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Make Your Move 12: Now with accurate title! MYM12 is closed! MYM 13 is Open!

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Ampharos"]I'm very surprised at the immediate route in which you took with this Pokemon, shielding and all, which feels like something I would do with a SoL set (AKA schoolgirls). This kind of thing really tickles my fancy despite that you'd think this Pokemon, being a Pokemon, would have a lot more potential to do more elaborate things. It does make sense to Ampharos to make itself a lighthouse, which anyone could obviously tell. Not a bad way to go about it.

The shield itself isn't THAT elaborate though and the moves are somewhat satisfied without being too exciting or investing in the shield - that means there really isn't a whole lot to the set though. You might have expected this though, refinery and all. I would've actually liked to see a better purpose suited to all those stun moves in tandem with the shield however...why have a shield-replenishing move, though it makes sense, when your shield regenerates over time and you can just make a mechanic that allows you to charge electricity passively over time? That'd mean one less move however, but you could have different ways to use the electricity in many elaborate ways that could stay with the goal of the special shield that a Pokemon like Ampy could do.

I think you definitely went the right way character-wise for Ampy's playstyle and stun was good to try and work in with shields (though stun is usually very, very boring on its own, if at all), but it didn't quite get through and there was quite a lot more that could be done with what you were working with. The simplicity of the set is easy to appreciate though, even if it's probably my least favorite set of yours, sorry.[/collapse]
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Alright, everybody clear, I'm about to defibrillate MYM with three 2-hour sets! (NOTE: Phantoon is by far the worst of the three. At the very least read Sovereign Slayer and Count Bleck.)




Count Bleck

* * * Count Bleck * * *

Caller of the Chaos Heart




Count Bleck, also known as Lord Blumiere, is the main villain of Super Paper Mario and the second best host in paradox space. In Super Paper Mario, Count Bleck attempted to bring about the end of all worlds out of spite for existence by following a book known as the Dark Prognosticus, and letting loose the power of an artifact known as the Chaos Heart. Mario would eventually defeat Bleck's loyal subordinates(O'Chunks, Mimi, Dimentio, Mr. L) and defeat him within his castle, but Bleck's power and drive are aforces to be reckoned with.



* * * STATS * * *


WEIGHT: 4
SIZE: 7
GROUND SPEED: 4
AIR SPEED: 6
FALL SPEED: 2

Count Bleck's stats don't put him in much of a neighborhood for tanking. A notable point is that Bleck is better off in the air than on the ground.







* * * SPECIAL MOVES * * *



Neutral B: Chaos Vortex
When B is held, Count Bleck will create a purple vortex one battlefield platform in diameter above his head. For every second the button is held, the vortex will double in pulling strength and will last an extra second when the B button is released. The maximum is five seconds, the vortex pulling every opponent and item anywhere in the stage toward it for five seconds after release. The vortex will pull with steadily increasing force and reach before it is released, slowly spreading from Bowser's walk and two platforms away to Bowser's run from anywhere in the stage.

Side B: Temporal Shift
The Count's side special changes depending on which way the control stick is pressed. If the "left" special is used, everyone except for Count Bleck moves at half speed for six seconds. This makes his aerials and tilts faster and deal less damage, making them easier to rack up damage with. However, it makes his projectiles and setups easier to see coming.
If the "right" special is used, Count Bleck's speed doubles for 6 seconds. Startup times for all moves are greatly lowered, projectiles become harder to dodge, and movement is greatly improved. However, power attacks deal much less knockback and are less effective at KOing opponents.

Up B: Flip-Warp
Count Bleck flips sideways, disappearing from view. He will appear three platforms distance away in the direction the control stick is held. When the move is used, if the Prognosticus is not placed somewhere else, his previous location will be replaced with a barrier the size of Count Bleck that will last four seconds before disappearing. This can aid with Count Bleck's recovery by using this move straight up, but also makes it potentially easier to edgeguard him.

Down B: Dark Prognosticus
Count Bleck's down special does one of two things. The first time it is used. the Dark Prognosticus will stop hovering by the Count's side and will be placed in front of him, generating a square force field two by two battlefield platforms around it. When it is placed on the stage like this, Count Bleck cannot make his own barriers with his other attacks. However, this barrier is invincible and can be moved by Count Bleck. When opponents touch the barrier, it functions as a solid wall or platform. If they attack it, projectiles will bounce off, and attacks will be countered for 50% of the damage dealt to the shield.



* * * STANDARD ATTACKS * * *



A: Prod
Count Bleck reaches forward and prods his opponent with his cane for 2% damage and low knockback. Like the rest of Bleck's tilts, it has generally low knockback and startup/end lag.

Dash Attack: Cut-Off
Count Bleck flip-teleports and reappears a short distance away with a swing of his cane. If an opponent is close enough, he will teleport to the other side of them to hit with his cane, dealing 2% damage.

Up Tilt: Disarm
Count Bleck swings his cane up at his opponent for 4% damage. This move knocks the opponent a very neglicible distance upward, but combos well into dtilt among other attacks. This move will also force opponents to drop whatever item they are holding.

Side Tilt: Space Jab
Count Bleck spins his cane and whacks the opponent with the heavier end of it, forcing them back a short distance. This move, unlike other tilts, is generally the combo ender. It deals the most knockback, and deals 5% damage.

Down Tilt: Excellent Host
Count Bleck can be one too. And like a good host, he has to keep everything tidy for his guests. With a downward sweep of his cain, Count Bleck will either cause standing opponents to trip or falling opponents to be juggled into the air with 3% damage. The move has shorter reach than most other tilts, but can cause some nasty juggling especially in slowed time.



* * * SMASH ATTACKS * * *



Forward Smash: ShieldBane
Count Bleck opens his cape and lets loose a projectile that will travel all the way across the screen at the speed of Bowser's run speed, unless it hits an opponent or item. If it hits an opponent, it will deal 10% damage with low knockback. If it hits a shield, it will break the shield for no damage to the opponent. If it hits a reflector, it will hit the opponent for half damage to the opponent. Only one projectile from this move can be onscreen at a time, making it impossible to spam. ShieldBane will pass through all barriers placed by Count Bleck.

Up Smash: Cage Barrier
Count Bleck opens his cape, knocking nearby opponents into the air. Opponents in the air will be trapped in a force field accomodated to their size(as small as 1x1 battlefield platforms) that will last for seven seconds. Without the Dark Prognosticus, he will simply knock them upwards with his cape.

Down Smash: Box Barrier
Count Bleck swings his cane from side to side, trapping opponents on either side of him in barrier boxes. They are just like the Cage Barriers, except that anyone on the outside of the barriers can pick them up and throw them around the stage.



* * * AERIAL ATTACKS * * *



Up Aerial: Cane Nail
Count Bleck attempts to flip an opponent above him. If it succeeds, they will be teleported below him, where Count Bleck will throw his cane down at them and pin them to the platform like a grab. If used over nothing, it will act like a normal meteor smash. The cane will deal 11%.

Forward/Back Aerial: Reversal

Count Bleck prods opponents in front of or behind him with his cane, flip-teleporting them to his other side and in prone position. These moves have very short range and cannot hit above or below Bleck, but can be very devestating if used far from the stage.

Down Aerial: Dropoff

Count Bleck points his cane down, encasing opponents in range below him to be trapped in a cage barrier that can be used as a platform.

Neutral Aerial: Mini-Vortex

Count Bleck creates a miniature chaos vortex that pulls opponents toward it for three seconds at the speed of Snake's walk.



* * * GRAB GAME * * *



GRAB

Count Bleck traps the opponent in a large force field resembling the one that surrounds the Dark Prognosticus when it is placed. However, this functions as a grab and not a barrier.

PUMMEL

Count Bleck causes explosions to go off within the force field for 4% damage.

Up Throw: Slow Pulse

Count Bleck launches the opponent into the air with a strike of his cane for 9% damage, and slows down time exclusively for them for three seconds.

Forward Throw: Box Barrier

Count Bleck traps the opponent in a Box Barrier, and pushes them sliding away along the ground.

Back Throw: Deudly Firearm

Count Bleck warps the opponent behind him in the air and shoots them away with one of his ShieldBane shots, dealing 5% damage.

Down Throw: Vortex Hold

Count Bleck opens a vortex on top of the opponent, holding them in place for three seconds. The vortex will also pull in other opponents within two platforms of the center at the speed of Bowser's walk.





Final smash: End of All Worlds

Count Bleck unleashes the Chaos Heart, and a sort of timer ticks down from ten seconds. After ten seconds, the world will be destroyed by darkness and everyone will die. Count Bleck will not lose a stock, however. If the opponent attacks and destroys the Chaos Heart (20hp) in 10 seconds, they will become superpowerful with doubled attack power and infinite jumps for eight seconds.​


Phantoon


* * * Phantoon * * *

Guardian of Tourian






In Super Metroid, Phantoon was one of the four bosses (along with Ridley, Kraid, and Draygon) who Samus had to kill in order to go to Tourian and kill Mother Brain. In Metroid: Other M, Phantoon was a massive optional post-endgame boss that Samus could fight on the Bottle Ship.



* * * STATS * * *




WEIGHT: 10
SIZE: 11
GROUND SPEED: 3
AIR SPEED: 4
FALL SPEED: 1

Phantoon looks waaaaay bigger than he actually is. His body will float in the background of the stage, taking up the entirety of the screen on the Temple when zoomed out. But his eye will come in through the background, and be what you're playing as in the stage. The eye will be about Bowser's size and weight. However, this is only the playable reference. Attacks will come from the main body, for the most part.






* * * SPECIAL MOVES * * *




Neutral B: Spectral Barrier

Phantoon will form a barrier of blue fireballs that will rotate around Phantoon at a rate of 4rps. The flames will stay around Phantoon indefinitely, but can be destroyed if hit with items, projectiles, or opponents. Contact deals 6% damage, and provides Phantoon with one of his few defensive techniques.

Side B: Spectral Grasper

Phantoon forms a trio of ghost hands that will launch forward like projectiles for a distance of four battlefield platforms. If they hit an opponent, they will hold the opponent in place in a grab. Held opponents are affected by the Vortex Down Special, specified below.

Up B: Grounder

Phantoon forms a trio of ghost hands that will launch upwards two platforms in distance, and then fall back down. If the hands hit an opponent, they will grab them and carry them along on their travel path. The hands will travel to the blast line, or the nearest platform below them. Opponents will take 8% from being slammed into the platforms.

Down B: Spectral Vortex

Phantoon will enter a vulnerable state for a full second before forming a large vortex on the ground below him, spanning three battlefield platforms in diameter. The vortex will pull objects to the center at Bowser's running speed, and deals 14% damage and stuns if opponents get caught in the center.



* * * STANDARD ATTACKS * * *




A: Flame Shot

Phantoon will shoot a single blue fireball that will follow the nearest opponent until it hits a platform, item, projectile, or an opponent. The attack at its fastest rate of fire makes two fireballs per second, and they will target opponents moving at Bowser's walk speed to get to them in the quickest way possible. The fireballs will deal 5% per hit.

Up Tilt: Flame Fountain

Phantoon will shoot a single blue fireball upwards that bursts into four fireballs that arc to both sides and bounce away about two platforms before disappearing. The fireballs deal 5% on contact.

Side Tilt/Dash Attack: Flame Cluster

Phantoon will fire a larger green fireball which will go three platforms before bursting into five blue fireballs with the same traits as the Flame Shot.

Down Tilt: Flame Grenade

Phantoon will fire a small blue fireball onto the ground, which will bounce along the platform before popping in a burst of flame for 5% after two seconds.



* * * SMASH ATTACKS * * *




Forward Smash: Suction Slap

One of Phantoon's tentacles will sweep through the background for a distance of about three platforms. It does 20%, and large knockback. It is Phantoon's main killing move.

Up Smash: Dual Guillotine

Phantoon will slam two tentacles down on either side of him at a half platform distance. They function for edgeguarding, will bury opponents on contact, and can spike opponents if the attack hits them from the ledge. The move can be avoided by "thin" characters who press up against Phantoon.

Down Smash: Spectral Flare

Phantoon fires several bursts of blue fire below it, leaving a flare that will last for three seconds after use and deal 10% damage. The flare is not affected by the Vortex move.



* * * AERIAL ATTACKS * * *




Up Aerial: Breaker

Phantoon summons a phantoon hand that punches upwards, spiking opponents upwards for 13% damage.

Forward Aerial: Spectral Flash

Phantoon fires a burst of blue fire ahead of it, burning and pushing away nearby opponents for 7% damage.

Back Aerial: Backhand

Phantoon summons a phantoon hand that grabs opponents behind it and will push them back a platform distance and hold them in place like a grab.

Down Aerial: Slap

Phantoon summons a Phantoon hand that slaps opponents below Phantoon downward. The move can bury opponents in platforms, and does 14% damage.

Neutral Aerial: Spectral Burst

Phantoon does a weaker version of his Spectral Barrier, making a ring of five flames around him that spread out on all sides while spinning in a circle. Each fireball does 5% damage on contact.



* * * CRAB GAME * * *



GRAB

Phantoon opens a small vortex in the middle of the battlefield platform-length space in front of it. Opponents trapped in it will be held in place but not damaged like with the larger vortex.

PUMMEL

Phantoon drops a fireball on the opponent in the vortex, dealing 3% damage.

Up Throw: Setup

Phantoon swipes the opponent upwards from the vortex with one of his tentacles and shoots them with a fireball for 8% damage. This can be used for possible chaingrabs at lower damages if the opponent is caught in another vortex.

Forward Throw: Flare Shot

Phantoon shoots a large green fireball at the opponent in the vortex, knocking them away with an explosion of blue fireballs. The initial hit does 14% damage, and each blue fireball does 5%.

Back Throw: Vortex Launch

Phantoon closes the vortex with the opponent inside as another vortex opens behind it, launching the opponent upwards out of it for 8%.

Down Throw: Spectral Boiler

Phantoon engulfs the vortex in blue flames, dealing 10% damage, then buries the opponent in the ground with a hit of his tentacle for another 5%.





Final smash: Tourian




A large gold statue will appear in the middle of the stage, with Ridley, Draygon, and Kraid grayed out. Phantoon will be grayed out on the statue, which will then explode and unleash the Mother Brain. Mother Brain will let loose a massive laser attack similar to the Zero Laser, which will be automatically swept all the way across the stage for 50% damage.​


Sovereign Slayer


* * * Sovereign Slayer * * *

B1 Jack Noir






The version of Jack Noir that appears within the pre-scratch Human session of SBURB, and one of the major antagonists of Homestuck. This rendition of Jack slayed the Black King and Queen of Derse in order to usurp the throne and destroy Skaia. With the Queen's Ring, Jack became prototyped with wings, clown clothes, tentacles, and the ability to teleport freely through space. This would also be accompanied by a large boost in power that comes with wearing the Queen's Ring. This rendition of Jack Noir took on two names: The Sovereign Slayer, the canon name for this rendition of Jack who killed the King and Queen of Derse, and Bec Noir, the name given to him by the community after being prototyped with the first guardian Becquerel.



Because he was prototyped with a First Guardian, The Sovereign Slayer (From here on out referred to as SS) is required to be in proximity to the power source for all first guardians in any universe, the Green Sun. When SS appears in the stage, the Green Sun will appear in the middle of the background. The select number of SS's attacks that are influenced by his First Guardian prototyping will become stronger the closer they are to the Green Sun, until they are within two character lengths of the blast line. At this point, they will no longer function, and SS will need to get closer to the stage first. This makes SS a king of the hill style character, but he can certainly hold his own ground.





* * * STATS * * *



WEIGHT: 7
SIZE: 8
GROUND SPEED: 5
AIR SPEED: 9
FALL SPEED: 3

SS is generally slow on the ground, but is built around his main purpose: taking the middle of the stage for himself, and keeping it. He's heavy, slow, and hard to KO, but can get through the air easily and recover with ease. He's a character with few, but exploitable weaknesses.







* * * SPECIAL MOVES * * *




Neutral B: Red Miles

When the B Button is tapped, SS will shoot off a projectile known as Red Miles that will launch from his hand like a tether to the first thing it hits; item, player, platform, or blastline. When it hits that surface, it will thin out for a full second before it disappears. Opponents hit by the weak Red Miles attack will take 14% damage and will be stuck to the Red Miles strand until it disappears. They will take 3% per second while in contact with Red Miles. If the button is held for a full period of 1.75 seconds, Red Miles will form a dome in a protective one-platform radius around SS that will otherwise have the same properties as an uncharged Red Miles. The Red Miles will absorb projectiles, extending its protective period by one tenth of the damage taken. (That's 2 seconds for a 20%-dealing projectile.)

Side B: Space Rend

SS will open a small green portal in front of him and punch his arm through it. If there are any other portals open on the stage, SS's hand will shoot one battlefield platform distance through all of them simultaneously, dealing 10% damage to all opponents who get hit by this attack. If there are no portals, one will open near the closest opponent. There is a half second between when the portal opens and when the attack comes, and moderate knockback. If SS is on the outer thirds of the stage, he will be limited to a maximum of three portals. If he is farther than that, this attack will not be functional.

Up B: Space Warp

SS begins to flicker green with the Green Sun effect, seen from characters like Doc Scratch. After about half a second, SS will turn completely green and teleport in whatever direction the control stick was held in. The teleport distance changes depending on how close SS is to the Green Sun, being at its most effective distance of 5 blocks when heading toward the Green Sun.

Down B: Space Postage

SS begins the same animation as with Space Warp, but for a half second the green outline of his head appears around him as well. Any opponents within 1.5 battlefield platforms of SS will be teleported a distance proportional to the stage, to a random location at the same height as the attack was used and exactly halfway between the Green Sun and the "No Power" zone.



* * * STANDARD ATTACKS * * *




A: Crow-Cut

SS pulls the sword from his chest and stabs at his opponent with it in a quick motion for 5% damage. The move, instead of dealing more knockback, can impale and hold opponents in place to make them easy to grab when they have very high damages.

Dash Attack: Bleeding Heart

SS lunges forward and stabs his opponent, bringing them with him and impaling them on the knife at high damages for 3% damage.

Up Tilt: Chicago Necktie

SS performs an upward cut on the opponent, stopping most attacks and dealing 2% damage. This move can be good for parrying and countering.

Side Tilt: Black Inches

SS strikes out with his sword in a long swing at the eyes of his opponent. If the attack hits them with the middle of the blade, the opponent will take 5% with minimal knockback. If the attack hits them with the tip, the opponent will take no knockback but will be stunned briefly.

Down Tilt: Amputation

SS spins around and cuts at his opponent's ankles with his sword, dealing 3% and pushing them back. This fast move can force brief distance, or can edge an opponent on the other side of a portal.



* * * SMASH ATTACKS * * *




Forward Smash: Black Miles

SS lifts up his arm to point at his opponent. After a half second a black tentacle shoots from his side to stab at his opponent, reaching just under a full battlefield platform. If the opponent is hit by any part other than the outer fourth of the attack, they will be forced into SS's grab. If they are hit with the outside fourth, they will be impaled and take 14% damage.

Up Smash: Dark Tether

SS shoots a black tendril from his side and lashes out above him at a 20 degree angle, reaching 1.5 platforms. If the move hits a ledge, SS will be tethered to it. Of the move hits an opponent, they will be forcefully slammed to the ground and buried for 18% damage.

Down Smash: Noir Breeze

SS flaps his wings, creating a shockwave that will force opponents within three battlefield platforms back with a breeze. The move will also slow/stop solid projectiles like items, and opponents/items hit by the flapping wings (within one battlefield platform) will be knocked back for 11% damage.



* * * AERIAL ATTACKS * * *




Up Aerial: Blood Pike

SS teleports nearby opponents above him, and launches a Red Miles attack at them for the same damage as the special attack.

Forward Aerial: Mini-Miles

SS performs a smaller, weaker version of Red Miles that goes about three platforms and deals 4% damage, but stuns opponents regardless.

Back Aerial: Spatial Drop

SS teleports an opponent within a half platform of him directly behind him, continuing whatever momentum they had unless it was toward them; in which case, their momentum will be reversed. Teleport range gets shorter farther from the Green Sun.

Down Aerial: Spatial Dump

SS teleports opponents within half a platform of him directly below him, and performs a meteor smash with his sword directly into them. This move impales the opponent and buries them in the platform on landing. This is also a viable suicide tactic. Teleport range gets shorter farther from the Green Sun.

Neutral Aerial: Portal

SS makes a green portal for use with Space Rend. The portals are destroyed when Space Rend is used. Projectiles shot into one portal will come out of another portal at random, including Red Miles and Black Miles.



* * * GRAB GAME * * *



GRAB

SS wraps the opponent in the black tentacles growing from his sides.

PUMMEL

SS stabs his sword into the opponent, dealing 3% damage.

Up Throw: Cancerous Catapult

SS stabs through his opponent with a Red Miles, then flings them up into the air, stunned, for about 14% damage.

Forward Throw: Slayer Cut

SS kicks his opponent away from him into a portal which drops the opponent over SS, where he knocks them away with an overhead sword swing. The kick deals 5% when the throw is used far from the Green Sun, but does a total of 13% otherwise.

Back Throw: Whiplash

SS spins his opponent around and throws them into a portal as another portal opens next to it. The opponent flies between the two portals for a short period and eventually falls out after taking 17% damage.

Down Throw: Red Husk

SS traps his opponent in a shell of Red Miles similar to the one from his charged special move. It has all of the same properties, except for the fact that it damages opponents that are inside of it.










Final smash: THE CANCER


The Sovereign Slayer, in possession with the Smash Ball, will unleash a massive supercharged Red Miles that will engulf every surface of the stage, stunning all opponents on contact and dealing 5% per second of contact. About five seconds in, SS will hold up the Black King's Scepter and call forth The Reckoning, a massive meteor shower. Only one meteor will hit the stage, but it will hit the entire stage, dealing 60% damage in a massive explosion.​
 
Last edited:

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio


Shana is the main protagonist from the Shakugan no Shana anime series. She is a Flame Haze, a servant whose duty is to maintain the balance between the real world and the alternate world of The Crimson Realm. They do this by disposing of Crimson Denizens who consume great amounts of Power of Existence (the energy that fuels peoples' very existence), although some Flame Hazes focus on restoring the balance of PoE after the fact. Each Flame Haze is contracted to a powerful Lord of The Crimson Realm, who manifests their consciousness into an object, and provides them with their power. Flame Hazes are essentially their Lord's catalyst, as a Crimson Lord would consume a ton of PoE if they came to the real world. Flame Hazes come into existence when a human makes a contract with a Crimson Lord: having their previous life erased from the real world's memory and taking on a new existence as a Flame Haze.

After spending years training with Wilhelmina Carmel, Shana becomes a true Flame Haze. She becomes bound to Alastor, the Flame of Heaven, who is one of the powerful Gods of the Crimson Realm. She also obtains the sword Nietono no Shana, and the title of the ‘Flame-Haired Burning-Eyed Hunter’ with it. Alastor takes the form of an amulet which Shana wears around her neck. Shana herself is a brash tsundere who fights Tomogara (weaker Crimson Denizens) with brute force, something that concerns Alastor. Shana originally was so focused on her role as a Flame Haze that she didn't even have a name: only her title.

This thinking starts to change when she encounters Yuji Sakai, a seemingly regular boy who is actually already dead. This is because his power of existence was drained by a Tomogara, and was temporarily replaced, making him a 'Torch'. A Torch's PoE will eventually run out, causing them to disappear along with everyone's memories of them. Yuji however, is a special Torch whose PoE regenerates at the end of every day, so he won't fade away. It is him that gives Shana her very name, and Shana mellows out a bit as they grow closer. Yuji does eventually learn how to control and use his endless power of existence to fight, but Shana's on her own this time, and without a negative mechanic.

In an appearance-related note, Shana’s hair will almost always be fiery red in her smash brothers appearance (with heat visibly radiating from it), but her hair is black whenever she isn’t fighting: she'll appear with black hair and brown eyes in her victory animations and in her entrance before she 'powers up' for the fight.


Stats
Shana's as tall as Sonic and has Diddy Kong's weight: she is a small anime female after all. Her dash is as fast as Marth's and her traction is average. She really excels in the air: having Wolf's air speed and Peach's incredibly floaty fall speed. Shana also has a wall jump.

Shana also has a glide, but leaving it at that wouldn't do her aerial capabilities justice. She has 5 jumps that put her near the top in terms of jump power, with her fiery wings coming out with the third jump (they aren't a hitbox). Holding down jump at any time causes her to go into Free Flight, not a glide as you'd expect. Shana can basically move in any direction at her normal fall speed, and can fastfall to the ground normally. This obviously allows Shana great freedom of movement when it comes to using her aerials and specials. However, she can only use her free flight for 7 seconds before she is forced back into a normal aerial state. Once this happens, Shana needs to land for 4 seconds to regain use of Free Flight. Until then holding jump will result in a float identical to Peach's, but she must touch down before she'll be able to use it. If Shana's offstage when her Free Flight wears out, she at least has her glide.

Shana can manually stop Free Flight by letting go of jump or by double tapping jump, which will make her go into a glide that is identical to Meta-Knight's, with two changes: Shana goes into a normal aerial state instead of helpless when the glide ends and she can end it manually by letting go of jump or by tapping jump again to go back into Free Flight/float. If Shana is attacked while in Free Flight, she'll be forced out of it, and must wait 2 seconds before she can use Free Flight again. While Shana's ground movement is nothing to scoff at, her air game is far superior to that of just about any opponent she'll face.

Specials

Neutral Special: Blaze
Shana holds Nietono no Shana (her sword) in front of her horizontally, with one hand resting on the blade itself. She closes her eyes, and the blade suddenly lights on fire! This is essentially a move that powers up Nietono Shana. Depending on how long B is held, the sword has three different levels of power (apart from it’s normal state), and they all give Nietono no Shana a different appearance. Just like Samus’ Charge beam and other chargeable moves of that nature, Shana is able to retain any amount of time she spends charging, even if she doesn’t manage to hit one of her three power levels initially. However, she can be forced to lose her charge time if she take a few hard hits consecutively. Speaking of power levels, here are the three levels that Shana can reach:

Shana has to charge for .75 seconds before she reaches Level One. Nietono no Shana’s blade turns red, which causes all her sword attacks to do fire damage (all three levels do this). This ends up adding 1-2% damage to her sword strikes. In the long run though, there's little reason to stick with Level One charge. Charging for 1.5 seconds will get the weapon to Level Two. Nietono no Shana will basically keep the same form that takes while Shana is charging, that is, being on fire. This does not change the shape or size of the blade, however. Shana’s sword moves deal an extra 2-3% in fire damage at this level. I should mention that for Levels Two and Three, some attacks gain additional effects that I'll explain when I get to them. 3.25 seconds of charging is required to reach Level Three, the third and final level of charge. The Nietono no Shana’s blade will blaze ferociously, becoming more than twice its original size (the length of the sword doesn't increase much though). This increases the hitboxes of all Shana’s sword strikes, which are now often able to hit opponents above or slightly behind Shana when they previously couldn’t. In addition, they now deal an extra 3-4% in fire damage.

Additionally, many of Shana's sword attacks have unique effects that only take hold if Nienoto no Shana is at Level Two or Three. I'll cover those when I get to them. Regardless, once Shana reaches a power level, she remains there until she charges long enough to move to the next level, or until one of several things happen. Obviously, Nietono Shana will return to its normal state if Shana loses a life. The sword will revert to its previous level if Shana takes 30% damage without hitting an opponent, or after 20 seconds go by since it initially reached its current level. Shana players have to remember to keep her sword charged, which shouldn't be too hard when they have great aerial movement and Free Flight to work with. Shana does suffer moderate lag when she begins charging, but doesn't have end lag, and stops charging automatically upon reaching Level Three.

Side Special: Burning Flare
Shana extends her hand forward and quickly executes a throwing motion, producing a fireball twice as large as one of Mario's. The fireball can be slightly angled up or down, and travels forward at Shana's dash speed. Shana can throw a second fireball right after the first by hitting B twice, but will suffer some increased end lag if she does so. Each fireball deals 5% damage and very low knockback, but enough hitstun that the foe will at the very least have to block additional fireballs. If Shana has her sword at Level Two or Three, she'll use her sword to throw the fireballs instead, allowing her to throw up to three in one go. The size of the fireballs also increases based on Level: Level Two fireballs are 1.5 times larger and Level Three is twice as big. The fireballs fizzle out upon traveling half of Battlefield's main platform or hitting the ground or a wall.

When fireballs fizzle out, they leave behind an amount of flames equal to 3/4ths of their size. These flames stick around for 5 seconds before disappearing, falling to the ground at Toon Link's fall speed if the flames form in the air. The flames deal 1% damage and briefly cut the dash speed of the foe by 1/3rd if they run through them. If the foe is airborne at the time they suffer brief stun instead. Additionally, If a fizzled-out flame contacts a larger amount of fire, it'll be consumed, ultimately increasing the larger fire by a small amount. If the flames from two fizzled-out fireballs touch each other, they'll combine into a larger amount of flames that lasts 10 seconds. Smart use of this move can keep foes at bay with a barrage of weak projectiles and pseudo-traps.

Down Special: Crimson Fist
Shana laggily pulls one arm behind her, as fire comes out of nowhere to surround her hand and arm in flames, eventually taking the shape of a closed fist and arm (shocking, I know). This fiery fist and arm then suddenly grows to a tremendous size, the fist being the size of King Dedede minus hammer. With a loud yell, Shana punches forward with this giant fist, covering 1 and a half BF platforms with the attack. This deals 28% damage and high knockback that KOs around 78%, a devestating attack that also deals a ton of shield damage. However this comes with Warlock Punch lag, and worse end lag (worse than Warlock Punch end lag, that is). Shana can fly around with Free Flight during the start/end lag at half her normal speed, so there's at least that.

If the giant arm hits any fire, it will carry the fire along the full 1 and a half platform attack path, permanently stretching its length but decreasing its height an equal amount. It'll also cut the damage the fire causes in half (lingering flames from side special will now deal .5% damage). If you haven't guessed by now, spreading fire around everywhere is a big part of Shana's playstyle. Shana and her allies a token 1% damage per second with no hitstun when in contact with her own fire traps, though Shana will avoid damage if her wings are out (after third jump, or during Free Flight/float or glide) to block the flames. Any fire that she stretches out with this move counts as hers, even if she wasn't the one that created it.

Up Special: Fuzetsu
A Fuzetsu, or Seal, is a technique used by both Flame Haze and Crimson Denizens in order to more easily maintain the PoE balance and to more easily devour souls, respectively. It basically freezes all living beings within a certain radius of the caster until they release the spell, and also allows them and others to use their own power of existence to repair any damage done to objects or people while the spell is in effect.

Shana closes her eyes and points above her head. A gust of wind will suddenly fly out from above Shana, visibly moving her hair and stuff. A light bluish, circular insignia then appears just above Shana's head, which quickly expands and disappears off the sides of the screen. A picture of that insignia can be seen here. After that, a Negative Zone-sized circle around Shana takes on a reddish hue, going through platforms. Anyone who happens to get caught in the initial casting (the reddish color effect), will be instantly frozen in place. If the victim is in the air when they’re frozen, they will fall to the ground, and end up in their tripped animation if they hit the ground. If a foe happens to be shielding when they are frozen, they'll be stuck in their shielding state, which might actually be worse than being frozen normally. This doesn't affect offstage foes who are recovering, solely due to the fact that it would be an insta-ko otherwise.

For the sake of balance, the Fuzetsu's effects only last for 4 seconds, during which time Shana is free to come up and attack her frozen opponents, who take full damage, but only 60 percent normal knockback. After being hit, the frozen effect goes away. This doesn't apply for lingering hitboxes like gases or fire though, so foes will take constant damage if they are frozen in the middle of such places. On another note, the red hue actually spreads out from where Shana is standing, giving foes a very brief opportunity to spotdodge and actually avoid being frozen in place. If they mistime this, or are in the middle of an attack or shield when Shana activates this, they're probably screwed. The Fuzetsu does not affect Shana or any of her allies in team battle. Shana can manually deactivate the Fuzetsu at any time by hitting B, even during the start or end lag of an attack. This can lead to some combo attacks that take advantage of the decreased knockback. Oh and by the way, Shana must wait 35 seconds between uses of Fuzetsu, and she needs to wait 35 seconds from the start of the match to use it for the first time. This move can only be used while on the ground: inputting up special in midair has a different function that I'll mention later on.

Smashes

Forward Smash: Scarlet Death
Shana pulls her sword back, before stepping into a fierce horizontal slash that deals 18-27% damage and knockback KOing at 100%. This move is rather good against shields; dealing good damage and stun as well as great shield push. If the attack is charged at least halfway, Nietono no Shana will automatically light ablaze with Level Two flames if it isn't at Level Two or Three already (this doesn't add extra damage though). This move has pretty bad end lag, enough that she'll be left open if a foe blocks the attack at close range. If Shana misses with this, she'll leave a two Kirby-length trail of fire right where her swing would've hit, which deals 2% and flinching and stays in the air for 3 seconds.

This move also has a special property that is shared by several of Shana's stronger moves. Upon being blocked or clashing with another attack, flames will fly out from the point of impact, assuming Nietono no Shana is lit with Level Two or Three flames. Level Two will only result in small specks of fire flying out, which deal .5% damage and the absolute tiniest amount of hitstun and flicker out upon traveling a Kirby length. This results in the move dealing a tiny bit more shield damage and forcing foes to keep their shield up a tiny bit longer to avoid all damage, and can possibly trip up a foe that clashes with this move.

Level Three results in several small dashes of fire, no more than 2/3rds as big as a Mario fireball at most. These dashes of fire travel in random directions at Ganon's dash speed for half a second before disappearing: if they hit the ground they'll stick around for another second as fire patches like the ones from Side Special. These flames deal 1% damage and flinching, enough to keep foes on the defensive for longer after a block or almost certainly hit them if they clash with this. Additionally, the Level Three version of this move causes the foe's shield to light on fire for five seconds, appearing visibly charred. If they keep the shield up or bring it up at any time, it'll burn up at an increased rate. If you can get them to block for any reason. . . use Fuzetsu. They'll be stuck in their shielding animation as it burns down. Shield break anyone?

Up Smash: Eruption
Shana sticks her sword into the ground, which lights ablaze with Level Two flames in a similar manner to fsmash. Two cracks then form in the stage on either side of her, one Kirby length away (or right next to her by edges or on small platforms). The cracks quickly take on an orange glow before erupting in Bob-omb sized explosions that also shoot up orange pillars of fire (as wide as Luigi) that reach slightly above Shana's head. Both the explosion and the pillars deal 16-25% damage and upwards knockback KOing at 140%. If this move is charged, up to two more cracks can appear on either side of Shana, one Ganondorf over from the previous (one at half charge, two at full charge). The additional cracks erupt .25 seconds after the closest ones in order. This move does good shield damage and stun, but no shield push. Combined with the above average start lag and horrible end lag, Shana can easily be punished for a miss.

If any of these cracks form on a spot where there is fire currently burning, the explosion will reach out slightly further than usual, and the pillars will add the fire to their length at the cost of consuming it. The pillars will consume any fire in this manner if they touch it as they rise up too. Also, if Nietono no Shana is at Level Three, this will light the foe's shield on fire for 5 seconds, and increase the width of the pillars to match that of Marth. This also adds a slight 2-3% damage boost and KOs at 115%.

Down Smash: Burning Field
Shana spins around twice, performing a 720 degree attack with her sword that hits on both sides. This deals 15-25% damage and horizontal knockback KOing at 130%, with Shana performing a 1080 degree turn at half charge or above and a 1440 (4 spins) at full charge. More importantly, when Shana charges this attack at least halfway, her sword automatically lights on fire like in the fsmash (no added damage), which greatly changes the properties of the move. Shana shoots flames similar to the ones fsmash emits on a block or clash out of her sword as she attacks, spreading them on both sides of her. The flames mostly travel forward, not rising above Shana's own height, and deal 1% damage and some slight pushback. They stick around for 1.5 seconds before disappearing, and will stay for 3 additional seconds if they touch the ground to create fire traps.

Charging the attack all the way more than doubles the amount of flames Shana shoots out: the flames form a near-literal wave of fire that has a pushback effect half as strong as FLUDD (this doesn't affect foes that are above her though). This not only makes it harder to punish the move's bad end lag, but can create nearly 3/4ths of a platform of fire on the ground on either side of her which will stick around for 12 seconds, save more flames being introduced. If a foe is close enough to a charged dsmash, they'll be hit by plenty of fire as well as the attack itself, boosting the pure damage of the move to crazy levels and dealing a ton of shield damage if they block it all (it also lights their shield on fire for 3 seconds at Level Three). Finally, if Nietono no Shana is at Level Three charge, this move will only have to be charged 40 percent of the way to shoot out fire, and charged 75 percent of the way to create the maximum amount. Overall this move is very powerful, but far more important for its ability to create a ton of fire to play with relatively quickly. By the way, this move takes twice as long as the typical smash attack to charge, so it's tough to spam.

Aerials

Neutral Aerial: Tri-Flare
Shana's aerials have a wide range of functions, keeping in tune with her aerial affinity. Shana turns towards the screen and, turning her sword forward, performs 3 quick slashes that have an awkwardly short range for her. Each slash deals 8% damage and knockback KOing at 180%, though foes will never be hit more than once unless they're on the larger side and at low damage. This has above-average lag on both ends, with the landing lag being the same. If you haven't figured out by now, directly attacking with this move isn't a good idea.

Instead Shana's sword automatically lights on fire (no added damage) while she performs the attack, creating a fiery triangle in midair that's as tall as Pikachu and as wide as Ivysaur. This triangle remains in the air for 7 seconds, dealing 3% and flinching. Shana can have up to 3 of these onstage at a time, the oldest one instantly burning out if another is placed. Other than looking cool, this interacts with some of Shana's moves in a unique fashion. For example, if an up smash flame pillar hits one of the sides of a triangle, a nearly identical pillar with shoot out of the other two sides, dealing the same damage and knockback and lasting for half as normal. Said pillars can consequently hit another triangle, creating more pillar that last for 1/4th as long, and so on with a third. Shana's up tilt interacts with the triangle in the same manner, and her down aerial interacts with them in a slightly different manner I'll explain in the move itself.

Obviously the move gives Shana a ton of freedom when it comes to stage control, allowing her to create a frightening amount of hitboxes/walls in midair that don't damage her or her allies, or even redirect fire to the ground to make more permanent traps. Hitting a direction on the control stick during the start lag of this move makes Shana angle her attacks so that the "tip" of the triangle points in that direction, opening up Shana's stage control potential even further. If Nietono no Shana is at Level Three charge, the triangle is 1/3rd bigger, lasts for an additional second, and shoots fire out of its sides slightly faster when interacting with up smash/dair/utilt.

Forward Aerial: Raging Slash
Shana pulls her sword back as it (again) lights ablaze with Level Two flames, before attacking with a horizontal slice that can be angled up or down slightly. This deals 12% damage and knockback KOing at 130%, and also leaves a trail of fire the same size as Nietono no Shana's blade in the air where it struck that deals 1% and brief stun. If Nietono no Shana has Level Two charge, the rather bad start lag will be reduced as she doesn't have to light its blade first. At Level Three charge, the attack will spread small specks of fire around if its blocked, similar to the Level Two version of the fsmash. It'll also light shields on fire for 2 seconds at Level Three. Assuming Nietono no Shana is at least at Level Two, this is Shana's best move for pressuring while in her float or Free Flight.

Back Aerial: Fiery Depths
Shana twists her body around to face the opposite direction and attacks with a laggy overhead strike with her sword, spiking foes for 13-14% damage and knockback KOing at 120%. A rather straightforward move best used for gimping or unexpectedly dropping foes into flames. This does have an important additional effect, though. When Shana uses this move, she directs all airborne flame traps within half a Battlefield main platform of her to descend up to one Ganondorf length at her own fastfall speed. This is useful for transporting traps to the ground if you'd rather have them there (they will combine with the flames already there), and if she manages to spike a foe while they're in contact with a fire trap's hitbox, move the trap along with them to potentially mess up their attempts to DI out. This move normally does not move Tri-Flare, but tapping A twice will make triangles move with the rest of the fire traps. This move does not affect projectiles or flames not created by Shana herself.

Up Aerial: Scorching Air
Shana performs what is essentially Marth's up aerial, except with a tiny bit more range in exchange for moderate start lag. This deals 9% damage and low knockback, that scales up to eventually KO at 140%, along with good hitstun that allows it to combo into itself at low percents (especially if Shana's in Free Flight and can follow them upwards). As you may have guessed, if Shana hits a foe near the top blast zone with this, she can carry them off of it for an early KO. This move is incredibly straightforward: it doesn't even leave a fire trap (OMFG). What it does do is command any fire traps within half a BF main platform of Shana to ascend upwards one Ganondorf length at her own fastfall speed. Aside from simple repositioning, it can direct traps right above her, especially for a foe she just hit with the actual attack portion of this move. Combined with smart placement of traps and use of Free Flight, Shana can carry foes a long way upwards to the blast zone, or simply put them too far off-stage to make it back. Tapping A twice will make Tri-Flare react to the command as always.

Down Aerial: Firestarter
Shana points her sword downwards as it once again lights ablaze with Level Two flames. She leans downwards before attacking under herself with a crescent-shaped sword swing that, oddly enough, isn't a hitbox. What is a hitbox though is what this attack produces: a thin crescent-shaped fire projectile as long as Pikachu is tall, that travels downwards at Fox's fall speed. It can also be slightly angled forward. This deals 12% damage and a good amount of hitstun, along with flinching if the foe is on the ground and weak spiking knockback for aerial foes. If the projectile hits the ground, it'll create a fire trap as big as a horizontal Pikachu that burns for 10 seconds and deals 2% damage and flinching. Also, if it hits a patch of fire bigger than itself, it'll cause a half platform wide explosion that deals 20% damage and knockback KOing at 110%. Afterwards the fire that originally covered that half platform space will be extinguished. This move is fairly slow, but it's nice for controlling space while flying circles around foes, gimping and for KOing if you can cause an explosion near a stunned foe. If Nietono no Shana at least has Level Two charge, the start lag will be cut by 1/3rd, though the end lag remains bad. At Level Three, the thickness of the projectile is doubled and the damage buffed to 15%.

Like I said, this move also interacts with Tri-Flare. If the projectile hits one of the sides of the triangle, the other two sides will shoot out two crescent projectiles with half the thickness of the original. These deal 6% damage and decent hitstun, and leave Pikachu-sized fire traps on the ground that last for 5 seconds. These projectiles can interact with triangles on their own, forming projectiles that deal 3% and little hitstun. Those create very short fire traps that only last for 3 seconds. When you're busy flying around, a proper triangle setup can have you filling the screen with tons of projectiles at once and creating a lot of traps as well.

Glide Attack: Reckless Assault
When Shana starts her glide, there's probably only one thing she's gonna do: recklessly charge at her foe. Shana immediately dashes/flies forward at 1.5 times her normal fall speed as she brings her sword behind her in preparation for an attack. Shana will continue to charge until A is hit again, unless she is charging upwards, in which case she'll stop automatically after traveling 1 platform. Contact with a foe will have her immediately swing her sword with a yell, dealing 15-16% damage and knockback KOing at 115%. Shana's sword also lights ablaze with Level Two flames after she travels 2/3rds of a platform if it isn't already at Level Two, just for visuals as always. This move has bad end lag and VERY bad end lag, so missing isn't recommended. While risky, this can be a nice follow-up to spiking a foe into flames or for gimping purposes (Shana can always make her way back to the stage, but the foe will have plenty of time to gimp her regardless).

Just like with the forward smash, this move spreads small amounts of fire upon being blocked, assuming Nietono no Shana has Level Two or Three charge. The specific amounts for Levels Two and Three are identical to forward smash. Also when this attack is blocked at any level, Shana and the foe will stay in place for a second, as Shana tries to force her way past their defenses. This causes their shield to deplete at 1.5 times the normal rate for that second, though Shana will be left at a slight lag disadvantage afterwards. Thus blocking this attack may not be the best option, especially if the foe's shield is on fire. Speaking of which, this attack lights the foe's shield on fire for 3 seconds (after Shana tries to break their guard) at Level Three charge.

Standards

Neutral A Combo: Sociometry
As with every set I ever make, the jab is, well, a jab. Shana attacks with an upward swing of her sword, followed by a downward swing and then a vertical swing. The first two attacks deal 3.5% damage and very low knockback, and the third hit deals 5% and moderate knockback. The jab can be canceled after the first and second hits, which can launch foes a decent distance into the air or knock them into prone respectively if their damage is high enough. This can allow an easy transition into a stronger move with well-placed traps or allow Shana to start juggling foes. Foes can tech the downward strike that would put them into prone though. This is probably Shana's least risky ground attack, and her best GTFO.

Dash Attack: Hell's Charge
This is in many regards similar to Shana's glide attack: she pulls her sword back as she speeds up her dash slightly, striking any foe in her path for 11% damage and knockback KOing at 160%. Shana suffers little lag after scoring a hit, letting her easily follow her struck foe, possibly offstage to attempt a gimp. Shana continues with this move until she reaches a ledge or A is hit to cancel it, suffering above average lag when she stops. In a manner exactly like the forward smash and glide attack, this spreads flames upon a block or clash when Nietono no Shana is at Level Two or Three. This deals some good shieldpush and stun, but not enough to prevent Shana's end lag from being punished.

Forward Tilt: Moving Flare
It's been a while since a move didn't involve Shana's sword. Shana pulls back her arm as her fist is suddenly engulfed in flames. She then punches forward, dealing 10% damage and knockback KOing at 170%. This obviously has pretty terrible range, on par with Sonic's forward smash, but it's enough to get foes out of her face. And it's pretty fast too, lacking the bad end lag of many of her sword-based moves. This has an alternate function too: it commands all fire traps within half a BF main platform of Shana to move left or right one Ganondorf length at her own fastfall speed. Double-tapping A will make Tri-Flare respond to the command as per usual.

But what if you want to use this in the air? Well, that's what the aerial function of up special is for: inputting up special and then left or right will have her point in that direction and move her flames that way over half a second. Hitting no direction will have her move them forward.

I should take this opportunity to explain more interactions between Tri-Flare and all 3 of Shana's moves that direct her traps around the stage. If a fire trap no wider than a triangle's side hits a side of one (and is bigger than one of Shana's side special fireballs), it'll spread an identical length of fire out of the other two ends, each of which lasts half as long as the original and deals half the damage. This can even spread to other triangles to make a literal maze of flames. Combined with Shana's projectiles and down special's trap-stretching properties, any amount of fire can be transformed into a lethal space-controlling tool. One final important note: Shana cannot move her flames around while Fuzetsu is active.

Up Tilt: Flame Bolt
Shana throws one of her arms above her head, and shoots what is essentially a fire laser as wide as a Wolf laser directly above her, reaching 1.5 times her own height above her head. This up to 5 hits dealing 3% damage each, and the last hit deals average upwards knockback. This move can also be angled right or left very slightly. If a foe has enough damage, Shana can combo into this from the first hit of her jab and push them further upwards. The entire attack lasts 1.5 seconds, with Shana having average lag on both ends. This interacts with Tri-Flare in the same manner as the up smash, except that the lasers created by triangle are identical to the original (if two triangles are involved though, the damage and knockback is halved).

Ok, this move isn't JUST the weaker version of up smash. If Shana manages to hit the TIP of a triangle with this, the other tips will shoot out identical lasers. If a triangle is already shooting fire out of its sides, this can really shut down foes and leave them with nowhere to go.

Down Tilt: Fire Trail
Shana crouches down and performs. . . Marth's down tilt. This deals 7% damage and decent hitstun, and has a high chance of tripping. It'll always trip foes who are dashing at the time. This attack is pretty quick: Shana can use it to abuse prone or tripped foes.

If Shana has at least Level Two charge on her sword, this attack will create a fire trap 1/3rd of a platform long that burns for 7 seconds, dealing 1% and very slight hitstun. If Nietono no Shana has Level Three charge, the created trap will be slightly wider and longer, last for 10 seconds and deal 2%.

Grabs & Throws

Grab and Pummel
Shana's grab is the typical grab, slightly bad range and nothing notable. Her pummel consists of Shana holding her sword against the foe's chest, dealing 1% per half second if the sword has Level Two charge and 2% per half second if she has Level Three charge.

Forward Throw: Increasing Flames
Shana simply strikes the foe with a horizontal sword swipe that deals 9% and knockback KOing at 170-145% depending on sword charge. However, if there is any fire within a Kirby length of Shana, she'll instantly absorb it into her sword as she attacks, increasing the damage and knockback. Specifically, each Nietono no Shana-sized patch of flames Shana absorbs boosts the damage by 3% and makes the attack KO 5% earlier. If there's a lot of fire around, this can potentially become a good KO move, or at least knock the foe offstage far enough to gimp.

Back Throw: Exs and Ohs
Shana throws her sword up into the air, slightly behind her foe. She then jumps over them and catches her sword. She quickly turns to face her confused foe and holds her sword horizontally, striking the foe as she falls to the ground behind them. This stuns the foe for a bit as they start to fall over, but Shana immediately kicks them in the back, causing them to go into a forward tumble. They'll tumble one platform forward and end up in tripped, though they can tech out of it after tumbling half a platform forward. This throw as a whole deals 11% damage. Also, foes who tumble through fire traps will take constant damage, without having their tumble interrupted by hitstun. Try to make it so your opponent will hit another fire trap if they tech out of their tumble.

Up Throw: Torch Song
Shana quickly tosses the foe above her head, only to catch them with the tip of her sword (no she doesn't impale them, she basically balances them on the sword). Nietono no Shana then lights ablaze with Level Two flames if it wasn't at that level already, and fires out a laser of fire almost identical to the up tilt. The only difference is that it has a little less range. Anyhow, this lifts the foe up with multiple hits that deal 10% damage, and can smack other aerial foes away for 3% and average knockback. At the end the laser deals low upwards knockback. If this happens to hit the side or tip of a Tri-Flare it'll shoot out lasers that deal half the damage and knockback, and so on. This can really limit the options of Shana's foe when they want to get back to the ground.

Down Throw: Violent Breathing
Shana appears to let the foe go, but that's obviously not where this move ends. Immediately, any flames within half a platform of the foe fly at them, dealing 2% for each Kirby-sized amount of flames that hit them. If enough flames to cover the character's entire body hit them (2/3rds for really big characters), they themselves will light ablaze. They stay lit for 4 seconds, with each additional Kirby-sized amount of flames adding an additional half second. Foes take 1% damage every half second while on fire, and if they bring up their shield, it will immediately light on fire for 3 seconds. If they contact more fire, they'll absorb it and take the appropriate damage/added time on fire. Shana obviously wants to pressure her burning foes, either to force them to shield or knock them into more flames to prolong their time on fire. Interestingly, this gives the foe a 2-3% damage buff on all their attacks, except if they're attacking Shana or another fire-based character.

If there is no fire around when Shana uses this, she'll instead dart forward after releasing the foe, impaling them in the chest with. . . her hand. After allowing a moment for the foe to be shocked, Shana pulls her hand out, causing the foe to fall into prone. This deals a total of 11% damage, and leaves them stunned long enough to cover Shana's end lag. Their getup options from this can become limited if there's fire traps behind them. If there's any hesitation on their part, Shana can easily chain a few down tilts on them.

Final Smash: Tenpa Jyousai
Wherever Shana is, she holds her amulet with both hands and says “Tenpa Jyousai”. The amulet immediately starts glowing with yellow light, which increases to almost fully engulf Shana. It then suddenly turns into a huge ball of yellow light, which is one BF platform wide and one platform tall. It then explodes into a huge amount of flames, shooting flames (no they’re not THAT big) that are the same size as a fully charged aura sphere. They deal 15% damage and medium knockback. It also creates a huge, 2 platform-high pillar of flames in the middle of where the ball of light was. Contact with the pillar traps the opponent and deals a total of 60% damage, but they receive no knockback when it subsides. The pillar turns into raging flames after 2 seconds, and shrinks to 3/4ths of a platform high. It continues shooting out flames in every direction for 2 seconds afterwards. Then the fire picks back up, taking up the same area that the ball of yellow light did, but being 2 platforms high. It starts shooting out PK Starstorm-sized balls of fire out randomly, which explode on impact with the ground or an opponent, causing 20% damage and good knockback to anyone they hit. After 3 seconds of this, the huge amount of fire explodes, sending the same amount of fire in each direction. While this fire can be dodged, it deals 30% damage and great knockback to anyone who gets hit, and it automatically breaks shields. Luckly, it only takes up that space for half a second. It also fires a pillar of flames up into the air from the same spot the first one was, only this one reaches all the way to the top of the stage and lasts 2 seconds. Contact with this pillar deals 40% damage, but no knockback when it subsides.

When it does subside, it reveals a huge flaming golem-like creature with a red light on top of its head (you can’t see a face). There are also a short amount of flames burning around his feet, taking up half of Final Destination. That is Alastor, the God of the Crimson Realm himself. He is as wide as Giga Bowser and as The whole point of this was to summon him into the world. Contact with Alastor or the flames at this point causes 12% damage and low knockback. After 3 seconds, Alastor lets out a huge roar, and the flames pick up again, forming a huge pillar of flames that completely engulfs Alastor and reaches all the way to the top of the stage. Contact with this pillar traps the opponent and causes a total of 60% damage and unholy knockback when it ends, practically being a guaranteed KO. After 3 seconds, the screen is suddenly engulfed in yellow light. When it subsides, Shana is seen laying on the ground, completely drained from what transpired.


Playing as Shana: Through the Fire and Flames​
So Shana's a character with a huge amount of options that can easily dominate with her aerial prowess, overpowering attacks and traps, but in the case of the latter two, players really have to work to put them into practice. First time players who just go rushdown from the get-go will find foes easily avoiding and blocking her attacks, and punishing her often-horrible end lag. Shana needs to set some traps to help lead the foe into her attacks, and to do that, she needs to to get some charge on her sword. Luckily, Shana has Free Flight and a float failing that. She can keep the foe at bay with a combination of her aerials and her irritating side special projectiles, while charging up her sword in the meantime. She can also take the opportunity to create some Tri-Flares in her wake, which will be needed later on.

Once Shana reaches Level Two, she can start laying some smaller fire traps with her aerials and dtilt. Shana's fire traps are vital for most of her game to work effectively, allowing her space to further charge up her sword, use down smash to spread large amounts of fire around and space her traps/Tri-Flare to specifically counter her opponent's playstyle. While Shana can easily continue with a campy playstyle, she can start getting aggressive with plenty of traps on the field and Level Two or Three charge on her sword. Shana with a sword charge can be very overpowering, especially against foes that rely on their shield to avoid damage. She can deal some extra damage and shieldstun with the flame burst some of her more powerful moves create on block. Some of them even light the foe's shield on fire, which'll progressively burn it down to nothing if they keep using it. Shielding becomes even more dangerous for the foe when you take Fuzetsu into account: if they mess up a shield needlessly, Shana can trap them in their shielding animation. If their shield's also on fire, or if they're shielding in a flame trap, their shield's pretty much broken. Some foes might opt to just not use their shield because of the dangers it opens them up to. But with all the fire traps lying in wait, it's hard to roll dodge without heading right into one, and a mistimed spotdodge can earn them a forward smash to the face or huge damage from a down smash. With how powerful her smashes and aerials become with a Level Three boost, foes can be surprised if Shana pulls out a neutral combo or dash attack to simply combo them against a wall of flames or knock them into other traps. And whenever Shana starts taking hits herself, she can easily fly away and cover her tracks with fireballs and traps, gaining the advantage once more.

I haven't even talked in-depth about Tri-Flare yet. Thanks to Free Flight, Shana can plant her triangles and aerial flames pretty much wherever she wants, not to mention how several of her aerials can move them around as well. Once several triangles are in perfect position, Shana can really keep foes on the run by sending up smashes, up tilts and down aerials through the triangles, not to mention utilizing her other traps along her "flame movement" moves. Using down special, any amount of flames can be stretched into a line, that can become a pair of giant walls when sent through a Tri-Flare. This can also help Shana's offensive game by cutting off the foe's escape routes and forcing them to choose between getting caught in traps or facing Shana head-on with only their spotdodge as reliable protection.

Also, this might be a weird place to mention this, but if Shana has at least Level Two sword charge, any minion (or certain traps) that she destroys will burn up, remaining on the field as a fire trap, no bigger than a Waddle Doo, that lasts for 5 seconds. With this, the foe's own minions and traps can be used against them, and also allows Shana's partner to assist her with creating flames in doubles.

Then there's the subject of Shana's throws, probably the last thing foes will be expecting aside from actually attacking with a ftilt. Back throw is mostly just generic fodder for sending foes into traps, and up throw can be very damaging with a Tri-Flare sitting above. The forward and down throws both consume flame traps, but the fthrow can be transformed into a decent KO move this way, and the dthrow can light foes on fire. Flaming foes will avoid fire traps like the plague, making them quite predictable, and further discouraging them from using their shield. With all the ways Shana can direct her traps around the field, it won't be too difficult to hit the foe and prolong their time on fire.

When it comes to KOing, Shana naturally has tons of options. With her traps shutting down foe's escape routes and the threat of a shield break keeping them from shielding, a skilled player will eventually land a big KO move. Once off-stage, Shana can use her awesome aerial prowess to gimp them: even if they don't have that much damage, Free Flight allows her to follow them for a period and get multiple attacks in to force them off the blast zone. Or she can simply use her traps and/or Tri-Flare to do the job for her. Even if her triangles are not set up to gimp, she can easily move them into position on the fly. Save for up smash, triangle-created flames generally won't do enough knockback to stop recoveries: it's up to Shana to make the final attack herself.

Shana can play both offensive and defensive styles fairly well, though with the power granted with her sword charge and her sheer options for pressuring make her rushdown very effective. That is how Shana herself likes to fight, but she needs to set up and consider her options before just rushing in, unless she wants to get beaten up when her laggy attacks miss. Shana may have infinite recovery, but she's really light and can be easily gimped without trap support off-stage. Shana learned the hard way that brute force alone won't win every fight; a lesson dedicated Shana players will learn quickly.
 

SirKibble

Smash Champion
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May 2, 2008
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Khamsin Nbh’w




Additional pictures/video to help display more of the character: [1, 2, 3]


Note: An explanation of the terminology used in this moveset may be found in half_silver28’s Shana moveset.​

Khamsin Nbh’w is a Flame Haze from the anime Shakugan no Shana. Although he has the physical appearance of a ten-year-old boy, he is actually one of the oldest living Flame Hazes, and has had his contract with the Crimson Lord Behemoth (who takes the form of a loose bracelet around Khamsin’s wrist) for literally thousands of years. Unlike the majority of his fellow Flame Hazes, Khamsin works as a “tuner,” correcting the distortions in Power of Existence created by the ongoing battle between the Flame Hazes and the Crimson Denizens, particularly as a result of large numbers of torches being created within a particular city or area. In order to accomplish this, he employs the help of someone who has lived in the area a long time and therefore has an adequate memory of it to properly tune the various distortions. In the case of Misaki City, that role was filled by Kazumi Yoshida, one of Shana and Yuji’s classmates, who is subsequently dragged into the proceedings of the war.

Despite all this, Khamsin is far from defenseless when it comes to actually battling the Denizens. The bundle of equipment he carries with him on his back, which is essentially a thick metal pole wrapped in cloth, allows him to construct a massive stone golem around himself, which he can then control as he pleases. Naturally, he’s very powerful this way, but he and Behemoth are also infamous for the golem’s terrible accuracy. In spite of that, they are very respected among their fellow Flame Hazes and Crimson Lords. Khamsin and Behemoth’s respective titles among their peers are the “Mobilizer of Ceremonial Equipment” and the “Steadfast Sharp Peak.” As all Flame Hazes have different colors to the flames they use in battle, Khamsin’s have a light-brown hue.


Statistics

Size - Below Average
Khamsin’s physical stature is nothing to boast about. He’s short by human standards.

Weight - Above Average
He can take hits surprisingly well for someone his size.

Ground Control - Average
Khamsin’s dash speed is decent, with pretty good traction to go along with it.

Aerial Control - Average
Khamsin jumps a little higher and falls a little faster than the average character, but in other regards, his aerial movement is nothing to write home about.

Specials

Down Special - Rubble Giant
This is basically Khamsin’s signature move, the spell that forms a massive stone golem around him. The input can only be used on the ground, and will result in Khamsin lifting his equipment overhead as several light-blue magic circles form around him. This is purely a visual effect to indicate that he’s using the spell. Khamsin will then tear up the section of the stage beneath him Kirby’s height and twice his width, breaking it into the necessary pieces to form the golem, which is roughly Giga Bowser’s size. Once the stage is as thin as a drop-through platform, or if you use this on a drop-through platform, you can still use this move, but the stage will be unchanged and the golem will only be about Bowser’s size, being much weaker overall.

The hardy golem moves half as fast as Ganondorf, has constant superarmor, cannot dash and has no mid-air jump, and boasts the following limited moveset (attack powers are listed under the assumption that the golem is a full-strength one formed on a sizeable platform):

[collapse=Golem Moveset]Neutral Attack
The golem thrusts a single fist forward, similar to Ganondorf’s Neutral Attack. This is the golem’s fastest move, though still slow, and deals 18% damage with good knockback. Note that due to the golem’s size at full strength, this hits in the air, and is unlikely to hit an opponent standing on the ground.

Forward Attack
The golem takes a large step forward, hitting opponents with its large leg as it stomps down. This is quite slow, but has a solid range over which it hits, and slams the opponent for 25% damage and good horizontal knockback.

Up Attack
The golem swings a fist overhead, reaching in a wide arc overhead from the front to the back. This deals 21% damage and strong upward knockback to opponents hit, and is incredible good for juggling opponents due to the great range the hitbox boasts. However, of course, it’s also rather slow.

Down Attack
From a barely-crouched position, the golem slams a fist down to either side (similar to Donkey Kong’s Down Smash), pitfalling enemies hit and dealing them 27% damage. Note that this attack doesn’t strike immediately on top of the golem, only to both sides of his body.

Aerial Attack
The golem simply tucks itself as much as it can into a ball, becoming a hitbox of 15% damage. When it strikes the ground (and it will, very quickly), it causes a quake nearby that trips opponents and deals another 15% damage.


Note that although the golem’s attacks are slow, their hitboxes are generally quite long-lasting, and have no “sour spots” at any point.[/collapse]
Unfortunately, this golem isn’t totally invincible. After taking 80% damage, which will also be added to Khamsin’s personal damage counter, the golem will collapse, the rocks reforming into the parts of the stage they were taken from. At the same time, Khamsin becomes completely helpless for the next three seconds, more than enough time for a competent opponent to finish him off. So make sure the golem gets the job done while you have it active! Oh, and one more thing--constructing the golem from raw stage material takes about ten seconds. So much for the usefulness of that move.


Neutral Special - Qadesh’s Blood Pulse
Fortunately, you can use this move beforehand to reduce that time. When this input is given, Khamsin sets his equipment upright on the ground, then shoves it downward, into the ground. This, like the Down Special, must be used on the ground. The area around him equal to that covered by Donkey Kong’s Down Special will suddenly shake violently, breaking apart and spewing up several stones ranging in size from Poke Ball to Party Ball-sized. These burst upward about Ganondorf’s height before falling back down, dealing damage proportional to their size as they fly (5 - 10%), and will actually create indents in the stage from being torn up. Of course, many of them will fall right back into the spots they were torn up from, not altering the landscape, and using this move again will simply cause them to burst upward again, rather than causing any more breakage. If used on a pass-through platform, the rocks will generally be smaller, and naturally have no holes to fill when they fall back down, instead collecting in a heap on the stage.

Now, these rocks that have been separated from the ground can be used by Khamsin for his golem, and reduce the time it takes to construct it. The exact amount of time cut depends upon the sizes of the boulders broken off, but averages about two seconds per usage of this move on normal untouched terrain. Naturally, the effect is not as great when used on a pass-through or other very thin platform. The time for the Down Special, however, can never be cut to less than a second and a half.


Up Special - Qadesh’s Heart Chamber
This is a two-part teleportation move. When first used, Khamsin will subtly hold one hand up loosely near his face (to make things a bit more interesting, this is also his idle animation when standing still too long). This forms a Kirby-width magic seal on the ground (or floating horizontally in the air) in front of him. The next time Khamsin uses the move, he will vanish into thin air, reappearing over the seal in a small burst of tan flames that deals 7% damage and small knockback to anyone in close proximity. Khamsin suffers little ending lag after this.

However, Khamsin has a couple ways to make this teleportation less predictable. First of all, if the setup portion of the move is used close to a decent-sized pile of unearthed rocks, or even one large enough boulder, the seal will be implanted in the rock(s), invisible to the players. This is the case in which the subtlety of the animation actually matters, as you may be able to keep your opponent from noticing you set this up. When Khamsin reappears in a large rock, he will burst it apart immediately, sending small chunks flying in every direction for hits of 2-3% damage. The same will happen for piles of rocks, though they may already be in small chunks.

Furthermore, if the seal is embedded in a rock large enough to hold it on its own, Khamsin can move the rock around to consequently move the seal around (we’ll get to moving rocks in the next move). In the case of a pile of smaller rocks housing the seal, Khamsin can move them as a unit, them functioning like a large rock, but since they’ll bind together, this will give away the location of the seal to opponents. This binding also applies if you use Qadesh’s Blood Pulse to break an area where your seal is--the seal will automatically join the small rocks together as a cluster.

Side Special - Ra’s Throwing Stone
A whip-like flame extends from the tip of Khamsin’s equipment, which he swings horizontally in front of him, with range similar to Zero Suit Samus’s Side Special. This has a different effect depending on what Khamsin hits with the whip. Hitting an opponent with the flame-whip deals 10% fire damage and okay knockback, but isn’t the real purpose of this move. If Khamsin hits a sizeable unearthed rock with the whip, it will loosely wrap around the rock, which will start to glow faintly. Essentially, this allows Khamsin to grab the large rocks around the stage. After using the move in this way, the flame-whip will stay out, with the rock at the end of it. This doesn’t affect Khamsin’s movement at all, but will buff several of his attacks (the buffs will vary depending on the size of the boulder, and will be covered in the individual moves). A subsequent use of the Side Special with a rock grabbed causes Khamsin to forcefully fling the rock forward, causing it to roll along the ground (or through the air, though it will drop fairly fast if used from midair). It will travel forward at about the speed of Jigglypuff’s fully-charged Rollout, dealing 14% damage and pretty good knockback to those hit. Unfortunately, you will always lose the rock this way, as it will continue rolling until it goes off-stage or hits a wall, shattering into several small rocks that can’t be grabbed with the Side Special.

Finally, this move can be used as a tether ledge-grab. This is particularly useful if you haven’t been able to set up Qadesh’s Heart Chamber anywhere; you’ll still have some form of recovery. After latching on, you can tilt the control stick toward the ledge to make Khamsin pull himself up, or you can tilt the control stick away from the ledge to cause him to yank at the flame-whip, tearing off a Kirby-sized chunk of the stage. The flame-whip will automatically grab it if you do this, though it doesn’t help Khamsin recovery at all. Still, if used on stages such as Hyrule Temple or New Pork City where there are ledges Khamsin can safely fall from, or if Khamsin has Qadesh’s Heart Chamber set up for recovery, this can be an effective way to get a full-sized boulder grabbed for buffing his standard game.


Standards

Neutral Attack - Combo Swing
This is a basic standard combo involving Khamsin swinging his equipment bundle back and forth in front of him. Repetition rate is similar to Marth’s Neutral Attack, with each hit dealing 6% damage and weak knockback. The range is okay, but can be improved vastly with the buff from Ra’s Throwing Stone. The damage also increases this way to 9%, as well as the knockback a little bit. Lag slightly increases as well, however. Still, this can be used to some degree to keep opponents at a distance when you have a boulder in tow.


Dash Attack - Battering Ram
With a fair amount of startup lag, Khamsin pulls back his equipment pole, then shoves it forward directly horizontal, battering ram style. This rather slow attack deals 14% damage to enemies it hits, with some good knockback as well. Having a stone in tow doesn’t increase the range due to Khamsin holding the equipment with the stone-holding end backward, but does cause the stone to thrust itself forward shortly after Khamsin does so with the pole, meaning a second hitbox follows the first, which does similar damage and knockback. Of course, that hit has even more startup lag, but might catch an opponent off guard who tries to punish you for the slow attack and forgets the second hit.

You can also use this attack against a wall for an extra effect. The area at the top of the wall for one-and-a-half Battlefield platforms’ length will quake as Khamsin slams the pole into it, tripping opponents standing on it as well as dealing 5% damage to them. The rock that follows will do the same, a hit that opponents caught in the initial quake are unlikely to avoid. Of course, only a few stages naturally have walls like this for you to use, but the holes you create in the stage with Qadesh’s Blood Pulse can serve to help you use this technique on the majority of stages.


