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Stage Tournament: Pokemon Stadium 2 Vs. PictoChat

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
New Pork City got it's Revenge on Poke Floats!

Alright the final! Being worse than Main Theme (Super Mario 64), Ike's Theme, and Venom (Melee), it's WarioWare Inc.!

Vs.

Being worse than Underground Theme (Super Mario Land), Flatzone 2, Jungle Japes (Melee), and Unfounded Revenge, it's Poke Floats (Melee)!

My vote goes to WarioWare Inc.
 

OmegaXXII

Fire Emblem Lord/ Trophy Hunter
Joined
Jul 4, 2006
Messages
21,468
Location
Houston, Texas!
WarioWare Inc.
83.33% of the people that voted for this track as the best on it's stage barely posted in this thread...
how exactly did you manage to rack up that percentage? or is it your own speculation ;)

anyway, for this Final, I have to say and go with PokeFloats as the worst theme ever!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
... I'm losing hope in this thread again... I actually like warioware, even though it shouldn't have won its stage in the first place.

poke floats for the loss ~

*waits for best of the worst*
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910

Votarch



* King Dededes Rank A Castle Guardian *


Yes, Votarch is King Dededes most powerful guardian. Votarch is just a reptile… but he is one of a kind, he is the smartest reptile going, and had a blade for the tip of the tail. After Dedede recently failed to defeat Kirby once again, he was walking back to his humble home when he saw this magnificent beast. He was working on a mind control mask which inherits strength and smartness, which was originally planned to be planted on Kirby or one of his loyal pals. King Dedede took the beast into his castle… by capture, so the beast was distressed. King Dedede planted him in a chamber which he forced the beast into this mask. After this, Votarch is now a minion of King Dededes! He tested Votarchs strength against Waddle Dees, and he was surprised by his mind power and psychic strength, and how he forced them to attack him, as the reptile moves at such a slow pace. King Dedede was glad and planned to take him to the front line, but even with mind control, he moved just so darn slow, so he planted him in front of his castle, staying as a guardian. Dedede realised he could force Kirby to him, and hope that Votarch destroys him completely. The King is now on the quest to kidnap Kirby’s best friend, or just take all the food from dreamland.
(he would be a boss in a game)

So basically, this is a reptile with a bladed tail, psychic ability, a lack of quick movement, his psychic ability means he gains great strength in some form. You’ll be surprised what he can do with his body.

look here, he is just an OC for the Kirby universe, do you need to know anymore?



Strength - 8/10
Walking Speed - 1.5/10
Dashing Speed - 2.5/10
Direct Range - 5/10
Indirect Range - 9/10
Weight - 6.5/10
Size - 6.5/10
1st Jump - 7/10
Short Hop - 2/10
2nd Jump - 6/10
Fall Speed - 5.5/10
Aerial Movement - 4/10
Crouch - 7.5/10
Traction - 7/10
Others - Crawl

Above Average
Average
Below Average

This character seems to have a healthy balance across the stats. He has great range on his disjointed/projectile moves, and has high jumps (the short hop is perfect for his aerials). He also has some very powerful moves, but is countered by the moves that lack to do much damage/knockback, and that he has slow movement on the ground and in the air, and also added his moveset, he isn’t suitable for approaching, and instead is based on making the opponent approach you. All the rest of the stats are average (like his weight and size {which is the height of Lucario, but the depth of King Dedede standing still}). But remember, these are just stats; they don’t really mean that much, now, look onto the set now.



Neutral Special - Projectile Gatherer

Votarch opens his mouth (mask) up, and blows a pink bubble the size of King Dedede forward a stage builder block. The bubble stays in the same place for 30 seconds before vanishing automatically, as this obviously has a special ability. What this does is that it can contain up to 8 projectiles before popping. What does this mean? This means that you can literally store the opponents’ projectiles in this, to stop them hitting you. What you can also do with this, is that if you press B again, you pop the bubble automatically, making projectiles going out in a possible 8 directions (up, down, left, right and in the mid point between them) with the original, damage, speed and range. However, if another projectile hits the bubble after collecting 8 projectiles, it simply pops with the projectiles disappearing. This has low start-up and ending lag, but you can only have one placed on the screen at one time. (This stops any up coming effects to take place from the projectiles, and then resets it as soon as you press B, so even the trusty grenades can be swept up)

