Jodie Reynolds
A fan character for Jojo's Bizarre Adventure, Jodie Reynolds (no relation to the leads of the series, nor to a certain other character who received a popular set) is one of the few times I've made such a character instead of a straight OC.
Unflinching and never seen without a polite smile, the girl is a walking fashion museum in her disco-centric outfit, clad mostly in white broken up by vibrant patterns of color. It's almost disconcerting how her wide grin never seems to go away, not to mention how she's always hiding her eyes behind some decorative pair of tinted glasses, even at night or indoors. Despite that, she seems like nothing more than an optimistic person with odd ball tastes on the surface.
Jodie fights utilizing a 'stand', a supernatural power created from one's will and controlled through their fighting spirit that normally (but not always) manifests in the form of a humanoid being invisible to non-stand users, most of which are named after musical references. Jodie's stand is Fashion Zombies, an 'ability' stand (one that lacks a proper form beyond a power belonging to the user) named after the Aquabats song, which grants her the ability to animate and manipulate fabrics.
Jodie's ability doesn't sound very impressive at first, but her clever application of the ability through knowing the fine print and limits of it make her a force to be reckoned with. For more details on her stand and Jodie herself,
see her full description here, but what's been outlined here should be enough to envision the character in action.
~Stats~
Ground Speed ~ 7.5 (5)
Aerial DI ~ 7.5 (5)
Weight ~ 6.75 (4.5)
Traction ~ 6.5
Size ~ 5.5
Jump ~ 5
Fall Speed ~ 5
Special ~ Crouch, Crawl, Wall Jump
Jodie's statistics are very average across the board, her mobility and survivability being noticeably better than the norm for her weight class, but her base statistics are otherwise unremarkable. Her body is fairly normal in proportion for a human, similar to that of Marth or Link, but she is half a head shorter than her contemporaries even with her platform shoes, and a tad thinner.
The above stats are a bit deceptive, being the 'peak' of Jodie's abilities- depending on her mechanic, her movement speeds can be up to half again the base and her weight anywhere between Wolf and Peach's (the number in the parenthesis being her base), making her solidly above average in most respects normally but merely average at her worst. See below.
Stand Ability ~ Fashion Zombies
- ~Overview~
To take advantage of her stand, Jodie carries spare garments on her person at all times, hidden away in her loose clothing. She can animate the cloth to have it attack or perform some other task.
Between her Stocks and her damage meter, Jodie has a 'garment' bar that is stylized as a garishly colorful scarf. This scarf's length represents the number of garments she has to spare. At its fullest, it represents 10 spare garments, helpfully noted by a number next to the scarf, and each 'unit' of the scarf being a different color.
- ~Using Garments~
This seems like your basic ammo bank mechanic at first. Whenever Jodie retrieves the materials to perform a move from her person, a quieter version of the item pick up sound accompanies the attack, acting as a signal to the player to try throwing it.
Jodie can plant a garment where she stands, either by going through the motions to throw an item while in the middle of the animation, by pressing the shield/air dodge button in the same circumstances, or as parts of certain moves. This 'keys' the garment to that input, which is used for some of Jodie's moves.
Any time she performs, holds, and releases an input, all of the garments that she's planted across the stage perform the input themselves, aiming in the same direction that Jodie is facing. Garments that are serving some other lingering purpose are the exception, and do not perform the move.
Jodie has enough fabric that she can still perform most of her attacks (I.E. any that do not require a spare garment to use) even if she has no spare garments. 'Spare' is the key word, so the garment bar does not count what she uses to perform her basic attacks.
- ~Stat Buff~
For each spare garment Jodie has on her person, her movement speed, attack speed, and damage are all increased by 1/20th; a 50% improvement overall. Even her weight receives a minor buff for each piece. There are also several move-specific bonuses for having more spare garments in reserve.
In short, Jodie is half-again as effective when she hasn't committed anything to the field, though her mediocre 'base' means she's only above average as a result. Note that because the garments placed about are isolated from the rest of her reserve, Jodie can't empower them the way she can her own strikes, meaning they always deal the base amount of damage and have the weakest version of each effect.
- ~The Catch~
Fashion Zombies can be powerful, fast, and precise, but never all at once. Its power comes at the expense of animating and interweaving materials together into a singular abomination against good taste, meaning the more Jodie spreads her influence and animates at once, the less effective and precise the individual pieces are.
The garments Jodie has animated strike faster the less she spreads her influence. With only one or two placed, they have a slight delay to their attacks that only serves to be an additional benefit, de-synching their attacks from hers. With more scattered about, their attacks become increasingly sluggish, until they have an extra 1.5 second starting lag for whatever move they're performing.
Balancing the advantages against each other is an important part of Jodie's game.
- ~Reclaiming Garments~
Retrieving a placed article of clothing is as simple as pressing A without a directional input while Jodie stands within arm's length of it. Her Down Special also serves as a way to reclaim resources, even from far away.
Garments removed from play by any means, such as by dropping it off stage, are returned to Jodie's possession 15 seconds afterwards. That doesn't sound like a big penalty, but it's a long time to be missing one of her resources.
- ~Attack Description Note~
For simplicity's sake, the 'peak' damage of each move is listed normally, with those whose damage can be enhanced by this effect listing the base damage immediately after in parenthesis. Any descriptions of lag or other variable qualities, unless specifically noted otherwise, are similarly at their best. On a whole, most of Jodie's attacks are laggier than those of non-heavyweights when she's without any garments.
- ~In Summary~
---Jodie has 10 ammo. She receives a tiny cumulative stat bonus for each she has left. At full ammo, she's roughly 50% better in most areas.
---Jodie can go through the motions to throw an item or raise a shield mid-move (any time up to the end of the ending lag) in order to place 1 ammo on the ground. It becomes an extra, delayed hit box for any attack she holds the input for. Placed ammo doesn't grant a stat boost.
---Ammo placed becomes associated with the input it was placed during for the purposes of some effects.
---Ammo turned into something (like for the effect of the Neutral Special) cannot be used in the above way.
---The delay on this hit box gets bigger the more ammo Jodie has placed/lost, up to an additional 1.5 second start lag at 0 left. This hit box is not buffed by Jodie having more or less ammo otherwise; they emulate the bare minimum, weakest variation of the move.
---She can pick them back up by pressing A without directional input, or through her Down Special. If the ammo is somehow destroyed, or dropped off stage, etc, it reappears in her ammo bank after 15 seconds.
---Unless it specifically states she uses a piece of ammo, her moves can be used with no ammo left. Ammo is referred to as 'spare' garments for this reason.
~Specials~
=Neutral=Special===Tangled=Weave=
A scarf slithers its way out of Jodie's coat sleeve, curling around her arm like a multicolor snake. The cloth is barely in view before it explodes outwards into a colorful wave of thin silk strands around her. At the cost of a single spare garment, Jodie can create a two by two stage builder block-sized area akin to a web out of the scarf's thread.
On its own, the weave does little but slow enemies who pass through it- dropping their speed by 1/5th and dealing 2% damage without hitstun every second as they move. Enough to be noticeable, but nothing that will change the tides of the entire match. It's when Jodie plants other garments within the large area that its power becomes clear.
If an enemy enters the weave while a planted garment is there, that garment will spring to life in order to perform its associated attack, or simply becomes aggressive if not associated with any move (functioning as the gloves in the Side Special, see below). It will continue to attack in this manner until the foe leaves or destroys the tangled web.
With multiple garments, they will attempt to space and aim their attacks such that they each hit the foe in sequence. In this case, those that have already hit the foe will not attempt to attack again until a moment after all other garments in the web that could plausibly hit them have had their chance.
They will opt for number of hits over damage potential or KO potential, and may even go after a healthy opponent over finishing a weak one as a result, or hit a foe in a way that's easier to DI out of over one that's more reliable.
As an added benefit, Jodie's attacks and those of her garments made while the foe is within the web and in range gain an auto-aim quality to them when she is not aiming them manually, locking on and angling themselves directly towards the nearest foe that fits these conditions. Combined with how many moves Jodie has with decent reach and her spare garments being scattered about, a lengthy combo becomes easy.
The web is a destructible with 40% stamina. This may sound daunting, but since its large size also serves as its hurtbox, it will be destroyed soon enough just through normal play. Jodie can create the weave quickly and suffers little to no lag in doing so; though since it requires an investment to get the most out of, she should take care in placing it and be willing to retrieve it when it seems like it might be destroyed, else she lose the garment spent to make it.
If Jodie attempts this move with 0 spare garments, she'll start the animation, then go into a lengthier one of her digging through her sleeves and realizing she's out. This animation is consistent for each of her moves that requires 'spending' a spare garment. The additional lag can be canceled out of with any move, meaning it serves more as flavor than a punishment.
=In Summary=
---Jodie creates a 2 by 2 Stage Builder Block area of effect around her current position at the cost of 1 garment.
---Foes moving through the area of effect take 2% damage without hitstun, and have their move speed reduced by 1/5th.
