he lets forth a storm of laughter, it being shown as a laughing Kirby head shot from his mouth. The head hones in on characters at Dedede's dash speed, and if it hits them, they too begin laughing, this time, so vigorously they fall to the ground and begin rolling around. Hey, laughter is contagious, right? The Kirby head keeps characters laughing for one to three seconds, depending on if the input is tapped or held for its duration of 1.25 second.

Opponents are, however, able use any attack dealing 5% or more to launch the laughter right back at its origin, with it honing back in on Sakurai, perfectly capable of affecting him. Attacks dealing over 15% destroy the laughter outright, with it bursting in a Wario-sized rainbow explosion that trips opponents. While Sakurai enjoys this generic game of projectile tennis, he can also find enjoyment by making an opponent laugh after slanting the stage, eliminating their ability to fight the sloping stage. If they're close enough to the bottom of the stage, the laughter can even slide the helpless character right to their doom. Laughter really -is- the best medicine. On a slanted stage, most opponents will choose to attack the laughter with an aerial...but no worries, Sakurai's not about to let aerial focus ruin his fun!

Side Special - Creative Creation
Sakurai reaches behind his back and pulls out the green Kirby Alloy, turning to the screen and giving you the thumbs up for half a second. He's proud of this super cool new invention, so buzz off and let him show off. Anyways, Sakurai now holds the Alloy like an item; he can throw it in one of the four cardinal directions. Should he throw it down, the Alloy is in a prime position for Sakurai to sacrifice it by footstooling it to recover. If he throws the Alloy to either side or up, however, it behaves as it does during regular Multi-Man brawls, attacking with Kirby's moves sans his Specials, with Level 7 AI.

Most obviously, Sakurai can toss his Alloy upward, where its multiple (extra high, like the other Alloys) jumps and great aerials can keep opponents on the (sloping) ground. He can also send forward an Alloy to guard the various traps he can place onstage for all the casuals to see. Sakurai can have up to three Alloys onstage at a time, each lasting for fifteen seconds before vanishing. However, they're still just as easy to kill as they are in Brawl's -phenomenal- Single Player mode, so unless an opponent is preoccupied with the stage or a trap, don't expect Alloys to last for more than a few seconds.

Up Special - You Must Recover!
In a sudden epiphany, Sakurai realizes he can't allow himself to fall to his doom after being knocked offstage by an opponent. So, with a quick snap, Sakurai causes a Warp Star to materialize under him, granting him five seconds of controllable flight at Mario's dash speed. Of course, he can always direct the Warp Star down into the stage, creating two Soccer Ball-sized stars on either side of him. These extend a Battlefield platform to both sides for each H-tier villain he plummeted before landing, stunning opponents half a second each H-tier villain as well. Anyone unfortunately enough to be smashed directly by the falling star suffers 16% and vertical knockback KOing around 105%.

Opponents still slide down a sloped stage while stunned, giving the move some use aside from recovery. If they manage to attack Sakurai, however, he'll fall helplessly from his Warp Star, allowing the attacker to ride it for its duration. Sakurai can simply float a bit beyond the edge of the sloped stage, stunning opponents to ensure they fall to their doom, but if he gets careless, he's only hurting himself. But hey, when has Sakurai ever been careless before?

Real Men Use Items Standards


Standard Attack - Gooey Bomb
Sakurai places a regular Gooey Bomb at his feet, with the lag of Diddy pulling out a banana. The bomb sticks to characters other than Sakurai on contact, dealing 12% and knockback KOing around 120% after five seconds of flashing (it vanishes if no character picks it up, however). If it is attacked for whatever reason, the character (not including Sakurai) suffers the move's damage as well. Of note, if Sakurai tilts the stage, the Gooey bombs stick to the stage, rather than sliding down the incline. Although the stage cannot tilt Gooey Bombs onto opponents like other traps, they can still prove quite irritating, as opponents may have to dash into one's path to climb the stage.

Dashing Attack - Rolling Crate
A standard wooden crate on wheels appears under Sakurai over .4 second, who rides it forward, screaming happy Japanese phrases all the while...expect that the crate doesn't actually go anywhere. Sakurai rolls forward a Battlefield platform over 1.25 second, dealing 5% and tripping opponents he slams. If he happens to slide down a sloped stage, however, the crate really picks up the pace, and begins knocking characters for a loop, dealing an additional 5% for every fifteen degrees the stage is slanted. The crate begins KOing opponents at 120% on a stage rotated fifteen degrees, with this total decreasing by 5% with each additional fifteen degrees.

If Sakurai rolls over a laughing character, the crate drags them underneath him, with the victim suffering 1% per half second as they scrape along the stage. This is best used on a slightly slanted stage, as Sakurai will be able to drag the opponent longer to build damage. He'll also be able to tap A to bail out early, which takes .5 second; he may not have this time careening down a stage sloped at a full forty-five degrees, which may result in a suicide KO. Rolling over onstage traps knocks Sakurai off his crate (with it randomly exploding for a harmless visual half of the time), although the traps will impact any opponent being dragged along, held in front of the crate to take the hit for Sakurai.

Side Strong Attack - Pokey Ball
Sakurai hurls a Pokeball to the ground directly in front of him, laughing as a Wobbuffet spawns with its trademark call over .4 second. Three Wobbuffets can be onstage at a time, each lasting for nine seconds before vanishing. A Wobbuffet acts identically to its Brawl counterpart, countering enemy attacks that hit it. This allows Sakurai to use his laughter to send the Kirby head into a Wobbuffet, then create another Wobbuffet as the laughter returns, creating a laughter zone to drive opponents insane...or at least block off part of the stage. If Sakurai tilts the stage with a Wobbuffet in play, however, the Pokemon falls down the slope along with opponents, bouncing up and down slightly to catch jumping opponents. Because Sakurai adheres to the stage during this time, he can attack the Wobbuffet as it falls to its death, creating a potentially powerful hitbox to hit opponents climbing the stage.

Downward Strong Attack - Smoke Ball
Sakurai faces away from the camera, lagging for a split second before creating a cloud of smoke half the size of a Smart Bomb blast. Due to the game not letting you turn the camera all the way around, you have no idea whether Sakurai is simply activating a Smoke Ball item, or...doing something else. The cloud acts just like the Smoke Ball cloud in Brawl, lasting for nine seconds before dissipating. The cloud of smoke slides and bounces a short distance off the ground when the stage is slanted, resulting in Sakurai being able to mask both his grounded and aerials attacks at the same time. Even without slanting the stage, Sakurai can place smoke in between himself and an opponent, before sending out laughter, possibly alongside a Wobbuffet, so opponents attack the creature mindlessly, saving Sakurai the trouble of building their damage.

Upward Strong Attack - Bumper
Could it be? It is! It's the Bumper item from the original Super Smash Bros.! Sakurai places it directly above his head with minimal lag, with it lasting for nine seconds before vanishing. The item isn't toned down at all from Brawl; opponents who hit it point blank are in some pretty deep trouble, taking 1% but great horizontal knockback. Aerial opponents are still affected, but with less knockback (it's still pretty dangerous, though). Unlike Wobbuffets or smoke, Bumpers don't slide down slopes due to being airborne. Slopes still greatly benefit Sakurai's chances of landing this major KO move, as opponents attempting to jump off the sliding stage may have his menace to deal with. Just to increase your enjoyment of the set, I'll leave it up to you guys to figure out the dynamic combination the Bumper and smoke provide...oops *laughs*.

Coming to America February 10th...**** You, PALS Regions Smashes


Side Smash Attack - Thanks for Waiting...I Hope You Understand
Sakurai extracts Dedede's massive hammer, instead of Kirby's regular one he uses for tilting the stage, slamming it to the ground in front of him as fast as the penguin king's F-Smash. This slam also creates a small star in front of the hammer as it lands, like in Dedede's boss fights. The hammer itself deals 13-21% and knockback KOing from 110-95%, while the star does 3-7% and trips opponents. Any character hit by Sakurai quickly finds out his hammer is not just any hammer...it's a BAN HAMMER. With this devastating weapon, he has the power to ban you from playing Brawl until he's finished adding Dixie Kong, Toon Zelda and two Pichus to the character roster.

In actual matches, however, opponents hit by his hammer or star suffer the effect of a timer for two to six seconds, depending on charge time. Their lack of effective ways to intervene in their slow state allows Sakurai more time to balance the stage. See, delays for balance purposes are -good- for Sakurai! While most often, characters won't come anywhere close to being hit by this (unless you read their rolling and react...so unique!), Sakurai can occasionally sneak up and land a hit on a laughing opponent, or pull the move off inside his smoke. On a sloped stage, Sakurai can wait in front of a sliding character charging the Smash, baiting them to jump into a bumper or falling Wobbuffet. If they refuse? Dashing up a slope at the speed of molasses definitely won't make matters any better for victims.

