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

Big-Cat

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I think it's in Viper's favor. Her being able to fly around gives her a massive advantage. As long as she can dodge Ivy's whip blade, it's no big deal for her.
 

Nova9000

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I think it's in Viper's favor. Her being able to fly around gives her a massive advantage. As long as she can dodge Ivy's whip blade, it's no big deal for her.
Bolded part is the gray area in this MU. How long can she dodge her whip? And even so, can she get in close enough range to land a killing move.
 

JOE!

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ok, so lets break this down to a simple question:

Would Viper be able to close the gap ften enough for this to be realistically in her favor?
 

Nova9000

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I'm going to go out on a limb and say Ivy. For the fact that she has a weapon capable of outranging Viper, she can zone her out. And her sword doesn't have to necessarily OHKO her; she can aim for her legs and trip her, severing tendons in her legs and feet (achielles?). A wrap around the neck with this seals the deal as well. And even if Viper gets in close, I know those heels could knock her for certain, and it looks like the gauntlets she wears are sharp as well. That's my take on the MU.
 

REL38

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ok, so lets break this down to a simple question:

Would Viper be able to close the gap ften enough for this to be realistically in her favor?
It seems to me that it is more likely and easier for Ivy to win via her whip's range


What I wonder is what's up with talk about jet pack shoes and gauntlets?

I thought the future tech clause only applied to characters that were dead set in a futuristic world
Not today's world, as it might possibly seem for Viper
 

JOE!

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future tech clause means that weapons of a nature that 'seems improbable" today, but could be made/exist, can exist here as there is nothing stopping them from existing
 

REL38

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it's a device that refracts light or something to that extent
It makes him invisible

You usually gotta beat the game at extreme difficulty with other prerequisites to get it if you're unsure what I'm talking about

If that helps >.>;
 

Skadorski

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How would Viper’s boots activate? If she had to tap them together that would be a nightmare to control.
http://en.wikipedia.org/wiki/Urumi close enough to Ivy's weapon. Thanks Beren.


That isn't that long... Viper may have a chance to be able to get a shock from the gloves in while taking a hit... would one shock from the gloves kill someone, on any body part (likely the shoulders, chest or back)?

Another thing...
Wikipedia; Urumi said:
When not in use, the urumi is worn around the waist like a belt. Since women often wore belts it was a convenient weapon for them to carry.
If it took 10 seconds to pull it out and flex it out Viper may be able to fly to Ivy fast enough.
 

JOE!

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Im here >.>

anywho, it's not exactly like that, as it is a segmented sword of sorts, not just a coil
 

ElPanandero

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Well i think if she's using he boots to move forward faster, the extra velocity and momentum would make any attack from Ivy more lethal if it connects...assuming she has time to react. How fast do these boots send her exactly?
 

kitsuneko345

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Let's get a closer analysis to the whip:

Ivy's blade is divided into 9 sections all connected from the whip itself. If we can say that the whip is about 9 feet in length when fully "uncoiled" and that the hilt/bottom part of the sword takes up about one foot by itself, then the main concern would be the other 8 feet. Because the whip portion of the blade is about twice as long as the blade itself when looking at her main pic, the sword in & by itself is about 2 feet in length, which I can confirm using my own hands (which are shorter than the average male) in comparison to her own. Seeing how the blade is close to what we consider a "broadsword", we can say that he sword is best used for slashing and stabbing, but stabbing would be out of the question because of the sword's design. Combine that with the sword's ability to retract at will and Ivy has a proficient, if slightly unpredictable weapon. In fact, what could be the best weapon to use against Ivy is a fast projectile, something that Viper doesn't really have.

If Viper can dodge the first 6-7 blades of the whip, then she can win with the temporary paralysis from the gloves and burns from her boots. This is entirely possible of course, but she needs to her opponent to not notice her in order to that close. If she gets caught near the tip of the blade edge facing her, she would get wounded enough from the impact to suffer somewhat major damage, but getting hit with the flat (an unlikely situation). Likewise, if caught in the middle of the blade, she would get trapped and possible get damage. Near the hilt though, she has the range to at least hit her whipping hand and the whip would also coil very close to Ivy.

I'll give my own examination to Viper's weapons later.
 

Skadorski

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Let's get a closer analysis to the whip:

Ivy's blade is divided into 9 sections all connected from the whip itself. If we can say that the whip is about 9 feet in length when fully "uncoiled" and that the hilt/bottom part of the sword takes up about one foot by itself, then the main concern would be the other 8 feet. Because the whip portion of the blade is about twice as long as the blade itself when looking at her main pic, the sword in & by itself is about 2 feet in length, which I can confirm using my own hands (which are shorter than the average male) in comparison to her own. Seeing how the blade is close to what we consider a "broadsword", we can say that he sword is best used for slashing and stabbing, but stabbing would be out of the question because of the sword's design. Combine that with the sword's ability to retract at will and Ivy has a proficient, if slightly unpredictable weapon. In fact, what could be the best weapon to use against Ivy is a fast projectile, something that Viper doesn't really have.

If Viper can dodge the first 6-7 blades of the whip, then she can win with the temporary paralysis from the gloves and burns from her boots. This is entirely possible of course, but she needs to her opponent to not notice her in order to that close. If she gets caught near the tip of the blade edge facing her, she would get wounded enough from the impact to suffer somewhat major damage, but getting hit with the flat (an unlikely situation). Likewise, if caught in the middle of the blade, she would get trapped and possible get damage. Near the hilt though, she has the range to at least hit her whipping hand and the whip would also coil very close to Ivy.

