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Make Your Move 17: Next contest begins March the 24th; get your Iron MYM'er 1st day sets ready!

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
502
The suggestion seems horribly nonsensical to me since friction counteracting acceleration is basically the same as slower or no acceleration. Friction doesn't get faster than acceleration as time goes on that's not how that works, and honestly the way you explain it feels extremely bizarre and unnatural to play compared to normal smash characters. Having them work a little mechanically differently, like having a varied type of dodge or something for the sake of getting across character or contributing to playstyle, I can understand, but having them randomly not be able to move forward in the air doesn't really accomplish either of those things.

As for realism, I'm personally of the opinion that Smash's approach to realism is a bit inconsistent and not always something to be followed but the fact remains some amount of non-realistic stuff, often more than the source material had, is basically required for you to port the character to Smash. You can, like realism though, take non-realism too far, flattening someone into a cartoonish pancake for example is pretty bizarre visually in Smash and shouldn't be something you can do to all the characters in it, especially when the effect is usually awful for gameplay. For a more recent example, there is Kirbydragon's Franky, which I haven't commented and I'm sorry about that because I'm about to criticize your set without much context, but its utterly nonsensical to use hair as an attack on a character who, while he has changing hair, doesn't use it as a means of fighting in series and entirely as a visual gag, so turning it into a full on attack is poorly thought out.
 

JamietheAuraUser

Smash Lord
Joined
Jan 11, 2010
Messages
1,196
Location
somewhere west of Unova
In Smash Bros., each character has their level of realism. Bowser has almost none, whereas Little Mac has quite a lot. This heavily armed soldier could be the most realistic fighter in Smash, who knows?

Anyway, I think tomorrow I'm just going to start my Akullotsoa moveset because nobody seems to give a **** about Alica Vassin's tweaks; the only person who mentioned it was Plazzap who ignored my post asking him about it. Stay tuned guys/
I looked back at Alica Vassin just now and the biggest problem is still that your details about the timing of moves are so overly specific that it actually causes flaws in the character that wouldn't otherwise be there. If you're going to try for frame data, educate yourself first. A few examples:
— Alica's jab takes 0.2 seconds to come out. That's 12 frames, for those of you without a calculator. Most characters' first jab comes out on frame 4 or earlier. In fact, 12 frames (or even 11 frames, assuming frame 12 is the first frame of active hitbox) is slower than Ganondorf's jab, which has an active hitbox on frames 8-9. The only jab that's almost as slow as Alica's is Zelda's, which has its first active hitbox on frame 11. That said, at least the last hit is relatively safe as advertised, though given that the whole jab combo takes almost 3 seconds, getting to that point is decidedly unsafe. Also, even the first jab alone is unsafe assuming that a single input causes both of the initial slashes. With 18 frames between hits and 12 frames of startup that's 30 frames total before the endlag of a single jab is taken into account, though if it's the full 36 frames (or possibly longer, since usually the First Actionable Frame for other actions is later than the interrupt into the next jab) then her jab is horribly unsafe to whiff. 12+18+36 = 66 frames, or over 1 full second just for jab 1 to play out. If she miss-spaces that then she will eat a Smash Attack for her trouble, and even proceeding to jab 2 regardless in the hopes of bopping the foe with its greater range won't save her since those 66 frames are the count from jab 1 start to jab 2's first hitbox. Examples of moves she'll eat on reaction from a half-decent player for whiffing jab 1 include such gems as Ganondorf's Forward Smash! (25 frame reaction time, 21 frame startup; 46 frames total. Since the hitbox for her jab comes out frame 12, the player has ~30 frames to see the missed hitbox and hit FSmash to confirm the hit. A professional player could see her jab whiff and partially charge the FSmash knowing they'll land it.)
— FTilt is absolutely spam. Probably her best move to use in neutral aside from trip-looping the DTilt sourspot.
— FSmash comes out so stupidly fast that she can partially charge it in almost any circumstances, which does quite a bit about its lack of kill power. For example, she can pull out a 1/3rd charge FSmash in the time it takes Ganondorf to use uncharged FSmash. Also, you said her FSmash is as fast as Little Mac's jab, but it's not. Little Mac's jab is frame 1, while this move is frame 3 (though it is faster than Ike's jab). I suppose the major "balancing factor" to this move is that it's tempting to spam because 14% damage and it's the quickest move in her kit, but it's also one of her best kill moves when partially or fully charged so you really want to keep it fresh.
— Neutral Aerial has the hitboxes out for an unusually long time. 7 frames each for the claw swipes? For reference, the first hit of Marth's/Lucina's NAir has the hitbox out for only 2 frames, while the second hit stays out for 6. Also, 12 frames between swipes? Again using Marth's/Lucina's NAir as an example since it seems the best point of comparison, the time between the first hit ending and the second hit starting is only 7 frames.

The lesson of the day? Be careful when listing exact frame data. Weird things might come up.