Forward Tilt - Flame Swing
Khamsin swings his ceremonial equipment forward horizontally as the whole thing burns with a light brown flame. This somewhat slow attack deals 11% damage and decent horizontal knockback, as well as briefly lighting whatever it hits on fire as it flies forward. The brief fire enveloping the hit object or person deals no damage to them, but 5% damage to anyone they hit during their knockback. Aside from using this against multiple opponents, Khamsin can hit large boulders he’s unearthed at his opponents, which will deal 8% damage themselves in addition to the 5% from the fire. However, the heavy rocks are much more resistant to knockback than opponents, so you won’t be able to hit them especially far, though that’s also a good thing as you’re unlikely to lose any boulders over the ledge with this attack.

If you use this attack with a boulder in tow, the flame connecting the rock will extend, bend, and position the rock in front of him just before he swings his equipment pole. Basically, this allows him to hit a flaming boulder at any opponent anywhere, even without there being one lying around at that particular location. While this can still hit boulders lying around, they don’t increase the effect.


Up Tilt - Overhead Spin
Khamsin lifts his ceremonial equipment overhead and spins it rapidly for a moment. This has a solid horizontal range, but doesn’t reach that far above Khamsin himself. The spinning weapon deals multiple hits reaching about 8% damage, the final hit dealing okay horizontal knockback. This has potential to combo into itself when used near a wall, as the opponent may hit the wall and rebound back into range of the attack again. Even more so than a regular wall, Khamsin’s holes help with this, though opponents will still be able to DI out, and even if they don’t, once they take enough damage, the attack will tend to throw them out of the hole along the ground. This attack has little startup and moderate ending lag.

With a Throwing Stone, this gains some actual vertical range. The boulder will be set spinning with the same horizontal range, about half a Battlefield platform higher. The whirling boulder deals 6% damage with knockback directly downward into the main hit of the attack.


Down Tilt - Flare
From his crouching position on one knee, Khamsin holds a hand close to the ground. A small explosion appears directly in front of him on the ground. This deals 10% damage and good knockback to anyone hit, after which Khamsin suffers moderate end lag. Using this attack on a large boulder will cause it to burst into smaller pieces, which will fly out in all directions and damage enemies for 4% per hit, generally around 2 hits for those decently close, 5 or so for those right on top of the boulder. Using this on small rocks will cause them to shoot away from the explosion, dealing the same damage but likely flying off-stage as they are launched much more powerfully when this is done directly to them rather than for breaking a larger rock.


Smashes

Forward Smash - Aten’s Fist
Khamsin spends the charging time of this move collecting small stones around his fist to form a large stone fist around his own. What this means is that using this where a number of small broken off stones already exist will proportionally cut the charging time of this move. The fully-charged fist is Party Ball-sized and deals 24% damage and great knockback, while at lowest charge Khamsin is practically only hitting with his own fist for 10% and okay knockback. The move is somewhat slow either way, but not overly so. After using the fist, Khamsin will effortlessly “shed” it, dropping the ball of stone to the ground. Essentially, this allows you to clump small rocks together into large ones you can use for things like Ra’s Throwing Stone. Additionally, if Khamsin uses this move again near the dropped fist, and reaches the same charge he had when using it, he will automatically draw it onto his fist and use this attack with somewhat reduced lag.


Up Smash - Set’s Wheel
After charging, Khamsin faces the screen holds his ceremonial equipment in front of him and starts spinning it rapidly. Flames extend from either end of the equipment and form a full circle of fire around Khamsin, with radius depending upon the charge. At minimal charge, the circle will only be the size of the spinning equipment pole itself, while at maximum charge, the flames will reach about three-quarters of a Smart Bomb blast’s radius. Be aware that the flames extend from their minimum radius to wherever the charge puts them, leaving the center where Khamsin is open. Khamsin will hold this for up to one second, though you can cancel out of it early by shielding. The swirl of flames deals up to 5 hits of 3% to anyone caught inside, with weak knockback on the last hit. In addition, this storm of fire can pick up small rocks and add them to its damage-racking power, upping the damage on each hit by 1% for each rock included. As the move finishes, the rocks will be scattered to a degree within the radius of the flames, but will not shoot out very far beyond it, generally preventing you flinging any over a ledge. They will deal 3% damage and flinching knockback to anyone who touches them as they fall back to the ground, however, which makes the long end lag on this move a little less punishable. Note also that if Khamsin is carrying a boulder from Ra’s Throwing Stone, it will spin along the outer edge of the circle at high speed, knocking opponents it hits inward with 7% damage.


Down Smash - Qadesh’s Blood Seal
Khamsin points his ceremonial equipment pole toward the ground, creating a magic circle there that’s about the width of a Battlefield platform. Note that while this is the charging animation, it is more than just a visual effect. Opponents within the magic circle as it forms will be immediately dropped into prone. The only act they can perform from this particular prone position is to stand up--no attacks or rolling dodges. The seal of the magic circle will also prevent them from jumping and severely cut their movement speed while they’re within its range. When Khamsin releases the seal, the ground beneath the opponent will quake briefly, dealing 17% damage and downward knockback (at low percentages, this will put them into prone again if they aren’t in it, while at higher damage, they will bounce off the ground into the air). This will also affect opponents within range who weren’t crippled by the magic circle’s initial formation. The formation of the circle is a little slow, but the quake happens very quickly after release.

Worthy of note is the fact that Khamsin points the equipment pole slightly forward, at about a 20 degree angle from straight down. What this means is that by standing on a ledge, he can direct the move down to a lower platform. While this leaves him completely vulnerable, unable to quake the area directly around him if need be, it also opens up a lot of options. Particularly, if an enemy can be forced into a hole carved in the ground with Qadesh’s Blood Pulse, Khamsin can use this move on them while they’re trapped down there for some good damage racking, until their damage gets high enough for the quake to bounce them out of the hole.


Aerials

Neutral Aerial - Flame Barrier
Khamsin faces the screen and stretches a hand to either side, as a shield-like wall of flame appears directly in front of each. The shields curve back toward Khamsin, forming almost a sphere of protective fire, but not fully protecting him from above and below. Anyway, these walls of flame can be held for up to one second, though you can release them almost immediately if you desire. The move has very little lag on either end, and the fire deals 5% and weak knockback to anyone who touches it. It also will destroy most enemy projectiles that hit it, aiding in Khamsin’s defense or as a means of approaching in the air. As you’ll see, the rest of Khamsin’s aerials are rather slow attacks, so the speed of this one can also help you to throw off an opponent who may expect to take advantage of you in the air.


Forward Aerial - Meteor Smash
Khamsin lifts his ceremonial equipment overhead and swings it down hard in front of him, in a motion similar to Ike’s Forward Aerial. On the whole, this is a very similar attack, dealing 12% damage with good knockback, but being quite slow. Khamsin’s range is also shorter than Ike’s. However, a boulder in tow from Ra’s Throwing Stone can vastly improve this attack; extending the range to about double Ike’s. In addition, contact with the boulder deals downward knockback instead of the diagonal the equipment pole does, making it a powerful gimping option. Unfortunately, the attack is still very slow and easy to see coming.


Backward Aerial - Giant Swing
Khamsin grips his ceremonial equipment, then whips around and gives a powerful horizontal swing of it. This is quite slow, but deals a solid 16% damage with high knockback to opponents hit. This powerful swing will also always connect with a Throwing Stone Khamsin is holding on to, causing it to take knockback like an opponent would when hit. The boulder deals 10% damage and good knockback to anyone it crashes into on its trajectory, including someone hit with Khamsin’s initial swing. While this will lose you the boulder without fail, it can be useful as an aerial projectile to juggle or even finish off an unlucky opponent, not to mention a very high-damage, high-knockback attack if used point blank.


Up Aerial - Rocket Bomb
Khamsin leans back and props his equipment pole up on his shoulder, then fires a flaming projectile from the end of it. The small ball of flame flies directly upward, dealing 4% damage and flinching knockback, until it has travelled up one Battlefield platform’s distance, at which point it will explode in a small explosion dealing 10% damage and decent upward knockback. If you are toting a Throwing Stone around, the stone will reposition itself to intersect with the burst, breaking it into smaller pieces that will rain down across the surrounding area. The rain of small stones each deal 3% damage and flinching knockback. This can be a good way to spread small stones around the stage to ensure you always have some handy for other attacks like the Forward and Up Smash.


Down Aerial - Gravitation
Khamsin lifts his ceremonial equipment overhead, then slams it down, perfectly vertical. This can be a difficult move to hit with due to the relatively small hitbox size and start lag, but it deals 15% damage and good downward knockback. Furthermore, this attack has a special property when Khamsin strikes the ground with it (note that if you land on the ground during the startup lag, Khamsin will still execute the rest of the move); A small quake will occur around Khamsin, tripping foes within half a Battlefield platform’s length on either side, while a magic circle appears on the ground around Khamsin. Immediately after this, all stones of any size within a Smart Bomb blast’s radius of Khamsin will be drawn at high speed to the area directly around him, dealing 4% damage and weak knockback as they fly. While this attack takes some time to perform, Khamsin is covered fairly well during its various stages, and it has minimal end lag. This accomplishes roughly the opposite of the Up Aerial, allowing you to bunch together the broken rocks for attacks that require it.


Grab & Throws

Grab and Pummel - Standard
Khamsin’s grab and pummel are basic; the grab is of average range and speed, and the pummel--a knee attack similar to Marth’s--deals 2% damage per hit at a moderate repitition rate.


Forward Throw - Rolling Stone
Without a stone grabbed from the Side Special, this is a simple throw in which Khamsin swings his ceremonial equipment pole at his opponent for 7% damage and okay knockback. With one, however, he’ll swing the ceremonial equipment not into them, but as a means of sending the boulder rolling forward. However, it does not detach from Khamsin’s grasp, and after travelling one-third of Final Destination’s length, will be automatically pulled back to its usual position. It will also do this if it hits a wall or ends up in a hole in the stage. Naturally, it deals damage while returning to Khamsin as well. Khamsin is free to move around and use attacks after the initial toss, giving this move potential for combos.


Back Throw - Burst of Flame
Khamsin tosses his opponent behind him for 4% damage while encasing them briefly in flames. This will have no effect unless the opponents hits something before regaining control, which they’ll do just before hitting the ground when this is used on a flat surface. If the opponent collides with another player, a wall, a boulder, etc. during their knockback, they will explode in a fiery burst of 10% damage and good knockback. Naturally, Khamsin has plenty of ways to make this a reality, from the pits he carves in the stage to the boulders he uplifts. The explosion will naturally catch whatever the lit opponent collides with, damaging the other player or bursting large boulders into smaller ones, though naturally the explosion does nothing to a wall.


Up Throw - Seismic Launch
Khamsin points his ceremonial equipment, grasped in his other hand, toward the ground. A small quake beneath the opponent’s feet will launch them a short distance into the air with 8% damage, as well as launching any rocks in the area, which can hit them for 4-8% extra damage and some better knockback. However, the affected area is quite small, so this can be difficult to pull off. On the bright side, this attack is a pretty good setup to something like your Up Aerial even without the bonus of a stone launched upward.


Down Throw - Entomb
Khamsin slams his opponent to the ground for 5% damage, then slightly points his ceremonial equipment forward. A magic circle appears over the foe, which will draw rocks of all sizes within a Battlefield platform’s length on either side toward the victim. These rocks will effectively bury the opponent, given there are enough of them, dealing constant damage of 2% per second until they break out of the grip, which ranges from half of grab-difficulty to 3x grab-difficulty, depending on the number and size of the rocks heaped upon them. Having too few rocks will result in a mere additional 2% damage with no burial. When the foe finally breaks out, they will automatically jump out onto the top of the rock heap. While Khamsin cannot regrab a foe trapped like this, he can use other attacks and make use of the rocks they’re buried under, though removing them from the pile will ease the foe’s escape.


Final Smash - Earth Tremor

Khamsin lifts his ceremonial equipment overhead, as it begins swirling with energy. The built up energy forms a large magic circle about the size of a Smart Bomb explosion, which then turns itself to be horizontal, and rushes downward at high speed. When it strikes the ground, the entire area it covered will quake furiously, launching stones of various sizes high into the air. The stones deal 5-10% damage, depending on size, both on their upward and downward flights. This all happens much more quickly than it seems to be described here, and provides Khamsin with a pretty solid setup for a lot of his other moves, as well as usually slapping a good chunk of damage on the foe’s percentage.


Playstyle Summary

Khamsin relies on his Neutral Special the way Olimar does his--it’s essential to virtually every other move he has. As such, you should seek opportunities to use it liberally at the beginning of any match. Churning up rocks of all sizes is necessary to keeping the rest of Khamsin’s game running smoothly. In particular, you may recall that you can fling these rocks around with the Side Special, but of course, you can also tote around a large rock to boost the effectiveness of more of your moves. This is yet another thing that comes highly recommended to take care of at the beginning of a given match.

With those two factors set early on, Khamsin gains a wealth of options for taking care of his opponent. Collecting and dispersing large quantities of rocks with the Up and Down Aerials, smacking flaming boulders at your opponent with the Forward Tilt, creating maelstroms of flame and earth with the Up Smash--all these things should be considered as ways to frustrate and damage your opponent, but amidst all this, you should not forget Khamsin’s Neutral Special.

In fact, you want to keep it integral to your game at nearly all times. While the tearing up of the stage serves well as a means of supplying you ammunition, that is not its only purpose. Recall that Khamsin has the ability to, at some point in the match, construct for himself a Giga Bowser-sized golem. But the golem is a lumbering slowpoke when it comes to attacks, so giving him a proper setup to ensure he finishes off your opponent is extremely important.

As a general rule, it’s smart to dig near or even on places you’ve already dug. The reason for this is simple--because a deep, wide pit is a better colosseum for the stone giant that’s more difficult for your opponent to run within. Alternatively, you might eat away at both edges of the stage to shrink it down and minimize escape space that way. The golem’s simple and rather predictable attacks can be far more useful if you give your opponent difficult terrain to escape in.

But some stages don’t cater to the golem very well. A stage like Delfino Plaza, that involves constant moving around on a transportation platform that’s thin as a pancake won’t let you amass nearly the volume of rocks you need to reasonably construct the golem. Fortunately, Khamsin has plenty of options for finishing a match even without the Rubble Giant. Just a few options include the explosive Backward Throw, the meteor smash Forward Aerial, and the stone-fisted Forward Smash, all of which can still be reasonably used on a stage that doesn’t allow you to build up much of a rock collection.​
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MYmini #0

”Your opponent is me ~de arimasu.”
”Begin.”





~ Wilhelmina Carmel ~


For an explanation of some terms used here, see half_silver28’s Shana moveset.​

Wilhelmina Carmel is a Flame Haze from the anime Shakugan no Shana. She essentially acts as Shana’s mother figure, and is somewhat strict with others as well as herself. Even so, she is very polite and proper, ending nearly every sentence she speaks with the outdated “de arimasu,” a phrase comparable to the well-known “desu” but which is only used rarely, usually in extremely formal situations. She tends not to display even her most sincere emotions very readily, something she is sometimes critical of herself for.

As a Flame Haze, she is contracted to the Crimson Lord Tiamat, who takes the form of a headband on Wilhelmina’s typical maid outfit, but can also transform into a sort of battle mask in the heat of a conflict. Tiamat tends to be very reserved, somewhat like Wilhelmina, and tends to supplement things Wilhelmina says with only a single word or short phrase, often in summary. Wilhelmina’s title is the “Manipulator of Objects,” or the “Manipulator of Ten-thousand Ribbons” in some translations, and Tiamat is known as the “Crown [and Sash] of Fantasies,” or the “Illusionist Crown.” Wilhelmina’s title is indicative of her ability to control a series of ribbons resembling those on her outfit, which she can produce and manipulate at will. She also has a variety of standard issue fire attacks as a Flame Haze, for which her particular flame is a bright magenta color.


~ ~ Statistics ~de arimasu
Overview

Size ~ Somewhat Tall
Wilhelmina is of slightly above-average size, about the same height as Peach or Zelda.

Weight ~ Somewhat Light
Wilhelmina is a little lighter than average, once again similar to Peach.

Ground Control ~ Good
Wilhelmina moves pretty quickly along the ground, about the same speed as Marth. Her traction is also quite good.

Air Control ~ Great
Wilhelmina has solid aerial speed, on par with Zero Suit Samus. Both her jumps are also pretty high and her falling speed is slightly slower than average.


~ ~ Special Attacks ~de arimasu
Important skills.

Neutral Special ~ Battle Mode
This input switches Tiamat from a headband to a battle mask or vice versa, allowing you to toggle a “Battle Mode” for Wilhelmina. The transformation happens pretty quickly, and affects almost all of Wilhelmina’s other moves. While in Battle Mode, Wilhelmina’s attacks do 1.5x their normal damage, with some increased knockback as well. However, staying in Battle Mode is exhausting, and Wilhelmina can only maintain it for 15 seconds before automatically switching out of it, entering a weakened state for the next 15 seconds where she will take double damage and increased knockback from opponents’ attacks. Switching back manually will not cause this drawback. The timer for Wilhelmina’s Battle Mode is also reduced slightly whenever she takes hits in Battle Mode, but is refreshed at a rate of one second for every three spent in normal mode.
”Use this before critical attacks for enhanced power ~de arimasu.”
”Timing essential.”


Side Special ~ Shred Burst
Wilhelmina stretches a hand forward, as a length of ribbon shoots forward from behind her back (as a note, the majority of Wilhelmina’s ribbons tend to come from this area, near the bow on the back of her outfit). This particular length of ribbon is about as long as a Battlefield platform, and does not remain attached to Wilhelmina in any way. It shoots directly forward at roughly the speed of Falco’s lasers, dealing 2% damage and flinching knockback to anyone it hits as it goes. It will stop only when it goes off the blast zone or hits a wall. Obviously, the attack is rather weak like this, but this isn’t its proper use. You see, the ribbon acts as sort of a projectile counter. If an attack strikes the ribbon as it flies, it will shred it into several pieces. If the user of the attack is then within a Battlefield platform’s length of the point of impact, the ribbon pieces will swiftly float toward them, invariably catching up and beginning to revolve around them at a slow pace. After a random period of time between one and two seconds from the time they start revolving around the opponent, the shredded ribbon pieces will explode violently, dealing 12% damage and good diagonal knockback.
”This attack allows countering of projectiles or even attacks that are out of range ~de arimasu”
”Delayed counterattack.”


Up Special ~ Tether Wrap
Wilhelmina shoots a ribbon upward at a 45 degree angle (it will adjust the angle some to home in on ledges), it stretching to about as long as a full Pikmin Chain. If the ribbon connects with nothing, Wilhelmina will retract it and go into helpless. If it catches a ledge, Wilhelmina will pull hard on the ribbon, launching herself upward at the same angle, a foot outstretched in a high priority kick, dealing 10% damage and okay knockback to anyone she hits. She’ll fly up to the ledge the ribbon grabbed and about half the ribbon’s length past that, over the stage, before ending the move. She does not go into helpless when this happens. As a third alternative, Wilhelmina may strike an opponent with the ribbon, in which case it will wrap tightly around them. Wilhelmina will still give the ribbon a good yank, but instead of launching her upward, it will pull the snared opponent to her, whereupon she will give them a good kick behind her for 8% damage and okay backward knockback. This also does not put Wilhelmina in helpless.
”This attack can punish opponents blocking a ledge and then be used for recovery ~de arimasu”
”Automatic ledge-attack.”


Down Special ~ Fuzetsu
Wilhelmina lifts a hand overhead and shouts ”Fuzetsu!” Suddenly, the area around her turns a dark red hue, and everything caught in the creation of this “Fuzetsu,” or seal, is frozen in place. The affected area is roughly the size of Luigi's Negative Zone. Opponents, items, etc. will all be trapped wherever they were, be it on the ground or in the air, and moving stages will stop moving while the Fuzetsu is in place. Only the creation of the Fuzetsu has this effect, however, so it may be spot-dodged. Frozen opponents have superarmor and can’t be knocked around, but they can be damaged until the Fuzetsu dissolves after four seconds. In addition, while they receive no knockback in the Fuzetsu, they can be moved around by other means (for example, Wilhelmina’s Up Special could pull an opponent to her and kick them behind her, but they would only end up directly behind her and take none of the actual knockback), but if they are moved outside of the range of the Fuzetsu, they will unfreeze. Whether they were previously frozen or not, entering the Fuzetsu from the outside will not freeze opponents. Those in the Fuzetsu who were damaged while it was around will flinch as the Fuzetsu vanishes, but receive no other knockback. Wilhelmina also has to wait a full 35 seconds after using this move to use it again, and will signal you that she’s ready by briefly glowing a faint magenta while calmly stating ”Ready ~de arimasu.” Attempting to use the move before this time has passed will result in only a lagless ”Patience.” from Tiamat.
”Useful for manipulating the field of battle and damaging the opponent repeatedly ~de arimasu”
”Extensive cooldown.”



~ ~ Standard Attacks ~de arimasu
Basic combat.

Neutral Attack ~ Ribbon Spread
Wilhelmina spreads her arms, as two ribbons shoot out to each side, the first directly horizontal and the second at about a 30 degree angle upward from there. Each of these ribbons deals 5% damage and weak knockback, but they cover a pretty good range, roughly similar to the sword length of Ike. What’s more, these ribbons linger behind Wilhelmina after she uses this attack, awaiting some kind of future use... Several other attacks of Wilhelmina’s are capable of leaving these loose ribbons as well, and Wilhelmina can amass as many as 20 at a time before the attacks will stop leaving them behind. This attack has some ending lag, but little start lag.
”Lingering ribbons can be used in a variety of ways ~de arimasu.”
”Preparation.”


Forward Tilt ~ Flick
Wilhelmina quickly produces a singular ribbon and flicks it forward in a slapping motion. The range is very good, though the damage is low (3%) and the knockback is very weak. Even so, this move is useful for its speed and fairly high rate of repetition. It can be used to poke at enemies a fair distance away, or used on an opponent who is close for multiple hits that slowly push them away from Wilhelmina. Additionally, the ribbon used for this attack is left lingering like those of the Neutral Attack.
”Use repeatedly to keep opponents at a distance while building up ribbons ~de arimasu.”
”Spacing.”


Up Tilt ~ Grounding Pull
Wilhelmina shoots a ribbon directly upward about a Battlefield platform’s length rather quickly. If, at any point, the tip of the ribbon makes contact with a foe, it will wrap around them quickly and drag them downward, slamming them to the ground for 7% damage. Since Wilhelmina retracts the ribbon after it grabs an opponent, this attack does not leave behind a ribbon unless it misses, but because of the nature of the attack, it can be used within a Fuzetsu to bring a foe to ground level.
”Automatically puts the foe in a prone position on the ground ~de arimasu.”
”Anti-air.”


Down Tilt ~ Ankle Snare
From her moderate crouch, Wilhelmina quickly whips forward a short length of ribbon along the ground. If it fails to connect, she will retract it, but if it makes contact with an opponent, it will separate and wrap tightly around their legs (or acceptable substitute), tripping them immediately and dealing 3% damage. Until they shake the ribbon off (Pikmin difficulty), they will experience a doubled tripping rate, as well as slightly reduced dash speed and jump height. This effect cannot be stacked, though another use of this move will replace the old ribbon, effectively refreshing the ribbon’s strength.
”Limits opponents’ mobility and fosters mistakes ~de arimasu.”
”Weaken foe.”


Dash Attack ~ Ribbon Drill
Here we have the first of the moves that utilize the leftover ribbons from attacks like the Neutral Attack and Forward Tilt. Wilhelmina will cause all the dangling ribbons floating around her (if there are none, she will produce one for this move that will not remain out after it finishes) to form a drill shape in front of her, which proceeds to spin rapidly as she moves forward another Battlefield platform’s length. This attack is quite slow on the startup, but doesn’t have too much end lag. The size and power of the drill are determined by the number of ribbons; with only one ribbon, the drill is only as wide (tall, actually, since its horizontal) as the ribbon the whole way through (the drill is always about as long as Ike’s sword), and deals only 2% damage and weak knockback to anyone who hits it. With a full 20 ribbons, the drill is as wide as Wilhelmina is tall at its base, shrinking to minimal size at the tip. Like this, it deals a nice 28% damage and great knockback that can make it a decent KO move. Missing with this attack will leave all the ribbons used still floating around Wilhelmina, while hitting will destroy a few of them as they hash the opponent. For every hit the drill makes, 4 ribbons are destroyed, affecting subsequent hits accordingly and diminishing Wilhelmina’s count afterward. Note that if the number is reduced to zero, the drill will remain with one ribbon, but the ribbon will retract as the move finishes, the same as if Wilhelmina has no ribbons when she uses this move.
”An slow but effective mobile KO move ~de arimasu.”
”Requires setup.”



~ ~ Smash Attacks ~de arimasu
More powerful.

Forward Smash ~ Pierce
Wilhelmina stretches a hand forward as a number of long ribbons extend forward at high speed. She’ll automatically produce two ribbons to use with this attack, but over the course of charging this move, can add anywhere from one to eight lingering ribbons to the attack. The length the ribbons extend to is also affected by charging, ranging from half a Battlefield platform’s length to two platforms’ length at full charge. The tip of the ribbons deals 3% for each ribbon included in the attack, always with good knockback, while the remainder of the ribbons is a sourspot dealing only 2% damage with flinching knockback. This attack has considerable lag on both ends, but has great potential for its range and power. In addition, the two ribbons automatically used for the attack will be added to Wilhelmina’s supply.
”Ensure extra ribbons are available to maximize effect of charging this attack ~de arimasu.”
”Hinder approaches.”


Up Smash ~ Thousand Ribbons
After charging, Wilhelmina faces the screen and spreads her arms to either side as countless ribbons shoots out from behind her. They extend out at 45 degree angles upward, both to the left and right, the masses of ribbons being almost as wide as Bowser and extending equally as far.. These ribbons extend quickly, giving the attack minimal lag after charging, and it has little end lag as well. The ribbons form two separate hitboxes each dealing 17 - 29% damage with decent knockback. Worthy of note is the fact that this move’s charging time is about double that of an average Smash Attack to reach full charge. However, if the move is used at full charge, the necessary number of ribbons will remain lingering when Wilhelmina retracts the rest, automatically bringing her count to 20.
”The diagonal angle of this attack leaves openings from above and both sides ~de arimasu.”
”Use wisely.”


Down Smash ~ Ribbon Stretch
This move causes Wilhelmina to form a small loop around herself with a single ribbon. As she charges, the ribbon loop expands, reaching Smart Bomb explosion size at full charge. The loop pushes opponents as it expands, and cannot be passed through except by attacking and destroying a particular part of it (every part of the loop overlapping a hurtbox from an opponent will be destroyed, and they can pass through only if the destroyed portion becomes large enough to do so). The move’s charging time, and consequently the rate at which the loop increases, is affected by the number of spare ribbons Wilhelmina has. With a full 20 ribbons, the charging time is cut to about a quarter of the average Smash Attack, but be aware there is a catch. See, as the move charges, it uses more and more of the lingering ribbons to increase its size, and when the move finishes, Wilhelmina holds out a hand and sets the entire loop on fire with a bright magenta flame, burning the ribbons in an instant and dealing 20% damage and decent knockback to opponents touching it. In other words, the more you charge this move, the more spare ribbons you’ll end up losing. This move is rather quick on both ends.
”A costly technique for forcing opponents away ~de arimasu.”
”Breathing room.”



~ ~ Aerial Attacks ~de arimasu
Versatility.

Neutral Aerial ~ Shredding Spin
Wilhelmina stalls somewhat in mid-air, falling at a drastically reduced rate, for the duration of this move. As she begins twirling around at an almost frightening speed, she deals 2% damage with weak knockback, and two automatically produced ribbons plus up to five lingering ribbons stretch out horizontally and spin with her. Over the course of the next second, these ribbons are all shredded to bits, shooting off one flaming piece each to both sides every 0.2 seconds that deals 1% damage and weak knockback. The pieces fly off roughly horizontal, with a small degree of randomness in deviating from that path, and travel about as far as the initial spark of a PK Fire. Wilhelmina suffers some startup lag, but little ending lag on this move. Naturally, the burned ribbons are also destroyed.
”Use multiple ribbons to accumulate high damage on a foe ~de arimasu.”
”Many hits.”


Forward Aerial ~ Quick Toss
Wilhelmina quickly shoots a ribbon forward in an attempt to grab a foe. This has roughly the same range as Link’s Grab Aerial, though if Wilhelmina misses, she simply leaves the ribbon out and the move has minimal end lag. If the ribbon connects with a foe on its way out, it will wrap around them, then Wilhelmina has a moment to indicate a direction. Forward is the default, and the foe will, after that short time, be generically thrown in that direction (from the point they were grabbed, e.g. a backward throw from here will usually place the opponent overlapping Wilhelmina, not behind her). The knockback is fairly weak, and the damage is only 6%, but it’s certainly not without its uses. Note that whether the attack hits or misses, it leaves behind a single ribbon.
”This is especially useful for repositioning opponents within a Fuzetsu ~de arimasu.”
”Aerial throws.”


Back Aerial ~ Defense Web
Wilhelmina whips around and waves a hand in front of her, causing all lingering ribbons (or one that she produces, if none are available) to form a tangled web one Ganondorf high and a quarter of a Battlefield platform wide directly behind her. As the ribbons rush together, they’ll deal 5% damage and weak knockback to any opponents they hit. Once they’ve formed the web, however, they will no longer damage opponents. This web of ribbons separates entirely from Wilhelmina, and she can produce new lingering ribbons while it exists. The ribbon wall will block opponents’ movements and attacks from passing through it, while Wilhelmina can move and attack through it freely. The ribbon web has HP equal to twice the number of ribbons used to make it (recall that it uses all Wilhelmina’s lingering ribbons), and will disappear once it takes that much damage. The creation of the defense web has moderate lag on either end.
”Many long-ranged attacks are useful to use through this ~de arimasu.”
”One-way barrier.”


Up Aerial ~ Tangle Pull
Wilhelmina produces three ribbons which she shoots up at three different angles--straight up and about 30 degrees to either side. They’ll stretch up about Ike’s sword length before stopping. If a ribbon strikes an opponent, it will wrap around their leg (or acceptable substitute), rendering them incapable of moving or attacking. Each ribbon can grab a different opponent, but ribbons that do not will join ones that do after extending their full length. In other words, if only one ribbon grabs an opponent’s leg, the other two will join it after they extend, having failed to grab. If two ribbons each grab opponents, the third will randomly choose to join with one of the others. The ribbons will then each toss their victims toward Wilhelmina for 4% per ribbon involved and weak knockback. Each of the three ribbons remains lingering after the attack. There is some start lag but very little ending lag to this attack.
”Use this to pull one or more opponents close for another attack ~de arimasu.”
”Follow up.”


Down Aerial ~ Ribbon Bomb
Wilhelmina bundles up to 10 lingering ribbons into a ball, ranging in size from that of a Pokeball to just larger than a Party Ball. She then tosses the ball downward, it moving as fast as a thrown item would. When the ball strikes an opponent, the ground, or another object, it will explode in an bright magenta explosion slightly larger than itself, dealing 4 - 18% damage depending on size and poor to good knockback. With no lingering ribbons, Wilhelimina merely shoots a small magenta fireball downward, which travels a Battlefield platform’s length doward before disappearing, and deals 2% damage and flinching knockback on contact with anything.
”The infinite downward range of this attack gives it several uses ~de arimasu.
”Interrupt recovery.”



~ ~ Grab and Throws ~de arimasu
Direct control.

Grab ~ Wrap
Wilhelmina shoots forward a single ribbon as a grab comparable to Link’s Clawshot. Wilhelmina’s is, however, notably faster and less punishable, though the range is slightly less. The ribbons wraps around the first opponent it hits tightly.
”This is nothing more than a basic grab technique ~de arimasu.”
”Extended.”


Pummel ~ Constrict
Wilhelmina tightens the ribbon’s grip on the opponent for 2% damage. She can do this at a relatively average rate. If she has any lingering ribbons, she will instead wrap one around the opponent each time the pummel is used, simultaneously pummeling and making the grab a little more difficult to escape.
”This can be used much more effectively with extra ribbons ~de arimasu.”
”Prior preparation.”


Forward Throw ~ Flare Burst
Wilhelmina stretches forward a hand and all the ribbons wrapped around the opponent burst into magenta flames and explode, dealing 2% damage for each one wrapped around the opponent with anywhere from almost flinching to very strong knockback. Note that your opponent can still break your grip during the start lag of this move, causing them to escape the tangle of ribbons, but Wilhelmina will go through with the attack and destroy the ribbons anyway if you use this just before your opponent escapes.
”One must be careful not to take too long increasing the number of ribbons ~de arimasu.”
”Moderation.”


Back Throw ~ Whirling Ribbons
Wilhelmina grips the length ribbon connecting her to the wrapped opponent and starts spinning around. She then flings them backward for 1% damage per ribbon wrapped around the opponent. Knockback is moderate regardless of the number of ribbons. All in all, this attack is very similar to Mario’s Backward Throw in appearance. Just like with the Forward Throw, the opponent may break out of this attack early, but doing so will merely change the angle of the throw to account for where Wilhelmina is in her spin. The damage and knockback are still taken.
”A less costly throwing technique that can still be powered up with extra ribbons ~de arimasu.”
”Ribbons conserved.”


Up Throw ~ Ribbon Raise
The ribbons wrapping the foe separate entirely from Wilhelmina, then quickly unravel and push against the ground, lifting the foe higher and higher, before the final length of ribbon flips upward to toss the foe a short distance with 5% damage. Each ribbon involved will increase the ultimate height of the ribbons by half a Battlefield platform’s length, so this can be used to effectively throw a foe from very high up. Unfortunately, the ribbons all fall limp and disappear after use of this, so this doesn’t come without a price. Additionally, the foe can still break the grip while being lifted, though the lifting is rather quick. If they do so, they will suffer no damage or knockback from this throw.
”This is especially useful on high platforms or on foes who have taken much damage ~de arimasu.”
”Knockout potential.”


Down Throw ~ Full Bind
Just like with the Up Throw, each ribbons wrapped around the foe separates from Wilhelmina, constricting tightly on the foe. This essentially refreshes the grab strength, still inhibiting the foe from moving or attacking until they break it, while Wilhelmina is free to use other attacks. Note, however, that she cannot regrab a foe while they are still wrapped up, preventing incredibly easy chaingrabbing.
”Useful for incapacitating foes in anticipation of a powerful blow ~de arimasu.”
”Set up.”



~ ~ Final Smash ~de arimasu
Ultimate Attack

Final Smash ~ Inferno Wrap
This is an capture Final Smash comparable to Ike’s or Meta Knight’s. Wilhelmina forms a plethora of ribbons in front of her, which wrap themselves into a spherical structure, trapping any opponents caught inside. If no one is caught, the attack will end (as compensation, the ribbons she used will add to her supply, giving her an automatic 20--note that this only happens if the Final Smash misses). If any opponents are caught, Wilhelmina will stretch forward a hand as the ribbons don a bright magenta hue. A series of magenta explosions then take place within the confines of the ribbon cage, damaging opponents caught inside for 85% damage. As the mass of ribbons burns out, the opponents are simply dropped out, falling a short distance before regaining control.
”Very useful for damaging opponents but not for knocking them out ~de arimasu.”
”Extreme damage.”



~ ~ Playstyle Summary ~de arimasu
Strategy.

Playing Wilhelmina well requires a player to be aware of how to manipulate her opponents’ positions, keeping them at a practical distance while utilizing that distance to poke at them with weaker attacks while building up a workable supply of lingering ribbons for use in her stronger attacks. The Neutral Attack is a very basic tool in this regard, pushing away close-up opponents while producing an impressive four ribbons. The Forward Tilt may also be used for this purpose, though it will require more uses to amass the same number of ribbons. As far as Aerial attacks go, the Forward Aerial and Up Aerial can both produce ribbons, though the Up Aerial should be used cautiously, as it pulls opponents right into Wilhelmina and may allow them to punish you easily if you’re not ready to immediately use something like the Neutral Aerial (which will use up five of those ribbons you’re working to build up).

Of course, once you have ribbons there are a variety of ways to use them. The Down Smash becomes a powerful spacer with many ribbons, though it will use several of them up. Likewise attacks like the Dash Attack, Down Aerial, and Wilhelmina’s entire grab game benefit greatly from excess ribbons, though most of them not without cost. The Forward Smash is a notable exception, making use of your extra ribbons while even adding to the stockpile. It’s important to maintain a high number of ribbons after getting there and the Forward Smash is an excellent option to do so.

Of course, let’s not forget to factor in the ways Wilhelmina’s Special Attacks can contribute. Naturally, the Down Special Fuzetsu can buy you time to build up a supply of ribbons (with the Up Smash, perhaps?) or to move your opponent around or land several damaging hits on them. This is especially recommended in pressing situations where an opponent has whittled you down to few lingering ribbons, and you’re having trouble getting more. Use attacks that build up your supply while damaging your opponent to maximize the effect.

The Neutral Special is useful mainly when going for a finish. After building a supply of ribbons, when an opponent is ready to be KOed, activate Battle Mode to deliver the final blow. Don’t be hasty, though, as you’ll recall that reckless use of Battle Mode will punish you rather than help you. Battle Mode can even be used in conjunction with a Fuzetsu, though attacks will deal no knockback so you’ll be relying on timing the end of the Fuzetsu right or on grabbing an opponent who’s been caught and throwing them after the Fuzetsu ends. The Up Throw can be useful for KOs in many situations, or the Down Throw can allow you to use a variety of other moves for KOing.

Wilhelmina’s Side Special is particularly useful if you can force your opponent to make attacks from afar. This can be done by frustrating certain opponents enough to get them to spam projectiles which you can interrupt and punish, or by using the Back Aerial to create a defensive wall opponents are likely to try and destroy. Use the Side Special to counter the attacks they use to destroy it, giving you time to build up more ribbons and perhaps repeat the technique.


~ ~ Extras ~de arimasu
Unnecessary.

Up Taunt ~ Melon Bread
Wilhelmina pulls out a loaf of melon bread (she would always buy them for Shana, and it subsequently became Shana's favorite food), then puts it away again.

Side Taunt ~ Full Power
Wilhelmina holds an arm stiffly in front of her face, looking very battle-ready, and says "I have no reason to hold back ~de arimasu." Tiamat adds resolutely, "Full power."

Down Taunt ~ Lost In Thought
Wilhelmina closes her eyes and clenches her hands in front of her as if praying, while the wind lightly blows her dress and hair.

Up Victory Pose ~ Training Is Over
Wilhelmina appears in Battle Mode on the victory screen. She lightly touches her mask, transforming Tiamat back into a headband, then says "That will be all for now ~de arimasu." Tiamat offers a more concise "Finished."

Side Victory Pose ~ Predicted Victory
Wilhelmina, eyes closed, states matter-of-factly "All has gone as expected ~de arimasu." Tiamat then explains further: "Victory achieved."

Down Victory Pose ~ Try Harder
Wilhelmina retracts a mass of ribbons lingering around her, folding her arms and saying disappointedly, "You can do better than that ~de arimasu." Tiamat has only "Easy." to add.

Loss Pose ~ Contemplative Loser
Wilhelmina stands with her arms crossed and her eyes closed, appearing deep in thought. No doubt she's analyzing the battle for where she went wrong.

Victory Theme ~ First Ending Theme
From roughly 1:20 to the end of Yoake Umarekuru Shoujo, the first ending theme for Shakugan no Shana.

Universe Symbol ~ Torch
A simple flame shape, such as the one seen here, represents the Shakugan no Shana universe in Smash.

Entrance ~ Formality
Wilhelmina can already be seen on the field of battle. She takes a battle-ready pose and states "Your opponent is me ~de arimasu." Tiamat then adds, "Begin."

Kirby Hat ~ Tiamat Substitute
Kirby dons a maid headband that looks just like Tiamat. Rather than gain Wilhelmina's Neutral Special, Kirby gains access to her Side Special, being able to shoot counterattacking ribbons with the exact same properties.

Wii Remote Sound ~ Preparation
Wilhelmina says nothing, but Tiamat states briefly "Ready for anything." when Wilhelmina is selected.

Special Victory Pose ~ Vs. Yuji Sakai and Shana
Wilhelmina folds her arms and shakes her head, stating "You give too much attention to the Mystes; it hinders your capabilities ~de arimasu." This is followed by a "Distraction." from Tiamat.

Easter Egg ~ Long Battles
In battles that drag on beyond the five-minute mark, Wilhelmina may sometimes be heard to mutter to herself "This is endless ~de arimasu." to which Tiamat responds "Mustn't speak negatively."
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
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Location
Shropshire Slasher
Wilhelmina Carmel:

Changes: (green: Positive, blue: Neutral, orange: Negative)
Larger image
Larger presentation in general (bigger font size, longer indented paragraphs etc)
Quote placed above the image rather than below
Full rewrite
Shortened Statistics
Removal of 'Helpful Links'
Specials first
Fuller Playstyle section
Removal of Extras
Lingering ribbons mechanic
Every attack altered or rebalanced
New Attacks: D-Tilt, Dash Attack, Up Smash, Down Smash, Forward Aerial, Downward Aerial, Forward Throw

So, random comment on a MYmini entry, instead of the dozens of movesets I'm supposed to comment on. I should probably comment on Flying Dutchman too, but not doing so feeds the illusion that I don't read anything Dave makes

Thematically and visually, you've kept Carmel in the same place she was in MYM5, which makes it quite a blast from the past to me. All the excellent touches that made the original set such an easy, considerate read are here and accounted for.
Something I've felt wierd about the original, that carries over here, is that the introduction hails her as a Flame Haze first, and a ribbon manipulator second. The sets themselves are primarily ribbon based, with token flame appearances. Just feels backwards is all, though I tend to find issue with any introductary paragraph for an anime character... so whatever.

The culling of Extras, is just unforgivable. You could have literally pasted them into the set. What are you? The new Rool?

The main gameplay addtion to this moveset, is the use of lingering ribbons. At first I assumed they'd be used simply as lingering hitboxes for zoning and poking. But they are in fact, relevant to a lot of Carmel's attacks, and I'm not sure what to think of this. While it does result in a better sensation of controlling and manipulating your ribbons, I think there are just too many moves that sacrifice the ribbons. I love the growing threat of amassing ribbons, but losing all your ribbons because you B-aired instead of F-aired is just cruel.
Personally, I'd like less sacrificing, and for lingering ribbons to have hitboxes. But also I'd like to see the ribbons themselves being destroyed by enemy attacks. As is, there's not much the foe can do to stop you amassing ribbons

And now the traditional Junahu nitpick list (like the rest of the comment wasn't already a nitpick)

Battle Mode should probably have some slight lag on use, so that there's a risk of Carmel not being able to switch back before the power runs out.

I think Up-Special should still launch Carmel when it hits a foe. You already have plenty of attacks, even aerials, that yank the foe around

"Suddenly, the area a Negative Zone large around her takes on a dark red tint"
That's pretty awkwardly phrased. Your MYM5 self is probably mortified

I'm super glad the Down Tilt is no longer a trap. Well, it still ensnares the foe, but you know what I mean..
The Side Special is still as awesome as ever. It's one of the best moves I've seen from you, so I'm pleased you kept the move as is.

I assume there's a Z-air, and that it grabs ledges?

You mention 20 ribbons constantly, yet the first mention of a limit, says 10 is the max. Do certain attacks break the 10 ribbon limit?

Attack(s) I felt were better in the original set:

D-smash (The new one has randomly solid ribbons, and the way the move is described makes it sound goofy)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Count Bleck"]Somebody sure knows how to lend a hand to MYM. Props to you, Majora, and now I'll comment these sets with the timeframe in which you did them in mind. It most certainly wouldn't have hurt to put them all in separate posts though, since it makes them feel forced in their existences rather than have individuality. Despite this guy being the "main villain" of Super Paper Mario he seemed kinda underwhelming to me in what he could do - I mean the actual game of course. Thus I don't really expect a lot at all when a set is made for him. In any case, some of the moves are obviously somewhat redundant despite the fact that such can't be helped, and the Dark Prognosticus mechanic is under-elaborated and scarcely mentioned - something like that could do with being put in the introduction. The moves aren't all that flow-y and some of the Specials like the 2-Platform sized barrier and ability to show foes down for a ridiculous 6 seconds in which you can seemingly spam over and over is probably going too far, but nothing feels out of place in terms of the character or the fact that he's a Paper Mario villain, and the ideas presented like the Side Special are pretty cool. Coming from you this is quite decent.[/collapse]


[collapse="Phantoon"]This is most certainly a strange way to fit a gigantic character into a fighting game - from what I've read only the eye can be attacked and the rest of the body goes flying with it, which is facing the screen all the while. The fact that the eye is a part of Phantoon and not his whole body makes some of the attacks rather difficult to visualize when you mention them in somewhat vague ways like Phantoon himself using them and not which part of his body. Just wondering, is his main body facing sideways or facing the screen like I assumed?

You're at least self-aware of Phantoon's disposition what with the strange interpretation of him in a fighting game - he has no dash attack like an idle character but still has aerials. He was probably designed to be a boss character of sorts, and definitely has that feel with all those many, many, many blue fireball attacks and vortex attacks. Many ways to defend himself, but a shockingly small hitbox, or at least for him. Mind you, I don't utterly dislike this set or anything, but it would have done a lot better with some more elaboration, which is something I very much urge you to possibly focus on. I mean, the character has quite a lot of potential but not quite enough of it has been used, I believe. [/collapse]


[collapse="Sovereign Slayer"]This is definitely interesting. The green sun may be a bit forced and scripted, but you sure know what you want. A good way to go about the whole god-like character, but he doesn't really feel strong enough even when you have the potential balance mechanic and there aren't really enough moves to take advantage of your predicament. Quite a lot more could have been done with the character rather than being used as a 2-hour set when he's got God-like powers - the set shows a lot of promise at the start but it doesn't really make up later on.[/collapse]


[collapse="Shana"]This'll be interesting. Rather surprised that you took Shana's flight to ridiculous lengths that almost surpass the likes of DBZ, but then again this is one of those animes where all the peeps fight and fly at the same time whilst laughing in the face of those who can't. The route in which you've taken with the charging is pretty protagonist-atypical thing to do and feels at home for the likes of TWILTY/Silver sets, but then you have the thing about spreading fire all around the place in a questionably characteristic manner (Using Fuzetsu for the sake of stopping time and taking advantage of the fact that most foes won't be from the same universe is a little jarring, but the temptation of its induced creativity and playstyle-enforcement is understandable). Despite that however, the set has a surprisingly clever playstyle of trying to burn the foe's shield that's fitting for her status as a lightweight female protagonist as well as for the anime which isn't always about beating the crap out of the enemy but rather doing other tasks in the middle of the fight - I'm sure you know what I mean.

Pressuring foes into fire to wreck their shield, stun them for some powerful attacks is great both base and character-wise. I think I understand where you were going with the characterization in terms of giving Shana what would otherwise be questionably bad lag on her attacks, as you're kind of encouraging the player to be more strategic with their attacks and use cleverly laid traps to take down the enemy instead of just charging into them, much like with the anime. Memories, memories. There's a lot going on in the set but not much at the same time, except when you go back to the Specials and realize you can just stall for your obligatory anime power-up - I quite love it how you take team matches into consideration with the fire not damaging your allies, which although may seem weird is good for characterization. If I had one little complaint at all it would probably be that you kind of focus a little too much on the traps over the melee aspect of Shana's character (though I'm aware that she has melee attacks which do this, and come off as being rather overwhelming despite their lag), and also that, unless I missed something, all the fire you lay around the stage should not flinch foes - this is not only for the sake of balance given you'll be spreading so much of it around but also to work in with when you do finally stun foes which it seems you'd be able to do very easily with the right set-up. From there you can very easily finish them off with an epic Down Special punch to their face when their damage is at a comfortable level. I understand that some of the fires you spread out from your attacks such as your Smashes were designed to force foes to shield though, but if they didn't in the set perhaps they could do non-flinching damage once they hit the ground.

I don't know whether character bias has to do with it, but I really, really like this set to the point where you've impressed me with a surprisingly coherent playstyle and deep characterization. (at least I can understand it from having watched the anime) This is also taking into consideration that characters like Shana are difficult to pull off in particularly creative ways without going too cliche, and it's commendable that you made the set in the first place. This is a surprisingly great set, and probably one of, if not your most well-executed one in my eyes.[/collapse]


[collapse="Khamsin Nbh’w"]This sure is something - a simplistic MYMer tackling something as somewhat complex as stage-indenting. I kind of had high expectations of this set given Sayaka and all, but the execution and flow are simplistic enough not to be awe-inspiring and sometimes even a bit shaky. The set is very similar to Sayaka in that you pool out creativity from a certain centerpiece in which your character controls, namely the rocks - their nature seems a little under elaborated in your style however, as it seems you have to charge the attack in order to make bigger boulders come out of the ground and they'll just fall back into the ground albeit scrunched up for you to manipulate. Aside from some moves which would attract these rocks, I'm not quite sure how you'd be able to use the Side Special to pick them up when they go back into the ground considering you can't angle the move in such ways - you pretty much have to mess with the rocks beforehand with moves before you can do that.

There are some rather cool stuff like being able to bury magic circles to teleport with, and also being able to turn into the golem to finish the match. Khamsin seems to have many simple moves that allow him to be a melee character, very much make use of the rocks he throws around via wrecking the stage with his Neutral Special, a move I think seems a little underwhelming when you need to use it in place over again and there isn't really any detail regarding if you can dig deep into the ground via the rubbles despite being able to do so with your Down Special. I think the main thing here for me with this set, is that trying to make the character as simplistic as he is sort of lowers the potential in which you'd have for being able to create some ingenious interactions with the golem and stage destroying, though stage-indenting is probably one of the most complicated and difficult genres to work with. Khamsin is a fighter, yes, that's there, but he also does some pretty good back-up work in the series with some of the interesting strategies he creates fighting against enemies. I guess it wasn't really there for me, your base concepts with the Specials and Mechanics generally being a strong point for you in which to work off with the rest of a more simplistic set, is your style I believe. To make a difficult genre like this truly impressive, I believe it requires something along the lines of a different approach. I might have missed something though. [/collapse]
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Let's Get This Rodeo On The Road-eyo

I'll be doing these out of order for no particular reason.

Yu Narukami was a set I spent more than enough time reading over the course of days. Perhaps more because of the set dragging its multiple persona mechanic through its footsteps when all it really does is give Yu a pre-made playstyle. That sort of limitation takes away from player control and general fun, unless you really do like the character. Not to say that varied playstyles is a bad thing, just look at Vant. The problem is truly making each persona have an emphasized and distinct playstyle that doesn't necessarily have to appeal to everyone, but to at least be entertaining enough to try out every once and a while or fight against. What Yu fails in this aspect is that he doesn't really make any of these personas truly special, or that each persona is basically nothing more than a cosplay. The fact they're delegated to Smashes only is enough of an indicator, regardless of passive stats, of their borderline hamfisted presence in the set.

Player99 has an interesting read, but the purpose of the set somewhat falls flatter than I'd hope. The level-up mechanic you gain from doing the simplest of actions is intuitive, but I do feel as though the bonuses aren't balanced. At all. There's, like, no reason to choose anything but Build Up considering movement bonuses only really apply for when Player99 is off the stage- which shouldn't be happening all the time- and the charge armor bonuses seem completely underwhelming due to the small super armor protection. Plus, the possibilities from the Level 5 Build Up is ridiculous when you can stun them for that long. I was even more excited when I saw your Uppercut get some extra properties from level-ups... and then they're not really mentioned again until before the playstyle section, from which you helpfully note out how to easily get to level 5 for Build Up. The rest of it feels like a fairly appropriate superhero set that makes use of his technological prowess without truly delving into the level-up mechanic laden within the set.

Weird Rider is another one of those rather fascinating reads, though almost entirely due to shield manipulations. Revolving your whole game around the shield and giving it valid options of attack create for an interesting indirect fire set. The entire set feels a bit like a Snake set in that it doesn't read like a moveset, but more like a toolset. There's nothing wrong with such a thing, whether or not it was intentional on your part, as it gives the set a more playstyle centric focus as opposed to creating a set directly FROM a playstyle idea. Whether or not that made sense is up for debate, it's like 2:35 AM here. I commend you, regardless, on accomplishing bullet hell in a unique manner, and through one of the oddest possibilities of all: shooting at shields. While I'm still not entirely sure how agitators work, I can only assume it lets Cole ricochet his bullets through holes and out of shields. Only real complaints I can offer up are the uninteresting aerial and grab games and while those two constitute a fair amount of the set, the rest of it is a pretty fine set.

Sakurako and Himawari isn't, I feel, one of your better sets. I understand it's got one of those infighting mechanics similar to the Keroro Platoon. What I find different here is that the animosity between both characters doesn't really help out the player actually using the set. It's more along the lines of you simply controlling a catfight that acts as the occasional duo set, which I can't really see being all that entertaining. Don't get me wrong, when they cooperate, they flourish: the spirit and assistance they offer each other offsets their tendencies to go completely batty and focus on beating each other to death rather than whoever they're supposed to be fighting. An unfortunate mechanic, as I do feel it suffers more from that than in Keroro Platoon. At least the player could redirect the red frog's fury toward the opponent whenever they happen to get into tussles.

Tempura Wizard is somewhat disappointing, though I feel you made it more out of purchasing Kid Icarus Uprising. Don't deny it, you little- anyway, you've got a character who turns his opponents into tempura by deep frying them, striking them with his fork weapon, and then devouring them. Now don't get me wrong, I am perfectly up for insane character choices in terms of actual choice. However, there isn't all that much to delve into here: it's an enemy that turns people into McGriddles, for crying out loud. While I'm not reluctant to say you backed yourself into a corner this time, I still think you can make a set with more quality than this.

Oogie Boogie is underpowered. In my opinion. There are quite a few attacks per character that cause enough knockback to tear Oogie at his seams, causing the bugs to let loose and crawl around everywhere. Adding the Lock/Shock/Barrel was a nice touch in terms of allowing the player to sew yourself back together, but I feel as though the traps for the set are somewhat lacking in terms of effectiveness. Well, that's likely to emphasize Oogie's reliance on cheating in order to win, as the traps themselves are creative if somewhat inspired. That brings me to a favorable point about the set: it's gushing with character. Oogie really feels like Oogie, what with him creating the stage like it's his own casino of death and just how you animate him within the set. It doesn't really change how weak he appears to be, what with only one bug seemingly required to be stomped on for Oogie to lose a stock, however. Regardless, it's still a very fun and well-characterized set.

Junker Bot was a nice surprise, I'll admit. I came in expecting it to be your usual newcomer heap but came out with something I'd like to call "not that". You do obviously have some ideas for what constitutes a playstyle and how to make use of a character, their origins, and their abilities. Having never actually played Inside Story (Go sue me), but having watched a video about this boss fight, I can agree with how you've developed him. Spread out mini-junkers to bring the foe to you as well as scrap to make yourself a minefield, UTilt if the mini-junkers are in any real danger, and once you're close enough, pursue with fervor. Only real issue I can find is a largely irrelevant aerials section: Junkerbot establishes itself nicely as a ground-based foe with attacks that bring the foe from the air and back onto the waste heap Junkerbot no doubt created.

Azula is your debut set, WoMF. And having read Doomsday, I've come to the conclusion that you've already done and can do better. As a Smash set, it's grounded, though that doesn't always translate as a pro or con necessarily, just that it doesn't quite have the oomph other sets in the contest have. Unfortunately, there's not all that much to present in Azula: some ordinary normal attacks with run of the mill specials, with the most notable one being the recovery move that CAN ACTUALLY HURT HER. Seriously, I suppose the balance is fair in that you can hover around for twenty damn seconds but that is, in of itself, completely ridiculous. It's weak, it's nothing out of the ordinary, and you've already proven you can do better. Oh, and
welcome back to the contest.

Grox is- wait. Waaaait a second. I've used Spore and beaten the space stage and there is something downright fishy about this set... Ah, here it is: the Grox are a race of belligerent android ****** conquerors that don't socialize unless someone comes to them first with good tidings. And even then there's no guarantee they won't blow you up to smithereens. Point is, they're evil little mongrels that really do not care for socialization, unless he's fighting another Grox. So grossly OOC, something which you even extend upon, is one of this set's problems. I'll give you that the socialization system can use some tweaking, though as of now it's fairly creative even if the bonuses on having a friendly opponent don't really outweigh the requirement of having to actually kill people. Not to mention the completely irrelevant aerial attacks and confusing nature of some of the moves. No, really, a pistol whip doesn't make foes angry but a punch does?

Manfred von Karma is basically a J. Jonah Jameson with a neat little intro cinematic that displays LoL too busy killing people to update the thread title. Or thread period. I digress. Comparisons to Jameson are valid enough because you're manipulating your foe into essentially doing the dirty work for you, either by forcing them to murder potential "witnesses" or letting them dirty the hilt of the knife with their hands. It's all very lucrative and pays off when you get a bunch of cops on-screen at once. Truly is intimidating. However, some of the set confuses me. At points, I figured I was reading a mosh pitter set wherein you continuously head butt your opponent to the edge of the stage and either scream loudly at them or tackling them to their doom. Seems sort of odd for a lawyer, but then again, Manfred is the most insane psychopath of a lawyer that's around. Further manipulations between using your own gun with the murder weapon, switching evidence around, and acting out a bloody one-man quartet with your cane bring it back into character-fitting.
Even if that DTilt is horribly tacky.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
As far as Phantoon goes, I thought it was a good idea until I started the set. The way I pictured it was the body facing at the camera, and the eye coming through the background and sort of facing slightly toward one side or the other. Which is dumb. Yeah.

On Tempura Wizard, that was purely joke shenanigans that I did because I felt like it. :p
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Manfred von Karma
I must say, this set was a pretty incredible feat in what it manages to pull off. Manfred's not exactly the easiest character in the world, he has a cane and a few stock props and he kind of has to be dedicated to court cases. So the result screams "this will be tacky" right? As it turns out, you for the most part avoided that. Some of the moves are a little awkward yes (Fair and Down Tilt come to mind), but even then they don't feel particularly bad, with all the stuff that would normally make for an extremely tacky set handled in that mechanic. You actually come up with some pretty darn amazing inputs too, the jab, the Up Smash, the ability to get foes to testify against EACH OTHER, and especially the handcuffs. Those in particular blow open Manfred's game, with all the cool interactions they provide and the simple effectiveness of handcuffing whatever you want together. It's kind of insane how you manage to take a character that has fairly low potential and a core concept that seems built to be flowchart, and yet you turn him into a borderline wide open playground with a shocking level of depth. On top of that, the set has a lot less lockdown than your usual, I feel that you didn't just achieve in making him incredibly fun and unique to play as, he's also really enjoyable to play against. Certainly that mechanic pushes Von Karma incredibly far above sets like Lunge and Edgeworth, you actually took such an unusual concept and made it play in a non-alien, non-tacky manner... yeah suffice to say there's an incredible amount to love here.

For all the set's good points though, I can't help but find that it's mechanic, as much as it was able to bolster the set in some departments, ends up being it's undoing in others. It spawns a judge, witnesses, a corpse, a gun, a knife... Von Karma being in the match completely changes the nature of the game. Not to say that's bad, and the set that comes out of it is something incredible, but all the same it's a bit preposterous how much the match changes simply because Von Karma is in it. The changes aren't even bad on their own, but could you imagine if multiple characters with similarly crazy mechanics were all playing the same match? It'd be positively absurd and possibly game breaking. And perhaps that also sort of hurts how interesting the set is to read, you throw everything exciting at us in the beginning with an obvious idea of how it flows, and then the rest of the moves feel like ways to give him more fancy options and ways to play. I didn't find Von Karma as exciting to read as sets like Garbage Man or Necromancer, even though perhaps the end result is just as good as if not better than either of those sets. It also comes across as a bit strained sometimes, with moves like the Dair serving as awkward stalling methods and the Up Tilt barely flowing in at all.

When it comes down to it, the good outweighs the bad by an incredible amount here and I still really like the set. Hell, there's a part of me that wonders if what I said up there was just ridiculous and Manfred is the best set of the entire contest. All the same though, I can't help but feel the nature of the mechanic is a bit too overwhelming to really work in certain contexts. Consider it a huge achievement on your part though.

Junker Bot
I'm going to spare you about the Bomb-omb and the Thwomp, you know nobody likes them particularly much, myself included. That said, I will also agree that the set has some surprisingly novel concepts. In particular, I like that slow rolling junk projectile which Junker can create mass amounts of to occupy the stage in a fairly unique manner, slow moving projectile stage occupation is something that's never really been done before and it actually feels really fun due to the rush required to use it. That said, I can't say I'm a huge fan of how you use the garbage cans. It's largely just stun, which is far from interesting in that it entirely removes the foe from the equation, so all the options based around them end up in one specific pattern you would always use... that and the way they stun the foe sounds ridiculously easy to escape at higher levels unless the buttons required aren't shown... in which case it's just mind bogglingly impossible to escape. You don't specify which, but either way it comes across as broken or stupidly easy to escape from, even with the pail scrambling it(that move, despite your good intentions, really comes across as fillerish because if the opponent is a good button masher it basically does not matter).

Forgive me for being so harsh, what you have here flows pretty darn well for a newcomer set, despite a couple awkward moves that do nothing noteworthy. That's why I'm telling you this, you clearly have a ton of potential with how shockingly interesting some parts of this set are. Just take your time a little more next time, and think about what your attacks really do to the opponent.

Sovereign Slayer
Give this set was made in the span of two hours for a character who never struck me as a good moveset choice, I didn't exactly come in with high expectations. I didn't come away too impressed, but I was still a bit surprised that at points the set was actually solid. Jack is pretty good at playing King of the Hill thanks to his portals serving and Red Miles serving as rather nice defensive methods, and at the same time he can also place the portals alongside that zone which he teleports foes to with his Down Special. Yes, the set ends up pretty simplistic, but for the most part it actually flows decently well. It doesn't really feel as godly as I'd like at points though, a lot of Jack's attacks feel pretty mundane in how they function, especially his sword swipes, which is rather disappointing considering in the story he's a being on par with Doc Scratch and an incredible threat to the heroes. Here... he just feels kind of non-threatening, I suppose. Not a big deal, but aside from that the set is extremely basic, so I can't say it measures up to Karkat very well. That said, it's still one of my favorites of yours, because it has some of the best flow of any of your sets and some actual decent concepts in there.

Jeanne
I must say, I was kind of surprised when I saw this set so high on your self ranking. I mean... you've made a lot of good sets so putting it in 3rd is a bit of a high honor. Reading it though, I kind of get why you are so proud of it. There's a ton of stuff going on here, between the stage flooding and the mindgame elements, the later of which I at first disliked, especially with the grab game you managed to make it surprisingly functional, albeit with no way to scramble the foes controls it -IS- pretty easy for them to figure out just who exactly they are unless you have a lot of smoke going around. I loved the stage creation elements from the start though, I'm a real sucker for that sort of thing and I feel it's done rather well here, as a shockingly deep aid to Jeanne's gimping game, and it also gives you a lot of control over the nature of the battlefield, not to mention it's a nice mobility option with her wall run and jumps.

The main thing I don't like here is the occasional bits of redundancy, I feel like there are quite a few moves that just come down to ways to just freeze your items/blocks of ice, not to mention having two moves specifically designed to be used without the ice element when I'm not sure more than one is needed(then again, not having a fast attack or a strong attack that doesn't utilize ice in the air might be kind of awkward). That and the writing style can be really bad at points, the way the ice works is horribly under-elaborated upon, particularly frustrating when you reach things like the giant ice wheel. That's not enough for me to dislike this set, it's incredibly smart and cleverly designed, not to mention an ice set that actually isn't reliant on the slip n' slide. It's fairly open ended in an enjoyable manner as well, there's a ton of room for player ingenuity with playing Jeanne, something I really adore in movesets. It's certainly not as brilliant as Luxord, but this is still my 2nd favorite of yours this contest(particularly with that shockingly awesome boss mode, with all the crazy mindgames it potentially enables in being able to disguise as everyone and even use their entire movesets against them).
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Dutchman SSE Role


This takes place directly after The Path To The Ruins, directly before The Cave.

The level starts with a cutscene, of course. It opens with a view of The Forest, before it zooms upwards to reveal a shot of Wolf flying high above The Forest in his Wolfen. He is shown crusing along quite well, before he spots the Battleship Halberd flying forward. He gets a hungry look in his eye, assuming the large battleship is loaded with riches. He swoops over the Battleship, jumping out of the Wolfen as he does so. He snarls at the camera, before it cuts to a level on the deck of the Halberd. After learning that the Halberd's deck had an intrusion earlier with Kirby and Peach, security has been upped quite a bit. You have to fight the expected Subspace enemies as you begin moving across the deck (which is, by the way, identical to the first Kirby and Peach segment, with the main difference being that you're going to be able to continue onward), with one new enemy type - Shadow Bug Constructs. These little buggers come in a cluster, and will form into a replica of you in 3 seconds if not attacked - these replicas, and the Constructs themselves, will die after taking 30% damage on Normal difficulty. These appear later, mostly in the Halberd Levels, but appear in a large quantity during the Subspace levels as well. After you move beyond the section Kirby and Peach crossed, you will be able to go through the inside of your ship in search of wealth. You must investigate 5 rooms, 4 of which contain a swarm of enemies comparable to the multitude of other beat-em-up sections of the Subspace Emissary. (The music while on deck is the standard Star Wolf theme, transitioning into the version from Assault inside the ship)

The fifth room will trigger a cutscene. Wolf enters the room, moving forward and continuing his hunt. Along the way, he passes several test pods that contain several generic ghosts cringing in terror and yelling as energy is being harvested from them (among these are a few ghost type pokemon, Boos, etc). Wolf passes by these without any sort of care in the world, however, he is stopped by a tapping on one of the pods. He turns around, and we get a view of The Flying Dutchman, who is in a bit of pain due to the energy harvesting. He puts his hands to the glass, silently pleading with Wolf to let him out. Wolf rolls his eyes and continues to walk past, we move back to Dutchman as he holds out his hands and conjures a sack of cash from flame, waving it around with a smirk on his face. This causes Wolf to immediately turn around and lunge for the button that will free Dutchman, but the screen goes black as we see Wolf get hit by something just as he is about to make it towards the button. We cut to a view of him skidding backwards, with...paint covering him? We motion back towards the button, to see Bowser Jr standing in front of the button, paintbrush in hand. He begins covering the room in paint before Wolf pulls out a Blaster, they engage in a Brawl as this music plays.

You play as Wolf in a fairly standard Brawl, with a major disadvantage being that Wolf is covered in paint (which is, essentially, the status effect from Bowser Jr's down special), and that a large portion of the arena is covered in Bowser Jr's goop. You can attack Dutchman's pod, which is in the center of the background, and deal it 30% (with the stamina raising on higher difficulty), to cause him to enter the fray, allowing you a CPU ally that can damage Bowser Jr fairly easily. When you inevitably knock Bowser Jr off the blast zone, he will be slumped against the wall, not having been damaged enough to been trophy-fied. From here, Wolf releases Dutchman if he wasn't released in the fight. Wolf shakes The Dutchman's hand, before the Dutchman fires a large beam of energy from his mouth directly at Wolf. This blasts him back against the wall and turns him into a trophy. Dutchman smirks and turns to leave, before he hears a strange whirring noise and turns flies out of the way of the incoming blast. Bowser Jr is seen standing up with a dark cannon, his blast missing, he looks around confused for Dutchman. The Dutchman pops up behind Bowser Jr. and lets out a loud cry of "BOO!" before hitting him across the back of the face. The powerful blow causes him to be knocked to the ground and become trophyfied. Afterward, Dutchman picks up the dark cannon and looks at it curiously. Figuring he can use it for his own purposes, Dutchman takes it and makes a large fire on the floor of the ship, burning through it. He flies through the newly-made hole with the cannon in hand. We see the two trophified forms of Bowser Jr. and Wolf, before the level ends.

As a side note: the two are reactivated during the Battleship Halberd interior level, Bowser Jr becomes hostile after being reactivated and is fought and retrophied almost immediately after reviving him. Wolf joins up with Snake's party. Later on, in the cutscene where the Halberd meets up with everyone, Meta Knight steps out of the Halberd after it lands, carrying Bowser Jr's trophy. They silently debate on what to do with him, before reactivating. Bowser Jr is present for The Entrance to Subspace level, however, he hears his father roar upon turning into a trophy. Before Ganon's encounter with Master Hand, Bowser Jr runs in and reactivates the Koopa King. This leads to a match with Ganon vs. the 2 koopas, in which Ganon wins and things proceed as normal. Bowser Jr. fights alongside his father in the Dedede/Bowser, of course.