I'll give my own examination to Viper's weapons later.
How does the Ivy's weapon retract?

I guess if you press the green switch it will but... just seems unlikely.
Look at the wires. If Viper gets hit by that, it'll damage her a lot, but it won't prevent her from closing in on Ivy. And even if the weapon DOES retract, it won't be able to do it fast enough, especially if the weapon's longer.
Viper's gloves should be able to paralize Ivy long enough for her to be able to choke/ burn her with the boots.




Edit: Oh my gosh go to 2:05
http://video.google.com/videoplay?docid=-5417019303200331106# (language in the video btw)
Viper's boots, with a little more boost, can work.
 

kitsuneko345

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Rapunzel

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

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

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

Mechanic: Enchanted Hair

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

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

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


Stats

Size: 6
Weight: 4
Jumps: 5
Traction: 8
Aerial Movement: 4
Ground Movement: 4
Falling Speed: 3

Specials

Neutral Special – Shield Spin

This attack will make Rapunzel coil up her hair around herself by spinning around with the hair following. The hair itself will only trip opponents and pulls them a battlefield platform towards Rapunzel, but Rapunzel will give 3% with above average priority to compensate for the small knockback and range. Tapping the B button will make her recoil 5 feet of her hair, and holding it will make her get more hair every one-sixth of a second, with the maximum time being a little bit more than 1.5 seconds for the whole 50 feet. Rapunzel will retain the shield position until she uses certain moves.

There are a few advantages using this move, mostly pertaining to damage. Any damage that Rapunzel takes while under this attack will be halved. Ducking with the shield will lower the damage input to one-fourth. The certain moves that you can use during this attack are usually enhanced from their original attacks. Your weight also increases about .4 for every 5 feet you tangled yourself into.

Of course, there is there is some disadvantages to the move itself. One is that the other half of the damage given to you will be given to the hair instead. This same goes with the three-fourths when you duck and get attacked. Most of the other moves that don't get a buff from this attack will instead either limit the range and knockback of this move or just not exist at all. Lastly, your movement in general will decrease at a rate of .3 for every 5 feet and fall speed increases .2 every 5 feet. There are other moves that have this certain mechanic indicated by the term “reeling in her hair”, but they only take in a certain amount of hair during the process.

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

Side Special – Locks of Dread

For this move, Rapunzel will whip her hair sideways, allowing the parts of the hair that are on different level platforms to move onto the platform that Rapunzel is on herself. So if all her hair is on the platforms of Battlefield and she's on the the edge of the solid part of the stage facing the middle, then using this attack would move the majority of her hair to the main part of the stage while the leftover parts would be left on the edge. Of course, this seemingly useless move will only do this when there is nobody in Rapunzel's sights.

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

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

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

Up Special – Hair Tether

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

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

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

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

Down Special – It Doesn't Just Glow

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

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

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

Standards and Tilts

Jab -- 12" of Awesome

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

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

Dash Attack -- Never Going Back

Rapunzel will simply do two small cartwheels before rolling down on her side for about a battlefield platform's distance. During the cartwheel procedure, Rapunzel's hands and feet are the hitboxes, dealing 1% each and small backwards knockback and lag, totaling 8% if the opponent is hit from the beginning of this attack. Hitting anyone that is prone during this section of the move will make Rapunzel roll on top of them to keep them at that state for a second longer. Once she is done with her cartwheels, she will readjust her hair by swinging the first 10 feet of hair in front of her. Anyone on that section of hair at that point of time as well as anyone in front of her will be dealt an extra 5% with low- knockback. Anyone else on the hair will instead trip and be dealt a measly 1% damage. Rapunzel will not flip her hair back into it's original position at the end of the move unless she press the attack button directly after the first flip, which will deal another 5% damage on anyone within the range of one section. Otherwise, Rapunzel will either have to turn around or move forward at a slower pace initially because of her splitting the hair apart to see where she's going. If Rapunzel uses any attack that involves her pan just after the move ended, the pan will get tangled into the 2nd section of hair, forcing her to use the uncapturable satchel until you get it back.

Forward Tilt -- Conking Knockers

This move once again utilizes the pan and its amazing ability to knock people out. In this case, using this move against someone from behind will make the opponent take twice as long to get up as per usual. However, the damage is at a low 6%, the knockback is non-existent, and the lag, range, and priority is very low. Moreso, using this when the opponent is facing you will make the character only dazed for a fourth of a second. Using this move while the opponent is in the air will not have any extraneous effects to it, but will give slight knockback in return. Like the Jab before it, using the move with no pan will force Rapunzel to use the satchel, dealing 1% less damage and no extraneous effects.

Up Tilt – Realization

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

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

Down Tilt – Observation

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

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

Smashes

Side Smash – Let Down Your Hair

Rapunzel's starting animation with this move will make her coil up to 20 feet of her hair, making anyone on the hair have a dizzying effect for half a second and move a battlefield platform in the direction the hair went. If this move is used directly after the neutral special, then Rapunzel will take the hair around her and slip through the bottom and, if there is less than 20 feet around her, pull in more hair until it reaches that limit. Once the animation is complete, then Rapunzel will throw the amount of hair she has ahead of her so that it looks like a straight line, dealing 12-16% if anything but the last five feet of the hair connects (which only works if you recoiled the hair beforehand all the way). Connecting with that segment of the hair will instead grab the opponent and deal three-fourths of the damage it would usually give. Rapunzel will reel in her hair if anyone was caught and deal an extra 10% with her frying pan. The knockback to both parts of the attack is about medium-high, while the lag only goes above average while reeling anybody in (otherwise, there is slightly below average lag on both ends). Using this move with no hair will make her swing her frying pan instead of her hair. The damage is 15%, the knockback is slightly high and downwards, and the lag is instantaneous, making this a good combo finisher.