This is useful for stopping campers, in the air and on the ground since of the directions it sends the projectiles, so it is a way to encourage campers to approach you. Plus, you can move away from the bubble and continue you own thing, and since it has low lag, you can simply place another one down as soon as the first expires.
[Damage varies]


Side Special - Psychic Wall

Votarchs brain glows bright pink briefly as you press this, and then straight afterwards, a pink transparent thin but tall wall (tall as in from the top death boundary to the bottom) appears very quickly right behind the closest opponent. This has little start-up lag, but has quite a bit of ending lag. This is literally a wall, the opponent cannot go behind that spot for 8 seconds. There is nothing else to this move, a part from it could potentially block out opponents in free-for-alls, but who cares? This makes up for a great mechanism that stops all run away characters, and since of the low lag, you can trap the opponent with you, but it does have some ending lag, so be aware of that. You’d want to use at the start of a match, especially on small maps such as Pokemon Stadium to stop them planking.
[0%]


Up Special - Mind Levitation

Votarchs brain goes bright blue this time, and then after a brief moment, his whole body will have a light blue outline. At first, he shoots up 2.5 stage builder blocks upwards, and then for 2 seconds, you have control over where Votarch goes with great control about the speed of Marios run. You can go up, down, and any where else going forward, you cannot go backwards. This has quite a bit of start-up lag, and enters free-fall at the end of this, which has quite a bit of landing lag. However, if you hit the floor in the middle of this, there is no landing lag. However, at a price, this doesn’t auto-sweetspot this recovery in any part of the move a part from when he enters free-fall. This is a great recovery, but don’t go into the lip of Final Destination, please. You can’t really use the landing lag to much use though. This does no damage/knockback at all.
[0%]


Down Special - Mechanic Shredder/ Move Disable

Votarchs brain flashes a colour while tilting towards the camera, this is based on the effect it does. This has NO start-up lag, but has quite a bit of ending lag. This move has multiple effects in it, but only the top priority one takes place, if the opponent doesn’t have the criteria, it moves onto the next one. I’ll order these 1 – 3, with 1 being the most priority! This effect happens to the closest opponent (this has infinite range and happens at any time, nothing can stop it {other than disabling this}).

1. Global Mechanic Remover –

This is the most powerful move. This eradicates a mechanic that is constant across the whole set, and disables it so there is no plus for the opponent. This move destroys mechanics such as Lucarios aura (his strength will constantly be like at 0% and on even stock), and Ice Climber synch (Popo or the one AI controls when they are de-synched, so you have no control on the other one, say good bye to those infinites). You can only do this once a stock, and that this effect lasts for 30 seconds. Very game destroying, especially for a lot of MYM characters, although some actually hinder them, so don’t use this then. Use this at the start of a match.

2. Move Mechanic Remover –

If the opponent doesn’t have a global mechanic, it moves onto this. Out of the last 10 moves the opponent last did, if they did 5 moves that consisted of a mechanic of sorts and it removes them, or changes them to the worst possible move you can use (Charging a move is a mechanic, luck is a mechanic, whatever is your definition of a mechanic is). This effect lasts for 20 seconds, and you can only do this twice a stock if this effect successfully occurs. This is a great move to use, this’ll stop those characters storing those charge moves, and this’ll force Game and Watches to look on at pity when they constantly do 1s on their side-b (they shouldn’t be using this anyway), and this’ll stop peach having any luck picking up a bom-omb or stitch face.

[color="#CCCCC"]3. Move Disability –[/COLOR]

Even if this doesn’t meet the criteria of any of the above, then this will simply just make the last move the opponent does from being used again, and the next attack input they do, and if you do this when they are in the middle of a move, this disables it as well, but this doesn’t always occur for obvious reasons. This lasts for 13 seconds, and you can use this 4 times a stock. This is great if you are being picked of by the same move, such as King Dededes down throw (it’s a successful chain-grab), but you get sent a tad forward than normal, so there is a chance to do this before being grabbed again, even if you dodge, you move so slow anyway, so it’s useless to do so anyway. Many moves that play a part to the characters game will simply just not work, and they’ll need to think of other plans during the time limit (Poor old whorenado won’t be so useful here). Very useful.
[0%]



