Hydrazoa/Clioneman is an antagonist from Ultimate Muscle/Kinnikuman Nisei. He actually technically isn’t a villain, as he is competing against the protagonists in order to claim their titles as earth’s protector. Regardless, his powers and personality are still very antagonistic, and a good portion of why he seems to want to be a “hero” is just jealousy of the protagonists’ popularity despite his superior fighting and actual powers.
Hydrazoa’s series is incredibly campy and filled with juvenile gags, and in tandem with the 4Kids dub most of the appeal in watching the series is appreciating the raw cheese. Despite this, there are some legitimately good fights and powersets on display, with Hydrazoa being a prime example as the blatant best character in his arc.
STATISTICS
Aerial Control: 10
Size: 7.5
Weight: 6.5
Ground Movement: 6
Jumps: 5
Traction: 4.5
Aerial Speed: 4
Falling Speed: 3
Hydrazoa has a decent degree of aerial affinty, able to sit in the air for long periods of time but not move through it particularly quickly.
In Smash, if characters attempt to clip inside of each other they will get pushed away when they stop moving. This does not occur with Hydrazoa, with other characters able to stand inside of his watery mass freely. Attempting to dash through Hydrazoa will very briefly slow enemies by a quarter of their movement speed during the time they’re overlapping him.
If half or more of a foe’s hurtbox is overlapping Hydrazoa’s hurtbox or any of his many water hitboxes, they will begin drowning. 10 seconds of constant contact are required to drown, instantly killing foes and taking off a stock. Foes heal off “drowning” only half as fast as they can drown when not in contact with water.
SPECIALS
UP SPECIAL – CONVEX LENS BODY
Hydrazoa flies up a platform off the ground if he started the move there as he turns his torso into a magnifying glass of sorts. He gains 3.5 seconds of free flight comparable to Pit’s recovery. Hydrazoa cannot use his main moveset during this and will not gain his recovery back if hit out of the move, but he can exit the move’s stance and go back into it, saving the remainder of his flight time for later. If he runs out of flight time, he will enter helpless, though any competent player will cancel out of it before then considering this move can be entered and exited with minimal lag.
The purpose of the magnifying glass is to concentrate the sun’s energy into a beam, firing it straight downwards onto opponents. The beam is as wide as Wario and reaches downwards with infinite range. Any foe who gets hit by the beam will take 1.25% per quarter second while they remain in it, with every fourth hit flinching opponents. Once foes leave the beam, they will continue to burn for double the duration that they were inside of it. This is a rather ridiculous damage racker, and the easiest way to guarantee some good damage from this is to poke the foe off the stage and spraying them with sunrays as they’re forced to recover.
Foes do have a way to circumvent this otherwise very powerful move – if the foe ever comes in contact with Hydrazoa or any of his many, many watery hitboxes, they will be cured of the burning status effect instantly. Hydrazoa has plenty of options up close (Most obviously his grab), far more than just some camper, enabling him to use this to transition to that phase of his game.
If Hydrazoa just concentrates the beam at the same spot on the ground for 1 second or longer, he will create a pillar of flame. This flame pillar will be Mario-1.25x Ganondorf’s height based off how long Hydrazoa shoots the sunbeam at it. The pillar lasts triple as long as the time it took to create it, and will deal 6-14% with knockback that KOs at 300-180%. The fire pillar will cause foes to have the burning effect for 1.75-4 seconds based off charge.
If Hydrazoa simply walks over the fire with his body to cover it completely in water, the flame will disperse, so foes can counter this powerful technique by knocking Hydrazoa into his fire. Hydrazoa can also destroy his fires by hitting them with some form of water attack (most of his moveset). When a fire is destroyed by water, it will burst into a cloud of steam that floats upwards a Ganon height over a quarter of a second. The steam cloud is 1.2x the size of the fire, and the power of the steam cloud varies based off both of the size of the fire and the power of the water attack that destroyed the fire, dealing 12-26% and knockback that kills at 180-100%.
The fire is fairly forgiving, and will not die due to being in a weak hitbox that does 6% or less hitting it, just weakening slightly and creating a very small steam cloud. If a puddle overlaps it, the fire will gradually deteriorate instead of instantly dying, giving Hydrazoa a chance to go absorb the puddle before the fire is killed.
NEUTRAL SPECIAL – BUBBLE PRISON
Hydrazoa morphs his mass into a bubble 1.5x Bowser’s size with his head sticking out of the top. Hydrazoa can roll along the ground a bit slower than his normal dash speed, moving around the location of his head. If in the air, Hydrazoa will just float left and right with his normal air movement/control, and will bounce off the ground either a Wolf height or 1.5x Ganondorf’s height based off whether he fast falled into the ground or not. Canceling out of this move by pressing anything will cause Hydrazoa to explode with a splash before reforming back to his humanoid state, dealing 11% and knockback that kills at 120% for a rather powerful attack. Hydrazoa will automatically explode if he stays in this form for 5 seconds.
