Whew, almost forgot to put this up before the deadline.
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Entry for the July Iron MYMer Challenge
Image by RacieB on DeviantART
Five Star Main Menu
Fried Ricer
When I was younger, there were some really ridiculous shows on the television, including things like bullet train robots fighting against aliens, what's pretty much Digimon Frontier but with origami, and then there's
Fighting Foodons. It involves (mostly) humanoid, sentient food summoned by cards fighting against each other.
Yeaaah.
Fried Ricer, one of the Foodons with a plate of fried rice for head, is the companion of the main character, Zen (or Chase if you watched the English dub). He's a martial artist that wields two oversized spoons, and generally prefers close-quarter combat. Other than that? Not much, really. Information of the whole series on the web is unfortunately lacking.
Oh well, at least I have more to work with than when Nintendo made Captain Falcon's moveset.
Statistics
Weight: 3
Size: 3
Ground Speed: 8
Air Speed: 5.5
Fall Speed: 7
Jumps: 2
Jump Height: 6
Fried Ricer is fast, yes, but he's unfortunately pretty frail. With the weight of ZSS, while he's not as easily KOed as Jigglypuff he still takes a fair amount of knockback from moves. He does have a pretty good ground speed, letting him approach opponents fairly easily, and his decently high fall speed lets him ues aerials quite effectively. However, his air speed and jump height is somewhat mediocre, making his horizontal recover less-than-stellar.
Moves
The front of Fried Ricer's spoons possesses tippers; However, instead of dealing more damage, hitting the tipper results in more knockback, allowing Fried Ricer to switch between weaker knockback for comboes and stronger knockback to drag further opponents towards self with the inward knockback many of his moves possesses.
Specials
Neutral Special: Sizzle Bomb
Fried Ricer swings one of his spoon, and a liquid sphere projectile with a light-orange color shoots out from the bowl head, doing
4% fire damage before reaching 3/4 Battlefield platform, and
3% fire damage afterwards, disappearing by landing on the ground after 1.5 Battlefield platforms. The projectile is affected by gravity, so it'll travel further if Fried Ricer is in the air. The move can be quickly used twice in a row, with Fried Ricer swinging the other spoon, but doing so will cause the second move to have a longer end lag. This is Fried Ricer's only ranged move, and can be used for approaching, relieving the pressure ranged attackers has on him. Moreover, the fact that the projectile is affected by gravity allows Fried Ricer to interrupt recoveries with it.
Side Special: Spoon Halver
Fried Ricer holds both of his spoons up, putting the edge of the bowl heads together, then swings the spoons down. The move can be charged as fast as Marth's Neutral B, doing
10% uncharged and
21% with full charge, both with a bit of start-up lag (not counting the charging) and diagonal knockback. The move also does an enormous amount of shield damage, able to deplete 1/2 of the opponent's shield health uncharged and breaks shield with full charge. Most importantly, this is one of the few moves that has an outward knockback, and thus is an important kill move for Fried Ricer, KOing opponents at 155% uncharged and 75% fully charged with the tipper, while otherwise KOing at 180% uncharged and 100% fully charged.
Up Special: Stir Drop Kick
Fried Ricer jumps up in a somersault, reaching the height of 1.5x Kirby's Up B and doing
3% damage to anyone he hit during the somersault with slight inwards knockback, then drops down with his left leg raised to form a 90 degree with his right leg, kicking down with the heel. The heel is the move's sweetspot, doing
13% damage as opposed to
9% damage with the rest of the leg, and the whole move does vertically downward knockback. While the move travels a poor horizontal distance, it is great for vertical recovery, while the knockback on the drop kick isn't quite enough to be a kill move, and hitting the opponent during the jump may make the kick miss as the hitbox doesn't trap foes.
Down Special: Speed Fry
Fried Ricer crosses his spoons, then spread his arms out in a similar pose to Captain Falcon's Up Taunt, with brief lick of flames sprouting around him. After using the move, Fried Ricer's ground speed and air speed are both doubled, and his moves takes half the time to perform. However, the effects of the move ends after 10 seconds, and Fried Ricer will take 2% more damage when hit afterwards for 8 seconds. This temporarily boosts Fried Ricer's combo power with the reduced lag on his moves, allowing him to rack up damage with ease, or even hitting some of his slower kill moves, though afterwards there possesses the risk of being easier to KO due to his innate frailty and the additional damage.
Standards
Jab: Rapid Spooncuff
Fried Ricer punches forward eight times for
1% damage each, then swipes to the front with his spoon, doing
4% damage and weak inward knockback. The start-up and end lag of the move are both pretty short, so it can be a good combo starter with the little knockback this has, following this up with Up Tilt or Forward Air.
Forward Tilt: Scoop Launch
Fried Ricer sweeps forward on the ground with one of his spoon anf flips it up, doing
8% damage and a vertical knockback that's slightly inwards. With how this move launches the opponents into midair, it can be followed up by Neutral Air for killing, or Down Air to continue comboing.