Immediately following The Canyon, we get a cutscene of The Flying Dutchman flying through the air with his Dark Cannon in hand. Spotting the current group, Dutchman decides to test fire the Dark Cannon at Ike. While he is successful at turning Ike into a trophy, Ike is revived a few seconds later. This infuriates Dutchman, which starts his music cue as he descends towards the group. You are now forced to engage Dutchman's 3v1 boss mode, one character at a time. You get all of the characters present for this (with 2 of them fighting alongside you at all times) and Dutchman only has 1 stock, but it will still be one of your more difficult battles. (This song plays during this battle.)

After you KO Dutchman, he is seen being struck by Mario's fist, flying backwards against a nearby wall. He pants a bit, but is still quite full of energy. As he prepares to attack again, we hear an ominous whirring sound. A dark cannon blast is fired straight at Dutchman, turning him into a trophy as the rest of the characters look on, shocked. They look for the source and they find it in a giant robot rising up in the background. Plankton, the main antagonist of Spongebob Squarepants, flies up in a jetpack in the background, struggling to hold a Dark Cannon that was made without taking his size into account. The characters revive Dutchman, who, while hesitant, joins up with the others for this battle.


Here, you get your choice of 3 characters, so long as they weren't KOed in the fight against Dutchman. You also get to select Dutchman - who will also automatically be selected as one of your 3 if there are only 2 characters left. If you only have 1 character, they will automatically be teamed up with Dutchman for this battle, you not getting to select. This battle, like the Dutchman boss battle and the Ambush that takes place in the actual SSE, takes place in the Canyon.

Spongebot floats in the background of stage, taking up a good portion of the screen. Circling him at Fox's dashing speed on a jetpack is Plankton himself, no bigger then a Pikmin. Spongebot has about 200% to spare, but can only be hit during certain parts of the fight. Fighting Spongebot is not the main goal of this fight, however, instead, you want to teach Plankton a lesson! Dealing 100% to Plankton will end the fight, though he can only be hit when Spongebot is dead - attempting to attack him will result in your character getting a quick karate chop from Spongebob that deals 10%, sacrificing power for speed.

SPONGEBOT ATTACKS

Karate Chop

Raising his arm up high, Spongebot holds it in the air for .25 seconds, adjusting his arm if the foe moves, so it will crash down on them. After this short period of time, it instantly lowers his fist to karate chop the area where the foe was. The robot fist deals 10% damage and gimps the foe downwards horribly if they were underneath it. This is one of the times where Spongebot makes itself vulnerable, as the fist can be attacked while it is being sent down into the foreground.

Special note for fire-wielding characters (incredibly useful for Mario, Ike, Dutchman, Charizard, even Lucas) - if you hit Spongebot's hand with a fire attack, his hand will catch aflame. While his hand is aflame, he takes 8% damage for the next 5 seconds, and will have the exterior of his hand burnt off, revealing the metal underneath. Spongebot will keep attacking with this, despite the state of his hand. If Spongebot's hand gets hit with another fire-based attack while he is using the karate chop, it will melt onto the platform and harden slightly. Spongebot's hand can be damaged here to attack Spongebot itself, Spongebot desperately attempting to yank it off. After 5 seconds, Spongebot will yank so hard that his hand comes right off and attaches itself to the platform. It will still continue to use this attack with it's other hand, albeit more aggressively, using this three times in a row without any breaks. If the other hand melts, Spongebot ceases to use this.

If one of Spongebot's hands get melted onto a platform, Plankton groans as he pulls out a remote with a large red button. He angrily presses it, causing the area the hand is melted onto to explode. This deals 20% damage and high knockback. Stay clear of this if you value your life.

Karate Swipe
Raising his hand to his side so that it is on level with the main floor of the Canyon, Spongebot swipes it's right arm across it in an extremely swift motion! This deals 16% damage and incredible knockback to anything it hits. Spongebot's hand becomes embedded on one of the walls on the side, taking a brief moment to pull it out. During this time, you can attack Spongebot's hand all you want. Spongebot's hand can be melted in this state, and if one of it's hands is already melted, Spongebot gains an upgrade to this attack: This attack comes out twice as fast, and Spongebot will swipe his hand from right to left 4 times before pulling it back. Like with all other hand-based attacks, Spongebot will not use this if both his hands are melted.

Bubble Blaster
Spongebot opens his mouth wide, letting out a barrage of bubbles into the foreground! 8 Bowser-sized bubbles are let out in all, and the float around the battlefield at Ganon's walking speed. If you comes into contact with one of these bubbles, he will be engulfed by it, losing control! You must button mash to get out of it with 2x grab difficulty. Spongebot loves to use Karate Swipe if you're contained and in the line of fire, as it likely won't be attacked during it's moment of vulnerability. Once the bubbles are popped, by attack or by from escaping from being engulfed, they drop a Pikmin-sized waterdrop that travels downwards at the speed of Kirby's Down Special. This waterdrop will put an end to any fires taking place, whether it be fire-based attacks or fire traps and will put out Spongebot's arm, if it's aflame. Be sure to be careful of where you pop this!

Laser Vision
Spongebot glares, it's eyes glowing red. Suddenly, two red laser beams shoot out from it's eyes, heading straight onto the battlefield! The two laser beams extend down from Spongebot's eyes to the floating platforms, and are each the length of Luigi. The lasers stay out for five seconds, and deal 5% damage for every second you make contact with it. The lasers also pop all bubbles they come in contact with, so take caution, as Spongebot will likely use Karate Chop after this if you don't have any fire on the platforms.

Nose Plunge
Spongebot will only use this attack once both of his arms have been eradicated. During the startup frames of this attack, Spongebot looks extremely pissed off. Suddenly, it plunges his face straight down at your location! This deals 23% damage and amazing knockback. If Spongebob misses you, his nose will be impaled in the platform, taking half a second to pull back. If Spongebot's nose comes into contact with fire, it will start melting, dealing 8% over a period of 5 seconds for the robotic Sponge. After this, the exterior will completely melt off. Whenever Spongebot uses this again and hits a platform, it will completely destroy it's nose. Spongebot can still use this despite it's lack of nose, instead smashing it's head into the platform. This deals 15% damage and pitfalls you. Every time Spongebot uses this "head-bang" against a platform without hitting you, he begins to look more and more damaged. After using this three times, Spongebot begins to malfunction, losing all his health. This is a prime time to finish off Plankton, make the most of it.

PLANKTON ATTACKS
Plankton will attack at random points during the fight, even when Spongebot is attacking.

Raygun
Plankton pulls out his raygun, aiming it at you. Plankton can continue to float about during this, making pursuit relatively easy. After a second, Plankton fires 5 homed in shots from his raygun at the you. These lasers are about the size of Fox's laser, and travel at Captain Falcon's dash to the Dutchman. Each laser deals 5% damage and flinch, and they have infinite range.

Dark Cannon
Plankton heaves the dark cannon, aiming it at you. After a second of startup, a projectile fires from it that acts identical to Pit's arrow - it can only be avoided by dodging, it going through shields. If hit by this, your character will be turned into a trophy - this forces you to switch to your next character. They can tap the standard input next to the trophy to revive the character and have them become the last character in your 3 character cycle, retaining the damage percent they had when they're summoned again.

Spongebot Revival
Plankton pulls out yet another remote control, pressing yet another button. Spongebot, if he was down, will immediately shoot back up and glare at the foe. This gives Spongebot 50% stamina, and causes him to regrow his nose/arms/what not. Plankton can only use this once, however, so he'll have to use it wisely.

________________________________________​

After this bout, Dutchman joins up with this group and his flying pirate ship is present in the assault on the Gunship.
 
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D

Deleted member

Guest
MYmini Week #14: The continuing Adventures of [Your set here]

[COLLAPSE="AVERT YOUR GAYS"]
WIZ AND KUPA SM


I would put the other picture of Kupa, but I don't want to be done for bloody CP mate. I'm a full grown man now, and I like to play with my **** Gumshoe in Phoenix Wright - and we're reaching the climax [?] of this trial, as Wiz and Kupa approach the end of their time together. But how, you ask? This SM is different from the rest what is making this not the same as others, you ask? You play it like the Happy Wheels game. And no, I did not steal your bike. :reverse:


Kupa is the biker here, Wiz is in the passenger seat (HAHA HE IS A BABBY) and you have to bike liek you're in one of those games where you control a bike and uh, you probably know what this is. Button goes vroom, directions go zip-zip, tip the bike one way or another. If you fall over, you don't die - it's only if you take a huge fall and hit the floor with your body, or, in this case, Wiz dies that you get a Game Over. Or G-Over as we call it in Wes' Virginny. Now that Wizzerd is dead he is a zombie in my game :c

The SM opens up like the DKC bit in Subspace Emissary. Diddy and Donkey chasing bananas in their bit in the SM. OK JUNAHU YOU FASCIST WAS THAT ENOUGH FOR YOU? GOD. So anyway you get past the jungle and the bananas, Kupa says "hello Scooby" and Scooby gives a "herro Kupa, ehehehehe," back in typical Scooby fashion. You are controlling bike like Little Mac except no ni-- wait I already made that joke. I hate myself for how bad this SM is HEHE NOW I AM SCOOBY DOO. Anyway :embarrass:

You are go through jungle. Pennywise turns up in his pirate ship again for no raisin



Luckily there is no reason to this. Pennywise is just showing up because he's ANOTHER MYMER'S MOVESET AND JUNAHU CAN GET OFF MY BACK NOW JESUS

Anyway the level is actually free of obstructions. The whole point of this SM is to play off of the fact that you are being rewarded for playing lots of Wiz & Kupa ~the original~ for about 10 hours of playtime, because they are hard to play as. Don't worry about the game tracking, Nintendo will track how much you played with that chip they put in you at birth. This level is just a nice stroll in the park, stomping on tikis, and taking in the sites... UNTIL. . . . .


IT IS LEGEND OF LEADER TO RUIN YOUR FUN! WIZZERD IS ESPECIALLY ANGRY AT BEING USURPED AS WORSER LEADER OF ALL!! No see, I knew you thought I couldn't do the satire anymore, you boner. So anyway, Legend of Leader is a boss obv. What you have to look out for is he has 300HP and has Link's moveset, but is far stronger. You fight him with your normal moveset now. He has special moves but I am too lazy and fat to make them (fedup)

Once the fight is over, Kupa rips off LL's head and poops down his neck, then blows LL into a novelty balloon and throws him into the sun, ending the despot's vicarious lifestyle for vanity's sake. Ubiquitously, Kupa then grabs Wizzerd by the metasoma and looks at him with a sad face


he then tosses him into the sun. ARE YOU HAPPY NOW? WIZZERD IS DEAD! But that isn't the end my friends..... that isn't the end.....

:smirk:

inb4buttdivastation
[/COLLAPSE]
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Make Your Move 12 Story Mode - yes, this is the mini


The world was no closer to achieving salvation after the defeat of the ruthless Praetors who tried to make the world one. Five Political Leaders were required to keep the world in check, but they all wanted the power for themselves - it didn't help that one of these Leaders had been murdered, and now the remaining 4 distrusted one another more than they ever had. Few know that the world is run by them, and even fewer know just who these mysterious figureheads are.

A sinister man saw the opportunities to be had in this particular timeline and traveled to it, hoping to seize it for himself in his endless quest for power over the timelines. He called himself Kang the Conqueror, and had arrived to our world with his right-hand woman Chantique and an endless army of orb-like beings known as Amps. Having manifested in a city, Kang quickly announced his intentions to all the citizens...except there were none, for this was a city of the dead; endless piles of bones and decaying flesh were abound. Instead, he got the attention of a rather imposing being who materialized before him from thin air and introduced himself as The Necromancer as he raised the many dead bodies surrounding him that looked a whole lot like Dry Bones - comical, but still dangerous beings. Kang scoffed, believing this Necromancer to be foolish for trying to surpass his superior technology.

Battle 1 - Necromancer + 4 Dry Bones VS Kang the Conqueror

Kang fires a particle beam from his fingertips to incinerate the last of Necromancer's zombies as the warlock falls to his knees. Kang says something along the lines of "Know your place, weakling" as he crosses his arms in triumph. Rather than continue to defy him however, Necromancer bows before Kang in reverence, ready to show his loyalty to him out of the conqueror's power. Kang states that everyone in "this" timeline will meet the same fate or be killed, but Necromancer tells Kang not to take any of the inhabitants lightly as while they're weaker than him individually they're extremely deadly in numbers. Necromancer further suggests Kang accept his help to navigate this timeline and become a leader who rallies willing allies before heading out to stomp on those who would dare defy him. Kang realizes his timeline is way ahead of this one and although he's studied it before coming he doesn't know everything and is willing to accept Necromancer's help if it means he'll have a successful campaign. The two shake hands, but Kang tells Necromancer to know his place.



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The location changes to Pleasure Island, where The Coachman is busy sadistically whipping small Donkeys into their cages, and enjoying every bit of it. After finishing this rather enjoyable job, the Coachman returns to his office to find that Agiri Goshiki has been standing in there the whole time with crates full of those drugs which he uses to turns little boys into donkeys. Coachman says "Pleasure doin business with you" or something like that has the two shake hands. Agiri scratches her head as if saying "Please. I'm not that good." before heading through the door. By his lonesome, the Coachman opens crate Agiri gave him only to find a large bomb in it! He had no time to ponder or turn around to see if Agiri was still there, for it was set to explode with a........BOOM.

Agiri has retreated to the top of a mountain still on Pleasure Island, where her apparent partner Karkat has been impatiently waiting for her. He starts rambling furiously and exaggerating how long Agiri had been gone for but how it was no surprise since she was just a lowly human, the latter of whom simply ignores his mindless rambling. Karkat fails to notice a small black bomb behind him, which explodes and comically hurls towards Agiri, who has drawn a katana and possesses a scary dark aura with her eyes slanted open, looking at the fallen Karkat. "OH, SO YOU'RE BETRAYING ME NOW ****HEAD!? NOT LIKE YOU'LL GET FAR ANYWAY." Agiri merely responds with "You're going to take me to see Doc Scratch..." as Karkat gets up and tosses a Pokemon to the ground which reveals the sharp Pokemon Scizor, a good fit for one such as Karkat.

Battle 2 - Agiri Goshiki VS Karkat (nerfed stats and moves, starts with 75%) and Scizor (bad, overly aggressive AI)

Karkat has been defeated, not having really been prepared for battle and his Pokemon having been poorly trained. He angrily admits defeat for now and decides to take the ninja to see Doc Scratch, stating that she'll be killed by him anyway and he'll have her out of his hair forever. A green-ish spatial rift appears before the two as they step through.



=============



Mona has just been struck down and killed by the Necromancer, along with a bunch of other random unimportant characters. Her corpse and blood, along with that of the countless others, are inside a gigantic magic circle which is glowing with an ominous darkness that continues to resonate through the corridors of the gigantic temple. Kang and his two main followers are standing behind Necromancer and his Dry Bones army as he watches the warlock do his dark magic. Said conqueror can't help but feel a -little- impressed at Necromancer's skills in the dark arts, but Necromancer states that he would have never been able to gather these hundreds of fresh sacrifices without his new friend's help. As the two converse, countless wisps fly through the openings of the temple as they form a scared being of sorts...Zasalamel.

"Why have you disturbed my rest knowing it was what I yearned for many an eternity?" The man asks a question, as if Necromancer's answer would determine the fate of his un-life, but he isn't one to falter so easily and answers..."You knew somebody would come by one day and try to resurrect you for your knowledge in the mystic arts. That somebody is me, and now that you're in my hands you cannot just go back to sleep. Wake up, and take note of the new world - you may even find the power you need to silence yourself for good, if such a thing exists."

"Very well. I will follow your will for now, but do not expect me to expect my full loyalty. Should you get in my way I will not hesitate to put an end to the magics that bind you to this world." As Zasalamel spoke of his terms, Kang scoffed, not believing this fool to be of his worth. He would soon find out otherwise however...

As the villains faded from the room in a flurry of black flames, Night’s End Sorcerer watched from outside. He curled a fist in quiet anger as he told himself he had to put an end to the existence of these undead cretins who walked the earth, for they were breaking the natural flow of life and death which he was supposed to keep track of - the wisps' unnatural movement had led him to where the villains were, but now he had to start all over again in his search.



=============



Doc Scratch was standing idly in his private room seen at the start of his moveset. His attention was drawn to a green portal much like the one Agiri and Karkat previously entered through as both characters entered to greet the excellent host. Doc Scratch told Karkat he was no longer needed as he snapped his fingers to make him vanish in an instant before he told Agiri to have a seat, telling her he prided himself in being an excellent host. He attempted to serve the seated Agiri some crepe, only to find her replaced with a couple of bombs ready to detonate in seconds. They exploded, leaving Scratch's quarters ruined in their wake but no harm done to the big man himself...except his cool. He clearly did not like having his home destroyed as he teleported behind Agiri who had positioned herself behind him, stating that she will get the crap beat out of her for what she's done as he takes out his broomstick and threatens to shove it up her behind.

Battle 3 - Agiri Goshiki VS Doc Scratch

Agiri has been completely cleaned out, fallen to the floor as Doc Scratch says he somewhat respects her skills but says she cannot hope to defeat a God. He also realizes there was no emotion coming from her and what she's done was done purely out of rational decision. He asks who her client was, to which she says she cannot tell. Doc Scratch realizes that with Agiri's type it's all about the highest bidder, and whoever had the balls to send Agiri to defeat a Political Leader like Scratch was downright foolish, as he requests Agiri's assistance on a certain matter which we don't hear about (he whispers it to her). Doc Scratch leans away from Agiri as he tells her he'll give her more power than she'd obtain from many more years of training, letting her perform crazy feats said to be otherwise impossible. Agiri agrees to this as Doc Scratch holds out his hand and makes the ninja glow with a green power. With that, she vanishes into thin air as Doc Scratch turns around to greet his other visitor, Hellmaster Fibrizo - actually, it's not quite the real him but rather a shadow emissary sent to communicate with the white mastermind. Fibrizo thanks Scratch for putting the foolish ninja up to the task of killing those "heroes" since he needs more time to fully regenerate before he can fully enact his plans. Scratch tells Fibrizo to take out that "nuisance of an undead Politician" so he'll have one less man to deal with in order to take over the Leadership of the world, but Fibrizo states he has a powerful ally on his side and that Doc Scratch will need to rally up some more troops in order to hinder their progress. Scratch says he'll see what he can do as Fibrizo melts into the shadows. "For myself, that is..."



=============



In a cavern filled with countless blue crystals, a group of many Gardevoir Pokemon have just blasted through the otherwise impenetrable MegaMan X6 Gamebox barrier leading to Hellmaster Fibrizo's residence - they were the heroes planning on putting an end to him once and for all. All but one of the Gardevoirs managed to reach the other side, whom was interrupted by a black puddle forming in front of her, revealing an ugly woman known as The Black Puddle Queen. The 1-star woman laughed in an elderly woman's voice and she told the lone Gardevoir not to get her hopes up and that she'll be left behind while the others meet their end at Fibrizo's hands. This Gardevoir hesitated for a moment, only to prepare for battle....it tripped however, clearly not used to using its powers for some odd reason. This made the Queen laugh, but the brave Pokemon refused to stand down and got back up again.

Battle 4 - Gardevoir VS The Black Puddle Queen

The Queen ends up melting like the Wicked Witch of the West whilst screaming out "I'm melting!" before the black puddle shrank into nothingness. The Gardevoir sighed a sigh of relief as it moved through to meet up with its brethren.



=============



The Heroes of the Trine had finally reached a large room with a giant crystal in the middle where the dreaded Hellmaster Fibrizo's main physical body was sleeping. The Heroes realized they had to destroy this body before it awoke and were called forth by the Trine to get rid of this evil before it could fully manifest. Before they could attack it however, Agiri appeared from the shadows to attack the Heroes with some well-placed kunai which were blocked off by the fat guy of the 3. The Heroes questioned what a little girl like Agiri was doing trying to stop them, but Agiri said she was well aware of what she was getting herself into and only cared about being paid and learning cool ninja tricks. The Heroes agreed to take this little girl down as swiftly as possible in order to reach the final boss.

Battle 5 - Heroes of the Trine (Final Smash constantly active) VS Agiri Goshiki

Agiri fell in defeat once again, but not as badly as from her fight with Doc Scratch. The Heroes realized she couldn't possibly be an evil person and decide to give her their HERO LECTURE, which after a good 30 minutes instantly brainwashes Agiri into having a sense of morality and compassion, thus turning her into a hero! She vows to become a defender of justice and use her powers to help the Heroes of the Trine defeat Hellmaster Fibrizo and save the world. Unfortunately for the two groups however, Hellmaster Fibrizo has already awoken from his crystal, surprised that Agiri has suddenly decided to oppose him. He mockingly states that perhaps Doc Scratch isn't as reliant as he thought he was with his new toy, which he now has no choice but to break...who knows, he might get a refund. He holds out 4 yellow orbs that represent the lives of Agiri and each of the 3 Heroes and attempts to smash them, only for 4 Gardevoirs to teleport in front of the would-be victims to give up their lives instead. Hellmaster laughs evily as the Heroes grieve for the 4 Pokemons' deaths, saying that their despair is delicious and that he'll just keep on killing the rest of the Gardevoirs behind the Trine and Agiri, who are ready to protect the Trine and Agiri with their lives...

BOSS BATTLE - Hellmaster Fibrizo
You play as Agiri and the Trine with their Final Smash active in a co-op match against Fibrizo along with a LV9 CPU Gardevoir that stays in front of you to create protective barriers, teleporting if needby - there are 36 of these Gardevoirs. The match might seem in your favor, but Fibrizo's Neutral Special is not only completely unavoidable but it also kills its victim instantly - each Gardevoir is basically a timer and if all of them die you get an instant Game Over. Fibrizo's healing mechanic is disabled however, but there are no blast zones to KO him with - instead, you only need to deal him 100% which is easier said than done given how he'll always be in the air.


The Trine and Agiri are at their wits end with Fibrizo, who has managed to kill off all the 40 Gardevoirs rallied against him. He states that he doesn't quite want to kill his toy Agiri, and that he cannot take the souls of the Trine due to they being sealed inside said artifact so he must use raw power to obliterate them, which he has plenty of. The 4 heroes try to attack him, but he merely teleport spams when they try to and thus they cannot land a hit on him as he continues to mock them at his own pleasure. He tells Agiri that heroes aren't anything special and that she should work for him so she'll have all the power and ninjutsu she could ever want, but she states that she's become a hero of justice. Fibrizo merely shrugs and tells her he'll just have to take her by force as he summons shadow tentacles to grab onto her and hold her in place as he tries to use his dark powers to corrupt her. The Trine try to intervene and cut the tentacle, but Fibrizo tells them of their foolishness to rescue their "comrade" as he snaps his fingers, using the time in which they were distracted to make raw power erupt from the ground and eat away at their divine bodies. They try to resist, but Fibrizo laughs evily at this and bids them farewell, and that now there will be 3 less foolish heroes to oppose him. Agiri watches in slight shock as her Heroes have been completely obliterated, and just as she's about to completely lose her will a stray Gardevoir appears before her, apparently the very same one who battled against the Black Puddle Queen. It intently focuses, using all its remaining power to teleport Agiri and itself away from Fibrizo's lair. This annoys the Hellmaster a little, but he isn't really put off and decides that finding out where they are will be more fun, more pain and torture for them as they get more like them involved. He decides to go see his buddy Doc Scratch in the meantime.

Doc Scratch is seen having a conversation with Equius Zahhak whom steps through a portal as Fibrizo enters behind the mastermind. Scratch turns around to see Fibrizo, having a somewhat angered look on his face for some reason...



=============



On a cliff with supernatural storms hanging high above, Kanade Tachinbana and Naoto Shirogane are running past and slicing their way through countless Kirby Enemy Teams hellbent on trying to stop them for some reason.

Battle 7 - Kanade Tachibana and Naoto VS 100 Kirby Enemy Teams (multi-man) level style

Kanade and Naoto have finally reached the edge of the cliff face to face with the one they've been chasing: Veran...possessing the body of a small red-haired girl. Naoto demands Veran give the girl her body back as she has nothing to do with this, but Veran insists the girl is a part of her plan to infiltrate the innocent life she lives in order to catch everyone around her off-guard so she can kill them all for the sake of her lord Kang. Kanade monotonously asks who Kang is, which Veran answers by saying if they don't know now they'll know soon enough as he will have control over the entire world. Kanade and Naoto point their weapons at Veran, but she states that they wouldn't want to harm the body of this little girl, but to be fair she doesn't want the body harmed either so she exits out of it, leaving an unconscious shell behind her as she steps out in her true form to face the two anime heroes.

Battle 7 - Kanade Tachibana and Naoto VS Veran

Veran finds herself completely defeated and dying, realizing that if she can't have the body nobody can. She uses the last of her wicked power to send a lightning bolt near the girl's unconscious body to break off that part of the cliff and send it deep into the abyss below before the wicked witch's body vanishes into nothing. Kanade and Naoto both want to save the girl, but realize that jumping down to the abyss will most likely result in being killed. Kanade tells Naoto she'll use her Harmonics technique to save her, but Naoto tells her not to as the consequences will be too dire if an evil clone is made. Kanade apologizes in advance as she propels herself down into the abyss at a blinding speed as a copy of herself is left behind in her place - said copy looks at Naoto with a killing intent as the detective realizes she has to face off against this copy of Angel whom she'd rather not...



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That same small girl, better known as Yutaka Kobayakawa, found herself in the cabin of a pirate ship lying on many conveniently laid-out mattresses that broke her long fall. She holds her pain in slight pain, questioning where she was. She looked around at an unfamiliar sight, and then felt something gently tapping her from above. She looked up up, only to realize that it was raining and there was a hole directly above her that was in the shape of her silhouette...did she fall from all the way above there? She could not remember anything at all, not even the fact that she was possessed, but having fallen from so high was hard to believe. As she continued to ponder, she heard loud footsteps making their way towards her - in a moment, she was confronted by a gigantic purple robot known as a Sentinel. INTRUDER DETECTED ON BOARD THE SHIP. The robot approach the little girl, who was frozen in fear, naturally, as she had no way to fight back against the robotic terror...to make things worse, more of these monstrous machines were making their way into the room - there were now well over 15 of these things swarming poor little Yutaka. But as she thought she was done for...

She heard a loud slicing noise, and within the blink of an eye a man wielding a sword had clearly chopped all the Sentinels with one fell blow! This man seemed like an angel sent from heaven, but he was in fact one as he asked Yutaka if she was okay and introduced himself as Angel. Yutaka wanted to thank this man she had just met, but a rational voice interrupted the two and told Angel there were more Sentinels aboard the ship that needed disposing of. Angel told Yutaka to come along with him since the ship was unsafe as he gave the little girl a piggyback ride since she clearly could not run as fast as him. He caught up to the owner of the voice, who was a serious-looking anime school girl. As the characters ran she introduced herself as Kirkia Ueno, and that the two had come to hunt down the infamous Captain Hook and dispose of all his Sentinels, apologizing to Yutaka for involving her in all this. Yutaka says not to worry and is grateful for being rescued, telling the two how cool they look and how she wishes she was like them. Kirika thinks that Yutaka should take those words back, but before she can say anything else the 3 find themselves surrounded by Sentinels. Angel puts Yutaka down tells her to stay still while he and Kirika dispose of the Sentinels.

Battle 8 - Angel and Kirika Ueno VS 25 nerfed Sentinels - you need to protect Yutaka and if you don't it's a game over

Angel and Kirika have no problem disposing of the Sentinels, but they get a bit too into it and end up neglecting Yutaka, who has been surrounded by Sentinels. She lets out a yelp which gets the 2 warriors' attention, but neither of them can get to the little girl in time...only for the Sentinels to be chopped up and for Yutaka to have been saved a second time - by Kanade Tachibana. The taciturn girl suddenly snatches up Yutaka and takes her to the deck of the ship where a violent storm is raging, she beckoning Angel and Kirika to come along with her. They follow, realizing that the ship is about to crash into the side of a cliff and sink. Both Angels and Kirika jump with Yutaka in tow to escape the ship's capsizing as they find themselves on a large tropical island. Kirika tells the others that they need to find shelter and do so under a bunch of trees to prevent Yutaka from getting a cold.

Finally having some time to spare, Kirika proceeds to tell Kanade and Yutaka hers and Angel's story. Two great evils have appeared in this world and are going to war with each other in their attempt to throw the world into chaos, both of whom Kirika and Angel want to stop. Angel solemnly mentions that the first of these evils is a villain known as Kang the Conqueror, who has managed to get one of the 4 Political Leaders to side with him in his bid for power. Kanade interrupts by saying she and her partner fought a villain who said she was working for Kang. She suddenly stops talking when she realizes that Yutaka isn't registering any of this when she thinks she should due to having been possessed by Veran, only to realize that she may not remember any of it. None of the less, she tells Yutaka the villain they fought took possession of her body and tried to use it to infiltrate her normal life so she could kill off a whole group of oppositions. Yutaka appears melancholic because of this, somewhat depressed that she let that happen and apologizes to Kanade for causing her trouble. Kanade tells Yutaka it's not her fault, but Yutaka insists it is because she's weak and not strong like any of the 3 heroes standing before her. Her words cause both Angels and Kirika to turn their heads away in shame, Kirika telling Yutaka that they're not the heroes she thinks they are and that they've done things they've been ashamed of, and that Yutaka herself is the strong one for the bravery she's shown in the small time they've been together. Kanade tells Yutaka that she was supposed to be dead and resided in an afterlife, but Hellmaster Fibrizo interrupted that life and obliterated all her friends before using her as an instrument of death to carry out his plans. She was saved by a certain individual, and decided that Hellmaster Fibrizo needed to be defeated in order to make sure all those in the afterlife would be able to pass on without interruption. Angel too admitted that he was one of Kang's toughest soldiers who killed all who stood in his way until he was given a soul and felt guilty for what he had done, deciding that Kang had to be defeated. Kirika herself had been forced into joining Fibrizo and given cursed tools to follow his orders - she could still resist, however. She and Angel met, deciding that they would gather up as many rebels as possible to take down both Kang and Fibrizo when the two would go to war with each other. Kirika asks if Angel could join their team, which the latter agrees on but she asks if Angel and Kirika can help her find her partner whom she desperately needs to seek out and help - Angel and Kirika agree on this, but tell her only when the time comes since time of the essence and it won't be long before the two powers go to war with each other. Yutaka says she would join up and fight with the heroes, but realizes she would be useless and would only get in their way - she gets depressed and wishes that she had died from her fall instead of becoming a burden to great heroes like the 3 she's with. Kirika tries to cheer Yutaka up, but is interrupted by Angel taking out 4 swords from nowhere, telling everyone to take one if they wish to fight. Yutaka it still depressed, but Angel nudges the little girl and tells her that she can fight with a sword if she really wants to - it doesn't matter if one is weak, because if they have the will to fight that in itself means a lot, especially to those around them. This makes Yutaka happy, but she questions how someone like her would be able to use a sword without practice. Angels tells her it's surprisingly easy to adapt to, and she'll learn with fighting experience. For now though, Kirika, Kanade and Yutaka need to sleep due to being human whilst Angel stays out for night duty due to being a vampire - he doesn't need to sleep, or at least I don't think he needs to.

Morning arrives, but the 3 humans are interrupted by violent stomping sounds echoing from the distant, accompanied by occasional roars. Angels tells the 3 humans they need to get up because they've got trouble -outside are a bunch of uncharacteristically rampaging Tropius alongside a single X-Naut with a strange device strapped to his back. Angel feels radio-waves being emitted from that backpack which are making the Tropius go berserk - they have to stop the mook and interrogate him to find out who he's working for. The 3 humans get ready for battle, even little Yutaka as she holds her new sword ready for battle.

Battle 8 - Kanade, Angel, Kirika and Yutaka all equipped with Angel's swords VS a single X-Naut. He will flee around the stage as much as he can and send out 2 waves of ultra-aggressive LV9 Tropius at you. If you KO one another will take its place - you only need to KO the X-Naut, which is surprisingly difficult

Kirika has the X-Naut bound in her straps as Kanade gets behind it to cut the device on its back, which makes the Tropius calm down and walk back into the jungle. Kirika tells the X-Naut to fess up on the details of whom he's working with or to expect some pain. The X-Naut, cowardly as he is, points to the left of Kirika as if to distract her with a meaningless trick, which Kirika says she isn't foolish enough to fall for. What she does fall for though, are vines which have suddenly wrapped themselves around her waist and forced her to let go of the X-Naut which fled into the jungle for its life. The heroes turn to face where the vine came from, only to find a naked woman with control over all the plants near her - Poison Ivy. Ivy actually thanks the 4 heroes for destroying the wretched device which made her precious babies, her plants in the vicinity, completely violent without her consent. Kirika realizes Ivy doesn't seem very thankful what with the vine she's got wrapped around her waist and asks her to fess up. Ivy doesn't hesitate to tell the heroes that she wants to fill the world with plants, whom she believes deserve to rule over humanity. Kirika rejects this idea and realizes that Ivy's no Kang or Fibrizo but clearly needs to be stopped as she sees Ivy taking control of nearby Tropius and small plant-life to attack the heroes with. The other 3 prepare their weapons, but Kirika tells them to chase after the X-Naut which fled and have it lead them to its base while she deals with Ivy. Yutaka is hesitant, but Angels assures her that Kirika is tough and that something like this is nothing to her. With that, the 3 run towards the slowpoke X-Naut who still happens to be in sight, with Yutaka obviously getting a piggyback ride from Angel. Kirika prepares her straps as she and Ivy are about to face-of in an all-out battle...

Battle 9 - Kirika Ueno VS Poison Ivy



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The fleeing X-Naut has realized that the heroes are hot on his tail, but fails to see what's in front of him - a ruthless warrior who will cut down anything in his path, including the poor X-Naut as he loses his head...literally. As the 3 heroes run towards the warrior, Angel suddenly stops in place, shocked at the sight of whom he'd hope he'd see again. Kanade stops and takes note of this as Angel tells the two that the man standing before them is Vergil, a half-demon who will stop at nothing to obtain power. When he was working with Kang, Angel used to work alongside with Vergil as a rival, whom is now his bitter enemy, the latter of whom desires to have a showdown to the death with him. Vergil steps forward and tells Angel that it's been a long time, long enough that he's grown all soft with that company he's keeping. The demonic warrior takes out his blade and points it at Angel, telling him to cast aside his companions before they end up like that worthless mook lying dead on the floor. This scares Yutaka as Vergil rushes towards Angel, whom tells Kanade to take Yutaka somewhere safe, for this is a battle he must end with his own hands against a man who will kill and kill and kill until he becomes the strongest. Kanade obliges as she runs away with Yutaka safe from the two warriors as Angel puts on his fierce game-face...

Battle 10 - Angel VS Vergil



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Kanade and Yutaka are running through the forest, only to find that the scenery has changed to that of a bizarre black-and-white landscape. Yutaka becomes scared while Kanade steps forward as if to tell her she'll protect her. Then, a monster suddenly appears from the middle of the area - Elsa Maria! Kanade tells Yutaka to stay back against the darkness which once swallowed her whole - she does not want Yutaka to suffer the same fate. Yutaka obliges, having no choice but to cut at the minions which spawned around her until she is suddenly teleported away from the area with no given explanation...this caught Kanade's attention, who desperately called out for Yutaka only to be surrounded by many black tentacles which barred her path. She knew she had to fight against the darkness and overcome it once and for all in order to move on...

Battle 11 - Kanade Tachibana VS Elsa Maria



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Yutaka found herself on a mountain top, having been teleported by the very same Gardevoir who saved Agiri back then, the ninja of whom was present as well. Yutaka looked around in confusion to find Kanade, only to get a look at 3 sights which she could barely make out from below, but they were definitely clashes between her friends against their respective enemies. Yutaka reached out in desire to help them, but Agiri interrupted her time alone and told Yutaka that she should be focusing on what's up here. Yutaka gets all blustered at Agiri's presence along with the Gardevoir whom she suddenly gets the feeling she's seen somewhere before, which said Pokemon feels as well unknowingly. Agiri tells Yutaka she was teleported up to the top of this mountain by the Gardevoir standing next to her as to awaken her latent abilities - she needed not to worry about her friends because they were more than capable of winning their battles with their strength. Before the 3 could continue however, they were interrupted by Terezi, who seemed keen on taking them back to Doc Scratch with her. Agiri tells Yutaka to see how a real pro fights as she and Gardevoir get ready for battle, which Yutaka joins in.

Battle 12 - Agiri, Gardevoir and Yutaka VS Terezi

Terezi has sustained many injuries as she enters through a green portal to escape from the battle. Yutaka then turns to Agiri and Gardevoir and tells them how cool they were, which Agiri states is so with her because she's a ninja. This makes Yutaka think back to her 3 allies and how they had supernatural abilities, to which she thinks that perhaps she could become a ninja. Agiri tells her that's not possible, but she will train her in the art of fighting so she doesn't get left behind by her friends. Yutaka states she'll do whatever she can to get stronger as Agiri starts the training, the little girl not knowing what kind of ridiculous things she'd get put through....



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Captain Hook is seem waltzing through the same tropical island after escaping from his ship when Kirika and co attacked it beforehand. He swears to get revenge on those scurvy brats and find the treasure of the island at the same time, pulling out a map to find his location and where the treasure is. There's not one map but in fact two, no, three! Hook frantically pulls them all out of his hammerspace before they suddenly form into a being best known as Paper Man. Hook jolts back in fright as Paper Man actually talks and reveals that the treasure map thing was his plan to take Hook into custody because Paper Man himself is a crime-fighting superhero who fights with the underwhelming power of paper. A battle between the two ensues.

Battle 13 - Captain Hook (no Smee) VS Paper Man

Paper Man keeps reforming from the cuts given to him by Hook as he slowly walks towards him in a menacing fashion. Hook thinks he's at his end until a giant snake suddenly crashes down on Paper Man in such a way that he meets his untimely end. A woman jumps off this snake as it burrows into the ground - Medusa Gorgon. Hook grovels at Medusa's bare feet as she bends down to tickle him on the chin with one hand to seduce him. She tells Hook to be a good boy and she'll lead him to the treasure he came here to get if he follows her orders. All alone, Hook takes up her offer and walks towards the distance with her.



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A few days have passed since Yutaka was taken in by Agiri, where she has been forced to live in a dojo on top of the mountains in order to train. She has not been allowed outside to see the result of her friends' battle, for she must have faith in them and that they are alive.

On this day, Agiri takes Yutaka outside to show her the terrors going on down below: a single Garbage Man, AKA a random X-Naut driving a giant garbage truck, is running rampart through the jungle, breaking down all trees it moves through as it dumps toxic waste and burns everything else. Yutaka looks horrified, but Agiri assures her everything will be okay. She tells Yutaka that all the training she's been doing was to summon her super special inner guardian which is contained in a small ball she only needs to throw to the ground in order to call forth. Gardevoir lets out a facepalm as it teleports the 3 to the ground nearby where the Garbageman is...directly in front of him! Yutaka looks frightened, but Agiri tells her to throw the ball to the ground, which is in fact a Pokeball that released a mighty Rhyperior with more than enough strength to block off the Garbageman's mad dash.

Battle 14 - Rhyperior VS Garbage Man (all 3 de-buffs mentioned at bottom of the set and no Up Special)

Rhyperior has no trouble punching through the front of the garbage truck and sending a shockwave into it which causes it to break into pieces. Yutaka looks amazed at this as she holds the Pokeball in her hands, only to realize that it is indeed a Pokeball and that she had been tricked by Agiri, who owned the Pokemon and snuck it into Yutaka's clothes when she was asleep. This doesn't bother Yutaka, especially since Agiri tells her that the real battle has only begun...



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Medusa has taken Captain hook onto a large, luxurious ship where their leader Professor Ratigan is sitting, drinking wine in luxury. Medusa tells Ratigan she got the new member, which delights the rat man as he claims he won't let those other Political Leaders win - he'll be the one to take control of the island before either of the two intelligent members can enact their plans. He claims that it helps he has the mindless Political Leader Smot on his team, which gives him enough manpower to take out the Necromancer and Doc Scratch.



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A Shiftry has just been knocked away by a battle-worn Gray Fullbuster, who has defeated many of the same Pokemon species with his ice element that takes advantage over their grass - this is still taking place in the same jungle all the other scenarios have. Gray does not understand why all the Grass Pokemon here are acting so violent, which has taken his toll on him since he was supposed to find and defeat Medusa Gorgon, as well as rescue his friends. Another Shiftry is about to attack him from behind, but it is shot down by Naoto, who tells Gray to stay down while she takes care of the Pokemon, as it's the least she can do for him when he helped her find the location of her partner and stop the evil Angel for her. Gray thanks her as he lies next to a tree to rest.



=============



Yutaka, Agiri, Gardevoir and Rhyperior are back on top of the mountain. Agiri tells Yutaka she needs to come with her to a special shrine in which two females are required to perform a ritual in order to summon Master Hand. That has actually already happened purely because I couldn't be bothered typing it all up, and Master Hand is next to the 4 inside the shrine. It is invaded by a swarm of Cacturne all of a sudden however, which Master Hand attempts to punch away and gesture to the 4 to go outside while he fends off the Pokemon and he'll catch up. Outside however, the sky is dark and the 4 are confronted by Zombie Master, who laughs eerily as he calls up lots of zombies to surround the heroes. He states that the Necromancer wants them all sleeping in a graveyard and that there's no hope for salvation before summoning what appear to be zombie versions of Kanade, Kirika and Angel! Yutaka is shocked as she drops her sword, but Agiri tells her not to lose hope, for the Zombie Master is only playing tricks on her and she can fight through them to see what lies on the other side. To further assure Yutaka, Agiri points forward to show Rhyperior effortlessly smashing through the zombie friends and tells Yutaka they're definitely fake if they can't fight back at all. Yutaka regains hope and stands alongside Agiri and the 2 Pokemon to fight.

Battle 15 - Agiri, Gardevoir, Rhyperior and Yutaka VS Zombie Master and 2 Cacturne

Zombie Master and all his zombies are destroyed as Master Hand comes through to punch through them all like butter through a knife. The storm hasn't passed yet, and troubles are still abrew. Yutaka looks down at the mountain to see the entire forest being consumed by a gigantic poison monster known as Smot made all the more powerful by all that toxic waste spilled by the Garbageman. Gardevoir teleports everyone to a safe zone at the jungle as they realize they have to do something about this mess. Unfortunately for them however, a group of Grim Poppet are worsening things for them by pouring acid onto the safe zones in order to give Smot more power.

Battle 16 - Agiri, Gardevoir, Rhyperior, Yutaka and Master Hand VS 10 Grim Poppet

Master Hand, Gardevoir and Rhyperior use their powers to clear a path for Yutaka and Agiri to travel through in order to reach the middle of Smot, or more like Giga Smot as the monster peers down on the two girls, thinking they would make a great snack. It summons a whole bunch of homunculi to seize them, which the 5 manage to fight off despite massively losing space to fight in via it being consumed by the toxic. To make things worse even more Grim Poppets are appearing, not to mention the appearance of a gigantic ship floating on the toxic...it's Ratigan's ship! Ratigan taunts the heroes and that they'll meet a slimy end while he reigns supreme ruler of the toxic island...except he doesn't count on Gardevoir teleporting the stranded heroes directly onto the ship. The rat manages to keep his cool however, and tells the heroes they're not welcome on his vessel - with this, Captain Hook, Medusa and even the Coachman appear to confront the heroes, along with an endless army of Grim Poppets, X-Nauts and even Sentinels. The Coachman recognizes Agiri and tells her he'll never forget what she did to him, and that he joined up with Ratigan to get revenge. Hook wants revenge on Yutaka for ruining his ship on the other hand. Master Hand and the 2 Pokemon realize what's going on and clear a path among the countless mooks allow Yutaka and Agiri to fight their respective battles.

Battle 17 - Agiri VS The Coachman

Battle 18 - Yutaka VS Captain Hook

Agiri and Yutaka have managed to defeat their respective opponents, Yutaka only having been able to do so because her sword was superior to Hook's. Neither of the two villains wish to admit defeat, but Ratigan considers them useless and calls forth the big guns to take care of the heroes - multiple Garbage Men suddenly appear, all ready to utterly wipe out the heroes, and Rhyperior won't be able to save them on such a tight space when securing the ship is important for survival, which Ratigan points out. He tells the heroes they're doomed, only for a bunch of mooks to be defeated in an instant...it's Gray, Naoto, Angel and Kirika! Yutaka is delighted to see her two friends, who tell her they made two more friends who wish to fight against the two evils with them, and one of them is looking for Kanade. As Master Hand and Rhyperior are given enough space to toss the garbage trucks into the toxic ocean, Gray sees Medusa amongst the crowd and recognizes her as Hellmaster Fibrizo's right-hand woman. This shocks the others, and he states Fibrizo MUST be stopped at all costs, and Medusa's downfall is a key component in making that happen since she's arranging for Fibrizo's arrival when the very island they're on is used as the battlefield for the war between Kang and Fibrizo. Medusa admits everything Gray said is true, and that she joined up with Ratigan only to put holes in his plans so he wouldn't get his way in interrupting her master. Gray rushes towards Medusa in an attempt to defeat her once and for all.

Battle 19 - Gray VS Medusa

Gray is knocked back, frustrated that he hasn't gotten strong enough to defeat Medusa, whom taunts him about it. The snake witch uses her many vectors to bust holes through Ratigan's ship, enough so to make it sink in given time but not so quickly due to the thickness of the poison. She then tells the heroes that they should defeat Smot if they've any chance of surviving let alone saving the island before she jumps through a portal of darkness. Ratigan is extremely upset at his ship being destroyed by a traitor and blames it all on the heroes whom her lashes out at with his inner rat. No fight ensues however as the ship rocks violently and causes Ratigan to lose his balance and fall into the blackening toxic waste. The heroes, along with Hook and Coachman, are shocked at this outcome, only for Medusa's voice to echo and tell the heroes of the consequence of falling into the toxic, which is right in front of them as a blackened version of Ratigan quickly clambers its way back to the top of the ship to attack the heroes.

Battle 20 - Agiri, Yutaka, Rhyperior, Gardevoir, Master Hand, Naoto, Gray Fullbuster, Kirika, Angel VS Shadow Ratigan (no minions, constantly active inner rat mechanic, can only use melee attacks, ridiculously fast and powerful)

The dark Ratigan dissipates into nothingness as the heroes realize the ship is indeed sinking and that they need to reach the top where the main part of Smot resides so they can destroy it. Coachman and Hook get up and decide they have no choice but to help on this matter since their own lives are at stake. With that, the group of 11 get ready for a steep climb.

Battle 21 - Agiri, Yutaka, Rhyperior, Gardevoir, Master Hand, Naoto, Gray Fullbuster, Kirika, Angel, Captain Hook, The Coachman VS countless Shadow X-Nauts, Sentinels, Grim Poppets, Tropius, Shiftrys and Cacturnes.
Make it to the top of the ship within the time limit.


Yutaka hears the barking of a dog trapped in a cage inside the ship, whom happens to be Cherry. She uses her sword to cut the cage open and release the dog, who is grateful enough to lick her all over and want to join the team. Everyone else minus the two villains agree with this as they realize they still need to make it to the top.

Battle 22 - Agiri, Yutaka, Rhyperior, Gardevoir, Master Hand, Naoto, Gray Fullbuster, Kirika, Angel, Cherry, Captain Hook, The Coachman VS countless Shadow X-Nauts, Sentinels, Grim Poppets, Tropius, Shiftrys and Cacturnes.
Make it to the top of the ship within the time limit - same as before.


All 12 characters make it to the top of the ship, where they see Billy Hatcher already attempting to fight against Giga Smot but fighting a losing battle. The 12 characters intervene and help silly Billy get back on his feet to fight this final battle. No words are needed.

BOSS BATTLE - Giga Smot




You play as all the 12 characters from before plus Billy Hatcher in a rather difficult boss fight. Smot is in the background taking up almost the entire screen, and your attacks will always hit him no matter what. You have a time limit of about 10 or so minute as the ship sinks into the toxic waste however, and if you cannot dwindle Smot's ridiculous HP within that time you'll get an instant game over. Smot doesn't necessarily try to kill you but rather distract you by messing with the ship and summoning poison minions to get in your comfort zones so you end up damaging them and taking damage when they're killed. Despite Smot not attacking you directly it can still hit you with powerful attacks when damaging the ship and can gimp you with its homonculus via blocking off all your ledges. You need to pick your priorities in this battle - either take out the minions or attack Smot himself and let him flood the stage with them. Also, every 185HP Smot loses he'll summon a Mr. Game and Watch for you to fight, so be sure not to get distracted to the point where one hits you with a surprise attack.


Smot roars as it starts melting into nothing and its poison starts vanishing from the area. The jungle has been saved, but it is now a wasteland filled with shadow monsters created from all the Pokemon and mooks who were sucked in. The heroes can do nothing but peer at the horrid gaze as they realize their battle has only begun while Hook and Coachman attempt to sneak off while they're distracted...



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The Once-Ler and a Mysterious Hooded Man are peering at the island's horrid condition in which there are no trees left. Once-Ler is outraged and upset that all the trees are gone as he no longer has any sources for his Thneeds, but the hooded man assures Once-Ler that from all the damage done there is a greater prize to be found, particularly in all those lost hearts which will soon become one, and that Once-Ler's role has just begun....that is, if the entrepreneur would accept another way to make the big time? Once-Ler attempts to listen in, but we don't know what he's being told....yet.





Click here for Part 2



 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
Thanks for the Jeanne comment, WOMF. The smoke bomb may have seemed random but she does actually do that in her appearance. Minus the cyclone, she pretty much does -almost- everything she does in the set albeit with some creative liberties in terms of their execution.


[collapse="Doomsday"]That's one heck of an opening you've got there - really helps to bring in the suspense, minus the disclaimers in which could do with going at the end of the set (now I already know to expect his overpoweredness). Even without the introduction I've already heard of this character and in which it seems like he'd be monstrously hard to balance to a degree - that mechanic certainly does make him frightening to imagine in a long match, and makes him rather anti-comboish fodder. Definitely makes slow, powerful attacks more effective on him and pretty much nulls the likes of chain-grabs (speaking of which, you might want to do something about the whole infinite thing about DOOMSDAY'S D-throw - it possibly knocks them away a little?).

I can say for sure that this set has more playstyle than the likes of Azula - stage terraforming is a pretty big step for you and really, to me, showcases what you've soaked in with all those sets you've consistently commented on. They way in which you're able to use the stage as a weapon without getting too complicated is especially commendable, but rather atypical for your style given how much you favor simplicity. There are times where not everything is made clear however or as obvious as you'd like to think it'd be, such as the standard attacks not making use of the stage piece you toss up as a basic melee weapon, though I guess it allows him to defend himself with such and tank the foe's attacks - somewhat interesting to me is that the foe probably wouldn't want to use their attacks that have been nulled by your mechanic to break the stage piece in fear of being punished by you, which is somewhat interesting to imagine. If that does happen, you can just grab them. Said Pummel in which you can initiate is also interesting since you can use it to stall to cancel your buffs and to me is a pretty good example of a move that helps with the playstyle in which would otherwise be a generic damaging move.

The writing can get a little confusing to read, such as when you state that Doomsday is an "it" when he's referred to as a "he" in previous parts of the set - it makes me think you're talking about an object. Also a little unsure as to the wording of the effect of using the scenery with the side special spikes as to what it means - does he extend his spikes along with his scenery? Surely he's not just hitting the foe with the scenery just for that one attack when he obviously has others to do so with. I understand you favor simplicity, though you do have quite a lot in which you can exploit such as the stage indent you create and spikes, but given you clearly state Doomsday is mindless I think making him mechanic-driven is very, very fitting to his character. His moves don't seem massively powerful at times, but he does have massive reach with his stage piece - even so however, I don't think he's all THAT overpowered, especially since he's not conceptually broken in any way and his stage piece is surprisingly well-balanced. Extras are great to see again, though I should probably say that while random canaries hold tribute to what Doomsday did in his series it seems very proppy and scripted in an actual fight. Aside from that, everything else is fine.

Definitely a step-up from Azula in terms of ideas and playstyle. There are areas in which you still need to improve on, such as perhaps your writing to a degree and exploitation of your given ideas, but this is still good stuff and a promising sign from you. Very good indeed.[/collapse]
Well, that makes Jeanne quite unusual then; most people with powers don’t tend to use smoke bombs much. Good for her!

Thanks for the compliments on Doomsday! Glad to know I’m improving. Yeah, this is a big break from Azula; I’m experimenting. Speaking of which, I’m working on an even more complicated set, so I can officially no longer chide your sets for being so. XD

Yes, I can see how the notes at the end might detract from the opening (kinda funny since I was trying to avoid the criticism Quote got for sticking it at the end). It’s been changed.

Well, Doomsday’s grab is pretty slow, but even so, I could see how the infinite Down Throw would be problematic… lemme think about it.

Ah, thanks for pointing out the ambiguousness on Side Special with scenery. Basically, as Doomsday reels the foe in, the creature whacks said foe with the scenery instead of the usual punch. Also, the standards are affected by the scenery; evidently I didn’t make it clear that every attack is affected by scenery (more lag but more damage and knockback). My bad.

Y’know, I hadn’t even noticed that the pummel helped stall during his buff cooldowns, but now that you pointed it out, it’s obvious… but hey, definitely a good thing if I’m making certain interactions unconsciously.

I tried to refer to Doomsday as an “it” since I’m pretty sure it’s genderless, but for some reason my hands kept typing “he”… maybe I should’ve just given in and called it a him just to avoid that confusion you pointed out.

Apparently I have a bit to learn on making the attacks the right strength for heavyweight characters… or for anyone else, actually. Oh well, I’ll puzzle it out eventually. Similarly, the canary may seem random and scripted, but I don’t think it’s any moreso than Azula’s animal-based taunts… still, it may have worked better as a victory pose anyway. Hmm…

Just sayin': Doomsday totally would have been prime for 3v1, all things considered (it DID take the entire Justice League to take him down, after all!)

Anywho, Doomsday is not a bad set, though that's not to say there isn't much that could be strengthened.
Let's start positive, shall we? You've got a good idea of what playstyle is, that's for sure. You at least know what you're going for, and you do accomplish what the set sets out to be: scary to fight. Again, 3v1 would probably be the way to approach this guy, as overpoweredness means less and there are cool options that would be super broken in 1v1 available. Another thing you've got down is characterization - this FEELS like a Doomsday set, and a reader gets a good feeling of what he's all about from the attacks and such. He's a killing machine, and it's shown well.

Now for the negetive, I unfortunately have to say that while the set has definite good ideas, the execution is a bit sloppy. The ideas are just kind of there, and there's not too much played off of them. Yes, you extend the hitboxes, but why? All it really does is give him a bit more damage. You can pick up the scenery, but again, why? It does basically nothing but give you a battering item (a damn good one, though) and there's not much done with it. The core of MYM is ideas: get one, and play off of it in any way possible. Here, the ideas are, while kept in mind throughout the set, never played with. I realize this is only your second set, but don't be afraid to step out of the Brawl box and use some out-there ideas. It doesn't have to be totally insane and complicated like Von Karma (which is a very cool set, if out there), but don't be intimidated by experimentation. Kat got my feelings on the Writing down, so I feel no need to say anything besides maybe try reading the set out loud to yourself-you'll catch more grammatical errors and awkward sentence flow better that way.

On the whole though: nice set, just keep working at it.
It’s true that Doomsday would be perfect for 3v1, but I really didn’t want to try my hand at a 3v1 set until I had more experience… maybe I’ll remake Doomsday as a 3v1 later, because you’re right, Doomsday works better that way. On the other hand, Ganondorf ought to be a 3v1 at the very least, considering how difficult it is to defeat the guy, so I don’t think that Doomsday as a normally-powered character is especially out of place.

Nice to know that I got the atmosphere down; if it feels like Doomsday, I’ve done fairly well for myself. :D

This pretty much is my experimentation. If you remember Azula, you’ll see how drastic a shift this already is. Still, since Doomsday got a generally good reception, my next set will hopefully be closer to what you advised (I’ve definitely got the out-there part if nothing else).

This is a moveset for Doomsday entirely in Comic Sans.


This is a moveset, for a super-villain, ENTIRELY IN COMIC SANS. Please, please, change it to a legible font.
Okay, this is just plain arbitrary. Comic Sans isn’t any less legible than the other fonts on here. If it was, would there be so many people able to comment on it in detail? No, there would not.

His actual moveset can fight the foe like a Brawl character fine (He functions better than some of the bottom tier Brawl characters as a generic Brawl character), and he doesn't arbitrarily arrest them or anything, he just summons cops to aid him to help KO the foe via knockback. Almost none of the moves have overly specific purposes that are impractical to use for actually harming foes - the mechanic takes care of a lot more of the unsmash stuff and leaves most of the inputs free. And even then, when you're ready to interact with the mechanic, you can do just a handful of interactions to win the match, though the more the merrier.

Was he supposed to be bashing them over the head with his cane for the entire set? I thought I implemented a bloody trial into Brawl pretty much as well as it could have been.

DOOMSDAY FOR MYM

Fitting this moveset comes out now.

This moveset is a vast improvement over Azula in terms of flow and creativity, with the scenery mechanic being something to add to his various moves in general. That said, it still doesn't flow into that coherent of a playstyle and the playstyle summary makes it clear that he's intended to fit in with the standard issue Brawl cast, hence assuming that the standard for a heavyweight is somebody as hopelessly incompetent as Bowser. Still, it's a step in the right direction.

What more bugs me about this set is the intentionally overpowered state of it. Not making it a 3v1 when you are fully aware of the genre and that the set is overpowered (You intentionally made it so) is just bizarre. Making an intentionally overpowered character feels like a distant cry from your style of setting to pander to Brawl, as even if he's simplistic he doesn't exactly fit in that well, especially seeing you didn't really take any precautions to avoid his huge size being exploited (He's well over a 10 from what you describe). And yes, I am kind of trying to figure out how you can say what you did about Garbage Man being OP when that's a garbage truck that can't be nerfed without making it not a garbage truck, while this guy is essentially just a villianous Hulk. Should all canonically powerful characters be OP? 3v1 is the obvious way to go if you're adamant about this route.

And no, I don't think the set is actually that OP, outside that random chaingrab dthrow. It's more your intentions.
In terms of my comment about Von Karma… well, you’d know best, being the set’s maker, but I’m still not feeling much Brawl in there. Yes, this is much better than I could have done in your place, but it still doesn’t feel like Brawl to me. But whatever. You know my opinion and can do as you will with it.

Well, it wouldn’t be hard to be better than Azula in your estimation (you gave it a 1, after all), but I’ll take that as a compliment anyway. :D

As for the intentional OP… yeah, I’ve discussed this earlier in the post while replying to Getcoolaid and I don’t want to type it out again. Suffice it to say that Garbage Man didn’t and couldn’t kill Superman without Kryptonite or some deux ex machina, so comparing GM to Doomsday isn’t exactly an equal comparison. Also discussed the down throw earlier when replying to Kat; basically, point taken but I don’t know if I want to change it.

Azula is your debut set, WoMF. And having read Doomsday, I've come to the conclusion that you've already done and can do better. As a Smash set, it's grounded, though that doesn't always translate as a pro or con necessarily, just that it doesn't quite have the oomph other sets in the contest have. Unfortunately, there's not all that much to present in Azula: some ordinary normal attacks with run of the mill specials, with the most notable one being the recovery move that CAN ACTUALLY HURT HER. Seriously, I suppose the balance is fair in that you can hover around for twenty damn seconds but that is, in of itself, completely ridiculous. It's weak, it's nothing out of the ordinary, and you've already proven you can do better. Oh, and
welcome back to the contest.
*Shrugs* I like how Azula ended up, but I do take your point involving her relative normality. And as the recovery goes, she’s traveled farther than that in-show, so I wanted to invoke that without overpowering her. Hence the debuff on recovery (which, although it’s not canon, hopefully at least makes sense).

Now, to add some comments of my own to the mix…

AMPHAROS

Another fun Pokémon set from you, although I still prefer Tropius. Tropius was more… exciting, I guess. Odd since Tropius ought to be more sedentary than Ampharos. There’s not much here aside from the usual electricity and paralysis; that’d be just fine in normal Brawl, but here in MYM it does feel comparatively bland.

Don’t get me wrong, though, I really liked this set. The interaction between Signal Beam and Power Gem was easily the best part, and I liked the idea of using Charge to create an instant smash at full-charge. It appealed very much to the part of me that gets so annoyed whenever someone interrupts the charging of my smashes. Ampharos’s strength and weaknesses come through pretty clearly as well; a heavyweight melee fighter who can stun foes but whose recovery leaves much to be desired.

In short, a very well-executed set, it just isn’t as good as Tropius is.


COUNT BLECK

Okay, so the first thing that really stands out is: what exactly is the Dark Prognosticus? I don’t believe you ever explained that.

Beyond that, this is fairly good for a 2-hour set. Bleck is pretty good at messing his opponents up, either by slowing time for them or trapping them in all those force fields. However, not knowing what the Dark Prognosticus is really inhibits understanding.

The Final Smash is also an interesting option, with victims having a 20 HP chance to avoid an insta-kill. Plus, for this month only, a powerful buff for free! Since Bleck will likely be defending the Chaos Heart, however, this is far from being an easy feat, especially with fellow victims attempting to earn the save for themselves.

I do, however, assume that the world undies after the darkness kills it, otherwise no one would be able to fight after that.

Overall, a decent but not fully realized set, as can be expected since you did it in two hours.


PHANTOON

You weren’t kidding when you said that Phantoon wasn’t as good. The eye thing was phrased confusingly (although I manage to figure out what you were getting at), it’s not quite clear whether blue flames rotate around the main body or the eye, and there’s no discernible reason why aerials should be any different from standards since they come from the main, unmoving body anyway. I can’t even figure out what exactly Phantoon’s strategy is, which makes this set much less appealing than Bleck. Still, at least you warned us and are aware of the problems.


SOVEREIGN SLAYER

This, like Bleck, is decent but could’ve been better if it had had more elaboration/time. The Green Sun is an intriguing idea, but the constraining timeframe has left it unfinished, because I’m really not sure which moves are and aren’t affected by said sun.

Red Miles is also interesting but unelaborated, because aside from more damage I’m not sure what it’s for. Speaking of Red Miles, the fact that the Up Aerial mirrors it for the most part kind of cheapens it since it’s a special. If there’s one thing I’ve learned here, it’s that specials aren’t the sort of thing you want to repeat in a “lesser” input.

Nonetheless, I can actually see the strategy here, mostly a “keep-the-foe-moving” stratagem that keeps people from pushing him away from the Green Sun. It’s a good concept, but the fact that it was done in two hours means it could be better.


SHANA

The Neutral Aerial reminds me of Quote’s mechanic in reverse; instead of losing levels, you gain them. I’m finding that this works a lot better, giving you a workable buff that has levels of effectiveness depending on how long you have to charge (which reminds me of Lexaeus as well).

In spite of similarities to previous sets, however, this set is quite original, with all those ways to spread out the fire and redirect the flames. It’s actually rather reminiscent of a house fire: let something (or someone) start burning, and soon the whole house (stage) is on fire! It’s an effective and interesting strategy, especially with the possibility of exploding your own traps with the Down Aerial.

I can’t say I’m as big a fan of the Free Flight and other remarkable aerial capabilities. I assume it makes sense for the character, but it also seems overly difficult to counter. Similarly, the timestop, while balanced, seems random and is just not as likeable.

Nonetheless, the flame interactions are all really cool. Aside from what I’ve mentioned, Forward Throw’s ability to absorb nearby flames for easier KOs is a really good idea that gives her yet another reason to want the stage on fire. And while I wish the “light minions and traps on fire” part had been stated somewhere other than the Playstyle section, it’s a really cool idea that utterly ruins the likes of Ratigan or Necromancer simply because their setups crumble to ashes (pun intended).

The Final Smash seems good, since it can be inferred that her effectiveness is lowered for a time after summoning Alastor, but it would be nice to have the effects stated.

Overall, however, this is a great set with some very likeable move interactions.


KHAMSIN NBW’H

…how the heck do you pronounce that last name? Coulda used a vowel or two there (not anything to do with you, but I had to get that out there).

Nonetheless, this is another interesting one. The golem’s the obvious place to start, so I’ll leave it for later. XD No, instead I’ll discuss the Up Special, which is an intriguing teleport with some interesting mindgames. The Neutral Special helps conceal it quite well, and in conjunction with the idle animation similarity and the subtlety of the input to begin with, this works very well.

Now, for the Neutral Special. It’s not a particularly effective attack, but it’s not meant to be, instead functioning as a way to cut down on golem-building time and to assist the aforementioned teleport. Oh wait, it also increases the effectiveness of several other moves? Now we’re getting somewhere, since this gateways into Side Special, which gateways into a bazillion and three other inputs. Very economical and it helps bring the Side Special into more prominence. And then there’s the hole that’s left, which opens up even more possibilities… overall, this is a lot of very creative terraforming.

Okay, now for the golem. It’s a good heavyweight option which is limited by the fact that the damage the creature takes is added to Khamsin’s damage. Don’t get me wrong, though, I like how that works. It’s way more symbiotic than most masters and golems have.

Overall, this is a very fun set with a lot of options. Good work!


WILHELMINA CARMEL

The presentation on here was plain fun, with both Wilhelmina’s and Tiamat’s comments on each attack after the description. It gives us a really good impression of their characters and makes the whole set feel more in-depth. Although I am kinda getting sick of hearing “de arimasu” after every quote. XD What does that mean, anyway? Saying it’s similar to “masu” is fairly unhelpful.

In addition, you have some interesting options here. The Side Special was of particular note, since it’s easily the most imaginative counter I’ve ever seen (Marluxia’s a close second). Too bad it only works on projectiles, but hey, how many sets have you seen recently that didn’t use at least one? Aside from Lexaeus, anyway, and even he had his rock fragments.

The way you use the lingering ribbons is also intriguing; so long as you avoid using certain inputs, you can just create a whole bunch of ribbons with weaker attacks and then use one of those inputs to strike hard and possibly KO. Very economical, although it begs the question as to whether a foe can destroy lingering ribbons in an attempt to undermine Wilhelmina.

The Extras were very fun as well; I especially enjoyed that little Easter Egg at the end.

Overall, a very fun set, although one that requires more skill than I personally possess.


On a final note, I will likely not be around for the next couple of weeks because a friend is coming to visit. Just so you know.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Doomsday
Okay, I have to admit I did skip over Azula, since what I heard about the set wasn't exactly... good. That said, if you do want me to go read and comment it I will, but I figured I'd comment on what seems to be your better set. Albeit it is written in all Comic Sans, but hey as ugly as it is the font isn't all that hard to read.

Anyway, I do feel that the scenery and spikes were actually reasonably clever as concepts, largely due to them not being straight buffs, and the Side Special was a somewhat enjoyable move as well. Those weren't a bad base for the set, and I honestly feel this could have been decent if you gave a bit more to do with them in the standards. I suppose your problem is that you still keep the standards absurdly simplistic. That's not all bad, but the moves don't really work together, and while Doomsday is easy to pick up and play, I believe that it is perfectly possible to achieve the same thing while still keeping flow in mind. I don't believe Grim Poppet would be much harder to play than Doomsday, frankly, and nor would something like Shana or Von Karma. Those sets all flow far better than this and are just as easy to pick up. Your goal is clearly to make sets intuitive and such, and I suppose Doomsday's a bit of a brute so a complex playstyle might feel awkward on him, but even still, when you don't have any sort of flow or creativity past the specials it really can't be called a good set by the standards of most MYMers.

For what it's worth, I do respect what you are trying to do in conveying the raw strength of the character and his general nature. Some of the stuff felt kind of corny to me(the codec especially), but I admire your attempts to get across the unstoppable feel of Doomsday. Actually tried to do the same thing last contest with Vorinclex, and I do feel that here it at least, on some level, worked out. You've got a long way to go WoMF, but I do have faith in you regardless of your sometimes... questionable stances on sets.

Khamsin

To be honest I can't say I'm a fan of this set either, for a fair few reasons. The giant golem he summons is actually decent as a concept, a sort of N. Brio style transformation that requires Khamsin to set-up a fair bit for that takes advantage of the state he leaves the stage in... except it doesn't really work out like you intend. You see, merely reshaping the stage doesn't necessarily make the golem any better. It's still laggy as heck, and without any real interactions with a broken up stage the thing doesn't really feel any more effective once you've done your terraforming. For all the absurd amount of set-up you have to do, the pay off is pretty unexciting and not nearly strong enough given the amount of effort. Just some stage shaking effects that could take advantage of pits/loose rocks/walls would have been enough to push this set to make it actually solid.