This is an awkwardly laggy move to compensate for the power as you’d expect, but Hydrazoa can’t be interrupted out of this move unless his head is hit (still taking all damage and knockback). If a foe was overlapping Hydrazoa when he used this move, they will find that Hydrazoa’s body is solid from the inside only, and if Hydrazoa makes contact with an outside foe they will be absorbed into his body. If Hydrazoa can catch an opponent using a move aimed any direction but upwards where it’d hit his head, he can take the attack and drag the foe along with him before exploding to deal them even further knockback. This is a pretty scary move off the stage, but is also a good one for getting the foe off the stage in the first place if the foe has you cornered at the edge, taking the foe with you when they just intended to knock you off. While grounded, Hydrazoa can attempt to roll his head away from where the foe’s attack will hit, making it a lot more appealing.
DOWN SPECIAL – BASE ELEMENT
Only usable on the ground, Hydrazoa spontaneously melts into a puddle of water. His head sticks out of the puddle, still vulnerable to attack, and if hit will cause him to reform to his humanoid state and take the damage and knockback. Hydrazoa can move his head at Captain Falcon’s dash speed through the puddle before pressing any button to come out of the puddle manually. If he presses up, Hydrazoa will quickly absorb the nearest platform’s worth of liquid around himself and rise up out of the water, reforming. If he presses B, he will perform an uppercut up out of the puddle as he reforms with a bit more lag, dealing 10% and vertical knockback that kills at 170%.
Several of Hydrazoa’s moves will create puddles when used. The bubble prison from the previous move will create one double Bowser’s width when it explodes. These puddles can obviously be used with this move if they’re in contact with the initial 1.5 platform width of Hydrazoa’s personal puddle, and they last for 5 seconds before evaporating. Puddles will never evaporate and will in fact have these timers refreshed if Hydrazoa is currently using them with this move.
SIDE SPECIAL – ICE BREATH
Hydrazoa breathes icy air, creating a platform long hitbox as tall as he is that pushes foes away with force comparable to Dedede’s inhale. Foes will also be dealt 1% per third of a second they are pushed. This deals no stun which makes it rather useless on the stage against opponents, but rather horrific as a gimping tool. The move takes some time for Hydrazoa to begin utilizing the full range, but the effect in front of him starts instantly and expands out from there.
If the ice breath comes in contact with a puddle on the stage, it will of course freeze it into ice on the stage. The ice functions as generic ice from Brawl, though it will cause Hydrazoa’s grounded Bubble Prison to roll across the ground faster than his dash. It has 10 HP and can be destroyed by the foe’s attacks, with each Kirby’s worth having its own personal HP. If the foe was standing in the puddle when it was frozen over, their feet will get stuck, and they will have to destroy the ice in order to free themselves. If the foe uses a leg based attack, the starting lag will be increased by 1.3x but it will destroy the ice restraining them instantly regardless of the move’s power. Restraining the movement of foes is decent for getting in close for a grab.
If the Up Special sunbeam ever hits ice, it will unfreeze it and revert it back into water, refreshing the duration of it back to 5 seconds.
STANDARDS
DASHING ATTACK – TIDAL WAVE
Hydrazoa quickly morphs into a tidal wave with his upper torso at the top of it and sweeps across the stage a bit slower than the Wario bike for as long as A is held down. Hydrazoa’s upper torso is the hurtbox the has to be hit to knock him out of the move, while a Ganondorf’s worth of tidal wave is below it as the move’s hitbox. Hydrazoa does several flinching hits of 1% as he goes along, dealing 8 per second, comparable to the Piplup Pokeball. Foes cannot DI out of this move horizontally and have to do so vertically to escape it once caught. On the stage, this means foes will DI up towards Hydrazoa’s vulnerable point and hit him for free. While Hydrazoa’s ability to cancel out of this move is a bit laggy, the hitbox will keep going for the entirety of the lag before Hydrazoa’s legs form, attached to where his upper torso was in the wave. This leaves Hydrazoa in a fairly frame neutral position with the foe, ready to attempt a point blank grab.
If Hydrazoa is allowed to travel over the stage for long periods of time, his tidal wave height will slowly decrease at a rate of a Pokeball height per second. Hydrazoa can absorb every Kirby width of puddle to increase his tidal wave height by a Kirby height. All tidal waves will crash at the edge regardless of how tall they get. Upon crashing, tidal waves deal 7% and “set” knockback that scales based off the height of the wave rather than damage, though will never kill on any legal stage. Half of the puddles used in the creation of the tidal wave + a Bowser width puddle will leak out back onto the stage, while the other quarter will fall off the stage.