Up Smash – Wandering and Wandering

Being one of the few moves that interacts with the neutral special, the starting animation is different when you have all our hair wrapped around you. Without the hair, Rapunzel will simply grab 20 feet of her hair nearby her, with the exact same effects in the neutral special occurring during the animation, Once the move is charged, Rapunzel will throw parts of her hair at three different intervals. The first throw is 5 feet of hair in front of Rapunzel that goes up about one Stage Builder Block high, appearing about a fifth of a second after the starting animation. The next throw is exactly the same as the first, only it's behind Rapunzel this time and it appears one-fourth of a second after the the first attack. The last is the remaining 10 feet thrown so that the looks reminiscent of a semi-circle when at its peak. The length of the move is about 2 SB blocks wide and the height 1 SB block, while the timing appears about a third of a second after the second part. The first two attacks do 3-5% each when it's going up while the last attack is 6-10% and low-medium knockback at its peak.

Of course, this is without using the neutral special immediately beforehand. If you use the special to carry all 50 feet of your hair before using the up smash, then the beginning animation will be Rapunzel lifting all of her hair around her over her head and momentarily carry it for about one full second. Afterwards, Rapunzel will throw 10 feet of hair in front instead of the usual five feet , then another 10 feet behind, and lastly 30 feet of hair, all thrown similarly to their original forms with increased stats all around, all proportioned accordingly. This, if you can't tell, is Rapunzel's best move in the game, with a possible whopping 50% damage excluding other buffs. Therefore, there are limits in this move, mostly pertaining to the Rapunzel's priority being very low and the hair not fairing much better. If you have somewhere between 20 to 50 feet of hair, the last attack will be the first to gain the new amounts of hair, followed by the first section and the middle. So if you have 40 feet of her in your person, then the attack goes 5 feet, then another 5 feet, then 30 feet.

If Rapunzel doesn't have the proper amount of hair, but still has some that can be used (i.e. 5-15 feet of hair) then the last part of the attack will be the first to lose its amount, followed by the first portion and lastly the middle part. Rapunzel's hands will be the hitboxes once you run out of hair in the portions that don't have hair. Her hands deal 6% each with slight upwards knockback, but the range of the hair from the other portions will make it hard to combo with unless you have no hair to begin with.

Down Smash – Brush and Brush

The starting animation has Rapunzel pulling a hairbrush from hammerspace and giving a good twirl, not once ducking down in the process. Once the animation is complete (or you let go of the attack button), Rapunzel grabs the first five feet of hair behind her and starts brushing. However, Rapunzel will brush her hair in one continuous go, so she will run towards the rest of the hair brushing along the way. Anyone who is in Rapunzel's path during this time will be deal 14-19% and medium-high forwards knockback. The move has average priority when attack hit Rapunzel directly, but low priority when she's attacked from behind. If Rapunzel is holding onto the attack button while this move is active, then she will instead drag the opponents until she reaches the tip of her hair and attack then, dealing only 8% and small knockback but an added confusion effect for half a second. This is best used when Rapunzel's hair is close the the edge of a stage, as you can essentially KO opponent's if they can't recover quickly enough. However, trying to end the attack at anytime via either tapping the attack button (if you aren't holding it) or letting go will only give opponents nearby the same confusion effect as before.

Despite the possible godly range of this attack, there is some benefits for the opponent to get attacked. First off, Rapunzel usually can't use this move again until 10 seconds after the move is done due to the tangled hair on the brush. However, getting attacked by this move will break the brush a bit, making the time to regain this move doubled. Moreso, for every five feet of hair that is brushed, any attacks used with those sections will be 1% higher (and with the case of the Down special, heal 1% more) and the HP needed to destroy the hair will be increase to 35% per segment for 10 seconds. Basically, your opponents have to decide whenever it's best to absorb the blow to keep Rapunzel's attacks consistent, or dodge that attack and others with the higher percentage.

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

Aerials

Neutral Aerial – Blind Ballet

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

Forward Aerial – Frightened Hold

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

Up Aerial – Pan Twirl

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

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

Down Aerial – Pull Back

Rapunzel will reel in about five feet of hair before doing this stall-then-fall attack. She will initially do around 8% damage and moderate knockback, with her ending lag drastically increased for the usual low lag if she hits the ground without hitting an opponent. An interesting note on this move is that Rapunzel can use this attack directly after her neutral special, which will increase the damage up to 17% and let Rapunzel keep her shielded state, but will increase the lag to Warlock Punch levels if you don't connect with the move. If there is someone on Rapunzel's hair at the beginning of the attack , then the hair will not be reeled in, but rather will push Rapunzel slightly into the direction where the opponent was at that time. This will help Rapunzel set up some early combos with her hair attacks.

Backwards Aerial – Best Day Ever

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

Grab-Game

Grab – Gotcha!

Not the best of names, but no one gives a damn anyway. Rapunzel's grab is simply whipping her hair a bit, with the Pikmin sized wave of hair possibly traveling through twists and turns before grabbing anyone on the strands, including those in the air if they are close enough. Once the hair latches on the person, Rapunzel will reel the character in until she is able to grab onto them. Without your hair, Rapunzel will just do a simple that's around the range of Peach's Grab with no added effects.