Aside from that, Khamsin isn't really anything noteworthy outside the golem, largely using the terraforming just to buff his attacks with random flying boulders. You actually have some decent interactions with the indentations you make in the stage and seem at least aware he's less functional on stages like Delfino... though you make little attempt to work around this, which kind of disappoints me. It's not a terrible set at all, and I feel it could have easily been your best this contest had their been a little more to the golem, but as is the whole thing just feels bland and awkward.

Ampharos

You know, after stuff like Zexion and Gardevoir I was really becoming excited for your sets, but to be quite honest Ampharos is pretty bloody terrible. The attacks are all functional yes, but there is very, very sparse flow in this set. Frankly, the shield mechanic you had could have been interesting, but ultimately you do fairly little with it and on most attacks the changes to the shield feel largely irrelevant, as you just try and make some bland, though Ampharos-ish, attacks. When you do make it relevant, it is entirely as an ammo bank to fuel your stun moves to land your big attacks. Stun moves to land big attacks is probably the worst stock playstyle in how bloody overly simple and flowcharty it makes playing the set. Frankly, even a generic electric attack based camper would have been better. Between that and the lack of any decent individual inputs bar the Smashes(and even then, you've come up with considerably more clever), I'd say this is without a doubt the worst moveset you have ever made. It's not like Ampharos is an easy Pokemon, but from you I expect a heck of a lot better than this.

Shana

Allow me to get my complaints out of the way first. I do feel that the sword powering mechanic, while in character, makes the first phase of her gameplan rather boring, since it just forces her to play Dragonball Z character and fly up in the air and camp while charging up her blade. It doesn't really have much depth, though I suppose you wanted to devote more to the melee game, certainly in character but all the same I feel that you could have done a little bit more with the battle prep phase. There is a little deviation at least due to the fire triangles allowing her to pull some tricks with her Dair and such, and ultimately the majority of Shana's fighting isn't going to be her powering up her sword like this.

The actual set itself is shockingly good, with the shield pressure game becoming a lot more interesting in the context of fire flooding the stage, making rolls dangerous and dodges punishable. Yes, the shield breaking itself isn't anything too amazing on it's own, but you at least come up with some decently clever stuff with it, the glide attack I very much like in the context of a burning shield. I also really enjoy the use of the fire around the stage, with the pillars of flame that can be diverted through various Tri-Flares, or using other lingering flames to power said pillars. Not to mention, of course, bringing them around with you on the stage to aid in a gimping attempt with her free flight. On top of that, it's a very offensive take on a set-up character in a similar manner to Houndoom, but with a lot more depth to it due to the addition of said shield breaking and gimping games. It all comes together into a fun, deep, and versatile set, which I never could have seen coming given the character choice. This is honestly way better than Yuffie Silver, and frankly if this set gets ignored for whatever reason I'm going to be very disappointed in you all.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
MYMini#14 - Who knows, you might see the rest of it next contest

The Harbor

----------- Cutscene: Courage and Wisdom -----------​

Beneath a long cliffside lies an abandoned port. Built of nothing but planks and grit, dotted with decaying wooden shacks, the only things to be seen left here are numerous wooden ships and the usual emptiness that permeates the backdrops of this world.

But look: one wooden pirate ship, well-kept and vibrant in comparison to the others, approaches from the sea and docks by itself. Someone jumps out of the ship and onto the pier - it's Toon Link! *cue name drop* He looks like he's ready for adventure as always, though also a bit curious as to what happened here.

There's only one course of action: dash straight into the heart of the port, sword and shield in hand! But a voice of warning shouts out from behind him just as he crosses into the harbor, and as he looks back, he doesn't notice the Dark Cannon behind the large post he passed by, charging up and aimed straight at him.

In the sort of slow-motion close call sequence that you'd expect, a grappling hook grabs Toon Link and pulls him back to where he first landed - just as the fatal yellow arrow flies towards where he stood a moment ago.

Toon Link falls face-first on the planks, then looks up sheepishly at his companion - Tetra. She doesn't look happy at all that he blundered into a trap like that. *cue name drop*

Toon Link gets up and the two look at their assailant, who's none other than King K. Rool himself, all smug and irritated at the same time. He looks a bit purplish too, but that's probably nothing. Wielding the massive cannon with both hands, he attempts another shot at the duo. But they're already dashing towards him with determination blazing in their eyes; K. Rool fires, but they easily sidestep the arrow (it's not even worth slowing down the action to watch) and out of the camera. The Kremling King is momentarily stunned at their agility - enough for Toon Link to leap up and strike him straight on the crown with a vertical slash. K. Rool is stunned and drops the cannon as Tetra jumps and kicks the dazed reptile in the chest, landing on her feet while K. Rool stumbles back and trips.

K. Rool recovers and gets up; he's equal parts shocked and enraged because of these kids. Toon Link and Tetra share a smile before rushing into the fight. They can deal with this bozo easily.


----------- Game Start -----------​

Play as: Toon Link, Tetra
Opponent: King K. Rool {1 stock}
Music: King K. Rool/Ship Deck 2
Stage: Flat wooden pier that runs into the blast zones. Tetra's ship is docked next to it in the background, and a few other piers can be seen further away. Beyond that is the edge of the cliff looming over the harbor on the left half of the background, and the rest of the sea on the right.

A simple pseudo-boss fight where all you have to do is knock King K. Rool into the blast zone. K. Rool here is hard to defeat as the other trophy clones, so it'll take longer than you might expect.You shouldn't need to resort to cannonballs here, since both characters are good at peppering foes at close range and are just as adept with projectiles.


----------- Cutscene: The Kremling King -----------​

K. Rool's trophy falls on the ground close to the camera, with Toon Link and Tetra looking victorious indeed. Cut to an overhead shot of them walking forward, only to jump back as the trophy dissolves into purple dust - yet another fake conjured by shadow bugs. An uproarious familiar laughter rings from the top of a three-story building in the center of the port; the two look up to see the real King K. Rool standing confidently above them *cue name drop*.

Toon Link wastes no time in dashing straight into the port once more. Tetra tries to call him back, then follows after him with an annoyed expression. She can't let this idiot get himself beaten up, after all.


----------- Game Continue -----------​

Music: Song of Storms
Stage: A long path going left, segmented into flat portions and ramps that slowly slope upwards and downwards. The occasional hovel or warehouse might get in the way, wherein you'll need to jump on the roof and move along that before jumping back down on the pier proper and continuing. The background consists of the rest of the harbor and the cliff wall that overlooks it, with the sea visible on the right yet slowly moving out of view as the two trek onwards.

Unsurprisingly, the path is littered with Kremlings as well as a few members of the Subspace Army.

[COLLAPSE="Who to expect:"]


Kritter - 20% stamina

Basic mook, almost as tall as Donkey Kong. They'll either claw forward (5%) or grab and pummel your characters (2% per pummel), though they're easily beaten up and can barely jump. Beware, there's a lot of them.



Krook - 15% stamina

They have a bit more range than Kritters with their hook swipe (5%), and they can also throw one of their hooks, which will fly straight forward (7%). They can only do that once, though, and can be quickly dispatched.



Kutlass - 15% stamina

Almost as small as Kirby, but much more deadly. These guys will slash their swords around themselves in a frenzy (7% per hit), making a hitbox much larger than their hurtboxes, and dash straight ahead. This lasts for maybe three seconds or so before they slash straight at the ground and get their sword stuck, in which case they'll try pull it out and leave themselves open. They can jump somewhat high, and can start their attack anytime in midair.



Kannon - 25% stamina

Tough nuts that shoot at you with cannons from far away. They can't hit you until they first appear within the camera, but you're pegged a target even after you try running out of sight. They can fire cannonballs at any angle (10%), which will fly as fast as Link's arrows and will only stop after hitting the ground. They can only fire once every two seconds, though. Don't think aren't capable of pounding a fist (9%) straight in front of them, though.



Klobber - 20% stamina

The occasional barrel will appear along the way, though it'll really be one of these guys. They'll never appear at the bottom of a slope, and will pop out as soon as a character comes close, in which case they'll then shove them like a wall and try to push them into a hole, other enemies, or the blast zone. But they're easily jumped over, and when stomped on, hide back in their barrels which can be picked up and thrown. Those that appear on the top of slopes may end up tripping and rolling down the ramp, which might be trickier to avoid.



Of course, the Subspace Army is still here for back-up. There's plenty of Feyesh flying about, with the Auroros oddly scarce; maybe they're learning to stop being free throwing items. The Borboras are strategically positioned as usual, ready to keep characters back while Kannons or Klobbers can land a good shot. Shellpods only appear in blank stretches, though often accompanied by a number of melee Kremlings.

[/COLLAPSE]

You'll have to climb a number of rooftops to reach K. Rool.


----------- Cutscene: Too Easy -----------​

The two reach the rooftop - with K. Rool standing triumphantly on the far side. Suddenly, hordes of Kremlings either crawl up or drop down on the roof, surrounding the duo. K. Rool leaps up and behind his army, then flies away on a helicopter backpack.

But Toon Link's not letting him get away - with a well-placed arrow, he fires straight at the helicopter blades, which begin to short out. K. Rool looks up in panic and tries to get it working again, but a cannonball smashes into him and send him flying to the far side of the harbor.

A timely shot by Tetra, but those Kremlings are getting closer, and the two have their backs against each other as they prepare to fight these mooks.


----------- Game Continue -----------​

Music: Battle for Storm Hill
Stage: A long building rooftop the length of Battlefield, with two floating plank platforms above it and spaced evenly.

It's that basic "beat tons of enemies on a Battlefield-style stage". There's six waves in total with the mooks split equally to come from both sides, so stick together and try not to die.

Wave 1: 8 Kritters, 2 Krooks
Wave 2: 4 Kutlasses, 2 Klobbers, 2 Borboras
Wave 3: 6 Feyesh, 6 Kritters, 4 Auroros
Wave 4: 4 Kritters, 2 Krooks, 2 Kutlasses
Wave 5: 4 Krooks, 2 Klobbers, 2 Kannons
Wave 6: 4 Kritters, 2 Shellpods, 1 Greap (this'll spawn in the center; good luck with this one)


----------- Cutscene: The King's Ace -----------​

K. Rool's already recovered himself, and looks towards the rooftop where the two battled - emphasis on "battled". It's well and empty now, and the the king looks down on to see Toon Link and Tetra running straight at him. Momentarily stunned, he then grins and pulls out a remote with a single red button, pointing the antenna at the far side of the harbor before activating it.

Something big explodes over there, which makes are heroes stop and turn around to see what made that noise. It's only then that Tetra notices a barrel of explosives tucked away at the side of one of the buildings, connected by only a trail of gunpowder.

Another explosion follows, a bit closer this time. Tetra grabs Toon Link and the two start running.


----------- Game Continue -----------​

Music: Molgera Battle
Stage: Similar to the first traveling section, although the cliff covers the entire backdrop. The slopes and buildings in the way are more common now.

There's few enemies in the way here. All the Kremlings encountered are running away from the encroaching explosions as well, so you don't need to bother with them. Those Subspace mooks, on the other hand, don't have any sense of self-preservation whatsoever, so expect the same ones to still get in your way. Especially those darned Borboras.

You'll hear explosions from the right side every five seconds, with the zone where you started blowing up fifteen seconds after the game starts. The explosions cover a whole Final Destination in length, and are nothing less than lethal, so your top priority should be moving with all haste. No, you can't backtrack here; just keep moving, navigate across the increasingly convoluted docks and get out of there. The end zone will be marked by light rays as always.


----------- Cutscene: Flying Solo -----------​

King K. Rool grabs onto a rope ladder dropped down from the Flying Krock, which begins to ascend from the doomed docks. The duo reach the edge of the wooden platforms that lead to nowhere but the sea; behind them, the explosions approach.

The two can only watch the cackling king climb up into the airship, but Tetra looks back at the burning harbor as another explosion rocks the air. She then turns to Toon Link who's still looking towards the airship; she knows he's not gonna like what happens next.

With a tug, she pulls Toon Link into a catapult then flings him skywards. It takes him a few moments to realize what happened, but just as he does, he catches and grabs onto the rope ladder dangling from the Flying Krock. He looks back to see an empty platform and a splash in the water; the platform then blows up as well.

She'll be fine...right? Toon Link turns back up and starts climbing the ladder as the airship takes off.

----------- Mission End-----------​

 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Dangit, Smady.
* Cryogonal *



1648051194819.png

- is the Crystallizing Pokémon
- a pure Ice-Type from the Unova region
- very frail thing, sticks around only in winter season
- moves fast for a snowflake, outpaces most Dragons, even
- still, a snowflake doodled during geometry class?
- GameFreak's reaching the bottom of their concept list, it seems
* Statistics *

- size = 5
- weight = 1
- ground speed = 9
- air speed = 9
- jump height = 7
- fall speed = 1
* Specials *

* Neutral Special = Icy Haze = 0% Damage, No Knockback *

- Cryogonal makes a hissing sound as it vents a white icy haze all around it for as long as the input is held
- it spreads at the rate of a Smoke Ball outwards, but slowly recedes on all sides so long as Cryogonal is hidden within it
- Cryogonal's percentage rises by 1% per 0.2 seconds while it makes mist, since it uses the ice in its body to do so
- hiding within the haze heals Cryogonal by 2% per second, in which only Cryogonal's eyes are visible - not its body or attacks
- foes aren't hidden by the haze, and they can use light and fire to illuminate an area around those effects through the haze
- if you actually read Aisling, this should seem familiar to you. But normal wind won't do anything to push this cold haze away
* Up Special = Levitate = 0% Damage, No Knockback *

- when walking on the ground, Cryogonal levitates a Poké Ball above the surface
- it doesn't mind banana peels, goop or slippery ground, since it floats above the terrain
- using this input, Cryogonal begins to rise slowly upwards, at the same rate it normally falls
- keep the special button held, and it'll keep rising, able to move left and right as usual
- either let go, or input another attack, in which Cryogonal will do the corresponding ground attack
- use a ground attack in the air, but Cryogonal descends afterwards. It only has one use of this per air journey
* Side Special = Aurora Beam = 10% Damage, No Knockback *

- Cryogonal fires a waving multicolored beam forward that extends slowly at the pace of a Freezie
- it's still hidden behind the haze, and the whole beam disappears when it stops holding down the input
- foes hit will turn the other way and obey inputs as though flipped for as long as Cryogonal keeps the beam up
- see, the foe also becomes hidden by the haze while a spectral replica indistinguishable from them in haze appears
- the replica mirrors their movements and any knockback they take, so foes need to leave the haze or get attacked to reveal the illusion
- this isn't meant to be used outside of haze, so combine their uses to make foes run into traps or off of ledges
* Down Special = Confuse Ray = 0% Damage, No Knockback *

- Cryogonal creates two glowing orbs that look identical to its eyes, staying still as it moves them about with the movement input
- any foe that passes through the orbs will either become dizzied for a short while if on the ground, or sent tumbling if in the air
- the orbs travel at the same rates Cryogonal does, but can pass through the stage and disappears a few moments after the input's released
- the orbs are visible in the haze, but Cryogonal becomes invisible in turn, somehow hiding its own eyes behind the haze
- it can lead foes astray or into a trap. It can also hide until the foe walks into its position, then unexpectedly strike with an attack
- Cryogonal is still vulnerable when moving the orbs around. Either use it against campy foes, or when the haze can be exploited
* Attacks *

* Jab = Rapid Spin = 1% Damage, 15 Hits per Second, Flinching *

- Cryogonal begins to spin very, very rapidly
- on its vertical axis, mimicking a weather vane
- it does this abruptly for one second before stopping
- during which it can move left or right at a walking pace
- it can even pass through solid traps this way
- and passively dodges any projectiles that might hit it
* Dash Attack = Sharpen = 2% Damage, 5 His per Second, Flinching + Medium knockback on final hit *

- Cryogonal's edges glint as it begins
- spinning like a rotor blades as expected
- sawing through anyone on its path
- before resuming its normal floating
- only unexpected in the haze
- might KO someone at 200%?
* Forward Tilt = Icy Wind = 2% Damage, 18 Hits, Wind Hitbox *

- after a moment, a cold gust blows away from Cryogonal's front
- it's a BFP long and pushes foes in the same direction
- all while damaging them as the wind chills them
- strong enough that dashing against it does little
- even Sonic will still be pushed away, albeit very slowly
- it only lasts for three seconds, with only one out at a time
* Up Tilt = Light Screen = 0% Damage, No Knockback *

- Cryogonal sets up a glimmering barrier in front of itself, which takes a few moments
- it stands as tall as Cryogonal does, and lasts ten seconds before fading away
- it reflects most projectiles that come its way back at the same speed, and hides behind haze
- Aurora Beams will instead be channeled as though the barrier were performing Side Special
- Cryogonal can make a barrier do Side Special in its place, and thus still attack the hidden foe
- but if the beam escapes the haze, the ruse is lost. Reusing this input erases any existing barrier
* Down Tilt = Frozen Path = 1% Damage, 3 Hits per Second, Flinching *

- Cryogonal faces down and breathes out a deep downwards chill
- this turns the stage below it into icy terrain, which it doesn't mind
- holding down this input lets it continue further than 0.8 seconds
- during which it can slowly move left or right to further freeze the area
- it can do this from any height while striking any foes in the way as well
- terrain remains chilled up to twelve seconds, during which ledges lose their edge...
* Grab Game *

* Grab = Chain = Grab Hitbox *

- see that long string of circles extending from Cryogonal's face? I'm not sure what they are either
- regardless, its grab turns them into ice crystals that attempt to chain someone an SBB away
- both start and end lag are punishable, but the pummel strikes for 2% every 0.3 second
- foes won't appear grabbed, but are unable to attack and must still button-mash out of it
- Cryogonal still remains hidden when grabbing someone inside haze, leaving foes unaware
- Confuse Ray can lead foes looking the wrong way while Cryogonal prepares to catch them
* Back Throw = Circle = 14%, Set Knockback *

- Cryogonal spins in a manner like its jab
- except for a shorter while and with less damage
- and the foe is tugged and spun along with it
- at the end of the throw, the foe is released behind it
- sliding back and dizzied from the ordeal
- might be more effective on an icy surface
* Up Throw = Chuck = 14% Damage, Prone *

- Depending on what side of Cryogonal the foe is
- Cryogonal will spin around once with such force
- that the foe is flung off and over Cryogonal
- and down into the ground, in prone. Ouch
- the chains break at that point ending, the throw
- set foes down and distance yourself as needed
* Down Throw = Confine = 12% Damage, No Knockback *

- Cryogonal chills the foe's lower half
- encasing their legs in a block of ice
- when they're released, for six seconds
- they won't be able to jump off the ground
- or use kicking or leaping attacks either
- if they don't have legs, it'll freeze what fits
* Forward Throw = Channel = 0% Damage, Dragging *

- Cryogonal simply gains its movement back
- and drags the grabbed foe wherever it goes
- it's much easier to do so on icy terrain
- just beware that they can still break free
- so bring them to a potential hazard or something
- or maybe even off the stage, if it'll help
* Aerials *

* Neutral Air = Sharpen = 1% Damage, 10 Hits per Second, Flinching *

- Cryogonal spins clockwise
- this seems similar to its dash
- but it spins for much longer
- and doesn't move left or right
- and the hitbox extends further
- by a short distance. No lag here
* Up Air = Slash = 12% Damage, Medium to High Knockback *

- The topmost angle on Cryogonal
- glows a bit brighter, then it spins
- once around, but once is enough
- performing well as a GTFO move
- or even a KO move, if timed right
- the start and end take a few moments
* Forward Air = Ice Saw = 14% Damage, Low Knockback *

- Cryogonal rapidly rotates again
- but tilts back, then swoops forward
- by a SBB, flying like a curving buzzsaw
- before tilting back up and turning around
- putting itself on the other side of foes struck
- its quickest distancing attack, especially in haze
* Down Air = Cold Front = 2% Damage, 12 Hits per Second, Wind Hitbox *

- Cryogonal tilts straight downwards
- and makes a chilling wind like its F-Tilt
- except that it points straight down
- to keep foes down on the icy terrain
- don't want them jumping around so much
- some moments of lag on both ends
* Back Air = Recover = 0% Damage, No Knockback *

- Cryogonal starts slowly concentrating
- any haze its stands in contracts faster
- at triple the rate, healing it for as much
- it still descends in midair, but can't move
- when used outside the haze, if there's any
- the haze will be drawn to it and reabsorbed
* Smashes *

* Forward Smash = Ice Shard = 15% - 21% Damage, Medium Knockback *

- Cryogonal begins freezing the air in front of it
- enough that shards of ice start forming in a line
- that extends from a SBB to four SBBs when charged
- on release, they float for a while, already hitboxes
- then drop straight down to rain on foes, disappearing
- once they strike anything. Hidden behind haze as well
* Up Smash = Sheer Cold = 18% - 25% Damage, High Knockback *

- Cryogonal spins around and super-chills the air around it
- an explosion-sized trap only revealed by tiny snowflakes
- unless behind the haze. Should a foe run straight into it
- the cold will act a moment later, gathering, striking, freezing
- like a Freezie, sending them skywards as they are imprisoned
- this frozen state behaves like those made by Lucas' N-Special
* Down Smash = Ice Beam = 16% - 22% Damage, High Knockback *

- Cryogonal looks down once again and fires a concentrated beam
- of ice that gathers and forms a SBB-height ice spike on the ground
- the beam does damage, but the spike is the true danger, walling
- and punishing those that fall upon it, freezing those at 150% even
- it lasts between eight and twelve seconds, and has 30% stamina
- but Cryogonal can just make another one. As many as it wants
* Final Smash = Cryostorm = 12%, 3 Hits per 2 seconds, Medium Knockback*

- Icy haze gathers at the edge of the screen as Cryogonal starts
- emitting hexagon-shaped pulses of cold from its body, while it
- moves in freeflight. The pulses reach the size of a Smart Bomb
- explosion before dissipating and freezes any foe it passes through
- Cryogonal is invulnerable and even heals 40% over those eight seconds
- it seems I'd forgotten this part this the first time, how careless of me
1648051327379.png
Playstyle
1648051335113.png

- Cryogonal can't take a hit, let alone if it racks up its own percentage just to cover the arena in haze
- it wants as much stage control as possible, freezing the surface and creating traps with its smashes
- inside the haze, Cryogonal can fool the foe and lead them astray, or simply wait until the foe walks into it
- all its attacks are hidden by the haze after all, and only the tilting and spinning of its eyes give away that it attacks
- if you can remember where the Aurora Beam strikes a foe, you can strike at their hidden selves when it'll be too late
- grab them and reposition them, then finally slide them off the stage they can't grapple back onto. Or freeze them skyward.
 
Last edited:

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Incomplete Set #7





Kotaro Fuuma~



Kotaro Fuuma is a character from Sengoku Collection, a terrible, terrible anime that revolves around Japanese historical figures arriving in the present era and living out some boring life...it's a lot worse than it sounds too. Kotaro is a energetic and carefree ninja, comparable to Yuffie from FF7 in how she even wields a giant shuriken only a lot stupider, seemingly not being able to do a lot of the flashy tricks you see lots of fictional ninjas do (she RAN from a battle she lost while dragging her shuriken behind her instead of doing something cooler). What's never elaborated on in the series dog tail protruding from Kotaro's back, though given existing Japanese Mythology she might be a youkai or having had descended from one.

Stat-wise, Kotaro is a blatant rip-off of Yuffie but with one glaring difference: she jumps reeeeeeeeeeally high. One jump takes Kotaro as high as all of Lucario's jumps and recovery put together, and with both of them she can very easily reach the top of the screen due to being a ninja and part spirit creature. Kotaro falls as quickly as Fox, but by holding the jump button the player can make her take out a kite and fly around with the same physics as the parasol item from melee...just be careful not to take too much off-screen damage from the magnifying glass if you're planning on camping up there.​


Specials~

[Neutral Special - Shuriken Toss
Kotaro readies her oversized shuriken behind her while charging for up to a second before tossing it in the chosen direction. The shuriken travels 2-10 SBBs in a straight line at Mario-Sonic's dashing speed before returning to where Kotaro is like Link's Boomerang, dealing a strong 10-22% that KOs at 180-95% while moving through enemies it hits. The shuriken reflects projectiles weaker than it is on a slight angle or even straight back at random, and if any attack out-prioritizes it it'll return to Kotaro prematurely. If the shuriken hits a surface it'll embed itself there as a trap that deals similar damage to a Urina and causes projectiles to be bounced off 270 degrees (or in an L shape), meaning projectiles coming from the sides travel upwards while those coming from above travel forward in the direction their owner was facing. Kotaro automatically picks up her shuriken when she touches it, which she'll need in order to use this move again, while foes can knock it down like a Urina if it's getting in their way.​

[Side Special - Kunai
Kotaro bends down and tosses a kunai forward in what appears to be a clone of Falco's blaster that can be angled slightly, with the kunai sticking to its target afterwards in what appears to be a cosmetic effect foes can shake off with 3X grab difficulty. If Kotaro was holding an item or there were any next to her upon smashing the input she'll attach them to the end of the kunai and they'll go flying with it. This gives the effect of kunai sticking to objects actual meaning, as objects like bomb-ombs can be made to detonate in a foe's face should they attack it while it's stuck to a kunai stuck to them, greatly restricting their ability to attack. If this move is used in the air Kotaro will toss the kunai downwards at a much quicker pace much like how Falco's blaster is faster in the air, also greatly delaying her descent much like when happens when Fox spams his reflector in the air. A fun use of kunais is to take advantage of a flying shrunken by bouncing them to give your foe trouble, or even use one you embedded into the ground to bounce kunais you're throwing down so you can pester foes on the ground.​

[Up Special - Shadow Step
Kotaro hunches down for up to 4 seconds while you hold the input before shooting off in the desired direction at impossible speeds, covering the same distance one of her jumps does as if they already weren't enough. Kotaro doesn't deal damage from her rush, but has invincibility frames and steals any item a foe's holding as well as catching any along the way minus those stuck to kunai - if Kotaro gets more than one item or is already holding one she'll store those and save them for her kunais when the input is smashed, with said items falling out of her from the top of the screen when she's KO'ed. Kotaro will never KO herself by going off the sides of the screen with this move, and automatically clings to any walls or ceilings she comes across, being able to crawl across them slowly - holding B while doing this lets Kotaro use this move should she desire, even if she's used it in mid-air.

This move has another quirk to it that makes itself obvious off-screen, in which case Kotaro will sneak over to the other side of the blast zone when you hold the input (if she was at the top of the screen she'll appear at the bottom and so on), defying gravity and hiding for the 4 seconds she's allowed to. This is an escape trick Kotaro can use if somebody's about to attack her when she's hiding and threatening to kill her, but it can also be used for the equally cunning purpose of re-directing her shuriken's path to catch foes off-guard. Speaking of the shuriken, if the input is tapped and it's out somewhere Kotaro will immediately rush to where it is, even if the distance would be further than the recovery would take her.​

[Down Special - Dog Form
Kotaro does something nobody would have expected...with a poof, she turns into a small dog! Hey, what were you expecting with she having that dog tail? Kotaro looks a little embarrassed in this form which is clearly not fit for a ninja, she taking 1.5X more damage and being incredibly light, but moving around nimbly at Falcon's dashing speed and having the aerial capabilities of Ivysaur, still having the kite on her if she was flying with it prior transformation. If Kotaro was holding her shuriken it'll immediately fall out of her hands and deal its charged damage to anyone hit along the way, along with any items she was holding or storing via the Up Special - said items will simply form a pile around dog-Kotaro on the ground. Kotaro cannot pick up her shuriken in dog form but rather moves around it, she instead digging a hole and burying any item in front of her (including her shuriken) within 0.5 seconds with the Neutral Special input that can be dug back out within 0.2 seconds in dog form and 0.7 seconds in human form. Being in dog form is pretty costly to Kotaro when she's limited to various inputs (she can still use her Side Special and Up Special) and is unable to return to normal until 4 seconds have passed. Kotaro cannot throw items as a dog but can still pick them up, simply dropping them when using Z.

Dog form has another gimmick to it, albeit an arbitrary one. You see, Kotaro ganders a lot of attention as a dog, and as such the screen zooms in on her location as the crowd cries in affection, not even showing the other characters in magnifying glasses. It's pretty troublesome for foes who can't find their way to attack such an easy target, and this is made all the worse when you consider all the items that'll fall out of Kotaro when she transforms which can hit foes if they're not careful - a good way to mess up their recovery. Note that Kotaro will not be zoomed in on if she's being obscured by something like a smoke cloud.

There's something else I should mention that makes dog form genuinely rewarding: Kotaro heals 3X as much from food items, enjoying them far more as a dog. She'll need that healing from the damage she takes from being off-screen so much, after all.​


Standards~

[Dash Attack - Dragging Slicer
Kotaro drags her shuriken behind her at half her dashing speed, dealing multiple hits of 1% and flinching knockback to anyone who somehow gets in the way as well as dragging items. Once A is released Kotaro swings her shuriken upwards, dealing 10% with good mostly upwards knockback that KOs at 165% while launching the dragged items in random arcs ahead of her. This move also disturbs any buried items, uprooting most while detonating explosives in a rather inconvenient manner - at the very least stuff like bomb-ombs will be out of Kotaro's range when they explode.​

[F-tilt -

[U-tilt -
Kotaro jumps offscreen, dealing 5% to anyone she comes across. Kotaro has gone on a mission to get sweets from all over Japan, suddenly appearing at that same spot when you press a button.​

[D-tilt -


Smashes~

Kotaro's Smashes can be used in the air for good measure.​

[F-Smash - Fishing
Kotaro does something unexpected for a ninja, taking out a fishing rod and throwing out the line 4-16 SBBs away from her.​

[U-Smash -

[D-Smash - Pellet Bomb
Kotaro takes out a seemingly harmless pellet which acts as a throwing item similar to a Deku Nut, creating a blast that deals 10% with radial knockback as powerful as Snake's grenades on contact with a foe, but oddly enough don't explode when hitting a surface. Charging the Smash does nothing to affect the bomb, but rather has Kotaro mingle with her clothing to store an extra bomb for every 0.4 seconds charged - shielding lets Kotaro cancel taking out a bomb and keep the bombs stored to mindgame foes, while taking out one when holding another item stores it. This is useful for creating extra items Kotaro can drop when transforming into a dog or even better stick onto thrown kunai, creating the "sticky bombs" mentioned before in said move that'll detonate if the foe tries to attack them, halting their forward attacks if hit from the side and those from above if hit from there. To make things scarier pellet bombs are tiny enough that one can barely make them out on a kunai, and when attacked the blast is roughly 0.1X stronger and larger for every 3% the attack did whilst knocking characters in the direction they came from, dealing the attack's knockback if it dealt more than the bomb blast.​


Aerials~

[N-air - Smoke Bomb
A smoke bomb falls out of Kotaro, creating a hitbox near her that deals 6% and light upwards knockback. The move also creates a typical stationary obscuring smoke cloud that barely covers all of Kotaro for 5 seconds, though it's not that convenient given she'll be falling through the air unless made right as she hits the ground, in which case she suffers no landing lag and the hitbox is twice as powerful. If used off-screen, the smoke covers that entire area for as long as Kotaro is in it and for 5 seconds afterwards, causing that magnifying glass to no display anything nor show the damage accumulation of anyone inside for that matter. This is a cunning mindgame that creates the basis of Kotaro's air game, letting her soar around with her kite to set-up and attack foes when they least expect it. Kotaro has to be careful not to go off the sides of the screen and kill herself, though to be fair her projectiles give away her position so it generally shouldn't be much of a problem.​

[F-air - Upbeat Break
Kotaro roundhouse kicks diagonally upwards before bringing that foot down violently in a surprisingly fast physical attack. The first hit deals 4% with weak knockback, more often than not connect with the second hit that deals 8% and strong diagonal downwards knockback that KOs at 145%, sending foes sliding across the stage pretty far if they were grounded. The first hit sends foes at a mostly upwards angle at very high percentages and KOs at 200%, but otherwise has weak knockback growth to it that always keeps the second hit coming. While Kotaro usually jumps too high to hit foes conventionally with such a move, she can hit them when jumping from the bottom of the screen from her Up Special, knocking them across the stage before being able to camp at them with her customized kunai. If Kotaro uses this move on her moving shuriken she'll defy gravity for a moment while the first hit makes the shuriken spin as a static hitbox before the second knocks it down where it'll embed itself in the ground, most likely being positioned so it's between Kotaro and her foe.​

[B-air -

[U-air - Net
Kotaro tosses a net above her that reaches 0.2 SBBs upwards and 1 SBB sideways, catching foes above her in a grab hitbox that must be escaped by dealing 25% to the net. In the meantime, Kotaro drags the net beneath her with realistic physics and lets go of it with another input of the move, tossing the net in a direction based on her momentum - if she was jumping for example the foe'll be tossed upwards (but not star KO'ed) while they'll be spiked if she was falling. The net also catches items and gives them to Kotaro, she storing them if she already had one or caught multiples.

If used off-screen Kotaro creates a 2.5 SBB wide net trap that hangs off the top of the stage. The net cancels the momentum of any character knocked into it and prevents their deaths once before snapping while causing items and projectiles to bounce off it with twice their momentum, becoming deadly weapons in the process. There can be up to 2 nets off-screen at once, so it's a matter of choosing a particular location where Kotaro can camp and be safe from being Star KO'ed.​

[D-air - Hyper Crash
Kotaro flips before stretching her legs out and dropping down at high speeds similar to a typical stall-then-fall, dealing a tremendous 24% with mostly upwards knockback that KOs at 85%. If that damage wasn't enough on its own the move deals a further 1.5% and KOs 3% earlier for every SBB height Kotaro fell from, so you can tell there'll be a fatality or two when used from the top of the screen. If the jump input is used quickly enough when Kotaro lands on a foe she'll jump off them a height equal to that of her two jumps combined so she can go back to camping at the top of the screen. To make this move scarier Kotaro won't catch her shuriken if it was traveling, and instead it'll go up to the top of the screen as a second hitbox that can damage foes who barely dodged the mighty kick. If you're clever enough the shuriken can be bounced back down via making contact with a net, though in this case it won't home in on Kotaro magically and rather travels in a straight line. Kotaro can also attempt suicide by plummeting into a pellet bomb stuck to the foe via a kunai she threw from above, being able to avoid death if she placed a net above while her foes die when said net isn't there to save them.​


Grab~

Kotaro reaches out in a serious ninja grab, covering their mouth with her hand and holding a kunai to their neck. If used in the air Kotaro will plummet down in a stall-then-fall manner comparable to her D-air, dragging anyone she comes into contact with down with her before pinning them to the floor as she sits on them, holding their face to the floor with one hand and a kunai to their neck with the other. The aerial variant yields stronger results than the ground variant and can be used to deliver surprise attacks from the top of the screen, though Kotaro suffers punishable ending lag if she misses and can end up killing herself if she accidentally uses it off-stage. On that note, this move can be used to suicide KO with a foe and is quite effective given how high Kotaro jumps. Ninjas are always ready to die to complete their mission, though I doubt Kotaro would want to die so easily when she could be having fun instead.​

[Pummel -




Playstyle~

Kotaro Fuuma is one of those super-cool ninjas who likes to hide in the shadows, though in this case she makes a living by camping at the top of the screen and obscuring herself so foes can't see her.​





Basically Agiri 0.2, but I wanted to see the concept of setting up traps in the top blast zone where nobody can see them, and I really couldn't think of a character who could do that aside from ninja. This was originally going to be some jokeset given Sengoku Collection is one of, if not the worst anime I've ever seen, though to be fair I do kind of like this character for how terrible most of them were. The franchise is what prevented me from wanting to complete it though, as well as ninja/item manipulation set getting to repetitive from having done so with Atmey. Also, the set felt far too competent for a character who's supposed to be stupid.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
It's really coming down to Silver of all people to keep this thread alive? for shame

So yeah, pretty much obligated to comment Khamsin, seeing as Kibble put up with all the sh*t I gave him. Thanks for getting everything done quickly, btw. Now Khamsin is honestly a very un-Kibbley set, with all the stage altering that is usually the realm of HMA characters. I think you should really word the neutral special better, as you talk about the holes it makes in the stage moreso than the fact that it turns that section of the stage into rocks and boulders that he can swing around as a weapon. In fact, I think this set as a whole should've had more detail than the usual Kibble set due simply to the sheer amount of ways Khamsin can break up the stage and manipulate boulders. Specifically, you have the golem at the start of the set, and you barely even mention it again until the playstyle. And it's not until the playstyle that you talk about all the stage destruction setting the stage for the golem to take charge. Khamsin is actually a pretty awesome set in concept and playstyle, but you make it kind of hard for readers to realize that.

My biggest complaint about the playstyle is how much Khamsin relies on his Side special: I think you should use the flame whip in another move or two just to give him more ways to latch a boulder onto it, so players will figure out "hey I can swing boulders around" faster. The thing is that, without a boulder to swing around, Khamsin's moves are really slow and predictable, and the ones that deal significant knockback are really hard to connect with. Unless he's made extensive use of the neutral special to turn the stage into a playground of rocks to buff his attacks/attack speed, that is. With tons of rocks lying around AND a boulder on his chain, Khamsin really becomes a master of keepaway. I especially like how, while flinging boulders and rocks around, he creates large holes and hills and such. And then he can abuse foes that fall into them, keeping them caged in so he can transition into the golem and finish them. Even some of the smaller touches like fusing Qudesh's Heart Chamber into a pile of rocks are quite the cool interactions. A couple of the throws seem like an afterthought to me though: I suppose the dthrow can give Khamsin time to set up/transition to golem, but I think you could introduce more interactions with a buried foe (exploding the rocks they're trapped under for increased damage or something).

Overall I came into this set with somewhat low expectations, but Khamsin is actually a pretty nice set. All this set really needs is some increased detail, which I know isn't really your style, but when you're talking about stage altercation, the specifics are important. Great job regardless :D
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
The Weird Rider's SSE Role

*Note that this takes place around the time of Meta Knight, Snake, and Lucario's storming of the two ships. The first scene is right after MK and Lucario's fight atop the mountain.*

The Weird Rider is seen piloting Thunder, his "horse", across the great desert. The warring battleships are visible even from here, and Cole, being the investigator he is, naturally wants to see what all of the fuss is about. As he flies, he notices a familiar one-person craft closing in - The Wolfen, piloted by none other than Wolf himself. Cole fires off two warning shots to ward him away, but Wolf, being the egotist he is, takes it as fightin' words and shoots down Thunder, causing a visibly saddened Cole to eject. As he falls, he throws down one of his Shields and bounces off of it, landing safely. He then whips out one of his pistols, and, after a bit of aiming, bounces a shot off of the shield and into the Wolfen. Wolf falls to the ground, claws at the ready, and the two lunge at each other...before being interrupted by none other than Onix.

The Onix burrows it's way up from the ground, right in between the two space cowboys, obviously peeved that his nap was disturbed by some loud explosions. The two exchange a knowing look, and put aside their differences to save their own skins.


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The Onix boss fight is very much a 2 v 1 versus Plorf's Onix, controlled by a CPU. You get to chose one of the two Spacemen, while the other is controlled by yet another CPU. Onix's only difference is that he has 300 HP, instead of his normal KO method, and is invulnerable to hitstun. Overall, it plays a lot like the Rayquaza fight from earlier, with the only difference being Onix's vastly superior movepool.

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After the fight, Onix gives the two an ugly look, before burrowing down into the ground once more. Cole and Wolf both look towards the Great Fox and Halberd, and begin to walk in it's general direction. What follows is some pretty basic platforming with the two, as the desert levels are similar to the already-existing desert levels in the SSE. After a few stages, and a few skips back to the actual SSE story, the two come across a familiar Waterfall, just in time to see the ship containing the DKs, Cap and Olimar make it's way toward the Island. Cole grabs Wolf and Rocket Boots them to the ship, where they seem to hide in it's underside. They get close enough to the Island, and instead of going in with the rest, they Rocket Boot into the vast forests of the Island. There are a few forest-esque stages following, again with more intercuts to the other stories, before they come across something of interest: a Speedy Blue Hedgehog named Sonic (the remix).

Sonic speeds by them, as Wolf sticks out his foot and makes him trip. Cole helps Sonic up, shooting a glare at Wolf, who shrugs smugly. Sonic looks at the two, then points at the mountain that takes up a massive amount of the Island, and runs off. Cole and Wolf hurry after, struggling to keep up. The SSE plays normally from here, right up until the Great Invasion, when the ship takes in the Island. There is a shot of Cole, Wolf, and Sonic getting sucked up, and eventually shows them in Subspace. The other Heroes fight back and (unknowingly) follow them into Subspace. From here, it plays normally again, except with an added level with Cole and co. When the other Heroes finally reach Tabuu, and he sends out his red rings of death, Cole quickly puts a shield up to keep him and the other two safe from the rays. Ness, Luigi, and Dedede's heroism plays, up until the heroes are all walking up to the great maze. Cole and co make it, but their walk up the staircase is cut short by an old enemy: Onix shoots out out of the orb representing the desert, now Evolved into a Steelix. The Steelix destroys the staircase with it's tail, while Cole, Wolf, and Sonic all strike fighting poses.

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The Steelix fight is against a beefed up Katapultar Steelix, who is immune to any stun or knockback whatsoever. He has 500 HP at medium difficulty, and all of the PCs are out at once, your allies controlled by CPUs. The fight also constantly changes stages, as Steelix, with every loss of 150 HP, gets pissed and smashes the current stage. It's a pretty tough battle, but not unwinnable.

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After the battle, the three look exhausted, and decide to leave the heroes to their vices (AKA: The Great Maze). The SSE plays as usual from here on out, as Sonic makes his usual appearance at the end. Cole and Wolf shake hands while looking over the victorious victors, as there is now an added scene of all the characters interacting with one another, celebrating the victory against total annihilation.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
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Location
Australia
Here's something to distract you all with so you don't get your minis done!

Make Your Move 12 Story Mode - PART 2

Part 1 can be found here


War between two evils was about take place on a small tropical island, which had very recently been tainted by the terrors of Smot. The island was beyond uninhabitable with all the shadow monsters lurking about, which would be difficult even for the unity of our heroes to defeat. One by one, they all began to realize they had to leave the island after a suggestion from Naoto of all people that there were in fact more heroes out there who could help them...



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On that same island where Gardevoir had explicitly teleported the heroes off, the Once-Ler was holding a jar with a mysterious purple liquid that appeared to be looking at him...mini Smot! Once-Ler questioned how this would be useful to his plans, but the Mysterious Hooded Man told him that by making that creature grow all the power of this world would be in his hands. The same shadow monsters from before attempt to swarm the two men, only for the MHM to nonchalantly snap his fingers to make them all vanish into darkness. MHM tells Once-Ler that was a demonstration of the powers of darkness, and all those creatures were known as Heartless who side themselves with whoever's the strongest - Smot's sludge is able to corrupt hearts with darkness and create them, and by using his greed and lust for power Once-Ler would be able to control them and make others around him into Heartless. MHM then looks into the distance and tells Once-Ler to create his own legacy, and that two men are arriving to his location of whom he can use for whatever he likes - with that, he disappears into a portal of darkness.

The man's words were no lie, as Once-Ler saw ahead of him a relieved Captain Hook and Coachman running to the safe zone in which he inhabited, free of all the Heartless swarming the area. Once-Ler got a shady look in his eyes as he welcomed his greedy comrades with a deal they could not resist...



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We cut to a white room filled with stylized yet empty thrones of greatly varying heights where 13 hooded men sat. One by one, they took off the hoods of their coats and revealed themselves: Roxas, Larxene, Marluxia, Luxord, Demyx, Axel, Saix, Zexion, Lexaeus, Vexen, Xaldin, Xigbar and finally their leader Xemnas. Peering at his cohorts from below, Xemnas told them that they had been hiding in The World That Never Was for far too long, and now the time had come to enact their plan to complete Kingdom Hearts: many Heartless have appeared on a small tropical island which after being destroyed will serve to fuel Kingdom Hearts once the hearts they hold captive are released. Roxas is the only among the Organization who wields the Keyblade and can free these hearts, as any other attempts at destroying the Heartless will just make them reform after a while. Destroying all those Heartless on the island certainly won't complete Kingdom Hearts however, and that they need to create more powerful Heartless by corrupting of the hearts of those who do have them. Furthermore, a certain agent of the Organization has given a greedy green entrepreneur the task of making the Heartless Breeder Smot return to its original form so that it can continue corrupting Hearts. From there everything will play out as it needs to, and that the Organization will have all the power it needs.



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On the streets of The World That Never Was, a dark city that looked as if it was constantly nighttime and always raining, a stubby man completely covered by a Organization XIII coat was roaming the streets of the Nobodies' homeworld. He threw off the hood of his coat, revealing himself to be Perches Poxtrot, a Nobody who was one of the original leaders of Organization XIII. Despite this however he was clearly not welcome on his old turf, as a group of Nobody Tempura Wizards attempted to lay siege on the man, only to be cleaved in an instant by a stylish pickaxe he materialized out of nowhere. "To think my old Organization would have gained this much power...." he said to himself as a portal of darkness opened up behind him.

"You mean OUR Organization?" a taller figure in a black coat stepped through, taking off his hood and revealing himself to be Toxinrial, the other original leader of Organization XIII. These two enigmatic figures lost their Hearts before Xemnas even knew what a Nobody was, if that's believable to the KH fanbase, and formed Organization XIII for a sinister purpose. They did not recruit many if any other members however, and roamed the world with the power to control Heartless and the freedom to travel where they wanted to with the Corridors of Darkness. But once Xemnas had actually amassed an Organization of 13 strong members the two realized it was time to kick number I and II off their comfy thrones and take back their old organization. It wasn't just because of the Organization's numbers either, as they too knew that a war was starting and they just HAD to gain a seat of power as to not be left in the dust.

Before they could reach the Castle That Never Was where the head Nobodies resided, Perches Poxtrot and Toxinrial were stopped by two figures who appeared before them from Corridors of Darkness - Luxord and Zexion. Toxinrial assumed these two members were supposed to stop them from taking back their Organization, to which Luxord sarcastically replies that the rabbit read his mind. Zexion seems more hostile to the two original leaders and talks about how although he and Luxord weren't around when they left everyone in the Organization is well aware of the fact that Perches Poxtrot and Toxinrial were the original founders who managed to recruit Xemnas but for a long time no new members appeared so they disbanded it, only for Xemnas to remake Organization XIII in his own image. Zexion further states that these two original leaders have no right to come back and claim the Organization for their own when they just left it and Xemnas was the one who did all the hard work for them. Toxinrial doesn't deny this, but states that none the less he and his old buddy have come to take back what's theirs. Luxord eagerly declares that if the two founders want their Organization back they'll have to play a game. Perches Poxtrot and Toxinrial look at each other for a moment and decide to get their game on as Zexion prepares his Lexicon for battle.

Battle 24 - Luxord and Zexion VS Perches Poxtrot and Toxinrial

The two founders have fallen to their feet. Luxord states that they might have been cheating a little with Zexion's illusions to cover up the true nature of his cards, but none the less states that the two might make a good team. Zexion gets straight to the point and tells the founders that they've lost and have no right to claim the throne when they can't defeat two elite members, so they would stand no chance against the likes of Xemnas. Perches Poxtrot states that they might as well finish these two old founders off, but Zexion lets a sinister look on his face and tells the two that everyone else is away from the castle and that nobody actually knows that they've intruded - no lesser Nobodies will report them since they were all wiped out by the two on their way. Zexion states that he and Luxord got the chance to talk for what was probably the first time in a while - talk about what Xemnas had said in their last meeting. They state that Xemnas had talked of a certain individual who wielded sword much like keyblades that anyone could wield, and the leader went out to contact and unite these heroes together so he could make them defeat the Heartless for him at a rate in which would result in them completing Kingdom Hearts before Kang and Fibrizo would go to war. Luxord talked to Zexion about his frustrations of not being included in any of the Organization's main plans, while the latter talked about how he's gone with the Organization's plans for a while but disagrees with this plan and how it's too simple - Zexion actually wants to manipulate the heroes into doing more than just defeating the Heartless. Luxord agreed with this and decided it would be more fun, and he'd actually get involved in a Organization plan for once. The two shook hands and formed a partnership with each other.

The two founders ask why in blazes are they being told this information. Luxord states that it should be obvious enough, while Zexion tells them that these two founders will help them create a new Organization to overthrow Xemnas and take control of the heroes' hearts for their own use. Perches Poxtrot and Toxinrial decide they have no choice as saying no would mean their end, to which they shake hands with the two members.



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Yu Narakumi is moving through a world of darkness, taking caution in every step he takes. A man in an Organization XIII coat appears before him from the darkness, asking him what it is he truly desires - his voice easily gives away the fact that he is Xemnas to the audience, but his face is covered so Yu is in the dark about his identity. Yu tells Xemnas that he's going to seek out the truth, but Xemnas tells Yu that the truth is shrouded in complete darkness and that he must first cut through it to obtain what he desires. Xemnas further states that the forces of darkness are on the rise, and that he will need the unity of his friends in order to face it. Yu stated that he was far away from his friends, and that a dark force appeared near him that he realized he needed to take on by himself as to not burden them. Xemnas tells Yu he needs not to walk by himself any more - the Nobody holds out a hand to his right, opening a portal which leads to the outskirts of a temple in the sunset. Yu is shocked to find what's on the other side: it's his friend Naoto! Taking caution as to see whether this was an illusion or not, Yu put his hand through the portal to see if it would register - it apparently did because Naoto took note of that very hand, realizing it was that of the friend she had been seeking all along. Yu saw this, and didn't hesitate to jump to the other side to greet his friend. He got a bit more than he bargained for when Naoto embraced a girly side you thought she didn't have, greeting him with a surprisingly emotional "sempai!" as she ran towards him with hands outstretched ready to hug. Yu, being the cool guy he was, accepted this like a man, but was a bit surprised with Naoto's reaction - did he really do the right thing by leaving them to worry about him? Naoto told Yu she had been looking all over for him and was worried he had gotten into a large conflict of which she tried to investigate. Yu gave a solemn apology, telling Naoto that something big was approaching and he would greatly appreciate her help. Naoto's disposition got serious, she telling Yu she was aware of this, and would be more than happy to fight at her sempai's side. Yu eventually realized there was a white-haired girl standing behind Naoto, the latter of whom introduced her sempai to Kanade Tachibana, a girl whom she met and agreed to help her find her friend whilst being told of a great evil known as Hellmaster Fibrizo - Kanade gave Yu a short yet simple greeting. Standing next to the girl was none other than Night's End Sorcerer who you probably thought I was going to randomly leave, who gave Yu a greeting that gave the impression of a serious individual. Naoto proceeds to tell Yu of everything that transpired on the tropical island and how there were many more heroes willing to fight to stop the villainy. Everyone had split off into smaller groups in order to search for more of their kind and return to the island before the war begins so they can sabotage both villains' set-ups with their manpower. Night's End Sorcerer was recruited for this task after Naoto and Kanade found him nearby whilst travelling to the Fire Temple to seek out a fire-bending princess who could help them with her forces - NES had come for a different reason, which was to enter the Fire Temple and venture underground in order to find Soul Edge and destroy it, further explaining that a man named Zasalamel desired to use this sword to end his endless reincarnation via sucking up souls and all the wickedness during the battle of which will lead to his end. NES was a Shepard of souls and had to stop Zasalamel from disrupting the flow of souls, as well as the Necromancer who revived him and another villain Kang whom they were working for. When NES met Kanade and Naoto, he realized the former was supposed to be dead but had been revived, to which Kanade told him it was Fibrizo's doing and she had to stop him. NES didn't realize there was somebody else disrupting the flow of souls and joined up with the two in order to stop both Kang and Fibrizo, but for now stop Zasalamel from getting Soul Edge.



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Yu, Naoto, Kanade and NES had made it to the rather grand Fire Temple, which had nothing to do with fire on the outside. There were two generic guards outside who noted the group and called out to them, asking what is was the group wanted - they seemed fairly nice. NES stepped forth confidently and told them they wanted to a session with their Princess Azula to ask for her help. Much to everyone's surprise, the guards actually let the group into the fire temple - Naoto took note of how they got in a bit too easily and that she's already suspicious of the Fire Temple. When they got in, they were in a large chamber where Azula was smugly sitting on her throne, looking down on the group - this somewhat contradicted the nature of the guards on the outside. This time, Naoto was the one to step forth, getting straight to the point and telling Azula about what's going on in the world and that they would desire her help. Azula's only response is to laugh at these foolish heroes, telling them she would like -their- help as guards came through all entrances to swarm the heroes with their fiery fists raised at them. The heroes get ready for battle, but Naoto asks what Azula means when she wants their help - Azula says that she's well aware of the "heroes'" activities as well as the "villains" who are on the prowl thanks to her intel, and that she wants to crush them all and make her Fire Nation supreme, regardless of how accurate that is to Avatar's plot. Kanade then steps up and tells her she doesn't know what she's dealing with and that peaceful co-operation is the only way to go about things, but Azula says she doesn't care and will make the 4 heroes her slaves so they don't do anything against her. With no choice, the 4 heroes get ready for battle, because there's obviously no other option...

Battle 25 - Yu, Naoto, Kanade and Night's End Sorcerer VS Azula and 5 endless Fire-Bending Guards

The heroes found themselves worn out from the surprising skill the endless guards displayed as well as that of Azula, or perhaps it was because they were in their territory as NES pointed out. Azula ordered the guards to back away before calling out for her mysterious adviser, ordering him to bend their wills to her. The heroes couldn't help but feel somewhat panicked at this, but NES even more so when he saw a man materialize from the shadows of the walls: Zasalamel. NES spoke aggressive words to Zasalamel, telling him to stop disrupting the flow of souls for his own benefit, but the Zasalamel told him none of that matters when those pathetic souls do not deserve the eternal rest he so desires and that Azula will give him Soul Edge if he uses his arcane arts to give her control of as many heroes as possible - hence why he led them to the Temple in the first place. Shocked, Naoto thought back and realized that the man she got the advice from to recruit Azula from the Fire Temple looked exactly like Zasalamel, only in different clothes to prevent NES from recognizing him. Zasalamel is about to charge up his arcane spell as the heroes are downed, only for Kanade to get up and use her Harmonics ability to fly at Zasalamel with a blade aimed at his throat - this doesn't bother Zasalamel, who merely teleports to the other Kanade who's just standing there motionlessly in her place. Zasalamel decides to take control of this Kanade first, thinking it would make an easy picking due to apparently not resisting - in a moment, that Kanade was enveloped in a mystic blue aura and under Zasalamel's control. Yu and NES look shocked at this aspect, but Kanade doesn't seem to care. As Zasalamel says that mind tricks like those won't work on his mystic arts, the Kanade he took control of suddenly attacks him out of nowhere! Left completely off-guard, Zasalamel is given a rather fatal wound, but is persistent what with he being immortal and realizes he does not have full control over this hostile entity. He proceeds to do battle with this Kanade duplicate.

Battle 26 - Zasalamel VS Kanade clone

Zasalamel is somewhat shocked, now realizing that his powers aren't working on this clone. He decides to do the second best thing and give it an early grave, taking advantage of its hostile attacking methods to decapitate it, leaving only a head and bloody corpse lying on the ground. Zasalamel decides that perhaps now the body will obey him as a Revenant, but before he can perform his spell NES has mustered the energy to get up, raising his scythe to Zasalamel and telling him to prepare for the end. Zasalamel puts on an uncharacteristically amused smile, thinking that somebody like him might be able to do it. NES prepares his weapon and glows with a magical energy - the other 3 heroes realize it seems as if he's preparing for the end and Yu makes note of this, to which NES tells them that he came here to stop Zasalamel from getting Soul Edge, and that he's a mere Shepard of souls who shouldn't ask for too much but the destruction of one man disrupting the balance. As NES confidently walks towards a waiting Zasalamel, a gigantic magic circle appears beneath him, and he snaps his fingers to make the entire ground beneath him and Zasalamel shatter, causing them both to fall to the endless abyss beneath - accepting his fate, Zasalamel did not resist and chose to fall with NES, realizing that Soul Edge was hidden underground and that this would make things easier for him. Azula calls Zasalamel a traitor and orders his guards to stop them, but the magic of NES has made a barrier over the hole to prevent anyone from chasing or even attempting to follow them down. Yu realizes that NES has done what he believes must be done, and that they need to follow their own path too. The magic has also the extra effect of healing Kanade, Naoto and Yu of the previous injuries - all healed and ready to fight, Azula gets mad on the heroes and orders their deaths to take out her anger on them.

Battle 27 - Yu, Naoto and Kanade VS Azula and 8 Fire-Bending Guards

The tables have turned for the heroes, who stand victorious over a defeated Azula, who still stubbornly refuses to give up. None of the 3 obviously want to kill her, so instead Naoto decides to convince her to join their team and perhaps she'll get the chance to pay Zasalamel for betraying her. Azula still refuses, but from there we hear the sound of a one-man applause coming from a viewing balcony - it's a cloaked figure from Organization XIII! Yu realizes this, questioning whether it was the same man who helped him reach Naoto with a "You...". Naoto turned to Yu, asking him if he knew him from somewhere, to which he tells Naoto of what happened to him in the darkness and how he came to see her. The figure comes to realize that the Superior's been doing his job, and reveals himself to be Saix, telling the heroes they have the determination of one with a heart to fight against the darkness, but do they truly have the means to fight against them? Saix points to where the defeated Azula and her guards resided, only to have them be replaced with blackened Heartless versions of themselves of which were aiming for Kanade of all people for some reason. The heroes didn't have too much trouble fighting them off bar Azula, but things got difficult when more started swarming the room. Naoto questioned why these creatures were only focusing on Kanade, to which Saix asks Kanade if she remembers being given a special sword as of recent...Kanade remembers, and takes out the very sword Angel gave to her! Saix tells Kanade that the sword she is holding is no ordinary sword, but is a special "Keyblade" which is capable of releasing the captive hearts from destroyed Heartless, the black creatures that are attacking them which are created from humans when they succumb to darkness. Any other methods used to destroy the Heartless will not release their captive hearts and they'll just reform again later on, but those with Keyblades will be targeted by the Heartless, which are appearing over the world from the darkness in masses to mindlessly collect hearts. The 3 heroes assume that somebody like Fibrizo is responsible for this, but Saix tells them that if they want the truth they must be willing to destroy the Heartless - he urges Kanade to remember the one who gave her the "Keyblade" and go to him to get one for each of her companions, for there are more Heartless than they could possibly imagine. Saix raises his hand towards the heroes and opens up a dark portal in front of them, urging them to move forward in his usual emotionless tone. Kanade remembers that Yutaka of all people was given a Keyblade, and realizes that she's in grave danger - she must find her, along with Kirika and Angel at all costs. She, Naoto and Yu all run through the portal without hesitation, realizing they'll succumb to the Heartless if they stay for too long. Upon the portal closing, Saix snaps his fingers to make all the Heartless, under his control, vanish back into the darkness as he comments that the heroes are foolish enough to assume that Kang or Fibrizo are responsible for creating the Heartless in that they're blamed for being the central evils of the world, but the Organization can use that to their advantage to stop those two threats to them. He then disappears through a dark corridor.



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We cut back to the tropical island, which is still as corrupted as ever no thanks to Smot....but what's this weird UFO attempting to land on his horrid soil? Don't they know this is a bad time and place to invade? Why not, because they're the Keroro Platoon, and they don't have access to information like that! Or at least I think...

The first to hop out of the UFO is the commander, Keroro. "Prepare yourself Pekoponians, for the great Keroro has come to take your precious Pokopon for his own!" The little green frog announced in a triumphant manner and pose, which he soon broke out of upon realizing where he and his Platoon had landed.

"Kukuku. I believe this area was supposed to be a lush tropical island, but now it looks like more like a garbage dump." The second to come out was Kululu, who just had to make an uncaring comment.

"Why would the Pekopons want to do something so vile to their precious planet? If you guys are willing to clean this all up in your takeover quest I'll all for helping you." Next was Dororo, the ninja frog who gets left behind.

"Who cares about cleaning up the environment? An uninhabited island like this is the perfect place to set-up a base and use to it reduce the rest of this world to the same state!" Giroro, the battle-hardened frog, actually agreed with where things were going for once.

"Okay guys, let's go show these Pekopons who their new rulers are! But first we need to explore this place...it's pretty freaking huge." Keroro commented as the rest of the Platoon actually obeyed him due to he not being lazy...yet.



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On the very same island, the Keroro Platoon were completely unaware of a black puddle forming near them to reveal...The Black Puddle Queen, who had somehow survived her encounter with that Gardevoir and been sent to the island to set-up Hellmaster Fibrizo's forces. She took note of the clueless frogs, having heard of what they wanted to do as she realized they could be good minions for Fibrizo. As the frogs coincidentally reached a corrupted purple puddle, The Black Puddle Queen formed from it in all her ugly glory. Giroro saw her as an imminent threat and aimed a gun at her, but no words were needed as the Queen used her Side Special to force characterization on him, seducing him to the point where he walked towards her and stood by her side, brainwashed!

"Why do I need to take over the world with some stupid sarge and his equally idiotic companions?" Giroro said somewhat mindlessly.

"What are you doing Giroro, man? Snap out of it!" Keroro begged. But it was no good, for The Black Puddle Queen used her Side Special again on the battle-ready Dororo, who walked to her side along with the brainwashed Giroro!

"Water's good for the environment. Let's fill the world with it."

"Dororo! You too?"

"How could you go and betray your sarge like that!? Sarge, I'll never leave your side!" Tamama, the loyal one to Keroro, finally opened his mouth. But it was too late, for the Black Puddle Queen had him in her grasp whether he knew it or not!

"TAMAMA!"

"Kukuku. I like to be on the winning side." And naturally, Kululu didn't need brainwashing to go and join up with the rest of his Platoon. Realizing what predicament he was in, Keroro had to fight his own Platoon all by himself in an uphill battle...

Battle 28 - Keroro VS The Black Puddle Queen, Tamama, Giroro, Dororo and Kululu - this battle might seem impossible but Black Puddle Queen's forced-characterization moves do nothing on Keroro and said frog's allies are somewhat useless - it helps that Giroro's missiles can be used against his own allies if you're clever enough with the Kero Ball.

"You guys! How could you fall for this ugly thing? Even I'm prettier than her, and she got even lower on the Warlord Rankings than we all did together!"

"Yeah, we did pretty bad there, and it was all your fault." Giroro pointed out rather bluntly.

"Nooooo! I can be a better Sarge to you all, I promise!"

"Too late for that." Giroro pointed his gun to his Sarge, whom it seemed all hope was lost for...until a random garbage truck came out of nowhere to flatten the hideous Black Puddle Queen into a comical watery pancake. And all of a sudden, all the frogs were free from her control! Angered by this, The Black Puddle Queen realized she had better things to attend to than seduce a bunch of frogs as she disappeared into her black puddle. Keroro cried comical tears of joy to see his allies returned to normal as Giroro told him to shut up and move on with the takeover.



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We cut to another part of the island, where a small castle made of raw darkness resides. Countless Heartless are swarming the area as Once-Ler sits on a throne with the Coachman next to him, eagerly rubbing his hands together. Once-Ler is amazed at the potential that Heartless have and how he has the power to control them, sending them to different parts of the world to steal hearts. He realizes that Hearts are way more profitable than something as trivial as money, which the Coachman agrees on. The latter states that it's a shame Hook decided to bail out on them because if he just accepted his position as underling he would have all this power. The ground in front of Once-Ler ripples, revealing Smot at its normal size - the rest of the castle ripples with it, showing that it is in fact made out of its own dark body. Smot telepathically tells Once-Ler that it is thankful for he putting him back together and together they will spread Heartless across the world - the island does not have as many Heartless on it as before due to the spreading out across the world or being concentrated at this dark castle. The Coachman hands Once-Ler a magic crystal ball which shows Captain Hook walking together with Paper Man on the island, Black Puddle Queen coming their way...but wait, didn't Paper Man die before, and why's he with Hook? Well, he survived because he's a paperman, and was hiding out a while only to make a deal with Hook to get off the island with him. Smot uses his telepathy to randomly call up the Necromancer and tell him about the 3 stragglers. Necromancer only states that he's sending someone his way to "take out the trash".



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Hook, Paper Man and The Black Puddle Queen have found themselves locked in an epic yet very uphill battle against the one and only Garbage Man - not just any mook driving the garbage truck, but the genuine Garbage Man from the actual moveset who looks more rotted than before due to being a zombie revived by the Necromancer. Of course.

Battle 28 - Garbage Man VS Captain Hook, Paper Man and Black Puddle Queen

Black Puddle Queen is trying to seduce the Garbage Man only to be confused as to why it's not working, while Hook is fleeing in terror for his life. Paper Man is seen downed with no energy left, which gives the Garbage Man time to use his flamethrowers to burn his papers, putting an end to his miserable OC life once and for all. Black Puddle Queen realizes that her seduction is not working, but the Garbage Man merely chucks some garbage bags at her to completely destroy her existence via bad smells, if that makes sense. The last victim left is Captain Hook, who has managed to run far away from the truck with the time it was distracted, but it's coming for him full-throttle. Hook tries to run even further, only to trip over something small...the Keroro Platoon! Giroro doesn't hesitate to grab Hook by the collar and take out his frustrations on via pointing a gun to his head whilst the likes of Keroro and Kululu smirk evily at this. Mad with terror, Hook breaks out of the small frog's grip and backs away...directly into the front of Garbage Man, who has already caught up with him. The poor pirate is to meet a bloody end, for the Garbage Man grabs him with the scooper, puts him inside the back of his truck and into the compactor, which in a moment reduces the once-living pirate into a bloody cube no longer resembling him. Needless to say, all the frogs bar Giroro are rather terrified at this outcome - it doesn't help that the Garbage Man has his sights set on the poor frogs as he revs the wheels of his truck...

Battle 29 - Keroro Platoon VS Garbage Man

The frogs find none of their attacks working on the garbage truck, shocked at how the Pekoponians could possess such invincible garbage trucks...if they pool their resources into such things then imagine the terrors their actual military machines would possess! Garbage Man is just about ready to rev up and run the poor frogs over, only for him to notice a timer above his head and water apparitions surrounding his truck...what the!? Before the Garbage Man even had time to ponder on what these were, he and his truck suddenly compressed into magical sparkles of sorts which took the form of a heart that went flying towards the outstretched hand of...an Organization XIII member! It didn't take a rocket scientist to figure out he was actually Demyx, who took off his hood under the pretense that it was getting stuffy under there (yes, that's how I imagine he kills his enemy via death mechanic. He takes their heart). Demyx complained about having to go and "take out the trash" and being exploited for his ridiculous power of which he could use to take over the Organization...before he could ponder his half-serious conspiring any further however, he was greeted by 5 frogs who seemed to love him - only for his power. Giroro had a gun pointed to him as Keroro told Demyx he should help them take over the world, but Demyx, faking submission, told them he was working for a way scarier Organization who wanted a similar goal. Keroro realized that their interested coincided, but they would blatantly do a better job - Giroro assured Demyx he was joking. Demyx sighed, deciding it was time to put the frogs back in the pond where they belonged as he took out his Sitar ready for battle.

Battle 29 - Keroro Platoon VS Demyx

The Keroro Platoon were at their final hour as their seconds were almost up - there was no way they could destroy all the water clones in time and save themselves from the fate that Garbage Man suffered. Demyx stated that the frogs were messing with the wrong Nobody, but right before the last second ticks by the last remaining clones are suddenly dispatched by a storm of kunai! Shocked at this, Demyx turned to see where all those projectiles came from, only to see Agiri standing atop a rock by her lonesome. Demyx face-palmed as he sighed, taking about how much of a pain it would be if he was ganged up on before vanishing into a corridor of darkness. With the frogs on their last legs, Agiri came down to greet them, she being aware that they want to take over the world but telling them they came at a horrible time. She talks about wanting to booby trap this island before two evil forces come to take it over and the frogs' chances of invading the world, and how she wants their help to set traps around the place. The 5 invaders look at each other as they realize they really have no choice but to oblige...



=============



In a city, a battle was taking place comparable to the likes of those seen in American comics. Player99 and his partner The Weird Rider had just finished off Doc Scratch's minions Karkat and Equius Zahhak along with a whole bunch of Heartless trying to take over the city. Watching the entire spectacle, Xigbar applauds for the two American heroes and tells them they've sure got some nice tricks. Cole tells Xigbar his information of the Heartless' location along with two of their "generals" was dead-accurate, but he secretly can't help but feel somewhat suspicious about him - he doesn't quite feel "human". Player99 says he's ready for the next batch of baddies to take out - Xigbar tells him that that's the spirit and opens up a corridor of darkness for the two to move through, telling them that a man on the other side has something important to give to them. Both superheroes decide to step through and unknowingly obey the Organization's word...