Canceling out of the move is done by pressing shield, but if Hydrazoa simply releases A he will instead take some extra time in order to regenerate a new lower torso while the wave continues of its own accord. Hydrazoa can much more quickly fuse with the same wave by inputting dashing attack on top of one that’s already going. Hydrazoa will restore any height to tidal waves he fuses with if they’re shorter than Ganon, but the otherwise non-existent lag will be slightly increased if he has to restore a significant amount of height to it.
If a tidal wave is frozen, it will form a solid wall. For each Ganondorf tall a frozen tidal wave is, it will have 25 HP. If a foe is completely inside a tidal wave when it is frozen that’s bigger than they are, they will get frozen inside of it and it will become solid. When frozen inside of a tidal wave, foes must destroy it to get out. Their attacks will deal a small amount of knockback to it from inside, comparable to hitting Bowser at 25%, giving themselves a small degree of control over their movement to make them a bit less helpless. While being inside this will not cause the drown timer to tick down, foes won’t regenerate air inside of it either. Hydrazoa cannot freeze himself inside of a tidal wave, getting “pushed” out as it freezes. If a foe is frozen inside of a tidal wave, Hydrazoa’s attacks will become able to damage it in the same way those of the foe’s can to enable him to get to that foe.
Frozen tidal waves form “slopes” that Hydrazoa’s bubble form can roll down in order to pick up even more speed than going across regular ice. If the bubble rolls up the tidal wave, it will lose a bit of speed but can launch off of it as a ramp.
JAB – LIQUID BLADE
Hydrazoa morphs his arm into a sword and rapidly stabs with it in an infinitely repeating jab comparable to Link’s. It’s somewhat nice to just keep the foe in contact with you for prolonged periods for drowning purposes, and each hit will cause a very small 0.5x Pokeball width puddle to leak off of Hydrazoa’s arm. While Hydrazoa normally stabs in a pattern of up, forwards, downwards, much like Link, he will stab in whatever direction you want over and over if you hold the control stick in the desired direction. This can make the move somewhat obnoxious at the ledge.
If in a puddle, the sword simply comes out of the puddle in front of Hydrazoa’s head. The jab loses the ability to be aimed or “leak” puddles in favor of allowing Hydrazoa to move his head while the jab keeps going where it was created. Hydrazoa can even press up to reform as normal while the jab continues so long as Hydrazoa does not leave contact with the puddle the jab sword is connected to. Once he releases A, the jab will continue for one fifth of the time he held down the button so long as he doesn’t step off of the puddle.
If Hydrazoa freezes the sword, it will form into an icicle spike with 15 HP, dealing 9% and knockback that kills at 150% to foes. Hydrazoa’s bubble prison can absorb any frozen structures such as spikes or tidal waves to carry them elsewhere, though since he has to be on the ground to absorb them he cannot bring them into the air. They will tumble inside of the bubble alongside the foe as Hydrazoa rolls around, and in the case of the spike will damage them. Beware that if the spike is uprooted in this way, it will shatter after hitting a target once so as to not hit them repeatedly. Regardless, both this and walls can be enough to delay a foe long enough in order to explode the bubble, and this can also enable you to generically reposition these constructs.
FORWARD TILT – BUBBLES
Hydrazoa blows a stream of bubbles out of his mouth. 12 bubbles are created in this somewhat laggy attack, each one dealing 0.5% and a flinch. The bubbles will slowly drift forwards at a pathetic speed slower than Jigglypuff’s walk, but will float upwards at the rate of Jigglypuff’s falling speed. While the bubbles take a lengthy 5 seconds to pop and expire on their own, they will become useless fairly quickly from floating up too high for the foe to actually be hit by them.
If the bubbles are frozen, they will begin falling and shatter on contact with a foe/the ground, dealing 12% and knockback that kills at 150%, enabling you to rain them down on the foe if you went into the air to try to camp with your sunray. Your ice breath can also blow the bubbles even after they’re frozen, enabling you to blow them over the foe’s horizontal position. If the bubbles fall less than Hydrazoa’s height before making contact with the ground (accomplished on legal stages by using the move in a puddle), they will not shatter and will instead remain on the ground as a trap. Any foes who step on them will shatter them as if they stepped in some glass shards, taking the full 12% and knockback that kills at 150%. This trap is more powerful than the jab, but can only hit a foe one time. Hydrazoa can also catch falling frozen bubbles with his bubble prison to use them in there, not destroying them, potentially even letting them down on the ground gently if he feels obligated to.