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

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

Pummel – Pascal

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

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

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

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

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

Forward Throw – Target Practice

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

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

Up Throw – Dream Cheer

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

Down Throw – I Will Use This

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

Backwards Throw – Braid-y Bunch

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

The position of where the girls are determines where they are going to braid the hair. They will always braid 10 feet of her hair into five feet; landing in the middle of one section of hair will use that unit and the next one that's further away from Rapunzel while landing between two sections will use both of them. The only exception to this rule is when the extreme ends of the hair are where they land, which will always include that unit and the one next to it. One note about the hair: because the first five feet of hair is basically Rapunzel's height, the girls basically have forty-five feet of hair to work with.

What's the use of braiding your hair? Well for one thing, that one section of hair will have around 1.25x as much power as and 2x the durability of a normal section of hair. This might not sound like much, but the girls will braid your hair whenever you use this move up to five times. If this doesn't sound possible at all because of the forty-five feet equaling only at most 4 braids, well that's because you can braid your braids over and over and over again. What's even better is that the damage and durability will be powered by how many braids in a section you have. Converting this into a equation will give you 1.25^x for power and 2^x for durability, where x is the number of braids in that section of hair. That's means if you have one section of hair braided five times, you have an attack that will potentially have about 7.5 times the power of it's original damage.

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

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


Final Smash – Healing Incantation

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

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



Playstyle – She Doesn't Need Any Protection

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

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

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

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

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


 

Skadorski

// s o n d e r
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Skadorski
True, I probably shouldn't have said that it retracts at all, but it doesn't make the argument moot, because she still has range over Viper. Think about this: if the whip wraps around the Viper's arms and body, you not only take away one weapon from her temporarily, but you also make her have limited control of the other weapon. Wrap around the legs, and her movement is limited, because she wouldn't have much control over her legs. These two outcomes can give ivy the edge. Even better, she can still wound them with the whip by pulling her weapon.
Umm I don't think Ivy's weapon is long enough to wrap around her if not in melee range. If it wraps Viper in melee she's doomed (but this most likely won't happen).
Pulling her weapon? Both her weapons should be strapped to Viper pretty well...
Maybe the boots but even with that if Viper's close enough for Ivy to wrap her legs, Ivy's going to get hit with the gloves.

I'm not saying that Viper won't win many of the fights. In fact, her punches can be hard enough to break ribs and possibly the neck. Her problem that she can't attack or get close to her in a direct fashion. Her best shot is to use her jet-boots as intended to instead of the way she used them to get through. Overall I would say that if Ivy's whip traps either the arms or the legs (especially the arms), Viper's got little chance. If Ivy can't do that, then Viper should be able to punch Ivy and win afterwards. It all depends on how Viper would approach Ivy. Directly, there is a small chance, but only if Ivy messes up. Indirectly (from the side, behind, or from the sky), Viper will be deadlier.
I REALLY doubt 8 ft will wrap around Viper w/o being in melee range.

That's 8 feet(roughly) O_o
EDIT:
^

Breaking ribs? With punches? Sure. If you know how to punch.

Breaking someone's neck? With punches? No.
I thought the windpipe cracked real easily...
AFAIK there are 3 ways you can break someone's neck w/ karate. I'm pretty sure Viper would know at least ONE.
http://streetfighter.wikia.com/wiki/Crimson_Viper
Looking at this, it seems like Viper's a C.I.A. agent. I would imagine CIA agents would be able to break a neck with a punch...
And I totally thought you were Kitsuneneko.

XD My bad.

Smooth Criminal
?
Anyway...
http://www.wikihow.com/Become-a-CIA-Agent said:
14:participate in job training.
For some positions, particularly those in the clandestine service, you may have a probationary training period during which you must successfully complete training for your specific position. You may have to relocate during your training period (about six months), and the Agency will usually not pay for relocation of your family during this time. You will not be an official case officer until you pass the rigorous training, which, depending on the position, can be very difficult.
Rigorous training.
I'd imagine this would mean combat training.
 

kitsuneko345

Smash Ace
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*sending Sundance lots of apple pies on Pi Day, as
laptop needs a rest, so using laptop.

You're right, I'm wrong. Got too into the moment.

Ivy's sword-whip might have great range, but it would be fairly weak overall because of the unpredictability. Chances are the that the whip can make a fourth to third inch wound if it's fast enough, so not-so-minor wounds are unlikely but not deadly. Viper needs to only punch, then burn ivy to win.

Next match-up?


DOR-15

DOR-15, or Doris is a secondary antagonist, later the true antagonist of Disney's 2007 film Meet the Robinsons. Invented by Cornelius Robinson as a 'Helping Hat' that would assist wearers in small tasks, Doris soon rebelled against her creators and took control of the test wearer. Cornelius acted quickly to deactivate her and she was placed into a Robinsons Industries storage room for prototypes and failed inventions. She soon reactivated and escaped, meeting Bowler Hat Guy who was egging and toilet papering the Robinsons Industries building as an attempt for revenge. They discovered they shared the same hatred of Cornelius and decided to team up in an attempt to destroy the future he created.