Downward Smash Attack - I Apologize for Any Early Japanese Leaks...
Once again, Sakurai faces away from the screen while the move charges...you don't see what actually happens, but upon release, a strange yellow-liquid is emitted onto the stage. Rather than simply tripping opponents, this liquid releases fumes a Marth above it, dealing continuous 1-3% to opponents as they are pushed upward at Ganondorf's walk speed (having the ability to DI along the fumes as they rise to escape). The liquid spreads on either side of Sakurai, ranging from one to two Battlefield platforms on either side of Sakurai. While this can come in handy to get opponents into the air on a regular stage, the liquid forms a raging current on a tilted one, rushing downhill at a decently fast pace to sweep along opponents it catches. The fume effect is still in play here, pushing opponents up into Sakurai's bouncing traps for extra damage. "Releasing yellow liquid" on balance...er, the balanced stage will surely infuriate serious players, but it works out just fine for Sakurai as a strategy regardless.

If used on the very edge of a stage, Sakurai's liquid flows over onto recovering opponents, pushing them downward with a bit of force.

Upward Smash Attack - We're Still Adding New Features to the Online Mode
Sakurai reaches into his pocket and begins searching for online materials to add into Smash, but it appears he's not satisfied with any of them. Sakurai begins rapidly tossing what he finds in an arc over his head into the background...some of the items you may see include voice chat headsets, packages of DLC, video chat peripherals and small ranking boards. Occasionally, Sakurai may even toss away a miniature character trophy in the mix, specifically those of Ridley, K. Rool, Little Mac, what have you. Upon finishing the move, Sakurai finds what he's looking for, extracting a list of friend codes, a Timer (to play Time Brawls with), or a trophy of R.O.B. He holds his treasured item with a grin, causing moderate ending lag.

This spray of junk lasts for half a second to a second and a half, depending on charge time; while Sakurai usually tosses his findings up a Ganondorf, then into the background, he can angle the move to either side as he throws, tossing the materials in an arc to the ground a Battlefield platform away, where they vanish. Characters caught in the debris take multiple hits of 3-4% and are dragged along with the trash, being brought down to the stage in most cases. The best use of the move is to drag opponents down onto a slanted stage, although the move can obviously drag opponents into other stage elements as well, or even offstage for a potential KO.

Broadening the Target Audience Aerials


Standard Aerial Attack - Increasing Accessibility
Sakurai stretches his arms out a short distance, beckoning all opponents to join him for a fun-packed day of family gaming. His warm welcome lasts for half a second, and has little lag on either end. Opponents within a Ganondorf of Sakurai are drawn to him at said heavyweight's dash speed; if they touch Sakurai, he hugs them closely, cuddling into them and laughing. Aside from taking 3% per second they are squeezed, opponents are held right in the path of any traps falling around them on a slanted stage. Sakurai can also simply express the joy he feels by allowing a new player a second to play with him, before they get bored and escape. By hugging a Kirby Alloy, Sakurai takes the hits for it, keeping it safe from harm and able to continue battling aerial opponents.

Forward Aerial Attack - Shake Shake Shake!
Sakurai extracts a Wii Mote and begins shaking it like a maraca for half a second, dealing multiple lights hits of 2-3% and laughing crazily in Japanese. Aside from simply annoying opponents with decent damage-racking abilities, the Wii Mote launches opponents in a completely random direction. Sakurai is likely to benefit from this no matter what, due to Kirby Alloys being able to follow opponents launched up, while his traps can take care of opponents thrown to the stage. You want the Wii Mote to be consistent? Just keep on shaking it, it will happen eventually. Infinite Monkey Theorem, remember?

Backward Aerial Attack - I Wanna Hold Your Hand
Sakurai grabs a short distance behind him, holding the hands of characters he comes in contact with. While holding hands, Sakurai deals no damage, but simply falls with his victim. At any time while falling, he can tap A, causing a glove to appear over his hand, similarly to that worn by Master Hand. He shoots a pair of orange bullets into the held character after .45 second, dealing 12% and launching them back with knockback that KOs around 190%. Instead of letting them do so themself, lead your opponent right around in the game, right into a sense of false security if you must, then blast them onto the stage at an opportune moment. Just make sure they don't mash free (with double grab difficulty) before you're ready.

Upward Aerial Attack - We're Having a Blast!
Sakurai yells, "Incoming!" in Japanese, as a Bob-Omb drops from the sky above his head, Sudden Death style. Opponents hit by the bomb take 10% and are spiked downward toward the stage with decent force...who said random explosions weren't fun for new gamers? They get to land in Sakurai's traps and enjoy themselves, whether they win or lose! Plus, those old fogeys from 1985 can have just as much fun being sent down to land on a sloped stage...maybe sliding down the slide-like structure will bring back playground memories. If Sakurai hits the bomb, he catches it and stows it harmlessly, although Kirby Alloys hit take its damage. Try not to kill your own babies! One Bob-Omb can be onstage at a time.

Downward Aerial Attack - Take Thi...Nevermind
Sakurai reaches down a short distance, hoping to catch opponents beneath him for half a second. Should he grab an opponent, he'll sit on top of them, pounding away with his fists and plummeting at Falcon's fall speed. Sakurai can mash A while falling to pummel his victim, dealing 3% per pummel; he can also control the duo's DI, side to side. However, he only pounds a character for .25 second before getting bored of this game and casually releasing his victim, likely never picking them up again...sound familiar? When he does use D-Air, Sakurai can bring a victim closer to his slanted stage, releasing them to the ground but staying in the air himself, ready to fling them around with F-Air or drop a bomb with U-Air.

Single-Player Focus Grab-Game


Grab - Character Banner
Sakurai points forward, causing a rectangular Luigi-sized black banner to travel forward at Ganondorf's dash speed. The banner can be angled in the four cardinal directions during the (brief) startup period, traveling half of Final Destination before vanishing. Sakurai can move around while his banner is out to try and coax characters into the barrier, although he still does have some ending lag. Only one banner may be onstage at a time.

Opponents struck by the banner are stunned in place for a second, as THEIR NAME flashes across the banner in bold white letters, just like in the Subspace Emissary. During this time, if Sakurai comes into contact with the victim, he grabs them...or, merely sits into a spinning computer chair, holding the character comfortably on his lap. If he so wishes, Sakurai can simply use this move as a generic stunner, with opponents not being knocked away until the stun wears off, although unlike others, this move freezes characters in place, even on a sloped stage (not that this is bad, if you want to build damage...).


Pummel - Classic Nintendo Enemy
Sakurai extracts a baby spoon full of Shadow Bugs and begins gently force-feeding it to his victim, dealing 1% per spoonful. Each individual pummel covers the character in a purple aura for half a second upon release, handing their control over to a Level 1 CPU. During this time, the character is essentially controlled like a zombie...or Primid, moving around aimlessly unless Sakurai is within a platform's distance, in which case they automatically run toward him to attack. However, in this case, Sakurai can merely lead his mind-controlled opponent around, anywhere he wants on stage. Lead them into traps, down a slope, or right back into another grab. The pummel isn't -that- fast, however, giving Sakurai minimal time to do much of anything until high damage levels.


Forward Throw Attack - Trophy Gun
Sakurai laughs in Japanese, pulling out a trophy gun and firing it at his victim over .35 second (during which they can escape). The opponent takes no damage, but is cemented to the ground in trophy form (having no base) for a second and a half (longer, if they have more damage). They still take damage from attacks, but no real knockback...until they are released, either automatically, by button-mashing, or by another character coming into contact with them. This allows Sakurai to dump a bunch of traps onto the character, as they are cemented to the tilted stage, forcing them to take a whole lot of knockback upon escaping. During this throw, Sakurai can tap A to release his opponent, before aiming the trophy gun in a separate direction. He can turn any of his traps or Alloys into trophies as well, gluing them to the ground as the others fall into the blast zone to give himself a slight headstart setting up on his next stock.


Backward Throw Attack - Repetition
Sakurai tosses his opponent backward to the ground, dealing a light 3%. However, when they get there, the opponent is forced to repeat the last attack they performed before being grabbed by Sakurai. Repetition can contribute a whole lot of awesomeness to a game, especially when used on the enemies, yes? While this is obviously a crappy throw to use after an opponent has starting jabbing, Sakurai can interrupt a character trying to Smash him around and force them to repeat their laggy move, grabbing them out of it. However, after the second grab, Sakurai is forced to use a different throw. If he tries to B-Throw an opponent he just used B-Throw on, they'll rage and punch him into prone state, dealing 15%...seems they're not too happy about the repetition Sakurai is trying to implement. Still a nice mini-combo move, nonetheless.