UP TILT – FREEZE
Hydrazoa’s entire body freezes over, causing any opponents in contact with him to take 10% and knockback that KOs at 140% with very high base knockback. Hydrazoa’s grab has a similar hitbox, but this is the faster move in favor of lesser payoff, jointed priority, and worse ending lag. Regardless, it’s quite nice to have a secondary option to use at this range rather than the grab.
If used in a puddle, the Kirby’s worth of puddle in front of Hydrazoa will get frozen over, potentially freezing any constructs from the jab/dashing attack/ftilt that were resting on it. If a foe was standing in that puddle, they will get their feet stuck in it identically to the ice breath, sitting ducks for some kind of follow-up attack. Inputting utilt in front of an already frozen puddle will unfreeze it.
DOWN TILT – TENTACLE SWEEP
Hydrazoa morphs his arm into a squid’s tentacle and sweeps it in a wide arc in front of himself. This is a fairly laggy attack, but has range comparable to Dedede’s ftilt. The end of the tentacle deals 13% and knockback that kills at 115%, very powerful, but requiring foes to be at a specific range on a laggy attack. The rest of the tentacle is still a treat to hit with, dealing 6% and tripping the foe. The move’s lag is all on the starting end, enabling Hydrazoa to actually follow-up on any foes he manages to trip with something like a dashing attack or grab. The tentacle splashes onto the ground at the end of the move as Hydrazoa reforms his arm, forming a Bowser width puddle.
If Hydrazoa is in a puddle, the tentacle will form under his head. Once fully formed, his head will be at the end of the tentacle. The tentacle sweeps backwards during the starting lag, enabling Hydrazoa to move away from the foe evasively before swinging into them. After the swing, the tentacle collapses into the puddle with Hydrazoa’s head resting at the end of the move’s range away from his initial position. Rarely will Hydrazoa actually hit a foe with the “sweetspot” of the move, but if he uses this attack as a “counter”, the tripping portion of the hitbox will hit any foe who was attempting to hit him.
GRAB-GAME
GRAB – BIG FISH BONE
Hydrazoa’s rib cage appears inside of himself and clamps down on any foes overlapping his body. While it’s only average for speed, the range of Hydrazoa’s entire body is still a lot better than some of the terrible grab ranges of actual Smash characters. If you’re still not sold, Hydrazoa has access to his grab-game while in the air.
Foes drown twice as quickly for their duration of being grabbed by Hydrazoa. Extensive grabs is the way that Hydrazoa will want to go if he actually intends to kill people in this way, very impractical to attempt a kill without them. Of course, Hydrazoa still has excellent throws, so most of the time you can consider the drowning aspect of the grab more of a bonus than the goal.
PUMMEL – IMPALE
Hydrazoa stabs his rib cage further into the foe’s body, dealing 2% per pummel. If he can manage to get in this pummel 4 times before the foe escapes, it will be embedded in their body when they escape the grab or get thrown. Considering the nature of Hydrazoa’s body, it’s rather questionable why he has a rib cage at all, and he can function fine without it. Foes will take 0.5% a second while they have the rib cage embedded in their body, and foes have to get rid of it by dealing 30 damage to it. While Hydrazoa can still use his grab fine on foes other than this one, he gets a bonus if he attempts a grab on a foe who’s holding a rib cage. The lag on the grab is reduced to be quite fast, as Hydrazoa’s rib cage simply “reattaches” to his mass. If Hydrazoa pummels four times again to reattach the rib cage to the foe, this will not refresh the rib cage’s HP from whatever the foe had whittled it down to.
This can provide a lot of pressure as it makes your all important grab even harder to avoid. Aside from that, foes having to attack at nothing in order to destroy the rib cage can give you the time to close in, providing a second level of pressure. If Hydrazoa uses his ice breath or utilt on a foe with a rib cage impaled in their body, it will briefly become frozen for 1.5 seconds. If the foe destroys it during this time, it will shatter into icicles and deal the foe 9 hits of 1% while briefly stunning them.
While these effects are downright insane, this isn’t something that Hydrazoa can accomplish until higher percentages, especially if he wants to use his uthrow since that move carries over the grab escape timer. If he really wants this effect, he can attempt to treat the 4 pummels as a “throw”, risking the foe potentially escaping the grab out of his raw desire to try to impale the foe.