Stats:

Height: .5
Weight: .5
Jumps: 10
Traction: 10
Aerial Movement: 10
Ground Movement: 5
Falling Speed: 10


Yikes, character of extremes much? This would be a good time to mention one of Doris's natural abilities: Hovering. Doris will always start off the match hovering at about Bowser's height and can move anywhere across the stage. She will receive knockback from all of the moves, but once she gets into a reeling state she can easily recover from the attack with out needing to go back to the stage. This hovering period will always last for thirty-two seconds; Once that time is reached, Doris will go down at her falling speed at a ROB-like helpless state. If Doris lands on the ground, she would be able to refill her hovering technique 4 seconds for every second she's on the ground. Any attack Doris gets hit by during this helpless state would not make her recover any hover time, so watch out.



Specials:

Neutral Special: Clones

Yay, another mechanic to deal with. Pressing the special button by itself will make Doris automatically create a miniature version about a Deku nut in size of herself almost instantly. Because of the energy required to create a clone, Doris will have to do a measly sacrifice of one second of hovering time. Said "clone" will sway behind Doris in and out of the fighting arena. Any attack that deals 2 damage would destroy the small clone, but it will stop most projectile attacks from hitting the original. If the clone stays alive for 4 seconds, it will reconfigure itself by increase its size to the original Doris and becoming a lot sturdier, requiring 64% damage to be taken down. The clone will also have the exact same amount as floating time as the original. To easily differentiate between the two, the "Beta" clone will have a less rounder crown in the shape of half a icosahedron. This is important to note because all clones will deal less damage than the original and Doris has the ability to create multiple clones.

By pressing the special button again after five seconds pass between the first use and this, both the original and the clone will make a mini copy. Something of note is that the copy that the clone has made will be weaker than it's creator at 32 HP when fully grown. Again to tell the difference between this clone and the others, the "Gamma" will have a half a dodecahedron as the crown. Press the special button again with all 4 clones present and 4 more minis will be created, and press it again after 5 seconds with all of the grown-up clones to get 8 more. The Gamma's clone will create the pyramid shaped 16 HP Delta model, while the Delta's mini will grow up to be half-cubed shaped 8 HP Epsilon clone.

To give an idea of how each of the clones are positioned during this move, I have created a chart that will show where each of the clones will be once Doris created all her clones. The letter at the beginning will represent which Doris it is (A=Alpha/Original, B=Beta, C=Gamma, D=Delta, and E=Epsilon), while the number at the end will signify the prder in which they were created (at the start of each neutral special attack, there is a period of 1 frame between the original and the clones afterward, which does not affect the set growing up stage of the attack).

A-1|B-5|B-9|C-13
B-2|C-6|C-10|D-14
B-3|C-7|C-11|D-15
C-4|D-8|D-12|E-16

A few more notes: Using the Neutral Special again with 16 clones will still make Mini Doris's, but they will not be able to get bigger until the other clones are destroyed and will stay out of harm's way by going into the background of the stage. The first-born minis will always have first priority when a clone is destroyed. The maximum of clones allowed for one controller is 32 including the minis in the background, so using the move again with all 32 will just waste time. Lastly, Epsilon clones will create Epsilon clones.


Down Special - Positions

For this move, Doris will take out a large flatscreen TV out of herself. The screen will show four different directions in a compass-like matter, each pointing to a set of dots with letters and numbers on the screen. I have created two of the many screens that might be shown when using this move in the link in this sentence. Yes, the dots are actually indicators of how many clones Doris has, but what do they mean? Well, tilting the control stick will make Doris and all her clones go into those positions.

If you are too lazy/cautious to click the link above, then here is the basic idea with the set. tapping forward with the control stick after this move will make the Doris's line up in a horizontal row. A similar occurrence happens when tiliting up, but the row is instead a column. Tilting back with the control will produce two rows and tilting down will make the formation two columns. If there is an odd number of Doris's, then the original will be inbetween the two rows/columns at the front/top. The placement of which clones are where is a bit difficult to explain, so more charts!

A-1|B-3|B-5
B-2|C-4|C-6
..|..|..
A-1|B-2
B-3|C-4
B-5|C-6

If you don't get the idea, the clones will always form themselves in the sections of two.

If one were to accidently use this move, they can get out of it with a quick tap of the special button. To get back into the original position of 4x4, the player will have to use the down special again then tap on the direction their current formation was in. The clones are vulnerable during the choosing process, but will gain superarmor during the change in formation.


Side Special - Hide

Using this will make the original Doris take out the flat screen TV again, but there are a few differences. Firstly, She will swing the TV right in front of her and spin it around, dealing 12% and moderate knockback to anyone in the average sized range of this move. Once she she is finished, Doris will then move the TV screen a bit towards the foreground and hide herself behind that screen, with all of her full-grown clones going into that space as well. During this time, all of the other hats will grab onto the edge of the hidden screen and let go at random times, including the original holder.

What the other players don't know is that by pressing one of four buttons and optionally tapping a direction, the original Doris will switch places with one of the clones. The clone and original will alter their crowns to the other during this switch and a few of the hands that were holding the screen at the time will let go during the switch. There will even be a number change between the two hats when the down special is used. After the switch, the hat that was originally in the creator's place will take that screen and put it inside of her while the rest of the hats go back to their previous positions.