---Jodie's placed garments in the area will attack foes within it, trying to chain together as many hits as possible.
---Jodie's attacks and the attacks of her garments made while facing an opponent who is both in range of that move and within the area of effect will auto-aim towards the nearest such enemy, unless Jodie manually aims the attack.
---The area of effect takes the form of a destructible with 40% stamina. If destroyed, Jodie loses the garment used to make it.
---If Jodie attempts this input with no spare garments left, she goes into a high lag but cancel-able animation, more as an easter egg than a punishment.
=Shield=Special===Spring=the=Trap=
With a snap of her fingers, Jodie sends a mental command to all of her active spare garments: attack!
Placed garments are commanded to perform their associated moves. If the move in question requires Jodie drop or otherwise 'spend' a spare garment (such as her Neutral and Side Specials), it only briefly mimics the effects of that move. In the case of such effects that have an attack attached to them (such as Jodie's smash attacks), only the attack itself is performed.
Any variable effects not dependent on her spare garment count (such as the charge time of a smash attack) are treated as whatever they were for the use of the move that it was dropped during. If a garment was not dropped during a move covered by the above, it does not respond to this command. Jodie herself suffers no lag, but her garments must recover from any lag their associated moves cause before attempting it again.
Note that unlike her normal attacks, which prompts the garments to attack in the same direction that Jodie is facing/aiming, this command causes them to prioritize the nearest foe within range of their associated moves, or failing that, the facing/aiming Jodie had when she dropped them.
How they activate is dependent on how the shield special is inputted. If tapped, all garments attack at the same time. If held, however, they activate one at a time after release, with a brief delay between each attack depending on how far they are from Jodie- each stage builder block adding 1/6th a second of delay, meaning the nearest activates first and the farthest last.
Like the name implies, this is an excellent way for Jodie to set up combos, counters, or nearly any kind of plot she can think of. Keep in mind, though, that the hectic pace of the average Super Smash Bros match means she's unlikely to pull off any sort of Rube Goldberg-style complexity.
=In Summary=
-Causes placed garments to perform their associated moves.
-Associated moves that 'cost' garments are briefly imitated for free.
-Variable effects not based on spare garment count imitate the instance of the associated move used to plant them.
-Attacks prioritize closest opponent in range, followed by the direction the original instance was aimed.
-Tapping the input activates all attacks simultaneously, whereas holding delays attacks until release, then staggers the attacks outwards from Jodie.
=Side=Special===Sleight=of=Hand=
Jodie claps her hands together, causing her elbow-length silk gloves to fly off and reveal an identical set underneath. Despite being a pair, the animated gloves count as only a single spare garment. Either glove being destroyed counts as Jodie losing the garment spent, even if she eventually reclaims the other.
The two instantly set themselves apart from Jodie's other garments by running amok right from the word go. They act without any input from Jodie, making up for their lack of strength by harassing foes.
They have a mere 15% stamina a piece, but are so small that most attacks will pass right over them. They can move about at Mario's Dash Speed, and even climb up walls or perform a single Samus-like jump. With next to no weight, any attack with significant knockback can toss them off-stage fairly easily, though their aerial DI is decent enough they can recover well if they manage to survive. All in all, a little lackluster on the surface when you find Jodie can only have one pair out at once.
Of note is their gallery of tricks and their AI. The gloves start out cautious and focused on baiting foes, or otherwise only going in when Jodie is under fire or pressing the attack. When her damage percent increases, however, the gloves become significantly more aggressive about fighting the opponent, desperately trying to harry them.
The more spare garments Jodie has in reserve, the more attacks the gloves may perform. They perform noticeably better when Jodie isn't splitting her attention between multiple pieces. Their moves, and the bare minimum number of spare garments Jodie needs to have left for them to perform them, are as follows:
- 7 Garments - Plant:
With how small and nimble the gloves are, it's easy to lose track of them during the chaos caused by Jodie's attacks and the fast pace of the average fight; something they're happy to take advantage of.
When an enemy's hurtbox overlaps with a glove's, it will sometimes latch on and slip itself into a hiding spot on their person (out of view of the players), waiting for the right moment. The next input that foe performs will cause the glove to perform another attack to interrupt it.
They can also slip onto Jodie's person in this manner, jumping out when she's hit by an attack to use its own moves as a counter. Simply picking the glove up with the A button like an item will allow Jodie to keep one in reserve this way.
The carrier raising their shield throws the glove off of the foe and stuns it (or causes it to leave Jodie's possession), but that can easily leave them open for a grab or allow Jodie to weaken their shield- just the same as if they were interrupted while within her range, a win-win. Damaged gloves prefer this move, as it takes them out of immediate danger and makes it easier to assume they were simply destroyed in the crossfire.
- 5 Garments - Mimicry:
Pausing a moment and shaking violently, the glove expels strands of stray thread through its fingers and its opening, then forms them into the familiar shape of a scarf. Each glove is capable of imitating Jodie's Standards and Aerials themselves, but not nearly as effectively- suffering double the lag for half the damage, knockback, reach, and hitstun, unless done as part of the above attack.
That's not the only way they can copy their master, however. Should a glove come across a spare garment Jodie has placed on the stage with a foe in range of its associated attack, they can take hold of that garment and use it to perform that attack by making contact with it. If it's a move that has notable knockback, it aims the foe either towards or away from Jodie if she has low damage or high damage, respectively.
The garment itself can cancel out of the move the glove is using it for on Jodie's command, so no worries about her gloves ruining her set up by being a rogue element- indeed, their attempts to attack foes only contributes to the cause!
This is helpful in breaking up a foe's combo or starting Jodie's own against the unawares, but can also force enemies to adjust constantly to the possible threat.
- 3 Garments - Catch:
When a foe runs by a glove, such that their hurtbox overlaps with the glove's even slightly, the glove will attempt to snag them by the ankle or other suitable grabbing point to unbalance them, stunning them very briefly.
Note that if the glove is in contact with a garment when it does this and Jodie has enough garments, it will follow up by attacking the garment as outlined above. The glove uses this move to act as a tiny area of denial benefit that moves about semi-randomly, forcing the foe to step lightly and give Jodie more free reign to do as she pleases.
- 1 Garment - Detect
By shooting out loose threads from itself, the glove can grab onto a ledge or enemy within half a stage builder block of distance and reel itself in. This functions as a recovery for the glove or means for it to get around should its default mobility not be enough. There is no end lag to the move, letting it cancel into another attack instantly. This adds a little unpredictability to the gloves, for much the same purpose as outlined above.
- 1 Garment - Steal
As the name says, each glove is capable of stealing items and running them back to Jodie for her to use. This can be as simple as grabbing an item off the ground (even allowing it to pick up items that normally can't be, like food), but it can also take items held by foes- acting as a brief hitbox that only works on foe who is flinching, laying down, or suffering knockback (such as from one of the glove's other attacks).
A glove will try to run the item back to Jodie if able, dropping it at her feet, excepting a few conditions. If she already has an item, is stunned, or otherwise isn't able to use items, the gloves will use held items themselves to attack. If it is a thrown item, it will simply throw it at an enemy. If it is an explosive or harmful item, it will run it towards an enemy instead, trying to blow them up/inflict it onto them. A glove, upon being struck, will drop any item it is currently carrying.
- Any - Slap
A simple but swift slap. Does 1% damage and flinching, with a tiny bit of end lag at the end. While this move is always usable and the gloves are happy to use it to break up an enemy's combo on Jodie or her allies, the lag increases with less spare garments in reserve same as the rest of her garments and the gloves' other moves, to the point of being a liability if she's out.
=In Summary (Statistics)=
-For one garment, Jodie summons a pair of tiny AI allies in the form of gloves. Destruction of either means loss of the garment. She can only have one pair out at a time.
-The gloves have 15% stamina each, Mario's Dash Speed, Samus' first jump, decent Aerial DI, and next to no weight.
-The AI adjusts to the situation, becoming aggressive when Jodie is heavily damage or on the attack but being passive by default.
-They can perform more attacks if Jodie has more spare garments in reserve.
=In Summary (Attacks)=
-The gloves can place themselves on a character's person, and counter an attack (made by them if foe, made against them if ally). (Need 7 Garments)
-The gloves can mimic Jodie's attacks, poorly by default, or well either in combination with the above or through use of a planted garment. (Needs 5 Garments)
-The gloves can stun foes that pass over their hurtboxes. If Jodie has enough garments and one placed garment is also touching the gloves, they follow up with the above. (Needs 5 Garments)
-The gloves can latch onto ledges or foes from half a stage builder block away and pull themselves in near-instantly. (Needs 1 Garment)
-The gloves can pick up an item, or take an item from a flinching/knocked back/helpless foe. (Needs 1 Garment)
-The gloves can do a weak slap the gets worse the less spare garments Jodie possesses. (Does not need Garments)
=Down=Special===Recall=
Miming a pull of a rope, Jodie can grasp an opponent by the arm or other suitable appendage and toss them to the ground. This motion puts the foe prone behind Jodie, usually leaving them and her frame neutral if they stand as soon as possible, and the lack of reach and ending lag are hardly worth the trouble. The true purpose of this motion becomes clear when Jodie has a garment placed somewhere on the stage.