Neutral A - Brain Piercer

Votarch moves his head diagonally downwards at first, and his Brain will glow a bit, and a little pink visual effect similar to Lucarios aura on the down smash, or any of his smash for that matter. The visual effect is about the size of Kirby. This has little start-up lag, coming out on frame 4, the hit-box stays out for 4 frames as well, but has quite a bit of ending lag for a simple neutral a move. If the opponent goes into the pink visual effect, they automatically turn around 360 degrees, and then pink slashes and quick slash sounds occur, lasting just 0.4 seconds before the final slash sends the opponent away. This does 10%, with the final hit doing low-high diagonally upward knockback with quite a bit of hit-stun. This always do the max damage; the opponent cannot DI out of this fortunately for you. This is a grab box, melee attacks won’t out beat this. This is great for an easy 10%, and is a great lag punisher if the opponent is up close, however since of Votarchs low movement, it is quite hard to follow up with.
[10%]


Dash Attack - Psycho Charge

Votarch dives forward, and in mid-air, his brain flashes bright blue, and then he floats forwards as quick as Metaknights dash 3 stage builder blocks forward (he floats half a stage builder block off the ground) with blue energy flowing off the front of his head (visual effect). This has quite a bit of start-up lag, and slightly more lag on the cool down. The hit-box of this move is the entire body (floating in mid-air, Votarch is about 2 stage builder blocks), and has above average priority. This does 10% and mid horizontal knockback with the aura effect. This could’ve been a good approach, only that he has a ton of lag in it. He is meant to be a defence character, not an approaching character, so this plays no good to his game whatsoever. Every character has a bad move somewhere!
[10%]



Forward Tilt - Come Closer

Votarchs tentacles underneath his head open up extremely quickly, and a hole appears in his body as he does this. The grab box first appears on frame 3!!! However, the grab box lasts until frame 8, and he has quite a bit of ending lag. The grab box is also quite big, those tentacles have decent range on them you know. So what does this do ay?

When grabbed, the opponent will be in the clutches of those tentacles, and they will make the opponent sink into his body. After a second pause, Votarchs mouth opens up, and shoots the opponent diagonally downward to the ground with a small warp star as well. When they hit the ground, the warp star explodes. This does 18% and very diagonally upward knockback. This is the main way of KOing with Votarch, as it is insanely powerful in terms of knockback. So to make use of this, you need to punish the opponents approach with this, as this most likely beat out most moves in terms of how fast they come out. If that is proving troublesome, you have to use your dragging moves and stunning moves to make it all the easier for you.
[17%]


Upward Tilt - Stinging Stab

This is simple, unfortunately. Votarch goes upside down, slashing his bladed tail upwards in the sky (with the slash visual and sound effects). This has low start-up and ending lag, which also has some decent upward range, and has average priority. Boring ay? Well, this does 7%, and this stuns the opponent for 0.7 seconds, and the stun also makes the opponent go downwards as well. This might seem an awesome move in terms of its effect, but however, the hit-box is very small, being the blade of the tail and slightly around it, making it incredibly hard to hit a grounded opponent with. This move is an anti-air approach, and it links incredibly well for the forward tilt, and you might want to force the opponent into the air with moves like his down tilt.
[7%]


Downward Tilt - Tail of Woe

Votarch sticks his tail into the ground quite quickly, and after 0.5 seconds the blade of the tail shoots up right underneath the opponents’ position on the ground. When the tail shoots up, a pink layer around a stage builder block radius away from the tail appears. When the tail itself successfully hits the opponent, it does 12% and it stuns the opponent for 3 seconds with great priority. While it is unlikely that in a one on one match they’ll hit the puddle, but the puddle does 6% and frozen in a purple ice block for a maximum of a second. The tail stays out for 20 frames (0.3r seconds), while the puddle stays out for 40 frames (0.6r seconds). This has quite a bit of start-up and ending lag, and is punishable if the opponents right close to you. You want to use this when the opponent is quite far away, and it can force the opponent into the air initially, and if you hit the opponent with the tail, then it could set up a KO move for you, or if they are quite far away, you can force them close into you.
[12/6%]