FORWARD THROW – THOUSAND JELLY FIST
Hydrazoa begins rapidly punching himself in the stomach in order to hit the restrained foe. His skin is rubbery enough that it bends inwards to allow his punches to actually hit the foe. He hits the foe with dozens of rapid punches to deal 12% over the move’s duration, and each punch causes his body to stretch backwards further and further, with his arms stretching inwards to continue assaulting the foe. After the foe has stretched back a platform’s distance behind Hydrazoa, he stops punching the foe and allows his elastic body to snap back into place as the foe is catapulted out of his body with knockback that KOs at 130%. While this knockback is very impressive for a throw, the foe will take this knockback from a platform behind Hydrazoa, making it harder to actually kill with it.
Having any form of ice “trap” to your back when using this throw is largely beneficial. Having a solid frozen tidal wave will cause Hydrazoa to prepare the slingshot in place, meaning you still get the powerful knockback but the foe will take it at Hydrazoa’s position. If Hydrazoa’s stretched back body makes contact with regular bubbles or an ice sword spike, the foe will generically get hit by them without being released from the throw. In the case of the spike, it will not shatter upon being hit, meaning the foe will get hit by it twice – once as they first pass it then a second time on the return trip. If the foe passes by frozen bubbles on the ground, Hydrazoa will absorb them into his body and slingshot them out alongside the foe. The bubble shards will automatically combo at lower percentages, but at higher percentages foes will have to dodge the bubble shrapnel before it catches up to them, delaying them before they can continue fighting Hydrazoa properly.
BACK THROW – WATER TETHER
Hydrazoa turns around and puts his hands on the foe’s shoulders as he releases them from his body. As they come out of his body, a tether of water tied to the foe’s ankle will ooze out of Hydrazoa’s torso, tethering them to him. He then proceeds to kick the foe with both legs, dealing 10% and knockback that kills at 175%. The tether prevents the two bound characters from moving more than a platform away from one another. Characters can drag each other at half their normal speed if the other one does not attempt to fight against it.
While it’s nice to have foes on a tight leash to get them regrabbed, any attack will destroy the tether. This tether is very short term and will rarely see the kind of use a tether with actual durability would get. The main thing the tether actually does is cause Hydrazoa to get dragged along with the foe as they take their knockback, functioning as an obvious move to begin a gimping attempt by bringing yourself off-stage alongside the foe. If you rush in on the foe immediately, they will generally be too pressured to go out of their way to perform an attack that will actually hit low enough to destroy the tether, as they’ll leave themselves too open to your next move.
UP THROW – XYZ CRASH
Hydrazoa leaps into the air and ascends at Ganon’s dashing speed for as long as he holds up, using his ability to fly. If Hydrazoa starts the move on the ground, he will jump a minimum of Ganondorf’s height off the ground even if the control stick is released. On the way up, he can potentially bring foes into some stray bubbles that have floated too high to otherwise take advantage of.
Once up is released, Hydrazoa releases the foe’s head from his body and flips upside down in midair before beginning his rapid descent, attempting to create as large of an impact on the foe’s skull as possible. On contact with the ground, foes take 10% and vertical knockback that KOs at 160% at minimum, but if Hydrazoa fell further the power can increase. For every additional Marth height Hydrazoa drops with the foe, they will take an additional 3% and the throw will KO 10% earlier.
Foes can escape from this throw, so it can’t suicide kill unless Hydrazoa has a large percentage lead. Hydrazoa will keep going down regardless of if the foe escapes, so if anything it’s one of the highest risk suicides in the game. The grab escape difficulty carries over from the regular grab, but the remaining difficulty is multiplied by 1.5x of whatever it previously was.
The foe will cough up water as only their head is released from Hydrazoa’s body, gasping for air. The amount of time this happens for is one eighth of the amount of time Hydrazoa has been drowning them for, and during this time the foe may not attempt to escape the grab.
DOWN THROW – JELLY BODY IMPACT
Hydrazoa’s upper torso extends upwards while his legs remain where they previously were. The foe is caught in the middle of this attack, getting elevated up roughly Wolf’s height. Hydrazoa’s rib cage retracts into his body during this time, but Hydrazoa instead constricts the foe with his body directly. This deals 3 hits of 4% before releasing foes into their footstooled state, decent for a gimp if used in the air. During this time, the foe will vomit up an eighth of their drowning water, creating anywhere from a Pokeball width to a Bowser’s worth. If the foe hits the stage while in this footstooled state, they will enter prone, but can tech out of it. If the foe vomited up at least 0.6 seconds of water (meaning they had 4.8 seconds of drowning), though, this prone will be untechable. This provides some powerful prone abuse in tandem with the dtilt and the general Down Special puddle game, though requires some careful management when the foe’s drowning is lower.