On a note unrelated to frame data, not sure what her fire ammo mechanic does for her given that she can only use a taunt to refresh it, and using the aforementioned taunt fully refreshes it. If her non-flame moveset refreshed it it might be an effective incentive for the player to properly manage ranged/close-quarters combat, but as is all it does is induce cat-and-mouse combat for over 18 seconds of gameplay, with her serving as the "mouse" in that scenario. I guess the intent is that if she tries to fight projectile wars she'll eventually be stuck on the very definitely losing side for 18 seconds, but it still feels tacky. Much better to refresh her fire via landing non-fire moves, and increase the fire cost of her fire-based moves to make up for the ease of refilling it and make her ammo bank more "mutable", as it were.

Also, if I'm not mistaken it only takes 2 sweetspotted Fireball Rapids to break a full shield, assuming she's at a sufficient distance that the second fireball fires before the first one connects. The first will deal 26.25% (6.3% plus an additional 19.95% shield damage) and the second will deal 25% (6% plus an additional 19% shield damage), for a total of 51.25% shield damage. Smash 4 shields have 50 HP. That said, they're not actually as "rapid" as I expected (they travel at a decidedly medium pace and can't really be fired all that quickly. I'd expected fire spam so they could be used to provide actual scary shield pressure), so a foe who accidentally shields one of them isn't likely to repeat that mistake on a second one. Also, the random 1/8 chance of an extra 12 frames of endlag could potentially screw over a player who is going for a follow-up or attempting to approach behind a fireball.

Ash Disperse doesn't really describe how the ash particles move. Judging by the listed fall speed (3.8 stage builder blocks/second), it seems like they fall straight down, rather than slowly floating down as one might expect? Also, they don't seem to have a limited duration when laying on the ground and don't seem to disappear when she dies, so various sets of ash could easily sit around for the whole match just waiting to go off on a foe. Also, it's not a particularly visible trap unless heaped in vast quantities, on account of them being mere particles of ash. That said, it can at least lead to some interesting setups, such as a fresh Fireball Rapid (26.25% shield damage) to shield-push the foe onto a set of fresh Ash Disperse (24.3% shield damage) for an instant break. Incidentally, that means she can get a full shield break off of only 8% fire consumption. That seems a bit silly. With all of her fire moves costing so little to do so much, why does she even have an ammo bank in the first place?

That seems like a good place for me to say, once again, that the ammo bank mechanic could have been better exploited to provide an actual sense of flow to the set. Perhaps a flame boost Up Special that has very small height gain (one stage builder block with only marginally more lag than a midair jump) but can be used multiple times, with successive uses costing ever-increasing amounts of fire? That would encourage strategic resource management: should Alica conserve her fire in case she actually needs to recover, or would she rather take full advantage of her current aerial combo? Again, I feel like refreshing her fire by landing non-flame-based moves combined with increased cost on fire-based moves would contribute better to her playstyle as a whole and make proper fire management a more prominent theme in the moveset. Would she like to use 10 fireballs purely on insane shield pressure in exchange for bringing her fire reserve down to 25% (actually all the way to 0, but then she restores 25% by landing a fully charged Forward Smash), or should she save some fire to have more options later, including recovery and extended air combos, the ability to participate in projectile wars, and the ability to completely shut down aerial approaches and make grounded approach difficult?

The suggestion seems horribly nonsensical to me since friction counteracting acceleration is basically the same as slower or no acceleration. Friction doesn't get faster than acceleration as time goes on that's not how that works, and honestly the way you explain it feels extremely bizarre and unnatural to play compared to normal smash characters. Having them work a little mechanically differently, like having a varied type of dodge or something for the sake of getting across character or contributing to playstyle, I can understand, but having them randomly not be able to move forward in the air doesn't really accomplish either of those things.
While it is about the same, there's one crucial difference: a character with air friction equal to their acceleration has to hold forward in order to not lose speed and might be able to lose speed quite quickly when trying to decelerate, while a character with 0 air acceleration could also have 0 air friction and thus only lose speed when trying to decelerate. Again, that's assuming that air friction isn't (under normal circumstances) only active when no left/right directional input is made, which it likely is.
 
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Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,151
DJ Octavio


DJ Octavio is the leader of the Octarians, a group of evolved octopi that are arch-enemies to the Inklings. He sends his army to steal the Zap Fish, which he will use to power the underground cities the Octarians live in. Octavio himself is closer to a dubstep DJ than an actual king, using a giant mech with various music based weaponry to fight the heroic Inkling character. Unfortunately, he is defeated by the power of shooting things a lot, most likely dooming the Octarian's to extinction.

Stats
Weight - 15
Size - 15
Jump - 10
Ground Speed - 2
Air Speed - 8
Fall Speed - 8

First, Octavio is a BOSS SET, and as such can onlybe played on big levels like The Great Cave Offensive. His model is also odd, since it consists of a nearly spherical shape that is nearly twice the size of Bowser, which itself takes up around two full SSBs of space on a stage. Due to his immense weight, Octavio can only be KOed at relatively high percentages, you dig? He can also perform up to 4 jumps in a row thanks to his mech's booster... thing. Also, he has a slight resistance to grabs, which allows him to not be grabbed for around 1 or 2 seconds after being grabbed/thrown.