Up Tilt: Spoon Cross
Fried Ricer holds both of his spoons out to the sides, then swipes both of his spoons upwards such that they cross each other, doing
5.5% damage with each of the two spoons and knocks the opponent towards the direction the last spoon that hit them is swinging towards. As a tilt move this has surprising range due to the spoon's length, able to be used to juggle opponents. If you manage to hit the opponent with both of the spoons, additionally, the damage is essentially doubled, though the knockback stays the same.
Down Tilt: Floor Tripper
Fried Ricer crouches, and does a leg sweep around him, doing
8% damage and no knockback. However, this move trips opponents, leaving them open for further attacks, so it can be used as a set-up for Side B, Down Smash or Grab by predicting the opponent's next move.
Dash Attack: Blazing Top
Fried Ricer spins as he slid forward, hitting multiple times around himself with his spoon, doing
9% damage in total and drags opponents inward, launching them behind Fried Ricer in the final hit. The duration of the move is pretty long, so it can be used as a good move against opponents who often roll. However, the same fact also leaves Fried Ricer vulnerable if the opponent shields. It's preferrable to use this move when approaching opponents, and can be followed up by Back Air.
Ledge Attack: Spoon Lunge
As Fried Ricer steps back on stage, he swings one of his spoons towards the back from the front, tripping enemy if they are hit by the tipper and launch them off the stage if the rest of the spoon hits, doing
6% damage regardless of where the move hits. Determining which spot on the spoon will hit is important, as the effect allows different followups; For example, Fried Ricer can proceed with a Grab or Side B if the tipper hit, while if that's not the case he can interrupt recovery with Netural B or try for a meteor smash with Down Air.
Grab Game
Grab
Fried Ricer discards one of his spoon onto the floor temporarily, then swings the other spoon to the front, scooping the opponent into his grasp. The grab has slight start-up lag, but the range is pretty good, having a collision box of the whole bowl head of the spoon.
Pummel
Fried Ricer slaps the opponent with his spoon, doing
4% damage per hit, though with a somewhat slow animation. Note that even if the opponent manage to release themselves from the Grab, they will still receive the hitstun from the Pummel, allowing Fried Ricer to set up comboes or follow up with kill moves again.
Forward Throw
Fried Ricer holds his spoon up, kneeing the opponent for
4% damage and then releases them into crumple, then at the very next instant smashes the spoon downwards, dealing
7% damage with downward knockback. Even though the opponent is released from the grab before the spoon hit, the crumple makes it impossible for them to avoid the attack; However, at the same time, Fried Ricer cannot easily meteor smash the opponent if he grabs them right at the ledge, as the opponent is released before the hit, and they will simply fall under the ledge without being stunned while the second part of the throw misses.
Back Throw
Fried Ricer throws the opponent to his back for
2% damage, then stomp on the bowl head of the spoon on the floor so that the handle flip up and hit the opponent for
5% damage and great knockback. One of Fried Ricer's kill moves, the move KOes at 120%, and the handle acts as a seperate hitbox such that other opponents who are in the range will be hit as well.
Up Throw
Fried Ricer throws the opponent slightly into the air for
3%, put his spoons together above his head, then spins in place to deal
8% damage as the opponent falls back down. This move is generally good for juggling when combined with other moves that launches vertically, such as Forward Tilt and Down Smash.
Down Throw
Fried Ricer throws the opponent onto the ground, faces the player, then does an axe kick onto the opponent, doing
10% damage and buries opponent into the ground. This move allows Fried Ricer to put the opponent in a spot where the player can follow up with kill moves, or bait a dodge or roll from them as they escape the bury status.
Smashes
Side Smash: Clamspoon
Fried Ricer faces the front, pulls his hands back, then clamp the spoons together in front of him for
16% base damage and slight horizontal inward knockback. The move does unusually little knockback for smash attacks, but it is good for dealing damage and pull opponents right into the range of Fried Ricer's follow-up moves, such as his Jab, Forward Air, or alternatively set up for a Grab.
Up Smash: Spatula Flip
Fried Ricer holds up the spoons, then swings them downwards and does a handstand with the spoons pushing him off the ground, kicking into the air for
13% base damage and great vertical knockback. One of Fried Ricer's kill moves, the move has a bit of start-up lag, but it kills at 115%, and the whole lower body acts as a hitbox, making it an impressive punish tool. Use it if you ever catches an oppening in the opponent's defense, whether that be from landing or being in hitstun.
Down Smash: Tornado Scoop
Fried Ricer holds both of his spoons towards his back in front of him as the charging animation, then spins in several circles, doing several hits for a total of
14% base damage and inward knockback that is tilted vertically for the last hit. A smash attack with good range, this can be used as the opponent gets up from the ledge or prone as the hitbox lasts a while, but the slightly long start-up lag may make this risky.