Jodie's gesture causes the garment set furthest from her to come flying straight back towards her at the speed of Wolf's blaster shot, continuing until it reaches her outstretched hand or meets an impassable obstacle such as a solid platform. Its path can curve by about a stage builder block away from a straight shot to avoid outcroppings if any are in the way.
While flying back, the garment is an arrow-sized projectile that does 6% damage on contact and mild knockback that moves the victim towards Jodie. Contact with an enemy or destructible does not stop the garment from returning- it's merely a bonus. This damage is not affected by Jodie's spare garments, as it's dependent entirely on the individual returning garment for strength, instead of Jodie layering her materials together to maximize force.
Holding the input allows Jodie to call her garments back to her one after the other without any of the delay caused by her entering the animation, minimizing the time it takes to retrieve her resources. Smashing the input takes it a step further by calling back every garment at once, resetting her stock in exchange for additional lag as she stuffs the excess back up her sleeves.
Outside of a smashed input, the lag for this move is fairly short- and can easily end before the garment actually returns to Jodie. This allows her to continue fighting, or even capitalize on the delayed return to score an extra hit or changing its course by shifting her position. Note that the recalled garment does not stop or perform any other attacks while mid-flight, regardless of what input Jodie performs, though she can cancel their return by performing the normal actions to drop a garment.
That does not make it an excuse to over commit in the hopes of dealing massive damage- it takes time to put those garments in play in the first place, and taking them back costs a bit more. The amount of set up needed to position a foe between Jodie and all 10 of her garments and to keep them from interrupting makes it nearly impossible even against particularly dumb AI, and the inability to use her moves that require more garments makes it a questionable tactic.
=In Summary=
-Jodie has a weak, short range grab hitbox that repositions foes behind her and trips them. She and the opponent are left frame neutral when the opponent stands, and no damage is done.
-The furthest spare garment flies back towards Jodie, acting as a 6% and mild knockback projectile that can curve slightly to avoid solid objects and pass through enemies/destructible items.
-Holding the input causes each garment to come back one after the other. Smashing the input causes them all to fly towards Jodie at once, in exchange for more ending lag.
-Performing the action to drop a garment causes returning garments to stop and fall to the ground.
=Up=Special===Colored=Binds=
Throwing her hand back with enough force to cause garments to spill out of her sleeves, Jodie performs a whipping motion to fling a rope of tightly entwined fabrics in a direction of her choosing. This rope can be aimed by inputting a direction before Jodie casts it. By default, the rope will shoot diagonally forwards and up unless in the air, in which case it'll snake towards the nearest ledge in range in the direction Jodie's facing.
Hitting a spot on the ground lets Jodie pull herself to it at Captain Falcon's run speed. Her body acts as a hitbox, dealing 22.5% (15%) damage and moderate knockback on contact, ending with her in the air a pokeball's height above the spot. If she hits a foe holding onto a ledge, the yanking motion she performs to launch herself pulls the foe from the ledge and towards Jodie's starting position.
If the move grabs a foe elsewhere, it instead acts as a command grab. The victim is ensnared by the fabric coiling around them, held with the normal grab duration. While they are in this state, Jodie's player is free to mash the control stick this way and that to whip them around, slamming them into objects or other enemies for damage to both.
Specifically, they suffer 6% (4%) damage for every half a stage builder block the travel before hitting the object, plus an extra 3% (2%) each if the control stick is smashed, releasing them and hurling them away with above average knockback. If they hit nothing but recover from the knockback or reach the end of the tether's range, they suffer no damage. Jodie can also release them by pressing the B button, such as to drop them at a new position, but this does little knockback even with a proper whipping motion.
The trick to this move is its range. It has a respectable range of one and a quarter stage builder blocks as a base, and for every spare garment after the first she has available, it has another quarter of a stage builder block tacked on- making for an astounding three and a half stage builder block range at full potency.
With such a range, Jodie can easily pull an opponent from across the stage or fling them clear across it, or recover from even a terrible position. While it's not feasible for her to stay fully stocked at all times, retrieving a few garments with her Down Special first is reasonable enough when recovering (due to the returning garment's essentially infinite range and decent speed) and can even be used to combo into a grab while on the ground.
Note that the hitbox is only out briefly before Jodie reels it back in, and that missing or the foe breaking free from the grab stuns Jodie for a significant amount of time (knocking her into freefall if airborne). It's a strong move but not one that should be spammed, especially when you've committed resources to the stage. As a final bonus, using Jodie's mechanic to drop a garment with this move leaves it at the edge of the move's range, rather than next to Jodie- a good way to spread your influence about and turn a miss into something meaningful.
=In Summary=
-A quick tether recovery that gains absurd range with more spare garments.
-The tether can be aimed during its brief start up, defaulting to diagonally up and forwards in the air or the nearest ledge while on the ground.
-If grabbing the ground or a ledge, Jodie flies towards the location at Captain Falcon's dash speed, acting as a hitbox that deals 22.5% (15%) damage and moderate knockback.
-If it hits a foe on the ledge, it yanks them off in the same motion Jodie launches herself forwards
-If it hits a foe elsewhere, Jodie can whip them around into objects for extra damage, and release them for above average knockback, depending on how far they travel from the motion before impact/release.
-Missing entirely or a foe breaking free stuns Jodie, and drops her into free fall if in the air.
-Dropping a garment during this input places it at the edge of the tether's range.
~Standards~
=Neutral=Combo=
A swift multi-hit combo composing of punches and kicks, Jodie's neutral combo is on the weak side with only 3% damage per hit- 'weak' in that her spare garment count does not affect this move, meaning it will never rise above its base damage and other qualities. That said, it ensures Jodie will always have a decent attack option in melee, even with her stand working overtime, and one that will not trigger her mechanic.
The trick is what happens when the control stick is moved ever so slightly. A small tilt (roughly enough to make Jodie walk, but not enough to make her run) causes Jodie to step forwards or back between each strike without exiting the combo or being affected by lag/animation time. She can also perform the initial hit of this move instead of her tilts this way, letting her use it without inadvertently picking up her placed garments.
Tilting up or down causes her to hop or duck, a quick dodging maneuver that does not interrupt the rhythm of her attacks, and a stronger tilt allows her to slip out of the combo into any other standard (or aerial if she hopped) move in her arsenal, or continue to throw out punches and kicks indefinitely. Coupled with the near non-existent lag and ease of slipping in and out of it mid-combo, and Jodie's neutral A combo is both versatile and effective, fitting of her abilities.
Should Jodie attempt to place a garment during this attack, she does so without breaking stride, dropping a set of clothing in front of herself that seems small even for her. This forms a weak minion called a 'decoy', and has the following qualities:
- Statistics:
The decoy has Luigi's frame, made from a shirt and pants combo that moves much like a flattened cartoon character. It has Ganondorf's walk speed, and lacks a proper run, dash, or even jump, and shares its traction with the green plumber as well as its general hurtbox.
At 10% health and only capable of miming Jodie's Neutral A Combo, the decoy hardly even lives up to that name, prone to death from a single hit. It's only interesting quality statistically is a lack of a weight stat; the decoy does not take knockback, instead suffering double the hitstun.
The loosely connected pieces of fabric fall apart as if blowing in the wind, taking time to scramble back together after the hit. If anything, this makes them even less reliable, the decoy serving as simple combo fodder.
- Behavior:
The minion will aimlessly patrol back and forth across the platform on which it is born, lacking the precision and intent behind Jodie's more reliable techniques. It moves until it reaches a ledge or other hazard, then turns around and continues in the opposite direction.
In a rare display of competence, the decoy will attempt to avoid hazards rather than walk into them, and even stop and wait if doing so would put them into a position to attack afterwards.
- Investing Garments:
As with the power that gave it life, there is more use to the decoy than there seems. Jodie can grab the decoy while their hurtboxes touch. This lets her plant garments into the decoy itself, merely by mimicking the input of one of her non-special, non-smash moves; pressing the special button instead has Jodie plant one of her aerials into the decoy, and a smash input instead invests her dash attack into it.
Each garment added to the decoy splits into a mess of strings and is sucked into it from out of Jodie's sleeve. It's a process that takes only a little lag for each input. To release the minion, Jodie need only input a direction without another button as if to throw it, and she can even choose to direct the minion by inputting that direction, or opt to let it go about its business by tapping straight down.
Aside from an increase to its stamina of 10%, the decoy gains the ability to mimic whatever new inputs Jodie chose while investing those garments into it, albeit a more limited version (as if Jodie had X garments left in reserve, where X is the number of garments inside the decoy, not counting itself).