Specials

Neutral Special - Octo Bomb
Octavio ducks into his mech, the lights on it turning purple as he does so. As soon as he ducks in, a large protrusion will appear from the inside of the mech, which then fires out of the opening of the mech, revealing itself as a large, purple ball with twirling tentacles behind it. The tentacles do nothing, and are just there for details sake, by the way. Anyway, this is the Octo Bomb, which is around the size of Bowser. It flies forward in an arching motion, travelling about 3.5 SSB before it hits the ground, which takes around 3 seconds, exploding into a large pool of ink.

Ink is an important part of Octavio's game plan, as it simply slows down opponents, cutting their speed in half, and causing 2% every 1.5 seconds. Ink factors into most of Octavio's moves, with some moves not just creating ink, but also interacting with it in some way. which we will be covering later, but right now, the Octo Bomb creates a large explosion of ink, which causes 15% damage on contact, and covers 3.5 SSBs of area, making that area completely dangerous when the bomb goes off. The Octo Bomb will also explode if it comes into contact with opponents in the air, where it will still cause an explosion of ink, but it will just fall down to the ground first before becoming dangerous. Of course, if part of it falls onto a midair platform, that platform will be covered, while the ground beneath it s not.

The Octo Bomb has two major flaws, with the first simply being it's fairly long start up lag, but the other is a bit more severe for Octavio. If the Octo Bomb is hit with around five attacks, it will turn orange, and start flying back to where it was shot. If Octavio is hit by it, it will cause 30% damage to him, but he has a brief chance to hit it back with any attack, causing it to fly forward faster, but only being able to take 3 hits. This repeats one more time, where the Octo Bomb flies much faster, but can only take 1 hit, after the third hit back to Octavio, he will be unable to hit the bomb back, with his only chance being to avoid it. To make things worse, the bomb will explode into orange ink, which covers roughly the same are as the purple ink, and instead of slowing down opponents, speeds them up and heals them for 2% every 1.5 seconds. This is used for a couple other moves, where it will be noted as well. This, essentially, turns the battle into, well, a turf war.


Side Special - Ink Ray
Octavio's mech has a small radio antenna sticking out of the bottom. This is important. A loud guitar riff comes the from the mech, as a series of purple "radio waves" come out of the antenna, which then proceeds to shoot a large ray of ink. The ray of ink is about the size of Mario, and stretches forward infinitely, at least, until it hits the blast zone, that is. The beam lasts about 1.5 seconds, and traps opponents in it if they get hit. This will cause upwards of around 17% damage in that brief moment.

The ray is not an instant ink maker like you would think, instead it produces around 5 quick splotches of ink on the ground (Or in the air) that cover about one Battlefield platform each. These splotches are completely random as well, simply splooshing on random sections under where the beam is firing.

The attack has a few downsides too, such as there being a considerable amount of starting and ending lag, both of which leave Octavio vulnerable to attacks. Attacking him during the starting animation will not cause the attack to stop completely however


Up Special - Hover Pod
Octavio messes with the turn tables in his cockpit, which causes a purple beam to appear underneath the mech. This beam pushes the mech upward around 4 SSB (It's that high due to Octavio's size). The beam is completely non-offensive, and the attack is mainly for recovery's sake. By holding down B for the entire move, Octavio can enter a hover that can last either until the button is let go of, until 3 seconds pass, or he is hit by an attack. After this he will enter prone. During this hover, Octavio can use all of his aerials.

As for ink, the beam acts fairly similar to the Side Special, flinging small globs of purple ink that travel a random distance between 2 SSBs away from where the beam is hitting the ground, or lack thereof when off stage. These globs, when they hit the ground, create a small patch of ink around the size of a Battlefield platform.


Down Special - Octarian Summon
A large, purple blob of ink appears from the antenna on the mech, which then proceeds to shoot off in an arch. The blob travels forward about 2.5 SSBs and is around half the size of Bowser, in a spherical shape. If an opponent touches the blob while it is in the air, it will pop, causing 10% damage, and spreading 2 SSBs worth of purple ink on the ground. The same will happen if it touches the ground as well. In both of these cases, 1 of 3 different Octarians will be revealed from the blob of ink. These different Octarians change depending on how long the button is held (To be detailed in a moment), and consist of the Octoball, the Octotrooper, and the Octobomber.

First is the Octoball. The Octoball is the most basic, requiring no charge to be summoned. The Octoball itself is very simple, as it instantly creates a pool of ink when summoned, which it then submerges in, making it around half as tall as Kirby. The Octoball itself will simply wander around the stage, creating a trail of ink behind it. If it gets directly next to an opponent however, it will start puffing up, and then explode into a blast of ink that causes 12% damage to the opponent it exploded near, and covers 1 SSB on both sides of the Octoball. The Octoball only has 10% HP, and if it is defeated, it will enter the explosion animation, but explode into a puddle of orange ink that is completely harmless and covers the same area as the normal explosion.