If it wasn't obvious enough already, then I'll spell it out: this move is to create a sort of mindgame on the opponents. In fact there are two main reasons why Doris would use this move: to protect herself from attacks by using her clones to take the hit and to surprise the opponents with a strong attack. If Doris uses this move again and goes to another position other than the front top corner, then the clone she switched places with will move to that position instead of the other clone going back to its original position so that the former clone will take over. Because this move takes one whole second to complete if the input is done just as the attack portion is finished and how the there is only minor superarmor in the first half second when they hide, it's suggested that this is done while Doris is hiding away form attacks as she can't attack. Below is a chart to signify which direction and which input the original will go to.

|Neutral|Sideways|Up|Down
Special|1|5|9|13
Standard|2|6|10|14
Grab|3|7|11|15
Jump|4|8|12|16


Up Special - Tethers

For this move, the leading Doris will extend her hidden metal claws at a 45 degree angle at about two Pikmin's length and stay like that for a while. A quarter of a second later, the Doris's around the leader will extend their claws to the leader with that same length for an extra push. Then the next patch will do the same for the other clones and so on. Using this attack in the normal position will yield on at most three extra pushes diagonally upwards, but using this with a single file formation will give out up to fifteen pushes, albeit only upwards or forwards.

The leader Doris's claw is the main hitbox during this move, dealing 5% damage and slight upwards knockback during this attack if Doris is the assumed leader. Otherwise, the attack is weaker by 1% by the difference in ranking. If she is able to grab onto the ledge, then the rest of her clones will muster up the strength to get on the ledge with her. Her ledge recovercy will be her doing a quick jab that would deal 6% if she was the original, 5% if she was a Beta, 4% as a Gamma, and so on. The rest of the clones will just get back up with no attacks to deal due to the mass jumbling.

Something to note in general. If the Original Doris is KO'ed, this doesn't necessary mean that she will lose a stock. Rather, the clones will continue fighting without her. If she used the Side Special beforehand, then the the current leader will assume the role of "Alpha" Doris even though they can still be destroyed and deal less damage; otherwise, the oldest living clone (in the case of only the original being KO'ed, that would be number 2) will assume that position. To indicate that the original has been defeated, the clones will only be able hover around for 16 seconds due to the energy given by their leader gone. Any mini clones that are active during that time will stay mini until all of the clones are dead, and they will have half of the hover fuel left than the previous generation's.



Standards/Aerials

Jab/Nair - Countdown

The Leader Doris will take out her claw and will count down from three to one with three taps. Her long "fingers" in the move deal the damage in this case and the range is about one Doris in length. The original Doris's will deal 3% damage on the first number, 2% on the second, and 1% with the last; each hit will give out no knockback and slight stun. After the leader has started the move, the second in command will follow up with the same attack 5 frames later, then the third in command, and so on. However they will deal less damage in their attacks: Betas will deal any damage in the last hit, Gammas will have the same effect with the second hit only dealing 1%, only the Delta's first hit will deal damage, and the Epsilon will have just the 2% in the first part. However, the stun time in the attack is kept.

Yes, Doris has the potential to deal out 64% with only three taps of the standard button, but that's only if the opponent is that bad at directional influence. Usually the opponent will be dealt around 20% damage with the attack if they just stay put with attack and even just get 3% damage if they can get out early. Doris can't use the attack again until the entire countdown is finished. If she does try to do so, then all she will do is push the opponent a small distance away from her. Don't think about delaying the attacks to exploit counting to three over and over again, as Doris will always count down the numbers even with a delay in the attack.


Forward Tilt/Aerial - Thrust

With this move, leader Doris will simply push herself forward quickly for about half a second at around the distance of an SB Block. Like the jab before it, the other Doris will follow in order afterwards. The original Doris will deal 8% damage with minimal knockback with this attack, while the others will deal around 6, 4%, 2%, or even 0% depending on their rank (lower rank = lower damage). To compensate for this this, the knockback for each of the moves is inverted with the ranking: Epsilons will deal a slightly higher than average knockback, for example. Like the move before it, Doris will be unable to use this move again until all of the other Doris's complete this move. Otherwise, Doris will wait for the rest of the clones to catch up. This is also a good to mention that Doris can alternate her attacks without worry about her other clones, so long as all of the clones are not performing the move she will use next.


Up Tilt/Aerial - Attention

In this move, the Doris will stand on top of one other with their claw and raise themselves
about 1/2 of a stage builder block up. For the Doris's in the bottom row, they will either just move upwards the same distance in the air or hold onto the ground below them if they are close enough. Something of note with the move is that it will cancel out all standard attacks, as all of the Doris's will be in synchronization during this move. The damage vastly depends on where each clone is during that time. For example, using the 16 clones in the normal 4x4 stance without switching the leader will have the original clone's hitbox deal 16% (5+4+4+3), but the hat on the other extreme column parallel to the original will deal only 8% (3+2+2+1). Likewise, the hat on the last row of the original's column will deal only a measly three. To prevent dealing the rare but possible 48% damage, the hat that will deal the most damage with this move will give that amount of damage to the opponent. Once the move is Done, the Leader Doris will stay in the position she was in while the others quickly go into formation at that spot. Remember though that this move will cancel out all of the moves that were being used by the other Doris during that half-second attack's time.


Down Tilt/Aerial - Spike

Doris will swiftly take out her menacing claw and slide it towards the ground (or lack thereof) until it reaches a SB block away. Afterwards, the previously closed claw will suddenly open up to about Doris's height before sliding back inside the brim. In this case, the slide will always deal 1% to the opponent while the pop will deal between 0% and 4% depending on ranking. The move has average lag and will give out slight upward and forward knockback. Unlike the jab and forward tilt, this attack will start off with the lowest in command starting first, then moving up in rank. This make it one of the perfect attacks for a one file formation, as each hit will easily lead to next one if the opponent is not careful. However, Doris can't be able to use this move if any of her other clones are doing another attack nor can she use another attack if they are in the middle of this, but she can continue using this attack once a half second as come off.