If the move is an aerial, it gains a single jump equivalent to Mario's first, and it will pursue enemies into the air so long as it does not mean going off stage. Each garment adds to the decoy's mobility, matching Jodie's top speed should she choose to invest all her garments into it. It also becomes increasingly aggressive and competent, getting in a foe's face and trying to intercept their attacks.
- Orders and Destruction:
Jodie can command the decoy to mimic her attacks the same as her other garments, though the imitation's strength and speed vary (again, as if Jodie had a number of garments in reserve equal to how many are inside the decoy). When reduced to 0 stamina, the decoy bursts into a pile of string that falls to the ground beneath it, functioning as a planted garment with no associated move.
The garments put into the decoy similarly fall to the ground around it with just enough space not to overlap, though they remain intact and associated to their respective inputs. This even happens if Jodie recalls the minion, as she recalls the minion itself first and then what was invested in it.
Its death may seem like a detriment, but it's actually the whole point. Should a foe ignore a properly empowered decoy, it can make their lives miserable with a variety of moves, and if they kill it, they'll be right in the middle of a field of garments, ripe for Jodie to hammer them with multiple attacks.
As a side note, a Side Special glove can hitch a ride on a decoy with its 'plant' move, similar to how it can for Jodie. Nifty.
=In Summary (Neutral Combo)=
-A basic combo that does 3% damage per hit and can be continued as long as the input is repeated. This damage is not modified by spare garment count.
-When the control stick is tilted just enough to walk in a direction, Jodie moves slightly in that direction without breaking the combo or suffering any lag. This also lets her perform the input without picking up her garments.
-Tilting up or down causes Jodie to hop or duck. The former lets her chain into an aerial, and the latter lets her dodge certain hitboxes.
=In Summary (The Decoy)=
-Summoning the Decoy takes no time for Jodie, placing it right in front of her.
-The Decoy has 10% stamina, Luigi's hurtbox and traction, Ganondorf's walk speed, no jump, and Jodie's Neutral Combo for an attack.
-It has a simple AI that sees it walk to a ledge, turn around, repeat, only breaking it to attack or avoid a stage hazard.
-It takes no knockback, but suffers double the usual hitstun.
-Jodie can grab the Decoy to implant spare garments into it via inputs.
-Each spare garment in the Decoy increases its Stamina by 10%, and can give it the ability to perform a chosen input.
-Jodie can order the Decoy to perform attacks same as her other garments.
-Destruction of the Decoy scatters its contained garments around the spot it died, which have the moves they granted the Decoy as their respective associated moves.
-Note: Gloves can hide on the Decoy like other characters/minions.
=Forward=Tilt=
Jodie throws her weight behind a punch, taking a large step forwards and sliding from the force. The attack inflicts a respectable 12% (8%) damage and modest knockback, and suffers little lag on either end of the animation, making for a surprisingly strong melee move when Jodie has her garments stocked.
Because she puts as much force into the blow as she can, Jodie is carried along a short distance by the momentum, ending roughly a stage builder block from where she started. With less of her spare garments on hand, this distance is reduced by 1/10th for each (to a minimum of 1/10th a stage builder block). Excellent for chasing foes slapped away by the attack.
This not only cements its place as Jodie's go-to melee attack when her resources are still in reserve, but gives it a role in allowing Jodie to manipulate what garments she's animated and left about the stage- each moving a similar distance when they perform the attack themselves. Thus when she has committed to the field, it allows her to finely reposition her set up to the left or right.
=In Summary=
-Inflicts 12% (8%) damage and decent knockback.
-Carries Jodie (or the garment performing it) forwards, the former depending on how many spare garments she has and the latter a short distance for precision movement.
=Down=Tilt=
Not one to limit her resources, Jodie also carries a few balls of yarn on her person for quick repairs and the chance to animate a lot of raw material at once.
With a bowling motion, Jodie allows one such ball to roll down her arm and into her palm, catching the loose strand between her fingers. The yarn rolls across the ground a short distance, before she suddenly yanks it back, causing it to do a complete 360 in the area low to the ground around her and land back in her palm.
The attack hits low to the ground on either side of Jodie, dealing 9% (6%) damage and pulling enemies struck by the move a hair closer to Jodie. Besides being fast, the more spare garments Jodie has available, the longer the attack's reach and the more foes hit are drawn in (hitting up to 3/4ths a stage builder block in each direction from Jodie and potentially hitting a hair above her). A spare garment is treated as having the minimal amount of pull and reach regardless of how much material Jodie has left to work with.
Spamming the move could rack some damage early on, but foes will have more than enough time to counter with an attack of their own as Jodie pulls them in over and over. Of course, if the one pulling the foe in is a spare garment, Jodie can use the attack to stall foes or otherwise reposition them, though the delay means her spare garments will have a harder time juggling foes.
=In Summary=
-A low-hitting disjointed attack that does 9% (6%) damage all around Jodie/the planted garment.
-Longer reach the more garments Jodie has.
-Pulls those hit in closer, with more garments increasing pull.
=Up=Tilt=
By making an underhand throwing motion and grabbing the end of the scarf that slides out of her sleeve, Jodie flings the opposite side of the accessory upwards, where it makes a whip-cracking motion under its own power.
This move is a tad slow, but the disjointed hitbox and resulting reach compensates for it. The scarf does a middling 6% (4%) damage with a sweetspot that does 9% (6%) and mild knockback. Jodie can also angle the hitbox slightly by moving the control stick left or right during the brief start up.
By shielding during the move to drop a garment, the player can make Jodie let go of the scarf she slipped out of her sleeve as part of the motion, causing it to fly up to a single stage builder block in whatever direction she chose to aim it as a weak projectile (doing half the damage of a normal hit). It moves on the slow side, like a half-charged arrow from Link's bow.
This functions both as a way to scatter her garments about or behind a charging foe, and a means with which she can move her planted garments up or to strike in at an enemy off the ground (the activated garments shooting up off the ground in the direction aimed to perform the attack). Its slow movement even lets Jodie order it in route to its destination.
=In Summary=
-This aimable, disjointed attack does 6% (4%) with a sweetspot that does 9% (6%) instead.
-'Dropping' the garment at the right moment causes it to fly off as a projectile that deals half the damage. Placed garments imitate this function, shooting in the direction Jodie aims if activated by her command.
-It moves at the speed of a half-charged Link arrow as a projectile, letting Jodie order it while its still airborne.
=Dash=Attack=
Skidding to a stop, some of Jodie's supplies and spare cloth that were stored in her sleeves are carried forwards by her momentum, or at least it appears that way to anyone who doesn't know the movement was intentional. The cloth briefly forms a barrier in front of Jodie, absorbing impacts and deflecting projectiles.
Contact with the mass of fabric itself stuns a foe for only half of ZSS' charged Paralyzer's duration and does a mere 3% (2%) damage, but if the foe hit the blob, their attack bounces off and adds that duration to their move's ending lag to determine how long before they can act again- enough for Jodie to follow up.
Projectiles are deflected at a 90 degree angle by the mass, which shifts violently to knock them away, almost guaranteeing that the attack can't hit the source of origin without a complex web or the opponent charging and jumping over the dash attack right after their projectile (which isn't very likely).
All of these uses are easier the more spare garments Jodie has, as it increases the size of the barrier for each. The minimum size is equal to half Kirby's height and is fairly thin, easily attacked around and requiring some foes be in a very specific position in relation to Jodie, while the maximum size is a bit taller than Jodie herself and as wide as Kirby himself, making it a much more feasible move. These sizes are increased by roughly 1/4th the instant the attack comes out, though it's fairly frame perfect.
When a placed garment repeats this move, it imitates the smallest size (hopping up into roughly the same position but acting normally regardless of at what point it's in at the time).
The window of time for this effect is plentiful for its type, to the point Jodie can actually act again before the mess of string and clothing fully retracts if she has plenty of spare garments. She does not have enough time to get up to speed again and perform the input a second time to chain it, but she can follow up with nearly any of her moves after getting her foot in the door with this move.
=In Summary=
-Forms a brief wall in front of Jodie, which deals 3% (2%) damage and stun equal to half of Zamus' charged Paralyzer. If struck by an enemy attack, it negates that attack and adds the stun to the enemy's ending lag.
-Projectiles are deflected away at a 90 degree angle.
-More garments increase the size of the barrier, from a minimum of half Kirby's height and thin width to a bit taller than Jodie and Kirby's width.
-The ending lag finishes even before the animation and hitbox are gone, letting Jodie follow up on a stunned foe.
-The placed garment's version is of the weakest variation, as normal, but the garment hops off the ground briefly to perform it, making it a feasible defense.
~Smashes~
=Forward=Smash=
Tightly wrapped cloth spills from every opening in Jodie's jacket, shifting and shaping themselves to mimic the musculature of arms, the gloves on the ends completing the illusion. As she charges her move, sliding one leg back to brace herself, a set of up to four extra 'arms' slip out of her clothing, made from spare garments.