=============



Karkat and Equius had retreated back to Doc Scratch's now-fixed quarters, the man himself being away to attend to other business. As the two looked around, without warning, the sounds of a slashing blade rendered Equius chopped up into little pieces! Karkat looked around rather shocked to see that Vergil had sneaked in through a corridor of darkness, presumably with the help of an Organization XIII member - he had survived his battle with Angel, which had ended in a tie. Vergil pointed his sword at Karkat, demanding he speak of Doc Scratch's location so he can do battle with him. Karkat gets angry like you'd expect him to, telling Vergil not to get too full of himself and that he would make more than a worthy opponent for him. Vergil dismisses this as the two prepare for battle, unaware that I'm planning to kill them off for good by having them kill each other in the impending battle...

Battle 30 - Karkat VS Vergil



=============



Quote found himself in an elaborate base that looked like the insides of a space colony. There were countless X-Nauts patrolling the hallway, which he took it upon himself to ambush as they all prepared for battle.

Battle 31 - Quote VS 25 X-Naut

A few of the X-Naut managed to get away, deciding it was best to warn their master of the intruder. Straggling behind Quote was Billy Hatcher, who had gone off by himself after the Giga Smot incident and found a video-game companion in the form of Quote. Even further behind the two were Sakurako Ohmuro and Himawari Furutani who were both complaining about the two being too fast to keep up with - they trivial whims fell on deaf ears however, as Quote and Billy had a serious look on their faces as they approached a rather large-looking door with a save point located next to it - they knew inside there was going to be a serious boss battle. For those who want to know how two generic high school girls managed to get themselves in this situation, they of the Student Council were supposed to take responsibility of a menace that suddenly appeared on top of a hill in the town in the form of a giant space shuttle stuck to the ground, because anime school girls are totally dependable. The President of the Student Council, or at least of this universe, Kirika Ueno, was away doing something else however, so these two girls who couldn't really do much on their own decided to ask for the help of Billy Hatcher who was just randomly strolling in the anime town of sorts. They all went inside together only to find Quote, who had no memory of who he was and they decided to get him to join up in their assault. They had to defeat many X-Nauts along the way, too, who were up to no good.

Willing to face the dangers inside, Quote opened the door to find Oogie Boogie in a rather scary-looking casino-style dungeon of sorts, emulated straight from his source material, who had been waiting for them just like any good video game boss - in actuality however he had been told of these heroes and was ready to dish out some pain unto them. Oogie greets them, saying he's delighted that the remains of the Student Council have decided to show up and that with them out of the way he'll be able to take over the Student Council and...yeah. He holds out a potion made by his X-Naut minions, saying it will give him the power to control Heartless and he will be unstoppable - it was finished just a moment ago, but he wanted to test it out on these fools and have someone whom he could gloat his victory to, even if he was about to kill them. With that, Oogie drank the potion, calling out the Heartless' names. "Oh Heartless!" What he got wasn't a swarm, but rather some snazzy minions that came in the form of a shadowy Junker Bot, Grox Empire and Elemental Knight Regulus....also Hockey Man for the sake of killing off a Robot Master with no character to speak of. You'd think Oogie would have been satisfied with all these wonderful treats, but he was not. "That's it?.....Nobody disrespects me! Nobody!" The bag-o-bugs started up his casino of death, which separated 4 heroes and the 4 summoned Heartless in order to fight each other in rather unfair mannerisms.

Battle 32 - Quote, Billy Hatcher, Sakurako and Himawari VS Junker Bot, Grox Empire (social mechanic is disabled), Regulus and Hockey Man
This battle is a little different from the previous ones. You pick one character and are pitted against one of the 4 random enemies while on Oogie's roulette, he being high up on a perch in the background - think the battle with Oogie from the first Kingdom Hearts game and you've got a clear visual in your head, only much larger. Parts of the roulette are blocked off by giant, unpassable fences which cage you in for a clustered 4 SBB wide arena. To make things worse, Oogie will set off traps such as his F-Smash, F-air and B-air on you every 10 or so seconds, but the two aerials are actually capable of hitting your enemies as well. Both you and your foes must score vertical KOs against each other, and either every 30 seconds of the match or whenever you or your foe are KO'ed Oogie will withdraw the fences and you'll end up playing as one of your characters at random against a random foe - if the previous fight ended with one character killing the other they'll end up on their respective ally's team as Lv6 AI. The team who manages to kill off more of their enemies will have a huge advantage over the other.


All the Heartless have been destroyed, which leaves Oogie helpless as the heroes jump to his perch in order to do battle with him. Only Billy Hatcher is able to make it in time before Oogie uses fences to close off the other 3 characters however, which results in a battle between the two characters...

Battle 33 - Billy Hatcher VS Oogie Boogie

Oogie has fallen apart at the seams and reduced to his mere state of bugs, which Billy takes care of by rolling his giant egg over them, leaving all splattered and dead. This causes all of Oogie traps to magically disarm themselves as the 4 characters come back together. Sakurako and Himawari thank the two for their help, and they all decide to part ways, with Quote going along with Billy Hatcher to find more recruitable heroes.



=============



Kirika has returned to her duties as Student Council President, having done so while the previous two girls were away, and Angel has come along with her and posed as a sexy vampire teacher at the school of which is totally original and never been used - he had to help with the Nurse's duties however, because everytime he winked at a high school girl he made them achieve climax. Kirika wanted to find people in her own school who could perhaps help because she knew most high school students had superpowers or were special enough on their own, but only those who didn't achieve climax upon being winked by at Angel - it was a test, you see.

Kirika was busy doing some tedious paperwork after school while Angel stood at her side. With nobody around, things seemed quiet, that was, until a corridor of darkness suddenly opened up in front of them, of which Saix stepped out of. The two appear on-guard as they look prepared for battle, but Saix assures they need not to worry about him posing a threat to them, and he has something important to tell them. That important thing was about the Heartless roaming about who were a worse threat than Kang/Fibrizo, and that if the world was not stripped clean of them it would fall to darkness, and that the creature Smot released endless amounts of Heartless upon being awakened. He states that just destroying them won't be enough, and that "Keyblades" are required to truly set the captive hearts free so they don't reform. Angel has those Keyblades and the ability to summon endless amounts of them, which he acknowledges as Saix urges the two to find all their companions and give out as many Keyblades as possible - if they don't destroy all the Heartless before the war begins the world will turn to darkness. Kirika and Angel ask who is responsible for the creation of Smot, but Saix tells them to find out for themselves as he opens a corridor of darkness and urges them to go through it to meet up with their friends. Kirika and Angel realize they have no choice and step forth into the darkness.



=============



Yu, Naoto and Kanade have found themselves navigating darkness after being thrust through the corridor of darkness. Yu realizes that this is the same place he was in before finding Naoto, and that they'll probably end up finding their allies by navigating it. An amused, feminine laughter is then heard, as if mocking their words, only for a corridor of darkness to open up and reveal Larxene! The 3 heroes aren't necessarily suspicious of Larxene due to they registering the black coats as willing allies, but she pokes fun of this and realizes that they've been pampered by the Organization. "Organization?". Larxene ridicules the Organization in general for not telling them who they were and that these 3 heroes should not trust them - after all, they did bring them here into the very depths of darkness. Kanade is somewhat shocked upon registering this and her experience with darkness, which gets Larxene's attention. Larxene states that she is in fact aware of Angel's Harmonics ability, and how she creates a copy of herself that possess a heart and soul of sorts but not the same intentions of the original. She thinks Vexen would be very interested in something like this, but she's the one who has them in her grasp and she'll drag Kanade to Marluxia's feet where she'll obey him. Kanade attempts to attack Larxene, along with Yu and Naoto, but the latter are sealed off by a mysterious Organization barrier that leaves Kanade forced to fight on her own.

Battle 34 - Kanade VS Larxene (neither character can create duplicates)

Larxene laughs at Kanade's feeble attempts, stating that she's getting warmed up as she uses her ability to create a duplicate of herself to beat on Kanade, who is now severely disadvantaged. Yu and Naoto have tried to use their Personas to break through the barrier only to fail, realizing it's all up to Kanade as much as they want to help her. Larxene taunts Kanade to use her Harmonics so they can be even, jolting her with electricity to add spice to her words. She further states that by failing to defend herself, she'll be dead yet again and won't be able to protect those around her, for Larxene will finish off Yu and Naoto when she's done with Kanade. Kanade has no choice but to actually activate her Harmonics to gain an advantage, which Larxene says that's more like it as their battle resumes.

Battle 34 - Kanade VS Larxene (Harmonics is automatically used at the start of the match by Kanade)

Larxene seems to be outnumbered by the dozens of Kanade copies whilst being caged in by the barrier, but she doesn't look fazed. Rather, she's satisfied as she gets a duplicate to grab the original Kanade by the back of her head, only to start electrocuting her. She smirks evily at this, only to say that pain isn't the only things she gets out of it all - she's using her electrical powers to mess with Kanade's Harmonics ability in order to return the twisted personalities and experiences of all her copies back to her! Kanade begs Larxene not to do this, but the latter states why she -wouldn't- want to do this when her being on their side in the Organization would be tremendously beneficial when she'd be able to use her amazing power without hesitation as a Nobody. She'll succumb to the darkness in no time when absorbing the experiences of her dark copies, each of which have a portion of darkness to them. Kanade cries out in pain as darkness forms around her - Yu and Naoto unable to bear it, realize they need to use their strongest attacks, and in desperation, manage to break through the barrier! This doesn't faze Larxene at all however, as she tells them it's too late - Kanade has already succumbed to her darkness and has become a Heartless, replaced with a shadowy version of herself. The Keyblade sword given to her by Angel has fallen to the ground before Yu, which Larxene tells him he's more than welcome to try and defeat that Heartless and free that captive heart - doing so won't Kanade, but they'll free themselves from suffering at her hands for she still possesses the ability to create duplicates en masse, which will put the whole world in danger.



=============



We see Kanade slumped against a wall on the streets of The World That Never Was. She has nowhere to go, and nobody to be after having lost her heart - she has become a Nobody, albeit one that has retained its will and original human form. You realize that totally happens when mansex uses his Grab on all the other Brawl characters so that means they all have strong wills! Wowy. Thankfully she's not alone however, as we see an Organization member walk up to her and extend a hand. He takes off his coat and reveals himself as Marluxia! The sheman asked Kanade if she remembered her true name, trying to take over the role of the Superior. Kanade did not respond, which meant Marluxia had to name the girl himself. Let's see...

How about.....Xadaken? Oh Marly, you're not very good at giving people suitable names are you!? But then again that's why Squire Enix will never reveal Larxene's true name and kill her off the series, or at least I presume. Well, at least Xadaken sounds cool. With that, Marly took Kanade with him by the hand as the two went off through a Corridor to leave mansex's domain as they went through...to Castle Oblivion! There, Larxene and Vexen were waiting in a room for their master, where as Marluxia arrived he introduced the newest member of Organization Marluxia - Xadaken. This girl could not talk, merely acting as a zombie at this point. Vexen moved forth in interest, realizing that this was the girl who had the "Harmonics" ability so desperately sought-out by others, and that they could create an army of nobodies with her. Marluxia states that Xadaken was trying to reconfigurate her memories from the time she was human due to the unique method in how she succumbed to darkness - Marluxia looked at Larxene, who gave off a sadistic look from their plan working. Marluxia tells Vexen to go out with the Xadaken clone and collect data on how her memories work via destroying Heartless and getting her to reunite with her old friends as to "test the waters" - they want Xadaken to lose all her "good" memories and keep her "evil" ones from her clones and Fibrizo's influence so that Vexen can create a perfect replica of her which can continue to replicate itself into an army of replicas that will be unstoppable. That way they can surpass the Organization. Two corridors of darkness spawn in front of the villainous trio however, revealling Perches Poxtrot and Toxinrial! These two founders sought out Marluxia, Larxene and Vexen, being aware of their plans to revolt against Organization XIII and offered them a place on their side in their base Castle Oblivion, which is very white on the inside and outside. The 3 revolting members agreed, having faith in the treachery of the founders...what they failed to realize was that these two members were working together with Luxord and Zexion, however, and that they would be punished in due time...



=============



Along a peaceful roadside, Yutaka, Cherry, Gardevoir and Gray were the last of the heroes who had set out to find more of their kind after the battle with Smot - Rhyperior and Master Hand had returned to parts of the unknown and have little to no character so we won't worry about them for now. Why Gray decided to randomly pair up with Yutaka we do not know, but Gardevoir and Cherry insisted on going along with the little girl - perhaps he realized she did not have enough protection with those two, and that she could not engage in a proper conversation with them. Regardless, the heroes would all meet up with Kang and Fibrizo in the end to destroy them.

As they were walking, the 4 did not realize that Vexen had come out from a corridor with Xadaken, watching the heroes from a good distance away behind a tree. He cited that the little girl's heart was fragile and that she would be a good test for how far the original Kanade's friendship stretched. With that, he suddenly cackled as he froze Xadaken in place without warning before pushing her away and onto the road where the 4 heroes could see her! It didn't help that Xadaken looked exactly like Kanade and that she was not wearing an Organization outfit, so of course the likes of Yutaka thought it was her as they ran to her aid. Vexen floated to the frozen Xadaken's side, talking about how pitifully weak she was to put on the facade of him being antagonistic. Gray prepared himself as he asked who Vexen was, who stated they should be worried about what will happen to their friend rather than who he is. Yutaka and Cherry put on concerned faces as they realized they could not do a thing to save "Kanade" when they didn't have supernatural abilities unlike Gray or Gardevoir, whom they turned to almost pleadingly. Gray realized Vexen's ice magic was powerful and he could not do a thing about it, but Gardevoir concentrated her psychic powers to make the ice encasing Kanade levitate off the ground for a moment before being teleported to their side. Yutaka proceeded to hug the ice encasing her friend as if it were actually her, somewhat ignoring the blistering cold edges of the ice that realistically damaged her skin. Vexen couldn't help but laugh at this showcasing of "friendship", telling the heroes that they would be the next to meet their ends.

Battle 35 - Yutaka, Cherry, Gray, Gardevoir VS Vexen
This battle may seem easy, but Vexen gets a replica of EACH character every -10-seconds, and you can only have one out at a time. Xakaden can be seen frozen in the background.


Vexen laughs, having shrugged off the assault of the 4 heroes...not much wonder there given that Yutaka and Cherry are pitifully weak when the supernatural are involved, and even then Gray's attacks merely get canceled out by Vexen's, who has a powerful defense from all the ice he throws out and his shield. Gardevoir is the only one who can possibly hope to take on the Chilly Academic, but she has to focus on keeping everyone else safe from Vexen's ice spikes of death via teleportation, and the entire group would succumb in an instant if she tried to go on the offense. Vexen realizes it's time as he raises his hand to create a darkness of sorts that materializes...what's he planning!? Before he can enact his scheme however, the ice encasing Xadaken starts to crack, only to shatter as she suddenly flies out from it and stabs Vexen in the chest! Blood does not come out, but the old man looks in complete shock as he fades into the darkness and out of existence, questioning how it was possible for Xadaken to suddenly react to the danger her "friends" were in so quickly, and if the power of hearts really is this strong. He wants to test it all out, but realizes that in the end he is nothing and it would all be meaningless anyway. With that, the last of him vanishes into nothingness. Everyone is relieved, but Yutaka questions why he called Kanade "Xadaken" as the 4 look at their friend, who says nothing in response...Kanade was always quiet, but something about her was....different. Just what had happened between her and that man?

As the likes of Yutaka and Gray pondered, Marluxia was hiding behind a tree, watching them go by as he held out his hand to retrieve that very same dark matter which Vexen tried to create before he was killed. Marluxia is somewhat surprised that Vexen managed to retrieve all the data necessary for the replicas so quickly, yet it costed him what existence he didn't have. He states that Vexen's death doesn't matter because he's already done his part for the new organization, and that in mere moments the data on Xadaken will be processed and his dreams of overthrowing the Organization will become a reality...





Click here for Part 3




 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Tiggah



He be enterin' dis fight fo sho! Straight from the 100 Acre Hood, Tiggah has joined the Brawl!

TROPHY DESCRIPTION

This guy puts the 'gay in gangstah', as his homey, Pooh says. Tiggah lives in the Hundred Acre Hood, much to the dismay of the local police. Decked out in bling, Tiggah Boi glasses, and a gangstah hoodie, Tiggah is a big hit with the piglets. If he hangs around them long enough, his "tail" gets hard enough for him to bounce on. Tiggah loves bootlegged honey and rapping. His pride and joy is his Tiggah Family Tree; even though he's the only living Tiggah on it, he hates any pollutants of it, especially his interracial brothers, the Orange Tiggers.

Tiggah is a fairly balanced character in terms of power. He uses many random, humorous gangstah items in his normal attacks, as well as doin' some moves, yo, with his fists and "tail". Tiggah is not particularly fast, but if you have the chance to use his Piglet (whether you are at far range, or you KO your foe first), he can very quickly become deadly. This should always be kept in mind for Tiggah players.


STATS

Power: 7/10: Although he does have his share of killing moves, many of his attacks are 'just fo messin' with ya'

Walking Speed: 4/10: Tiggah does a typical gangsta stroll

Dash Speed: 5.5-9.5/10: Tiggah smoothly transitions into bouncing on all fours. Speed is increased by using his B move.

Weight: 7.5/10: Tiggah's pretty heavy...

Range: 5/10: About average, Tiggah mainly fights at close(r) range

Projectile Distance: 0/10: Tiggah has no projectiles

Fall Speed: 5/10: Average, Tiggah is in no hurry to go down

Size: 7.5/10: He's pretty tall (about as tall as Ike)

First Jump: 4-6/10: A normal spring off his "tail". Height is increased by using his B move.

Second Jump: 5-9/10: A second, stronger "tail" bounce. Height is increased by using his B move.

Crouch: 6.5/10: An above average crouch, he ducks down on all fours, as if stalking prey

Traction: 4/10: Tiggah tends to slide when bouncing

Combo: 8/10: His attacks that "mess with ya" really come fast

Wall Jump: Yes

Wall Cling: No

Crawl: Yes

Glide: No

Tether: Yes

BASIC

A: Punch: Although Tiggah varies his attacks up, he loves to start it off with a simple punch. It has no knockback and average range, with the hitbox on Tiggah's fist. 4%

AA: Report Card Slap: Tiggah does his punch, then pulls out a report card (with D's and F's) and slaps it to the opponent's face. There is still almost no knockback. Average range, with a hitbox on Tiggah's fist and the entire report card. 7% If the report card hits, Tiggah says, "Do yo work!"

AAA: Soopa Soak Dat: Tiggah does his first two moves, then pulls out a Super Soaker and fires it at the foe. Unlike Water Gun and FLUDD, the stream of water does damage. Since the hitbox is all of the water (more damage if you are closer to Tiggah), this move has above average range, and can kill at higher percents. 11-15% If the water hits, Tiggah will rap, "Super soak dat, OOOOOOO!"

TILTS

Side A: Doodoo Head Dummy: Tiggah takes a toilet and swings it forward, proclaiming, "You doodoo head dummy!". This has great damage and knockback for a tilt, and above average range. The hitbox is the entire front of the toilet. If Tiggah misses, he has slight ending lag. 10%

Down A: Booty Meat: Tiggah takes a ribeye steak and swings it 180 degrees in front of him, rapping, "Shake dat booty meat!". This has low knockback and only average range, but this leads to better combos. The hitbox is the entire steak. Tiggah has slight ending lag with this move. Has a 1/4 chance of causing the foe to trip. 8%

Up A: Swing: Tiggah takes an unattached playground swing, and swings it up by the chains, saying "Lemme see yo hips SWING!". This has the best range of his tilts. The knockback is only average, however; this is not a good killing move. This is another good combo move. The hitbox is the entire seat of the swing. 9%

SMASHES

Side Smash: Tiggah "Guns": Tiggah prides himself on his powerful "guns", or biceps. Tiggah pulls both his fists back, below his shoulders, charging. When released, Tiggah throws them both forward in a powerful punching move. This has above average range and good knockback. The hitbox is Tiggah's fists. He has average ending lag, but almost none starting up. While he's charging, Tiggah threatens, "I got GUNS!"15-25%

Down Smash: Whoopdeedoo Spin: Tiggah winds up, his body twisted around (like Tigger in the Tigger movie), charging. When he releases, he spins in place as a black and white tornado, with only his head peeking out of the center. This has below average range, so it's best to use to catch foes off guard. The tornado can catch people and trap them till the last hit (which gives good knockback), although it can be Smash DIed from. The hitbox is the entire tornado. While spinning, Tiggah cries, "HoohoohooHOOOOOO!" 14-28%

Up Smash: "Tail" Flip: Tiggah gets down on all fours, charging. When he releases, he springs into a handstand, kicking foes with his feet and "tail", then springs back into standing position. This move is pretty quick, and has average range and knockback (sweetspot on the "tail"). The hitbox is Tiggah's feet and "tail". The power of the move is increased when Tiggah uses his B move. During this smash, Tiggah yells, "Dat be what Tiggahs do best!" 10-24%


AERIALS

Air A: Donk!: Tiggah simply sticks out a fist and hits the opponent on the head, saying, "DONK!". This move is a spike if you are close enough to Tiggah. Otherwise, it has average range and knockback. The hitbox is all of Tiggah's fist, and some of his wrist. 9-10%

Side Air A: Cookie: Tiggah yells screechily, "What'chu want?! A cookie!?", and thrusts a cookie in the foes face. Range is below average, but knockback is above average. The hitbox is the entire cookie. This is a great combo move. 11%

Back Air A: "Tail" Thrust: Tiggah jabs back with his "tail", saying, "R Dizzle Fo Shizzle ma Nizzle off da Hizzle!" This move has above average range and knockback. The hitbox is Tiggah's entire tail. The power is increased by using Tiggah's B move. 8-12%

Up Air A: Candyman: Tiggah takes a lollipop and swings it above his head. This has average range, and medium knockback. The hitbox is the head of the lollipop. Tiggah yells out, "I'm hittin' dat fo sho!" 8%

Down Air A: Rubba Band Man: Tiggah bends his entire body into a circle and spins three times as he falls, before uncoiling. This is a close range attack with low knockback. The hitbox is Tiggah's entire body. Can be strung into combos easily. Tiggah raps, "Watch me do it, watch me do it!" as he spins. 9-11%

OTHER ATTACKS

Downed A: "Tail" Lunge: Tiggah quickly bounces back, hitting people with his "tail", then lunges forward, kicking foes. This move has average range and low knockback. The hitbox is on Tiggah's "tail" and feet. Power increased by using Tiggah's B move. Tiggah says, "Yeaaah Boi!" as he does this. 6-10%

Flipped A: Whoopdeedoo Punch: Tiggah spins (not as fast and tornado-esque as his down smash) and punches foes 360 degrees around him. Only average range and knockback, but the quickest Faceup A in the game. The hitbox is Tiggah's fists. As he attacks, he yells, "Ge' outta ma face, h*!" 5-9%

Ledge A: Grillz Chomp: Tiggah springs up from the ledge on all fours and chomps the foe with his grillz. Close range and low knockback. The hitbox is the front of his mouth. After he bites, Tiggah declares, "Take dat, haterz!" 6%

Ledge A (over 100%): Bling Swing: Tiggah slowly thrusts himself onto the stage, swinging his 'Hunny Pot' chain necklace at foes. Very low knockback, and close range. The hitbox is the pot on the necklace. Tiggah declares, "Dat dat dat dat don't kill me, can only make me stronger!" 5%

Dash A: Tiggah Charge: This is similar to the real thing that the real Tigger does when he charges out the door. Tiggah leans his arms back in a flexing motion, tilts his head forward and charges in a sidestepping manner. Average knockback and range. The hitbox is the entire front of Tiggah's body. Tiggah has almost no lag after this attack, so this can be easily strung into combos. Tiggah grunts unnecessarily if the move hits. 9%


GRAB

Tiggah tosses out his tail, which wraps around foes and pulls them to Tiggah. Above average range, running and in place. Range increases by using his B move. Tiggah says, "Wassup, homey?!" as he reels in the victim. This is also a decent tether recovery.

Z: B-Nux Punch: Tiggah gets a pair of B-Nux (brass knuckles) as he punches the foe, grunting as he does so. 4%

Side Throw: Watermelon Smash: Tiggah smashes a watermelon onto the foes head, yelling, "Yo THIRSY?!" Average knockback. 7%

Back Throw: "Gun" Whack: Tiggah backarms the foe, and says, "Lemme get em', SHOOT!" Above average knockback. 11%

Down Throw: Trampoline: Tiggah pounces on the foe on all fours, rapping, "Watch me crank dat!". Low knockback. 10%

Up Throw: Rapper Blast: Tiggah holds a microphone to the foe. Out of the microphone comes "aaaaaaaaahhhh...YOOOOU!", blasting off the foe with soundwaves (although it is a lot faster than the above video). Average knockback. 11%

SPECIALS​

B: Piglet: In the 100 Acre Hood, all Piglets are chicks(don't ask why). Tiggah is addicted to them almost as much as they are to him. For this move, Tiggah pulls one piglet out of nowhere and rubs it vigorously against his body, groaning. The piglet squeals, and anyone who touches it takes fire damage and moderate knockback. This move takes about 1 second per each use.

The special thing about this move is: every time Tiggah uses this move, his "tail" grows (can grow a maximum of five times). This means that Tiggah's running speed and jumping height are drastically increased, and his "tail" based attacks get stronger. Tiggah gets 1/10 faster each time he rubs, 1/10 higher each time he jumps, and a bit extra damage is added to one "tail" attack. Every time he jumps, runs, or does a "tail" attack while powered up, 1 bit of "rub power" gets taken away, until he's back to normal. Tiggah can have up to five bits of "rub power" at a time. The piglet only hits close range, but it has a hitbox on its entire body.

Side B: Soopa Tiggah: Tiggah starts doing the "Tiggah Boi" dance, as a simple, yet annoying beat plays in the background. He starts with a weak punch and a knee at the same time, in the direction the nearest foe is facing (5-8%, no knockback, close range, hitbox on his knee and fist) He then spreads him arms out like an airplane, hitting foes on either side (4-10%, small knockback, average range, hitbox on his arms). Tiggah then strikes a superhero flexing pose in the direction of the nearest foe, hitting with his flexed fist (7%, average knockback and range, hitbox on his flexing arm). Finally, he sticks both arms to the left and jumps three times left, then does the same thing to the right, then back left again! His arms hit people for moderate damage and knockback (7-21% per side, good knockback and range, hitbox on his arms). While he does this, he raps, "Crank Dat, Tiggah Boi!"

Down B: Tiggah Pounce: Tiggah gets down on all fours and growls in a cat-like manner, charging. When he releases the charge, he springs forward in a pounce. If he connects with a foe, he grabs them, and they both roll over and over. At the end, Tiggah lands on the top, pinning the foe and sending them flying backwards. The charge increases the range of the pounce (up to one third of Final Destination), and the number of rolls (and therefore the damage and knockback). If you hit Tiggah's front as he's pouncing, he'll grab you. As he's rolling, Tiggah declares, "I be Tiggah! T-I-Double Guh-AH!" 7-25%

Up B: "Tail" Spring: Tiggah starts springing rapidly on his "tail", charging up. When he releases, he springs upwards off his "tail" in a great recovery move. The height of the spring is drastically increased by Piglet-rubbing. Can be charged in midair as well as the ground. Foes are spiked if they hit the bottom of his "tail" (where the hitbox is) as he's springing. If foes on the ground are hit down there as he springs, they are buried in the ground. Decent range of the hitbox, but no knockback, except down. While charging, Tiggah announces, "Bouncin' be what Tiggahs do best!" 3-9%

FINAL SMASH​

Black Tiggah Treatment: Tiggah beckons over one foe in his line of vision, with a calm, but deadly, "Commere, you!" The foe obliges (if you are hit, you can't escape). Tiggah grabs the foe and proceeds to slap them to the ground. Tiggah then sits on them for a few seconds, torturing the foe with a burning cigarette. He then bounces up and down on the foe three times, on all fours, punching as he goes down, yelling, "Take DAT, an DAT, an DAT too!" For the finale, Tiggah leans back, screaming, "An DIS ONE BE FO MA TIGGAH FAMILY TREE!", and socks the foe hard in the crotch. The foe is then sent flying, usually for a KO. The maximum range that Tiggah can connect with this move is the full length of Final Destination, and only to foes on the ground. However, since this move starts almost instantly, foes who keep jumping can be hit when they come down, if timed correctly. Spot dodging can be effective for dodging, but a good Tiggah player will make it hard to anticipate when he's going to use the final smash, so stay on you toes! After the final blow, Tiggah screams at the flying foe, "TTFE! Ta ta...FOREVER!"
90%


TAUNTS AND VICTORY / LOSS POSES

Up Taunt: Tiggah gives the finger to his foe(s)

Side Taunt: Tiggah takes his "tail" and rubs it, declaring, "Fo shizzle!"

Down Taunt: Tiggah chugs some honey from a honey pot and says, "Yeah boi, dis be da stuff!"

Victory Pose #1: Tiggah holds up a piglet, says, "Now dat dat's done...", then lunges off the screen with the piglet. Their clothes fly back on screen, and groaning/squealing is heard.

Victory Pose #2: Tiggah spins in a black and white tornado, Whoopdeedoo-style, then holds up a microphone and says, "Now dat's a true Tiggah fight, dere kids!"

Victory Pose #3: Tiggah bounces and does fancy acrobatics all around the area, doing springy back hand springs, bouncing on his head, bouncing on all fours, and spinning around, ending on one leg, saying, "I da only Tiggah, da DOMINANT Tiggah, unlike dem orange Tiggers!" After he talks, he sits in the middle of the screen, balancing and springing in place on his "tail"

Victory Theme: A remix of the end of the Tiggah Rap, which in turn is a rap version of this song.

Loss: Folds his arms, and shakes head at the ground, clearly pissed, occasionally adjusting his hood.

MISC.​

Icon: A big letter 'T', with Tiggah's "tail", complete with bandana

Alt. Costumes: Normal, red hoodie, blue hoodie, yellow hoodie, green hoodie, black and pink hoodie, Orange Tigger

Entrance: Drives in, in a hot red car with three piglets inside, and hops out, saying to the piglets, "TTFN, ta ta fo now!". Upon seeing the opponents, the piglets squeal, "Oh d...d...d...d..dear!" and drive off.

Kirby Hat: Kirby gets a full body hoodie, plus the 'Hunny' bling necklace, Tiggah Boi shades, and teeth with grillz.

Wiimote Sound: "HoohoohooHOO!"

Unlocked By: Get Tiggah to join your team in SSE, play 600 vs. matches, jump a distance of 30,000 feet.

Shield: Tiggah turns sideways as he holds his shield (a garbage can lid) up; the lid gets dented as it takes blows

Idle Pose: Tiggah plays jump rope with his "tail"

Forwards Roll: Tiggah does a quick diving roll forwards

Back Roll: Tiggah does a quick back hand spring

Spot Dodge: Tiggah balances on his tail and leans back

Air Dodge: Tiggah spins around in midair

Dizzy: Tiggah stumbles around, his hand on his forehead

Sleep: Tiggah lies on his stomach holding his tail, groaning and making involuntary twitches in his sleep

Credits Theme: The Tiggah Rap (which is a rap version of this song)

CODEC

Snake: What the...what's this?

Colonel: Do you remember Winnie the Pooh's feline friend?

Snake: Of course, it's *Codec breaks up a bit* Tigger!

Colonel: Snake! That's a low blow!

Snake: Hey! I said Tigger, with a T!

Colonel: Anyways, this is Tiggah. He's about as gangstah as you can get.

Snake: Oh, please...

Colonel: He has an unorthodox fighting style that he picked up during his childhood on the streets. He's had almost as much experience roughing it as you!

Snake: ...

Colonel: Anyways, good luck, and watch out for his piglets They love to turn the heat up!

Snake: Piglet's....a girl?!

ASSIST TROPHY:
Pooh

In this world, Pooh is a black bear who is Tiggah's homey. He makes a living from bootlegging (importing illegally) honey from the Southeast Hood (the big city near the 100 Acre Hood). He lives in a tree, with a secret passage way to his Speakeasy (Illegal tavern), which can also be accessed through a manhole.

Here, Pooh can do one of four things:

1. Pooh comes out and gives a honey pot to the summoner (who automatically eats it), declaring, "Dis be da best **** in da hood!", before flying away on his blue balloon. The honey heals damage and adds power to your attacks, but also gives you less traction and an added chance of slipping. This lasts for 20 seconds. There is a 50% chance that this is the effect that you'll get.

2. Pooh gives an empty pot of honey to the summoner (who holds it), saying, "Dis be da best **** in da hood!" However, he sees that the pot is empty and says, "Oh botha!" before flying off on his balloon. The honey pot can catch three projectiles (like G&W's bucket), but doesn't count as an item (the pot comes out automatically when you are hit with a projectile; you can still hold other items). Once the pot holds three projectiles, it DOES come out and count as an item. The pot can then be thrown at foes for the amount of damage that all three projectiles add up to. Catch your opponents off guard with this to make sure they don't catch they pot! There is a 30% chance that this is the effect you'll get.

3. Pooh gives a beehive to the summoner (who holds it) and says, "I be off to da Black Tiggah Market, in da Southeast Hood!", before flying away on his balloon. The beehive does count as an item, but you cannot throw it. However, it doesn't interfere with your other attacks. When you are hit with an attack, bees come out and counter the attack (1.2X as much damage as the original attack), plus a few swarm around the attacker for poison damage. This can happen 5 times. There is a 15% chance that this is the effect you'll get.

4. Pooh comes out running and yelling, "Dem coppas found me sellin' ma honey!" Suddenly, a police car speeds across the stage, damaging foes (30%), and occasionally firing a gun (15% per shot) and yelling to Pooh, "Get yo *** back here!" Pooh will run and jump over walls, no matter how high, until he runs off the edge or side of the stage. The car will explode if it hits a wall (25%). There is a 5% chance that this is the effect you'll get.

STAGE:
Tiggah's Turf


(sorry, no horizontal image)


Comparable to Bridge of Eldin, Tiggah's Turf is an urban walk-off stage in the middle of the 100 Acre Hood. The only hazard is occasionally a police car will speed by, causing 30% to whoever it hits. In the background (left to right), you can see the Orange Tigger Family Inn, Pooh's Thotful Spot, a parking lot, the Bee Tree, and Piglet's XXX Club.

MUSIC

Note: All Winnie the Pooh songs are remade to be hip-hop/rap. Also, some original versions are Finnish, because there are no English versions available. Sorry!

The Tiggah Rap
Crank Dat Tiggah Boi
How to be a Tiggah
The WhoopdeeDoo Bounce
Ma Tiggah Family Tree
Promiscuous / The Bad Touch
100 Acre Hood Theme
Pooh's Speakeasy Medley
Coppa Chase Song

TROPHIES AND STICKERS

Trophies:
Tiggah
Black Tiggah Treatment
Pooh
Piglet
Rabbit
Eeyore
Orange Tigger
Policemen & Police Car
Honey Bear
Honey Pot
Balloon
Beehive
Tiggah Family Tree
Christopher
Barney (Tiggah's orange tigger rival, not the dinosaur)
Kids


Stickers:
Tiggah
Bouncing Tiggah
Tiggah w/ Piglet
Tiggah on Rabbit
Pooh
Running Pooh
8 Piglets
Rabbit
Eeyore
Rapping Tiggah
Rapping Barney
H.A.P.D. (Hundred Acre Police Department)
Christopher
Shaking Bed
Orange Tigger
Pooh on Balloon
Tiggah and Pooh w/ Honey
Honeybear and Honeypot
Tiggah in Ferrari
Wanted Poster


SSE ROLE

In the 100 Acre Hood, a shaking car is seen, with groaning and squealing noises coming out of it. A Halberd-shaped shadow suddenly appears over the car. Tiggah peers up out the window, and sees the Halberd dropping shadow bugs into the 100 Acre Hood. Soon, Primids are seen dazedly chasing after some piglets, who scream and run away in terror. Tiggah jumps out of the car, absolutely pissed at his interruption, and strikes a gangstah fighting pose. The Primids see Tiggah and come after him instead of the piglets. A mutliman fight ensues.

Tiggah poses at the Primids, who disintegrate into shadow bugs, which disappear. Tiggah then bounces after the Halberd to finish his revenge. An Orange Tigger sitting on a bench pulls back his newspaper that he was pretending to read, pulls out a cell phone and calls some more Orange Tiggers, then pulls out a handgun and follows Tiggah. There are Orange Tiggers as enemies now, in addition to Primids and Subspace Foes.

Tiggah enters a forest, over which the Halberd is flying low. Tiggah winds up and springs into the trees, WhoopdeeDoo-style. There are no Orange Tiggers here, but there are Jagulars instead. This is mainly a high-up platforming level.

Tiggah reaches the canopy and the end of the treetops, which the Halberd is flying very low over, cause the trees are so high up. Winding up, Tiggah springs up and down rapidly in place, then unwinds and does a WhoopdeeDoo Super Jump at the Halberd. He lands on a side platform, then bounds up into a window from there, stowing away.

Tiggah is next seen during the Meta Knight, Snake, and Lucario portion of the Halberd level. In a cutscene, the trio walk past a door, out of which groaning and squealing sounds are heard. The trio looks suspiciously at each other, then enters. Their eyes widen in shock and disgust (you see a shadow of Tiggah and a piglet on a wall). Suddenly, the shadow of Tiggah hops up. The real Tiggah is seen, hopping up and shooing away the piglet, enraged at yet another disturbance and ready to fight. Lucario closes his eyes and sees that Tiggah has red (bad) aura, then strikes a fighting pose, which Meta Knight and Snake follow. You choose one of them to fight Tiggah, both of you with one stock.

Tiggah's trophy is seen falling to the floor. The character you chose will hesitantly revive Tiggah, who looks at the reviver, then looks away, folding his arms, upset at his loss. Meta Knight and Snake turn and leave, Tiggah following in a sulky manner, both hands in his hoodie pocket. Lucario is the last to leave. As he does so, he checks Tiggah's aura again, and sees it change from red to blue (good). Content, Lucario leaves to catch up with his party.

Tiggah watches with Meta Knight and Lucario as Snake attacks the Game & Watches in the controls room. He also jumps down with Snake and Lucario to help fight against Duon. After that, he watches disgustedly as Peach plays with Game & Watch.

Tiggah is seen watching the Great Invasion with an angry look on his face.

Tiggah is also seen looking into Subspace with the other characters.

His trophy is seen falling when Tabuu uses the RROD.

*This cutscene only plays if Tiggah's trophy is rescued from Subspace, Level 2*
Bowser does his attacks on Ganondorf's trophy. When he finishes, a black and white blur that is Tiggah lunges out and lands on top of the trophy, rolling over and over, and landing on top of it, having recognized a main villain behind his troubles. Kirby watches in increasing shock, as Tiggah uses various attacks from simple punches, to slamming a toilet on Ganondorf's trophy until the toilet breakes, and smashing several cookies and watermelons on it. When Tiggah finally tires of the assault, he charges up, WhoopdeeDoo-style, and springs off up the stairs to the Great Maze, overtaking Bowser's slow walk in the same path.

ENEMIES

Orange Tigger: Orange Tiggers are basically the white businessmen of the 100 Acre Hood, who all hate Tiggah with a passion. Here, they attack with weak punches and tail whips, and sometimes pull out a handgun and shoot three weak shots (like Scope Primids). They have below average HP.

Jagular: A member of Tiggah's rival gang, the Jagular. These guys wait in the treetops offscreen (you can tell that they're there if the treetops shake as you draw near). When you walk under them, they drop on you and attack in a choking grab that gives you constant damage until you shake them off with the control stick. Once down, they can attack with scratches and tail whips just like Orange Tiggers, but stronger. They have above average HP.


PROS AND CONS

PROS:

* Strong basic combo
* Good tilts that can combo OR kill
* Not a ton of lag on Smashes
* Fast in the air
* Great jumping capabilities that can be extended, plus a tether recovery
* Down B is a good counter move (to use at foes who are using "rushing" attacks)
* Piglet can strengthen "tail" attacks and increase speed and jumps

CONS:

* Large target that can be comboed easily
* His "tail" can be hit (like Mewtwo)
* In 1 vs. 1 match between good players, it's rare that you'll get a chance to use Piglet, unless you use it when your opponent is in a Star KO
* During Tiggah's Up B, he can be gimped under stage edges and attacked from it very easily
* Can be chaingrabbed
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
>Silver saying that when he is one of the most responsible for MYM's death (HEHE)

K. Rool/Klump and Krusha SSE Role

In the scene where DK and Diddy are first introduced, after they head after Bowser’s troops, Klump and Krusha can be seen in the bushes, spying on them, Klump looking through a pair of binoculars. Klump takes out a walkie talkie to report to K. Rool (Some gibberish being heard from him to represent the talking) for K. Rool to be heard on the other end shouting out gibberish back at Klump. Klump holds his non-existent ear in pain as the walkie talkie gets propelled upwards by K. Rool’s bellowing voice, Klump catching it shortly after. Klump motions for Krusha to follow him, and the pair head out after the Kongs.

In the scene where Bowser turns DK into a trophy with his trophy gun, the scene goes on after Bowser laughs for Klump and Krusha to come in. Bowser looks at them questioningly for both of them to give a salute, Bowser nodding to approve their allegiance. Klump points to DK’s trophy, then points to himself for Bowser to shrug and toss the trophy into Klump’s grasp effortlessly and casually for it to crush him, him unable to lift it’s weight. Bowser facepalms and leaves, then Klump struggles out from under DK’s trophy. Krusha picks up the trophy with no effort at all, balancing it on one finger, for Klump to sigh, annoyed at not being as strong as the other reptiles. The two kremlings and Bowser leave in separate directions.

Before the second level where you play as Fox and Diddy, a cutscene of Klump and Krusha reporting to K. Rool is shown. Klump takes out a small old fashioned TV for K. Rool to show up on it, seated on his throne, drumming his fingers. Klump and Krusha smile stupidly and gesture to the DK trophy for K. Rool to look excited and let out an evil laugh. Klump steps in front of K. Rool’s view of Krusha and points to himself for K. Rool to nod and take out a sack of gold, nodding back at Klump. Krusha gets angered at Klump taking the credit, and proceeds to shove him out of the way and point to himself. Klump and Krusha rapidly begin pointing to themselves and grunting, arguing over who gets the credit, and eventually get into a fight over it. K. Rool facepalms at this and cuts off the connection to the TV, and the cutscene leaves the two Kremlings to their fight.

K. Rool makes his first in person appearance in the SSE when he takes Bowser’s place in making the Giant Diddy Kong Fox, Falco, and Diddy have to fight. However, unlike normal, K. Rool will first fight you with a bunch of Kremlings (Generic enemies, who can be found in the second Diddy and Fox level and the Falco/Diddy/Fox level instead of Bowser’s koopas) at his side. After being defeated, K. Rool won’t turn into a trophy, and will instead whip out his trophy gun and make the giant Diddy Kong as normal, then flee.

K. Rool, Klump, and Krusha aren’t seen again until DK’s trophy is normally seen on the ship flying to the subspace factory where it normally goes. Klump and Krusha are still with DK’s trophy, guarding it, bringing it to the subspace bomb factory for safekeeping. In this scene (Separate from the others shown at this time), Klump and Krusha will be shown with a bunch of bruises from their fight against each other earlier, and will decide to call a truce and shake hands. After this, Krusha will be bored and go over to the TV they used to contact K. Rool and fiddle with it. Krusha turns on his favorite show, “Sing along with Uncle Swampy”, and begins clapping to the music stupidly. Klump facepalms at this and changes the channel on the TV to one with a bunch of Kremling babes, him literally drooling over the sight of them. Krusha changes back the channel in anger, and they then begin to fight once more, this time over who gets to watch their shows. The camera cuts to K. Rool, who is coming over to the Kremlings with his helicopter pack from Donkey Kong Country 3. K. Rool facepalms at the incompetence of his minions and lands on the ship alongside them for the Kremlings to hastily put their salute their king and stop fighting, letting out big stupid grins.

The next cutscenes go on as normal, with the exception of K. Rool, Klump, and Krusha being shown on the airship with DK’s trophy. Diddy first comes onto the ship for K. Rool and Klump to come up close to him, closing in on him, Diddy looking rather intimidated. They don’t notice Captain Falcon and Olimar come onto the ship though, although Krusha does. Krusha rapidly points towards Falcon and Olimar, but K. Rool dismisses it, thinking Krusha’s probably just being stupid again, unaware of the threat. K. Rool and Klump hastily turn around when they hear DK being revived for their jaws to drop and Diddy to laugh, and a battle begins. You play as DK, Diddy, Falcon and Olimar against K. Rool, Klump and Krusha, with the subspace enemies that you normally battle against here in the real SSE still being present and required to be defeated.

After defeating the Kremling trio, K. Rool uses his helicopter pack to escape, and Krusha leaps out to K. Rool as he flees and grabs onto his legs for dear life. Klump tries to jump out also, flailing in mid-air rapidly to try to get to grab onto Krusha’s legs, but he doesn’t make the jump, and falls down into the water, staring up at K. Rool abandoning him. DK and Diddy laugh at the Kremlings, but turn their attention to the subspace bomb factory as they’re taken inside by the ship as normal, along with Falcon and Olimar.

In the cutscene where Samus and Pikachu burst into the heart of the subspace bomb factory to meet with the Ancient Minister (Before DK’s party arrives), K. Rool and Krusha can be seen coming in from the side before they burst in. The Ancient Minister takes a bow before K. Rool, and motions to his Robs to tend to his wounds, which they proceed to do as ordered. K. Rool chuckles and pets the ancient minister for him to stare at K. Rool hatefully, then Samus and Pikachu come in, the cutscene resuming as normal.



In the cutscene where the Ancient Minister reveals his identity, Ganondorf doesn’t have the Robs set off the bombs when he appears as the hologram. Instead, he brings out a massive amount of powerful susbspace enemies, having no intentions of blowing up the factory, confident that they can easily defeat Samus, Pikachu, and DK’s party. K. Rool laughs alongside Ganondorf before he vanishes, but after he does so Krusha can be seen stupidly messing with the controls. He ends up setting off the subspace bombs for K. Rool to facepalm in response and the Ancient Minister to stare at K. Rool hatefully as his Robs go to sacrifice themselves. K. Rool hastily goes to flee the exploding factory along with Krusha, the Ancient Minister going with him. K. Rool notices the Ancient Minister coming along and puts up his hand to tell him to stop, then points downwards to tell the Ancient Minister to stay there, ordering him to sacrifice himself along with the other Robs. The Ancient Minister stares hatefully at K. Rool then shreds his disguise to reveal his true appearance, and proceeds to try to attack K. Rool. K. Rool and Krusha hastily flee out and close the door to chase after them, leaving Rob trapped with the others. Rob goes alongside the other characters and smacks his robotic fists together, getting ready for a fight, and the battle against the subspace enemies proceeds as normal.

After defeating Meta Ridley and the Subspace bomb factory is engulfed in the bombs it produces, K. Rool and Krusha can be seen escaping the blast via K. Rool’s helicopter pack in the background as the Blue Falcon easily gets out in time. More notably though, Klump can be seen watching this from the water he fell into, and is sucked into subspace by the blast. Klump screams wildly and rapidly flails his arms as he’s sucked in. . .



K. Rool and Krusha aren’t seen again until the great invasion cutscene, where they are up on the “Ganon cannon” alongside Bowser and Ganondorf. In the cutscene where Ganondorf betrays Bowser, K. Rool and Krusha also present. Ganondorf aims his trophy gun at K. Rool instead of Bowser, but Krusha takes the shot for him, getting turned into a trophy. K. Rool turns around at the betrayer hatefully and growls lowly alongside Bowser, and you play as Ganondorf against the other two villains in a two on one battle. After defeating them, Ganondorf will go before Master Hand, but Master Hand will fail to escape Tabuu’s control and will instead attack Ganondorf. You must face Master Hand as Ganondorf, his stats being double what they normally are in classic mode. After this, Tabuu turns everyone into trophies as normal, although the game shows the trophies of DK, Diddy, K. Rool, and Krusha flying far farther then the others, off into the distance.

Due to not being in the same area as everyone else, having been sucked into a random location of subspace, yet not turned into a trophy like Wario was, Klump is still alive after Tabuu turns everyone into a trophy. Due to not needing to be revived by one of King Dedede’s badges due to not having been turned into a trophy, the game first shows Klump before King Dedede’s party or Kirby. Klump gets up wearily from having been sucked into the portal and looks around at subspace curiously. Klump, unable to determine his location, lacks his pointer finger and points it upwards to see if he can feel the wind, but there is no wind in this lifeless place, much to Klump’s fear, his pointer finger drooping down. Klump paces about mumbling “hip hup, hip hup. . .” to himself, swinging his arms about, trying to keep his cool, but suddenly a bunch of primids pop out and attack him, causing him to lose it. You play a subspace level as Klump alone, not having the luxury of Krusha to assist you, no further cutscenes of Klump showing.

After Klump’s level, you play through King Dedede’s level as normal, but before the game shows Kirby, it goes back to Klump. Klump finds Krusha’s trophy and Klump has flashbacks of them fighting over who got the credit for taking out DK and the channel. Klump also remembers Krusha getting away with K. Rool while Klump fell into the water, left to be sucked into the portal. The flashback ends, and Klump stares at his comrade with anger, shaking his fist. He proceeds to take out his anger on Krusha’s trophy, but then a hoard of subspace enemies arrive, surrounding Klump. Klump looks horrified and hastily revives Krusha to assist him, and you play as them both in another subspace level, there being a small battle at the start.

After the second Klump subspace level, you play through Kirby’s as normal. Once all the normal cutscenes play that normally would before you go up into subspace (The only exception being that DK and Diddy’s trophies aren’t in the subspace levels of Dedede’s party and Kirby), a final Klump and Krusha level starts up with another cutscene. Klump and Krusha will find DK and Diddy’s trophies laying on the ground together and laugh stupidly over the trophies. The pair will proceed to assault the trophies out of their hate for the kongs, but then some subspace enemies attack once again. Klump and Krusha are vastly outnumbered and have no choice but to resurrect the kongs, who beat their chests and join the two Kremlings in battle against the subspace enemies. You play as DK, Diddy, as well as Klump and Krusha in a battle against subspace enemies. After the battle, Krusha will go up to shake DK’s hand, but Klump will come inbetween him and DK and point towards DK, reminding him that he’s the enemy, for Krusha to salute. You play as Klump and Krusha against DK and Diddy in a 2 on 1 battle (As far as gameplay is concerned) in the enemy’s favor. Once you defeat the monkies, Klump and Krusha laugh stupidly over their victory and proceed to drag the apes along. Klump has a flashback of being unable to carry DK and decides to try carrying him, but is still unable to. Krusha casually picks up DK once again with his pointer finger, balancing him on it, laughing stupidly. Klump sighs and goes to pick up Diddy, but comically isn’t able to lift up his trophy. Krusha sighs and goes over to pick him up as well, but due to having to balance DK’s trophy on one finger and not paying attention to it due to picking up Diddy, DK’s trophy falls over and it’s base touches falls on Krusha’s foot, reviving DK and causing Krusha to hop on one foot in pain. DK hastily revives Diddy and Klump puts up his hands to tell the kongs to stop, not wanting to be pummeled. DK looks ready to put the hurt on Klump, but Diddy puts his hand on his shoulder and motions around to the vastness of subspace, and DK regretfully decides to allow Klump and Krusha to live. He motions for them to come along with him and Diddy, and you then play a subspace level as the four (Three as far as gameplay is concerned) characters.

At the end of the level, DK, Diddy, Klump, and Krusha find K. Rool’s trophy. K. Rool sees his minions revive him and looks relieved, but is then startled to see DK and Diddy behind them. K. Rool frantically motions behind them for them to just shrug, not knowing what he’s so worked up about, forgetting that K. Rool doesn’t know they’re working with DK and Diddy. DK sees this and comes forward to help K. Rool up for him to realize what’s going on. K. Rool refuses to take DK’s hand and stares at Klump and Krusha in disgust, considering them traitors for going with DK and Diddy. K. Rool slashes DK’s hand away then slashes at Klump and Krusha as well, and you then play as him in a three on one battle against DK, Diddy, and his “traitor” minions, Klump and Krusha. After the battle, the cutscene shows K. Rool being defeated, despite the results of the gameplay. K. Rool isn’t turned into a trophy, but appears to be KOd. DK, Diddy and the Kremlings go up to K. Rool out of curiosity for him to rise up and do a spinning tail whip on them all, having only been playing dead. K. Rool hastily flees from them up the stairs into the great maze. DK and Diddy facepalm, and they along with Klump and Krusha go into the great maze, them getting no further personal cutscenes.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
What kind of story do we have this time? Well let me begin...





They'll be here at the end of this turn, unfortunately for you...





















[old version of the set can be seen HERE]
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

BOWSER THE BRASH


Wah, hah, hah, HAH! I'm the West's rowdiest rascal
Bowser the Brash!!



Bowser the Brash is one of the 5 Bowser alteregos found in Mario Party 2, appearing as the main villain on the Western Land board. He has a stereotypical "bank robbing outlaw" personality, being comparable to colorful villains found in movies about the Wild West.



Stats

Us outlaws don't need no words. We talk with our popguns! So don't be talking back!



Size: 10
Weight: 10
Fall Speed: 10
Jumps: 6
Aerial Control: 5
Aerial Speed: 4
Traction: 5
Ground Movement: 2.5


Bowser the Brash has quite a hefty frame comparable to the normal Bowser - he won't be knocked away any time soon, wah hah hah HAH!


Mechanic



In Mario Party 2, the Steamer is a randomly-alive train that is the main attraction of Western Land: all of the numerously-placed Happening Spaces on the board will trigger its moving forward or backward, and if it hits any unfortunate characters in its path, it sends them straight back to start.

Guess what this leads into: A Dave vehicle mechanic. We all know how well these have worked before. When Bowser the Brash spawns, the Steamer will be right behind him, lurking in the background. The train itself is the size of a Battlefield Platform, with the cart behind it being another Battlefield Platform. The tallest section, the engine in the middle, is as tall as Ganondorf. It is unable to be hit by any attacks or hit anything while in the background. It is, however, completely solid - you cannot dodge or roll while standing in front of it, meaning Bowser can potentially pressure you by the train. However, under certain conditions, the Steamer will be moving right along swiftly...


Specials

Neutral Special

Bowser the Brash uses his foot to make a small dirt circle the width of Kirby in the ground. In the middle, he draws an arrow pointing forward with his foot - if the input is tapped before he draws the arrow, he will draw it pointing backwards. This isn't nearly as laggy as I've made it sound, actually being quite a swift motion.

So...what does this do? This acts as a signal to the train, given it is, y'know, alive and all that. If anyone or anything steps on this dirt circle for the briefest of moments, the train will move into the foreground and move 3 Battlefield Platforms in the direction the arrow is pointing in, at Ganon's walk speed. Once it reaches the end of this path, it goes back into the background. Rather than turning around when the arrow is pointing backwards, it will literally move backwards - the back of the train moving that way. Hitting the back or the front of the train while it is moving will deal 10% and high knockback to anyone, even Bowser the Brash. You can, however, stand on the train or the cart without any problem - though being on it when it moves back into the background will cause you to move into the background with it, your only way out being to spot dodge back into the foreground.

The train is invulnerable to practically everything - it has complete superarmor, and is practically nothing more than a moving wall. It's completely unstoppable, allowing Bowser the Brash to use it as a devious approaching tool and something he can hide behind as it will soak up all projectiles. However, besides the train damaging him as well, there is one fatal weakness - if the train drives off the stage, it won't come back until Bowser's next stock. This is quite possible, given that the foe can influence the train's direction with Bowser's dirt circles, and Bowser will -need- to put them down if he wants any chance of winning the match.

Of note, any dirt circles that are stepped on while the train is moving will not cause it to move - only dirt circles that are stepped on when the train is fully in the background will have any effect. Also, if a train comes contact with an obstacle - such as a wall, it will move back into the background to navigate around it, before coming back into the foreground. It will also activate all traps on the ground before it - giving Bowser the Brash an excellent pressure tool against those defensive trap setters...


Side Special

Bowser the Brash points his popgun in front of him. smacking it out in a hitbox that deals 3% at the start, before following it up with a cork blast that travels the distance of Final Destination at Meta Knight's dash speed - it deals a good amount of flinch and minor pushback, as well as 3%. This is very similar to Falco's blaster in terms of lag and effectiveness. Bowser the Brash can use this straight out of his shield, meaning he has a very effective defense against foes trying to get straight in his face.

By holding the input, you can charge the cork blast, which doesn't really change the amount of damage it does - it increases the flinch and pushback to a greater amount. He can potentially use this on defense to hinder an approach.


Down Special

This one's a real Hootenanny! Bowser the Brash reaches out in a grab hitbox, pretty much acting like a majority of grabs due. However, the range here is pretty godlike - it's essentially Dedede's grab. If Bowser the Brash successfully grabs a foe, he will extract a bottle of milk and force it down their throats, this motion taking about 1.5 seconds, pushing them a battlefield platform away after this. If Bowser the Brash does not grab the foe, he has an alternate option done by pressing the input during the end lag from the grab - he will drink the milk himself.

So, what does the milk do, exactly? Well, the milk was laced with alcohol...those who drink the milk now stagger around and look far more drunk for their animations, though this is a minor effect. They will constantly be switching planes while they are drunk, from the main plane to the foreground and the background and so on and so forth. This can happen even in the middle of attacks, meaning their movement is downright unpredictable. Attempting to dodge or roll while in this state will result in your tripping and going into prone. This whole affair lasts for 8 seconds. This obviously screws with your foes, making them more vulnerable to the train and your other traps and whatnot...so why would you want to drink it? Bowser the Brash's excellent defensive options means that he has no need for dodging or rolling, and he can excel at pressuring while he is constantly moving in and out of the background, and before you state that the foes could just as easily pressure you while moving in and out of the background, Bowser the Brash's wide range of background and foreground hitting attacks proves to be a good defense against drunken foes who think they can pressure you in this state - as well as a good pressure tool in general.


Up Special

Bowser extracts a lasso, whipping it forward in a generic tether grab that can obv. grab edges and whatnot for a generic recovery. The lasso reaches out quite a long distance - the length of a full Pikmin Chain. If it misses an obstacle, Bowser the Brash will draw the lasso back to himself, giving some end lag. If you do happen to grab one of those rascals, they'll be wrapped up in your lasso - this functions like any ol' grab, even going through those darned shields! Those varmints can still move and attack as usual, their idle animation is replaced with them fiddling with the lasso, having to stand still for 2 seconds to remove the lasso by default, wait 6 seconds, after which the lasso automatically falls off, or deal 20% to any part of the lasso. While the foe is tied, Bowser the Brash will tuck his end of the lasso into his shell, allowing you to attack and move as normal during this time. Speaking of which, the foe will have to make sure they follow along with your movements and don't stand still, otherwise they will find themselves falling into prone if on the ground, a state in which they can button-mash out off. But, Bowser the Brash can hinder their escape significantly by moving around as they're laying in prone, causing them to get dragged around with them. This is especially useful while on the back of the train, forcing the foes to move as you assault them from the comfort of your moving platform.

Speaking of which, you can tie a lasso to the edge of the train, it wrangling a smaller part such as the top of the train by default. Bowser the Brash will continue to tuck the lasso inside his shell, effectively connecting him to the train, transitioning him into the background with it and whatnot. You can dash against it to slow it's movement speed by half, allowing you to hinder it's going off the stage or what have you. Though a far more obvious use here is just making it incredibly difficult for foes to knock you away, forcing them to break the lasso - which is really quite useful, considering how you can control it's movement as a hitbox...

As an obvious side note, you can't use your up special while you have a foe lassoed.



Standards


Dash Attack

Bowser the Brash stops snd raises his popgun in triumph to give this move some starting lag, before he dashes forward with the popgun-wielding hand still raised behind his head. Runaway outlaw! Bowser moves forward one Battlefield Platform at his normal dash speed, before he grinds to a halt, suffering some end lag if he hasn't hit anything. If any foe stands in Bowser's way during this time, Bowser will smash his popgun hand downward on the opponent's head, knocking them into a prone state in front of them and dealing 7% damage. If Bowser goes offstage with this, he can still recover and has access to his jumps.

Your most obvious thing here is just using this as a mindless pressuring tool, though this also has great effect as you're able to zoom away from your train as it closes in on you, though the end lag if he misses can sometimes do him in, putting the foe into prone keeps the end lag from being as severe and makes it far more likely that you'll be hit by the said train - as well as this being one of your best moves for putting the foe into prone in general, even though lassoing them can have far more benefits.


Jab

Bowser the Brash does a horizontal swipe of the area in front of him with his popgun, covering a wide area...this deals 6% damage and good knockback, but as you might've guessed from the wide area, it hits the foreground and the background as well. Mighty useful as a pressure device and a defense device, especially against drunken varmints.

Forward Tilt

Bowser the Brash whips his popgun in front of himself here, covering a surprisingly. This deals 4% damage and is extremely quick, but hardly deals any knockback on the first use, instead inflicting hitstun - allowing you to launch a bunch of quick, repeated hits at the foe.

More importantly, for each time you hit something with this, one popgun shot will be locked onto that object - aiming straight at them. Considering how you can hit foes with this multiple times, that can come quite in handy - you can also hit your train with this to become locked on to the spot you hit it at - being quite useful if the foe tries to camp out in that spot.


Up Tilt

Bowser the Brash quickly swings his lasso above his head - if he isn't tethered to a foe already, of course. It goes out it's full length and stays there for half a second, before Bowser the Brash quickly pulls it back down to Earth. You can -very- slightly angle this during the startup lag, though it's incredibly precise. Should the lasso catch on to anyone during this time, it will wrap around their ankle and Bowser the Brash will slam it to either his right or his left depending on a direction you can very quickly decide (right by default), the damage and knockback dealt to the foe depends on how high they were in the air (3% for every Ganon they were up in the air). This obvious discourages the foe from going into the air, given Bowser the Brash can yank them right back down and even give himself some space when he slams them down. Do note that the lasso is practically impossible to avoid when they'll be be drunken and dodging...

Down Tilt

Bowser the Brash steals an ability from his main form, as fire blows out of his mouth and he blows it across all three planes, alebit it's a far FAR faster motion than his normal counterpart. You can hold this out by holding the input, which can allow you to constantly keep this out. Of course, this has some pretty bad end lag so you want to make sure you hit the foe with this. The fire deals light flinching hits of 2%, and works excellently against shields - giving Bowser the Brash another move that is effective against shields (remember those two grabs in the specials? that was pre-planned), in order to force them to dodge or roll away.

As soon as Bowser the Brash exits the move, a small fire remains across the 3 planes in the spot you used this at - it has the same flinching hits property, making this comparable to PK Fire in that it can contain foes - making it much easier for them to be hit by your train, or even just as a trap if they dodge or roll.

Of course, here comes the obvious interaction - if you use this against a lasso, you will burn that segment off of it, rendering it ineffective. If the foe was dashing against the lasso, they will immediately trip and fall into prone. If you were using it against a train that was moving, it will start moving at it's normal speed.



Smashes


Forward Smash

Bowser the Brash puts his arms behind his back, looking around in an attempt to see if anyone's watching. After charging is over, Bowser the Brash extracts an orange sack of coins and smashes it in front of himself! This deals 10-20% depending on the size of the bag, ranging from Kirby size and Kirby weight to...double Kirby's size and weight, mips. After he smashes it in front of himself, the coin bag will remain on the field for the next 8-16 seconds, with Bowser only able to have one out at a time (the one already on stage disappears if he uses this again). The coin bag can be knocked around, but will disappear upon being knocked around too much, having 15-25% stamina based on the charge. For each 1% it takes, a coin will be knocked out of the bag and be knocked onto the ground alongside the bag - the coins deal no damage and don't cause tripping, much to Coachman's dismay. Rather, the coins deal a small bit of flinch every time they hit a foe, and they can be knocked around by attacks - each coin only lasts 10 seconds, however. One of your more obvious ways of herding up these coins are to have them in front of the train, which will push them forward rather then knocking them away.

Bowser the Brash can lock onto his coin bag with his utilt to fire at it from afar, dealing slight pushback and causing coins to be knocked out, like all attacks. This has an obvious purpose when it's offstage and the foe is attempting to recover, as you can constantly pelt the bag with popgun shots to ensure that the coins fall and stop the foe from recovering. If you want a far more direct form of movement, you can also lasso it with your up special to drag it to your current location (also triggering any dirt circles along the way...)

Most importantly, if a coin bag is placed on a dirt circle, it will act as a player - essentially forcing the train to move the way the dirt circle specifies like any normal player can, and the fact it stay still on the circle means that it can have the train almost constantly moving, outside of slight pauses. This forces the foe to attack the bag to stop the train from moving, allowing Bowser to zone them right where he wants them...



Down Smash

Bowser the Brash curls into a spiked ball, taking inspiration from Bowser's Inside Story to do so. After the charging is complete, Bowser the Brash will move a full Battlefield as a giant hitbox. If this hits foes, it will deal 7-15% damage and good knockback, though the effect on foes in prone is far more blatant - if you roll over a prone foe, they will be dragged along with your for the entire path, taking 15 hits of 1% damage. This is a pretty obvious way of bringing foes along with you, and is one of your best moves while you're drunk on milk - given the duration and how he will constantly be moving in and out of the background while in this state, allowing him to pressure foes as he zigzags in and out of the background.

Also taking inspiration from Bowser's Inside Story, but not really relevant on anything but stages with walls - Bowser the Brash will be able to move up and across walls with this, not stopping for anything.



Up Smash

...Bowser ran! By which, I mean, Bowser the Brash leaps up into the air! Bowser the Brash leaps up from Ganon's height to 3 Ganons depending on how long you charge this, with his aerial DI being able to influenced like Dedede's up special (as it would seem, however, the ending lag here is far worse if you mess this up...and you can't cancel out of this, either). If you land on your foe with this, they will take 10-18% damage, and will be flattened like a pancake. During this state, they cannot attack and only have a pathetic jump that takes them about half a Kirby off the ground - the state only lasts for 2-6 seconds, depending on your charge - they can still button mash out to return to normal even earlier. While they're pancakes, all of the extra effects that Bowser the Brash's attacks have on prone foes also apply to them, as well as having the additional effect of their cruddy jumps making it much harder to avoid the train... even ignoring the pancakes, this can be a pretty useful option just for getting on said train, as your up special won't automatically have you recover on to it.


Grab Game

Bowser the Brash reaches a hand downwards in a grab motion, the range is a bit low but considering how much mileage you'll get out of this when the foe is lassoed, it's worth it. In addition, Bowser the Brash can grab foes in prone or pancaked foes and put them to his level, while putting them out of prone, this allows you to use his throw library on them. In terms of animation, he holds the foe with one hand while holding his popgun in the other, aiming it straight at the foe's neck.

Bowser the Brash can pick up his coin bag and throw it about, which is immensely helpful if he wants to hit midair foes with it.



Pummel

Bowser the Brash desperately shakes the foe, as though looking for something to rob off them. He isn't Iron Tail, however, and doesn't actually rob anything - instead dealing 3% per pummel. If you have your coin bag, however, this will shake out 3 coins per pummel - allowing you to manually empty it.

If the foe is lassoed at the time, this is much different - Bowser the Brash extracts the rest of his lasso and ties it around the foe, hogtying them. They are now stuck on the ground in a prone state, forced to button mash out at average grab difficulty. Pretend to be a silent movie villain and run them over with the train, mwahahaha! You regain your lasso once you hogtie them, but you can't lasso them until 4 seconds after they escape the hogtie.



Up Throw

Bowser the Brash takes whatever he's grabbed and holds it above his head in a moment of triumph, before he tosses them forward. this deals about 8% damage and is very easily Bowser's best KOing throw, with the knockback being affected by how much the foe weighs. Naturally, Bowser will want to throw foes offstage so he can shoot them from onstage, or buy some time in order to get his train correctly positioned again, if the foe is pancaked, this is a rather excellent KO method. However, Bowser can also throw coin bags at his offstage foe to litter them with coins as they fall.


Side Throw

Bowser the Brash presses his popgun against them even more, yelling "Let's get a move'on, ya rascal!" The foe is technically released from the grab at this point, however, it isn't quite over yet. Bowser the Brash will still be standing there with his popgun pointed at the foe, superarmored. If he is attacked, he will shoot 4 undodgeable popgun shots from your side special (with the aimed effect from utilt) at the foe before losing his superarmor and regaining control. What does the foe need to do to get rid of this? They need to dash 2 Battlefield Platforms in the direction Bowser used this throw in, if they turn around or jump into the air while they do this, Bowser the Brash will fire the charged shots at them. If they don't do this in 3 seconds, he will fire at them. This is a pretty obvious way to space foes along quite merrily, as they will be forced to move or take damage.