Downward Throw Attack - Deus Ex Machina
A flashing line randomly appears through the character, as a Bowser-sized explosion appears on either side of them. It looks as though Kirby appeared just in time to save the day with his Dragoon! Each explosion deals 14% and knockback KOing around 120%, but opponents are not automatically hit by the throw at all. Instead, they are simply stuck in place between the blasts, while Sakurai is free to run off and tilt the stage or set up traps. With practice, opponents can jump over the explosions (or wait until they vanish after a second and a half), but no matter what, Sakurai is given at least some time to get his stage set up to his liking. Sakurai can pass through explosions to attack characters, but said explosions vanish if he attacks them, and he cannot use D-Throw again for five seconds after one use.


Upward Throw Attack - Enemy Encounter
The purple flash from the SSE enemy encounters occurs, causing Sakurai to scream in Japanese and toss his victim upward, dealing 3% and weak set knockback. He's under attack! However, if any Kirby Alloys are within half of Battlefield of Sakurai as he screams, they'll rush over to help him fight off his perceived threat, becoming slightly more aggressive for three seconds (effect does not stack). Aside from hugging them to move them down in the air, this is a great method for positioning Alloys onstage, which indirectly keeps opponents busy for a short time.


I'm Putting All My Hard Work into This Game Final Smash


Final Smash - First Person Shooting
The screen begins spinning oddly for a few seconds, as Sakurai begins laughing madly. When it stops, the stage is revealed to have turned three-dimensional...well, for the most part. Sakurai's opponents are stuck in the 2-D plane, meaning they can only move back and forth in a straight line during this move's ten seconds, while Sakurai is free to move about all around them, attacking them from different angles. If you're reading into this, you can probably guess that this eliminates their ability to roll and dodge safely, due to Sakurai being able to hit them in the background. If opponents are launched into what would regularly be the foreground or background, they cannot grab any edges, due to there being none in the background; this makes Sakurai's FPS vision even more deadly while it lasts.

Sakurai himself moves around with the control stick, attacking in the direction he's facing. Although he receives no physical buffs, he can now perform a Special Smash to laglessly extract Pit's bow and shoot a generic beam of light at victims, traveling infinitely at Bowser's dash speed. The light deals 15% and knocks opponents in random directions, which, if you think about it, is better than simply horizontal knockback, as it increases Sakurai's chances of hitting characters into a position from which they cannot recover, even though he says they must.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Seriously thought, admit it. You would main him, especially if the moveset was something like this.
 

gothrax

Smash Journeyman
Joined
May 13, 2012
Messages
421
Location
Alaska
Ok ... ok .... yes i think with a fast and accurate olimar i think i could beat this guy... yah...

:phone:
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Better Sakurai Set.

« Sakurai joins the Brawl! He is Entertainer! »


Sakurai is the mastermind behind the Kirby and Super Smash Bros. series. Sakurai is a very funny individual based on the countless "That's What She Said" moments that appear on the Dojo, the fact that we have THREE Landmasters, and the inclusion of tripping. In this moveset, Sakurai keeps his humor and uses moves that are completely random and give him a fighting style of his own. Sakurai was born in Branson, Missouri and grew up on a farm that bred chickens. Sakurai then was drafted into the Vietnam War. The things he saw there are what made him CRAAAAAAAAAAAZY. Sakurai was eventually taken prisoner and was held captive for half the war. Also taken captured were Sakurai's comrades: a hulking man named Damien Delano Daniels, John Kirby, and Meta Knight. The four stuck together until Sakurai escaped the prison and sought refuge on an abandoned island in the Pacific. Sakurai was eventually found 20 years later and brought back to civilization. Having trouble adjusting to modern life, Sakurai broke into a zoo and attempted to free all the animals to make Missouri more like a jungle. Sakurai was eventually caught and sentenced to ten years in prison, where he rose to the tops in a notorious gang. After Sakurai was let out, he spent most of his time fighting down by the docks for dollops of shaving cream. Sakurai was eventually noticed for his fighting talents and began competing in professional boxing matches. Sakurai ultimately became the World Heavyweight Champion only to lose it after a five year reign to Ivan Drago. Today, Sakurai's glory from his fighting days has scored him numerous products and toys. Sakurai even has his own sitcom, "Hanging with Mr. Sakurai", where he takes the role of a single father struggling to make ends meet in a post apocalyptic Los Angeles.

◄SPECIAL ABILITY►: Designer's Block - When Sakurai is on the field, a strange thing happens. This change is seemingly unnoticeable...until a character grabs the smash ball. Once a character activates his or her Final Smash, the change happens. Instead of the Final Smash starting, a Landmaster falls to the ground. The character looks at the Landmaster in confusion and gives Sakurai an angry look, demanding an explanation. Sakurai then does the "How do I shot web?" hand gesture with his eyes closed and replies with "I dunno, lol. Got a better idea?"

The color of the landmaster is based on the original color scheme of the character ( Yoshi = Green, Mario = Red, etc.). All the characters are divided into the three Landmaster groups: a Falco-style Landmaster (high jump/low attack power): , , , , , , , , , , , :shiek:, a Fox-style Landmaster (all around/average) and a Wolf-style Landmaster (high attack power/low jump/small duration).

ROB is special in terms of his Final Smash activation. When ROB activates his Final Smash, nothing happens for a short time. ROB has super armor during this waiting period and stands on the field confused. Suddenly, parts rain down onto the field and begin to attach themselves to ROB, much to his surprise. When the transformation is complete, ROB has been turned into a Landmaster. When the Final Smash is over, the parts disappear.

Snake's Landmaster is special in both appearance and properties. When Snake activates his Final Smash, a large helicopter appears and drops an army tank on to the field.
Snake gives Sakurai an angry look, and Sakurai then does the "How do I shot web?" hand gesture with his eyes closed and replies with "I dunno, lol. Got a better idea?" The properties of the tank are that it shoots exploding missiles instead of lasers, which would give the tank even more firepower than a Wolf Landmaster, and that it has a poor jump and can't hover in the air.


¤>>>STATS<<<¤


Size: 6/10
Sakurai is a tall fighter, being a bit shorter to Captain Falcon.

Weight: 6/10
Sakurai is a little above average weight, but not by much.

Walk: 4/10
Sakurai dances forward a little slower than normal speed.

Run: 9/10
Sakurai rushes forward at a high pace.

Traction: 3/10
Sakurai has poor traction when running.

Power: 8/10
Sakurai has great strength and good KO potential. Sakurai uses random moves to score KO's.

First Jump: 6/10
Sakurai has an average first jump.

Second Jump: 8/10
Sakurai has a great second jump.

Crouch: 10/10
Sakurai has an amazing crouch.

Falling Speed: 5/10
Sakurai falls at about average speed.

Crawl: Yes
Wall Cling: No
Wall Jump: No
Glide: No

¤>>>BASIC ANIMATIONS<<<¤

Standard Pose: Sakurai stands on the battlefield dancing wildly, enjoying himself in light of all the fighting. He dances just like this except he has a huge grin on his face and a suggestive look in his eyes.

Idle Pose: Sakurai stops dancing for the power of rock has gotten a hold of him! Sakurai takes out a pair of sunglasses and begins to air guitar furiously!

His face looks similar to this :

Walking: Sakurai steps forward slowly, still dancing his heart away.

Running: Sakurai stops dancing and he begins to jog forward, not too fast and not too slow.

Dashing: Sakurai runs like a lunatic. He takes big crazy steps and it looks like his feet move faster than the top portion of his body. He looks slanted and his head and arms dangle about. He has a creepy smile on his face.


Crouching: Sakurai drops down with a large thund and gets his body down. Sakurai instantly has a Vietnam War flashback and dons a camouflage army helmet and gains a small walkie-talkie on his hip. If left alone for a while, Sakurai reaches for his walkie-talkie and begins speaking into it saying, "The enemy has me surrounded. Charlie tripped into a landmine, and now there's Charlie everywhere. CHARLIE!!!!!"

First Jump: Sakurai takes a leap forward and spreads his limbs out like a cat at the peak of it.

Second Jump: Sakurai takes a great jump and spins like a top as he does so.

Shield: Sakurai holds both his hands in front of him as he looks the other way, cowering in fear.

Spot Dodge: Sakurai jumps back in fear of the blow. His face shows a sense of relief.

Roll: Sakurai puts his feet together and holds out his arms. Sakurai then spins forward.

Air dodge: Sakurai twists in midair to avoid the attack.