Forward Smash - Attack Corrupter

Votarch tips his head downwards a bit, so his brain is pointing horizontally, and then the brain then shoots out a black beam 1.5 times as fast as Sonics run speed. The beam shoots out the distance of 2 battlefield platforms, and is also the size of Kirby tall. This has a bit of start-up lag, and quite a bit of ending lag. This is like a grab-box, you won’t collide with this. If this hits the opponent, they turn inverted, and during this time, if you press an attack input (also grab and then do a direction), it quite literally corrupts it. You do the inputs in the space of 1.5 seconds, so make your decision quickly. This effect lasts for 9 seconds, and you can’t do this again if one effect is already on tack. Only when you fully charge this you can corrupt 2 moves instead of 1, if you let go of the charge before then, nothing is different. So, what are possible effects this could change, well, it’s random, but it could be any of the following list:

Lack of hit-stun - Well, most moves have little hit-stun, but this delivers no hit-stun what-so-ever, meaning KOing moves are no longer as effective, as you can just use an aerial then recovery instantly.

Cut Knockback - knockback is cut in half, meaning they KO at double the percent than the normal percent. Set knockback is set for a reason, they don’t have any knockback growth, so they don’t change.

Knockback/Projectile direction change - This just changes the knockback direction to upwards, diagonally, horizontally or the mirrored direction. Projectile direction are changed in the same way

Hit-box alter - This changes the hit-box of the move to more horizontally, upwards, diagonal or whatever. This does not affect projectiles or throws, so this random occurrence won’t happen.

Charge alter - This might make the move charge go downwards if it’s a auto-charge move, make the weakest charge strongest in stead of when its fully charged. Obviously only works with chargeable moves.

Lag switch/extension - This either switches the start-up and ending lag (and landing lag for aerials) around, or extend either the start-up or ending lag longer by 1.5 – 2 times longer.



So why use this? Well, while this might not totally disable the opponents’ moves like with his down b, but it can sure screw the opponents’ movement completely, and that only YOU know the opponents move you disabled, and there is no indication of which effect took place until they do the move. although it requires the opponent to be right up close to you work, it is very useful. Facing a King Dedede? Choose the down throw, OR, rather, NOT choosing it, as that’ll be one of the things you want to corrupt, so they will think of using a different move instead, mindgames son, use them.
[0%]


Upward Smash - Attracted to my Brain?

Votarch looks upwards a bit, and then his brain flashes pink with a slightly pinkish glow. After this slight pause, a pink beam that looks similar to ROBs weakly charged Neutral Special and is about the same size as well shoots up from 90 degrees upwards to straight forward depending on where you aim this. If you hit the opponent with the beam, the beam stuns the opponent, spins around the opponent and pulls them directly in front of you with 0.5 frames of hit-stun. This smash has a grab-box instead as well. This has quite a bit of start-up and ending lag. This always does 6%. Charging this just increases the range of this, and the beam comes out the speed of Wolfs Blaster and lingers quite a bit. When uncharged, this goes just the size of Ganondorf away, while when it is fully charged, this goes about the range of Foxes up-b. This is a great move to force the opponent to approach you, due to the huge range of this fully charged, and that this provides as an AWESOME anti-approach, since it is a grab box which lingers for a while, so this will be a great move to force the opponent into thinking of new tactics.
[6%]


Downward Smash - Rubble Crusha

Votarch turns towards the camera, and he lowers his head so only the brain can really be seen. The brain then flashes purple, and the floor around Votarch will flash purple as well, and then some of the ground rubble levitates in a huge clump the size of 2 stages builder blocks going horizontally, and one stage builder block high (each rubble individually is about double the size of a bom-omb). After a pause, Votarch looks upwards, and the rubble falls to the ground. During the pause it is in the air, if you tap in the direction you want, you can make the rubble go outwards further, with the rubble slowly spreading away from each other, and the faster you tap it as hard as you can, the further/fast it goes. The rubble can go a maximum of 3/4 of final destination length away, at the maximum speed of Sonics run. At the end of the pause, the rocks drop downwards until it hits an obstacle, which it then disappears instantly (they fall as fast as a fast falling Fox).