If this throw is inputted backwards, Bowser the Brash will push the foe a very small distance behind him at first, so they don't run into him - which would pretty much be broken on his part.



Down Throw

Bowser throws the foe to the ground, technically "releasing", the foe. They're in a get-up state, and are able to roll away at this time. However, as soon as Bowser releases the foe, he leaps up into the air. He lowers his fist and plummets down towards the ground. The blow deals 10% and is enough to pitfall them in the ground, however, they can completely avoid the blow by rolling away...while the side throw focuses on spacing them into the train, this can get them into your flame trap. If Bowser is quick enough and the foe's roll is laggy, he can also jump up and punish them with a jab if he pleases.

If Bowser punches his coin bag, all of the coins inside will erupt out of the bag, falling around the area near Bowser. This gives you a simple way to get all of your coins out at once.




Aerials


Neutral Aerial

Bowser the Brash quickly punches the space in front of him, in a very quick motion that deals 8%. You can press the input multiple times to start a stream of alternating punches, each with the property of the first one - except Bowser uses the left punch to hit the background and the right punch to hit the foreground. Considering Bowser's affinity for pressure, this is your go-to pressure move in the air, and especially useful at hitting drunken or dodging foes.


Forward Aerial

Bowser the Brash slashes his claw forward at a downwards angle, looking like his normal forward aerial. This is actually a good deal slower than normal, however, as he slowly claws the foe in an attempt to make it as painful as possible. If the foe is hit by the claw, Bowser drags them downwards with multiple hits from the claw, 8 hits of 1%. This puts them directly in front of Bowser, but below him - giving him time to footstool them if he's quick enough, which can contribute to his whole game of just sending them offstage. He can also quickly fire off a locked-on popgun to force them to flinch while they're in a position this disadvantageous.


Back Aerial

Bowser the Brash slams his shell behind himself in a mockery of his normal back aerial. No, this isn't one of those "impale enemy on your spikes" back aerial that every Bowser set ever has. Instead, this deals 8% damage and high knockback - it's just a tad quicker than your normal back aerial, allowing you to wall of pain enemies who try to make it back onstage from the safety of the stage - you can move off it if you're close enough to lasso back on to the stage, but it's generally safer if you do it onstage.

Oh, did I say this couldn't impale enemies? I was right. I didn't say anything about impaling stuff other than enemies, however. If Bowser the Brash uses this against his train (of note, the drunk effect from milk won't apply to this attack.), he sticks becomes impaled to it. From here, he is able to use his side special and up special while he is on the train, allowing him to attack from afar. Bowser the Brash will not leave the train until he presses the standard input or he is hit by any attack - this basically forces the foes to come after the train if they want to get Bowser, which is advantageous for him if he wants to ram them using the train. He will also come off after 10 seconds, but who wants to wait -THAT LONG!?-

If you stab a coin bag, it will be stuck on Bowser's back - spilling one coin per second. Bowser can release it by pressing the input again. This allows Bowser to spill the coin bag and it's detestation coins directly over the foes, though it can be quite risky...



Up Aerial

Bowser the Brash looks upwards and, in a quick motion, starts blowing fire in a hitbox directly above himself. The flames here are a containing hitbox similar to PK Fire and deal about 3% every second the foe is trapped within them, though this is far more easy to DI out of then some of his other aerials, such as his down tilt. The obvious thing here is to simply punish foes who attempt to jump up into the air away from you, with the ability to simply punish them and rack their damage when they attempt to come back down. Also a great method to avoid getting gimped - Bowser's weight, air speed and his so-so recovery means he's a sucker for it. This move actually gives him some proper gimp defense due to the relative quickness and allows him to move down to the ground without harm.


Down Aerial

Bowser the Brash faces the screen, curli- oh no, don't tell me it's the dreaded Bowser Bomb! Not the Mario Party 2 item, but the infamous down special of normal Koopa King. Bowser the Brash enters an identical animation with the same startup lag and starts falling downwards at an incredible speed - if he catches onto a foe here, he will not instantly send them downwards - rather, they will be dragged downwards with multiple hits from his behind, roughly 3% per second. They can DI out of course, but this is increasingly harder at higher percentages. If Bowser smashes onto the ground with the foe still underneath him, they will take 8% damage and be launched upwards. Your primary purpose here is to get back to the stage or suicide if that pesky rodent won't stop outwitting you and your nefarious schemes. However, this can also be used as a quick way to get down to the stage to trigger a dirt circle...just in case.


Final Smash
Bowser the Brash takes out a second popgun and hurls it forward, about the distance of 2 Battlefields at Sonic's dash speed. If the foe is hit by the popgun, Bowser yells "I'm challengin' ya to a duel, ya rascal!" The screen fades to black for a moment, before it opens again.


In a pre-rendered cutscene, the two characters are now in this stage, with the Goomba watching from the background. The two take ten paces from each other, with their backs turned from each other. This happens over the course of 3 seconds. If someone presss any input during that time, the Goomba will run in and yell at the offending player before the ten paces start again. If they press the input again this time, they are instantly KOed.

When they actually make it through the ten paces, they will stand still with their backs turned. After another second turned, the Goomba yells "draw!" and a button (A Button, B Button, Y Button, X Button, Z, etc) appears on the top of the screen. Either Bowser or the foe must press this button as soon as it appears to turn around to shoot the other character in the behind. This causes them to perform an overdramatic, obviously fake death - which removes one stock from their counter.



Playstyle

Bowser the Brash is a tricky foe with a playstyle that comes straight from Western Land: chaotic zoning, spacing, prone abuse, downright taking away the foe's control...he can switch from defense to pressure at the drop of a ten-gallon hat! Just remember to remain intelligent about it all, or you could find yourself falling victim to your own devices.


Extras


Entrance

Bowser the Brash rides in on the Steamer in the background, before hopping into the foreground.


Up Taunt

Bowser the Brash points his popgun in front of himself twice - his Bowser Bomb animation in Mario Party 2.


Side Taunt

Bowser's nostrils flare in anger, smoke coming out of them as they do.


Down Taunt

Bowser the Brash hops up and flips over on his back - a mockery of his defeat pose in Mario Party 2. He gets up a second later.


Victory Pose 1

Bowser laughs at his foes, crying out "Ya'll ain't seen half of what I can do yet!".


Victory Pose 2

Bowser lets out a mad cry of "YEEHHAAWWW!" as he fires his popgun in multiple directions.


Victory Pose 3

Bowser tosses his cowboy hat up into the air, shooting it multiple times with his popgun before it falls to the ground.


Victory Pose Vs. Other Bowsers

Bowser the Brash laughs a hearty laugh, pointing his popgun at the other Bowser (random if there are multiple), proclaiming "I'm the only outlaw 'round these parts!"

Wah, Hah, Hah, HAH! Ah been a-lookin' for you! If'n ya like livin', you'll GIMME ALL YER COINS!! Understand!?!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BLACK HOLE BOWSER



Blackhole Bowser is the form Bowser takes on the Space Land board in Mario Party 2 – he’s essentially a galactic dictator (Being shown as having control over the police) who sits in a chair not unlike the Koopa Clown Car, but with futuristic technology such as force fields and lasers. Bowser has a massive cannon set-up on the board, and once somebody passes by the middle of the map 5 times he’ll fire the cannon and steal everyone’s coins in the path of fire. Presumably, this version of Bowser is an alternate universe version of Bowser had he succeeded in Mario Galaxy. . .

STATS


Weight: 15
Size: 14
Aerial Control: 10
Jumps: 6
Falling Speed: 4
Aerial Speed: 4
Ground Movement: 4
Traction: 0.5

A rather impressive set of aerial heavyweight statistics for lord Bowser. He isn’t at all scaled down from his Brawl appearance, and his floating chair significantly adds to both his size and weight. To make up for this, Bowser will not take stun if an attack only hits his chair instead of him, only damage and knockback. While Bowser floats slightly off the ground (Though not high enough to avoid ground based traps) while he’s “on the ground”, but he still can be grabbed as normal regardless. . .Just beware of the fact that if you grab his chair and not him (AKA your character is short), Bowser will gain the ability to use attacks after he’s halfway escaped from the grab, and he typically takes less hitstun from throws.

An increasingly rare trait of heavyweights is to have horrible traction, but Black Hole Bowser deviates from this. Unfortunately, it serves as a crippling weakness rather than an advantage, much like in his brief fight scene. Bowser has horrible, horrible turning lag to turn around, about half a second. While you could turn around if you predict someone rolling behind you and –maybe- get out okay, beware that if they interrupt your turning around you’ll end up facing whatever direction you were closer to facing – this is a trait that can be used for or against you. In any case, backwards must be doubled tapped to turn around – pressing backwards normally will showcase Blackhole Bowser’s ability to walk backwards. While Bowser’s walk is very slow, on par with Jigglypuff’s dash speed, Blackhole Bowser is permitted to attack while walking, whether forwards or backwards.

SPECIALS


Neutral Special – Force Field




Black Hole Bowser holds a button with no other visible animation, able to enter and exit the “stance” quickly. If a hitbox connects with him from above, below, or the front, a black hole will briefly flash over that portion of Bowser, causing the hit to do nothing. If the object the hitbox was connected to can, it will take 8% and a platform’s worth of set knockback away. If the object was a projectile, it will get deflected away from Bowser at a random angle.

Note that this force field is solid, so this prevents the obvious attempt of foes to simply roll behind Bowser. He cannot attack or jump while he keeps up the force field, though, so it’s easy to approach over him as he uses this move. The force field is out enough from Bowser that non psychic grabs will not work on him. While this is a pretty all-powerful move that foes will have to constantly keep in mind, it unfortunately can only be used for 5 out of every 13 seconds due to a cooldown measure on the force field.

While a fantastic defensive option on-stage, the move is a pretty horrific wall of pain when off-stage, making Bowser into a pretty terrifying gimper.

Down Special – Bowser Beam




The first use of this move has Bowser summon a head in his image as large as Brawl Bowser is (Floating in the air wherever it is placed), with a cannon placed inside of the Bowser head’s mouth. Pressing Down B a second time will only work if Bowser’s on the ground, in which case a compartment of the stage will open up (He’s the galactic emperor, he owns everything) as a countdown timer shown in the second screenshot is revealed under said stage, wide as Wario. Whenever somebody passes over this (Including Bowser), the counter will reduce by one. When the counter hits zero, the counter will retract back into the stage and the Bowser cannon will fire the Bowser Beam, an infinite range beam as wide as 2 platforms and tall as Wario that deals 50 hits of 1% and dragging set knockback per second. It can still be DI’d out of, of course, but you’ll be taking 35% minimum, more if you’re a large character. . .Considering Black Hole Bowser is vulnerable to this, that’s pretty bad.

If you have a countdown timer and a Bowser cannon already out, pressing Down B will enable lord Bowser to angle the direction the cannon is facing. If you don’t want to have to arbitrarily get out of the way once it fires, you can change the default horizontal angle of the cannon to be aimed downwards and place it in the air or something – placing it directly above the counter is pretty obvious. Bowser will be forcing his enemies across the stage a lot, in any case, and if he makes two passes across the stage with the foe the counter will go from 5 to 1. From there, if you push the foe towards the counter, they’ll be the one to trigger it.

There are of course plenty of other set-ups that can be done. One such example is putting the cannon at the edge of the stage while still facing the stage, potentially damage racking the foe when they pass over it, but more importantly if you gimp the foe you can make the head face the other way and trigger the beam yourself for a ton of free damage – while this means you’ll probably save them from being KO’d, it means knocking foes off-stage can be about simply getting more damage rather than getting a gimping attempt.

Bowser’s vulnerability to the beam is rather downplayed thanks to his ability to simply use his force field, although you’d best keep some of it for this purpose if you’re going to play recklessly with it. The random deflection of the force field will cause the giant beam to get separated as it comes at Bowser, firing off a bunch of smaller weaker projectiles at various forward angles. If the foe was between you and the cannon when this happened, these deflected portions of the beam can hit them as they come out of their dodge.

Side Special – Snifit Patrol




Lord Bowser points forward and roars, causing a member of the Snifit Patrol to appear before him. Their little cars are a bit less wide than DK, and said cars are only a bit taller than Kirby, with the Snifit itself sticking out an extra Kirby height. As soon as they are summoned, they will race forwards in an attempt to catch any outlaws at Captain Falcon’s dash speed, dragging along anybody they come into contact with via 15 hits of 1% and dragging knockback per second. This is more of a spacer to bring foes across the stage or get them away from you, and can even be half decent as a gimper, especially in combination with the Bowser Beam. Snifits and any other minion characters will also cause the Bowser Beam counter to go down by one when they pass it.

Up Special – Jet


Lord Bowser doesn’t have as good of a recovery as you’d expect somewhat as a balancing measure, considering he’s so insanely heavy. That’s not to say the recovery is terrible, but he doesn’t have some arbitrary free flight – essentially, a Kirby sized flare spawns underneath his vehicle here, dealing 5 hits of 1% and flinching per second. This flare reduces Bowser’s falling speed to half Jigglypuff’s for 4 seconds, during which time Bowser can do anything else he pleases. Bowser’s horizontal recovery is of course very very good because of this, and even difficult to gimp to boot. Peach and DK can tell you that horizontal recovery isn’t that good by itself, though, and with nothing but his two jumps Bowser must be extremely cautious. None the less, this long horizontal recovery means Bowser can manage to chase foes a long ways off-stage for gimping purposes.

AERIALS


Down Aerial – Bowser Bomb


Black Hole Bowser’s chair plummets downwards in a predictable manner, dealing 20% for an all-powerful spike in a typical stall then fall. If he was at least 1.5 Ganons into the air (Which can be reached just fine with his two jumps), this will create an indent in the stage as wide as Bowser half as deep as the chair Bowser’s sitting in. So long as Bowser sits embedded in the ground like this, he becomes massively resistant to horizontal knockback, requiring an attack that would knock him back at least 5 platforms to be knocked out in said way, though you can also simply deal vertical knockback to him, or he can choose to leave by jumping out. More importantly, Bowser is solid while embedded in the ground like this, forcing foes to approach over him if they are to get behind him, but at the cost of making Bowser significantly more predictable, along with a fair bit of ending lag. There’s even lag to willingly jump out of the little pit!

While this may not seem like that appealing of an option at first with all the lag involved, keep in mind the indents in the stage last forever, even should Bowser be killed (Though he can’t make an indent on top of an indent). Bowser can get into position with little to no lag at all should the time call for it.

If Bowser hits a foe with this move on the ground, they will show up as pitfalled on whatever side of Bowser they were closer to. High risk, high reward. If a foe is standing in one of these indents and Bowser decides to sit in one normally, the same thing happens, but foes will end up in prone rather than getting pitfalled, and will only take 6%.

Neutral Aerial – Recliner


Bowser presses a button to recline in his chair. . .And then continues holding it down to have the chair start rotating around. This is a vertical spin rather than a generic horizontal spin like the generic Brawl spinning nairs, and given the very unique frame of Black Hole Bowser this creates a rather awkward hitbox for foes. While the meat of Bowser’s hitbox simply deals 7% and generic GTFO knockback, the top portion of Bowser’s chair that reaches above Bowser himself is a sweetspot, batting foes away in the direction it’s facing for 16% and knockback that KOs at 130%.

Aside from generic defense, you can try to attempt to sort of “scoop up” foes behind you with the top of the chair, which is easier than you think when you take into account that if a foe attacks the chair from behind they likely won’t hit Bowser himself and thus won’t interrupt the move. Don’t worry about “missing” with the sweetspot as it passes by the foe, as during the duration of the move you can press A at any time for Bowser to hit a button and reverse the direction of the rotation. This move lasts 1 second, and Bowser will rotate 3 times over that second if A is never pressed.

If the landing lag of this move is triggered when Bowser is horizontal/almost horizontal, Bowser will enter prone. This is good because of Bowser’s backward get-up roll that travels a long distance quite quickly, enabling him to potentially get behind foes he wasn’t before. This threat can make foes more inclined to interrupt Bowser before he hits the ground, which also makes it easier to sucker them into the sweetspot.

Forward Aerial – Chompers


Bowser leans forward from his chair and chomps. This attack can be angled to hit foes slightly above or below Bowser’s awkward frame, given how awkward the range of a melee attack from Black Hole Bowser would be otherwise. The chomp deals 11% and a fairly powerful spike on par with Rob’s dair if angled forwards or downwards, and diagonally vertical knockback that kills at 160% if angled up. The spike is the main function of this move, to give Bowser a gimping game beyond his force field.

Back Aerial – Stretch


Bowser reaches behind his chair without bothering to turn around. Needless to say, this is a rather terrible grab. It’s comparable to most Brawl grabs in that it’s fairly fast, but has such abominable range that all the speed in the world won’t help you. In the least, the move can be angled, giving you –SOME- option against foes who get behind you.

Should Bowser grab you, he will hold you against the back of the chair before making the back of the chair face the ground, then plummet in another stall then fall. Bowser will crush the foe if they both hit the ground, dealing 18% to them before knocking both Bowser and the foe into prone, Bowser obviously being on his back. From here, you can take advantage of Bowser’s backwards get-up roll from prone to get behind the foe, which is very impressive and will outspeed outdistance the foe’s typically without fail, unless they randomly have a godly one as well.

Up Aerial – Fire Nova


Lord Bowser holds his pointer finger skywards and brings his mouth close to it before breathing fire lightly over the top of it, creating a fiery ball on top of his pointer finger. He then proceeds to continue breathing fire to make it bigger, making it reach Wario’s size over half a second. He will then throw it upwards, causing it to become a projectile that deals 10% and knockback that kills at 160%. After it goes up 2 Ganons, the ball will lose its’ specifically formed shape and fan out into some flames, falling downwards at Jigglypuff’s falling speed and spreading out to cover a platform width. As they fall down, the flames deal 6 hits of 1% and dragging knockback per second, easily being DI’d out of. Lord Bowser is immune to these flames, but their lingering status means they’ll be around for a long time – as you pass back and forth across the stage, they’ll inevitably come into play at some point.

SMASHES


Forward Smash – Lasers




Two side cannons on Bowser’s chair start firing forward lasers. The lasers are shot through the background/foreground and connect at a certain point (No, they are not a hitbox in the Z planes) and said point is the hitbox. Bowser will move forward the point where the lasers connect 1-4 platforms away, not stopping early at edges. Any foes hit by the point of laser collision will be dealt 8 hits of 1% and get dragged along with flinching hits. On average, foes will DI out after traveling about 1.5 platforms. If they are in prone, though, these hits will not knock them out of it, trapping them in it a similar manner to Falco’s laser lock (Though end lag on the move obviously prevents infinites). in which case foes can just casually drop out of the lasers via gravity. Obviously can drag foes away from you, off-stage, and into pits.

This is a two part smash attack, comparable to the fsmashes of Link/Tink. If the second part is input, Bowser will sweep the lasers back towards himself to their starting position. Unlike the previously mentioned fsmashes, Bowser can skip to the second half of the fsmash at absolutely any time he so chooses. Aside from more damage if you’ve reached the end of your regular range, this can be useful to drag a foe across the Bowser Beam counter twice, or if using the uncharged version to hit a foe who dodged the initial sweep of the lasers. This also makes the move significantly more difficult to DI out of, as if foes are about to get out of the lasers by DIing towards Bowser he can just turn the fsmash around if he so chooses. As far as foes DIing out the other way, keep in mind Lord Bowser’s ability to move during attacks – if he moves forward as the foe does, he can make it take longer for them to DI out. Just beware Bowser has a slight bit of lag if he changes the direction he’s walking (That terrible traction isn’t only turning lag), so foes can still fake Bowser out even here.

Down Smash – Time Bomb




As a galactic dictator, Bowser is no stranger to the horrors of nuclear warfare, so here he presses a button on his chair and causes a secret compartment of the stage (The one directly in front of him) to open up and a time bomb (From the Space Land duel mini-game) to be hoisted up out of the ground before said secret compartment closes (Dealing a brief 4% and tripping foes as it does so). This is laggy as a Warlock Punch to bring out, and if Bowser is interrupted the bomb will go back into the stage (At an extremely accelerated pace to how quickly it comes out). In the very least, that annoying ass hitbox as the compartment closes will still be present, punishing foes lightly who punish you and making the more a lot more viable in the same way the sourspot on Dedede’s fsmash helps out said move. Unforunately, though, Bowser cannot walk during this move.

A timer will pop up above the time bomb ticking down by the miliseconds, exploding in 10-30 seconds. If it explodes, it will deal 30% and knockback that kills at 95%. . .In an explosion that covers the entire screen and is unavoidable by most means. Bowser is thankfully vulnerable to this, though then again, so was Dr. Strangelove. Unlike Strangelove, Bowser’s force field –won’t- save him from this blast, but the knockback that is dealt is slightly diagonally upwards (Though still primarily horizontal). The vertical portion of the knockback will be what saves his skin given his good horizontal recovery, and in combination with Bowser’s rather impressive weight, even by MYM standards, Bowser will typically be the one still standing when the dust settles – Lord Bowser can survive in space, you know! If Bowser is damaged enough for this to kill him, it obviously still functions fine as a suicide KO.

To prevent it from exploding, foes (Or Bowser) must be at the bomb and hit “A” next to it like an item to push the switch when the timer has 1.5 seconds or less on it, at which point the bomb will be deactivated and be taken back inside the stage. It takes a mere .2 seconds to press the switch, but Bowser will obviously not want you anywhere near the switch during the desired time, and even if you are there he will be trying to pressure you to stop you from pressing it. When he can just use his force field to cockblock you from the time bomb when it’s about to explode, you’d think this would be impossible, but note that if he wants to use it then he can’t waste the cooldown on it earlier, so you can knock him back away from the time bomb during the seconds before the final 1.5.

Yes, you can have multiple time bombs out at a time, up to potentially four if you can somehow pull that off, but the lag of summoning the bombs prevents you from making it so they go off at the same time if you don’t charge the smashes. If you somehow manage to fully charge a dsmash –and- get through all the normal lag, though, you can time the making of a second time bomb to make two in different places that will go off at the same time, making it impossible for the foe to diffuse both. Granted, this means you have to not only pull off a fully charged dsmash, but also pull off an additional dsmash at a specific time.

Up Smash – Fire Breath


Bowser turns to face skywards and breathes a cone of flame as wide as Wario and 1.5x as tall as Ganon. Anybody hit by the flame takes enough set vertical knockback to be juggled in place against gravity. There are 36-45 hits of 1% throughout the move’s 2 second duration, and it’s thankfully fairly lagless on either end. Foes can DI out to either side after having taken 15% or so on average, but with Bowser’s ability to walk while attacking he can essentially force them to DI out to a specific side (AKA his front) by walking in the opposite direction he wants them to end up on. Needless to say, walking backwards while using this move also serves as an excellent defensive tactic for foes attempting to jump over you.

Alternatively, sit down in a pit to become solid then use the usmash to become a nigh impenetrable wall – try forming this wall in a pit next to the edge as the foe makes their way back to the stage. Yes, they can just go grab the ledge itself, but then they’ll struggle to get back onto the stage even from there, as your solid status means that they’ll fall back off the edge after they finish a ledge roll/attack, jumping or dropping off being the only good option.

STANDARDS


Neutral Attack – Spike Shooter


Bowser reclines in his chair a bit so that the bottom spiked portion of his chair is facing diagonally downwards rather than straight downwards and fires a single spike out of his chair, dealing 4% and horribly weak forwards knockback. Pressing A more times will cause him to shoot more spikes – he can keep shooting them as much as he likes, as more come in to fill in the place of the old ones. This does a good job of covering an area below and directly in front of Bowser, making it a nice way to net foes who are attempting to approach under him. While foes could theoretically move past this line of fires of spikes, the thing that prevents them from doing so as easily is once the spikes hit the ground, they become embedded in them and become traps that deal 1% and flinching. I use the term “traps” very loosely, as they vanish after a mere 4 seconds – they’re more static disjointed hitboxes to help deal with immediate approaches.

Dashing Attack – Skid


Bowser laggily skids to a stop as his chair stops hovering entirely and goes against the ground. As Bowser stops the momentum from his dash as he turns around, he deals a single beefy hit of 17% and horizontal knockback that kills at 80%. This hitbox only hits foes in front of him, though, and considering Bowser turns around after the attack is over, that’s not too appealing. This move takes even longer to turn around then it does normally, but the pay-off here is that you can attempt to turn around from the foe while running away. Granted, you’ll be running away quite slowly as you skid to a stop. If you do make it to the turn around, point, though, note that Bowser will fall over in prone onto his back, letting him use his back get-up roll to make some more distance.

Forward Tilt – Bullet Bill




A compartment in the front of Bowser’s chair opens to reveal a small cannon. Said cannon will proceed to launch out a Bullet Bill. It homes in on the foe at Meta Knight’s dashing speed, and on contact will explode dealing 14% and knockback that kills at 120%. As you might predict, the Bullet Bill has to turn around in large Bowser width arcs and this takes a good half a second to do, so the Bullet Bill can be a tad easy to evade. . .More importantly, these arcs means it is very likely that the Bullet Bill can accidentally hit Bowser, as he’s vulnerable to it and with his huge frame it’s very easy to direct it back into him like you would into a typical boss character.

However, Bowser’s Force Field can reflect the Bullet Bill and makes it turn around automatically, meaning foes choosing to lure Bullet Bills into you will often find it directed right back into their face as they come out of their dodge. Aside from this, regardless of the Bullet Bill being launched from the front of the chair, this is one of your prime ways to hit foes behind you. All that’s particularly necessary is to just jump up to let the Bullet Bill go under you. Of course, the foe could just jump upwards as well, so it’s still definitely very awkward to pull off and will require some good timing on your part, such as when the foe behind you is in a pit or off-stage and thus can’t easily keep up with the vertical height you gain.

Up Tilt – Bound


Black Hole Bowser causes the chair to have a sudden boost into the air about a Ganon before it comes back to the ground, the spiked bottom of the chair a hitbox that deals 10% and horizontal knockback that kills at 150%. The chair will barely catch itself before it collides with the ground, preventing the “landing lag” of a aerial. . .That is, unless a pit is under Bowser, in which case he’ll just let himself fall down into said pit.

This move avoids the lag of jumping out of a pit normally, and would seem predictable. . .If, however, the stage is covered with lots of pits (Probably on your last stock), you can use this move to essentially leapfrog out of one pit into another, leaving yourself with incredibly minimal time when you’re not resistant to horizontal knockback and solid without even robbing yourself of the ability to move.

Down Tilt – Koopa Klaw


Bowser claws the ground in a rather quick melee move, dealing 8% and causing foes in front of him to trip into prone. While prone by itself is useful with a lot of pits around/the fsmash if there aren’t pits, this move will spike foes off-stage quite powerfully. While Bowser can’t normally reach foes hanging on the ledge with this, if you sit in a pit next to the edge then use dtilt, you’ll be able to just fine.

GRAB-GAME


Grab – Grab


Bowser cannot grab in the air regardless of constantly floating, unfortunately. He makes up for it by having not only actual decent grab range, but the ability to actually angle his grab and thus actually hit shorter foes standing on the ground. That said, it’s not the absolute fastest grab, but it’s far from unusable.

Pummel – Menacing Glare


Bowser brings the foe up to his face and gives them an intimidating glare, snorting in their face. This does no damage, but if foes button mash during this time they’ll actually be –increasing- the amount of time they’re grabbed. This pummel is held rather than rapidly pressed, Bowser able to enter it and exit it. Obvious mindgames abound as you attempt to stall so the foe will get blown up by a time bomb. If you want a more traditional pummel, the dthrow is the way to go. The dthrow also can help stall the foe even more, as it has a rather long animation.

Forward Throw – Roar of Terror


Bowser brings the foe in front of his face if they weren’t already before roaring at them, creating a gigantic wind effect with infinite horizontal range as tall as Bowser. Foes take a brief flinch and 5% at the initial throw before being knocked into the wind stream, which pushes them back at 1.35x Captain Falcon’s dashing speed. Bowser will keep this up for 5 seconds, but if foes manage to get past it he can cancel out of the move early. Aside from making the most possible distance between you and the foe, this throw can be useful for stalling, and not by simply knocking the foe off-stage. . . Foes can choose to hide out inside a pit until the roar wears off or hang on the ledge if blown off-stage. In the case of a pit, foes typically won’t be willing to wait unless they’ll be activating a Bowser Beam counter behind them otherwise, but with a proper set-up this can be quite threatening.

Back Throw – Backscratcher


Bowser lifts the foe up above himself and leans forwards slightly before smashing the foe against the chair with his back, dealing an immediate 8%. Bowser then proceeds to grind the foe against the back of the chair with his spikes, dealing an additional 8 hits of 1% over a laggy 2 seconds. After all of this, the foe limply falls out of the chair behind Bowser into prone. 16% is good, but you’d probably argue that’s not worth putting the foe behind you, correct? Well, if you dump them off the stage or into a pit, you’ll probably have enough time to turn around as is. In addition, if the Time Bomb is in front of you and about to explode, this is the only real way to get them away from it.

Up Throw – Ejection


You remember how the Bowser Beam counter and the Time Bomb come out of compartments in the stage? Here, Bowser causes one of those compartments to open before throwing the foe into one of those compartments. A cursor then appears over the ground which Bowser can move horizontally at Captain Falcon’s dash speed across the platform the foe was injected into, having half a second at max to do so. Once the time is up or Bowser hits any button early, the foe will be shot out of this portion of the stage as another compartment at that location opens up, taking 10% and vertical knockback that KOs at 145%. Obviously a decent positioning throw. . .

The catch is that these two compartments will now act essentially as “portals” in that anybody who steps over either of these two plots of ground will have the ground open up under them. If they fall in, they’ll get shot out of the other compartment. Note that if you place this over a time bomb, that will get retracted back into the stage, so don’t get any bright ideas about “blocking it off” with this. Lord Bowser is vulnerable to this and will take full damage. These two stage compartments last 15 seconds and creating a new pair of them will replace the old ones.

You might think this sounds more beneficial for the foe as this gives them an easy place to go to get behind you, but if they do that you can simply follow them inside. In which case, when you both get shot out, the foe will inevitably get shot up further than you do due to your immense weight, and you can use your usmash or sweetspotted nair to force them to go in front of you rather than behind you – the nair sweetspot combos into this if both your damage percentages are as such that the foe is just barely knocked above you.

Down Throw – Visor


Bowser causes a windshield to come up to cover him inside his little spaceship. It is solid and blocks Bowser off from enemy attacks during a FFA (Making him immune to stun), but more importantly Bowser plops the enemy down at the front of his chair so that they get caught between it and the windshield as it comes down on top of them. This deals an immediate 8% to the foe, and 1% per half second to them until they escape at grab difficulty. Bowser can move around freely during this time to position the foe, and once they escape they will enter a footstooled state and thus enter prone on contact with the ground, though this can be easily teched. If you’re worried about the foe teching and getting behind you, keep in mind they can’t do that until they hit the ground – thus, you can bring them higher into the air so you can move back a bit before they tech, hell, maybe you can even predict the tech and dair them! Who knows?

As far as using the footstooled state off-stage for an insta KO, foes will unfortunately break out of the footstooled state if they fall more than a Ganon. This still sounds rather broken in tandem with your Force Field, but this is only if foes couldn’t make it back to the stage during the time they were DIing towards it before gravity brings them below you – essentially, if you get the foe to a high enough percentage they won’t escape in time –and- grab them close to the edge, they kind of deserve death, and that’s assuming the foe can’t recover from a light downward hit from the force field anyway. This move is better suited for simply getting the foe off the edge at all before simply going back to the stage and plopping down in a pit next to the edge.

FINAL SMASH – RUSH HOUR




Upon the activation of the Final Smash, a horde of Thwomp and Whomps will come rushing in in their car from the side blast zones, moving at the dash speed of Captain Falcon to the other blast zone. The height they spawn is random, but they will never spawn below the stage and will not spawn higher than 3 Ganons above it. On contact with someone not named Black Hole Bowser, they will drag foes with them with 20 hits of 1% and dragging knockback per second, foes DIing out after traveling about 4 platforms and taking 25% on average. All of this chaos knocking the foe across the stage is also obviously nice for the countdown timer, though you’ll probably have to reposition the angle it’s fired at seeing foes will get dragged off by the speeders so quickly.

If you summon a Snifit Patrol member in front of a speedster, it will cause the speedster to turn around and go in the other direction. If you summon one behind a speedster, it will cause the speedster to hit on the gas and go even faster, speeding up to Sonic’s dash speed.

20 cars will be summoned in this Final Smash over 15 seconds.

PLAYSTYLE SUMMARY


There are three painfully obvious factors throughout the set that dictate the meat of Bowser’s playstyle – don’t let the foe get behind you, sweep them back and forth across the stage (and even off the stage), and keep them away from the time bombs. These three goals typically flow into each other – if the foe is pushed away from you, they can’t get behind you, and you can obviously choose to push the foe away from the time bomb. The Force Field, Snifit Patrol, and fsmash are your main technique for pushing the foe across the stage, while a bunch of your other tools are largely dedicated to preventing the foe from approaching past you once they inevitably do get up close, such as the jab and usmash. As they go back and forth across the stage, Bullet Bills and uair lingering flames that you previously made should hopefully be waiting for them, as well as the obvious countdown timer for the Bowser Beam.

Said moves to prevent the foe from getting past you can actually be turned into ways of pushing the foe forwards, though, if you have enough pits on the stage. Leap frogging through pits with utilt enables you to progress forwards while making yourself an ever advancing wall without making use of the force field. This also enables you to zone the foe a lot better than you’d expect, enabling you to keep the foe away from the precious time bomb.

This strategy also works very well with your off-stage game. You can obviously attempt to gimp foes off-stage with the force field and fair, but the real terror of Bowser’s gimping game comes when the foe reaches the ledge, should you have a pit next to it. From there you can simply spam ranged moves and the force field to make approaching back to the stage complete and utter hell. While this likely won’t kill them, it is an absolutely superb method to stall for some time for your nuclear warfare dsmash. Bringing the foe off-stage in general will rarely result in actually gimping them, but it is more a method of simply continuing your game to stall, regardless of how insultingly easy it is for them to recover. As far as actually finding time to make pits and time bombs, knocking foes off-stage is typically the way to find said time – you can potentially even multi-task by sitting in a pit next to the edge while making something or other. Pits in particular are a good long term investment, as they will stay for the entire match, even on death. Bowser’s prone abuse game, as basic as it is, is quite bolstered with pits, as if a foe is in a pit or on top of ground in-between two pits it’s painfully obvious where they will roll. That and Bowser’s fsmash are superb tools for wasting time.

Now, for all we’ve talked about the time bomb, we’ve talked about it as a KO method, not a suicide KO method. Something quite interesting about how it flows into your game is that if your damage is high enough that it’ll end up killing you too, you have to keep in mind that the knockback is not some automatic insta KO – foes who are closer to the middle of the stage will die last. This means if you can defend the middle of the stage when the bomb’s about to go off and push the foe to be closer to the edge, you will always be the one to die last, unless your percentage is exceptionally higher than the foe’s. Keep in mind even if your damage is high, you can still use the time bomb to –win- on the last stock, it’ll never come down to sudden death.

One final thing we’ve yet to talk about is all of the potential set-ups with the Bowser Beam in the context of the rest of the set. Positioning it to propel the foe off-stage can buy you a boatload of time, but it can be used for more devious purposes if you already have a set-up. Such set-ups include pointing the Bowser Beam downwards into a pit so they cannot DI out of all the hits to save their lives. This follows up dragging a foe into a pit with fsmash very nicely – just send a Snifit off to the counter to set off the beam. Either that, or just place the counter in the pit itself. More threatening perhaps is using the Bowser Beam in combination with the Time Bomb. Place the counter next to the time bomb (They sadly can’t overlap) and have the Bowser Beam facing downwards to fire onto the Time Bomb itself. Lots of things are possible with the Bowser Beam in combination with your playstyle of going back and forth across the stage, just keep in mind to make proper use of your own passings to set it off when you want, and use the Snifit to correct your mistakes or set it off from a distance.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544


Bowser Sphinx

This mildly Egyptian incarnation of Bowser debuted in Mario Party 2 as the boss of the Mystery Land board. He antagonizes some aliens and does little else of note, besides asking a silly riddle.

Stats
Size-:bowser2:
Weight-:bowser2:
Speed-:bowser2:
Jump-:bowser2:
Traction-:bowser2:
Fall Speed-:bowser2:

Mechanics

Bowser Sphinx spawns with what seems to be a golden Bob-Omb statue in his hand. However, this isn't just a statue - it's an actual Bob-Omb that Bowser has turned into solid gold through some unexplained magic. This "statue" acts as a simple throwing item, comparable in power to a Koopa shell, though without the sliding properties. The golden Bob-Omb never disappears; if thrown off-screen, it will reappear in Bowser's clutches, so if foes plan to use it against him, they best be careful.

If and when Bowser loses all of his stocks, the Bob-Omb will be freed from its golden prison, and begin to amble about the stage in traditional Bob-Omb fashion. This happens to be a unique race of alien Bob-Omb, and will not explode of its own accord. It will blow when attacked, however, with the normal damage properties of a Bob-Omb. After it's been roaming the stage for six seconds or so, a small flying saucer will swoop onto the stage and beam the Bob-Omb up before flying away. If a fighter was holding the Bob-Omb or standing within a Stage Builder Unit of it, they will be beamed up as well, unless something hits them out of the tractor beam. Foes who get dragged onto the saucer will lose a stock when the saucer flies off the blast zone. If the Bob-Omb has been blown up when the saucer arrives, however, it will start raining Bob-Ombs down on the perpetrator for the remainder of their stock, which will likely be short.

The entire contents of that latter paragraph are rather situational; you'll only be seeing this occur in 3+ player stock matches in which Bowser Sphinx is eliminated while two or more combatants remain. So strictly speaking it's not all that playstyle relevant; consider it a fun bonus.

Specials
Neutral-Fire Breath

Bowser Sphinx opens his mouth and belches out a soccer ball sized orb of flame that travels in a perfectly straight trajectory at Captain Falcon's dash speed, and deals 6% and flinching on contact. The attack can be angled up or down to a maximum angle of about fifteen degrees. The attack has quite a bit of endlag. . . unless you decide to fire another fireball, in which case you will experience almost no lag at all, just a second identical fireball launch, though you'll be able to adjust the angle. This rapid-fire feature allows Bowser to spam the attack to hell and back, but still leaves it unsafe for use at close quarters, as Bowser will be unable to defend himself from foes. (the flinching will decay to no knockback or hitstun at all after three or four hits, in case you were considering some kind of infinite)

Forward-Stony Gaze

Bowser Sphinx's eye shines for just a moment as he leans forward, and any foe in front of him within half a Battlefield platform will stop moving as they're encased in stone. There's a bit of lag between the shine and the stoning, giving foes a chance to escape the attack. Foes who do get trapped, however, will find themselves having a rough time of it, as they have to escape their little prison at double grab difficulty, though taking any knockback will break them out instantly (though the knockback will be dampened to about half its usual strength).

Up-Tiki Head

Bowser Sphinx points one pudgy claw straight upward, and a tiki head (such as you might see on Easter Island) as tall as Ganondorf rises out of the stage or air underneath him, the top of its head (where Bowser is perched) acting as a small platform, barely wider than Bowser himself. If used in the air, the tiki head will linger in place for a full second before disappearing. Bowser must touch down on the stage to recover his ability to use the attack - this isn't a great recovery, essentially providing Bowser an extra Ganondorf of height and one second of time. On the stage, the tiki head will stick around for twenty seconds before vanishing. Tiki heads are completely solid - they cannot be walked through.

If you happen to already have a tiki head on the stage, using this attack will cause Bowser to teleport from the top of the tiki head he just created to the stage directly in front of the pre-existing tiki. When you already have two on the stage, simply jumping on the head of one tiki will cause you to teleport to the point right in front of the other. But wait, there's more! Bowser Sphinx can create up to four tiki heads at a time, and having more than two will result in them forming a chain of portals. Each one will teleport you to the one created directly after it, with the last returning you to the original to repeat the cycle. This allows Bowser Sphinx to traverse the stage quickly. Foes may also access the teleportation powers of the tiki heads, but their destination will be entirely random. They may even be spat out at the same portal they entered.

Down-Stage Rend

Bowser Sphinx stomps his foot, and the platform he's standing on is split perfectly in two. The two halves subsequently move away from each other, creating a gulf between them that ranges in size from three to five Battlefield platforms, dependent on how much the attack is charged. The blast zones may expand to accommodate a larger stage. Also, moving platforms that are split in two will retain their movement properties. No platform can be broken down into portions smaller than eighths.

Mechanics II

Those flying saucers I mentioned before will show up under one other occasion. If the Bob-Omb is thrown outside the blast zone five times, three of said saucers will fly onto the stage, moving around at Captain Falcon's dash speed, and try to rescue the Bob-Omb with their warp beams. If the Bob-Omb is thrown off-stage again, they'll start dropping Bob-Ombs on whoever holds the golden one.

Saucers can be knocked around a bit, much like SSE enemies, but they'll never be permanently taken down. You're unlikely to even delay them for more than a couple seconds.

Smashes
Forward-Chomp

Bowser Sphinx leans backward slightly as he opens his mouth wide, then charges forward three and a half Stage Builder Units (he'll stop early if he reaches the end of the platform) as he unleashes a vicious bite that deals 14-33% and massive knockback that can KO around the 70% range. It's very slow, of course, but it does have superarmor on the charging portion of the attack. The attack is a good way of deterring foes from entering the area in front of Bowser, or menacing a portal exit. Bowser will automatically catch any items he runs into along the course of his charge.

Up-Shell Spin

Bowser Sphinx tucks into his shell and spins as he leaps into the air, becoming a whirling fortress of death that deals rapid hits of .5%-1% and flinching for a maximum of 22% damage, with the final hit doing minor upward knockback. The leap carries him one Ganondorf upward and drags foes with him prior to ejecting them. He also moves slightly forward. (Soft Interaction Hint: What else is one Ganondorf tall?)

Down-Spew Flame

Bowser Sphinx inhales for a moment, then blasts fire downward and in front, essentially replicating Brawl Bowser's Neutral Special. The differences are that the flames don't diminish on this version and this one deals a total of 17-24% over the course of two seconds, dependent on charge. A lengthy Down Smash that comes with the disadvantage of hitting on only one side, but this is also useful for keeping a specific area under constant threat or briefly holding a foe in place (they can DI out fairly easily at higher percentages, so be careful).

Throws
Grab-Dry Bones

Bowser Sphinx points forward and roars, and a Dry Bones bursts out of the ground, Carrie-style, and latches onto the foe with its beak teeth mouth. This is a bit slower than most grabs, but makes up for it with range - the foe can be anywhere between right next to Bowser and half a Battlefield platform away, and still get grabbed. Dry Bones that miss will clamber up onto the stage fully and shamble forward at Ganondorf's walk speed, latching onto any foe they come into contact with. They'll walk right off edges, but foes best beware - they can still grab on the way down, likely dragging the victim into oblivion. If a Dry Bones is hit, it will crumble to dust - walking over a dust pile will (unless you're Bowser Sphinx) cause the dust to reform into a Dry Bones and grab you. Dust only lasts on the stage for five seconds, and a Dry Bones cannot reform more than once.

Dry Bones that hit will hold the foe in place. Pummeling will cause them to really clamp down for 1% damage a pop. Dry Bones himself has no throws, but dealing 7% with the pummel will cause Dry Bones and the foe to disappear, and instantly reappear in the grasp of the Bowser Sphinx. The Dry Bones is instantly reduced to dust by the monster's crushing grip. The transition between the Dry Bones' grip and Bowser's has no effect on the foe's ability to escape, nor on the progress toward escaping they've made. So if Dry Bones has had the foe on lockdown for a while, you may want to jump right into the throw, and not bother with Bowser's pummel, which is a headbutt for 4%, which is surprisingly fast.

Dealing 7% with the pummel is quite easy - the reason that trigger exists is so that you have the option of simply holding the foe in place, should Dry Bones snag them somewhere you really want them. The Bowser Sphinx can't move or attack while the foe is pinned down in such a manner, but when the foe escapes, Bowser takes almost no lag (the Dry Bones will, however, crumble to dust) and has a pretty good shot at hitting the foe with something.

Forward-Super Punch

Bowser Sphinx gives the foe a face full of fist for 16% and high, strictly horizontal knockback. If they slam into something along the lines of a wall or a tiki head, they'll take additional damage and potentially ricochet off of it, as is customary in Brawl.

Back-Dispatch

Bowser Sphinx turns around halfway he twirls the foe around by one leg, slamming them into the ground for 14% and leaving them pitfalled. The status is momentary, and quite easy to escape from, but still slows the foe down significantly, giving the Bowser Sphinx time to plan his next move or escape to an alternate lair.

Up-Hammer Toss

Bowser Sphinx whirls the foe around a couple times, then throws them straight up in the air as a projectile that deals low knockback and damage that scales with weight. He can use this to knock some saucers around and buy some free time, if they're after him.

Down-Black Magic

Bowser Sphinx roars as the foe disappears entirely for three seconds before appearing atop of a randomly selected tiki head. If there are no tiki heads on the stage, they instead are dropped into the match via the respawn platform.

Standards
Jab-Backhand

Why does Bowser Sphinx use the back of his hand when his front has all those sharp edges? Maybe he's not too bright. Anyway, this move is a short-range blow that deals 7% and half a Battlefield platform of strictly horizontal knockback, which should come in particularly handy on tiny, broken up stages, I should think.

Forward-Flametrail

Bowser Sphinx snorts flame on one hand, setting the claws ablaze, then dashes forward two Stage Builder Units as he swipes that hand down in front of him, in an overhand blow. The claw itself deals 9% and low knockback, while the flaming trail left behind by his claws lingers for a second and deals 2% and flinching on contact.

Up-Fiery Blossom

Bowser Sphinx belches out a wisp of flame that blossoms into a Kirby-sized orb directly above his head, dealing 13% and strong radial knockback. After a moment, the orb bursts, sending a total of thirteen smaller flames in randomly determined, parabolic trajectories with maximum ranges of one Battlefield platform upward and one platform to either side. The flames deal 4% and considerable stun each, and take a second or two to touch down, during which time the foe is unlikely to get too close or reckless. Bowser is immune to these projectiles. A pretty effective area attack, anti-air or enemy deterrent.

Down-Stomp

Bowser Sphinx brings one obese foot down to the stage, dealing 12% and ricocheting foes off the stage and upward. This has stupidly short range, but is extremely fast, and moves Bowser forward slightly. Spamming it will cause Bowser to alternate feet, slowly pounding his way across the stage. This can be a surprisingly effective strategy at close quarters, as the move has superarmor for the first four strides.

Dash-Shell Tuck

Bowser Sphinx pulls himself into his shell as he dives forward, sliding a distance of a Battlefield platform before popping back up to his feet, facing the direction he came from. Anyone he hits along the way takes 9% damage and is tripped. The attack automatically ends early if he reaches the edge of the platform.

Aerials
Neutral-Fiery Wreath

Using som unknown sphinx-y witchcraft, Bowser Sphinx creates ring of flame that engulfs him, dealing 4% and low radial knockback to anyone who gets too close. A basic defense mechanism, sure, but he probably needs that while fighting the aliens. (Remember them?) The ring is also just big enough so that when Bob-Ombs hit it and detonate, Bowser will be safely out of reach (providing hte explosion came from above). This attack has some heavy lag, especially if Bowser touches down on the stage in the middle of it.

Forward-Fire Hex

The Bowser Sphinx points forward, and a small red orb zips out of his finger, vanishing after travelling half a Battlefield platform. If it hits anything before vanishing, it erupts into a Kirby-sized fireball, dealing 15% and strong radial knockback. If it misses, the hex will settle at a random point on the stage, invisible, where it will linger for three seconds. Anyone who discovers it by walking over it during this time will cause it to detonate. Bowser is immune to the effects, but he can still set it off and hit someone else.

Back-Shell Shock

Bowser tenses up and flexes his muscles, causing his shell to light on fire. The resulting fiery outline almost immediately expands to twice its previous size before dissipating, dealing 14% and horizontal knockback.

Up-Flipflame

With a snap of his fingers, Bowser creates a Dedede-sized orb of red flame that rises up out of the stage and flies straight upward at Sheik's dash speed, meeting up with Bowser in just a tenth of a second. After making contact with Bowser, it begins to spiral upward, travelling in a parabolic path as it does so, which results in a very unusual trajectory. The path is quite difficult to predict, and the orb won't disappear until it hits the stage or crosses a blast zone. It deals 12% and radial knockback throughout its existence.

Down-Poof!

The Bowser Sphinx barrels straight downward, arms extended to catch someone, in your typical stall-then-fall. However, hitting opponents does not deal damage or knockback, instead causing them to instantly disappear as Bowser continues on his way down. When Bowser touches down on the stagem is hit, or crosses a blast zone, all foes he nabbed will reappear in front of randomly selected tiki heads. If no tiki heads are present, they will instead respawn in the usual manner.

Final Smash

Bowser Sphinx stops the match and raises his arms as a small text box appears, reading "It's a shadow riddle! What is this?" As a sillhouette appears over his head. All foes foolishly guess that the sillhouette is a cow before Bowser reveals that it is in fact Bowser himself, causing all foes to instantly be stoned, and have to escape at twice normal grab difficulty.

Playstyle

The Bowser Sphinx's first priority is creating a lair for himself. His Specials come in tremendously handy here - your fireballs can intercept foes, your stone powers will keep them out of the way for a while, and the other two moves are your obvious set-up tools; use them to break up the stage into a series of isolated islands. A particularly crafty Bowser Sphinx will take advantage of stage features to pick out the best possible island for himself. Anyhow, it's very convenient that your Specials are what you need here, because you'll likely be holding onto the golden Bob-Omb statue at the same time, which makes using your standards somewhat difficult. If you need a big hit, you can toss the statue at the foe, but for now you may want to hold onto it - foes will almost certainly be looking to use it against you or throw it off the blast zone. You see, when the aliens show up, they come gunning for whoever has the statue. And since the statue respawns in Bowser's hands, that person will most likely be the Bowser Sphinx.

Anyway, once you're all set up, you should be lurking in your own little lair, accessible only by tiki head (you have some wiggle room here, since it's pretty easy for Bowser Sphinx to snipe people who use incredible recoveries to get close, since they usually aren't too fast-moving. Bowser has a plethora of tools that excel at defending his little area - he's quite effective at close-quarters, and really knows how to put pressure on a specific area of the stage. In short, he's a camper and a darn good one. The foe will likely have a hell of a time even entering Bowser Sphinx's domain, much less attacking him. So of course, they're going to have to bring the aliens into things in order to take Bowser down. They've got to break into the lair, hold off the monster, grab the goods and go. It's almost like an Indiana Jones movie.
 
D

Deleted member

Guest


Wizard Bowser is one of five alternate personalities Bowser assumes in Mario Party 2, appearing as Horror Land's villain. He dons a ubiquitous grey cloak and levitates in place; he embodies the persona of an evil spirit, haunting the forest of Horror Land and preying on any who dare enter. Denizens of Horror Land are cursed, for unknown reasons – Whomps turn to stone in one of many harsh changes to the world brought on by night alone. Bowser is shown to take advantage of these elements, if not outright control them, with his use of a Boo at the board's finale to surprise a defenceless Koopa Troopa.

Weight: 10
Size: 10
Air Speed: 8
Ground Speed: 2
Fall Speed: 2

These statistics mirror those of Bowser in weight and size. He's a bit taller, being elevated above ground all the time, but that's a minor, aesthetic difference. Where he varies massively from Vanilla Bowser is in his air, ground and fall speed. Your ground speed and fall speed both take huge hits – hey, Wizard Bowser needs a Boo to help him sneak up on a Koopa Troopa, after all. In the air is where he shines, having boosted control and taking advantage of this body's floatier properties. He's no Jigglypuff, he has three heightened, impressive, manly jumps that well portray the esteem of the Koopa King.

Neutral Special: Boo!

Wizard Bowser veers back as if he were throwing his wand like a Koopa shell, then lunges forward with his wand extended out straight in front of him, hitting for 10% damage and causing flinching knockback to foes. You can spam this move easily if foes are trying to camp at you from in front, or clash on and destroy straightforward projectiles. Wizard Bowser's wand glows an eerie red while performing this move...

That is because, he is actually summoning a Boo! Unbeknownst to the players – Boos are invisible – Wizard Bowser has created a minion on-stage at the end of his wand. You can end the move there, or keep holding the input to create about two Boos every second, a cackle heard when each one is summoned. Boos will make a physical appearance at some point in the match, where they are your stock Boos. They can't be attacked, though they can't attack while invisible either – all they do is chase the foe, relentlessly. As with regular Boos, they constitute no physical space while invisible, and if they are looked at, they will stop chasing and cover their eyes—you can't see them, so for now this is fairly irrelevant. When they are chasing, they go at Zamus' dash speed. If they catch up to the foe, a fiendish cackle is heard, to notify the players. A Boo caught on a player attempts to stay locked on to them, travelling with them at the Boo's normal pace. The only way to get them off is to outrun them or resort to jumps if you're a slower character. Shielding won't help, at least not when Boos are invisible and invulnerable. This can get messy if Boos are positioned right, haunting a foe so that they run into a hive of other Boos. In a Free-For-All or Team Match, where Boos chase whatever opponent is nearest, no one can be sure who is in danger.

Side Special: Abra-ca-FROG-ra!!!


Wizard Bowser holds his wand out in front, over his head, zapping the ground in front of him with a shower of pink energy a character wide. Foes caught in these rays slowly take negligible damage and can DI out, but are dealt flinching knockback if they try to DI toward Wizard Bowser. If victim to the move for its entirety, an opponent is transformed into a frog! The frog transformation leaves the opponent without any attacks, solely being able to move in frog leaps across the stage, with one high jump to get onto platforms. They can't shield, dodge, or grab ledges, making them extremely vulnerable. The move can be charged and stored like DK's neutral special, the wand glowing more pink as the spell becomes more charged. This effects the length of the move, potentially making it up to 3.0 seconds longer – which doesn't increase how long a foe has to be hit by the move to be transformed – and also the duration of the frog transformation, it lasting 5-10 seconds depending on charge, the victim transforming back once this time has elapsed.

If a projectile is caught in the rain of energy, it is stunned in mid-air for 10-20 seconds depending on charge time, being imbued with a pink aura that makes it damaging only to opponents. While performing the move, the player can also angle the rays so that they hit the ground a Kirby closer or farther from Wizard Bowser. A foe can simply flee if being chased at close-range by your spell; this helps tremendously in positioning them for your Boos. Hitting a frog with this spell stuns them in place, and keeps them transformed if they are about to turn back to normal.

Down Special: Darkness Lamp


Wizard Bowser takes out the Darkness Lamp from the Horror Land board, which looks exactly as it sounds it does. He rubs it, turning the stage to a ghastly night, the background now teeming in apparitions: ghouls, strange howling... the night's appearances changes constantly as time passes. It will stay like this for as long as you're rubbing the lamp – Bowser can move around as normal while doing so, but can't perform any other moves and will be knocked out of the move if attacked.

In night's darkness, your Boos become visible. If they're overlapping with an opponent, they start to attack them for constant hits of 1%. Not even looking at the Boo will stop them now and they attack you right through your shield. You can have multiple Boos overlapping with an opponent at once, letting you rack crazy damage. For every 3% of damage a Boo deals, the sound of jangling pennies from Mario Party can be heard as the Boo absorbs 3% into a coin hidden inside its body. Boos can hold infinite amounts of coins – these don't affect their shape or size, but do slow them down, a Boo holding ten coins being as slow in movement as Ganondorf. A Boo with coins becomes vulnerable to attacks by opponents, the Boo letting out a pained cry when struck – the sound of jangling change heard again as they drop a single coin below, one coin per attack. Any character who walks over a coin, collects it permanently, healed for 3% damage. Coins are intangible like Boos, and take up no physical space, letting the same area of the stage be covered by multiple coins. Boos are fiendishly greedy, it's up to Bowser to tell them when to stop feeding off the opponent, or they will simply be hit back for all the damage they've dealt immediately after their feeding frenzy. A mob of Boos stealing money at once, however, makes it far harder on opponents to get back their stolen health. Putting away the lamp has no end lag.

Up Special: Stone Curse


Wizard Bowser twirls his wand fancily around, the player being able to charge and continue this animation for up to a second-and-a-half. What follows is Bowser's infamous growl and a stab with the wand directly above Bowser, casting a spell that creates a circular aura around Bowser similar to Tabuu's wing attack. The initial poke with the wand damages for 5% and combos into the circular aura. These expand, and can be dodged, in familiar ways to Tabuu's wings as well, growing out to twice the size of Wizard Bowser's hurtbox, or double that with max charge. This projectile turns anything it touches to stone. On opponents, this equates to them having to break out of the stone as if they were hit by a Freezie. Boos can still attack them when they're under status effects like this. However, this move also affects your Boos, turning them solid and making them into small, round platforms, aiding your recovery. Now they can be seen by all, even outside of the night time and coins inside of them are stuck there for the length of this effect. After a Roadrunner-like moment hovering in place, airborne Boos will fall to the ground at the rate of Kirby using his down special and become a hitbox that deals 10-25% damage, depending on how 'heavy' the Boo is and how high it falls from, it gathering momentum as it goes. You can kill your Boos misusing this move, but depending on charge, the stone effect will either wear off in a few seconds, or keep the Boos stuck for almost ten seconds, making it riskier using this with off-stage Boos. In stone form, Boos do not respond to anything, as you'd expect, and attacks fly off of them like they were nothing. By recasting the spell, the effect is prematurely receded by Wizard Bowser, but this may lead to further frustration if unaffected Boos are caught by accident.

Grab: Hijack

Wizard Bowser's grab has two functions - one, it is a normal grab when in range, to either your opponent, or Boos. It can grab multiple Boos at once (up to five), or one opponent, and has slightly better speed but a similar animation to Bowser's regular grab. A grabbed bunch of Boos become visible for the duration of the grab, and you can grab one Boo turned to stone, but not multiple stone Boos or any stone opponent. Boos cannot, or choose not to escape your grab. If an opponent is not grabbed, this is how you boss around your Boos, as Bowser growls fiercely, signalling his minions with a "come 'ere" gesture. This can be used in the air, but only the second function works. By pressing the grab again with nothing in range, Bowser will do a similar animation except point at the nearest foe, or one chosen by directional input, setting the Boos off on their hunt again. Holding the grab input here, Bowser will let out more commanding exclamations as he points at the foe, causing all Boos to attack that opponent and no other, even if they come into closer range, but this will be negated if Bowser uses this move again. Feel free to bully a particular opponent with this in FFAs.

Pummel: Shake of the Di


Wizard Bowser violently shakes whatever he has grabbed, dealing 2% damage per hit to opponents and extracting a single coin from any Boo who has it per pummel. The animation for this references Mario Party, with the coins appearing over Bowser's head as he does this. This is your safest way of retrieving coins, outside of harassing your Boos with specifically friendly fire moves, or goading your opponent into doing so. An opponent pummelled like this will feel the effects of the shaking directly afterwards, their movement controls jumbled for 5-10 seconds after depending on how many pummels were dealt to them, particularly effective when the foe is trying to flee Boos. The timer for jumbled controls takes into account the time a potential throw takes. Topping out the pummel count, however, should still give you ample time post-throw where the opponent is screwed, meaning it isn't too disadvantageous if they stop mashing.

Forward Throw: Evil Curse

Wizard Bowser snickers and aims his wand at the grabbed, releasing a red laser of a spell toward them, capturing them in the middle of a violent sparking scarlet aura once it hits them. This deals the opponent 10%, otherwise simply dropping them in place with flinching knockback, but the aura maintains even after the spell is cast. The foe's percentage means the aura will stick for 7-12 seconds, and for all that time - the aura extends their hurtbox out by over a third of its normal size, more easily detonating any traps laid, and any minions chasing them gain a 1.5x boost to their speed, including your Boos. This makes the night time especially nightmarish. Casting this on your Boos has no effect unless they are holding coins, though it does reposition them right out in front of you where it's easy to track their movements. Any coins inside of the Boo, now turn into red coins, which reduce any picker-upper's percentage by 3% rather than healing them. Consider that a foe may be running away from your Boos, and you'll see why largely, Wizard Bowser naturally will benefit from them dropping these, if the opponent doesn't just pick them up right away. By smashing the input, Bowser will only perform this throw on the most 'rich' Boo, keeping on grabbing the Boos he has otherwise.

Back Throw: Bowser Barrage

Wizard Bowser takes whatever is in hand and swings it behind him like in his normal back throw, before throwing it forward, dealing opponents 10% and tossing anything in hand away at a relative speed. An opponent will be KO'd by this method at around 130%. These thrown objects become hitboxes themselves and deal between 3-15% damage depending on their size, and KO at 200-120% too. The toss defaults to a generic toss against the ground, causing whatever it is to be ricochet'd back into the air, but can be aimed manually by the player, letting you bombard the stage - or opponents - with your solid Boos; toss your Boos into opponents, or your opponents into Boos. On one or multiple Boos, the knockback is significantly reduced when thrown, keeping them from ever being KO'd - throwing more than one at once causes them to spread out once the toss' knockback is finished. It's possible to throw opponents into solid walls - like ones you can create with your stone Boos - and create a bit of a chain grab as they fall back into the range of your grab at low percentages.

Up Throw: Koopa✶Fireworks

Wizard Bowser uses his wand to levitate the grabbed over his head, then lets loose a spectacular blast of magic travelling at Sonic's dash speed, sending them high into the air with an initial 5% damage, the foe taking a further 1%for every moment they remain guided by the blast. The spell is a rather big hitbox, but can be DI'd out of fairly easily, harder at higher percentages. Bowser can continue firing the beam by not pressing any buttons, and has a slight control over its trajectory with the directional inputs. Once Bowser stops controlling the spell, it is destroyed in an explosion the size of Wario, dealing 10% damage and KOing at 200%, obviously far lower if the foe is still being carried by it to near the top blastzone. A good KO move at higher percentages, but also provides for some easy mindgames as you force the opponent to DI on top of a bunch of Boos, or other damaging things. On multiple Boos, the blast diverges into several, splitting the Boos up in a set, even pattern overhead. The end explosion only further distances the Boos away, giving you a good option for some long-term minion positioning.

Down Throw: Ghoul Portal


Wizard Bowser waves his wand around, it gaining a jet-black resonance - he growls, aiming it at the floor and creating a dark portal in front of him out of the stage - or in midair if off-stage - which is the width of him. From this portal, a parade of very stereotypical Halloween ghosts appear travelling at the max speed of Fox's Fire Fox, flying upward out of the portal for twice as long as Mario's back throw. This throw can be mashed out of like a pummel, giving the foe some incentive to not just stop mashing when they know their controls are jumbled. As they pass through opponents, each ghost deals 4% damage and flinching knockback [purely for effect if still grabbed]. The exact damage at the end of this move depends a little on luck, but mostly will result in about three passes of the foe before they escape. Bowser can keep on channelling the spell after a foe has escaped, to somewhat block off the area directly in front of him. The ghosts fade away a mere two Ganondorfs into the air, meaning the move has only a short-term use. On Boos, the ghosts do nothing - unless they have coins. Ghosts will steal the coins for themselves, but their fading away means the coins are thrown into the air at the ghost's death, landing at random points around the stage, but never on top of Bowser. This move combos into your forward throw, when you curse a rich Boo, then use the ghosts to directly space the red coins about the stage.

Forward Smash: The Haunted

Wizard Bowser whirls his wand behind him similarly to his neutral special, the end of his wand glowing a menacing red. This can be charged for comparable times as Marth's neutral special. Bowser doesn't stab forward with his wand this time, however, instead waving it in front of him, dealing 3% damage and low knockback to opponents hit by the wand at this time. This is unlikely to do so, however, as immediately Bowser summons a... weak spirit? These spirits looks like weeping faces, floating in mid-air, as pale as the moon. Bowser summons them in clusters, summoning a ball as big as Lucas at lowest, or one as big as him at largest. Specifically, a ball can have between 15-30 spirits inside. These white balls are made of these smaller, pathetic spirits, each dealing 1% damage and flinching knockback if an opponent touches them. This is again unlikely, however, as if a foe gets within a platform of the ball, the spirits flee fast enough that they keep up that platform distance, and cannot be caught up to. The cluster will split up as fast as it was made, as spirits scarper every which way to avoid contact with any opponent. They can be destroyed by any attack, if the opponent manages it.

Tables turn in the night time. The spirits turn the same menacing red as mentioned at the start of the move, and their weak, scared faces turn into ones reminiscent of Bowser's insignia. They also double in size. Now, instead of running from the opponent, they chase them down if they come within a platform of them and deal 3% damage as well as low, but easily punishable knockback for Wizard Bowser. They can still be destroyed in this form by any attack, but if spread out from before night time, can be a huge problem to handle. The best way to deal with them, if a bunch get on your back like a hive of bees, is shielding, as their 3% hardly measures up in its weight in shield damage. This can aid Wizard Bowser in his Boo escapades, though. The opponent could always just attack you as well, as the end of night means, after a moment of lingering in horror, the little horrors are reduced to their regular size and white colouring, with all the reductions in power that brings.

Up Smash: Cooking Cauldron


Wizard Bowser points his wand down, charging there for a similar time as Lucas' up smash, quickly pointing it up at charge's end, causing the cauldron from the Horror Land duel to erupt in a flash of sparkly magic in front of him. The pot is about as wide as Bowser, but only as tall as Wario. If the foe was in the way, they will be pushed into the cooking pot at the start of the move, and dealt 20-30% damage and vertical knockback that KOs at 150-100%, though this is highly-telegraphed. Touching the boiling cauldron also causes flinching knockback and 6% damage. The cauldron will stick around for 10-20 seconds depending on charge, and constantly sprays upward different coloured spurts of boiling magic liquid, hitting the foe for low knockback and 2% damage to anyone one-two Ganondorfs above the cauldron. The spurts, keep in mind, still constitute a hitbox for as long as the liquid is in the air, giving it extended duration when the spurt also has to fall back into the cauldron after reaching its apex. If attacked multiple times on its top - comparable to a couple of full Ike jabs - the cauldron will fall over on its side, spilling its contents over the stage. The liquid deals the same damage as mentioned, but now lays out on the stage permanently, only being erased by wind hitboxes or when it naturally washes off of the stage at the same rate as water. Once it is paper thin, it stops constituting a hitbox or causing knockback. The cauldron will remain on-stage even if tipped over, and you can only have one cauldron summoned at a time.

Coins that fall into the cauldron become as scaldering as the cauldron itself, becoming searing hot and resembling red coins if they weren't one already. These coins will be released if the cauldron is spilled, or when the cauldron's timer runs out. They can still be picked up, but deal poison damage of 1% to the foe over a period of 5-10 seconds, depending on how long they spent in the cauldron. The liquid from the cauldron, if spilled, may wash away the coins too as it pushes them along. Wizard Bowser may want their healing as much as the foe, but considering the latter had the coins stolen from then in the first place, it's worse for them to have the coins destroyed than for you. If your Boos get stuck inside the cauldron somehow - possible mostly with your Stone Curse and Up Throw - they become visible with a multi-coloured 'paint' of the liquid, the coat lasting until the 'paint' drips off at a logical pace. This essentially safe guards that Boo, given that the foe can no longer attack them from below with the magical liquid dropping on top of them, and can't get too close or they'll be dealt the low knockback away. Wizard Bowser is immune to this, and can easily grab the affected Boo, rinse it of all its coins and again set it loose.

Down Smash: Fire Breath


Wizard Bowser ditches the wand for this move, opting for something that Bowser is famous for - his fire breath. For the charge time, comparable to Samus' up smash, Bowser breathes in with suction the same as his normal down smash, before letting out an impressive flame that hits the ground below him and extends out for a platform in length, to 1.5x that at maximum charge. The fire breath largely acts like it does in Vanilla Bowser's neutral special, pushing foes away and dealing constant damage. However, it has the altered effect here of leaving a wall of flame the size of Pikmin in its wake, the embers dying out a few seconds after the fire breath has left the area. The fire wall deals constant 2% hits of damage and flinching knockback that can easily hit five times before the foe DIs out of the top of them, but this is made more difficult by a whole row of them. This may force the foe to use any recovery options available to escape. If used on a spilt cauldron, the liquid ignites, a fire wall erupting that remains for the duration of the liquid on the stage - until it washes away, or becomes paper thin, when it can no longer sustain the fire. This aids you greatly in defending a line of coins on the ground, as the flames erupt over them, preventing a foe from waltzing up and taking them all for themselves. This also is hell to pay if the foe is in frog form, with their reduced recovery.