Once finished, Jodie unleashes a storm of punches with her false appendages that deals a massive number of hits over the course of its animation (lasting as long as the charge), dealing 27-36% (18-24%) damage and ending in a final blow that does above average diagonal knockback. Notably, each arm requires a spare garment; Jodie can still charge the move fully for damage, but she'll stop forming arms once she hits empty.
These arms do not disappear once Jodie has made them. Rather, they stick around, granting Jodie the ability to perform inputs even while in the lag of a prior move. Each arm is capable of performing its own attack, meaning Jodie can string together up to 5 moves in this manner after a full-charged smash- a powerful advantage for any fighter.
Naturally, there's a cost. For starters, each arm performs the inputs as if Jodie only had a single spare garment left, I.E. them. Secondly, while using this effect, Jodie counts as having one less spare garment for each arm she totes around- trading power for the ability to chain moves together, much like the delicate balance present in her mechanic. Do note however that Jodie still technically suffers the lag, so if a move stops her, she stays stopped- it's just that she gets an extra swing in she wouldn't have otherwise.
The arms last for 1.5 seconds each, being retrieved one after the other over time, or until manually retrieved by repeating the input with no charge or using the Down Special with no other garments out. The move has modest end lag and start up, the only concern being the duration in team or free-for-all matches leaving Jodie vulnerable.
If the initial punch in the flurry misses, Jodie skips the rest and ends the attack immediately- inconvenient when you want to lay the smack down, but handy if you just want to get the buff ready. To that end, repeating the attack causes the new charge to override the previous if it would result in having more arms.
Note that the benefit of the arms stretches to Jodie only; any animated garments she has laying about will have to wait until the lag of an attack ends before moving on to the next in sequence.
=In Summary=
-Jodie unleashes a flurry of punches that add up to 27-36% (18-24%) and above average diagonal knockback.
-Each half second spent charging forms an extra 'arm' and costs one garment, with the charge ending early if she doesn't have the full 4 needed.
-If the initial hit of the flurry misses, Jodie stops and does not suffer ending lag, but still keeps the arms she formed.
-The arms remain for 1.5 seconds after the fact each, being retrieved one at a time or until manually retrieved by Jodie repeating the input with no charge (the newest use's charge overwriting the older charge and its effect). This refunds her spare garments spent on the arms.
-Each arm is capable of performing its own attack; if Jodie performs an input while suffering lag or in the middle of another attack, one of the arms will perform the new input, then the second the next, etc.
-The arms' attacks have the same damage, etc that Jodie's would have with one spare garment remaining.
-Jodie still suffers the lag of her arms' attacks, this just lets her string together attacks and follow up in ways she normally couldn't; if a move stops her, she stays stopped.
=Down=Smash=
Jodie's Down Smash seems simple enough. She moves her leg back and twists her body slightly in preparation for a kick while charging, then swings it forward and back once each to strike. A simple move that deals 24-33% (16-22%) damage and a surprisingly decent amount of knockback even uncharged. Or rather, 28-38.5%, due to the move's other effect.
As Jodie charges this attack, she isn't just winding up for a kick. Movement ripples beneath her clothing as her stored up cloth weaves itself around her and into the outermost layer of her outfit. By using up to 5 of her spare garments (the charge ending prematurely if she has less), Jodie nearly doubles the effect the used garments would have on her statistics while in her reserve.
Her land and air speed increases to match Captain Falcon's dash, and her weight is on par with Snake's. Combined with the potential increase to her damage and knockback bringing her attacks up to 1.75x her normal strength, and she's a for to be reckoned with. Even with less spare garments dedicated to her charge, the resulting boost is noticeable.
Like with her Forward Smash, this effect comes with the drawback that all other effects dependent on spare garments are not bolstered. She's sacrificing up to half her resources temporarily for the sake of having more powerful stats.
Also like her Forward Smash, the effect wears of over time. Every 1.5 seconds undoes 1 spare garment worth of buff (returning the expended resources to her spare garment count at the same rate), and she can retrieve them manually in the same manner as her 'extra arms'.
With only minor start up and end lag, the move is all around decent as an attack. It can also be used similarly to her Down Tilt to reposition foes using her planted garments, though pushing them away rather than pulling them in, possibly into another nearby garment.
=In Summary=
-Hits low to the ground on either side of Jodie, dealing 28-38.5% (16-22%) and great knockback that's decent even uncharged.
-Charging uses up to 5 garments in the same manner as the Forward Smash, but for a stronger stat boost in place of extra attacks.
-At a full investment, she gains Captain Falcon's dash speed on land and in air, Snake's weight, and her damage and knockback are 1.75x her base amount. A lesser investment has a proportional buff.
-Spare garments dedicated to this effect only bolster Jodie's personal attacks and statistics. She is counted as not having those spare garments for the purposes of all other applications, and cannot spend them. (They are deducted from her garment gauge to prevent confusion).
-The effect wears off over time exactly as the Forward Smash.
-It can be ended manually exactly as the Forward Smash.
=Up=Smash=
Jodie's clothing and scattered garments convulse and fray, stray threads shooting out of them every which way before settling. These large hitboxes cover an area around Jodie and her planted resources roughly Kirby's width in each direction and lasts for half a second or until hit by a stronger attack before withdrawing. Foes take 21-30% (14-20%) damage and moderate upwards knockback.
The threads linger roughly two Pokeballs' width from each source, hardly the sprawling web Jodie creates with her Neutral Special, but existing for a similar purpose. The threads twitch this way and that like antennae and glint faintly in sources of light. Upon being disturbed by contact with a foe, they can perform a quick 'slash' with their extended feelers, revealing the glint as razor wire that had been sewn into the garments. The strike has decent reach and deals 7% damage regardless of how many spare garments Jodie has left.
Both attacks suffer a decent amount of end lag; the latter's is nearly twice as long as the former, though thankfully the threads themselves receive it and not Jodie. Like the above smashes, charging this move invests 1 spare garment into it for each 1/4th of a full charge she meets, and each increases the duration of the secondary effect by 1.5 seconds. No charge means only the initial attack is performed- no secondary effect or investing of resources happens- and the effect can be ended early through the same means.
Where her Neutral Special is a better defense and long-term zoning effect (having stamina instead of duration and covering a much larger area for the investment), Jodie can use her Up Smash as an offensive tool- striking opponents from afar, turning a platform into a blender, or just running after a foe to corner them. It is similarly inferior on set up, as the N. Spec utilizes the moves keyed to a garment instead of a generic attack, but in some cases the extra damage and hitstun are all you need.
=In Summary=
-Jodie and each of her garments generate an area of effect a Kirby's width in each direction from themselves. The area lingers for 0.5 seconds and deals 21-30% (14-20%) damage and moderate upwards knockback.
-Like the Forward Smash, charging costs up to 4 spare garments. For every garment spent, a second area of effect lingers around Jodie and her garments for 1.5 seconds.
-The second area of effect is 2 pokeballs in width. Foes who enter this area of effect are struck by a 7% damage disjointed hitbox, though there is a large delay before the area of effect can attack again. This delay does not affect Jodie or her garments.
-It can be ended manually exactly as the Forward Smash.
~Aerials~
=Neutral=Aerial=
Scarves and other garments snake out from Jodie's sleeves, pants legs, and so on, swiping this way and that around her in a quick disjointed hitbox before retracting. This simple attack has decent reach and hits all around her for a mere 6% (4%) damage and light knockback.
Like always, there's more to it than that. If Jodie hits A again, she can repeat the hitbox without lag. If she hits A with a direction, she instead shoots out a length of scarf in the desired direction and slaps a foe with it. The aimed scarf has better range, but otherwise each attack has the same properties, and Jodie can continue attacking in this manner up to a number of additional attacks equal to her remaining spare garments.
The damage of each attack after the first is weakened as if she had 'X' less spare garments remaining, 'X' being the number of attacks after the first. Lag and other properties normally adjusted by number of spare garments are not affected from this specific drawback, relying on her actual spare garment count instead of how many 'hits' she has left.
=In Summary=
-A brief hitbox that hits all around Jodie for 6% (4%) damage.
-Jodie can hit A before the attack and its ending lag is finished, repeating the hitbox a number of times up to her remaining spare garment count.
-If inputting a direction during the second attack onwards, Jodie instead creates a narrow, lengthy hitbox aimed in that direction that goes twice as far.
-The damage of each hit is calculated as if Jodie had less spare garments remaining equal to the number of attacks. No other quality of the attacks are affected by this.
=Forward=Aerial=
Mirroring her Forward Tilt, Jodie's Forward Aerial does respectable damage (13.5%, 9% without spare garments) and impressive horizontal and slightly upwards knockback. Coiling her thread like a spring, the stand user launches her foe away from herself. The attack does next to no hit stun, but generally puts foes out of range to retaliate and can ruin a recovery.