Asleep: Sakurai collapses to his knees and a bottle of alcohol appears in his right hand. Sakurai's face hits the floor and his butt points upward. He then mumbles something about buttered goats.

Dizzy: Sakurai balances on the tip toes of his left foot. He spins around like a top with his right leg slightly out like he's kicking. Sakurai's eyes are the classic anime swirly eyes @_@.


¤>>>STANDARDS<<<¤

Standard Combo - Sakurai Combination
At the start of his combo, Sakurai lifts his right hand a quickly slaps forward for a measly 2% damage with almost no knockback. For the second hit on this combination, Sakurai lifts his left hand and does a palm strike forward. He aims to hit with the bottom of his palm to shove the opponent forward. The second hit causes 2% damage. With the final hit of the combo, Sakurai takes out a little suction cup gun from his pocket and aims it forward with his right hand. After a very short amount of time, Sakurai pulls the trigger and the suction cup dart is released. The dart flies for a good distance, about a quarter of a stage builder block forward before hitting the ground. If it hits, it causes 3% damage with almost no knockback. The dart has a 15% chance of hitting the opponent’s face dead on. If this happens, the character will try to pull the dart of his or her face and the player must button mash to do so. It’s not that hard to pull it off. The last hit of this combo has little starting and ending lag.


Dash Attack- Coffee Time!
Sakurai takes out a nice hot cup of coffee and continues running for a brief period of a quarter of a second. The coffee is obviously hot; it leaves a small trail of steam as Sakurai goes about. Now, as fate would have it, Sakurai trips and falls to the ground quickly, spilling his beloved coffee in the process. The hot coffee goes flying out, having the range of a Battlefield platform and scalding whoever is unfortunate enough to be in range. Sakurai weeps a little and enters his grounded state where he can use a get-up attack or roll to stand back up. The coffee does 10% damage with good knockback. This move is based off the real Sakurai tripping and spilling coffee all over the brawl servers, which explains why it's so laggy and why it's down so often.

¤>>>TILTS<<<¤


Side Tilt: Peanut Butta Slap!- Sakurai quickly takes out a full jar of Momma Sakurai Peanut Butter from his left pocket with his left hand. The jar, strangely enough, is already open. How did Sakurai keep the peanut butter in the jar without it spilling...? Anyway, Sakurai shoves his right hand into the jar and attempts to grab as much peanut butter as possible. After about a quarter of a second, Sakurai takes his hand out of the jar and yells, "PEANUT BUTTA SLAP!" and slaps with his peanut butter covered hand. If it hits an opponent, the opponent receives 10% damage with minor knockback and a face full of peanut butter. The move has little starting and some ending lag. There's also a secret to this move. If you use this move without a target, Sakurai simply slaps air and, what's this? The peanut butter slops onto the floor of the playing field. This happens about 15% of the time. If an opponent treads over the peanut butter, their walk and run speed is lowered by one level for 10 seconds because the peanut butter makes their shoes stick to the floor. The lag of the opponent’s first jump is also increased and the overall height is decreased as well. An opponent with a watchful eye will notice the peanut butter on the floor and carefully walk up to it and eat it. The peanut butter heals about 3%.


Up Tilt: Blendy Storm - A small company of blenders flies out from the left side of Sakurai's suit after he lifts his arm and parts them. They fly above him in a circle, damaging any characters in range, before swirling back around Sakurai's rear and returning to the safety of his suit, this time the right side, which is held open for them by Sakurai (2-3%, multiple hits). The blenders have a comedic appearance, having two poorly drawn eyes and a smiley face.
As it sounds, this move has tons of lag on it, and leaves Sakurai open to attack from the sides throughout most of it. There's also very little knockback from the blenders, though they can draw an opponent in front of Sakurai if said enemy is caught in the swarm as it circles around Sakurai's back, potentially leading into a smash. Emphasis on the lag though, as it is very, very substantial. The move has great vertical range, and good range to the sides (while the blenders are on each side, that is) though. R.I.P Chief "Tankra" Mendez.


Down Tilt: Splash Jump- Sakurai drops down onto his side and holds his hands as fists near his chest. His eyes are closed and his mouth is round like an "o". He then begins to chant "karp, karp, magikarp" , flops his body around, and somehow manages to jump a short distance from this position. This has little starting lag. Sakurai then comes back down and resumes his "idle" pose for this move, which is flopping around saying "Karp". Sakurai stays in this position as long as you hold your control stick down. If you press the A button as soon as Sakurai hits the ground, he jumps back up a little higher than before. This time, however, he falls down faster, making a higher jump a little harder. This continues until the player fails to hit the A button on time, which is when he starts all over. The maximum height is quadruple Ganon's height, which takes five jumps and is almost impossible. The move deals 7% damage with little knockback no matter the height.


¤>>>SMASHES<<<¤


Forward Smash: BEAR BLASTING - Sakurai turns sideways and lifts his arms out with his hands fisted. His elbows are slightly bent. This takes little time, roughly a quarter of a second. The amount of time Sakurai spends in this position depending on the amount of time you decide to charge it. When Sakurai finally pulls his arms toward him (creating a pelvic thrust), he lets out a guttural scream. When his arms reach his hips, radioactive bear-heads come shooting from Sakurai's crotch. The number of bear-heads, the damage, and the knockback depend on how long you charged the move.

If you C-Sticked this move or barely charged it, a single normal colored bear-head shoots out. It deals 16% damage with little knockback. It's not too bad, but it's better if you charge it. This has bad range, the bear-head comes out only a little in front of Sakurai.

If you charge it just a little bit, two bear-heads shoot out: a normal colored one and a blue one. The blue bear-head comes out after the normal one and is slightly bigger than the normal one. If the opponent is in the range of the normal one, they suffer 3% damage and are pushed to the blue one for some extra damage. The blue bear-head itself deals 18% damage with ok knockback. The move has ok range and comes out about normal range.

If you hold it to until the midway point or a bit more, three bear-heads shoot out: the normal one, the blue one, and a red one. Again, the red bear-head comes out after the first two and is bigger than the blue one. The opponent suffers 6% damage if they are in the normal one's range and are pushed through the first two heads. The red bear-head causes 20% damage with good knockback. The move kills at around 200%. The move has good range, about a battlefield platform.

If you charge it all the way, you are rewarded with the fourth bear-head. The first three shoot out and a big green one comes out last. It's pretty big and has a good hitbox. If the opponent passes through the first three bear-heads, they receive 9% damage. The green bear-head deals 22% damage with great knockback. The move kills at around 150%. The move has great range and travels about one and a half stage builder blocks.



Up Smash: Banana Beam - Sakurai tilts his head up quickly and closes one of his nostrils for the start of this move. When the move is released, bananas come out? That's right; Sakurai shoots bananas from his nose. It's an old trick he learned in the Boy Scouts. The number of bananas that shoot from Sakurai's nose depends on the time you spend charging the move. The very minimum of charge time only allows Sakurai to shoot 3 bananas. Wait, what's this? Sakurai grabs the last banana and eats it to heal 1% damage. Sakurai chews his banana quickly and throws the peel on the floor creating a banana peel item. Sakurai shoots eight bananas maximum, but he eats the last one thus making only seven damaging ones. Each banana deals 4% damage with flinching knockback. If the opponent is right next to Sakurai when he uses this move, the foe is lifted up like Ivysaur's special. Only the last banana has any knock back. The knockback is pretty good and can KO, but this move should be used for some damage racking.

Down Smash: Fishing - Sakurai turns to face the camera and gains a fishing hat. A small hole soon appears in front of Sakurai. Sakurai quickly takes out a fishing pole and begins to stick bait onto the hook. The bait is a chunk of fish that's reddish pink and has some silver skin left on one side. All of this happens almost immediately has almost no lag. The amount of bait Sakurai adds to the hook depends on the time you charge it. Sakurai used to be a world class fisherman and toured the world catching salmon and halibut. He was the lead fisherman on the S.S. Sakurai until it crashed into some rocks, leaving Sakurai stranded. While on the island, Sakurai created an imaginary friend named Wilson from a volley ball to combat the loneliness. After about five years on the island, Sakurai and Wilson created a raft to get back to the mainland. Sadly, a storm brewed during their journey. Sakurai and Wilson struggled to stay afloat during this terrible storm. The tsunami then hit the raft, separating Sakurai and Wilson forever. To this day, Sakurai waits at the harbor every afternoon hoping that Wilson will come drifting in. Wilson? Wilson? WILSOOOOON!! When ready, Sakurai casts his reel into the hole and waits patiently. This is where the starting lag is. The move has a lot of starting lag and is comparable to DeDeDe's forward smash. After that same amount of time passes, the fishing pole bends slightly indicating a catch. Sakurai reels in his catch and looks at it happily. The fish Sakurai catches depends on the amount of bait he put on; more bait catches bigger fish. The three fish Sakurai can catch are: Magikarp, Swordfish, Shark, and he can also catch Whale. No matter what sea creature Sakurai catches he always lifts the fishing pole above his head and twirls it around like a mace. After about three or four spins, the creature lets go of the hook and disappears.