Neutral Aerial: Ghost Zapper

Wizard Bowser ignites a bright blue aura on the tip of his wand before rotating it once quickly around his body, dealing 7% damage and low knockback, the wand's hitbox extended to outside of your hurtbox by the aura. At the end of the move, Bowser keeps the wand pointed up until the player gives another command, and the placement of the wand can be influenced by directional input. Boos within a platform, or those headed back toward Bowser due to his grab, will now redirect themselves at twice normal speed to the end of the wand, allowing you to easily place them in position to be used as platforms in your up special. All the while, the end of the wand remains brightly-lit and still a hitbox, dealing 10% if it hits an opponent and very good shield knockback. You can also continue using the move once you hit the ground, which makes sense given your ethereal form.

Back Aerial: Shell De Killer!


Wizard Bowser extends out the spikes on his shell like in his normal back air, dealing its usual 15% damage and high knockback. Anything stone hard from his up special will become impaled by his shell, being dragged along with him until they turn back. You can carry around the frozen objects or opponents with whatever physical space you have left on your shell, though they do weigh you down more the more you have impaled. This can actually be beneficial, however, as it increases the damage of your down aerial, relative to the amount of items attached, and allows you to drop fast, in case you needed to beat an aerial foe to the ground to, say, get some coins that are there. This also lets you purposefully use your up special to turn those Boos back to normal - instantly becoming de-attached - while still transforming all the other Boos around you into stone instead, creating a paradigm. This can greatly aid you in combination with walling off parts of the stage, trapping the foe where Boos on your back are automatically going to be chasing them. This move can actually attack Boos, due to not using your wand or being a form of magic, and is good at deterring competition for coins.

Down Aerial: Bowser Bomb!


Wizard Bowser performs the world-famous Bowser Bomb, skipping the initial jump. The knockback from being hit by the attack is the same as in Vanilla Bowser, the damage also the same at 24%. The end shockwave of the move now serves a purpose beyond very generic ones, sending any liquid leftover from your cauldron into the air - or if you Bowser Bomb directly into the cauldron, causing a proverbial tidal wave to cover a huge portion of the stage above! Once Bomb'd into like this... your cauldron has had it, no matter how much time it had left. The liquid shot up like this is easy enough to dodge, but does allow you to cover many of your Boos in a far easier fashion, making a huge block of them repellent to foes and visible to everyone. As previously mentioned, having stone form Boos attached to you, or any other things making you heavier like a metal block, will make you cause more damage and higher knockback, as well as toss around the magic liquid more violently. Like your back aerial, this move can attack Boos, which is especially good when you then are falling fast enough to catch the coins on the way down.

Forward Aerial: Koopa Claw!


Wizard Bowser slashes forward with free claw, attacking Boos, and damaging opponents for 13% with the usual knockback! How shocking. Aside from being your fastest aerial and a good KO move, it's your most easy defence in midair, this attack's also great due to its long range, letting you hit a few Boos in front of you and being easily spammable as well. This move is also especially effective when used on foes transformed into frogs, giving you an easy way of hitting them when they jump away into the air. This is also the move that lets you generically bat around your own projectiles, including your up throw, forward smash and scatter the fire from your walls in the down smash, creating a small explosive hitbox that deals 6% damage and flinching. After clawing at fire with this move, the claw remains heated for a short while, dealing constant 2% to anyone who comes into contact. This isn't too significant, except in the case of your grab, allowing you another incentive to make the foe mash out early when you're pummelling them.

Up Aerial: Bowser Inhale

Wizard Bowser sucks, hard, with his huge Bowser beak, pulling in all wild projectiles and foes. If an opponent comes into a close enough range, Bowser follows up by using his Vanilla Bowser up aerial, which deals 17% damage and is a strong KO move. The initial suction on this move has some obvious benefits, though what is more good is that it temporarily reveals Boos as they characteristically wobble in place, and shakes loose their inner coins. This is a very simple way to just pull out of the Boos, any coins they're hiding, after having pushed them near the top of the screen for safety. Considering it ignores Boos but does pull down opponents, plus gives you a great way to brow beat them if they come in close, it's also the move to use when an opponent is competing for a Boo's coins who is positioned above you, giving Bowser the edge in a lot of match-ups here.

Jab Attack: PKE Ball

Wizard Bowser strikes forward with his wand offensively, hitting anything for consecutive overhead and underhand hits of 7%, with very small knockback. Due to the strength of the standard combo here, you do lose the combo relatively early from knockback. This move is your go-to for tipping your cauldron. If you strike an invisible Boo with this move, the wand lets out a small spark at its end to tell Bowser it is there, the spark dealing 2% damage and flinching knockback to foes. This can indeed be more useful in a dense area of Boos, but Bowser can also directly do this by mashing the input. This means the foe can never be sure when you've actually hit a Boo, or when you're just pretending you have to fool them. Holding the input makes Bowser hold the wand out and shoot a Mario fireball-sized sparky projectile in an arc which can be aimed to apex higher or lower, and land closer or farther from Bowser. This projectile causes flinching knockback to foes and 3% damage which can hit multiple times, but will spark whenever it hits a Boo just as your wand does in your regular jab attack. This is actually uncontrollable, making it distinct to anyone in the match where certain Boos are - again, this can actually be used to your advantage, tricking the foe into thinking there is a gang of Boos on one part of the stage, when that is merely a platoon compared to an army on the other side.

Dash Attack: Bowser Blow

Wizard Bowser stops dashing, fancily twirling his wand in an upward spiral, creating a gust in front of him that deals constant 1% damage and reversing the foe's facing similarly to how Mario's cape works, them keeping their momentum as they walk into the gust and back out the way they came. This is more impressive when in the context of them staring at your Boos. Foes who walk into the gust with too little momentum are caught in the upheaval, as are weaker projectiles and your Boos, though they hardly lose their composure. This is the best way to create a guaranteed wall with your Boos when you then use your up special, but again due to the foe being pushed far slower up the gust than your Boos, makes this a great way to immediately combo into dropping a whole lot of Boos on opponents. If that fails, simply prepare either side of the to-be-created wall with set-up, and punish the foe once they're released. Due to his unique body and Godly traction, Bowser is not forced around by the gust at all, but can use it to generically get higher into the air without wasting any of his three jumps.

Down Tilt: Hot Lava


Wizard Bowser breathes fire directly downward, causing it to escape from either side of him, taking advantage of his lack of a lower body. The flames deal 7% damage and push away opponents hit by them, causing some flinching too. This is an easy short cut to lighting your magic liquid, but mostly works at discouraging foes from rolling behind you, cutting off one route of escape for them. By repeatedly pressing the input, the ground below Bowser becomes heated red, now dealing 11% and small upward knockback to foes who tread on it, though not igniting your cauldron fluids. The ground remains this way for a further ten seconds. The knockback is greatly increased if you manage to hit the foe with your back throw in its default form or a similar version, this KOing at around 150%. Placing a cauldron over heated ground like this will erupt far more violently than normal too, spurting twice as much liquid on a far more regular basis. Any coins collected inside the cauldron will now be spat out as small fiery projectiles dealing 11% damage on contact before they land on the ground and cool down.

Forward Tilt: Fireball


Wizard Bowser recedes his head before shooting a fireball twice the size of Mario's from his mouth, defaulting to a forward but slightly up diagonally, but can be aimed by the player in the start lag as well. The fireball deals 6% damage on foes and low knockback, but won't be destroyed once it hits an opponent, simply getting smaller and continue on its pace, at the speed of Lucario's aura ball. Once reduced to a certain point, the fireball explodes, dealing 15% damage and KOs starting at 165%. This is where your Koopa Claw comes most in handy, as you can play some simple projectile tennis with the foe as you keep batting your depleted fireballs back into play. If hit by spurts of magic from your cauldron, the fireball will explode, giving Bowser further pressure around that area. Hitting the fireball with your up throw firework will also ignite it. These options are made more significant, by the fact that a fireball is your best way of knowing what Boos are the most valuable - as a fireball passes through a Boo, its insides are made visible, as well as how many coins it has. If a fireball explodes while inside a Boo, the Boo is destroyed, this the only way of doing that which is available to Bowser.

Up Tilt: Swat


Wizard Bowser swipes his wand overhead in an arc, an electric energy surging between the two points in the wand, dealing 11% damage and low knockback, functioning as an effective juggle for opponents. Juggling the foe can have a renewed purpose for Wizard Bowser, if the foe is actually trying to escape the air, sussing out that you've stored a huge amount of Boos up there or are set up to counter an aerial foe. There is a remaining disjointed hitbox above where Bowser swipes, dealing the same damage and knockback for a few moments after the move is used. Hitting a Boo with this doesn't attack them, but does cause them to flinch and move away. A foe hit by this move will similarly jolt away Boos their hurtbox collides with for the next few seconds, making any Boos in the air above them into potential bumpers that can push them around. This lets you bounce them back to the ground, or mindgame them so they don't know where to DI that's safe.

Super Attack: The Evil Wizard

Wizard Bowser lets out his distinctive growl and raises both arms above, casting a shadow into the background that looks like a silhouette of Giga Bowser, resembling the boss in size and shape. Despite being in the background, the shadow acts as an active hitbox that deals 25% percent and high knockback on touch to opponents, lingering for 30 seconds. If the night time is summoned through your Darkness Lamp, the apparition comes to life... only it seems a far more twisted version of Giga Bowser than you're used to. The shadowy form its attack take give it extended and lingering hitboxes, plus he gains some of Wizard Bowser's buffed Vanilla Bowser's attacks to make him more formidable. Whether by the end of night, or the timer for the shadow running out, it will inevitably waste away into the darkness.

Playing Style: Scaremonger

Wizard Bowser gives the impression of a character who plays far more complex than he actually does, due to the Koopa King letting himself take it easy with the Boos. They may be invisible, but he has many ways of learning their location, whilst also not necessarily giving away that information freely. In this regard, your down special and Cauldron are the more obvious ones, but let the opponent in on some of the truth. Other options are available, such as your forward tilt and jab, though, which are easy to fool opponents with - plus tactical use of your Cauldron so that it misleads the opponent. One thing Bowser never tampers with is the warning sound of a Boo caught onto an opponent, and a whole mob of them can be quite threatening when all latched onto the opponent. This gives you some breathing room, which helps in letting you manage the strategy of dealing with your Boos, without giving too much away. The simple change brought about by the grab is especially significant, letting you boss around the whole lot of Boos directly in one fell swoop, without requiring any complex set-up. While Bowser leaves the Boos alone in terms of basic behaviour unless doing so in a blatant fashion, this helps in establishing them as a constant threat to the foe, and Bowser has plenty of other ways to make use of Boos, both offensive and defensive.

Players may suffer a little in the very early stages of Bowser's playstyle here, but this should be recompensed later on when Boos start raking in the poison damage ad infinitum. Wizard Bowser has plenty of straightforward attacks alongside all of his spells - four of his aerials, his down tilt and plenty of his wand moves, including his specials, at least give him enough versatility to fight off foes before he gets set-up. As all of these summoning moves also work as (basic) attacks, it shouldn't be as hard to get enough Boos, spirits or whatever else you want on-stage before the opponent gets a huge lead. Without a legion of Boos at your disposal immediately, it's still possible to fool the foe about their positioning and simply nip at the foe if Bowser can get enough space to use his Darkness Lamp. Besides your side special, the Darkness Lamp is the best way to deal with camp-y foes, as it forces them to come hit you out of the move. The presence of Boos where they hadn't thought they'd be can block off potential attack paths for the foe, however, especially if the foe is affected by your forward throw, your up throw is still out or your flames are still burning away. Again, you do not have total control over every aspect of what the Boos do, but with the tools you have, it is possible to set up either a faux attack that makes the opponent play defensively - letting you actually set up - or simply cut off something crucial to what your opponent is doing during the night. Bowser doesn't just snatch the foe's 'coins,' he can also snatch away parts of their playstyle that are most advantageous to them.

Coins, coins, coins - these things play a dominant role in Bowser's playstyle, even if he isn't always aiming to get them. They're the most basic, arguably most persuasive way to entice the foe onto certain parts of the stage, while something like your forward smash may be the opposite. These coins are, remember, sucked right from the foe themselves - they're their way of earning back what's already lost. While laying out trail into some traps may seem obvious here, you can always spread fire over them to keep that segment for later, forcing the foe to ignore them. Your Cauldron and its liquid acts as a way to speed up the process too, forcing the foe to run and collect their coins, if they were up until then bluffing, pretending they didn't need the health to fight Bowser head-on. Your red coins are, of course, the anti-coin, letting you pressure away from that part of the stage, or simply douse the other coins with if things get too awry - so the opponent doesn't gain too much when they walk up to and collect a stack of unprotected coins. Bowser does not have a treasure trove of positioning moves, just lots of zoning ones, which also works into his frog curse. Aside from preventing camping with projectiles, this move is mostly a deterrent - the transformation slows down foes for your Boos and makes them extremely punishable if you use your smashes [frog soup, anyone?] or stone curse. The opponent should do all they can to avoid being zapped by the full spell, piling on some more specific pressure.

The most immediately obvious use of the Boos comes with your up special, Stone Curse, letting you use a lot of Boos as a defensive fortress or merely a way to combo with moves like your Back Throw, or trap a foe in a generic cage. Of course, outside of using something like your dash attack, the most you will be able to casually do is just drop a bunch of Boos out of the sky and go from there, though they certainly don't pull their punch either. The threat of these falling Boos is made even more palpable when an opponent allows them to feed off of them enough to get fat, and then Wizard Bowser starts tossing them all over the stage, with moves like his up throw and up tilt. Not to mention the constant chasing of the Boos after Bowser or the opponent - the former, a formidable flyer, and he has powerful moves like his up air, down air and back throw that make it easy to throw opponents up there too. It's fairly obvious to opponents when Boos are following them, and they, like you, have to make sure they aren't creating a dangerous environment for themselves. Of course if that doesn't work, sic them on yourself again. Your Cauldron and Fire Breath are also strong options here, if the foe starts sticking to the ground too much out of fear of helping out that specific strategy too much.

While Wizard Bowser may seem deceptively simple to play, his late game is expectedly wicked in combination with certain, more specific moves that let him take advantage of a successful flood of the stage with Boos. As it's so passive, it's easy to get to this point. Forget your stone curse, Bowser Bombing the Cauldron, and cover a vertical slice of Boos, now hitboxes, is a tantalising option. In the same vein, using your up tilt to play pinball with the foe against a ceiling or wall of Boos is a great way to get the last word in, punishing them if they allow themselves to be carried off into a brutal, highly rigged part of the stage. Your forward tilt is a great way of truly terrifying the foe, as you guide it through a huge amount of Boos you've managed to store away. Combined with red coins Boos, it can be very awkward for the foe to choose when it's the right time for the Fireball to be destroyed. Lastly, your up aerial is a great way of pulling down the roof, if you're confident you can outfight the opponent in mid-air with those three offensive aerials, or want to harass them with a shower of red coins. Bowser is pretty decent at competing for coins, in these 'mini-games,' but like any good Mario Party player, is as happy to screw over other players, as he is to hoard all the coins.
 
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Katapultar

Smash Lord
Joined
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Incomplete Set #6






Chitose Ikeda is a character from Yuru Yuri whose a member of the Student Council and good friends with the tsundere vice president Ayano Sugiara. Despite being a teenager she has the feel and appearance of an elderly person, and while she's extremely nice she has many shortcomings, most commonly in her tendency to "see with her heart" whenever she takes off her glasses AKA having a yuri fantasy that makes her suffer from intensive nosebleeds that are bad for her (she does so out of guilty pleasure). She has tissues thankfully, and stuffs them up her nose to stop the bleeding. She's not all that great in the statistical department of Brawl but isn't terrible, similar to Ayano Minegishi or something for an actual comparison.​



Specials


[Down Special - Nosebleed]

Chitose takes off her glasses and holds them intently so she can focus on her delusional fantasies! Said fantasies seem to be composed of other characters in the match taking damage, as that's what causes blood to pour out of Chitose's nose. Chitose takes half the damage the victim took in exchange for bleeding 0.1 SBBs worth of blood for every 1% she took, acting like any other MYM liquid would in terms of physics. Due to being thicker than water and ultimately formed from your own body, blood is actually beneficial to anything who touches it - food items will heal more based on how much blood is covering it, and will heal twice its usual amount if it is completely covered. Characters covered in blood at all receive no changes, but any characters facing them will, possibly out of confusion or fear, have the start-up and ending lag of their attacks fractionally increased and ultimately doubled if the character in question was completely covered - blood will uncharacteristically slide off the enemy and onto the stage after 5 seconds of coating an enemy though, so its effect won't work forever. Another thing to note about blood is that it will splatter off the the character it's covering in the opposite direction if they attempt to move at all or are knocked back - the blood will simply splatter all around them if they try to attack, shield or dodge however. This blood will ultimately, if not partially get on foes nearby so be aware at how it'll affect the lag of the original coated character's attacks.

The above assumes that the blood hasn't piled up. If otherwise so, items and other small objects will float atop it and characters with 3/4s of their bodies submerged at most will be slowed down to potentially halfway at most; if their body is submerged in any more blood they'll end up being forced to swim in it but with different laws to Brawl swimming in that characters are treated as if being in the air but have their jumps refreshed if they make contact with it. Characters can "crouch" to dive into the blood pool, but they take a shocking 1% every 0.25 seconds and are forced to come back up after taking 15%, which they do at an inversion of their falling speed. Characters can still pick up and throw items while swimming in blood, but if they try to throw one downwards it'll stop moving once it reaches 2 SBBs or touches the ground and will float back up to the surface, dealing damage to anyone who makes contact with it in the process. Due to the physics of stacked blood, this is unlikely to happen though; blood that piles down will carry characters stuck in it to its new location.

Basically, using this move makes Chitose passively spread goop from her nose at the cost of her damage percentage skyrocketing if there are at least 2 other players around. Keeping the glasses on doesn't completely protect her from this however, as the moment they're taken off she'll end up releasing all the blood she saved up non-stop at an obscene rate, even if she puts her glasses back on again.​


[Neutral Special - Pickled Raisins!]



Chitose takes out a tray as an item, to which she'll place some pickled raisins inside at the same rate as Pikmin Pluck - you can have up to 30 inside at once. Any character next to the tray is able to take a pickled raisin from inside like a food item and heal themselves 5%, which Chitose can do as well though eating just one takes her 1.2 seconds due to having to the box at the same time. If the tray is thrown while it has any pickled raisins inside they'll scatter along its flight trajectory and form a nice little line providing you had full house. Alternatively, you can hold B after putting a pickled raisin inside or with full house to make Chitose toss the entire load forward with a similar random trajectory to Mr. Game and Watch's Chef, but having the raisins fly out 3X further if you had full house and obviously stay on the stage to be eaten. If you use this move while holding an item Chitose will store it inside her tray, which you can take out and use by pressing A. How conventional of you!

Spreading pickled raisins all over the stage is extremely beneficial to Chitose as to even out all the damage she'll be taking from her nosebleeds - even if her damage is 0% she can heal off any damage she would take from her nosebleeds beforehand, but she cannot do this with any other kind of damage. Having your opponents be healed by the pickled raisins spread around the stage is actually surprisingly beneficial to Chitose as well since it means foes won't die as quickly - that means they'll take more damage, which means more nosebleeds for you. It massively helps that Chitose can ignore her enemy's damage percentage for her main KO methods.

Blood will enter the tray if it was dribbling down from Chitose's nose until it's filled up by a 2 SBBs worth. Without any items inside, the tray acts as a container for your blood which you can drink by holding A to heal off all the damage you took. Throwing this tray will cause the blood to fly out and soak the area in front of it before splattering on the floor and staying there. Others characters cannot drink the blood from the tray while you're holding it, though you can tap Z to drop the tray onto the floor and have another character pick it up and drink from it. If there's an item or pickled raisin inside the tray it will be fully coated by the blood and gain its effects from such - this means your pickled raisins will heal 10% apiece instead of 5%.​


[Side Special - Blood Jet]

Chitose​



[Up Special - Final Fantasy]



Chitose finds the yuri fantasies too powerful to resist and lets loose with a torrent of blood! This force is so powerful it sends Chitose rocketing upwards from the force of her expelled blood dependent on how much she had stored, flying 0.1 SBBs high for the same amount of blood stored. Chitose's flying body deals 1/4 of the total damage and similar accompanying knockback based on how much damage she'd taken necessary to stock up the blood in the first place, while the blood itself splatters to the floor in a wide cone-shaped area from Chitose and pushes anything beneath it at a rather frightening rate and enough forced to put any grounded character into prone if they're not shielding. The blood is incredibly likely to stack and topple up if Chitose had a lot of it however, to which it'll gradually create a massive pool that's generally going to sweep foes off the stage with it if there was enough - with enough blood this can downright become an unavoidable OHKO. Once you use this attack at all however you'll lose all the blood you had stored, and you'll end up going off the top of the screen and killing yourself if you exert so much blood. If you do die this way however Chitose will not be KO'ed until all the blood she had to give off splatters down to earth, so if your foes beneath happen to be killed by your blood you can win the match by saving up a ton of blood. It's the dream of all those like her to die with their fondest fantasies!​



Smashes


[D-Smash - April Fool's]

In one episode, Chitose lied to Ayano about lying about certain ridiculous things that were actually true - one of those things was there being a ghost in the school, so we can only assume she has amazing reality-warping powers! Yes, Chitose calmly points forward to reveal a Japanese ghost behind the closest enemy in front of her - if there's no enemy in the first place the ghost will appear to the first enemy who enters the designated area. The ghost will actually act like a ghost and silently follow the enemy wherever they go, picking up any and all items it touches along the way. While the ghost will turn around when its victim does, it can be attacked and knocked away by that character like a 50% Jigglypuff with side inputs, B-airs or moves that hit on both sides, though unless it's actually KO'ed the ghost will simply float back to that character's side after being knocked away - in the meantime, Chitose will sure enjoy the yuri action that resulted from the ghost being attacked via her blood mechanic.

A ghost can and will carry any item without burden such as food items and barrels, but it can only carry one at a time. If a ghost is carrying an item however, another ghost will appear behind it! This works well with your pickled raisins since you can have like 30 ghosts out at a time, which have a special effect of chilling anything they make direct contact with -




[U-Smash - Tissue Rain]

Chitose takes out a box of tissues, scattering those tissues above her like a flock of butterflies! 3-15 tissues are thrown upwards 1-3 SBBs in which they fall to earth like stickers, dealing 2% and flinching knockback to anyone they hit when initially thrown. A single tissue can be picked up and thrown as an item, though its papery structure won't allow it to go far before erratically flying upwards a little and floating towards the ground. Tissues have the magical spongy ability to soak up any goop they make contact with and form into a ball once they've absorbed a SBB width worth of it - this works on your blood. In this form the ball tissue works an awful lot like a Smoke Bomb item in which it'll release its contents within a SBB radius before the goop in question re-forms at the floor it was thrown on. The goop keeps its effect from before when exploding, in which your blood will insignificantly push back any enemies near it. Feel free to make as many tissues as you like in order to soak up your blood.

Pressing A while holding a tissue allows that player to blow their nose with it and cure the last status effect they were afflicted with, but if you hold A while doing this with Chitose she'll shove the tissue up her nose and keep it there! With one tissue your blood output will be halved, while another to clog up both nostrils will completely cease its output, though Chitose will still take damage from her nosebleeds. If you use a move that automatically make Chitose nosebleed like the Up or Side Special however, the pressure formed inside her nostrils will cause the tissues to fire off like missiles! Damage and knockback are dependent on how much blood you had stored up, having similar damaging properties to Chitose if she hits someone during her Up Special. Tissue missiles travel insanely quickly with little to no forewarning, and will plop off any surfaces or enemies they hit before falling to the ground as normal tissues; expect them to be soaked in the blood Chitose is to gush out from the triggering attack, however.​


[F-Smash - Dynamic Duplication]



In that same episode with the ghost, Chitose lied about lying about having a twin sister, who did in fact appear in that same episode later on and had not appeared beforehand despite going to the same school as her...is it possible that Chitose manifested her twin sister Chizuru with her reality-warping powers? Sure there's at least one flashback in the series with her twin featured in it, but that was likely a result of her altering reality to fit her new friend into existence.

For this move, Yuki Chitose happily calls out "Chizuru!" to make her twin sister appear at the ledge in which you directed the input towards and run towards her, where she'll stop in place and attempt to punch anyone who gets in her way for 8% in the opposite direction with decent knockback that KOs at 175% - she looks exactly like her original except she has green eyes instead of blue and her face expression is more intimidating. Chizuru is reliant on her sister and thus follows her wherever she goes, but she'll protect her by retaliating at her nearby attackers with an aggressive punch in their direction that deals tilt-esque damage, and will attempt the same thing against enemies that try to approach her. She only lasts for 5-14 seconds before she has to leave for whatever reason was preventing her from appearing earlier on in the anime, however.

Chizuru is far from a generic summon, however. Much like her original she takes a fancy to yuri-pairings, but instead of getting nosebleeds she drools! She doesn't take damage due to excreting a different kind of fluid, but she only has a limited amount of it - 20% worth. This can be strengthened by feeding Chizuru food items via either using your Neutral Special when she's following you to have her feast on the pickled raisins or have her automatically eat any food items she comes across while moving about, either of which will increase her maximum drool output by the amount the food item healed as well as increasing her stay time by 1.5 seconds for each one eaten...take care of your sister and she'll take care of you! It greatly helps that any damage Chizuru inflicts or receives will be added to her sister's blood count, and vice-versa for Chitose, so enemies will end up triggering one or the other if they attack either.





Standards


[F-tilt]





Aerials






Grab

Chitose eagerly holds the opponent's hand with both hers, looking happily at them. This totally works as a proper grab, and the Pummel lets Chitose walk around with her foe while holding their hand as they're forced to tag along behind her (their ghost). This grab works in Chizuru and will halt her staying timer at the cost of not being able to punch enemies who get near her or Chitose, though she'll still attempt to hit enemies who hit her sister. You can tap Z while holding Chizuru to release her.​


[F-throw]

Chitose​


[D-throw]




Playstyle

Chitose's main goal of any match is to fill up her blood for you to use in any way desirable, which is always done by having two other characters attack each other. This may come across as being a bit sinister, but Chitose doesn't so much manipulate other characters to go at each other as she adds to the party with her intrepid suggestions. Her blood will naturally increase at obscene levels in matches with more than one character, but thankfully our friend has ways around that with her Smashes. You'll also find that Chitose has quite a few healing and buffing moves that seem questionable to be used on opponents, but she's actually one of the very few characters who can benefit from increasing the percentages of other characters since healthier characters will stick around longer to give Chitose more fantasies.

Chitose can start her matches preparing some pickled raisins to put in one place or spread around the stage, which is usually followed up with summoning ghosts or Chizuru - the former is good for item manipulation while the latter helps knock the enemy towards you, but both will let out your blood supply when the enemy attempts to attack them at all.









Sure, I had made schoolgirl sets in MYM12, but, yeah, this one wasn't gonna get complete. She was actually the one I was gonna make a set for instead of Sakurako and Himawari, using some of the wacky stuff that happened in the anime for random magic syndrome moves and just stuff in general that would aggravate upon being read. The problem with this set, along with schoolgirl sets in general, was lack of material to work with and how in the context of a fighting game their "fighting styles" will usually work better with a character who does fight. Some of the stuff seemed fun, but it was pointless unless it got completed. Naturally, few if anyone would appreciate this kind of set anyway, so yeah.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Moar MYmini

MYmini Week #16
Junahu is making you write an Essay. The Fi
end!!

[27th May-2nd Jun]
After a nice week off (did you enjoy that?) the MYminis are back! .. sort of. This week doesn't quite involve making extras, but rather writing an article instead. Either on the Bunker [Here], or within this very thread if you need to, post one article of at least 800 words. It can be about MYM, MYMers or Movesets or Movements.. but it doesn't have to be. So long as you think people will enjoy reading it, your article can be about anything.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Captain Bowser
I'm not going to lie Junahu, I knew I was not going to like this set when I was talking to you about it. I did not expect this. You see, the thing here is that Captain Bowser plays pretty much like Brawl Bowser, except you feel the random need to gimp him on certain moves and his dash solely because "HE HAS TRAPS NOW". Yes, when those traps are remotely easy to use, you tell me. One of them is entirely luck reliant, and you throw in no factors to change this. I could forgive this if all the abilities were useful or at least you came up with some fancy use for the other ones, but not only do you not do this, you don't have any sort of actual interaction with dice other than the UThrow and the one on the Bowser Space that indicates what the next roll will be. The one in the throat slitting move is one of the worst interactions I've ever seen, being almost entirely useless due to how rare it is to use it -EXACTLY- as you get a 10. It doesn't help that you made a worse version of Marth's dancing blade in the Side Special(yes, it is worse because it is pretty much less playstyle relevant, and less cool to look at due to the rather awkward series of animations with a bloody projectile throw at the end).

We're not done there oh no, because the Bowser Space traps and the dice are extremely tacky. The Bowser space just randomly snares them in an electric cage, which is a little awkward on it's own because that isn't exactly how Bowser spaces work or even close to how they work, despite having not played much in the way of Mario Party. Then you make the opponents take hits while trapped inside for no reason other than random magic. Why? Coin matches are important or something, I don't know, and also to make the trap easier to land an FSmash on the foe with, which is kind of lame since I prefer my traps when they actually deal damage and knockback or even some sort of status effect, not terrible stun that just makes for an easy KO move. The dice's effects pretty much make absolutely no sense and feel out of place on this set which otherwise feels like it's trying to be "sensible", which creates a bit of a schizophrenic feel between the party based stuff in the specials and the "rawr I am Bowser with a sword in the standards". While the rest of the moves are not nearly as tacky, you still randomly set Bowser's sword on fire because clearly what this set needs is a completely irrelevant move interaction, not more ability to space. On top of that, there's the throat slitting throw, the fact that the sword being on fire randomly burns a foe who to my knowledge isn't even touching it while grabbing the foe... and the one throw which actually screw with the foe's characterization by having Bowser force them to walk a set distance by holding a sword to their head. This is something even David managed to avoid in his own Bowser. Junahu, HOW DID YOU SINK LOWER THAN DAVID HERE I CAN'T EVEN AUUUUUUUUUUUUUUGH

Forgive my all caps, but between this and the fact that the set just feels like a far less satisfying Bowser otherwise and takes out a lot of what I liked about him in game, the set comes across as really atrocious. You aren't even attempting to make anything resembling flow here. On top of that, it's coming from one of the top MYMers, who at least has an excuse when he makes stuff like Linebeck and Dry Bones. Even Dragonite was trying to flow... Suffice to say, this manages to be the worst set of the contest, even surpassing pre-edits Captain Hook. I did not even think that was possible, but bravo Junahu, bravo. :urg:

Bowser the Brash

Oh look it's a David set, clearly FA dislikes it. I'd love to break everyone's expectations here... but that isn't that case, honestly. It reminds me a bit of Once-ler with it's giant vehicle and awkward batch of mechanics that try to flow together and really do not. That said, I do feel the set is a bit stronger than Once-ler on the simple basis it actually has some solid concepts hidden in there. I sort of like how you handle positioning the train, particularly how the opponent can get involved, though I wish there was some way to scratch out the circles. The set actually feels somewhat aware of the trains presence as well, the lasso and a considerably better camping game. That said, when you're using a giant train that is solid even to you for zoning purposes, things get kind of awkward to be honest.

The rest of the mechanics you introduce feel really tacky and pretty much irrelevant from the train save one or two token interactions. I still loathe the move that makes players stumble between Z-Planes, messing with dodges can be done tastefully and a token Z-Plane hitting attack is fine if it's relevant to playstyle(or for that matter, walling them off from the Z-Planes works fine), but this completely messes with the nature of the game in a way I think would be very unpleasant to play as or against. I don't even know how it's supposed to be unpredictable. Do they stumble in and out of the Z-Planes at specific intervals? If so, it if anything makes the character in question more predictable because most of the time their attacks don't work. If it is random, then that's just bloody stupid and not even you know when you're attacks are going to hit. You do have the decency to include some moves which hit all 3 planes though. Then you have stuff like pistol whipping the foe to make your bullets take aim at them... why not just let him aim the pistol? That just ends up really tacky, honestly. Then on top of that you have coin bag stuff, prone abuse, the lasso... it doesn't really cohere in any satisfying way, despite the interactions between said game plans.

Truth be told, though, as I said there is some decent stuff in here, and the set at least feels like an improvement over Once-ler, since I feel that is the set of yours that can most be compared to this. It also feels somewhat well characterized with the almost party like nature of the moves, particularly the train itself, though at the same time you downplay the fact that it is Bowser a bit too much for my liking. While I dislike the set, it's at least kind of fun at points, and it seems you've finally stopped making cracks at me in your sets. Honestly, I'm not sure if I miss that or not, partially because I sort of enjoy the attention and you aren't trying to be genuinely malicious most of the time, but I do think that'll make reading the set a bit more pleasant for some people.

Sphinx Bowser

I actually somewhat enjoyed the concept of the islands here, and how you use them in conjunction with the portals and otherwise not noteworthy projectiles. Yes, the fact that the teleport to the tikis is random bugs me, but at least with 4 tikis up more often than not it is playstyle relevant. Sadly, aside from being rather appealing conceptually the set fails to become more than just a fairly bland camper, though at least the moves that focus on that flow decently enough. The problem is that half of the attacks in the set are entirely irrelevant to said gameplan, largely just being generic and sometimes even tacky melee moves. You also have the Bomb-omb mechanic, which to my knowledge serves absolutely no playstyle purpose and exists just for character relevance, but with how obtrusive it can get it actually manages to make the set worse, if anything.

Wizzerd Bowser
A Smady set? Clearly FA loves this thing, right? Right? Well, I certainly don't harbor any particular dislike of it, but the set does not really appeal to me very much. The prospect of invisible minions is actually pretty sick, honestly... and you -ENTIRELY- fail to capitalize on it. There's no mindgame in here which allows you to screw with the positions of Boos without the foe knowing, which feels like a huge waste to be honest. Their AI doesn't sound especially complex either, and while I imagine it's pretty hard to remember where every boo on the stage is, I think the foe would at least have a general idea, which makes them feel a bit more awkward to use as Bowser almost has to space the opponent in them himself or hop all around the foe trying to spawn minions on both sides and getting them to converge in on them. Then you have stuff like the frog... I recognize that is a necessity of the character, but the move borders on 5 seconds of stun and has very little playstyle relevance, though making it playstyle relevant might have made it even worse. Then you've got a ton of random interactions attached to every single input, and while some of these are entirely relevant to his game-plan and even cool, others just feel like they are there to add more interactions. Maybe I wasn't paying close enough attention, but a lot of that stuff felt like it didn't branch out his game-plan or do anything noteworthy at all.

So the negative paragraph out of the way, I do actually find myself liking this set, if not particularly much. The concepts here are pretty original, the cauldron is a unique trap if I ever saw one and the coins grew on me a lot as I read the set. Said coins also add a nice party element to the set, creating a nice little scramble over healing that you can turn into damage to zone off parts of the stage, or possibly poison them to make the healing only temporary thanks to the cauldron. The cauldron is actually a pretty fun trap in and of itself, particularly with how you utilize it in conjunction with the Bowser Bomb move and how you can at least use it to cut off the foes access to coins. The stone boos are also admittedly pretty awesome simply on concept alone, there is oh so much to do with things in solid status. And of course, you manage to make the set feel enjoyably open-ended in how it plays. It's still pretty awkward, but for what it's worth the good outweighs the bad here, just not as much as I wish it did.

Black Hole Bowser

I've heard you were pretty psyched for this movement and at the very least you managed to come through with yours. The whole set wasn't making a lot of sense for me up until the playstyle summary, which is kind of weird considering how your sets usually work. But the payoff was actually really worth it, the set flows into something almost entirely unique and yet at least somewhat open-ended in how it functions, giving Bowser all sorts of ways to function as a sort of unstoppable wall. From there you add on all sorts of cool sub-mechanics such as the backwards roll to get around how much Bowser hates foes behind him. This is a character who actually kind of likes going into prone, as opposed to just abusing it himself. And of course, the time bombs and Bowser Beams were pretty damn awesome. I suppose if I had to complain about anything, I think maybe the forcefield is a bit too effective as a gimping tool, it seems to me like against anyone without an amazing recovery he could pretty easily just pressure them to the blast zone with a combination of that and a couple other attacks. That's just number crunching though, and it's yet another really strong addition to your performance this contest Warlord and yet another set to bury that piece of garbage Prospector
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Also, that set is better than anything you made this contest, FA. You know the one.


FMA MAN

You made a moveset for Brawl Bowser with a sword – I was saying this many times before you announced it. If Sakurai was in a particularly generous mood. Granted, that’s ignoring the party aspect of the moveset, which constitutes to a obligatory cage move that does not function as more than a stun outside of coin matches and the Final Smash, and a awkward and tacky dice block I’d expect in David’s set. The moveset has the least playstyle of literally any set in the contest, I’m pretty sure. At least Azula is (unintentionally) an okay camper.

You are insinstent on treating this as a remix moveset because of the name “Bowser” in it when the rest of us are busy treating it as a largely different character – it’s not like those basic Bowser animations/Bowser’s body type can’t do things, as shown by Smady’s version in 3 of the aerials. I think the most egregious misstep, though, is simply there being almost no pirate stuff in the set, it again being a set for Bowser with a sword. You even mention K. Rool in the set, but don’t have any of the board’s signature cannonballs anywhere in the set, instead favoring that dice block which constantly makes me think of how much better it was done in Oogie Boogie.

A special complaint more just how your own logic doesn’t make sense. . .This set is Bowser with a sword and an eyepatch and not Bowser as a pirate, right? Then he shouldn’t be so awkwardly competent with the sword – they make up most of his best moves in the set, and he even has the finesse of Marth for crap’s sake. I really cannot picture Bowser using a sword well for the life of me, and I think you’d have picked up on that.

BOWSER THE TACKY

The meat of the set is a tether in combination, making the foe stagger into Z planes, and background hitting attacks. A decent build for a set and fairly well done, it’s a good attempt to actually try to improve upon Arbok. That said, I do not think it succeeds, as Bowser has a lot of other stuff going on in here. The train is mostly relevant because of it blocking foes from going into the Z plane at all, and aside from that simply contributes to some zoning. I do like the zoning in the moveset, mostly the lock-on properties of the gun, particularly in combination with the coins scattering about. I just don’t think it flows much at all into Bowser’s main-game. It’s good and should be implemented into it further somehow, but I don’t think it really cuts it as is. And yeah, no playstyle summaries is starting to become pretty difficult to tolerate, especially in a set as scattered as this.

SELF LOATHING BOWSER

This is the only Bowser that isn’t liked by its’ creator, and considering you aren’t Junahu or someone that typically is a bad sign. This set has some surprising depth to it none the less given the awkward baggage the character gives – you pretty much turn the board into Mystery Land be separating the stage and setting up the warps between them, the warps taking Bowser to the next warp in order. Very clever, and as bland as the moveset with tons of filler projectiles (You have a very odd affinity for these in general, and it’s growing very stale) is, it flows into that somewhat for a fairly entertaining set to envision. Aside from the filler, my two complaints are how awkward the mechanic is – the aliens should’ve probably just been left for the Final Smash, and I think you were kind of obligated to put the riddle into the main set somehow.

BEST BOARD

You really do a great job of capturing the feel of this board – using the darkness lamp to alter the Boo visibility and taking advantage of whomps turning to stone at night (Aren’t they already stone. . .?) for a stoning special was quite clever. There’s really a lot to love in this set as you badger the foe about into Boos by distracting them and/or obscuring the Boos, then trying to get their money once the foe runs away from them briefly. This is the main reason you want to make the Boos visible briefly without simply turning it to full on night time, as you need to extract the money. There are plenty of other clever moves to space them around even if you don’t know their exact location, though, such as the grab and uair. Then to think that you can even turn all the mindgames upside down by using your cauldron to turn the coins into “zoins”, making foes want to avoid them and making the Boos that much more threatening, letting Bowser play as a more traditional minion character if he so chooses.

On the frog, I admire you for putting this essential move to the character in the main moveset, as opposed to n88 over there who chickend out with his riddle. Taking away all the foe’s attacks is terrible, but you just keep it there as an obligatory tribute to the character, as it should be, rather than flowing into the terrible move. That said, I think it could’ve been implemented in a sensical way via pummel KO – you could make it a Special Pummel to keep in your good existing one. The pummel KO phobia can stop now – Junahu doesn’t read anymore, remember?
 
D

Deleted member

Guest
User Rankings Weeks #13, #14, #15

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 11 thread. The cut-off point for tallying is 3:59PM on Sunday EST, 5:59PM PMT or 11:59PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30 points for a Moveset
5 points for a Comment
4 points for a Secondary Submission
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions
What a three weeks it has been. My apologies for such a long absence from doing these, I have been quite busy recently. Activity has been picking up a bit lately, certainly the last month has been a bit better than some parts of the previous month, so maybe we are seeing the Summer finally kicking in. Either way, a strong time for activity and sets alike. In first was Kat with roughly twenty comments, I should think, and a set in Jeanne D'Arc. Criminally under-commented, from what I've seen, and I've been told very good things about the set. In second was myself... what a perfect time to spring up this late User Rankings, hee hee hee. I posted about ten comments in this time frame, with two sets. Wizard Bowser's a new one, people may be surprised to see Manfred Von Karma too. In no way is this me trying to steal the credit from Warlord; he deserves the lion's share of the credit for it, and then some. Taking up the third slot was Warrior of Many Faces - another large commenter, securing his place in a Doomsday moveset, which garnered some praise for apparently improving on Azula. Hopefully June is even more active.

Overall User Rankings



Points: 122, Movesets: Agiri, Fibrizo, Yutaka, Kirika, Medusa Gorgon, Cherry, Luxord, Keroro Platoon, Sakurako & Himawari, Oogie Boogie, Jeanne D'Arc

Points: 119, Movesets: Smot, Manfred Von Karma, Wizard Bowser

Points: 96, Movesets: Azula, Doomsday

Points: 90, Movesets: Karkat, Terezi, Tempura Wizard, Count Bleck, Phantoon, Sovereign Slayer

Points: 79, Movesets: The Necromancer, Zasalamel, Garbage Man, The Prospector, Manfred Von Karma, Black Hole Bowser

Points: 68, Movesets: Gardevoir, Tropius, Zexion, Laxaeus, Xaldin, Ampharos, Cryogonal

Points: 64, Movesets: Angel, Gray Fullbuster, Quote, Khamsin Nbh'w, Wilhelmina

Points: 59, Movesets: Doc Scratch, Elsa Maria, Grim Poppet

Points: 50, Movesets: The Coachman, Xigbar, Xemnas

Points: 40, Movesets: Dry Bones, Kirby Enemy Team, Billy Hatcher, Larxene, Cap'n Bowser

Points: 178, Movesets: Captain Hook, Once-Ler, Iron Tail, Bowser the Brash

Points: 35, Movesets: Shana

Points: 35, Movesets: Amps, Chantique, Kang, Angel, Paper Man, Sphinx Bowser

Points: 30, Movesets: Elemental Knight Regulus

Points: 30, Movesets: Hockey Man

Points: 10, Movesets: The Weird Rider

Points: 5, Movesets: Vergil

Points: 4, Movesets: Black Puddle Queen, Roxas, Axel, Vexen

Points: 4, Movesets: Scizor, Night's End Sorcerer, Zombie Master, Demyx

Points: 2, Movesets: Vergil, Yu Narukami
 
D

Deleted member

Guest
MYmini Week 13: Haute Couture:
1) DELETE! the Thief by SirKibble (7 votes)
1) You want boulders, I’ll give ya boulders! by Davidreamcatcha (7 votes)

2) Spider Pigs by MasterWarlord (6 votes)
3)Cow Wrangling by ForwardArrow (4 votes)
The shooting of Treyvon Martin by Kholdstare (2 votes)
BaseBrawl by Katapultar (2 votes)
Pizza Turf Wars by FrozenRoy (2 votes)
The Battle of the sexies by Junahu (1 vote)
Grudge Match? by SmashDaddy (1 vote)
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Hey, it's Froy!

Well, my internet is sort of gone, so I am basically using free wifi and stuff to talk. It also happens to suck all kinds of ***! But I finally managed to get on here. I doubt I will be able to Mini or Moveset for the rest of the contest(Though I may try. n8 can decide on what to do with the bet), but I am going to try to read some movesets and comment on them! I might be able to push some through, heh...

Xat also hasn't been working, so yeah. I will see if I can Xat for a bit sometime, but if not, guess I am pretty inactive until full internets are back...

Now then, I am off to try and do what I said: Read sets and make comments.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
The Good, The Bad and The Bowser

It looks like we've got a runaway Bowser! This wild west outlaw certainly has a fitting writing style, sounding like a tried and true ol' west type. As for the moveset, it actually seems fairly good, the vechile mechanic here is far better done than in Once-Ler and though it has some classic Daveness to it, it seems to stay low on the tacky, which is pretty good...though I do not particularly enjoy the Down Tilt.

I must say that I love the ability to hogtie foes in the grab game. Not only playstyle relevant, but it just seems quite amazing to go with the generic outlaw feel, plus the amused feeling of re-enacting those black and white scenes. The side throw seems kinda eh in terms of how it works, but also quite characterized.

The aerials are also quite nice, though I do wonder why the back aerial is not affected by the drunken milk.

As a balance nitpick, the train should probably not go an entire three Battlefield platforms, if for the simple fact that is the entire size of Battlefield itself, or just about: It may make the train too easy to just send flying away, depriving Bowser the Brash of a powerful tool a bit too easy.

Overall however, I found the moveset fairly enjoyable with not much to nitpick on. Interactions seem pretty smooth, the coins flinching makes enough sense, and he has a solid style of play. It's easy to imagine this moveset being used, and it being fun to play with and against.

Star Bowser

Apparantly when all the stars have faded and the worlds are dust, all that is left will be Bowser.

Laughing.

That's an awesome pummel, Warlord.

The use of the time bomb and mention of Dr. Strangelove makes me wonder if reading that set for your list a while back gave you any ideas for it. Not that I care, I just wonder, since it seems Strangelove just suddenly got realized "lolmorebroke".

The moveset itself is very focused. Keep foes, quite literally, off your back. Send them off-stage to gimp them! And, of course, the time bomb and Bowser Beam. It is all very focused and actually fairly hard to comment on: I can't really see much specifically to point out, both in terms of good and bad!

I was sort of worried about the time bomb at first, but the lag is appropriate to make it difficult to use, you'll need to set up getting it out and not just use it willy-nilly. I presume the Up Aerial slows Bowser's falling speed or something, since even at 4 fall speed, half a second plus the rest of the move may be a bit long...hm, or perhaps that is a bit of a balancing measure.

I like how the Up Special is balanced, making you plot out your jumps thoughtfully.

I think the only thing that feels a tad awkward is the pit play, as it seems almost disconnected with some of the other aspects of the moveset, though at times it also feels quite fitting, mostly the Up Tilt and the stunning properties itself.

The down throw also seems a tad awkward, but it's only one move...

It did not feel as enjoyable as Manfred, but this is still a fairly solid moveset, containing good ideas that are executed well. Perhaps a bit cluttered. It certainly wouldn't surprise me to see this on a fair few votelists come contest's end.

Bowser, King of Games
Bo-ws-eeeeeeer!

This contribution comes from n8. Haven't seen a set from you since Paper Man, have we? Should be interesting.

The little bob-omb thing is amusing for FFA matches and the like. Certainly a good small thing for the casual matchgoer.

I do quite like that fire breath, was wondering when I would see something like that here. Stony Gaze is also neat, the way knockback is appropriated making it more balanced.

Stage Rend...certainly a game changer, especially with the Tiki Heads. Speaking of the Tiki Heads, they are the answer to your Soft Interaction Question, of course. Didn't even need to scroll up to remember! The alien mechanic is sorta weird, hm...

That grab game seems much more suited to a Special or something than the grab game itself, to be honest. Seems really weird.

I do quite like that Down Tilt, as it fits well into the context of the gameplay and has a neat effect to go with it. As a whole though, this moveset seems inferior to the previous too, somehow lacking...the grab game is more of a Special, the alien mechanic, while fitting to an extent, seems somewhat awkwardly handled to me, and it seems to lack a sort of flair or cohesiveness to it to go along with some cool ideas, such as the Tikis and that Down Aerial. It is also severely lacking in ancient egyptian laser beams.

Still, good effort. It's not bad, just not really...well, good, either.

Boil, Boil, Toil and Bowser

Bowser puts on his robe and wizard hat...

Smady moveset this time, and he's apparantly put out both this and another one I need to check out in my absence! Exploded with life, I see. EDIT: Ah, the other one was just putting down Manfred, okay.

All of these lingering fire hitboxes, man.

This is certainly a long one or feels like one anyway. Very tightly interacted with here, as everything flows around the Boos, with some other minor interactivity with the cauldron, a part of the moveset I quite enjoy. It can feel a bit Magic Syndrome-y in a way, although perhaps a bit of a variation on that, in that it does not seem so much out of character as more odd or irrelevant. I must admit, I am not a particular fan of the frog transmorgification, even if it was a part of said Bowser that probably needed to be put in. Perhaps the way it was put it could have been changed or something. As-is, it seemed sort of odd.

To be honest, I was sort of eeeeh on this moveset until the cauldron, which provides a ton of neat interactions and, in my opinion, makes up the bulk of the cool stuff this moveset can do, between dripping Boos, Bowser Bomb tidal waves and heating up coins. The invisible Boo minions are cool too, but not as much as that one little Up Smash. I don't really have a problem with the lack of ways to invisibily interact with the Boos, that's too easy to make it not a mindgame but a guessing game, but the Boos themselves did seem a bit limited, as most of the interactions come with the coins.

And the coins themselves are a great concept, though perhaps a bit too easy to heal Bowser himself with, but they are able to be turned into many things, making them a versatile...not quite trap or projectile, but sort of stage object. I do dislike the way the grab commands the Boos though, as it seems a bit awkward.

The moveset itself seems good, though I struggle to properly place it between the non-Sphinx movesets, as it somehow came off as both more enjoyable at times, and decidedly less so at others. Still, it felt good, just not quite as a bombastic winner type, you know?

If you are wondering why Cap'n Bowser is not included, I could not get him to properly load.

Mean Jeanne

Another Kat set...and boy, we've got a long, complex one today!

This set reminds me of Elsa Maria in a way, both in that they both involve massive terraforming and that my head has trouble wrapping around them. Terraforming exist on nearly every move(Or at the very least, it seems that way!), allowing you such a degree of freeform with the various ice structures and the way it moves that it sort of seems hard to work into an advantageous strategy. Still, I get the general idea. Freeze stuff, make stuff, freeze geyers or push opponent's around, flood the stage. I suppose at times it can feel like a bit much? Perhaps that is somewhat fitting for a character with underutilized potential.

It has a lot of neat stuff in it, like freezing smoke grenades to save your obscuring for when it would be nice and again, the fact Jeanne can create a truly redonkulous number of icy structures. Truly, you've got a real freezer up in here, that someone with a tactile mind can shape to any number of strategies, though she lends herself to an obvious defensive style. She also has one of the coolest pummels I've seen, given the playstyle. What is with cool pummels today?

Her duplicating the opponent's appearance and stats is perhaps a bit underused in the 1v1 moveset, being primarily used in an unlikely instance with the Down Throw, for some minor confusion at the start of a match and for copying beneficial stats, but it is certainly useful in teams and FFA. Indeed, Jeanne is an excellent team player.

It feels good, though not as much as Yutaka or Luxord, but you know, it's probably voteworthy, feels like a good set. So yar.

Cryo-froze English Beef

Cryogonal, eh? Not a pokeset I expected to see!

Nor did I honestly expect much from this at first, but I was pleasantly surprised reading the set, the presentation actually flowing with the set, reading sort of like a haiku that is not actually a haiku, light and airy and a bit cold and distant. So the presentation is quite nice.

The style of play is simple. Cryogonal wants to blend in with all the other unique and special snowflakes in it's mist, then launch out Aurora Beam or just plain set up inside it's mist, be it a Light Screen or an ice spike or what not. And then with Confuse Ray and the screen, it fools the foe into where that specific little snowflake is, until the cold nips them. And thanks to Aurora Beam, it also mess with where the foe thinks the foe is, adding another layer to the deception.

And, of course, the foe is forced to approach Cryogonal, because Cryogonal heals more than it takes to make it's Haze. Combined with a series of solid if not really special moves and you get a ice-solid set that feels like it does it's job.

Indeed, perhaps the biggest complain with it will be that it is not all that exciting a set for someone who has seen this kind of thing before, and maybe one or two other complaints. Solid if unexciting.

Make Her a Member of the Midnight Crew

I will admit, I was somewhat sad this was only a two-hour set, but that is mostly just because I always thought Bec Noir would make an awesome if hard to balance moveset.

Still, the moveset is fairly nice, especially for a two-hour set. Noir plays like a real king of the hill style character, tethering himself to things and trying to keep the foe moving yet close enough to stay near his Green Sun power source. He has a lot of fairly simple, if effective, attacks, though the moveset seems to really miss the sort of power trip I think a moveset of Bec Noir's would normally have, which is perhaps my biggest complaint with the set, it doesn't really feel like playing Bec Noir to me, aside from the notable feeling of an opponent you want to go at but just out of reach.

It also suffers from the lack of details at times and feels like it could really use a little explanation in places, like the Red Miles and overall feels a bit sparse. It is definitely better than Terezi, but not really anywhere near Karkat.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Make Your Move 12 Story Mode - PART 3

Part 2 can be found here



Organization XIII had made themselves known to some, but some of the heroes had different views on them based on the important first-impressions made by the various members, no thanks to the whole faction being divided. Luxord and Zexion made a pact with the original founders of Organization XIII, Perches Poxtrot and Toxinrial for their own reasons, but are still trying to feint their loyalty to the Organization. At the same time, 3 traitors planned to overthrow the Organization: Marluxia, Larxene and the now deceased Vexen. The former were invited by the original founders to use their base Castle Oblivion to carry out their treacherous plans, not realizing that it was all apart of Zexion's scheme to have them weeded out as to not interfere with their own plans. As for the other 8 members, we can only assume that they're completely loyal to the Organization's schemes and willing to serve their Superior...



=============



Roxas and Axel have come through a corridor on a mission to eliminate a swarm of Heartless that have gathered there, possibly for the many strong hearts...or something else? Despite being a city however, many people had their doors locked and didn't want to come out because of the bloody obvious fact that there were freaking Heartless roaming about...what, you don't think they go and attack random people, do you? In any case, this mission was a rather special one given Roxas was fairly new to the Organization and had the Keyblade which could release hearts from defeated Heartless for Kingdom Hearts - Axel had gotten to known this little guy and they had become well-acquainted, so he was obviously the most well-suited to the mission when all the other members were out doing their own stuff, like getting hair-gel for their wacky hairdos. Pray they don't meet up with Fred...

Axel was pretty much explaining the stuff I mentioned in the last paragraph about the actual mission to Roxas, who seemed to be a bit spacey. Being the naive Nobody he was, Roxas pointed to a window where people were staring at them with fear, like it was the zombie apocalypse or something, and asked Axel what they were worried about. Axel told Roxas about they obviously wanting to avoid the Heartless due to not being able to fight like they can. Roxas looks down in hesitation and starts spacing out again, with Axel needing to remind him of the mission before the two headed on.

Battle 36 - Roxas and Axel VS A bunch of Heartless
Wow, for the first time in this SM you don't actually fight against other player characters! Just go through a level reminiscent to Twilight Town and you'll visualize it.


Roxas gives a clean finishing blow to a Heartless, which releases a heart that goes flying into the sky before being engulfed by darkness, being collected by the Organization in some mysterious magical under-elaborated manner. Axel praises Roxas and tells him how he's improved, but Roxas being a Nobody with emotions does not respond with the "thanks" you'd otherwise expect in the situation. Before they can go on and beat up other Heartless however, a corridor of darkness opens up behind them, and a familiar loser voice calls out to them, that being Demyx of course - he's just finished his mission on the island taking out the trash that took out the trash before being given orders to come and help Roxas and Axel take out these Heartless and some other "invited guests", that last part added in by Saix...hmmmm. Needless to say, Demyx isn't very happy with being given another mission given how much of a slacker he is in the organization, and tells the other two that he just wants to get the mission over with so he can play some tunes on his sitar, and maybe even see if he can reduce the timer of his broken Neutral Special....dear God no. The mentioning of the Neutral Special makes Axel reminisce about a time where he was on a mission with Demyx and the latter just killed all the enemies with his Neutral Special, realizing that explains why he gets given so many missions just because of that one move. Demyx admits he screwed himself over by revealing he had that much potential but he had no choice because if he didn't complete that one mission he would have been turned into a Dusk by mansex. Roxas tells Demyx that perhaps if he worked a little harder he'd get some more respect, but Demyx just says that Xemnas has everything under wraps and he'll get them all their hearts because he does want one so he can stop pretending to have one. Axel tells the two to stop dilly-dallying and that they need to complete their mission as a bunch of Heartless surround them...

Battle 37 - Roxas, Axel and Demyx VS A whole bunch of Heartless
The funny thing here is, that the Heartless are actually intelligent enough to know and fear Demyx's Neutral Special after being victim to it so many times, so they come group after group in massive waves of about 20 or so but aren't smart enough to try and kill the water clones. Needless to say, if Demyx is KO'ed at all, you're completely screwed.


The 3 Nobodies have managed to traverse over half of the massive city. Somewhat to their surprise, they see two other crusaders fighting off the Heartless with odd swords...they look ordinary, but they seem to be releasing the hearts of the Heartless they destroy, just like Roxas' Keyblade does! This confuses Roxas, as he recalls being told by one of the members that he was special because he wielded a Keyblade and was the only one to do so (try to guess who told him!), being urged to run up to these two "Keyblade Wielders" and ask them why they have Keyblades. These two people, Player99 and Weird Rider merely shrug at Roxas as Cole points to two other people fighting off Heartless in a different area, Kirika and Angel, telling them that they got the weapons from the handsome fellow over there - don't know what the swords are but they're darn good at fighting off the black bug freaks...I guess the Weird Rider really hates the Heartless when the basic Shadows resemble ants...

Roxas runs up to Kirika and Angel, asking them why they have Keyblades. Angel admits he has an infinite supply of them, but isn't sure where got them, thinking that perhaps they were a gift to defeat evil...the only thing he can recall is that he's a fair man vampire. Kirika realizes that Roxas is wearing the same outfit as "them" and realizes that he must be connected to the scar-faced man who came to visit and tell them of the Keyblades Angel possessed, and how they were led here by a corridor to fight off Heartless and find two superheroes to assist. Roxas realizes that Kirika is talking about Saix, the guy who gives out all the orders from the top to the "Nobodies" in Organization XIII. Axel appears behind Roxas all of a sudden and puts his hand over his mouth to shut him up, telling Kirika to "never mind him" as he and Demyx come to check up on their little friend to see he doesn't screw things over for them. Kirika and Angel realize that there are many of these hooded figures and that they seem to possesses the ability to travel between areas of space via portals, and while they appear shady they're actually fighting for the good of everyone. Player99 and Weird Rider, having finished off their batch of Heartless, come in and add that they're fighting to protect the folks who ain't able to protect themselves, and that these hooded people must be doing the same and helping them when they were led to this area by a man with an eye-patch over his right eye. Axel mutters "Xigbar..." as Roxas ponders over what the two superheroes said about "helping those who can't help themselves" before thinking back about those people he saw all frightened on the other side of that window. He wonders about this thing about "helping people" before he questions in his head whether the creation of "Kingdom Hearts" has any point to it either, and that perhaps he's just being told what to do by people before talking out loud again about he hasn't "felt" anything about helping people. Kirika states that it is only natural for people to want to protect those who are weaker than them, and their friends, because it's all apart of being human. Roxas ponders again...human, questioning whether he could constitute for one. The Weird Rider interrupts the conversation, questioning Roxas' intelligence and what the hell kinda education he's had to not know what all these common things are you'd learn as a tot - the cowboy urges everyone to get going and dispatch the rest of the Heartless. Angel realizes that they've already destroyed all of the Heartless in the city, and asks if the 3 members of the Organization could assist them in a few matters. Axel and Demyx appear to be getting impatient, however...



=============



We cut back to the group with Yutaka, Gray, Cherry, Gardevoir and Xadaken, the latter of whom the humans are pondering over, with Yutaka in particular being worried about Xadaken's lack of communication. She hasn't said a word to them, only mindlessly followed them along the same endless trail they took that looks no different than it was in their confrontation with Vexen. But speak of the devil, for a corridor of darkness suddenly opened up in front of the 5 heroes and revealed another Organization member far away from them, this time being Lexaeus of all people. Although not established with the Cloaked Schemer in the SM yet, Lexaeus was actually following his tutelage and secretly working in the Organization as a double-agent while carrying out his comrade's trust-worthy plans - after all, Zexion was the only one in the Organization he could trust, him probably not being that smart. He was surprised that Zexion had learned so quickly of Vexen's demise because of the insanely good Dusk intel the Organization has to know of everything that is happening wherever they feel would provide them with the most information, and that Zexion wanted Lexaeus to gather up some "pawns" for his epic plan to mess up both the Organization and Marluxia's plans at the same time.

Zexion's master plan started to unfold as the 5 heroes recognized Lexaeus as having a similar coat to Vexen, asking just who he is. Lexaeus obviously wasn't smart enough to come up with cool lines, only copying his cohorts by enigmatically saying that if they wanted answers they had to follow him into the portal, especially with regards as about that "doll" they have droning about with them. Had the heroes nothing to gain they would think Lexaeus as setting a trap with them, but as he stepped through the corridor they realized they had no choice but to follow him in so they could find out just what had happened to their friend to make her the way she was. As they all entered the corridor, the heroes could feel the darkness tearing them away from each other as they all got separated...at best, Gray managed to hold onto Gardevoir and Yutaka to Cherry, but Xadaken did not reach out for a hand and was lost to the darkness...what would become of her? As the heroes saw what was becoming of their friend, they feared the worst.



=============



Gray found himself on a floor of Castle Oblivion, where he was face to face with the big man Lexaeus himself. Gray aggressively asks Lexaeus what he did to everyone else, but Lexaeus tells him that such a question is pointless in the face of sheer force that will quickly crush him should he not fight back. The behemoth of a man takes out his Tomahawk and smashes it into the ground, causing a crack to reach Gray who barely avoids it as he realizes he has no choice but to prepare himself for battle...

Battle 38 - Gray VS Lexaeus

Gray is tired out from the battle, not wanting to give up but realizing he doesn't have much of a chance in the face of sheer force. Lexaeus is about to give the finishing blow with his Final Smash Ayers Rock, only for Gray to realize he has no choice but to use all his power for one attack..."Ice Make...ARROWS!" The materialization of countless ice arrows pierce through Lexaeus' unflinching body, but they soon prove to put a halt to his dreaded approach as he can barely swing his sword with all the arrows stuck in his body and freezing it from the inside. "Zexion....I'm sorry." the juggernaut speaks his last words before collapsing and fading into the darkness out of his un-existence. Gray gives off a "what a drag" look as he too collapses into unconsciousness from that burst of power...only before he can hit the floor a mattress of darkness catches him, a corridor of darkness to be precise, blanketing his fall before sending him through to the other side for yet another trip. The white room becomes empty, but not for long as Larxene appears from a corridor on the other side of the one Gray fell through, complaining about not being able to torture and finish off the one who managed to defeat the fallen Organization member and how things have gotten boring ever since Marluxia has gotten started on his Xadaken Replica project Vexen started which he planned on finishing along with Perches Poxtrot and Toxinrial. Larxene's boredom soon ends however, as through that same corridor Gray fell through Zexion steps out. He tells Larxene that there's been a change of plans from the Superior and that he wants her and Marluxia to return to the Castle That Never Was. Larxene grumbles about it being an order and how she was just starting to find something interesting being a Nobody - Zexion questions why Larxene would find being a Nobody "interesting" and realizes the mark of a traitor. Larxene tells Zexion he's all but correct, and that she doesn't want to return to the Castle, let alone go back to those "useless men". She further states that if she get rid of Zexion here and now that she won't have to bother about going back, especially since he's found out this much about their plans. Larxene gets ready for battle, and so does Zexion...

Battle 39 - Larxene VS Zexion

Zexion collapses to his feet as he quickly fades into the darkness, being defeat as Larxene gives off a triumphant pose....only that the defeated "Zexion" was actually an illusion as his voice laughs at Larxene's pitiful attempts to stop him, and that she can do nothing to stop him when her motives and goals with Marluxia are but mere illusions. What appears to be Zexion appears behind Larxene, who slashes at it...only an illusion however. This cycle of madness repeats itself, filling Larxene with madness for whatever reason before Zexion decides that it's time they ended the charade - with that, but a fall of a meteor resulted in the 3rd untimely death of yet another member of the Organization. Only Zexion's maniacal laughter could be heard everything faded to black...



=============



We cut back to the city where the likes of Kirika, Player99 and Roxas' respective groups were fighting off Heartless and discussing matters with each other. Before they could continue on from where we left them however, Yutaka and Cherry suddenly plop down from a corridor of darkness! Kirika was surprised to see Yutaka and relieved that she was safe too, and the two hug each other! Kirika asks where Gray and Gardevoir went off too, to which Yutaka gets all melancholic and tells them that a bulky man wearing a black cloak put them through some black portal and they all got lost...but before then a different man appeared with Kanade and attacked them but when she freed herself she wasn't the same, and they followed the second man to find out the answers, only to end up separated. Weird Rider asks "you mean the same coat as this guy's wearing?" as he points to the 3 Nobodies. Yutaka looks shocked to see them, almost actually scared to see them. Trusting this cute little girl, Kirika turned around and gave Demyx and Axel a death stare of sorts, Demyx raising his hands in a gesture as if saying that he wasn't in the wrong, while Axel saw nothing of it and mentioned that everyone in the Organization has their own motives and way of doing things, though you can't quite tell who to trust when they can hide themselves with their hoods. Kirika tells Yutaka that based on what she's told her there are different members of the Organization with different agendas...Yutaka describes the men she saw, which Axel and Demyx confirm as being Vexen and Lexaeus, not the same members that assisted everyone here minus Yutaka and Cherry. Kirika can't help but feel a little suspicious of the Organization as a whole, but realizes that there are good people in it who want to help save the world - she asks if it's possible for the 3 Nobodies to use their powers to take them to their leader so they can have a proper discussion about how to recruit more heroes and defeat the Heartless, Kang and Fibrizo. Axel and Demyx talk among themselves about how things are starting to get out of hand, but realize that their mission is to help the heroes via getting them to defeat as many Heartless as possible, and by playing along with the fact that they're "heroes" they won't start a conflict with them. Axel realizes he's kind of left with no choice if the heroes are to fully trust the Organization, realizing that a trip to the Castle wouldn't hurt them too badly...they may even be able to use it to their advantage - with that, he agrees to take them to see their Superior and opens a corridor of darkness, and everyone steps through it - Yutaka is hesitant along with Cherry, but Kirika holds the former's hand and tells her it'll be okay.



=============



Yu and Naoto are still in the darkness trying to fight off the many, many Heartless Kanades who only continue to replicate themselves. Neither of them can stand, being completely overwhelmed. The darkness forms over Naoto, who calls out to Yu in desperation, succumbing to it. Yu finds himself in this same situation too, unable to fight back....

Only to find himself in the Velvet Room! It looks familiar, with the limo set-up and all....only the inside of the car feels somewhat "empty" with black and grayish designs all around and strange symbols. In the place of the man Yu would call "Igor" in his previous adventures was the very same hooded man he saw before meeting up with Naoto! He took off his coat, revealing himself to Yu as being Xemnas. "Do not be alarmed. You are only in a dream." The Superior told Yu he was about to know true nothingness, but to hold onto what he has he must be willing to break through all other illusions...what is the darkness to him, really? Yu realizes that he was hesitating against those Angel Heartless, not wanting to hurt a friend...but then it be remembered about the Shadows, fighting for those who could not fight for themselves and helping them realize their true self. Indeed. Xemnas tells Yu about he having the power to free hearts from despair, those hearts which belong to someone - Yu's sword begins to glow, its power being recognized as a Keyblade! Yu realizes he knows what to do and will wake up from this dream. In the real world, a shining light blinds the Heartless Kanades as Yu and Naoto reemerge from the darkness, unscathed. Naoto wonders what happened, as Yu gets ready to do epic things and tells Naoto of their battle against Shadows, and how they battled to discover the truth....and that there's another battle to be won, another truth waiting to be discovered so that they won't be forced to live in the shadows of darkness forever. Then, Izanagi-no-Okami is called up! Yu prepares for battle, an epic light about him all the while...