The second minion is the Octotrooper, a small Octarian that rides on top of a mobile turret. These guys are about as tall as Mario, and take .75 seconds of charge to summon. Unlike the Octoball, Octotroopers are agressive monsters, and will directly go afternearby opponents. The Octotrooper is actually slightly simpler than the Octoball, only having one attack. This attack involves them shooting a rather fast blob of ink from their turret at the opponent. The blob itself is fairly complicated, as it travels in an arching motion, but does not have a set distance or trajectory, as the Octotrooper will lock onto the nearest opponent, and then fire at them, with the blobs always hitting where the locked target once was, creating a Battlefield platform worth of ink. If the ink blob hits, it will cause 16% damage. Of course, Octotroopers don't have rapid fire, so it takes about half a second for them to fire another round of ink. Octotroopers also have 20% health, and when killed, will explode into a puddle of orange ink that covers 2.5 SSBs worth of ground.

The final minion is the Octobomber, a large, hovering Octarian that uses 4 of its tentacles as wings. Somehow. Anyway, the Octobomber takes 1.25 seconds of charge to summon, and are around the size of Bowser. Octobombers are even more agressive than Octotroopers, and they have 2 attacks that can cause serious damage to opponents. The first is a large blast of purple ink, which, while usually not aimed directly at opponents, will explode into a large blast of ink when it touches something. This explosion takes up roughly 1.5 SSBs, and causes 20% damage on contact. Luckily, these are very slow, but they also cover 2 SSBs in ink when they explode. The second attack is our first example of attacks interacting with ink, as the Octobomber starts spinning around, lifting ink off the ground, and then pushing it away with wind, turning the ink into two moving walls that, while they do not cause damage, do move fast and are roughly as tall as Ganondorf. The walls travel until they go off the stage, so on an enclosed stage like The Great Cave Offensive, this attack can become a deadly weapon. Using this attack does not remove ink from the ground permanently, however. The Octobomber has a total of 30% HP, and when killed, explodes into nearly a full main Battlefield platform worth of orange ink.


Standards

Jab - Rapid Octopunch (Or: OctORAORAORAORAORA)
Octavio lets loose one of the two massive fists on his giant mech, which flies forward half a SSB fairly quickly, before zooming back to the mech at an even faster speed. The fists themselves are about as big as Bowser himself, and take up a good chunk of the mech's hitbox. If pressed repeatedly, the punches go even faster and faster, alternating between each first, until it turns into one of those infinite combos that some characters have, but even faster than one of those. Of course, like said infinite combos, the attack pushes back opponents until they are out of range... except in this case it happens very, very slowly, due to simply how large the fist's range is. One singular punch causes 5% damage, while the infinite combo only deals 1.5% damage to the opponent trapped in it. Like other infinite combos, the move ends with a stronger attack to launch the opponent, in this case it is simply a slightly charged up punch that launches opponents away horizontally, and causes 8% damage. The super punch has a decent range like the normal jab, meaning that it can be used on it's own.


Forward Tilt - Octo Missile
One of the 4 speakers on Octavio's mech opens up, revealing a small, silver missile with a face on it, which then proceeds to fire off. The missile is about as big as Pikachu when doing the Skull Bash move, if not slightly bigger, and moves at around the pace of a Bullet Bill in SSE or Smash Run. As you would expect, these missiles are homing missiles, so they lock onto the nearest target and chase after them until it hits something. Whether or not it hits an opponent or a part of the stage, the missile will always explode into a small Battlefield platform sized puddle of purple ink. If it hits an opponent it will cause 11% damage and some decent knockback. Octavio can have four missiles on screen at a time.
If the missile is dealt around 14% damage before it explodes, it will explode harmlessly and create a small puddle of orange ink, but this can be difficult due to the small size of the missile, and it's speed.


Up Tilt - Rising Octocut
In an animation similar to the jab, one of the fists on Octavio's mech launches... but makes a sudden swerve straight upward after travelling about as far as the jab would. The uppercut goes upward about two SBBs high before going back to the main body. An opponent caught in the swerve upward will actually be carried upward with the fist, and then launched upwards, which will also cause 12% damage. The grounded version also has a hitbox, which also causes 12%, and with good timing, the grounded and upward punches can be chained together for lots of damage.


Down Tilt - Slime Bomb
A small blob of ink appears infront of Octavio's mech, and then quickly explodes into a puddle of purple ink. The blob is about as big as the blob during the Octarian Summon, but it's explosion, and subsequent hitbox, both reach 1.5 SBBs forward, and it explodes incredibly quickly, the move taking about a half second to perform. The move has a shotgun effect when it explodes, basically launching close opponents, and only barely moving opponents when they're hit from the furthest distance. It also causes 14% damage at closest range, and 8% at the farthest range. As you would hopefully expect,the blast creates a puddle of purple in that covers 1.5 SBBs in front of Octavio.