Magikarp: If you C-Stick this smash or barely charge it, Sakurai only sticks a tiny piece of bait on the hook. A Magikarp is attracted to the bait and bites. Magikarp is kind of a small fish, being the size of about Kirby. Sakurai swings his pole and the magikarp around to hit enemies. The magikarp deals about 20% damage with ok knockback.

Swordfish: If you charge this smash a little bit more, Sakurai manages to put another chunk of bait on his hook. This time a good sized swordfish bites on to the hook. The swordfish is roughly Bowser's width and not very tall, making it a pretty good size hitbox. The actual "sword" of the fish itself is actually one and a half times Bowser's width which makes it larger than the fish itself. The body of the fish deals 20% damage with good knockback. The "sword" of the fish deals 22% damage and great knockback if it's tipped like Marth's sword. Hitting a foe with the sword isn't that hard, but getting a tip hit is something to be proud of.

Shark: If you charge this to the midway point, Sakurai gets three chunks of bait on the hook. Sakurai must be a talented fisher because a shark has just grabbed the smashball hook! The shark is slightly larger than the swordfish and is exactly Bowser's width and a little bit taller than the swordfish. The shark flails on the hook furiously; it desperately tries to get off. The shark deals 26% damage with great knockback.

Whale: If you charge it ALL THE WAY, Sakurai puts four chunks of bait on his hook. This time a large whale is attracted to the hook. The whale looks similar to Wailord. Strangely, Sakurai is still able to spin the whale above his head as fast as he did the other sea creatures. The whale is huge; its height is the same as Bowser's and it's twice Bowser's width. The whale is a humongous hit box that deals 32% damage with devastating knockback. Sadly, with the large amount of starting lag and the charge time, you'll rarely even see the whale in a battle.

¤>>>SPECIALS<<<¤

Neutral Special: TIER PUNCH -
Sakurai bends his knees slightly while he brings his right fist backwards to charge a punch. A yellow-green circle of energy surrounds Sakurai at this point. Dark green energy begins to form around the fist he pulled back. Sakurai then yells, "LOL TIERS!" and punches forward with the fist releasing a spew of green energy. The whole move takes about one second. Veteran smashers will notice that that animation looks very similar to the N64's Falcon Punch, which can be seen here. This move is faster than a Falcon Punch, and it has less ending lag (about one second). What makes this move so special? Well, the amount of damage and knockback depends to the opponent's tier position. Of course Sakurai doesn't want to hurt his precious top tiers because those are the one he favors the most. The higher tier the opponent is, the less damage and knockback they get. SS and S tier get 10% damage with no knock back. A and B tiers receive 15% damage with little knockback. C and D tiers receive 20% with ok knockback. E and F tiers receive 25% damage with good knockback. G tier receives 30% damage with great knockback.

Side Special: Sakurai Uppercut -
Sakurai suddenly gets a sick look on his face and looks as if throw up any minute. Sakurai then sort of leans over with his head down and his hands on his stomach. All this takes little time and is barely noticeable. Suddenly, Sakurai lifts up his head to face forward and...a fist comes out? A reddish pink fist comes out of Sakurai's mouth and does an uppercut, revealing an arm. The uppercut comes out quick and deals 20% damage with great knockback, making it an excellent kill move. This kills around 100%, it's crazy. Yet it seems broken, doesn't it? Well, here's the catch: the fist that comes out of Sakurai's mouth is his own fist. That's right, Sakurai can come out of his skin. The only bad part about this is that it takes a while for him to do so. It's a technique that's been handed down from generation to generation in the boy scouts. After the uppercut, Sakurai's arm stays in the uppercut position for about half a second. Sakurai's other arm then comes out from his mouth and he takes off his skin. Sakurai now looks kind of like this:

Sakurai stands over his skin and you can mash the A button twenty times to make Sakurai reach down and put his skin on like a suit. You can also...play as Skinless Sakurai? That's right; Sakurai's skinless form is an alt version of Sakurai complete with his own moveset. Sakurai’s basic animation and stats are carried over to this form. Sadly, Sakurai takes double damage from attacks due to his muscles being uncovered. Also, Sakurai's new moveset only contains two moves. So what's the point of turning into Skinless Sakurai? He's incredibly strong and can score some early K.O.'s. Be careful about using Skinless Sakurai though. Sakurai's skin stays in a small pile on the field until either Sakurai decides to put it on or...the enemy eats it. The opponents can walk over to Sakurai's skin and mash the A button to take bites from Sakurai's skin. If the enemy takes ten bites, Sakurai’s skin becomes unable to be worn and you’re stuck as Skinless Sakurai until you lose a stock. If this happens, you should go over to your skin and at least try to eat some of it so it won’t be a complete waste. The skin heals 2% per bite.

Forward Smash: Leg Stretch-
Sakurai lifts up his right leg and lets it hang there. When you're finished charging, Sakurai stomps the ground viciously and his part of his leg goes through the ground. A tiny bit later, Sakurai's leg shoots up from the ground in front of him and basically kicks the opponent. Sakurai's leg always shoots up from the ground up to the same height (about Mario's height). Unlike Regular Sakurai's Smashes, Skinless Sakurai's smashes don't need charging to be powerful. This deals 20% damage with good knock back if C-Sticked and 30% damage with great knockback if charged all the way. The move also has little starting lag and some ending lag. This makes a great kill move.

Down Smash: Arm Explosion-
Sakurai turns and faces the camera with his arms held out. Sakurai’s arms then start bulging and the bulge begins to move down Sakurai’s arms. When the bulges reach Sakurai’s fists, they shoot out and an explosion is heard. Sakurai regenerates new fists. The distance Sakurai’s fists shoot out depends on the amount of time the move was charged. C Sticking this move will cause the fists to go about a Battlefield platform and deal 25% damage with good knockback. Fully charging this move will causes the fists to travel half the distance of Final Destination and deal 32% damage with great knockback.

Up Special: Captain Sakurai-
When activating this move, Sakurai continues falling for one second, though it's slower than his regular falling speed. During this second, Sakurai yells out, " I MUST RECOVER!" and takes out his trusty blanket "Binky". Binky is a light blue blanket with a small picture of a duck on it. Sakurai then begins to tie Binky around his neck so that it will function like a cape. When he finishes tying the blanket, Sakurai lets out a high pitched "HYYAH!" like Mario does when he activates his Final Smash. Sakurai then gains free flight for two seconds. Sakurai flies Super Man and at a speed slightly faster than Pit. This makes Sakurai's recovery one of the best in the game, but it has a slight downside: Sakurai can't cancel out the flight and must finish the whole two second flight. This means that, while flying, Sakurai is totally defenseless to opponents. Sakurai can be spiked and hit further as he tries to get back to the stage. At the beginning of this move, an angelic chorus sings, "You must recover!" and a golden light shines on Sakurai.

Down Special: Chicken Laz0r-
Sakurai takes out a rubber chicken and holds it by the body and the neck like a gun. After about half a second of starting lag, a purple orb of energy starts to grow in the rubber chicken's mouth. After about a quarter of a second more, Sakurai fires the chicken laz0r at the opponent and a comedic cluck is heard. The length of the laz0r depends on the charge the chicken has gathered. The chicken charges when Sakurai is on the ground and it takes about a minute to fully charge. A fully charged laz0r will travel 3/4 of the way of Final Destination and the minimum will be just in front of Sakurai. The laz0r always has the same width no matter the charge, which is the same as a fully charged R.O.B laser. If an opponent is hit (only one opponent can be hit by the beam), an X-ray of his or her body is seen through the laz0r.The X-ray is then swallowed by the purple energy. They receive 10% damage with no knockback. When the laz0r dissipates, a chicken stands where the opponent was. SAKURAI JUST TURNED THE CHARACTER INTO A CHICKEN =O!!!1!1! As a chicken, the opponent gets new stats and a tiny new moveset, which can be seen in the Appendix at the end of this set. The chicken is white and live action, meaning it looks just like a real chicken. This move is intended to cripple the opponent because Live Action Chicken is horribly light, small, has little strength, and no K.O. moves. Sounds broken, right? Wrong. The chicken's poor stats are balanced by super buffs in other stats. The chicken is amazingly fast when it moves and is even faster than Sonic at top speed. The chicken also has amazing traction and superb jumps. Sakurai will have trouble trying to catch Live Action Chicken to do damage and get a K.O. The transformation lasts ten seconds.