Battle 40 - Yu VS 50 Heartless Kanade
Yu's Final Smash is constantly up for this battle, which is fair considering you have to fight against 50 full-fledged Kanades. None of them will attempt to clone, thankfully, and they won't shield or dodge your attacks. Just be careful not to get caught from both sides.


All but one Heartless Kanade have been destroyed, their "hearts" being freed...only to all fly towards the last copy and be absorbed into it. This copy gains immense power, growing to a gigantic size as the area around Yu and Naoto breaks down into a circular arena, as a dramatic showdown begins. Naoto realizes the danger of the situation, unleashing her inner power to use her Final Smash, becoming giant and getting into a giant Landmaster! You brought this on yourself Wrk....

BOSS BATTLE - Nightmare Kanade - Darkside



This is actually a genuine boss fight similar to Giga Smot that puts one player as each Persona character with their Final Smashes permanently active, the arena being a large circle that's twice as large as Final Destination. Yes, if you pick Naoto you do get to play as a gigantic-freaking Landmaster - it has constant Super Amour, infinite flight, fires beams like Wolf's but giant so they deal more damage, like 55% per hit or so. It has 250HP however, but once it breaks you get to play as Giant Naoto! Together with Yu, you're only treated to 2 stock so use them carefully...your enemy is no slouch.

Nightmare Kanade AKA generic Darkside Heartless boss from Kingdom Hearts is gigantic, its top half composing coming from the right hand side of the screen in a similar manner to how Tabuu does when he grows giant and uses that red lazer beam attack. The boss has 3,000HP and absurdly powerful attacks - her favorite tactic is to punch a hole at the edge of the stage to make darkness swarm out and cover the stage to deal multiple flinching hits of 15% a second that keep you trapped on the ground for the 5 seconds it lasts for and force Yu to jump on the Landmaster to stay safe. Nightmare Kanade also tries to throw out a mighty punch that can kill at very low percentages but only hits in the air, summon a red ball that rains down dark energy like in the Darkside boss fight, summon Shadows to keep you busy with, and even destroy the entire stage when her HP gets 300 or less to the point where you'll be screwed without the Landmaster's flight abilities.

After defeating Nightmare Kanade, the entire area will begin to crack as Yu and Naoto lose access to their Final Smashes due to the imposed time limits. You then fight against 3 Heartless Kanades - anti-climatic I know but deal with it...oh, and you have to do this same battle THREE times in a row. If you lose any of the battles you just start from the one you lost, thankfully.


That same Heartless Kanade vanishes into darkness, a gigantic heart composed of many floating towards...Marluxia's outstretched hand. He grabs this heart, talking about the sheer potential that comes with creating many hearts out of one - his plan is finally complete, and he'll use these hearts and the darkness to fuel his replica. From his other hand he holds out that same device he took from Vexen, puts that and the gigantic heart together...something materializes out of that darkness, and that something is a carbon copy of Kanade Tachibana! Yu and Naoto want to believe that this is the real Kanade, but can't...something doesn't feel right. Marluxia tells them they are correct, and that this Kanade obeys him and only him, and he has mastered its Harmonics power to use against the Organization - he leaves through the same corridor he came from, leaving Yu and Naoto to chase after him to reach out to the truth.



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Yu and Naoto found themselves in the World That Never Was, finding Gray having regained conscious but still tired - they help him up, and each explain what happened to them. They realize that these hooded figures are they're enemies, but they don't know where they are. As they walk towards the Castle That Never Was however, they see Marluxia with not one Kanade Replica, but dozens, no, hundreds! Marluxia looks a little fazed as he realizes that the Harmonics has a limit to how many Kanades can be produced, but realizes that this is understandable and that the amount he has will be more than enough to crush the Organization. But just to be sure, he removes the heart of one of the clones, only to have it go back to one of the others. Marluxia then orders them to replicate once more, and to his unfelt delight, it worked - even if one died providing there was one still alive they could make as many as 300 or so of themselves. Truly an army of infinity. Marluxia calmly walked through the drawbridge of the castle with his army, taking out all the pathetic Lesser and High-Ranking Nobodies that dared to stand in his way. All this time, Yu, Naoto and Gray realized that they were near the Organization's base, though they were unsure of whether going on there would be a good idea when Marluxia had such a huge army at his disposal that could almost never be killed. Before they can truly decide on a plan however, Lesser Nobodies begin to form around the 3 as Perches Poxtrot appears behind them...



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At Where Nothing Gathers, a room in the Castle That Never Was where the members of the Organization had their meetings on those absurdly high thrones you can only access via teleportation AKA corridors of darkness, Xigbar, Xaldin, Saix, Zexion and Luxord were having a meeting without their Superior, who was off doing other important things. Xigbar and Saix had confirmed that they had led heroes together and informed them of their goal to destroy the Heartless, so that way they can make them do all the work for the sake of Kingdom Hearts, and at this rate it will be completed before Kang and Fibrizo reach full power and go to war with each other. None of the other members really have anything to say, only Zexion stated that some of the members had turned traitorous and needed to be put down before they could give the heroes a bad impression of them. Before the meeting could continue on however, dozens of dozens of Kanade Replicas suddenly broken through the room and started attacking the Organization members! Everyone bar Zexion and Luxord that was, who had foreseen this and gotten away via corridors of darkness before they even came into the room. Both warped outside to observe the damage being done to the outside of the castle, standing next to Toxinrial who was observing everything from a roof of a building. Toxinrial states how "those fools will never suspect a thing" and that neither will Marluxia, as both founders helped him create the replicas as he states that they secretly programmed them not to attack Luxord, Zexion or themselves and obey any of them with a simple command. Luxord states his excitement of all the cards being thrown out, but realizes that they'll all have to wait until the turn ends.



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Things aren't looking good for the remaining Organization members inside the castle, who have no trouble fighting back against an individual or even a dozen Kanade Replicas all by themselves but when 50 or so start ganging up on them that's when things really start to get out of hand. Xaldin is the first to go as he suffers a stab from the back that causes him to fade into windy darkness. Saix, in his berserk state, has left himself vulnerable from all the claymores he's left around, only to be overwhelmed as individual Kanades using his own weapons against him...."If I had a heart..." Saix claimed, before too truly becoming nothing. Xigbar, on the other hand, is confident of himself, enough so that he's managed to take out many hundreds of Kanades without a scratch when he can just warp space to disorientate them all and teleport on a whim. Marluxia appears before all of a sudden however, asking where Xemnas is. Xigbar tells him it's too bad he went off somewhere to leave them to babysit the castle, which will probably be doomed unless he comes back. Marluxia tells Xigbar it would fall even without him, and that he has all the power he could want.

Battle 42 - Marluxia VS Xigbar

Xigbar fades into darkness, not thinking that Marluxia would be able to one-up the Organization. Marluxia tells Xigbar they were foolish in trying to exploit the heroes in THAT manner when there was so much potential to be found in just one of them. Xigbar realizes he may have had a point, as much as he hates to admit it, and somewhat regrets being taken down by the very Nobody he found. With that he disappears for good. Marluxia gives off a sinister smile, teleporting to the Superior's throne before snapping his fingers to make the replicas do the same for the 10 lowest thrones as they vanish back into each other to make space so only 10 are left. Perches Poxtrot and Toxinrial then appear in the room via corridors, taking up the 3rd and 2nd highest thrones respectively. A new Organization XIII under Marluxia's supreme control...the Graceful Assassin realizes that he's limited in the Harmonics' ability, but by capturing more hearts he can use the Kanade Replica as a faux Kingdom Hearts to take control of. Marluxia and his 12 lackeys then teleport to the roof of the castle, where the heart-shaped moon Kingdom Hearts peers beneath them - Marluxia holds out his hand to the moon itself, taking all the hearts it has to offer and storing them inside his Kanade Replica...a new clone for each heart stolen, as hundreds turns into thousands and eventually hundreds-of-thousands...



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We cut back to the wasteland of an island where it looks as if most members of the Keroro Platoon are all tired out from having spread so many traps on the island, while Agiri and her random Tropius have not broken a sweat. Agiri expresses her gratitude for having the frogs help her and that she was able to get the job done much quicker with 5 little frogs to go around without being noticed easily...Keroro, Tamama and Giroro can't help but feel somewhat angered at this, but have to keep their cool for now lest everything falls apart for them. Agiri then tells the Platoon that they have more than enough time to infiltrate THAT castle over there, pointing to the very castle suspiciously standing in the middle of nowhere that Once-Ler, Coachman and Smot are residing in. They all decide to head down, but before they can the random Tropius starts going berserk on them! Seems like it doesn't want them to reach the castle by how aggressive it's acting - the frogs obviously don't want this infiltration chance to go to waste, so they prepare themselves for battle...

Battle 42 - Keroro Platoon VS Tropius

As you may have come to expect, the Keroro Platoon have been utterly squashed and winded by the giant green dinosaur. Agiri senses that the Tropius isn't stopping them because it thinks they going is too dangerous, but rather deduces that it is indeed a double-crossing spy who is now going back to the castle to warn Once-Ler of their attack...a true ninja, she proclaims in a casual manner unfitting for the situation. That doesn't help as her admiration for the dinosaur distracts her from stopping it from flying to the castle...and how quick he was, as it didn't take long for swarms of Heartless to pop out of the castle and start heading towards the gagalicious duos. None the less, they drew their weapons and decided that they had enough power together to storm the castle.

Battle 43 - Agiri and Keroro Platoon VS Heartless
This is another level-type stage where you beat up Heartless as you make your way to the front of the castle.


Agiri and the Platoon had almost made it to the castle, but realized that there were too many Heartless for the two of them to fight - they needed more allies. Keroro starts wishing he could just call for more back-up and take over the world with his comrades in one fell swoop, but Agiri says she has a ninjutsu she had been saving for this moment which is perfect for bringing a whole bunch of characters into one place: she takes out two ninja scrolls, puts them on the right and left in front of her respectively before biting both her thumbs with her arms in a cross-shape to draw blood before slamming both hands onto each scroll, making a whole bunch of Japanese words spread out and smoke suddenly erupt from them! Soon, we see that Sakurako and Himawari have appeared in the place of the scroll on the right while Billy Hatcher and Quote have appeared on the left, the former grasping onto the latter's hand and confused, having been frozen in a stance that suggests they were running away from something. Dororo expresses his amazement that Agiri knows the Summon Jutsu - both Sakurako and Himawari turn to greet Agiri, saying that they haven't seen her since she left their High School about a year ago and that the 3 of them were apparently friends with each other...we cut to a few pointless highschool girl esque flashbacks, where it is shown that Agiri just popped out of nowhere one day and transferred, both of Saku and Hima who found hanging from a ceiling practicing ninja techniques - Agiri freely admitted she was a ninja to the ordinary highschool girls and they became friends. Then, for about a year, Saku and Hima would constantly mooch of Agiri and tell her about how they both wanted to be in the Student Council to be with their hero Kirika - Agiri helped them get in, strangely generously enough, but shortly after that she told them she was leaving due to being a ninja and that she had things to do, and that in exchange for getting them on the Student Council she wanted the both of them to make a blood contract with her so she could summon them at anytime she would, on the rare occasion, need their assistance. The process wasn't that difficult, the two highschool girls mostly just having gone through it so they could see their friend sometime in the future, who they never heard from again until this day. Saku and Hima admit that Agiri had done a lot of things she claimed to be "ninjutsus" but weren't, and they were actually surprised that she could pull off the summoning. Billy Hatcher and Quote hadn't been forgotten either, the former of whom Agiri secretly made a blood contract with before he left the island after the battle with Giga Smot - the only reason Quote had been brought along was because he was touching Billy at the time and thus was teleported with him. With the formalities out of the way, Agiri pointed to the castle along with all the Heartless which she wanted her summoned allies to help her and the little frogs infiltrate. The summoned agreed, Saku and Hima out of gratitude to their friend and Quote just for being Quote, and they advanced through the Heartless army with much more ease then before, ready to storm the castle itself...



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Everything that had happened to Gardevoir felt like a fleeting dream. She lost her grip on Gray's hand, and from there was lost in the very depths of darkness itself. It would have seemed that all hope was lost for her, but she suddenly started remembering...things. She remembered what happened on THAT day, remembering the time when she was actually human, only for it to be ruined by him. Being closer to the darkness than ever before, she could almost feel where he was, the Superior of the In-Between...all it took was a mere use of teleportation to advance to where he himself was wandering in the darkness...

Xemnas was walking towards a strange door of sorts in the darkness, only to have his haste-less advance interrupted by Gardevoir teleporting in front of him with a serious look in her eyes. That look alone told Xemnas that she had finally remembered everything - he would laugh in this situation, but didn't have the heart to do so. Xemnas admits that he wanted that other girl to join the Organization instead, the one known as Yutaka Kobayakawa...we cut to a flashback where Yutaka and Gardevoir in her human form are living together with each other happily, only for Heartless to show up and start destroying the world around them. We then see Xemnas float down, stating that no matter how many worlds are destroyed he cannot feel for them as they become Nothingness and their hearts join together with Kingdom Hearts. Yutaka looks rather frightened as does human Gardevoir, as Xemnas points towards the two girls and asks them of what they feel when they see their world sinking into darkness - the two girls look around, shocked that everything that they know and love is being eaten by the Heartless. What will happen to them? What will happen to their friends? Xemnas asks if the girls have truly felt anything in their life, if they've truly been satisfied with what they have. They both state that they already have everything they could possibly want, but Xemnas replies that as the worlds change darkness will swallow their light and produce nothingness in its path, eternal nothingness. Xemnas then proceeds to use his grab game, a streak of power clearly aimed for Yutaka - her friend sees this and throws Yutaka out of the way, taking the full brunt of the attack. Yutaka looked up, only to see her friend's body fade and become replaced with a dark silhouette of herself that slowly burst into countless black tentacles that quickly stretched themselves across the world and consumed it - Xemnas could only mutter..."Elsa Maria...the one who prays and idolizes the sun..." as he disappeared from the world that faded into pitch-black.

The flashback ended there, with Xemnas stating that after their world was destroyed Yutaka ended up in this one due to having a strong will that allows anyone with their world being destroyed to continue on. She would have been a ripe candidate for the Organization, only she had lost most of her memories and did not remember anything about her previous world, only that she was weak and somewhat self-loathing of herself because of that. Some people picked her up and provided her with a place to live, only for that town to be destroyed by a group of Kang's Conquerors and for Yutaka to be one of the surviving prisoners to be taken in. One of Kang's generals realized that the girl had an untainted heart that could be used to deceive others in the hands of evil, and decided to take possession of it in order to join the ranks of other citizens and heroes so she could ultimately deceive and backstab them for Kang's conquest - that general was none other than the fallen Veran. Xemnas indeed admits that Kang, Fibrizo and the Four Political Leaders Necromancer, Doc Scratch, Ratigan and Smot were all aware of the existence of Organization XIII but were actually working together with them in order to stop the heroes from interfering with their own plans - Xemnas and his Organization helped create powerful Heartless by corrupting certain heroes, while Smot used its corrupting body to mass produce them and send them across the world. From there Xemnas stated that the heroes had no idea of Organization XIII's existence and that they could use this to their advantage, as well as the fact that the heroes did not know of where the mass of Heartless truly came from or who's controlling them, by tricking them all into grouping together to stop them and telling them that not doing so before they attempt to stop their enemies Kang and Fibrizo will cause their world to sink into darkness. This completely distracted the heroes from the likes of Kang and Fibrizo, as well as helping with the Organization's master plan of completing Kingdom Hearts via getting all the heroes to wield "Keyblades" so free all those hearts. Xemnas realized that he could not get to all the heroes by himself and needed the other members of the Organization to help him, so he told them that Kang and Fibrizo were their enemies and that with the completion of Kingdom Hearts they would not only have enough power to take the both of them down but to also become whole again, mostly to throw off suspicion from the heroes as well as to make them loyal to him. Unfortunately for Xemnas, he realized that there were traitors among the Organization and that they planned on making bad impressions on the heroes as if to screw with their plans, so just in case he sent some easy-to-trust members of the Organization to the Keyblade "providers" Angel and Kirika so they could join up with them on their quest to free hearts, made easy by Roxas, and make them less suspicious of the Organization by actually fighting with them. Xemnas also states that he's aware of what has happened in the Castle, and that Marluxia has betrayed and taken it over - he's not at all fazed by this, if somewhat "upset" but can use this to his advantage. Xemnas states that once everything has fallen into place he will come out with a brand new world where he rules supreme.

Gardevoir isn't too happy upon remembering what Xemnas did to her friend, and she wants to stop the madman before he can proceed any further with his plans - this all being communicated through telepathic means, mind you. Xemnas states that a mere Nobody cannot hope to dispatch the ruler of all Nothingness, but Gardevoir states that she is SOMEBODY, having got to see everyone, everything and truly remember what is was that satisfied her. Her Heartless Elsa Maria starts creeping in through the darkness as Gardevoir starts shining a light - Xemnas states that Gardevoir is indeed getting her heart back, and that her willingness to cling to what she once and still does hold dear was what made her an unsuitable candidate in the first place. Elsa Maria slumps herself in front of Gardevoir, not wanting to return to her original body.

Battle 44 - Gardevoir VS Elsa Maria

The darkness of Elsa Maria's main body dissipates as Gardevoir glows a powerful light, having finally gained a heart - she's still in her form as a Nobody however, only having truly become somebody. Xemnas states that perhaps Gardevoir has more potential than he initially thought, or at least to interfere with his plans. He brings out his two lightsabers and proceeds to rid Gardevoir of her entire existence...

Battle 45 - Gardevoir VS Xemnas

Xemnas is thrown back by a powerful psychic blast, but not fatally wounded as Gardevoir is struggling to fight back at the pulse of Nothingness eating away at the existence she gained not so long ago. She telepathically states she'll put a stop to Xemnas here and now, but the Superior states that he cannot be done in so easily, and that her time in the world is up. Gardevoir struggles to reach forward, hoping that even when she's gone everything Xemnas admitted will be relayed to Yutaka and the others so they can put an end to this madness once and for all. She disappears, having truly had her existence erased from the world. Xemnas merely turns around, reaching out for that door has was planning on walking through in the first place...



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Back in Once-Ler's castle, Agiri, Saku/Hima, the Platoon, Quote and Billy Hatcher were making their way through a whole bunch of Heartless and had finally made it half-way to the top. In reaching the next room however, the Coachman appeared before them, stating that he'll finally get his revenge on Agiri for good with the powers of darkness which he uses to summon a horde of Heartless, bigger and stronger than the ones before. Agiri states that she'll stay behind to stop this guy once and for all while everyone goes on ahead to reach the top, but Sakurako and Himawari want to stay behind and help their friend. Coachman tries to stop the others from moving on but find themselves attacked by the 3 girls, who he realizes has no choice but to fight them as to take this opportunity for revenge.

Battle 46 - Agiri, Sakurako and Himawari VS The Coachman and Heartless (endless, 2 at a time)

Coachman falls to the floor, having been defeated. He finds himself unable to control the darkness, and is consumed by it. The 3 say nothing and move on to help their comrades. They manage to catch up to them due to having the Heartless cleared out, and proceed to the final floor...

At the top, they encounter the Once-Ler who has been waiting for them, sitting on his throne with his pet Tropius standing at his side. Once-Ler talks about how easily suckered the fools standing before him are, thinking that they'd run away from his mass of Heartless instead of try to fight from the inside. He then throws his hand to his right, where a human container similar to one found in a mad scientist's lab held the long-lost Poison Ivy! She was asleep and stuck in there, Once-Ler stating that this power let him get rid of his greatest nemesis to his entrepreneurial conquest (makes sense given that Once-Ler likes to chop down trees and wreck the forest...which I doubt Ivy would like in the first place), and he can use her spores to take control of all the plants to obey him like Tropius, all thanks to the powers of darkness and the Heartless. Once-Ler then throws his hand to his left, where Ico and Yorda can be seen held in another container...only Yorda actually, who was being usurped for her powers while Ico could be heard yelling and struggling to break away from chains holding his arms from the other side of the room. The heroes took note of this and Quote took out his gun to break away at Ico's chains, who instantly rushed to his beloved partner to try and rescue her - but with a press of a button, Once-Ler made both human containers rise far above Ico's reach and hang from the ceilings, telling the brat to get his grubby hands off the goods as he cruelly kicks him away. Quote rushes to his aid and helps him up with a warm smile of sorts, not saying anything due to being a silent protagonist but somehow convincing Ico that they can defeat Once-Ler together and save his friend. Once-Ler laughs, stating that the heroes have nothing on him like how Kyubey has nothing on his Woodcutter...which he brings out from a compartment in his quarters, only this time covered with darkness. Once-Ler states that the world is filled with nothing but lies lies lies lies lies lies, but assures the heroes not to worry as he'll show them the truth...the truth called despair! He tosses his hat as his hair goes green and spikes up super-sayian style, and his eyes turn a menacing yellow as does his face become scary. Ohhhhhhhhhhhhh no...

BOSS BATTLE - DARK ONCE-LER



You play as Agiri, Sakurako, Himawari, Quote, Billy Hatcher, Keroro Platoon and Ico for epic battle, where Once-Ler has Unlimited Hazama's moveset! That's not all either, as Haza-I mean Dark Once-Ler has TWO of his blackened Woodcutting machines from his original set coming from the sides of the Bridge of Eldin sized walk off stage - they both move towards the middle of the stage at Ganon's walking speed, and Dark Once-Ler can stand on them but anyone else who does will be treated as if being inside the draining ring from Hazama's moveset, and if anyone touches their tips they'll be impaled and have to DI out of them like in a pro moveset. All your 11 of your individual characters (if each Platoon member counts as one) will be onstage at the same time, you getting to pick whoever you like for the fight - despite effectively having 7 characters to face against a boss character however, the nature of the energy-draining ring makes this battle more hellish than it deserves to be given that not only are a handful of your characters criminally underpowered and that some of them stay still for Dark Once-Ler to just sit there and sap HP, making him able to tank for ridiculously long amounts of time.


Dark Once-Ler is laughing manically at the powers of darkness he has, blowing the heroes back with his insane power levels. He's drunk with power however, and fails to realize that what's given off is causing the containers holding Ivy and Yorda to shatter! The former falls to the floor still unconscious (and dead), while the latter floats down, realizing what's going on and entrusting the heroes with power to defeat Dark Once-Ler! The villain of a man looks back in shock, but realizes that he's still far more powerful. You then challenge him as he calls up even more of Yorda's power!

BOSS BATTLE - DARK ONCE-LER SECOND FORM



This time you have to fight with all your previous characters against this Petey Pirandello sized terror, one character at a time. The stage is similar to before, only this time there are holes in the ground where you can die from falling into them. Dark Once-Ler will employ similar tactics as Wispy Woods such as trying to blow you into these, throwing out dark apples that turn into 35HP clones of your characters and of course summoning a whole bunch of Heartless. This battle is actually somewhat easier than the last, effectively being a break.


Once-Ler falls to the floor, defeated in his human form. Angry, he attempts to open a corridor to escape, deciding that he'll just find more darkness elsewhere and formulate his plans elsewhere as he escapes. As much as the heroes want to help him, they have to tend to Yorda, Ivy's body having fallen into the darkness mysteriously enough while both battles were taking place. Ico is happy to be united with Yorda, but the likes of Quote and Agiri look outside through a window to see that complete darkness is covering the island and a spatial distortion is taking place, realizing that this is only the beginning of their battle. Everyone else catches onto this, realizing the same thing...



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The Once-Ler is confused as to where he has found himself...on a plane with Doc Scratch, who is sipping from a martini with the cup being labeled "BOBBY" on the sides. Once-Ler looks rather pissed at Scratch as he calls out "YOU!", pointing at the cueball man in a rather condemning way. Doc Scratch states that he messed with Once-Ler's spatial co-ordinates, telling the entrepreneurial man that he no longer serves any purpose given that the War of Darkness is about to begin between Kang and Fibrizo. He also states that he's been waiting for this moment to dispatch of Once-Ler due to having fed up with his crap for long enough and being insulted by him in many ways via being called "Bobby Dave Killer Arrow" and made a laughing stock by the other Political Leaders. Once-Ler states that's revenge for having his previous enterprise destroyed by Doc Scratch that involved selling BOULDERS to people and shirts with pictures of an obese Kyubey on them. Doc Scratch states that Once-Ler was the one who started it with all the inappropriate anatomical jokes, and is going to enjoy pushing Once-Ler out of this plane. Once-Ler realizes that he is indeed at the edge of being pushed into a murky ocean near the tropical wasteland island where the war was going to take place - he tries to run back inside the plane in panic, only to find that Doc Scratch has made the floors slippery, causing him to trip off and fall into the ocean...and to ensure his death, he is suddenly caught in the jaws of Great White Kyubey Shark that jumped out of the ocean just in time to catch the Once-Ler. Doc Scratch peeks out to see the damage done, satisfied that the useless man is dead and his blood splattered out onto the ocean as his plane flies towards the island...



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We cut to the group consisting of Yutaka, Cherry, Kirika, Angel, Player99, The Weird Rider, Roxas, Axel and Demyx, who have arrived from the corridor and to meet Xemnas, appearing on the streets of The World That Never Was rather than directly inside the castle. Axel declares that this their "crummy homeworld" they have to put up with, a place that always looks as if it's engaged in nighttime with occasional drops of nothingness rain. Everyone looked around them in some degree of awe, but what caught their attention the most was a giant castle floating above an abyss that stretched out endlessly. All of a sudden though, a group of Lesser Nobodies popped up to attack them...but why would they attack Roxas, Axel and Demyx who are their superiors? Axel ordered them to back down, but they didn't. He realized that they were all in for a fight.

Battle 48 - Yutaka, Cherry, Kirika, Angel, Player99, The Weird Rider, Roxas, Axel and Demyx VS Lesser Nobodies

The group 9 strong find Gray, Yu and Naoto barely able to fight off the endless Nobodies summoned by Perches Poxtrot. Axel and Demyx recognize Perches Poxtrot as one of the founding leaders of Organization, asking him if he's here to attack the Organization. Poxtrot tells them they're ALREADY attacked the Organization and that as they Marluxia is sitting on his comfy new throne with army of Kanade Replicas at his disposal who have taken out the rest of Organization XIII. Yutaka and Kirika ask what on earth he means about the Kanade Replicas while Axel gives off an annoyed expression at how Marluxia has finally gotten his way. Perches says that none of their questions matter to him and that all of them will become fuel for Marluxia's new "Kingdom Hearts" minus the 3 Nobodies, who will have their existences denied...unless they choose to submit to Marluxia's rule. You'd think that the 3 would refuse but they have nowhere to go, with the 3 of them having looked forward to getting hearts of their own. Poxtrot chuckles at this prospect, telling the 3 Nobodies that Xemnas was never going to give their hearts back to them in the first place and that he only wants supreme power...they were lied to. They dismiss this as a lie, but Poxtrot insists that he and Toxinrial have known Xemnas for longer than any of them have and that they knew he was power-hungry...can they REALLY be sure that completing Kingdom Hearts will give their hearts back? What can Nobodies like them do but pretend to exist...isn't that enough when there's nothing to tell them apart from normal people? The likes of Yutaka, Angel, Kirika, Weird Rider and Player99 are unsure what all this "nobody" business mean, but they still think of Roxas, Axel and Demyx as people and that nothing else matters when they can become friends. Roxas realizes this, and how he and "Axel" were friends too - Roxas states that if the Organization was really a bad place, then he can find a new home along his new "friends", which makes Axel want to join up with him due to feeling as if he has a heart when he's with Roxas. Demyx insists that he has a heart, but by joining up with these other 2 he can be free of the Organization's "slavery". Poxtrot tells the Nobodies that it's a shame they won't join up with Marluxia when he's in possession of all the power, and that they'll fall without being on the winning team. The headstrong of the heroes state that they can make their own winning team, and decide to fight against Poxtrot and his legion of Nobodies, with Yu, Naoto and Gray getting up to help them.

BOSS BATTLE - PERCHES POXTROT



You play as Yutaka, Cherry, Kirika, Angel, Player99, The Weird Rider, Roxas, Axel, Demyx, Gray, Yu and Naoto for this epic battle against Perches Poxtrot who is obviously using the Prospector's moveset but he has the "obligatory Warlord boss stats" such as being thrice as heavy, having stun and grab immunity and so on. His attacks are also buffed, too, and his pickaxe and attacks are more "Nobody" themed due to being a powerful Nobody. Also making up for the fact that you have 12 characters is that Poxtrot has his own set of High-Ranking Nobodies called "Miners" who attack and attempt to impale you with their pickaxes like Yukon does, and can also dig pitfall traps to assist their Leader's attacks along with creating oil geysers similar to those in the original Prospector set. Miners will also attempt to sink into the ground with their Nobody powers to sneak around you, and have about 85HP each while taking knockback like Ganon - 4 of these menaces appear onstage at once, and when one is killed another will take his place after 7 seconds.

The stage you fight on is a generic walk-off like all boss fights are, only at the right-hand side of the stage where Poxtrot starts there's a crevice that leads into the abyss where the Castle That Never Was is located above. There's no underside to the stage, and while you may think Perches Poxtrot is absolutely wrecked for this battle given his ridiculously situational his game is, every 25 seconds of the match he'll teleport himself to the middle of the stage, even out of a grab or stun if he's in the middle of that while saying "Plummet into despair...". All Miners will vanish at this darkening point which lasts for 2 seconds, and once it ends you will all re-appear...back on the same stage!? Not quite, as Perches Poxtrot has used his Nobody Mining powers to flip the area upside down, where you'll find that what appears to be reminiscent to a water reflection of the stage underneath the one you're fighting on! The screen zooms out for this, and what has happened is that now Perches Poxtrot actually has an underside of the stage to work with - there's no way for your characters to access this however, unless they failed to get into the air right before screen darkened in which case they'll end up being pitfalled into this underside! They won't get a chance to escape until Poxtrot re-flips the screen again after another 25 seconds, but they probably won't survive as he and his newly spawned Miners will attempt to sink through to the other side of the stage and beat up on this victim with "upwards" knockback to spike them down to the other side of the stage for an almost-guaranteed KO. You may not think this'll ever happen to you, but be careful as being pitfalled means you won't be able to jump in the first place and when Poxtrot does attempt to victimize you the other characters won't be able to attack him, and won't really even be able to set-up all that well when the Miners are out attacking you and destroying your traps - that's right, they CAN do that.

Another thing I should mention in this fight to make it harder is that Demyx's Neutral Special is disabled because Poxtrot magically did so. At least he can try and gimp the old man off the right side of the stage.


Perches Poxtrot has collapsed and is fading into the darkness, but he has no regrets because the Organization is in good hands. With his demise the 12 heroes attempt to cross the bridge into the castle, all while we see Toxinrial watching them from a perch and stating how pathetic they all are, as well as his old partner for allowing himself to be defeated so easily.



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Night's End Sorcerer is running through the corridors of an ancient underground temple, cutting through any Revenants in his way to reach Zasalamel before he finds Soul Edge underground and all hell breaks loose. Speaking of which, he has finally made it through a door and through what appears to be a Lost Cathedral, only underground and Zasalamel standing in front of the dreaded Soul Edge in reverence. Sensing the sorcerer's presence, he speaks while turning around to face him...

"I'm impressed you made it this far - not bad at all. My dream is about to be realized. You, on the other hand, are not worthy of witnessing this glorious moment. Leave this place at once!" Zasalamel had his scythe pointed towards NES, who drew his own, vowing to stop the ancient man with all his magical power.

Battle 50 - Night's End Sorcerer VS Zasalamel

Night's End Sorcerer stands in triumph over a weakened Zasalamel. "Impressive, I did not expect such power. But I did not come all this way, just to die here." Zasalamel slumped himself back up, and pointed his scythe to the cursed sword, which vanished and became a part of his body. Zasalamel winced in pain as a surge of pink lighting surged through his body, making him levitate high into the air as he started to make pained sounds...the sword's power eventually became too much for him, and he cried out a mighty cry of pain that meant a man's end, everything fading to white. In the end, all that was left was NES himself, who realized that Zasalamel had disappeared and left behind a large presence and trail of power - the sorcerer knew that Zasalamel was "still alive" and that thankfully his massive surge of power could be traced so he could follow him to put an end to him once and for all...with that, NES focused as a large magic circle appeared around him, and with great power he teleported himself out of the room, attempting to follow the fallen man to where it was he went to...



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We cut back to the darkened wasteland tropical island, which is in the process of experiencing a great spatial distortion. The sky is becoming true darkness like the night sky, and what appear to be giant buildings and a familiar castle are materializing...it seems that the World That Never Was is overlapping with the entire island! At the same time, we see two gigantic structures materialize and loom above the edges of the island, one being a massive futuristic spaceship while the other is a sphere of perfect darkness you'd mistaken for a gigantic meteor crashing down to the earth. These two fortresses of darkness belong to Kang the Conqueror and Hellmaster Fibrizo respectively, one of whom has an utter reliance on technology and the other on dark magic - it appears as if the War of Darkness has indeed begun, and about time as both of these characters have been off this SM for quite a while.



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Kang is positioned in the commander's seat, overseeing the entire island from his comfy perch. Chantique is at his side, while countless soldiers are inside too awaiting orders. Kang decides to order what he does best, which is to send all his soldiers onto the island at once and take it over in order to gain a beneficial position over Fibrizo's forces. He also states that the Necromancer and Zasalamel and elsewhere making preparations which will give him victory, so he has nothing to worry about while the pesky flies fall one by one.

As the soldiers and Chantique go into portals leading to the edges of the island, Kang has some time to himself to ponder over how awesome he was, like getting 9-Stars on Warlord's Rankings over Smot (though he thinks he deserves to be 10-stars) and being the best Boss Moveset. He then put on a monitor, deciding he hasn't the time up until now to check the newest list of Best Individual Attacks, checking out all the Top 20....nah, I'll just be at 1st place so I'll just go to ski...WHAT!? Why the hell aren't I 1st pace on this list!? My concept of Time Travelling is THE best! Slamming his fist into his keyboard in frustration, Kang took out a futuristic pen and wrote on a holographic board that appeared in front of him that said "People I must go back in time and kill when I take over this timeline..." - there were countless names on this list, most notably Father Time and Mephilies, to which Kang added further to the list: Krillin, Spadefox, N. Tropy, Jin-Gitaxias, The Flying Dutchman and most of all, King K. Rool. With that out of the way, Kang laughed his evil dictator laugh.

Kang's personal fun time was interrupted by a formal old man entering the room - Manfred Von Karma, Kang's prosecutor to make sure he would of course, prosecute people unfairly when he took over the world because people obey the police. Von Karma talks about his plans to take the "law" into his own hands and use it against anybody who tries to stand in their way. Kang says "excellent", and tells him to negotiate with the 4 Political Leaders and do other stuff. The deranged lawyer then takes his leave. Kang then presses a button on his ship to send out a whole bunch of Sentinel onto the island...



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Hellmaster Fibrizo is inside his own fortress, sitting on his throne of crystals. Before him are his two second-in-commands, Medusa Gorgon and new but powerful recruit Jeanne D’Arc, who didn't necessarily have an evil vibe but was still on their side none the less. Fibrizo snaps his fingers to make a magical screen appear in front of the 3 of them, which shows a whole bunch of winged-demons flying down to attack the island along with some demons popping out of portals at the edges of the island. Medusa suggests she and Jeanne go to take down any stragglers on the island who may interfere with their plans, which Fibrizo approves as he opens a dark portal for the both of them to use. The demon smirks, stating that he'll just get everyone to kill each other and finish off those who remain with his supreme power.



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We cut to the 12 heroes who previously took out Poxtrot having made it to the Castle That Never Was and right in front of the entrance. They've become aware of the fact that they're on the island and that somehow the World That Never Was chose to merge with it. The 3 Nobodies are unsure as to how this happened, presuming that this was all apart of Marluxia's plan but they should go inside to take down the Graceful Assassin. The likes of Kirika and Angel suggest otherwise however, as they have friends on this island who have set traps to take down both sides for the war and that they should meet up with them to get some reinforcements, especially when the Nobodies can just use the corridors to return to the entrance of the castle. The Nobodies and Player99/Cole go with this plan, realizing that things could end up working for them in the end...



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Kang has taken note of a gigantic white castle floating in the sky, assuming it to be Fibrizo's along with ancient-looking traps and weapons coming out of the ground to fire at his men that they're having trouble passing, if at all. He decides to assault the castle head on, thinking that it's a secondary base of Fibrizo's...



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Fibrizo has taken note of a gigantic white castle floating in the sky, assuming it to be Kang's along with technological-looking traps and weapons coming out of the ground to fire at his demons that they're having trouble passing, if at all. He decides to assault the castle head on, thinking that it's a secondary base of Kang's. Also, you may think that he would have seen the ancient weapons assaulting Kang's men along with Kang's ship but the castle and the buildings are in the way, and magical stuff prevents either side from seeing or knowing these things so just roll with it...



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The 12 heroes are wandering the island or more pseudo-World That Never Was, surprisingly safe from either army due to they having not being able to reach the middle yet because of the ridiculously elaborate traps set-up by Agiri and Keroro's Platoon beforehand. Yutaka is somewhat amazed that Agiri managed to plant all these, but Kirika thinks she may have had assistance when some of these traps are TOO elaborate for one ninja to set-up all by herself. She's relieved that they're not being targeted by the traps, however, so they can walk around the pseudo-WTNW freely.



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We cut back to the group consisting of Agiri, Sakurako, Himawari, Keroro Platoon, Quote, Billy Hatcher, Ico and Yorda walking away from the castle into the new landscape consisting of many, many buildings...and none of them realize that Once-Ler's castle has just mysteriously disappeared, as if it was never there. Agiri and Keroro's Platoon start to gloat about the traps they've made as they look into the distance to see that Kang's men and his army of Sentinel are completely unable to break through their onslaught - Keroro boasts about how he would have used this technology of theirs to take over the puny Pekopon had he not had to first help them save it from being destroyed. While they're walking however, a magic circle appears before them and Night's End Sorcerer comes out of it, having finally made it to the island - he hasn't met this group of characters yet but has no time as he immediately looks up into the sky, telling the group of characters that all hell is about to break loose as they look up into the sky with him, which is becoming the color of searing flames...

The one floating above and near Kang's conquerors happens to be Zasalamel, but now having collected unimaginable power as a skeletal being known as Abyss. He murmurs about the likes of friendship, family and all those trivial concepts being meaningless to him, and that he'll absorb all the power he can with his black hole chest to destroy himself and the world if necessary. He starts off by pointing to the sky and causing gigantic balls of fiery apocalypse to rain down on the island, particularly on Kang's conquerors and killing them off in the process - Kang and Fibrizo's ships, along with the Castle That Never Was are miraculously ignored in this onslaught. As objects and people are destroyed, they become absorbed into Abyss' body as pink particles which only serve to make himself even more powerful, laughing manically all the while. Curling his fist in frustration, NES realizes that the situation is worse then he anticipated, and turns to see those around him with similar reactions to the situation - this new menace must be stopped before he destroys the entire island and possibly their loved ones. NES solemnly asks the others if they would be willing to help him defeat this monster, and in doing so would mean his extended gratitude and assistance in their situation. The others comply, allowing NES to prepare a teleportation spell, but tells the others it will take time...but not as long as he thought in actuality when Yorda lends her power to NES, letting him quickly warp everyone off the ground and into the air where Abyss is, the gigantic magic circle used for the spell being a platform that's keeping everyone from falling. Abyss merely looks at the fools, telling them that they'll die for standing in his way and assist his quest for more power. NES responds with an aggressive "No!", telling Abyss to meet his end right now...



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Kang is understanably angered at the huge loss of his army, being massively upset at Zasalamel for betraying him and the Necromancer for reviving such a unfaithful minion. He decides to get rid of both, but realizes that just using his ship against Zasalamel let alone exposing it to the meteor shower would not be beneficial to him, so he decides to use his "Secret Weapon" on the scythed man as he presses a button to make a capsule fire from his ship and towards the magical circle...



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As Abyss is about to attack his oppositions, that same giant capsule slams into the magic circle behind him. This gets the skeletal-monster's attention, which makes him turn around to see Doomsday breaking out of the capsule. He laughs, telling this hulking monstrosity that he'll be the first one to disappear.

Battle 51 - Doomsday VS Abyss (Zasalamel Boss Set)
You have 5 stock as Doomsday, which gives you a fair chance to take on Abyss with your mechanic despite not being able to gang-**** him.


Abyss keeps striking at Doomsday with fierce power and quickly killing him, but the monster just keeps coming back to life immune to the method in which it died. This doesn't concern Abyss however, as he merely opens his D-Smash gate and sends Doomsday through it where nobody ever sees him again. Abyss then turns his attention to the heroes, who have prepared their weapons and set-ups you'd expect from their movesets - Abyss chuckles, telling them no amount of stalled time will let them win.

Battle 52 - NES, Agiri, Sakurako, Himawari, Quote, Billy Hatcher, Keroro Platoon, Ico and Yorda VS Abyss (Zasalamel Boss Set)
Abyss has 3 stock for this match, shockingly enough, but it takes him 10 seconds to respawn so you can litter the stage with traps or set-up during that time. If you KO him his traps will vanish with him so he has to set-up next stock.


Abyss is knocked back by everyone attacking him at once, minus Night's End Sorcerer who is charging a power scythe attack with the help of Yorda's power. He runs up to the distracted Abyss, jumps up into the air with a yell and throws out a mighty downwards slash at him with all his power, cleaving the villain perfectly in half. Abyss lets out a exaggerated death cry as his body splits and a pink line forms from the area he was cut at, causing him to explode in a shower of pink particles as the hellish skies return to the way they were and everyone is teleported back onto the ground, tired from the battle. NES appears tired out more so than the others, whom he gives his thanks for defeating such a monstrous entity...though he realizes that the battle is not over yet.



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The 12 heroes from before with the 3 Nobodies on their team had their attentions undoubtedly caught by the battle with Abyss and hellish meteors that previously rained down, realizing that their allies might be fighting a battle there, or at least one of them when Yu and Naoto recognized the magic circle in the sky as being Night's End Sorcerer's. They were correct in finding "allies" as they all ran into each other, greeted each other and so on. Both sides told each other of their experiences, and decided that everyone was here...minus Gardevoir, who apparently everyone had actually forgotten about due to having her existence erased. They all decided to go to the Castle That Never Was together and storm it while Kang and Fibrizo's armies were being distracted by the traps.



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We zoom out to the island, where the group of 21 heroes have managed to enter through front of the Castle That Never Was while Kang and Fibrizo's respective armies had been wiped out by the traps and apocalyptic interference of Abyss. With no armies left, Kang and Fibrizo's respective vessels fired at parts of the Castle as the two landed on completely opposite sides of the castle from the slight wreckage done to it from their blasts, both deciding to invade it from the insides without each other knowing...



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Our 21 heroes are at the first area of the Castle That Never Was, being greeted by 4 High Ranking Nobodies: Ampharos, Count Bleck, Phantoon and Sovereign Slayer - yes, I'm killing off 4 characters at once of half whom might be character material but yeah. Billy, Quote, Ico and Yorda step up to fight against these villains and buy time for the other heroes while they catch-up. The others comply, reducing the team to 17 as they go up to the next level.

Battle 53 - Quote, Billy Hatcher, Ico and Yorda VS Nobody Ampharos, Count Bleck, Phantoon and Sovereign Slayer
Your foes fight you 2 at a time, so this is not too difficult especially given how none of them can do anything special.




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Marluxia is looking rather annoyed as he sits on his throne, seeing both Kang and Fibrizo's armies come through on opposite sides of the castle with such overwhelming force he had to divide his Kanade Replicas into 150 to attack them...he was doing a good job keeping both sides at bay, or at least until to his shock both Kang and Fibrizo came out of their vessels to actually start attacking an overwhelming his army to the point where it didn't matter if they kept reviving because these two entities were so ridiculously strong they had power to spare. Even worse is that the 17 heroes are climbing the stairs of HIS castle to reach him. Marluxia decides to summon Toxinrial, and tells him to bring the Nobodies to him by any means necessary. The dictator rabbit obliges and exits through a corridor of darkness.



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The 17 remaining heroes end up on an outer area of the castle, where a corridor of darkness opens up and Toxinrial steps out. Axel and Demyx recognize him as the other traitorous founder of the Organization, and tell the other 14 that this is THEIR fight. Toxinrial tells the 3 Nobodies not to get so worked up, and that they should end this silly charade to instead join up with Marluxia's invincible army. Axel says he doesn't quite feel comfortable joining up with the likes of a traitorous founder, and says that if he's going to join at all he'll be taking his place...permanently. Toxinrial prepares to have at you with the 3 Nobodies while the other 14 characters are urged to continue their climb, heading onto the next area of the castle. Once they leave, Toxinrial laughs and states that in that castle is nothing but pure chaos in which will swallow them all, and that "you guys" are safe out here...for now. He then realizes that he's not getting through to the "idiot Nobodies" and decides to bring them to Marluxia by force...

Battle 54 - Roxas, Axel and Demyx VS Toxinrial (Boss Set)



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The 14 remaining heroes find the path leading two ways. Confused at what to do, they realize they have no choice but to split into 2 groups. Angel, Player99, The Weird Rider, Night's End Sorcerer, Yu and Naoto all go into one group while Yutaka, Agiri, Cherry, Sakurako, Himawari, the Keroro Platoon, Gray and Kirika head off into the other. Before they go however, Angel decides to do something he forgot to do a while ago: give everyone one of his "Keyblade" swords. They accept them, and all go their own ways.



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The second group made it to the next floor, where there was a gigantic hole blasted through one of the walls and tons of defeated demons in the area, along with Hellmaster Fibrizo himself! Agiri recognized this evil threat and told the others to stay on-guard, for they were facing against one of the two main powers of the war at his full power. Fibrizo laughed evily, realizing he had left a good impression on Agiri at that time she tried to confront him, and that if she wasn't with the group they'd probably have mistaken him for a child. He states that although he would love to play with the heroes, he has other matters to attend to such as taking down Kang, and as such the heroes only get to play with his second-in-commands. The diabolical demon teleports away, and in his place is a dark portal which the familiar face Medusa steps out of and the unfamiliar Jeanne. Medusa tells the heroes of how daring they are to come to this place, and that they get to fall at her hands while Fibrizo takes out Kang and soon makes the world his. Gray steps up, willing to have a re-match with the snake witch to get payback for last time as he eagerly cracks his knuckles. Medusa seems intrigued by this as Gray tells the others to head on without him. Agiri and Keroro point out that there are TWO powerful enemies however, and they can't be sure as to whether he'd be able to hold his own against the both of them. Yutaka also volunteers to stay behind, saying that she wants to lend a helping hand for once and be of use. Gray allows them to stay, but under the condition that they stay as stand-by while he fights the snake witch one on one. Medusa isn't necessarily an honorable person, but tells Jeanne that she need not to interfere with her fight. At her order, Jeanne stabs the ground with her Durandal, causing a pillar of ice to block Gray from his partners, which somewhat shocks him. Medusa comments that Gray isn't the only one who can use ice as Jeanne tosses a smoke bomb down to the floor and disappears from sight, leaving the two to have their battle.

Battle 55 - Gray VS Medusa

Medusa has been fatally wounded by an improved Gray, which came as a bit of a surprise to her. She chuckles as her body breaks up into nothing, being completely destroyed. Gray gives off a sigh of relief as he uses his power to tear the ice wall behind him - even more ice walls have been spread across the area, and none of his partners are anywhere to be seen. He smashes one of the ice walls, only to find Yutaka lying on the floor shivering from the intensity of the ice. Realizing the peril she was in, Gray rushed to her and offered her a hand up - Yutaka, who seemed barely conscious and about to pass out, could barely register his voice and it took a while for her to recognize that he was there. She slowly gave out her hand to Gray, who picked her up...until he felt something go through him...something sharp. He looked down, and saw that Yutaka was holding Jeanne's Durandal right through his gut! What appeared to be Yutaka laughed, being surprised that Gray isn't as mortally wounded, probably because he's used to the ice. Gray stepped back, not bleeding all that much surprisingly due to the sword being ice, asking Yutaka "who she was". She replied that she was in fact Jeanne, and covering her body in ice she reverted to her true form. At the same time a cry for help could be heard from the other side of the room, and at the same time all the ice around the room shattered thanks to the Platoon and Agiri's efforts - they told Gray that Medusa had taken possession of Yutaka after her main body was destroyed (which they somehow knew of yeah), and that they had to stop her...baring witness to the horror as Yutaka's body changes to become that of Medusa's. Agiri and the Platoon have surrounded Medusa and Gray is catching up, but Jeanne refuses to let them escape from her...only to be halted by a fireball that barely missed her before. Jeanne looked around, seeing Shana, Khamsin Nbh’w and Wilhemina Carmel all fly down DBZ style in order to lend a helping hand like the Flame Hazes they were. They tell Gray, Agiri and the Platoon that they'll hold off the ice user while they take down the snake witch, which prompts Jeanne to use her full power as a dark aura surrounds her - in the process she summons a couple of dark Crygonal to assist her.

Battle 56 - Gray, Agiri and Keroro Platoon VS Medusa (Boss Set)

Medusa cackles, telling the heroes they don't have what it takes to stop her when she's possessing their friend. Gray and Agiri state that they indeed would not want to hurt Yutaka, but Agiri and the Platoon state that they can tie up Medusa and annoy the crap out of her at the same time. Agiri takes out a rope and ties it around "Yutaka's" body, of which they are thankful that Medusa chose such a frail body to inhabit. Medusa gets somewhat annoyed as she finds herself unable to break free or even use her powers as for once Kululu does his trademark laughter and states that the rope she's tied with has the plot convenience of disabling certain powers and that she won't be able to break free no matter what she tries. Agiri threatens to play the 4Kids Opening to One Piece if Medusa does not give Yutaka back her own body, but she stubbornly refuses, confidently stating that their friend would get that song in her head too if they played it and even if they try taking her with Fibrizo will save her and he'll kill them all, so unless they have some kind of super special magical way to exorcise her out of Yutaka's body she will absolutely not budge, because she tree. This somewhat annoys the Keroro Platoon as they turn around to see the ongoing battle between the Flame Hazes and Jeanne...

Battle 57 - Shana, Khamsin and Wilhemina VS Jeanne (Boss Set) and 2 35HP Crygonal

The Flame Hazes have found an opening against Jeanne via Khamsin using his rock golem to make her dodge a mighty punch as Wilhemina wraps her unguarded sword with ribbons as Shana delivers a devastating blow against her that knocks her to the wall unconscious. As this happens, a dark aura leaves her, which takes the form of a Fibrizo apparition that vanishes into the air...it seemed that all along Jeanne was being possessed. She wakes up, having no idea where she is as Shana gives her a helping hand which she reluctantly accepts. Jeanne starts to recall being possessed by Fibrizo, but did so on her own will to gain more power from him. The others decide to give Jeanne a lecture that she can become powerful with friendship, but she's a bit put off by this until Medusa tells Jeanne that nothing good will come of betraying Fibrizo and that she'll fall to madness in the end. With Jeanne not easily being convinced by "friendship", the others decide to tell her that if she helps them save the world she'll be able to get more powerful later on or even find another way to become powerful. Jeanne simply decides that if many could defeat Fibrizo's power she should perhaps join up with them instead of him. With that, everyone decides to advance to the next floor bar a reluctant Medusa who has to be carried around like a child by Gray.



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The other half consisting of Angel, Player99, The Weird Rider, Night's End Sorcerer, Yu and Naoto made their way to the other side of the castle, where the big man Kang himself was waiting for them! Angel is shocked to see Kang, who smirks evily at the characters and tells Angel long time no see to his old general. The other characters are somewhat shocked to find out that Angel was in fact a general in Kang's army - the evil dictator tells Angel's "uninformed partners" that their vampire friend was one of his most powerful generals, cruel and bloodthirsty, could easily destroy what he wanted...he was more like a Devil. He eventually gained a soul however, and betrayed Kang in a quest for redemption and to defeat the evil conqueror. Kang tells Angel he will never beat him, and anyway he's busy with trying to take down Fibrizo's forces so nobody will be left to stand in his way when he takes over the world. He does ask Angel to join him one more time, but Angel refuses, putting on his scary gameface and willing to cut down the villain with all his might. Kang looks bemused, snapping his fingers to call in his personal army of Amps and his follower Chantique to attack Angel. The other characters are occupied by the Amps, while Angel has to cut down Chantique to defeat his nemesis.

Battle 58 - Angel VS Chantique

Angel viciously slices through Chantique and leaves her for dead while the others have managed to take down all the Amps. Kang realizes that the heroes are perhaps more powerful than he expected as Player99 and Weird Rider feel the awesomeness and the feel of being able to take down a comic book villain, stepping in with Angel. Kang declares to have at you with the 3 American people as Angel tells Yu, Naoto and NES to head up to the next floor.

BOSS BATTLE - Angel, Player99 and Weird Rider VS Kang the Conqueror (attacks are more powerful but has no access to specials)



Kang is shocked at the prospect of losing, but he realizes that he's a man who likes his army, and he doesn't have one at this point. His suit has been busted, and he's been forced onto his feet by the 3 superheroes. Angel's not done with him yet however, as lifts him by the neck and prepares to bite into him, even stab his sword into his chest or whatever to put an end to the villain. Before he can however, Player99 puts a hand on his shoulder and tells Angel to forgive this man and not kill him because that would kind of go against the superhero thing and that Kang is still human. Cole doesn't really care about the whole morality thing, only that they have other things to worry about such as what lies up ahead. Kang collapses, laughing at the aspect of mercy....what he doesn't realize however, is that a scary shadow with a knife and a gun at the back of his head is about to end his pitiful life...Kang can only turn around in terror before the bang arrives through his head...



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Hellmaster Fibrizo is seen at Where Nothing Gathers, laughing evily over the destruction of the Kanade Replicas which he caused with his Neutral Special, resulting in a single Kanade Replica corpse on the ground. Despite the demon's power however, Marluxia is not worried as he draws his scythe. Fibrizo laughs arrogantly at Marluxia, holding out a yellow orb which he attempts to smash to take his life....only it doesn't work, shocking the demon to no end. Marluxia states that Nobodies are not complete beings, so they do not have a whole life you can just take from them. Fibrizo does not understand what a "Nobody" is, and starts to panic at the prospect of not being able to control a single life...until he realizes he still has immense power at his hands and attempts to gather a powerful energy blast to destroy Marluxia and the entire castle with. Marluxia tells Fibrizo he has a secret weapon however as a pool of darkness opens up to reveal Roxas, Axel and Demyx who had successfully defeated Toxinrial but were dragged to Marluxia via the darkness at the last second. The 3 Nobodies attempt to attack Marluxia when they see him, but he merely points towards Fibrizo and tells them who he is: one of Organization XIII's enemies, who if they can take out on the spot will grant them a great position of power and prove their superiority. Marluxia asks Demyx if he wants to be on the winning side, merely telling him to fight Fibrizo one on one. Demyx doesn't really want to, but Marluxia says he's always liked Demyx's fighting potential and wants him to become equals with him, and that if he refuses Fibrizo will kill everyone and be will not get the chance to show his true worth. Demyx obliges, with Fibrizo laughing and deciding he needs only to show these "nobodies" a sample of his power before they know who they're really up against.

BOSS BATTLE - Demyx VS Hellmaster Fibrizo

Music

This battle may seem impossible, but that's mostly the case for Fibrizo when you use your Neutral Special kill mechanic as he's unable to use his Neutral Special on you and doesn't really have any good options to kill the water clones with. Also, for every time you fail with the mechanic the timer will be reduced by 2 seconds the next time so you're bound to win.


Fibrizo simply laughs at Demyx's pitiful water clones, only to find himself vanishing and his blackened heart disappearing out of his body, he screaming in terror all the while at the prospect of such, questioning how it's possible for him to die so easily. The dark heart fades into darkness, this death of which Kirika, Sakurako, Himawari and Cherry have bore witness to. They're just as shocked as Fibrizo was to see that somebody as powerful as him has been taken down so easily. Marluxia praises Demyx, telling him he has no need for a heart when he has good old Marly and all that ridiculous power the Organization never bothered to praise - if he wants to pretend to have a heart that's okay, because there's no point in having a real heart when being a Nobody in itself is special. Demyx is convinced by these words, and the two start passionately kissing each other! The 4 newcomers look put off at this, as do Roxas and Axel who join up with them and tell of what happened between them, Toxinrial and Marluxia. Noticing these people, Marluxia realizes that although he doesn't have his Kanade Replicas anymore he has something even more powerful: Demyx. Marluxia tells Roxas and Axel that they witnessed true power, and tell them to join him - they don't want to however, saying that they'd rather stay with the friends they've made and that they've already seen Demyx do his stuff over and over, and he's lazy on the inside. This upsets Demyx, but Marluxia holds him fondly and tells him that he has permission to kill all those people who don't like him. Kirika realizes this means that Demyx is betraying them, and proceeds to do a battle with him to protect those around her from dying.

Battle 61 - Kirika VS Demyx

Demyx finds all his water clones being skewered by Kirika's strap and ultimately he "feels" them go through his chest, eroding his existence as they destroy him from the inside..."No Waaaaaaaaaaaaaaaaaaaaaaaayy!" Demyx sulks, falling to his knees and vanishing into watery darkness. It all happened so suddenly, with Marluxia being quite annoyed that he's lost his other source of power, his "feelings" for Demyx only being a farce to get him to side with him. Marluxia decides to go all-out and attack the heroes as Yu, Naoto and Night's End Sorcerer appear in time to join the battle.

BOSS BATTLE - MARLUXIA

Music

You play as Roxas, Axel, Yu, Naoto, Night's End Sorcerer, Kirika, Sakurako, Himawari and Cherry against a buffed Marluxia - your characters always get the countdown on them when they spawn, it being at 25 and when it goes down to 0% they're automatically killed no matter what. Every time Marluxia makes a kill with his mechanic he needs 2 less numbers to kill the next players who spawn. Marluxia has 3 stock and heals 1% a second.


Marluxia laughs as he vanishes, saying that they were all fighting but a mere copy of him. The real Marluxia is high above them in a dark sphere, having been absorbing the darkness surrounding the area, namely from the deceased Fibrizo. At this time, Angel, Player99 and Cole, along with "Yutaka", Gray, Agiri, Keroro's Platoon, Jeanne, Shana, Khamsin and Wilhemina each from respective sides of the room of whom are forced to bear witness to Marluxia's gathering of power. At this time, Medusa's dark essence is absorbed into Marluxia, which exorcises Yutaka and returns her back to normal - a relief, but not at the right time as the pink-haired villain teleports everyone to a large, white circular arena as he prepares to finish them all off for good with his new form. Thus, everyone prepares themselves for a great battle...

BOSS BATTLE - MARLUXIA FORM II



Your party is bigger than before, playing as Roxas, Axel, Yu, Naoto, Night's End Sorcerer, Kirika, Sakurako, Himawari, Cherry, Angel, Player99, Cole, Yutaka, Gray, Agiri, Keroro Platoon, Jeanne, Shana, Khamsin and Wilhemina for a grand total of 20 characters, though you only get a total of 6 stock. Marluxia's "robot" is pretty big as you should be able to tell with the size comparison with him in it. It floats off the ground rather slightly, having about 1,200HP as it moves around slowly to attack you with its twin scythes, along with stuff like flower tornadoes and ramming into you. Despite what you'd think this isn't a very difficult battle at all when you have such a huge variety of characters to choose from.


BOSS BATTLE - MARLUXIA FORM III



You use the characters you had for the last battle on this one, with Marluxia having 200HP. The battle essentially plays out more like a "level" at the start however as you'll be at the end of a Bridge of Eldin sized area where you have to reach Marluxia located on the right side. He'll try to prevent you from getting to him via blowing you away and possibly off the screen, along with creating bullet hell in the form of flower petals that fire laser beams at you and not to mention that gigantic scythe that can swing at you for massive damage. Once you reach Marluxia you only get 2 or so seconds to damage him so make sure you use that time wisely as trying to fire projectiles from a distance will have them be reflected back at you - feel free to make traps however if they'll benefit you.


Defeated, Marluxia tries reaching out to Roxas only to completely disappear into nothing, meeting the same fate as most of the other Nobodies. Everyone is transported back to the same room, but there's quite a lot to clear up. The Flame Hazes introduce themselves to everyone, realizing what was going on and coming to help at Kirika's request. Jeanne also introduces herself. Kang's defeat and Fibrizo's deaths are confirmed. With the destruction of both evils, along with Organization XIII's defeat, it seems as if the world has been saved....or has it? Yutaka discovers the unconscious body of Kanade, happy that she's still alive but wondering just what happened to Kanade and how she got there...

"Kingdom Hearts." 5 voices called out, as 5 corridors of darkness surrounded the 20 in a pentagon shape - Necromancer, Doc Scratch, Ratigan, Smot and Xemnas, all of whom were wearing Organization XIII cloaks. Doc Scratch told them that the Kanade lying over there was but a false replica who had the her Heartless stuffed in by Marluxia. Xemnas holds out the real body of Kanade, the nobody known as "Xadaken" which fell into darkness and was picked up by Xemnas. Doc Scratch talks about they all wanting Kingdom Hearts and manipulating the heroes into destroying Heartless for that sake, all so they could gain infinite power and use it to rule as Omnipotents - Smot was the one responsible for creating the mass of Heartless, and Xemnas got his Organization to create powerful Heartless. The 4 Political Leaders, Necromancer, Doc Scratch, Ratigan and Smot talk about how they've ruled over the world for quite a while, with many changes to leadership and what not - the big thing that hit them however was the disappearance of the 5th Political Leader, Legend of Leader, which completely wrecked their control over the world. They don't know where LoL went to, and will never be able to forgive him for going AWOL on them. Kang and Fibrizo were merely in the way, and so they needed to be destroyed as well, and were. The 4 Political Leaders state however that they are not friends with each other and want all the world's control and power for themselves, manipulating others against them and constantly at each other's throats unless they can all work to a common goal. Once they get Kingdom Hearts, they will all fight each other to the death to decide who gets all the power. Xemnas is not a true Political Leader, but wanted the same thing as them and had far more resources than them in the form of his Organization XIII.

Weird Rider questions why these so-called "Political Leaders" have never made an impact on the real world or be seen public if they truly are leaders, but they answer that they all control the government in secrecy, and changes are usually a result of them fighting and trying to force their opinions on each other. Kirika asks why everyone can't just get along, but the Leaders state that everyone will disagree with each other and that the only way to truly go about things is to force your opinion on everyone else and make them feel the same way: the world will always be composed of conflict, but there can only be one with power who tells them what to do, as a world where everyone wants and thinks the same would be boring - nothing special about that. The 5 Nobodies claimed they all traded their humanities for power of Nobodies, being able to use the corridors of darkness and other cool stuff like that that normal people can't - that's what makes them special. This time, Player99 asks why they had to go about wanting power, and why they can't just enjoy their own lives, to which the Leaders answer that SOMEBODY has to rule over the lesser, or else there will be no order and everyone will just do whatever the hell they want, and that politics will always be involved. There need to be rules, and restrictions that lesser people will want to follow so they can moan about their lives. A new world will be created, and a battle for it will begin.

Yutaka finally breaks the ice and asks why Kanade has to be involved in all this. Xemnas states that Kanade possesses a special Harmonics ability which produces copies of her that split fragments of her heart into hostile entities that resemble Heartless, and that she was tampered with by Fibrizo in order to cause that effect. Further tampering caused her to become a Heartless and a Nobody, the former of which was tampered to create mindless replicas to such a degree that it could create multiple "fake" hearts which in themselves would be able to create a Kingdom Hearts or at least merge with the actual one to apply this "Harmonics" ability and gain true control over Kingdom Hearts through the experiences of each of those Kanade replicas and clones which will keep coming back to her. Heartless and Nobodies of a person experience individual events, and Harmonics will multiply that to such a degree that once they all come back to create a single Kanade she will overload and become a supreme heart for Kingdom Hearts to finally absorb and become complete, giving them all the power they need. Yutaka refuses to let the villains use Kanade for this plan, as the others realize what they need to do and prepare to fight. The Leaders decide that opposition needs to be put down and decide to put an end to those whom are of no use to them.

Battle 65 - Roxas, Axel, Yu, Naoto, Night's End Sorcerer, Kirika, Sakurako, Himawari, Cherry, Angel, Player99, Cole, Yutaka, Gray, Agiri, Keroro Platoon, Jeanne, Shana, Khamsin and Wilhemina VS Necromancer, Doc Scratch, Ratigan, Smot and Xemnas
You have 20 stock but your enemies are all out at the same time, giving them a massive advantage over you.


The 5 Political Leaders are unfazed, Xemnas suddenly decided to tell the 4 Leaders to settle their disputes at the top of the castle while be finished things off here and completes Kingdom Hearts. The other 4 oblige as they warp away from the area.

We then see those 4 at the very top of the Castle That Never Was, where Kingdom Hearts is in their sight. The 4 look at each other with death stares, deciding that they might as well go and kill each other now so the victor receives everything.

Battle 66 - Necromancer VS Doc Scratch VS Ratigan VS Smot

All 4 Leaders are tired out from their battle, each being perfectly tied with each other. Before they can continue on however, something sparkles and materializes in the sky....Kingdom Hearts' completion? No, it's something far, worse, something all the Leaders have seen before and wish had never come back at this time...







Legend of Leader! This superior being once thought to be dead floats above the other 4 Leaders, claiming to have finally been reborn...

Just what does that mean? Well, you see, Xemnas was actually Legend of Leader's Nobody, and when a person's Nobody and Heartless are killed they become reborn with both of them in-tact, so....

Oh dear. It appears that Xemnas had been defeated by the heroes and failed to complete Kingdom Hearts...in fact, it was all apart of his plan to make the other Leaders weaken each other so when LoL was reborn he could just take them all out without resistance, which is what he plans on doing right now. The other Leaders had nothing but words of spite and curses to call to him, but LoL ignored these and held out his hand to fire many swords to destroy the other Leaders, who could do nothing to fight back and only accept their fate. Afterwards, Legend of Leader smirked evily, and two corridors opened beside him to reveal his minions Luxord and Zexion! They had been working with LoL for a while, and had planned this all along.



=============



We cut to the heroes, who have decided to climb the rest of the castle to find the 4 Political Leaders and defeat them, only to have the 3 powerful villains mentioned before stand in their way. Roxas and Axel recognize Luxord and Zexion, who state that when a person's Heartless and Nobody are destroyed they will be reborn whole, and that because Xemnas was destroyed he has returned as the missing leader Legend of Leader. LoL states that he's the one out on top, but that's not good enough for him and that he's got big plans for everyone to suffer under...he throws out a hand, causing 5 time portals to open up behind him and reveal Cap’n Bowser, Bowser the Brash, Black Hole Bowser, Bowser Sphinx and Wizard Bowser. LoL states that while he was a Heartless and Nobody he projected a portion of his conscious through time-and-space through unknown means and found different incarnations of Bowser which he plans on having rule the world in his place, believing that 5 of the same people to rule a single world will be good enough. In addition, taking from other worlds will cause them to be merged together with this one, and by giving each of these 5 Bowsers the power of Kingdom Hearts they'll be able to completely rule everything as 5 omnipotent entities - the choice was partially influenced by nostalgia. Angel is holding Kanade's Heartless body and Kirika is holding her Nobody body, which Legend of Leader points to and states he will take Kingdom Hearts for himself and divide it up along with his Bowser henchmen, using himself, Luxord and Zexion as catalysts for a brand new world via destroying everything else in this world to make room for the merging of all timelines and worlds. Naturally, none of the heroes want that to happen, thinking it to be outright selfish and insane to give power to one being. Legend of Leader states that if the heroes want to stop him they merely have to follow him into different dimensions along with Luxord, Zexion and the 5 incarnations of Bowser, but it won't be easy as failure to catch them will cause more worlds to be damaged beyond repair, more timelines and so on. LoL laughs, creating a magic triforce portal above him that he, Luxord, Zexion and the 5 Bowsers fly up into, a powerful portal that has the power of time travel...who knows where it will lead everyone? Before the heroes decide what to do however, Kanade's two bodies suddenly start merging with each other, creating a single powerful heart on its own! This hearts shows everyone flashbacks of friendship and all the time Kanade spent with everyone, giving them at least some incentive to save all worlds - the united heart calls out and tells everyone that the power of friendship means she won't overload, and she'll protect everyone as they go through the time portal providing they're willing to stick together. It turns into a gigantic sphere that has more than enough space for everyone to fit in, and they all get in and go through the time portal...

The Final Battle is about to begin.





Click here for Part 4



 
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