When she plants the garment, it does more than just act as a trap waiting for Jodie's command or the right situation; it retains its coiled form and acts as a spring, launching those who touch it in the direction it faces as if hit by the above move (though without the damage or already nearly nonexistent stun). Jodie can capitalize by placing a web or set up in front of her springs, or simply using them to aid her in moving about.
Notably, someone who runs over it will slide across the ground when pushed, letting them perform standing moves as they move. This is extremely useful for Jodie and her allies, but could possibly backfire if an opponent is clever enough and/or proper precautions haven't been taken. When struck, the spring disperses into a mess of threads, which acts as a normal planted garment.
=In Summary=
-Inflicts 13.5% (9%) damage and respectable horizontal and slightly upwards knockback, but no hitstun.
-When placed, the garment acts as a spring that launches foes the same distance as the above knockback.
-Those who are on the ground when moved by a placed spring are launched in a standing position, letting them perform a standing move while in motion.
-When struck, the spring breaks into a pile of thread that acts like a normal planted garment
.
=Down=Aerial=
Jodie pulls a mass of material from her sleeves that forms itself into a colorful effigy of a rope. With a quick motion, she whips it below her, the rope acting as a disjointed hitbox that deals 9% (6%) damage and light knockback.
This move has an amazing reach of 1 Stage Builder Block and covers a 45 degree arc. It does not cause foes to flinch, however, and it has decent ending lag that prevents spamming or chaining the input into itself.
When a foe is struck by the hitbox, the tip of the rope latches onto them, while the end Jodie's holding securing itself to her. For the duration, the opponent cannot move more than the reach of the rope from Jodie, nor can she move further away from the opponent.
This effect normally lasts 2 seconds, plus 1/5th a second for each spare garment Jodie is carrying (capping at 4 seconds). The time spent by the foe pushing against the edge of the cord's reach counts double towards its duration, though the foe can also free themselves by inflicting (or receiving) moderate or greater knockback on Jodie.
Jodie can place the garment to release herself from it early, retracting the mass of thread and releasing the foe if she has no spare garments left. When she places the garment, her end of the rope attaches to whatever it falls on, while the other end either stays attached (if attached to a foe already) or attaches to the first foe it touches.
When placed, Jodie can order the garment normally to have it swing upwards to try and tangle something, acting the same in all ways but direction it's aimed. Lastly, if the foe breaks free from the placed version of this move, the cord is shredded into a pile of scraps that acts as a normal planted garment.
=In Summary=
-A stage builder block long hitbox that deals 9% (6%) damage and light knockback.
-When an opponent is hit by the hitbox, they are unable to move further than this distance from Jodie (and vice-versa) for 2-4 seconds. Pushing against the edge of this range cuts the time in half, and either participant taking moderate or higher knockback ends the effect instantly.
-Placing the garment attaches Jodie's end to the stage where it lands, either leashing a foe there or leaving it as a trap that will try to grab them as they pass on her command.
-The rope leaves a pile of shredded string upon destruction, which acts as a normal planted garment.
=Back=Aerial=
Jodie fishes a ball of yarn out of her reserves, swinging it behind her like a yo-yo. The attack deals no damage, and light knockback as the ball rebounds off whatever is hit. Like her Up Tilt's 'attack', the ball has limited range unless Jodie attempts to 'plant' it, causing her to release the sphere like a projectile with a low arc.
This is a bit safer as a ranged gimping tool than her Down Aerial or attempting to drop her Forward Aerial spring onto an opponent, as the ball bounces back with enough momentum to put it back on the stage if it hits something, and falls slowly enough that Jodie has a better chance of pulling off a Down Special to retrieve it in time.
When planted, the yarn ball will stay in place until an enemy moves within a stage builder block of it, at which point it will suddenly jump up at them and try to knock them away, acting as a weak zoning tool. When attacked by a foe, the ball bursts into a pile of thread, which sits in place as a normal planted garment. Jodie or an ally, however, could launch the ball with an attack, allowing Jodie to use it to perform any attack as a projectile.
=In Summary=
-The attack's hitbox covers a small area behind Jodie, doing no damage and only light knockback on contact.
-Like Jodie's Up Tilt, placing the garment mid-attack has Jodie release the hitbox as a projectile, which bounces around liberally.
-If struck by a foe, the yarn ball is reduced to a pile of thread that acts as a normal garment. If struck by Jodie, it can ricochet about, letting Jodie turn any of her attacks into projectiles over and over.
=Up=Aerial=
Shooting up from between Jodie's back and her collar, a mass of strings form into the rough frame of a humanoid upper body, hands balled into fists. It travels 3/4ths of a stage builder block to deliver a weak punch for its size (due in part to the lack of mass behind its blows), which deals only 9% (6%) damage and set downward knockback that puts foe eye level with Jodie.
During the initial animation, and until she releases the control stick or lands, Jodie can input directions and have the frame move around her at roughly Captain Falcon's dash speed, out to 1 Stage Builder Block in range, plus an additional half a block for every spare garment she possesses. Each punch itself has a short, telegraphed bit of lag during which Jodie can jerk the control stick to control the direction it strikes the foe in, dealing moderate knockback instead of the set knockback of the first blow.
The mockery of a human shape gives this particular 'zombie' more versatility than others. Jodie can grab allies suffering from knockback with the frame, essentially nullifying their momentum, and reposition them. They in turn can hit the control stick in a direction to have her ability throw them in the desired direction (or let them go if they hold down or wait a moment). If it is placed on the ground, this extends even to Jodie herself, her stand kicking in automatically to protect her.
When placed, the frame is able to act like a normal garment, but also do all of the above when not in the middle of performing an attack for Jodie. The frame can move 1 stage builder block from where it lands in any direction as needed. If placed on a web of thread from Jodie's Neutral Special, it can even move about the web without the distance counting towards its range. However, the frame has only 25% stamina, and can suffer hitstun and knockback (to the edge of its range) like a normal character. If destroyed, it will drop to the ground as a pile of string, which acts like a normal planted garment.
It will attempt to fling foes towards the nearest other garment in range with its attacks while acting on its own. If there are none, it will hurl them closer to Jodie (if she is under 100% damage, with each spare garment less than her maximum meaning this move treats her as having 10% more) or away from Jodie (if she is at or over 100%, same conditions as the previous otherwise).
Jodie can add to the frame by placing garments such that they fall on the base of its connection to the stage, which is always clearly visible as a thicker section of 'cord' seemingly leading into the ground. The frame assimilates the garments as an extra set of arms, which can perform the associated move at its weakest at the frame's own discretion, or segue into an appropriately powered version of the move when Jodie commands it. When the frame is destroyed, these excess garments fall evenly-spaced between its base and the place it was destroyed.
This attack acts as an excellent set up, both when used by Jodie and when placed on the ground. If she wishes to end the attack without planting the frame, inputting another move or not moving the control stick for half a second will do so, otherwise Jodie can continue to move it about even after she lands. The move is a bit laggy compared to Jodie's other moves, and in particular the move is punishable if the attack misses, is brought out too slow, or is simply out-prioritized.
=In Summary=
-Jodie creates a controllable hitbox that moves at Captain Falcon's Dash Speed. If left to its own devices, it will shoot up and knock a foe down to eye level with her.
-Until she releases the control stick or lands, Jodie can freely move the humanoid shape about, which will strike at foes who are within its reach. It can move up to (1 + 0.5 * spare garments) stage builder blocks from Jodie this way.
-There is a short wind up to its attack wherein Jodie can input a direction to control the knockback.
-Its attack does a simple 9% (6%) damage, and when controlled, moderate knockback.
-When an ally of Jodie's is suffering knockback, the frame can negate their momentum by coming into contact with them, then throw them in a direction they input. This benefit extends to Jodie herself if the frame is placed like a garment.
-It has 25% stamina, and when left to its own devices, will knock enemies either towards or away from Jodie, depending on her damage percent and remaining garments.
-It can move a stage builder block from the spot it was planted, or the edge of the web it was planted in if used within the are of Jodie's Neutral Special. It can similarly receive knockback and hitstun, though it cannot be knocked out of this area.
-Jodie can place her garments at the base of where the frame was planted to grant it the garment's associated attack.
-Like the rest of her aerials, the frame leaves a pile of thread behind when destroyed, which can function as a garment.
~Grab/Throws~
=Grab=and=Pummel=
Jodie braces herself and (if plausible) locks hands with her opponent. Despite her small size, even large foes seem to struggle against her- and it's quickly revealed why, as her blazer falls open to reveal her real arms are simply folded against her chest- the ones holding the foe back being animated thread carefully organized to mimic human musculature.
When activating her pummel, she quickly forms additional false arms from her spare garments and launches into a flurry of punches against the subdued opponent. Her pummel deals a set 3% damage per hit, regardless of how many spare garments she has- a respectable amount. What having extra garments DOES affect is how many hits she can perform in a single second- one hit for every two garments. If lacking any spare garments at all, she simply knees the opponent at a lackluster rate.