¤>>>AERIALS<<<¤

Neutral Aerial: *Eats YOUR Toaster*-
All toasters toast toast. Sakurai reaches into his suit pocket and takes out YOUR toaster. Sakurai then turns to face the camera and holds YOUR toaster in front of him with his two hands. Sakurai then begins biting the toaster, sending out a storm of sparks and little pieces of metal. The sparks deal 4% damage with flinching knockback and the metal pieces deal 5% with flinching knockback. It seems underpowered but the sparks/pieces come out really close to each other and the opponent is very likely to be hit by at least three. That's not all that happens though. About 25% of the time, four pieces of toast fly out from the toaster and encircle Sakurai. The pieces of toast deal 12% damage with ok knockback. Another 5% of the time something different happens. A single piece of toast flies upward and is intercepted by Sakurai's mouth. He eats the piece of toast and heals 10%.

Forward Aerial: Knee of Injustice-
Sakurai curls up for a split second at the start of this move. Sakurai then uncurls his body and has his right knee forward to hit the opponent. While his knee is out, Sakurai turns his head to the camera and says, "LOLKNEE!" This move is basically Captain Falcon's FAir. Why? Sakurai has always loved the knee of justice but was self-conscious about putting himself in Melee and decided that the only character to move would fit was Captain Falcon. For Brawl, Sakurai got over his fear and included himself in the game complete with the knee of justice, but it has a small twist to distinguish itself from Captain Falcon. The Knee of Injustice is ridiculously easy to sweet spot and difficult to sour spot. Think of the Knee of Justice's sweet and sour spots being switched. The Knee of Injustice deals 19% damage with great knockback, just like the Melee knee. There's a twist, though. Miraculously, Sakurai saw that this move was broken and tried his best to balance it. The move decays really fast and its power is halved after three uses. The move can't be refreshed by using other moves and only refreshed after a stock loss. This leaves the user with a great question: To Knee or not to Knee?

Backward Aerial: Get Crazy with the Cheez Whiz-
Sakurai reaches into his suit pocket and takes out a can of spray cheese called "Cheez Whiz". Sakurai then turns around and fires the cheez at the opponent. The cheez travels a good distance (about two Battlefield platforms). If an opponent is hit in the air, they become entangled with the cheez and become unresponsive to commands. This leaves them only one option: to fall; this isn't a guaranteed K.O, however. The opponent can button mash to try and free themselves of the horrible cheez. This is certainly do-able since the characters fall slower than they normally would. There's also a secret use for this move. If Sakurai lands while in the middle of this move and you hold down the A button, Sakurai will continue to spray the cheez. If an opponent is hit, they are entangled and have to button mash just like the air. This isn't the only use for this move on the ground, though. If the cheeze misses and hits the floor, it begins to pile up. If you stop piling up the cheez, you have one minute to continue before the cheez begins to disappear. What's the point of stacking up the cheez? Two things can happen if you get enough cheez: Abe Lincoln or the Leaning tower of Pisa.

The Leaning Tower of Pisa takes about three seconds to build and stands at a little more than Ganondorf's height, which is a good size height. This tower acts as a barrier towards projectiles and attacks and can receive 30% damage before it comes crashing down. Sakurai's attacks go through the tower, which is a great way to limit the opponent’s attacks and to go on the defensive. Characters can stand on the top of the towers without knocking it down.

A smash size replica of Abe Lincoln takes about five seconds to make. Abe is about the size of Snake and is really thin. One Sakurai finishes up, Abe comes to life...and he's ANGRY! Honest Abe takes out the famous machete he used to free America in the Revolutionary War (only this time it's made of cheez). Lincoln swings his machete wildly and runs back and forth a distance of two builder blocks to the left and right of him. He paces at about Mario's run speed. A collision with Abe deals 18% damage with good knockback. Sadly, Abe dissolves after thirty seconds.

Up Aerial: Missile Frenzy-
Sakurai looks up with rage at the opponent. A line is seen on Sakurai's face, splitting it into left and right halves. Sakurai's left face half begins to...start moving upward? THAT'S RIGHT! DYNAMIC PLOT TWIST of Lemon! Sakurai is actually a robot sent from the year 2099 to capture all of Earth's supply of Gummy Worms. Sakurai then unexpectedly fell in love with the present day Sakurai and they both traveled to Nevada to get married. A little known fact about Sakurai is that he doesn't age. Future Sakurai then used his built-in time machine to transport another Sakurai from the year 2045 and cheated on present Sakurai with him. Present day Sakurai soon found out and challenged future Sakurai into a fight. But enough talk, have at you! When Sakurai's left half is completely lifted, three missile compartments become visible in his head. After a brief moment, the missiles fire out of Sakurai's head in a fan pattern. The missiles fly at the same speed as Snake's side special. There's something special about these missiles, though: They're heat-seeking missiles. This means that they are drawn to characters and fire attacks. The missiles aren't affected by reflectors and they also stick around if a character tries to air dodge them. The only thing that will thwart the missiles is something that would be impossible to figure out without this set: don't move. If your character doesn't move, his or her internal heat stays the same and the missiles don't lock on. This can be dangerous in mid air depending on the opponent's recovery. The missiles deal 12% damage each with ok knockback. The missiles explode by themselves if they don't find a target within five seconds.

Down Aerial: Foul Blade-
Sakurai digs into the front part of his pants takes out an impressive looking blade. Upon closer examination, it is revealed that it is Ganondorf's sword! Sakurai took it away from Ganon fearing that it would endanger Meta Knight’s position as top tier. Sakurai looks at the sword disgustedly. The move has some starting lag as Sakurai looks over the deadly weapon. After about a quarter second, Sakurai decides that the sword is rubbish and tosses it over his shoulder. The sword falls at the same speed as Fox and is a big hitbox. If the opponent is hit by the sword, they receive 35% damage with great knockback. If the opponent is Ganondorf, he is automatically K.O.'d. The sword itself is not that difficult to dodge and should be easy to dodge after some practice. If the sword misses, it either falls to the floor and shatters or falls off-screen. Thus, Sakurai can only use this move once per stock.

¤>>>THROWS<<<¤

Grab
Sakurai grabs in front of him with a tiny rag of chloroform in one hand.

Pummel -Cheese Grater
Sakurai takes out a normal cheese grater and passes it over the opponent's face. As it grates the opponent's face, sparks fly out from the grater. Each grate deals 3% damage with no knockback. This pummel deals more damage than others, but you can only use it a few times on an opponent since it takes a lot of time.

Forward Throw-Rock 'em, Sock 'em Sakurai
Sakurai releases the opponent and gets into sort of a boxing stance with his knees slightly bent and hands in front oh his face. The opponent, not wanting to be branded a coward, does the same. After about a quarter of a second, Sakurai's and the opponent's hands start to move back and forth. This is the cue that both players should start to button mash and twirl the control stick. As the players button mash, the two fighter's arms start delivering punches to each other. A small damage percent counter appears in the middle of the two fighters and starts to count up as the players button mash. The faster the players button mash, the faster the percent damage will rise. After about two seconds, the player who button mashed the fastest wins and delivers a crushing uppercut to the loser. The loser's head then rises up on a ladder then comes back down as they are sent flying. The opponent receives the damage percent that was in the middle of the two players, delivering massive damage and knockback if both opponents try hard to win. This move can also hurt Sakurai greatly if the player is bad at button mashing.


Back Throw -SHOOP DA FOOT!
Sakurai himself around while holding the opponent, then turns the opponent around so that their back is turned to Sakurai. Sakurai then takes out a red handkerchief and ties it over the opponent’s eyes, blindfolding them. Sakurai then grabs the opponent by the shoulders and starts spinning them around. The opponent spins faster and faster until they are a whirling tornado. As a tornado, they start to travel a small distance away from Sakurai (about three or four steps). As they travel, Sakurai lifts up his right leg and holds it out pointing to the opponent. Sakurai's leg begins to grow dark and swell to about double its size. Sakurai's leg then becomes completely black and two eyes sprout at the shin. A big red mouth starts to appear on Sakurai's toes and it starts charging its laser. Sakurai then yells, "SHOOP DA FOOT!" and releases his foot's laser. The laser is cyan and is about the height of Kirby. Other opponents can be hit by the laser, too. The laser hits the opponent, who is basically still spinning, and continues to travel horizontally until it goes off-screen. As soon as it hits the end of the screen, it dissolves. The ending lag on this move basically depends where you are on the stage when you use it. The laser deals 12% damage with good knockback.