Dash Attack - Rollopus
The giant hands retract into Octavio's mech as it starts to tip over, turning into a giant rolling ball of doom. Unlike most dashes, this is continuous as long as you hold the attack button down, but unfortunately it does not stop at edges, meaning that you could accidentally roll off the stage. This turns the mech's entire model into a hitbox, meaning it is rather large, and it also causes 13% damage. If the ball rolls over any opponents who are currently standing in ink, the rolling mech will crush them, sinking them down into the ink for a second. This acts kind of as a stun, but opponents trapped underneath the ink can still move around, but not attack or affect anything above them until they pop back up again.
The rolling mech will also gather up ink as it rolls, with it's maximum amount being about 3 SBBs worth of ink. This does, however, completely remove ink from the ground... even orange ink, which can still be used for this move to work. This attack can only be used when the maximum amount of ink has been rolled up, which then results in a large ink explosion around Octavio's mech, which has great range due to Octavio's general size, and causes a dreaded 17% damage with decent knockback to nearby opponents caught in the blast.


Smashes

Forward Smash - Octo-Fist
In a motion that is, once again, similar to the jab, Octavio's mech winds up a punch, and then launches the fist, turning it into a large projectile. The fist still matches it's previous specifications, but now it flies at a fairly slow speed, about as fast as Ganondorf's run at the lowest charge. There is only a barely noticeable speed up at full charge, however, making it slightly faster. The fist is also incredibly strong, dealing 28% to 34% damage depending on the charge, and is able to KO at 80% damage when a fully charged attack hits. The fist does not have an infinite range, as it can only travel 5 SBBs before it zooms back to Octavio.

Like the Ink Bomb, this thing has a bit of a backfire to it, however, this time it's even more painful. If the fist is dealt 40% damage, it will instantly turn around, and fly quickly into Octavio's face, dealing 20% damage to himself and leaving him stunned for a second. The fist can be cancelled, however, but only after it's traveled 3 SBBs in total.


Up Smash - Ink Off
Octavio creates a ring of light around his mech by scratching at his turn table, and then launches his mech into the air, forming a large aerial hitbox. The ring of light around the mech causes all ink within 3 SBBs of distance to be sucked up into the mech, this includes orange ink as well. What this basically functions as is a secondary charge for the attack. Normally the launch can only cause 15% to 18% damage from the charge, but with 6 SBBs worth of ink, that can boost the damage to 30% and 38%, which is caused by an additional blast of ink, which also increases the range and knockback of the move as well. This, of course, completely removes all of the ink from where it originally was, but the move's power makes it somewhat worth it.


Down Smash - Amptopus
Octavio starts scratching at his turn table, causing the amps on his mech suit to pulsate, before creating a large sound wave, symbolized by a circle of cartoonish lightning bolts, which stretches forward about 1.5 SBB and surrounds Octavio, giving it a very large hitbox. On its own, the sound wave can cause 16% to 22% damage, depending on the charge, and also causes some serious knockback to any opponents caught in it. That's not all of course, because the sound wave is actually so powerful that it causes any nearby ink puddles to turn into waves of ink, which behave like the Octobomber's ink walls, except that these ink waves vary in size depending on how much ink there is near Octavio when he uses the attack, resulting in small waves when only a small puddle is nearby, or incredibly large waves when near large puddles. These also do completely remove ink puddles from the ground.


Aerials

Neutral Aerial - Feel the Beat
While in the air, Octavio scratches at his turn table, causing a large sound wave around the mech, which is visually similar to the DSmash, and in fact, covers the exact same range as the DSmash, as well. Despite this, the move has several different properties, for one, it's much faster than a regular Smash, lasting a brief moment, like most NAir attacks. Second, it actually gives Octavio a slight boost to his jump, letting him hover in the air for a moment before falling back to the ground. This allows Octavio to get a bit of extra air time if needed. Lastly, the attack does a much less powerful 14% damage, with fairly decent knockback to it, which is certainly made up for by it's speed and general range.


Forward Aerial - Ink Shot
In a rather quick and slightly nondescript motion, Octavio's mech produces a (relatively) small ball of purple ink that flies downward in a downward arch. The ink ball is fairly large compared to most Smash characters, about half as tall as Mario, but when compared to Octavio, it is ridiuclously small, and only creates a puddle that's half as big as a SBB. However, it is incredibly fast, and Octavio is capable of firing 3 at a time, and with them doing a decent 10% damage with each hit, it makes it a fairly useful move. If the balls hit an opponent in the air, it will cause them to fall into prone for a moment, with them being able to escape it after about .20 seconds of stun.


Up Aerial - Catfish Chaos
In a fairly quick motion, the bottom of Octavio's mech opens up, causing a large catfish to pop out of the bottom. This is the King Zapfish who is important in the game, but not much here, as Octavio causes the mech to spin around, swinging the zapfish upwards, in a replecation of the standard kickflip, but with more sea food. This takes on fairly different qualities compared to a normal kickflip, due to Octavio's size, and the zapfish himself, who stretches about 2.5 SBBs at the very start of the attack, which slightly shortens when the attack's hitbox actually starts up. It's also fairly powerful as well, dealing 15% damage with decent knockback, and even causing brief stun due to the zapfish's electric nature. Unfortunately, this move is fairly slow to start, with very bad start up lag, and slightly less bad ending lag.