This has amazing priority when the rubble is clumped together, but very low if they become individual. This has quite a bit of ending lag, and Votarch has more ending lag than when the rocks hit the ground, making him very punishable due to the large amount of ending lag. When the rubble is clumped together, this does 25% (33% fully charged) and high (very high knockback fully charged) vertical knockback. When they become individual, they only do 4% (6% fully charged) and extremely low (very, very low knockback fully charged) diagonally upward knockback. There is about 15 pieces of rubble. This is a great KO move, as it has such great priority and covers quite a large space around Votarch, but is very punishable if you miss, just like most heavy hitters smashes. This can also be used as a great projectile, as there is so many rubble individually, it makes it incredibly hard to dodge them all, and that you can cover a great range as well, but is hard to use consistently due to the lag, so you should use this when you are one edge of the stage. Mastering the use of this move
[Weakest possibility: 4 – 6%. Strongest possibility: 25 – 33%]



Neutral Aerial - Extraordinary Obstacle

Votarch goes into a circle in the air, and then a see-through box appears after 0.25 seconds after you first do this, and then when you move, you go out of the box. The box is 2 stage builder blocks wide, and a single stage builder block high. This has low start-up, but has quite a lot of ending and landing lag, but you can only have 2 on the stage at 1 time. This is literally an obstacle, the opponent can jump on it or walk into it, but for Votarch, you can walk into it just fine. However, this can take 30% before breaking, and lasts for 8 seconds. You can hide in the wall if you do this near the ground for a short time, and you could do it in the air, making a platform so the opponents jumping and approach has to be timed or changed differently.
[0%]


Forward Aerial - Hoop of Energy

Votarch angles his body horizontally, and then he spins around while the brain flashes pink and sends a pink hoops the size of Kirby (being slightly smaller the hole) forward a stage builder block. The hoop tilts forward slowly on its own, and it takes 12 seconds for the hoop to do a full circle. You can only plant 2 of these at one time on the stage. These do not disappear EVER, until the opponent goes into them, or you use back-air, which has a special effect on this (described the paragraph below). This has low start-up lag with quite a bit of ending and landing lag. This effect is also like a grab-box, how many are there in this set =S. When the opponent goes into this, they get wrapped around by the hoop, and they’re stuck in mid-air just like a grab, and has the same effects as one as well (harder to break out the higher your percentage is), and deals 6%. What you could do is plant 2 hoops right next to each other, get the opponent trapped, and use the other one to use the back-air interaction.
[6%]


* Forward Air + Backward Air Interaction *

When the yellow bulb of the back-air reaches inside the hole, the hoop explodes with great yellow energy, as big as 2 stage builder blocks wide and thick. The yellow bulb comes out incredibly fast, moves at just a slower speed than Foxes blaster. This puts an extra hit-box out, it doesn’t take out the back-airs hit-box. This is extremely powerful, doing 19% and high knockback almost as strong as one Zeldas lightning kick. This has great range as I said, so make use of them along with those stunning moves as well. Use them to your advantage man.
[19%]



Backward Aerial - Striking Tail

This is ridiculously generic! Votarch looks backwards and sticks his tail outwards, and those yellow bulbs at the end of his tail light up, just for visual effect. This has little start-up, ending and landing lag with average priority. This has a sweet-spot at the blade. The sweet-spot does 14% and mid horizontal knockback, while the sour-spot does 10% and mid-low horizontal knockback. This also has decent range and the hit-box is the bottom half of his body. This can be used as a great zoning move, just as good as Marios/ Luigis/ Wolfs’ back-air.
[14%/10%]


Upward Aerial - Psycho Pain

Votarch looks upwards, and then pink explosions that resemble a travelling dins fire in shape (but pink{!}). About 6 pink explosions occur all around his body (up, middle, down, and that behind as well), and then directly upwards, and then a massive pink explosion that has the same hit-box as snakes grenade, ending this move. This has little start-up, ending and landing lag, but causes great hit-lag. This also has sub-par priority, and also hinders his mobility and fall speed by half. The 6 explosions do a total of 12% (2% each explosion), but has hit-stun that DOES NOT go upwards, but it is a bit hard to DI out of, so you’ll hit with all the hits, but not the final explosion. The final explosion does 15% and high-low vertical knockback. This has 2 purposes, to damage rake the opponent if they get too close, and to KO the opponent at high percents when they are above you. This can also eat some shields away as well. However, this move has very low mobility, so it is hard to use this constantly, and takes time to use it to your advantage.
[12% (6 multiple hits) + 15%]