Up Throw -INFLATION!
Sakurai turns the opponent around so that their back is facing Sakurai. Sakurai then seems to look for something on the back of the opponent's head. Suddenly, he finds it. The thing Sakurai was looking for was a small plug. Sakurai then opens the plug and begins to blow air into the opponent with his mouth. ZOMG, BRAWL CHARACTERS ARE ACTUALLY BALLOONS. Sakurai blows air into the opponent for half a second, which double's the opponent's size. Sakurai then releases the opponent and the opponent starts to float delicately upward. The height of the ascent depends on the damage the opponent has. This move can actually K.O. enemies by taking them above the blast line at around 180%. Once the height has been reached, the opponent gains control of their character again. The opponent can now cruise left or right for two seconds. The speed of flight is very slow, comparable to Jigglypuff's run. If an opponent is hit in the inflated state, they lose their air and fall to the ground. This does no damage.

Down Throw -SACK YOUR EYE
Sakurai sticks out his index and middle finger and uses that to poke the opponent's eyes. He pokes twice, hoping to really blind them. When Sakura pokes for the first time, the screen flashes black suddenly. The second time, however, the screen goes black for about a second and a half. The move continues while the screen is black and the opponent cannot escape. The two pokes deal minor damage, about 2% each poke. When the screen fades back to normal, the opponent is seen on the floor grabbing his crotch in pain. Sakurai stands over him and (laughs) while he looks at his hand (read Warlord's story mode for the back story. It's the part with Sakurai and Raiden). The unseen grab does 10% damage with no knockback, but rather has the opponent on the floor. BUT WAIT, THERE'S MORE! This throw has absolutely no effect on female characters. Instead, a loud slap is heard when Sakurai attempts to make the grab. The slap deals 12% damage and good knockback to Sakurai, making this move useless against female characters.

¤>>>FINAL SMASH<<<¤
META KNIGHT'S REVENGE

What will Sakurai's Final Smash be? Will in involve tripping? What about Landmasters? You don’t have time to ponder such questions, as Sakurai has just grabbed a Smash Ball! Sakurai starts off his Final Smash by taking a huge leap into the background. A small floating platform appears and Sakurai lands on it. As soon as Sakurai lands on the platform, the bland grey platform comes to life! The platform becomes just like a disco floor: the whole thing is separated into squares and each square independently flashes randomly flashes green, red, orange, blue, and white. Sakurai stands facing the camera with his hands at his side and legs kind of wide. Sakurai then reaches into his suit pocket and takes out...a boom box. Sakurai turns the boom box on and lifts it above his head. This song then replaces the current song on the stage. Sakurai's head starts bobbing to the beat and a green glow stick necklace suddenly appears on his neck and a green glow stick in each hand. What's this? Sakurai is not alone! Kirby, King DeDeDe, a Waddle Doo, and a Waddle Dee come out from behind Sakurai and join him. Kirby holds a pink glow stick in each hand, DeDeDe holds a blue one in each hand, the Waddle Doo holds yellow ones, and the Waddle Dee holds orange ones. The Kirby characters take their positions in a line: Waddle Dee, Kirby, Sakurai, DeDeDe, and Waddle Doo. They all begin to dance just like this:

But wait, how's this damaging? Well, have you noticed anything missing? About six seconds after Sakurai activated his Final Smash (during which all of the above happens...), a dark costumed Meta Knight makes his entrance on stage. The Meta Knight is always dark colored. If a dark colored Meta Knight is already on screen, that Meta Knight turns into a different color temporarily. There's something special about this Meta Knight, however. Its computer AI has received a massive upgrade...the Meta Knight plays EXACTLY like Mew2King. For those of you who don't know, Mew2King is an amazing brawl player who mains Meta Knight. He has won several tournaments and is considered one of the best players around. To top it off, Meta Knight is invincible. Opponents can only try to run as invincible Meta Knight hunts them down.

While Meta Knight does the dirty work, Sakurai and the Kirby characters rave and cheer for their comrade. The whole final smash lasts twenty seconds with six being the introductory animation rave.

¤>>>EXTRAS<<<¤
¤>>>EXTRA ANIMATIONS<<<¤

UP TAUNT- *FACEPALM*
Sakurai suddenly facepalms and expresses extreme disappointment toward the opponent’s performance. BEHOLD. THE ULTIMATE INSULT.
SIDE TAUNT- RAISE THE ROOF!
Sakurai can't stop the music inside of him! Sakurai does the raise the roof motion and yells, "The roof is on FIYAH!!"

DOWN TAUNT- DO THE MONKEY!
Sakurai yells out, "Do the Monkey with me! C'mon!" and starts to do the monkey. For those of you who don't know what that is, Sakurai sort of bends his knees and holds out his arms with his hands as fists. He then moves the right hand up and the left one down, then vice versa. He does this for a second. If the audience is cheering for Sakurai, the Miis on the Wii console rush in, crowd around Sakurai, and join him in doing the Monkey. This makes the taunt half a second longer. For those of you who still don't get it, Sakurai does the dance from Johnny Bravo.
ENTRANCE- IM A G I N A T I O N
Sakurai comes on stage dressed as Spider-man and riding in on Nessie, the Loch Ness Monster. The Loch Ness Monster glides on a huge rainbow which hits the stage. While riding, Sakurai holds a fermented bottle of Heinz Ketchup in his hand, which indicates that he and the big blue plesiosaur are both drunk out of their minds. Sakurai then jumps of the monster's back and rips the Spider-Man suit, revealing his normal suit. Nessie then glides back down the rainbow and disappears.

VICTORY THEME-

http://www.youtube.com/watch?v=6OFP8fQ7R-E

VICTORY POSE 1- YOGURT CAT
Sakurai appears with his precious cat Mittens. The cat is the same one you see in Pokemon Stadium 2's ice cabin. Sakurai is on his knees and kneeling next to the cat, which is on his right side. A huge tub of plain yogurt is on the other side of Sakurai. Sakurai then digs his hands into the tub and pulls out as much as he can. Sakurai then starts to rub the yogurt all over the cat and massage the yogurt into it. Sakurai has a gleeful look on his face and the cat stares confused at the camera.

VICTORY POSE 2- PIZZA TIME!
Sakurai appears shirtless and with a large Kirby face painted on his stomach. A large pizza box is seen next to him. Sakurai reaches into the pizza box and takes out a slice of pizza. The greasy pizza has pepperoni and mushrooms on it. Sakurai then starts to feed pizza to the Kirby face by putting the pizza into the folds of his stomach. Sakurai mashes the folds together to make Kirby "chew". Sakurai then begins to repeat, "Om nom nom nom". Sakurai suddenly realizes the camera is focused on him and drops the pizza. He then tries to justify his actions by saying he "needs to do this for work".

VICTORY POSE 3- SUDDENLY, *****
Sakurai stands majestically with his hands at his hips and his legs wide apart. Sakurai then senses something...something that doesn't seem right. Sakurai drops his epic pose and turns around-but it's too late. The camera leaves the players and moves toward a small series of rolling hills. The hills then seem to tremble and a huge stampede of ***** is seen approaching the players at a break neck pace. The music then changes to
"Ride of the Valkyries" as the ***** are seen running. The camera then moves back to the players and Sakurai stands there in awe, paralyzed by fear. The ground starts to shake, which is a sign that the ***** are getting closer. Sakurai then makes an attempt to warn the losers, pointing to try and make them turn around. Sakurai's attempts are futile and the losers continue clapping as usual...until it's too late. As the ***** arrive, they hit the losing characters like a brick wall, knocking them upward as if the had over 200% damage. Sakurai then attempts to make a run for it, but he is soon sent flying as well. The ***** then knock over the camera and break it, turning the screen into static. Note: This whole thing can be skipped at any time.

VICTORY POSE 4- JUMP AROUND
Sakurai's victory music changes for this pose and becomes "Jump Around". For the first seven seconds, the camera is pointed toward the sky and slowly moves right as if searching for something. When the siren kicks in, the camera focuses on Sakurai, who loses control. Sakurai begins dancing wildly, which looks like the following gif:

VICTORY POSE 5- BUFFALO BILL DANCE
Instead of Sakurai's usual victory theme, Goodbye Horses plays. When the victory scene starts, an extreme close up of Sakurai's lips are seen. Sakurai then starts to put on lipstick and asks, "Would you do me? I'd do me. I'd do me. I'd do me hard." The camera then zooms out to show Sakurai opening his suit and dancing about just like in this video at :33. The losers look at Sakurai with shocked expressions.