SMASHES
FORWARD SMASH – JELLY SLINGSHOT
Hydrazoa gets down onto the ground and gets a tight grip on the ground with his hands, then starts stepping back with the rest of his body as his arms stretch to stay connected to his hands. Over the course of the charge, Hydrazoa can step back up to a platform’s distance if full charge is reached. Upon releasing the charge, Hydrazoa will fling himself from his current position forwards 1-3 platforms. For the first half of his flight where he’s still in the air, Hydrazoa deals 10-16% and knockback that kills at 200-165%. After halfway through his course of travel, Hydrazoa will splat on the ground in a huge splash, dealing a more respectable 22-30% and knockback that kills at 120-90%. Hydrazoa will slide along the ground from this point as his body melts into a puddle, dealing 7-12 hits of 1% and flinching as he goes and creating puddles for a distance equal to half of his total travel distance. Hydrazoa ends the move as just a head in a puddle as if he had used his Down Special.
This move is actually quite quick to start, but it is quite difficult to hit foes with the powerful hitbox. While that hitbox is large, it takes some time for it to actually come out and foes can oftentimes get hit out of the way by the weak hitbox at the start of the move. In order to hit with it, it’s ideal to try to use this move as a counter, moving Hydrazoa’s hurtbox out of the way by stepping back while simultaneously charging this attack. Beware, though, that if Hydrazoa charges this attack foes will be able to hit his hands with any attack in order to explode them into a Kirby sized puddle. This will cause Hydrazoa to get flung in the opposite direction with enough momentum to send him backwards a platform’s distance at a 45 degree angle, even if he won’t suffer the effects of the foe’s actual attack. Despite this, he won’t actually be in lag during this time and will be free to assault the foe with his long range aerials.
The portion of the move where Hydrazoa slides along the ground into a puddle at the end can be seen as something of “ending lag”, even if it does have some protection on it. Even if you miss, though, you’re fleeing from the foe during your vulnerable state while creating a huge puddle. In addition, if you hit with the move at a lower percentages/hit with the sourspot at slightly higher percentages, the slide can actually help you to chase after the foe and follow up with something like a dtilt.
UP SMASH – LIVING GEYSER
Hydrazoa’s legs morph into a geyser of water that propels his upper torso into the air. As being shot up, Hydrazoa performs a triumphant uppercut that deals 15-23% and knockback that kills at 170-130%. Hydrazoa will be propelled into the air 0.7-1.5 Ganondorfs based off charge, and at the top of the geyser will reform his legs out of the geyser, ending the move in the air. The geyser is not a hitbox, but will take some time to sink back down into the stage, creating a gigantic puddle that is as wide as Wario-1.3x Bowser’s width. Hydrazoa can cancel out of the move early at any time, though this will cause the resulting puddle to be a bit smaller as the geyser sinks back down to the ground immediately.
While the geyser is not a hitbox as it falls back down to the ground, Hydrazoa can fastfall through it at a highly accelerated speed much faster than his normal falling speed, enabling him to easily catch foes who think it’s safe to hide there. He can also freeze the geyser as it goes down, with it functioning in a largely identical fashion to a tidal wave when frozen.
During the charging of the move, Hydrazoa will absorb any puddles connected to his body at a rate of one Kirby width per every 0.15 seconds, with each Kirby width making the geyser go a Kirby higher, adding 2%, and making the uppercut KO 2.5% sooner. Hydrazoa can also absorb steam that’s up to half a platform’s distance away, increasing the height by a potential full Ganondorf height, adding up to 10% damage, and making the move KO up to 35% sooner. While using this next to a steam cloud may sound a bit predictable, foes will have to dodge the steam itself, then this attack, and then have to deal with Hydrazoa coming at them at lightspeed if they still have not been hit somehow, giving foes good reason to be afraid. The height increases to the geyser that aren’t from charging the smash will not cause it to produce a bigger puddle.
DOWN SMASH – UNDERSEA PUNCH
Hydrazoa raises his hands behind his head in a pose as if he were gathering power, then combines them into a single hand as he continues to enlarge the singular giant hand with more of his mass as he charges. Upon release, Hydrazoa slams the fist onto the ground in front of himself, dealing 19-27% and knockback that kills at 140-115%. His giant fist explodes on contact with the ground, creating a puddle the size of Kirby-Bowser before Hydrazoa reforms his normal hands during the ending lag.
If this move is used on top of a puddle, when Hydrazoa punches the puddle his fist will go inside of it. After a brief pause of 6 frames, the fist will then come out of the puddle in the position horizontally closest to the foe. If Hydrazoa presses “A” during this time as if it were a “two part” smash attack, the rest of Hydrazoa’s body will go into the puddle and come out at the location of the hand instead of the hand retracting back to Hydrazoa. Instead of just spamming this version of the move to attack from long range, Hydrazoa will be using this attack to perform some degree of hit and run. There is some lag before the rest of Hydrazoa’s body will dive into the body to follow his hands, meaning there is still some incentive for foes to rush to Hydrazoa’s starting position to try to punish him. If you actually hit, that’s all well and good, but upon a miss the move becomes more something along the lines of “pressure and run”.