A special note: whenever Doris is about to be on the ground (either forcefully or just because), the lower deck Doris will go down first, then the next row will stack onto the hats already on the ground, and so on until it becomes a TF2 player's wet dream. There is one major benefit with this attribute: the space between the hats whenever they attack will halved. Considering this makes them almost touching one another, it should be obvious why this attribute is mentioned during this move.


Backwards Aerial - Surprise

This move will act very similarly to the D-tilt in that the newest made clones will attack first and then it goes back to the old. They will also be able to use this move repeatedly after as long as the front-runners don't initiate an attack for them beforehand, but will have to wait for all of the other clones to finish before attempting another move that don't have this attack setup. What makes this move more interesting is that instead of the the usual clones taking setting up the attack, the mini clones will attack by headbutting behind their clones for around half a SB block. The original's mini will deal 4% plus around 10 frames of stun, with the others dealing 1% less and 5 frames more stun time for each demotion of rank.


Dash Attack - Blades

For this move, Doris will take out her claw and spin it around in front of her. As a keep on moving attack, she will continue at this state for 3 seconds and has the ability to move anywhere in the air as long as she has enough fuel, but she can't change where she is facing during this time frame. The claw will deal a continuous 1-5% and slight downwards knockback that is measured by the level of the Doris for every spin, and the spin time for this move is a third of a second in length. After the first ten frames when the leader initiated the attack, the next in line will follow suit, and then the third, etc. Once the three seconds have passed, all of the Doris's will stop their attack. Whenever the Doris's are on the ground for refueling and the original is there, they will do this attack in the air but will fall down as soon they finished. If the original isn't there and the others are out of fuel, then they will use their attack with the pitiful ground speed and can only move back and forth.



(Air) Smashes

Forward (Air) Smash -Scan

For this move, the charging animation is the leader scanning the area about 3 SB blocks away, with the other's scanning as well within ten frames (similar to the jab/ftilt). If nobody enters the scan zone (which last a half second minimum and full second maximum), then Doris will stand confused for half a second before going back to her idle stance. If someone gets on the scanner, then the first Doris who noticed them will chase after the opponent for one second at Mario's dash speed before giving up, with the others following close by. Once the (possibly temporary) leader has captured the opponent, they will grab the opponent and push them towards the ground below. If there is no ground below, then that Doris will commit Doriscide with the opponent while the others just watch in horror once that happens. Because of the chances of the Original getting kill by that attack, using the specials button will cancel the move.

Once the opponent is on the ground, then Doris squeeze the life out of them for one second and deal 16-20% if it's the original (Beta's do 8-12%, Gamma's 4-8%, Delta's 2-6%, and Epsilon's 1-5%). The opponent will be unable to move during that one second. If the other Doris's scanned the opponent, then they will grab onto the opponent as well but not deal any damage; rather, they will prolong the amount of time the opponent can get back up for up to two seconds. Otherwise, those Doris's can attack the opponent with their own moves (all attacks sans will be available with the oldest clones being the "leader", but they will scan one of the Doris's if they use this move and attack their own kind if this is done).


Up (Air) Smash - Command

Like the back air, the Mini-Doris's will be the ones attacking. However in this move they will attack with the leader first then then the next in lines. Once the move is finished charging, the mini clones's heighten sense of surroundings will attack the help them in their hunt for an opponent. Once they hone in on the closest opponent within 2 SB blocks away, then they will chase them around until two seconds are up or if they suddenly grow up, in which they will go back to the main group. If they are able to catch up to the opponent at their Mario dash speed, then they will headbutt their opponent and go straight back towards their superiors. The Mini will have super armor that will protect them from any attack that deals less than 10%, but repeatedly using this move will lessen the armor to 5% damage. The regular Doris's mini-clone will deal 5% and slight knockback, with the others dealing 1% for every demotion of rank.


Down (Air) Smash - Saw

This move will start out with the newest made clone and go down to the higher ups every 10 frames. Once the move is finished charging, Doris will take out her extended claw very close to her brim and spin it around for about a second in length. During this spinning time, Doris can move around at Jigglypuff's walking speed before finishing up with the slightly long lag. The original will always deal 16% damage during this attack plus 1% more for every 1/4 of a charge, with the Beta's dealing 8%, Gamma's with 4%, Delta's 2%, and 1% of the Epsilon. All of them will give out the same downwards knockback, but the force will vary on the strength of the Doris used, with the original's having so much power that the opponent going reeling.


Grab-Game: Control

For this move, the leading Doris will try grabbing onto the opponent's head, having the exact same range and lag as Ivysaur's grab. Once the opponent has Doris on their head, Doris's eye will glow intensely to initiate mind control. Whenever the opponent is in mind control, Doris will be able to control their movements and their attacks as long as they don't conflict with what the opponent will do. So let's say the opponent is dashing at the time. Pressing the standard button will make them do the dash attack, while pressing the jump button will make them jump in that direction. However, trying to move in the opposite direction will just make the opponent move slower. Likewise, whenever Bowser is doing his neutral B attack, Doris can move the flames up and down but is unable to use any attack.