That's not all, however. Jodie has a second pummel accessed by pressing the B button, which mirrors the effects of her Shield Special. The only caveat is that since her spare garments are all in use to help her manhandle her opponent, all planted garments are working as though she had no spare garments left in reserve. Then again, maybe that extra bit of delay will work out in Jodie's favor, when combined with her throws?
Lastly, she can hold the grab input to try and snag foes with her planted garments. In such a case, the duration is only a fraction of a second- just long enough to input a single hit of her pummel, or a direction to have her garments 'throw' the opponent. The garments' grabs have very little reach, only hitting if the foe comes within two pokeballs of them- highly situational and the timing is rough, but handy if she can pull it off.
=In Summary=
-Jodie's pummel does 3% damage per hit. Garment count does not affect the damage per hit, but does add to the number of hits per second (one for every two garments).
-Jodie has a secondary pummel accessed with the special button, which mimes the Shield Special, but with the drawback slash potential advantage of all her planted garments acting like Jodie has no spare garments left.
-Jodie can hold the input to have her spare garments attempt a grab with little rang. The duration is extremely short on this version of the grab, during which Jodie can order a single pummel hit or throw.
=Forward=Throw=
With a grunt of effort, Jodie hefts her opponent off the ground, pivots around once, then flings them forwards with surprising force. Continuing the theme of Jodie's forward inputs, her forward throw does decent damage (15%, 10% without spare garments) and above average horizontal knockback. This vanilla throw is similarly meant to act as a lead in for her planted garments at low damages and a KO option at high damages.
What's not so vanilla is the way it and other throws give Jodie a new way to play with her spare garments. By holding the directional input as Jodie begins the throw, the player can make her attach up to two garments to the foe depending on how much of the animation the stick is held for.
Upon release, the garments spring outwards, flying along with the foe and increasing the knockback a small amount each. The two fall off roughly 1/3rd and 2/3rd the distance the foe is thrown, respectively. In short, Jodie can risk losing garments over the edge to try and KO early, or use this as a medium to put garments between herself and her foe.
The heavy lag at the end of the move is really the only other thing that's notable about the throw, and it otherwise serves its purpose as a simple and reliable combat option.
=In Summary=
-Does 15% (10%) damage and above average horizontal knockback.
-By holding the directional input, Jodie can 'invest' up to two spare garments into the throw. Each increases the knockback a small amount, and drops 1/3rd and 2/3rd the distance the foe is flung respectively.
-Heavy ending lag.
=Down=Throw=
Creating a third 'arm' that grasps the foe by their neck, Jodie slams them against the ground, then follows up with a kick to the gut that knocks them a short distance away. This is a simple, brutal hit of 15% (10%) damage and light knockback. The animation is a little on the long side and ends with both participants frame neutral with each other.
Things get interesting if Jodie chooses to invest a garment into the throw by holding down for 1/3rd a second or more. The invested garment is stealthily planted on the foe's person as a trump card, which comes into play 4-8 seconds later depending on how long she held the input in the form of the garment suddenly attacking the foe- telegraphed by threads extending from them ominously about a second and a half before.
The default effect is for the threads to wrap tightly around the foe, stunning them like a 3/4 charged Zamus Paralyzer and dealing 4% damage, if not shielded against or dodged. However, there is a window in which Jodie can input a direction after holding down but before she kicks the foe away. If she does so, the garment will instead imitate the corresponding tilt attack Jodie herself can perform, with the foe dead-center of the hit box.
Whether the garment's attack succeeds or fails, regardless of the attack chosen, it falls from the foe to the ground like any other placed garment. Notably, while Jodie can only plant one garment on the victim's person per throw, it is possible for her to have several on the same enemy if she grabs them quickly and consistently enough.
=In Summary=
-15% (10%) damage and light knockback, ends with Jodie and opponent frame-neutral.
-Holding the directional input invests a garment into the throw, which is planted on the foe.
-After 4-8 seconds, depending on how long she held the input, the garment will attack. Its attack is telegraphed 1.5 seconds in advance.
-Threads wrap tightly around the foe, stunning them like a 3/4ths charged Zamus Paralyzer and dealing 4% damage if not shielded or dodged.
-If at a certain point in her throw animation, Jodie pressed the control stick in a given direction, the garment will instead mimic Jodie's corresponding tilt.
-Either way, the garment falls to the ground afterwards.
-Jodie can plant multiple garments in this way if fast enough, though she can only plant one per grab.
=Back=Throw=
Don't let the similar animation fool you; in contrast to her forward throw, Jodie's back throw has a high arc to it, set to a battlefield platform off the ground and scaling in terms of horizontal distance depending on the foe's damage percent. The throw inflicts 12% (8%) damage and above average knockback.
Investing further garments actually has the reverse effect of doing so for her forward throw. Each of the two garments takes roughly 1/3rd of the distance they would've been thrown away, and increase the height of the arc by an equal amount- delaying their landing and giving Jodie a better chance at following up with an up input. The invested garments mirror the flight path and landing positions of the forward throw's as well, though the shorter range means they'll be far safer.
With low damage foes she could follow up with an up tilt or up smash, but the arc makes it better at spacing than to trigger traps or set up a combo without invested garments.
=In Summary=
-Inflicts 12% (8%) damage and above average knockback.
-Does a set upward knockback of 1 battlefield platform, but scales in terms of horizontal distance unless garments are invested.
=Up=Throw=
Raising her opponent overhead, Jodie's false arms twist and coil like springs, then extend suddenly, launching the victim straight up for 10.5% (7%) damage and above average knockback. If without her spare garments, thin strands of string handle the job instead.
Jodie can invest up to 3 garments into the throw, each adding a hit of 3% (regardless of remaining garments) to the start of the throw for extra 'oomph' and dropping to the ground where Jodie stood. Past tense, as Jodie does not have to stick around for the hits to finish- she can start moving immediately, letting her start setting up or fit in another hit before the foe is launched. The foe has grab armor in this brief moment, so unfortunately for Jodie, she can't use this to chain grab.
A fairly strong throw that can KO off the top of the screen reasonably early, this is one of Jodie's few 'no frills' moves and a simple KO option. The opponent will likely recover from the stun before getting anywhere near Jodie again, making it lackluster as a combo starter or trap-setting move, though it can give her a moment to plant anti-air attacks about.
=In Summary=
-10.5% (7%) and above average upwards knockback.
-Jodie can invest up to 3 garments into the throw, each dealing 3% damage and delaying the attack until they are done.
-Jodie is free to move and attack during this time, but the foe has grab armor until launched.
==Final=Smash==
Animating a full 50 pounds of material, her stand ability's upper limit, Jodie takes control of each and every individual thread, forming them into a humanoid shape that mimics other close range stands in behavior.
While in effect, the stand itself acts as a shield that is a hair taller and wider than its owner, blocking attacks against Jodie from the front and dispersing the damage and force with its malleable form. Essentially, attacks that hit it are treated as if they hit an attack with transcendent priority.
It performs all inputs in Jodie's place, doing double the base damage and knockback regardless of how many 'spare garments' Jodie has left.
The shape itself does not interfere with her spare garment count; thanks to the smash ball picking up the slack, Jodie is able to activate her planted garments simply by relinquishing control of excess material in the humanoid shape's form for the duration and retaking control after the effect ends.
Combined with the sheer amount of force and precision provided by thousands of animate strings working in concert, Jodie's attacks are always at their newest full potency while it is active. The attacks of her placed garments are affected by her spare garment count normally, however, so she can't fully disregard her resources even while her ultimate technique is being bolstered by the smash ball.
Most notable of all, Jodie is able to take her specials to their logical extremes and access techniques that normally would take all of her concentration just to maintain on their own without difficulty- gaining new effects for each as listed below. Her final smash ends after roughly 10 seconds (not short by any measure), so Jodie must make the most of this benefit while it lasts.
- Neutral Special
Rather than plant the web upon input, performing Jodie's Neutral Special causes her to expand the threads from her clothing, forming a protective zone around herself.
In addition to the web's normal effects (which can now tap into Jodie's reserve of spare garments instantly rather than requiring she plant another garment ahead of time), it acts as a secondary shield against attacks- scattering when 'broken' after 20% damage is dealt, but recovering from the break and any damage twice as fast and inflicting no 'shield break' onto Jodie when destroyed.
She can plant the web at any time by tapping B to have it take on its original purpose, or hold B to dismiss it.
- Side Special
An extra pair of arms form on Jodie's stand, acting as the gloves from her Side Special at a full spare garment count (minus the ability to plant themselves on a foe).
Essentially, she now has the ability to completely control the gloves' movement combined with no reduction to their effectiveness from having less spare garments. She can plant them to have them act as normal, same as her new Neutral Special. The gloves still attack and act automatically and without input from Jodie and with their own lag, making it possible to chain attacks between Jodie's own and theirs to cover each other's cool down.