VICTORY POSE AGAINST CAPTAIN FALCON- **** TIME!
Sakurai has his back to the camera and is seen putting on his suit. Sakurai's hair is a bit messy and he takes care in buttoning his suit up. Sakurai then appears to be fixing his time, taking it of then putting it back on again. Captain Falcon is seen on the floor in front of Sakurai. The Captain looks to be in very bad shape: his clothes are semi-ripped, the falcon on his helmet appears to be falling off, and there is a crack on the visor. Captain Falcon lies on his side, curled up in the fetal position and slightly weeping. Sakurai then audibly zips up his pants and puts his hair back in place. Sakurai then turns around and the AWESOME face is photoshopped on his head. Sakurai poses with his legs wide apart and holds up a "V" sign.


VICTORY POSE AGAINST META KNIGHT- MOURNING SAKURAI
Sakurai appears on his knees, cradling a badly wounded Meta Knight in his arms. Meta Knight's mask has cracks on it, his cape is ripped, the sword is dull, and Meta Knight's eyes are not visible through the mask which indicates they are closed. Sakurai sobs as he gently rocks Meta Knight, hoping to revive the blue puffball. Suddenly, two eyes glow faintly through the mask. Sakurai smiles as he continues to rock Meta Knight.

LOSS POSE - SUPER DELICIOUS TURKEY LEG
Sakurai appears dressed as a SUPER DELICIOUS TURKEY LEG and claps for the winner. After a while, Sakurai pulls out a gravy boat and pours it in his mouth.
¤>>>KIRBY HAT<<<¤
Kirby gains Sakurai's hair and a miniature suit to go with it. Kirby also gains the powerful Tier Punch. Quite stylish, yes?

¤>>> Snake Codec Conversation <<<¤


Snake: So, Otacon, can you tell me more about this guy? He seems like he's not playing with a full deck. Bear Heads shoot from his crotch for Christ’s sake...
Otacon: You mean you don't know who that is, Snake? That's Sakurai. He fights by using bizarre moves to cripple his foes. Radioactive Bear heads are just the tip of the iceberg. Sakurai also uses fish, blenders, toasters, and even peanut butter and spray cheese. Sakurai's fight style is completely random and deserves to be in a class all by itself. You really never know what he's going to do.
Snake: Something's really wrong with this guy. I mean, he can't even stand still and he runs like he's ill in the head. He really creeps me out.
Otacon: Don't underestimate him too much, Snake. Sakurai can be really powerful when pushed. Also, try not to insult him too much. After all Sakurai is the creator of the Kirby series and the Smash Bros. franchise. He's the one who made you so broken!
Snake: Huh. That's really nice of him considering the fact that we were bound to meet in the field of battle. I have to think of some way to thank him...
Otacon: Have his babies!
Snake: ...What?
Otacon:
-End Transmission-

¤>>>ASSIST TROPHY - O.J. SIMPSON<<<¤
O.J. Simpson bursts out of the Assist Trophy case and simply stands there, taking a good look around the battlefield. It turns out that O.J. Simpson and Sakurai go way back and have been friends since meeting in a frat house is college. Ever since then, Sakura and O.J. have kept close and still remain friends to this day. After looking around for a bit, Simpson yells out, "I'm going to kill you all!" and takes out a long kitchen knife. Simpson either locks on to the opponent with the lowest damage or to the nearest female. Simpson runs to them, slashing wildly as he does so. Other opponents can be hit by the wild slashing. When Simpson reaches his target, he stabs once to stun and then takes one final and powerful stab. The stab deals 25% damage with amazing knockback. Simpson then tosses the blade and leaves behind a bloody glove. Simpson then exclaims "Now I'm going to find the REAL killers!" and gets into his white bronco. The bronco moves at a slow speed and deals 10% damage with ok knockback as it travels to the side.



¤>>>ALTERNATE COSTUMES<<<¤


-Default (Blue Team): Sakurai wears a blue suit and blue pants.
-Money Sakurai (Green Team): Sakurai's suit and pants are a dark green. His suit has little golden dollar signs printed on it. His inner shirt has a black “S” on it and, when combined with his tie, makes a big dollar sign.
-Baron Von Pancakes (Red Team): Sakurai dresses up as his alter-ego, Baron Von Pancakes! The Baron sports a brilliant red blazer with matching pants, black shoes, and a fake moustache. Pancake's inner shirt bears the Soviet symbol.
-Pimp Sakurai (Purple): Sakurai wears a purple suit and purple pants with some fancy leopard print shoes.
-Elegant Sakurai (White) - Sakurai dresses in all white.
-Death Sakurai (Black)- Sakurai dresses in all black and has a black carnation clipped to his suit.

¤>>>APPENDIX<<<¤


LIVE ACTION CHICKEN

¤>>>STATS<<<¤

Size: 3/10
Live Action Chicken is a bit smaller than Kirby.

Weight: 1/10
Live Action Chicken is very light.

Walk: 10/10
Live Action Chicken paces forward rapidly.

Run: 11/10
Live Action Chicken is blindingly fast and even faster than Sonic.

Traction: 10/10
Live Action Chicken has excellent tractions and quickly stops.

Power: 2/10
Live Action Chicken is very weak due to being built for speed.

First Jump: 10/10
Live Action Chicken has an amazing first jump.

Second Jump: 10/10
Live Action Chicken has an amazing second jump and rivals Yoshi's.

Crouch: 3/10
Live Action Chicken has a good crouch.

Falling Speed: 3/10
Live Action Chicken is very floaty due to being very light and covered with feathers.

Crawl: No
Wall Cling: No
Wall Jump: No
Glide: No

¤>>>BASIC ANIMATIONS<<<¤

Standard Pose: Live Action Chicken simply stands there, moving very little.

Idle Pose: Live Action Chicken sticks his head under his wing and scratches his feathers.

Walking: Live Action Chicken paces forward, his head bobbing just like a pigeon’s.

Running: Live Action Chicken paces forward faster.

Dashing: Live Action Chicken runs rapidly while flapping his wings. A small trail of feathers follows him.

Crouching: Live Action Chicken just sits down as if laying an egg.

First Jump: Live Action Chicken takes a huge leap.

Second Jump: Live Action Chicken takes another huge leap.

Asleep: Live Action Chicken sits down and tucks his head on his back.

¤>>>MOVESET<<<¤

A COMBO: PECK-
Live Action Chicken pecks forward with his beak, doing tiny damage in the process. The move deals 1% damage per hit with little knockback. The move has no starting or ending lag and can be held down.

Down Special: EGG LAY-
Live Action Chicken sits down....and lays an egg. Amazing isn't? No? Well...can you lay an egg? If done on the ground, the move is worthless since Live Action Chicken can't pick up any items. If done in the air, the move has almost no ending and starting lag, but what can that do? The point for this move is to have sort of a defense if the enemy decides to chase you. You jump and fire eggs at them while they're under to deal some damage. Every once in a while, Live Action Chicken lays a Golden Egg. The golden egg behaves just like a bomb, dealing 20% damage and good knockback to the victim. Regular eggs deal 5% damage with little knockback. Remember, Live Action Chicken is NOT meant for offence.

Down Tilt: SACK OF CORN-
A large burlap sack appears in front of Live Action Chicken. Live Action Chicken stares at it for a while, then he knocks it over by head butting it. The sack spills and covers two battlefield platforms distance with corn. If an opponent is directly in front of the sack, this deals 5% damage with little knockback. This move has some starting lag and little ending lag. An opponent is more likely to trip if he treads on the corn. That's not all though. Live Action Chicken can use his A attack while on the corn to peck and eat some of it. Each peck heals 1% damage and the whole area takes twenty pecks to eat. Every five pecks, a quarter of the area disappears. This has a slight twist though. If you stand and eat the corn, Live Action Chicken is open to all sort of attacks, some of which could be deadly.

VICTORY THEME-
http://www.youtube.com/watch?v=gH8ea...e=channel_page

VICTORY AND LOSS POSE- CONFUSION
Live Action Chicken stares blankly at the screen and occasionally scratches his feathers.
 

Wizzrobe

Smash Champion
Joined
Mar 27, 2011
Messages
2,280
Location
Florida
Due to his hate towards competitiveness, he should be bottom tier worst character in the game.
 

DakotaBonez

The Depraved Optimist
Joined
Jun 23, 2012
Messages
2,549
Location
San Marcos, Texas
Aw man I thought you were super creative and hilarious! How can you just blatantly rip-off Bkupa666? I wonder if Bkupa666 was even being original.
Still give credit to him in the original post.
 

jigglover

Smash Lord
Joined
Jun 7, 2012
Messages
1,839
Location
Riding a Wailord
Add your move-set in that other post to the OP. If Sakurai gets in, I'll main him, take him to tournaments and get him beat up on purpose! :D
 
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