AERIALS
NEUTRAL AERIAL – WIND-UP PUNCH
Hydrazoa starts spinning around his arm around to charge up a punch somewhat like DK’s Neutral Special. As Hydrazoa spins his arm around, though, he stretches it further and further, and the spinning of the arm by itself creates a hitbox. The spinning deals 30 hits of 0.5% and flinching, and it’s somewhat feasible to actually hit with a good amount of them. The hitbox is at first only as big as DK spinning his arm behind himself, but eventually expands to a hitbox double that size that covers Hydrazoa’s body and slightly in front of him, in addition to a large amount behind himself. This portion of the move takes around 0.65x as long as charging DK’s neutral special. Hydrazoa ends the move by punching forwards, dealing 16% and knockback that kills at 105%.
If Hydrazoa catches somebody in this move from the front rather than the back, they’ll really have their work cut out for them. In foes just DI out back in front of Hydrazoa and the move is remotely close to ending, they’ll have to address the rather frighteningly powerful punch that will be heading their way. Going below Hydrazoa is dangerous off-stage and it’s very easy for Hydrazoa to chase with this move there, so the “safest” option is for foes to awkwardly DI through Hydrazoa’s entire body despite there being more of the spinning arm hitbox positioned behind him. If Hydrazoa is in the foe’s way back to the stage, this can provide them with even more incentive to bite the bullet and just take some of this damage, and the many multiple hits will also rack up a good amount of drowning on the foe.
This is absurdly laggy for an aerial, but to enable Hydrazoa to ever use it on-stage the move only has long landing lag if he lands on the stage later on in the move. The move has almost no landing lag if Hydrazoa lands more quickly in the move, enabling him to use the flinching hits of the spinning arm as a close range option when shorthopping around. More close range options are always nice, considering Hydrazoa has so many ways to bait, drag, or make his way into said range.
FORWARD AERIAL – SQUID’S CLUTCHES
Hydrazoa turns his arm into a tentacle and slaps forwards with it, but in an inwards motion. This deals 9% and knockback that kills at 170%. This is a fast, long range move that’s excellent fodder as a generic spacer. The interesting part of the attack is that it does inwards knockback towards Hydrazoa. While foes will simply fly through him at higher percentages, this can be an obvious lead in to a grab at lower percentages. Aside from this, it makes it easier for Hydrazoa to get his opponents off-stage – whether he or the foe is the one “cornered” at the edge, he has the ability to knock them off it.
BACK AERIAL – CLOSING IN
Hydrazoa extends both his arms behind himself a platform without turning around. If his hands hit a foe, he will reel himself in to them and perform a kick upon his arrival that deals 12% and knockback that kills at 150%. Hydrazoa reels himself in to the foe at 1.5x his normal aerial movement speed, and if the foe had momentum he will gain as much momentum as they currently have. Foes can attack Hydrazoa’s hands to explode them into a Kirby sized puddle that falls to the ground, interrupting the move but dealing no damage, stun, or knockback to Hydrazoa. Foes can still hit Hydrazoa’s main body during this time as normal.
The move obviously gives foes less time to react if used at close range, making this one of Hydrazoa’s more powerful moves at close range besides his obvious grab. Aside from that, this move makes an excellent follow-up to the fair, as this will directly combo into it at lower percentages. At especially low percentages Hydrazoa can just get the kick off for free, but at higher ones foes still will rarely have time to hit Hydrazoa’s hands and will have to trade an attack with Hydrazoa’s kick due to the nature of aerial priority. The primary appeal of such a trade is to try to get the foe further and further off-stage, and if used skillfully this can form a unique “wall of pain”. If they just panic and dodge, Hydrazoa will be overlapping them at the end for the obvious grab attempt.
While this move still has some degree of lag if foes force Hydrazoa to cancel out of it by destroying his hands, Hydrazoa can still DI during this time. While both the foe and Hydrazoa are in lag, it provides a rather obvious opportunity for him to get in closer to prepare for a grab or even another use of this move.
UP AERIAL – ICE SHIELD
Hydrazoa holds his hand above himself with the palm pointed upwards, then freezes the hand into a shield of ice that he shoves upwards. While this isn’t particularly fast, it deals 10% and vertical knockback that kills at 140%.