Downward Aerial - Heavy Brainwave

Votarch goes upside down, and then his brain lights up yet again, and makes a little brain wave as thick as a bom-omb around the brain, making a little thud sound. This stops momentum in a similar way to Ivysaurs down-air. This has quite a bit of start-up lag, and has quite a lot of ending and landing lag with great priority. If this hits the opponent, their legs/feet/bottom turns bright purple. What does this do? What this does is if the opponent is in the air, this delivers a 3 frame hit-stun, but they fast-fall 1.2times faster than in metal. And once they hit the ground, they cannot jump off the ground!!! This effect lasts for 7 seconds, and CANNOT be stacked. This deals 9%, and this has quite small range. This is a great gimper if the opponent is off the stage, but more importantly is having the opponent the inability to jump, this can be game destroying, especially for characters like Jigglypuff and Wario, whose ground game and movement is sub-par to their aerial game, and that Wario has grab release shenanigans, making this match-up harder for him. A great move, use it!
[9%]



Votarchs brain does a small brain wave that goes out a third of a stage builder block in an arc that slowly expands outwards to the range I already stated god **** it. This means this can actually grab characters in the air, and they are stuck to his brain. This has 7 frames of start-up lag, and has a slightly longer dash grab and pivot grab (they have 9 frames start-up lag), but the dashing grab is lower, and can grab crouching characters.


Pummel - Brain Pump

Votarchs brain quite literally pump very quickly, and makes a low toned “har” sound each time you do this, making the opponent flinch. This has quite a large pause between each pummel compared to a majority of the Brawl cast (slightly longer than Bowsers grab). Each pummel does 3% but stales to 2% after 2 uses fresh.
[3%]


Forward Throw - Gravitational Push

Votarch lowers its head, and then swings his head forward with the opponent attached, always pushing them away 4 stage builder blocks away, and doing 8%. This has little ending lag. This is a great move to push the opponent back to trying to defend again, and at the edge of a stage it could be used as a gimp move. You could follow this up with a down tilt, stunning them, walk a bit forward, use up-smash, and then grab the opponent again, although it can be DI’d away when it becomes to predictable.
[8%]


Backward Throw - Duplication of the Guardian

Votarch turns transparent for 0.7 seconds, and then he makes an exact replica pf himself, which moves behind the opponent. The Votarchs move backwards 1 stage builder blocks, and the opponent must hit one, otherwise after 5 seconds, Votarch gets bored and then throws the opponent down a semi-spike backwards, doing 12% and high-low knockback. During the 0.7 second, you can aim which duplication is the real one (with left and right respectively). If the opponent hits the real one, it does the normal knockback/damage of the move, but if they hit the fake one, they get shocked, doing 1.1 times more knockback and damage than the original move. This has a bit of ending lag. This is used for the mindgame effect, which is powerful depending on the opponents move, but since this is a 50/50 move, it is too unreliable to use, beside, the opponent could just use a projectile and/or a jab. This “mindgame” falls through.
[12%/ 1.1 times more than the original move]


Upward Throw - Prophecy of Death

Votarch looks towards the camera with his head hold down, and the opponent gets spun in the air slightly going upwards, and then he looks upwards, and shoots a pink laser that goes straight upwards to the upper death boundary that is about the width of Yoshi (this doesn’t really matter, the opponent will always get hit by the laser beam). This has a lot of ending lag, and has unbeatable priority that matters in 3+ player matches. This does 13% and high knockback that can KO the heavies about 120% at least. A great KO move, use this on the lower ceiling stages than on the huge ceilings (like Jungle Japes and New Pork City). Use this at high percents, as this is incredibly punishable at low percents (this has Huge knockback growth to make it to that power).
[13%]


Downward Throw - Horror Seizure

Votarchs psychic ability pins the opponent onto the ground, and then they turn blue, having a fit similar to when they are about to be ***** by Bowsers down throw, doing electrical damage to the opponent. After this, they have to move away similar to Snakes down throw. This does 9%, and also has a bit of ending lag, making it suitable for a different attack, as his movement is quite bad. A great follow up move, indeedy.
[9%]




Mind Control

Votarch gets the Final Smash, and the whole screen turns light blue. Then, the closest opponent to Votarch turns light blue as well, and is under the control of Votarch. This effect lasts for 10 seconds. You control the opponent with 1.35 times more slowness, and receives 1.3 times more damage and knockback. You can attack with the controlled enemy, every KO with the controlled opponent is Votarchs KO, and if anyone KOs the controlled opponent, it is also your KO as well. Votarch enters the back-ground during this, so he is invulnerable. You’d want to just suicide with this, and when the controlled opponent dies, Votarch then enters the stage. Look, I hate doing Final Smashes *sob*



Votarch, in a nut shell, is a beastly defence character. Votarch doesn’t only force the opponent to approach him with his defence mechanisms, but quite literally strip the opponents’ moveset apart. This makes the opponent play in a different style, a different style compared to facing the rest of the moveset. Now, onto the main paragraphs!