Back Aerial - Ink Blast
Octavio quickly spins his mech around until its front is facing backwards, where the speakers on it quickly shoot out a short ranged blast of ink. "Short" is, again, relative, due to Octavio's general size, but the blast itself is around as tall as Mario, and goes forward about 2.5 SBBs before the hitbox disappears. The attack behaves a lot like a shotgun, as the ink's hitbox starts off very strong when it is first fired out, and gets less powerful as it travels. Of course, this being an aerial, this takes almost no time to actually perform, taking maybe .40 seconds to fully complete. When close up, the attack causes major knockback and causes 20% damage, with the farthest damage being around 14% damage with slightly decent knockback. Like other ink based attacks, it will cover the ground in ink. The ink, however, falls gradually, and covers the exact same range as the attack itself.


Down Aerial - Slamopus
Octavio causes the mech to spin clockwise, before it slams downward at incredible speeds. This acts as your standard ground pound type attack, except wth a gigantic mech performing it. The ground pound itself is, of course, fast and powerful, doubling as a Meteor Smash for more power. The slam does 18% damage on direct contact, and if the absolute bottom of Octavio's mech hits an opponent on dry ground, it will pitfall them very briefly. This move can interact with ink as well, as slamming into an area with ink will cause all the ink on either sides to become short waves of ink, which travel across the ground until they eventually go off the stage and fall off screen. These short shockwaves are as tall as Kirby and can launch opponents a bit, causing 5% damage. They travel at a rather slow speed however, so jumping over them isn't much of a problem. Also of note is that, if the waves of ink go across dry ground, they will cover it with ink as well.


Grab Game

Grab & Pummel
Octavio has a really good Grab, due to how large his mech'shands are, which is what he uses to grab. It consists of mostly what you would expect, the mech's large hand opening and then closing, which, again, due to its size, is a lot more dangerous than you would really expect it to be. The actually grab is fairly slow by itself, way slower than even some of the slower grabs. Once an opponent is grabbed, the top half of them will actually stick out of the top of the fist, as it grabs them around their waist. The pummel itself is fairly simple too, as the mech just squeezes the trapped opponent for 4% damage.


Forward Throw - Octo-Chuck
Due to Octavio's mech not really having any elbows, it has a much more unique way of doing a standard throw. First, it starts spinning around at rather fast speeds, and then lets go of the grabbed opponent, launching them off. It's a fairly simple grab, only causing around 8% damage to the opponent, but it can get the job done due to its decent knockback.


Up Throw - Octo Launcher
The fists on Octavio's mech shoots off in an animation similar to the UTilt, swerving upwards a bit as soon as it launches off, and also releasing the grabbed opponent with enough force to launch him over the mech. This acts as the throw, and the opponent will be locked into prone for a moment, not long enough for the mech to combo them, unless they wait around too long. The throw is decently powerful doing, 10% damage with good upwards knockback, of course.


Back Throw - Ink Faced
Octavio's mech spins around with the opponent in hand, causing it to face backwards. As soon as it finishes, the mech shoots a stream of ink slightly upwards, directly into the opponent's face. The stream has enough force that it launches the opponent off, causing 11% damage, and also creating a puddle of ink that is around 3 SBBs long


Down Throw - Crushapus
Octavio lets go of the opponent, dropping them to the ground in a stunned state, before leaping up into the air and slamming down onto them with his mecha. This is his most powerful throw, causing 15% damage, but it does absolutely no knockback, simply leaving the opponent in prone for a minute after the attack has finished. As an added effect, it also causes two waves to come out of any ink puddles he lands on, which behaves exactly like the Slamopus' waves.


Final Smash - Drop the Bass
Octavio has the Smash Ball! Using it, he turns his entire mech towards the screen, and starts dropping some phat beets on his turn table. Suddenly, the entire stage turns dark, and becomes engulfed in flashing lights, spotlights, techno music, and other rave stuff. During this time, ink constantly shoots out of the mech, acting as large projectiles that cause 10% damage on contact, and leave a puddle of ink that is 1 SBB wide. Octavio shoots a lot of ink, however, enough to even fill up the entirety of Battlefield in one run of it. It only lasts a few seconds, but the ink balls come out at lightning fast speeds.
 