If a foe attacks the shield during the attack’s duration, Hydrazoa will experience a small bit of lag as the shield shatters into several icicles, during which time he regenerates his hands, but will not personally suffer the actual effects of the foe’s attack. The initial shattering of the shield will deal 4% to foes and flinch them out of the move they were using. 10 icicles will fall to the ground with this attack through Hydrazoa’s body, each dealing 1% and flinching. They will still fall from above Hydrazoa, so he can DI about to effect where they will rain down. During the time the foe is in lag, they will inevitably end up falling into and past Hydrazoa’s body. Most enemies will opt to just fastfall and dodge spasm through Hydradoa himself, leaving them vulnerable to a poke from the icicles to enable him to reclose the gap they just made.
DOWN AERIAL – DIVE
Hydrazoa goes to perform a generic stomping spike dair not unlike Ganondorf’s move on the same input. The difference is Hydrazoa uses his stretching ability to extend his legs downwards during the stomp. The move is just as laggy but with 0.8x the power. The range is good, but the hitbox is only present a good ways away from Hydrazoa’s character model due to stretching, leaving him vulnerable. While the move does have a blind spot, it’s in your primary grab range that foes will be afraid of, enabling you to play around it if you can get a good feel on the enemy’s behavior. The blind spot also will rarely be an issue when actually using the move to gimp.
If the landing lag of this move is triggered by Hydrazoa’s extended legs making contact with the ground, he will retract his upper torso down to reach his legs rather than the other way around for extremely little lag. This makes the move extremely scary for foes to spotdodge or shield on the ground, as he’ll be overlapping them and ready for a grab upon “missing”. Of particular note is that this can be used to techchase prone opponents similarly to Ganondorf’s dair, but with Hydrazoa able to potentially get a grab as the payoff instead of some damage and knockback.
FINAL SMASH – KALAMARI
Hydrazoa turns into a giant squid made of water. He does a basic impersonation of Game & Watch’s tacky Final Smash, though given Hydrazoa can fly it’s significantly more logical. Hydrazoa can actually turn around unlike Game & Watch, and pressing any button and a direction will cause Hydrazoa to stab a tentacle in the input direction a platform’s distance. Upon a successful hit, Hydrazoa will grab the opponent for 11% and fling them in any direction for knockback that kills at 150%. While this is rather weak, Hydrazoa can just fling the foe into his passive tentacle hitboxes that are identical to Game & Watch’s final smash and fairly powerful, giving him a decent improvement on a mediocre Final Smash.
PLAYSTYLE SUMMARY
Hydrazoa is a slippery character to catch, constantly weaving in and out of combat. Many of his moves can function as “counters” in some way – if not in the traditional sense, to try to give him the upper hand in positioning. Aside from his direct methods of closing in on a foe for a grab with moves like fair, something good Hydrazoa players can do is just aggravate their enemies into full on relentless assaults with how much Hydrazoa can bait out attacks. Hydrazoa will inevitably be making his way back and forth across the stage a lot with this kind of playstyle, and this provides countless opportunities for Hydrazoa to pressure opponents into traps. The fire trap from the Up Special is of course the most prominent of them, as it gives foes a new goal of having to touch Hydrazoa, and soon, encouraging aggressive and dumb behavior that Hydrazoa can punish better than just about anyone else.
Hydrazoa is a surprisingly aggressive character for how much range he has and how defensive his moves can seem on a basic level. By Brawl standards, Hydrazoa has a lot of comboing ability at lower percentages. The fair, fthrow, bthrow, fsmash, and bair provide the most obvious examples, and he can have “soft” combos with his limited prone abuse game and aggressive repositioning on his counter-esque moves. While Hydrazoa can and will score plenty of perfectly normal kills, it can sometimes be a good approach to leave foes at a lower percentage due to the advantages it offers. Hydrazoa in no way needs damage to kill people – while his most obvious method that doesn’t require damage is gimping, he can potentially score some kills at percentages lower than his knockback kill methods by drowning people. Racking up drowning doesn’t require that Hydrazoa rack up the foe’s damage, and aggressive repositioning on moves like most of his aerials and smashes will cause the foe to get some drowning due to contact with Hydrazoa even if none of his actual hitboxes connected.
Hydrazoa is a force to be reckoned with when off the stage. In this scenario, foes are forced to pass through his body unless they can recover super high, which typically leaves them punishable upon their return to the ground. Constantly turning on and off the Up Special can enable Hydrazoa to float around for a sickeningly long time, and even if foes do pass him he has the potential to knock them back onto the stage with his fair. For how powerful he is in gimping and how good his recovery looks, Hydrazoa is a bit vulnerable to getting gimped himself due to his recovery not hitting above him and his uair being a very weak option if not using the counter aspect of it. Of course, one of the most satisfying things Hydrazoa can accomplish is to turn it around with his evasive and counterish aerials, beginning an attempt of his own.