The moves that ensures the opponent to approach you are: Neutral B (projectile users); Side-b (also stops any planking, and hit-and-run tactics); Down B (on projectiles); Down Tilt (hitting anywhere on the ground? This forces the opponent to take to the skies, plus with side-b, they can only really go forward); Up smash (an anti-approach that drags the opponent in a stun, that can hit opponents far in the air and on the ground as well); Down smash (spread this far away, even though this has a large amount of ending lag, since the rubble flies in many directions, it is hard to avoid). Mix these up, as the opponent can try to dodge, but there are a total of 6 moves that can be used to force the opponent to approach you, plus you have your own powerful projectile which can only be used far away, or as a KO move up-close (down-smash), and your own powerful projectile stopped (neutral b), regardless who your opponent are, they’ll have to get up-close to hit you, as Votarch doesn’t have to move much to make the opponent travel towards you, hence why he is a defence character -_-.


I also mentioned that he can whip the opponents option away, and can cause obstacles to over-come. These moves consist of the Down-b (move mechanic/disability? YES!); forward smash (a move that makes other moves unusable? I’m in, although it doesn’t completely disable them, it can cause quite the stir in the match, and that one mistake can be yours for the taken); Neutral Air (an obstacle in the air which you can hide in now, this could be used to alter the way the opponent approaches you); Forward Air (the move with the hoops that can stun the opponent in place, so they want to dodge this); and Downward Air (Not going into the air for the opponent = awesome for you, plus an incredibly easy hit with down tilt). Taking the opponents key moves is, well, key to success here. Having chain-grabs by some characters means you want to use forward smash first on the move, and then down-b if they didn’t use an moves with a mechanic or moves that didn’t use a mechanic (IE: C-stick smashes). Making the opponents with mechanics destroyed with the down-b, and generally making the opponent perform different tasks than they want to (like down-airing Jigglypuff and Wario, performing retreating neutral airs when the opponents get too close to you, and punish if you can. Using these moves to the best, make them approach in an already dangerous position, then hurl them into death.


So, what does Votarch have when the opponents up close? Well, the moves he could use are: Neutral A (great priority since it’s a grab-box, so it’s some cheap damage in); Forward tilt (by far his most powerful KO move), Up-tilt (if the opponent is in the air, stunning them into a forward tilt); Back-air (can be used as a wall, and for the forward air interaction which is a great KO move); Up-air (for a KO or for damage raking, since it has great hit-stun to make it unpunishable); and generally his grab game (can hit opponents in the air as well remember). Most of his stunning moves (down-tilt, up-tilt, up-smash) can drag the opponent into his grab or forward tilt, making it much easier to hit those moves, that’s why you want them to approach you in the first place.


Most of the above moves are hard hitting, making damage raking for Votarch quite hard, as the opponent will try to dodge as much obstacles as he can. Fortunately for Votarch, he has an amazing grab game to make his forward tilt as fresh as possible. Forward Throw can be linked into a down tilt if the opponent doesn’t tech roll away, then you could run a short distance, us an up smash forwards, grab, and repeat until you are near the edge/when the opponent realises how to avoid this. Back-throw is for mind-games, but is unreliable so you might want to pass on this throw. Up-throw is an excellent KO move choice if you decayed forward tilt too much. Down-throw can be used to follow up with a Neutral A, it’s to laggy to make down-tilt and this a chain (which would be an infinite, good ay?).


You did notice the attack stat didn’t you? Most moves do pitiful damage, but those heavy-hitting moves (down-smash up-close, forward tilt, up-air, back air + forward air interaction, and up-throw) bunked up the stat highly, but the reliable ones are forward tilt (2 frame grab-box = ****) and the up-throw. Backward Air + Forward Air interaction is so predictable, although if you ground the opponent with a down air, place towards 2 forward air next to each other, us up-smash to drag the opponent into the forward air. It’s about getting cheap damage with the throws.