Tocaraca2

Smash Ace
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I looked back at Alica Vassin just now and the biggest problem is still that your details about the timing of moves are so overly specific that it actually causes flaws in the character that wouldn't otherwise be there. If you're going to try for frame data, educate yourself first.
Oops, I had no idea that I made Jab come out of frame 12. I need to make the whole move faster and more versatile. Thanks for the information on the frame data, I really need to put some time into fixing that.
And the Fire Ammo mechanic is not there for her to lose a projectile war, it's there to almost completely define her playstyle. The fire moves are primarily the ones that either KO or deal huge damage. Her non-fire moves are not supposed to be good for anything except for racking up damage without putting yourself in a bad position; however they are not intended to be able to rack up huge amounts of damage or be extremely spammable. I must go over balancing.
And I had no idea that shields had 50 HP, what I would mean by 50% shield damage is half of the shield worn down. I would consider 100% shield damage to be the whole shield broken. And let me just say that I had no idea that shields get worn down by actual percent damage, feel free to call me dumb. I must make edits.
I'd better nerf Side Tilt.
Also, the particles in Ash Disperse fall straight down at 3.8 MPS... why would you expect then to float down slowly? Ash isn't that light. But thanks for reminding me to make the ash disappear after a certain amount of time; I'd say 4 seconds.
And your idea of the non-fire moves increasing Fire Power is great, I will use that. Thanks for the idea :D
And also, a 1/3 charged Side Smash is not a kill move. The move's knockback is unique; after being charged over 50%, the knockback output scaling suddenly shoots up. For example, a 38% charged F-Smash isn't much less powerful than a 50% charged F-Smash, however a 67% charged F-Smash is much more powerful than a 55% charged F-Smash. I ought to add that into the set, and give the move some considerable end lag too. I should also make her fire moves consume more of her Fire Power.
Thank you loads for the feedback.
 

JamietheAuraUser

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Oops, I had no idea that I made Jab come out of frame 12. I need to make the whole move faster and more versatile. Thanks for the information on the frame data, I really need to put some time into fixing that.
And the Fire Ammo mechanic is not there for her to lose a projectile war, it's there to almost completely define her playstyle. The fire moves are primarily the ones that either KO or deal huge damage. Her non-fire moves are not supposed to be good for anything except for racking up damage without putting yourself in a bad position; however they are not intended to be able to rack up huge amounts of damage or be extremely spammable. I must go over balancing.
And I had no idea that shields had 50 HP, what I would mean by 50% shield damage is half of the shield worn down. I would consider 100% shield damage to be the whole shield broken. And let me just say that I had no idea that shields get worn down by actual percent damage, feel free to call me dumb. I must make edits.
I'd better nerf Side Tilt.
Also, the particles in Ash Disperse fall straight down at 3.8 MPS... why would you expect then to float down slowly? Ash isn't that light. But thanks for reminding me to make the ash disappear after a certain amount of time; I'd say 4 seconds.
And your idea of the non-fire moves increasing Fire Power is great, I will use that. Thanks for the idea :D
And also, a 1/3 charged Side Smash is not a kill move. The move's knockback is unique; after being charged over 50%, the knockback output scaling suddenly shoots up. For example, a 38% charged F-Smash isn't much less powerful than a 50% charged F-Smash, however a 67% charged F-Smash is much more powerful than a 55% charged F-Smash. I ought to add that into the set, and give the move some considerable end lag too. I should also make her fire moves consume more of her Fire Power.
Thank you loads for the feedback.
I'm not sure her FTilt being spam means it needs to be nerfed necessarily. Many characters have one particular normal, often one of their tilts, that sees more use in the neutral game compared to the rest of their kit (for example, Little Mac's FTilt is often used to poke with from the very edge of its reach). Just be aware that, as it is now, in the neutral game it is almost certainly her absolute best move and while other moves will be mixed in to avoid being too predictable, FTilt will see a lot of use. The biggest problem with it is probably just that it does what a jab is supposed to do far more efficiently than her jab does.

One idea I had for her Fireball Rapids is to make them actually rapid. Very rapid, as a matter of fact. Somewhere in the range of 2%-3% per fireball with each fireball having around 4.5 SBB of range and covering that distance at a speed similar to Samus's full-power Charge Shot, and very little time between fireballs (think almost as fast as Fox's blaster spam, and definitely fast enough that the second fireball will come out before the first one hits the target if her target is near max range), though with extra endlag on the last fireball as she returns to a neutral position (again in a similar vein to Fox's blaster). Fireballs would do additional damage to a shield, enough to more than double their damage to a shield compared to the damage they do to a character. Ideally, her full fire reserve's worth of fireballs would be just enough to break a shield, assuming her Fireball Rapid was fresh (as in, had not been used any time in the past 10 moves and thus was not present anywhere in her Stale Moves queue) when she started the barrage.

Speaking of non-fire moves increasing fire power, I later had an idea of how to expand on that: the amount of fire power restored is slightly increased if her attack strikes a shield. Basically a small incentive for Alica to play somewhat aggressive on a defensive foe instead of waiting out their defence, even though direct attacking is riskier.

As for why I'd expect Ash Disperse to fall slower, in most video games ash tends to sort of "glide" down in a similar way to how particularly large snow particles do in real life. If you've ever played Pokémon Ruby, Sapphire, or Emerald or their remakes, Route 113 is a great example of this with its constant ash fall.
 