- Down Special
When retrieving a garment, rather than coming back whole, the garment unravels and the string is reeled back into Jodie's sleeves. Instead of a quick, small hitbox, the garment now acts as a very long, sustained hitbox from the point the garment was placed to Jodie's current position. This does the same damage as the default, but can land multiple hits due to the light knockback and duration.
Jodie can hit the input again to have it come back all at once, or allow it to take an extra half a second for the benefit of the attack. If Jodie plants a garment, the effect ends immediately as she plants the garment she was retrieving.
- Up Special
Jodie's stand unravels its legs to reach a foe and grasp them tightly. In addition to having its full reach at all times, extra spare garments instead increase her Up Special's grab duration, up to double the duration at a full garment bar. As a bonus, the stand performs Jodie's pummel on the foe for the duration.
~Playstyle~
Jodie's mechanic provides her with three potential strengths that she must balance while in play; a statistical boost from the garments on her person, zone of denial by carefully placing garments apart and timing her attacks, and the ability to hit foes multiple times with one attack by placing garments close to herself and each other.
These three strengths, used at the right moment, turn Jodie into a powerhouse, but building towards one means weakening the other two- every garment not on Jodie's person means she moves slower and takes that much more knockback, every garment spread out to act as zoning means one less she can put close to the others for multiple hits, and so on.
Jodie's moveset is centered around making the most of whichever strength(s) you choose to focus on, allowing you fine control over how much you put into them, and letting you change your set up and investments. Early in the fight, Jodie might want to put some of her garments down with her tilts just for the sake of having them ready, making it easier to build in whatever direction she wants.
Each of her attacks work fine as a normal attack, but have their own secondary effects that can play into any of the three strengths at any point. Most of this is done through positioning Jodie, her planted garments, and/or her foe.
Whichever approach she takes to whichever goal she has, she will spend most of a fight pushing and pulling this way and that, then making sure the opponent stays where she wants. The better the player is at micromanaging her resources and the battlefield she's fighting in, the better Jodie will perform.
Ultimately, Jodie's options and strengths makes her very open ended to play, as it's up to the player exactly how her moves will function and what her end game will be- and these can change the instant the player wishes it. She's a very free-spirited character to play as, and dependent on player skill and planning for her full potential.
~Extra Notes and Effects~
Mirror Match Color Coding
When one or more of Jodie is in the game, their respective garments will default to two colors: white and a randomly-assigned color for that respective Jodie. If in a team battle, the garments will match the shade of their respective team colors. This option can be turned off in the options menu (in a separate section for character-specific options and switches), for those who want to enjoy the chaos and mind games involved in keeping track of their opponents as much as themselves.
Removed Moves
Former Up Aerial:
Jodie casts a garment up into the air like a fishing reel, the move having a surprising amount of reach- nearly two whole stage builder blocks.
Upon reaching the edge of its range, it bursts into a mess of thrashing strings what appear to be small sharp objects, covering a 45 degree cone above Jodie. Foes caught in the strings are yanked down to eye-level with Jodie and stunned briefly- enough for her to follow up with another quick attack. Those caught suffer only 6% (4%) damage, though damage is not the goal.
By inputting another direction while the opponent is being drawn in, Jodie can 'crack the whip' and hurl them in a direction of her choosing rather than leaving them directly in front of herself. This is a set distance effect, moving them roughly half a stage builder block (or just past the range of the initial hitbox if thrown upwards), and dealing an extra 3% (2%) damage.
When planted, the garment will always use the 'crack the whip' effect, flinging foes towards the nearest other garment in range. If there are none, it will hurl them closer to Jodie (if she is under 100% damage, with each spare garment less than her maximum meaning this move treats her as having 10% more) or away from Jodie (if she is at or over 100%, same conditions as the previous otherwise).
The attack acts as an excellent set up, both when used by Jodie and when keyed to a spare garment she has placed on the ground. Notably, however, a foe already eye-level with Jodie (if used by her) or already on the ground (if used by a planted garment without a Neutral Special Web to aim it) will likely be missed by the attack, and the animation is just long enough to make that a punishable mistake.
~Match-ups~
Jodie vs. Three: 40/60, Three's favor
With few exceptions, Jodie tends to have an average match-up against any given opponent, so long as the opponent isn't especially strong or weak. It's a side effect of how flexible her set is and the general 'playground' style of play she has. One type of enemy she tends to do consistently well against, however, is the minion summoner. With her ability to place her garments across the stage to zone (and consequently attack) large swaths of it at any time, she can tear through hordes of foes like they were wet tissue paper.
Which is exactly the last thing she wants to do against Three, who benefits from the damage and destruction of her minions. By spamming weaker minions like Imps, Three can force Jodie into a Morton's Fork- either she uses her ability to attack the stage and creates lots of blood for Three to fuel her super mode with, or she can fight with one hand behind her back by cutting out one of her three main options to fight with.
That reason alone shifts what would normally be a fight in Jodie's favor to a very advantageous match-up for Three. By preventing Jodie from cleaning house (and punishing her for it if she does), Three has more time on her hands to set up larger minions and better buffs. This is mitigated slightly by Jodie being the more directly competent fighter of the two, if she can get Three away from her minions- it's just difficult to do so without triggering Three's trump card.
~Closing Thoughts~
I've been working on Jodie since the beginning of the contest, and after being distracted or running into writer's block more times than I can count, I've finally finished. I think Jodie may be able to compete with Marin for my best set to date, which is what I've been hoping to do since her high placing in MYM 14.
I think that working on my other sets between then and now (which are still incomplete as of yet) is what led me to make Jodie as she is, taking the best from this and that and molding it into a single set. Jodie's ability, besides being one of my favorite self-made stand abilities, has always been in the back of my mind as being perfect for a set, and the qualities taken from my other works fit it and the way she uses it perfectly.
Overall, I'm satisfied. I'm glad I took my time to make her as best I could, and I want to thank Forward Arrow, Frozen Roy, and Smash Daddy for giving the set an initial look over as I went along and giving what advice they could. I hope you enjoyed reading the set as much as I did.
Edits:
7/3/14: Reworded the mechanic and the Up Aerial slightly. Almost entirely reworded the Down Aerial. Added the ability to 'invest' into throws. Increased the size of Jodie's Dash Attack hitbox during its initial frames to make it more counter-y. Fixed an issue with the Dash Attack's damage percent. Thanks to Froy for the quick critique and the suggestion for the Dash Attack.
7/4/14: Fixed some coloring errors. Reworded the last sentence of the Three match-up to read better. Added a no-fluff summary at the end of the mechanic section, and specified the lag increase suffered by placed garments. Replaced the Down Throw with something more interesting. Clarified some details and fixed a typo.
7/8/14: Buffed Jodie's Neutral Special. As of now, her garments also gain the auto-aim benefit, which they should have had to start. Further, added the following effect:
'With multiple garments, they will attempt to space and aim their attacks such that they each hit the foe in sequence. In this case, those that have already hit the foe will not attempt to attack again until a moment after all other garments in the web that could plausibly hit them have had their chance.
Their one weakness of note is that they will opt for number of hits over damage potential or KO potential, and may even go after a healthy opponent over finishing a weak one as a result, or hit a foe in a way that's easier to DI out of over one that's safer but has less potential.'
Also edited Jodie's Up Aerial. Fixed a minor graphics error.
7/9/14: Completely replaced Jodie's Up Aerial for something far more interesting. Moved the Down Aerial's original ability to nullify momentum to the Up Aerial.
7/14/14: Very minor, but notable change: Jodie's garments mimic her attacks when she holds, then releases the input, letting her add delay to their follow up attacks for the sake of timing. Added this quality to the Shield Special so Jodie can decide the exact amount of delay (to a minimum).
7/19/14: Made a minor tweak to Jodie's Side Special summons, allowing them to activate planted garments they are touching to perform their associated attack.
7/22/14: Minor tweak to Neutral Aerial, clarifying that the aimed hits have longer range. Changed the input to plant and pick up garments to the grab input and A without directional input respectively, as well as adding an audio cue to make the discovery of the mechanic more natural. Added an actual attack to the Down Special for when Jodie has no planted garments, so it's not (as) useless at points.
7/28/14: Minor tweak to Up Aerial, major addition to Neutral A Combo. The frame created by the former now offers limited customization, allowing Jodie to invest additional garments into the frame to grant it more attacks. Jodie's Neutral A Combo, when she attempts to plant a garment during it, will now generate a disposable minion that she can buff by investing garments into it.
7/29/14: Removed some typos, and made minor edits to wording that make for a clearer, more concise read. I'm not done editing yet, but I'll be saving my progress periodically. I'm also adding a quick summary at the end of each move to simplify the read and recap details in a quick, easily referenced manner.
7/30/14: Continuing edits as above. Up Tilt's projectile speed has been noted, as well as the potential to have it perform an attack while acting as one.
7/31/14: Finished edits, making minor tweaks to numbers as I went along. Lastly, I changed Jodie's Neutral Combo to continue for however many attacks as Jodie chooses to do the input for, rather than limiting it to three hits.