Overall, many characters are in mercy to Votarch, Metaknights tornado is no longer an issue if it is disabled or corrupted, plus a disjointed a grab-box in moves such as up-smash and neutral a can just grab through it. Warios going in the air to much? Poking you with his forward air? Put a stop to that by hitting him with a down air, how you going to approach now? Votarch is a definite defence character, with such slow movement in general, he has literally NO approaches, and anyone who does is a big fat fool. His defence game has quite a lot of depth, his down air causes moves like side-b and forward air to have great applications (imagine: The opponent in pinned, a forward air is right in front of the opponent, plus you used side-b. They have no where to go, so you can stun them with a down tilt (since the hit-box lasts so long), make them stunned, hit them with a forward tilt. Or you could use up-smash, pull them into the hoop, use down-smash to finish the job. Don’t approach, and use your specials to the fullest, as I would say!


* Authors Comment *

I enjoyed doing this set, seeing as it’s one of the first true defence characters who isn’t exactly a camper, since he has no projectiles or the like to be a good spammer. I think he is a wee bit over-powered, but disjointed moves with great range is good against him, and so it pressurising him, but he completely changes the opponents game, making him an excellent secondary (the opponent will have to learn to adapt, but some are shut down with some of the options he has). One match-up that would be interesting would be facing himself. Down-b can’t really be used against itself (well it does have a mechanic with the priority thing), side-b to force the opponent to go forward? He’ll just stand there. Down tilt is the most valuable move here, this is what will make them go forward, I really just don’t know how the match-up would play out. I hopes you likes dis set, plz do, I’ll be happy!

This has 6,651 words altogether, including BBCode if that counts in word!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Baaaaah.

Poke Floats is bad.

Warioware isn't the best on its stage, but it's ok.

I vote Poke Floats, although it looks like I'm a minority.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
WarioWare, Inc. sucks monkey balls. I hate that song with the passion and fury of a thousand suns.

Poke Floats, I like.
 

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
The champion of the Worst of the Best is... WARIOWARE INC.!!!

I'd like to thank everyone for contributing, and as usual their will be a questions, comments, concerns day before starting up the Best of the Worst Tourney!
 

Lord Viper

SS Rank
Joined
Sep 26, 2007
Messages
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Location
Detroit/MI
NNID
LordViper
3DS FC
2363-5881-2519
No no no, the best of the worst should be Green Greens. :D

But no problems here, I'm just glad that Lip's Theme didn't get voted to be worst of the best, I love that them and chracter to death. :embarrass
 

Morrigan

/!\<br>\¡/
Joined
Mar 10, 2006
Messages
18,681
I'd like to thank everyone for contributing, and as usual their will be a questions, comments, concerns day before starting up the Best of the Worst Tourney!
Best of the Worst? And then it will be Worst of the Best of the Worst? And then Worst of the Worst of the Best of the Worst of the Best?:dizzy:
 

roy_owns

Smash Lord
Joined
Apr 3, 2007
Messages
1,765
Location
Alberta, Canada
Best of the Worst? And then it will be Worst of the Best of the Worst? And then Worst of the Worst of the Best of the Worst of the Best?:dizzy:
Haha. Well as interesting as that seems, no I have some future tourneys already planned that will get us away from all this "Best and "Worst" stuff.
 

Frown

poekmon
Joined
Nov 1, 2007
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Right here, not quite now
Proposition: Once the next competition is over, you should do the same thing for the songs that didn't make it to the best/worst finals, so that we can eventually rank all songs from best to worst.
 

Golem the Stern Father

Smash Champion
Joined
Jan 26, 2008
Messages
2,379
Location
TyfighterLAND. Location#2: Illinois? Yeah.
Proposition: Once the next competition is over, you should do the same thing for the songs that didn't make it to the best/worst finals, so that we can eventually rank all songs from best to worst.
Yes. Mother 3 Love Theme, Butter Building, With Mila's Divine Protection, and Gourmet Race FTW!

Also, what about for which stage has the best collection of music? Some would be unfair, like Melee stages, Flat Zone 2, ect. However, it could be done...
 
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