If the moves sound useless right now, remember that you still have the other clones to deal with. The clones will be lead by the second in command and can use any of their moves in their arsenal except for the grab attack, which will make the leader let go and move back to the group (the only time that the other Doris won't attack during this move). So basically the player has two characters he can control, albeit one is limited. With that, the leader and the clones can try to do a few Wombo Combos before the Doris is forced to let go. The original Doris's will always last twice as long as a regular grab, while the Beta's have a length of 1.75x a normal grab, Gamma's 1.5x, Delta's 1.25x, and Epsilon's havong the same length as a normal grab. One other note while we are still on grabs: Yes, the leader Doris can be grabbed if she is within reach and yes, it's possible for enemy Doris's to mind control the original. However, the clones that have their master mind controlled will just make their new leader become the second in command. To not cause any glitches, Doris can't grab other Doris who are in the middle of grabbing and second in commands are unable to do the grab in general unless the leader is KO'ed.


Final Smash: Future

What do hats do whenever they get the Smash Ball. Obviously they get find an abandoned time machine and elect the leader to go into the future. Meanwhile, the rest will attack the opponent for ten second, hoping that all of them will not get destroyed or KOed during that time. Once the ten seconds are up, the leader will come back the the present time to bring a good friend: a humongous Doris that the leader can control for 20 seconds before turns to rust. This mammoth Doris will be around the size of Giga Bowser and can do all of the standard attack the regular doris can do with twice as much damage. For attacks that uses mini clones, the clones will do the attacks with twice as much damage as well. However, Giga Doris can't use her grab or specials button (doing so will use the standard attack that would normally happen) and moves that use clones will not have any clones to help you.


Playstyle

Doris doesn't have much in the way when she appears on stage, but once she moves out of the way to make her clones off stage will she become a true threat. Opponents will have to make sure to keep track of where Doris is and if they can attack her. But enough about what the opponents should do. Doris will always need at the very least eight of her to at least be a threat. She can easily do so during her 32 seconds away form the opponents, but she after she made her 7 clones, she has the option to create more clones or to switch positions/formations. Whenever fighting against heavy weighted characters, the former option would be best so that Doris can start comboing them with success, while the latter can work well with lightweights for a few surprises. Either way, it's in her best interest to use the other option soon afterwards, preferably in the air.

Now to the meat of the attacks. Most of the attacks will combo well with each other due how versatile they are. For example, using her D tilt with a one row combination will lead to the whole floor of Final Destination in attack for an easy trap. She can spam that attack for a while to get opponents tense, then use her up tilt to cancel of her moves. She can then go use her Up Smash shortly afterwards to get in a bit more damage and knockback, then use the Forward tilt to give the opponent a good 40% if done correctly.

What makes her very deadly is her short traction, as she can turn around as much as possible and the clones will follow that same path. This can ultimately give more damage than usual if done right. For example, if Doris were to use the jab in the normal formation and the opponent gets hit in the middle of it, then she can slightly move forward then turn around and use that move again to give a little trapping effect. Then she can repeat this until the attack does 0% to get a good 20-30% on the opponent if done properly. These are just two of the many possibilities Doris has

Sadly, Doris doesn't have much in the way of killing moves besides her down smash and her risky forward smash. That's where the grab comes in. With that, Doris can try to make the opponent make as many mistakes as possible while the clones knock the crap out of them. Even better is to have one of the clones replace the leader from attacks to ensure that there won't be too many mistakes.

Doris is a very high risk, high reward character. It's a bit easy to mess up on attacks and leave Doris vulnerable from having her clones gone. But in the right hands, she can be downright impossible to KO.






Engineer Approves of This!
 

UncleSam

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I'll get back to this stuff on Friday, they'll probably be a new MU anyway by then.
I really can't say who wins but there is enough information to come to a conclusion. I'll be waiting for the next MU when Friday comes.
 

Skadorski

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The MU's pretty much over but...
Just wanted to clear a few things up:
Punching in the neck wouldn't break it (Smooth Criminal was right), but it would do enough damage to kill someone.
The best was to break someone's neck is to punch someone in the jaw (most likely common sense but w/e).
You shouldn't "punch" someone in the next, you should chop the neck instead to do the most damage.
Ivy's weapon is VERY good, but it just won't work with Viper having jet boots.

IMO it would be 872-128 Viper.

Edit:http://www.youtube.com/watch?v=2CwopV1R8KE tazer gloves are real. Even if it's fake, that's what the glove would look like.
Also, I have volume off so I don't know what they're saying in the video so watch at your own risk.
 

JOE!

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er, leg strength ha nothing to do with balance if theres nothign to push off of, not to mention aerodynamics/etc
 

Skadorski

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er, leg strength ha nothing to do with balance if theres nothign to push off of, not to mention aerodynamics/etc
Leg strength? Maybe you saw my un-edited post (which was fail).
I missunderstood REL's question. I thought she ment IN-AIR. My bad.

I would imagine this would be what it looks like, I don't see a problem with balance.
But now that I think about it, there might be a problem with fuel.
Checking about how much fuel you would need.
http://en.wikipedia.org/wiki/Jet_pack said:
Jet pack H202 33 seconds 500 ft 70 mph 120 ft 180 lbs H2O2 rocket 5.8 gallons

This may be a problem...
Forget this Viper is doomed with these.
Yahoo answers said:
Is jet boots or an iron man suit possible?
The G forces from thrust at foot level would make the blood leave the brain, blacking out the "pilot".
 

JOE!

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well, if Viper cannot reliably approach ivy...Ivy has this, and vice versa


due to the rocket boots not giving enough "oomph", anyone think Viper has a chance?
 

Big-Cat

Challenge accepted.
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She can still have from coming from her heels. I'm not sure how this works other than she may have gasoline in her shoes (this is a high tech suit after all).

I still think this matchup is 50:50 unless someone can prove that you can create a seismic explosion of some sort where she can transfer kinetic energy or something to a concentrated area.
 
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