Aerials
Neutral Aerial:
Fried Ricer holds his spoons vertically, then punches to the sides, doing
9% damage and mostly horizontal knockback. The outward knockback allows Fried Ricer to use this move as a semi-decent kill move, KOing at 140% damage. While the move has a bit of end lag, both of the whole spoons acts as hitboxes, meaning Fried Ricer is safe from approach from both sides when using the move. It is most used after putting the opponent into hitstun via moves such as Forward Throw or Forward Tilt.
Forward Aerial: Spoon Springer
Fried Ricer swings down with one of his spoons, doing
7% damage and launching opponents downwards in an angle tilted towards himself. This can quickly put opponent in the range of Fried Ricer's follow-ups, and if used offstage it can potentially launch the opponent under the stage such that they cannot recover, but only if the opponent is at a high percentage. You can still use this to hit opponents so they bounce on the floor, getting them closer to the ground, so use it to continues your pursuit on land.
Back Aerial: Handle Spike
Fried Ricer jabs backwards with the handle of his spoons, doing
9% damage and a downward-tilted horizontal knockback. The move can be angled to have a completely horizontal or diagonally downward knockback. While the move has little lag overall and launches quite far, the hitbox only consist of the handle, making hitting the move pretty hard. However, it can kill at 130%, so it's always worth a try to use this move as the opponent is in the air. Additionally, it pairs well with Forward Air, as the knockback will most likely cause the opponent to bounce right into this move.
Up Aerial: Upper Kick
Fried Ricer does a flip kick upwards, doing
7% damage and good vertical knockback. One of Fried Ricer's kill moves, the move kills at 110%, but the somewhat long end lag makes it disadvantageous to spam, as it leaves Fried Ricer vulnerable to attacks, and given his frailty that isn't a favourable situation. Can work as a decent followup after Up Tilt or Up Throw.
Down Aerial: Hammer Head
Fried Ricer holds up his spoons, then smashes downward, dealing
8% damage in a meteor smash. Granted, without hitting the tipper, it's hard to kill offstage with this move, but the important use of this move is to knock the opponent into the floor, making them closer to ground where Fried Ricer does better. While the start-up lag of the move isn't the best, the move's hitbox reaches the top of Fried Ricer before he fully swung down the spoon, doing
5% damage and mediocre knockback, so it's not entirely safe to jump above Fried Ricer either. Generally used after Jab, Up Tilt or Forward Air.
Final Smash
Feastivus
Feastivus, the Foodon Deluxe flies down from the top of the screen, and Fried Ricer - who has transformed into his powered-up form, Super Fried Ricer - jumps onto the dragon's head. Feastivus is at the height of 2 Bowsers, and can fly indefinitely in the air. It possesses its own moveset, though a simple one: Standard (Aerial) Attack is a simple tail swipe that can be angled from diagonally upward to diagonally downward, doing
17% damage, good knockback angled accordingly, and only a bit of start-up and end lag. Special Attack is breathing fire from its mouth in a way similar to Bowser's Neutral B with a range of 2 battlefield platforms, doing
2% damage per quarter second. Additionally, the fire never recedes. It also has a grab, where it lunges forward, wraping itself around whichever opponent it hits, and tightning the coil for
7% damage each time. If A is pressed as Feastivus is wrapped around the opponent, it will fly up with the opponent to its own height from the ground and dives into the ground, doing
12% damage to the opponent it wrapped around and
14% damage to those it hits as it dives down.
Feastivus can be attacked, though it will not receive any knockback or hitstun. It has a stamina of 150%, and will explode into a huge amount of Food items upon defeat. Alternatively, it will just leave the stage after 30 seconds.
Taunts
Neutral Taunt
Fried Ricer twirls his spoons on both of his sides, then stab(?) them onto the ground.
Up Taunt
Fried Ricer does a backflip, throwing his spoons into the air spinning, and catches them as he land on his feet.
Down Taunt
Fried Ricer goes into the pose his sprite is in, as below:
Playstyle
Fried Ricer is all about putting the opponent in the correct position for followups. By using the property of differenciating knockback, Fried Ricer can easily trap his opponents in his range, allowing for easy chains or even comboes. The many moves with inward knockback and decent range allows Fried Ricer to hit opponents into places he can reach easily, making use of the shorter distance to rack up damage until it's enough for a kill move to finish off. At the same time, his low weight and mediocre air speed makes it somewhat dangerous for him to be in the air, so be sure to stay on grond most of the time, even when attacking. That's where all the meteor smashes comes in; while they aren't all that safe for Fried Ricer to use offstage, they can be used to continue comboes more close to the floor by knocking the opponents into the ground, reducing the distance they travel from the knockback as opposed to other moves. Like Marth, one needs to have a good handle (heh) on spacing when using Fried Ricer, as a misspace decides if your chain/combo can continue on or not.
Miscellaneous
Alternate Colors/Costumes
Fried Ricer's alternate colors involve the fried rice that is his head having different ingredients such as roasted pork, scrambled egg and diced leek, and different colored clothes.
Kirby Hat
Kirby gains a hexagonal plate with fried rice on it, similar to how Fried Ricer's head looks. It also gains Fried Ricer's Neutral B without any changes.