Tocaraca2

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I'm not sure her FTilt being spam means it needs to be nerfed necessarily. Many characters have one particular normal, often one of their tilts, that sees more use in the neutral game compared to the rest of their kit (for example, Little Mac's FTilt is often used to poke with from the very edge of its reach). Just be aware that, as it is now, in the neutral game it is almost certainly her absolute best move and while other moves will be mixed in to avoid being too predictable, FTilt will see a lot of use. The biggest problem with it is probably just that it does what a jab is supposed to do far more efficiently than her jab does.

One idea I had for her Fireball Rapids is to make them actually rapid. Very rapid, as a matter of fact. Somewhere in the range of 2%-3% per fireball with each fireball having around 4.5 SBB of range and covering that distance at a speed similar to Samus's full-power Charge Shot, and very little time between fireballs (think almost as fast as Fox's blaster spam, and definitely fast enough that the second fireball will come out before the first one hits the target if her target is near max range), though with extra endlag on the last fireball as she returns to a neutral position (again in a similar vein to Fox's blaster). Fireballs would do additional damage to a shield, enough to more than double their damage to a shield compared to the damage they do to a character. Ideally, her full fire reserve's worth of fireballs would be just enough to break a shield, assuming her Fireball Rapid was fresh (as in, had not been used any time in the past 10 moves and thus was not present anywhere in her Stale Moves queue) when she started the barrage.

Speaking of non-fire moves increasing fire power, I later had an idea of how to expand on that: the amount of fire power restored is slightly increased if her attack strikes a shield. Basically a small incentive for Alica to play somewhat aggressive on a defensive foe instead of waiting out their defence, even though direct attacking is riskier.

As for why I'd expect Ash Disperse to fall slower, in most video games ash tends to sort of "glide" down in a similar way to how particularly large snow particles do in real life. If you've ever played Pokémon Ruby, Sapphire, or Emerald or their remakes, Route 113 is a great example of this with its constant ash fall.
I was thinking about the same speed as Falco's lazers. Also, I'm not limiting their range like Smash Bros. always does with projectiles. I'm quite strongly against that.
And the problem with your suggestion 'the amount of fire power restored is slightly increased if her attack strikes a shield' is that fire moves are the only ones that are supposed damage shields; this means that fire moves are harder to avoid.
 

JamietheAuraUser

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I was thinking about the same speed as Falco's lazers. Also, I'm not limiting their range like Smash Bros. always does with projectiles. I'm quite strongly against that.
And the problem with your suggestion 'the amount of fire power restored is slightly increased if her attack strikes a shield' is that fire moves are the only ones that are supposed damage shields; this means that fire moves are harder to avoid.
So wait, you're saying her standard claw attacks do absolutely no damage whatsoever to a shield? Not only is that inaccurate to the base mechanics of Smash in 95% of circumstances (only move I can think of that doesn't do any damage to a shield that can actually be shielded is the Mii Swordfighter's Chakram), it would also be kind of… well, terrible. If her non-fire moves don't deal any damage to a shield and she regains fire based on the amount of damage dealt, then simply shielding almost completely prevents her from regaining fire. Granted, grabs are still a thing, so she would still have the option of dealing with shields the way most lightweights do (grab the foe and combo out of down throw).

My idea was assuming that her non-fire moves do normal damage to a shield. Increased fire regen from striking a shield with a non-fire move wouldn't actually increase the damage the move does to the shield, she'd just regain a bit more of her fire.
 
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Tocaraca2

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So wait, you're saying her standard claw attacks would do absolutely no damage whatsoever to a shield? Not only is that inaccurate to the base mechanics of Smash in 90% of circumstances, it would also be kind of… well, terrible. If her non-fire moves don't deal any damage to a shield and she regains fire based on the amount of damage dealt, then simply shielding almost completely prevents her from regaining fire. Granted, grabs are still a thing, so she would still have the option of dealing with shields the way most lightweights do (grab the foe and combo out of down throw).

My idea was assuming that her non-fire moves would do normal damage to a shield. Increased fire regen from striking a shield with a non-fire move wouldn't actually increase the damage the move does to the shield, she'd just regain a bit more of her fire.
Sorry, that's not what I meant. I meant the fire moves are the only ones that are supposed to deal extra damage to shields, making them very safe on shield and punishing others shielding.
 

Munomario777

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Increased shield damage doesn't make a move safe on shield. A safe-on-shield move means that if it's blocked, it's hard to punish. So a move with low ending lag, or one that sends the user away from the opponent, or even most projectiles are safe on shield. A move with heavy shield damage but high endlag is still unsafe on shield if you don't outright break it.
 

JamietheAuraUser

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Increased shield damage doesn't make a move safe on shield. A safe-on-shield move means that if it's blocked, it's hard to punish. So a move with low ending lag, or one that sends the user away from the opponent, or even most projectiles are safe on shield. A move with heavy shield damage but high endlag is still unsafe on shield if you don't outright break it.
That's largely true, but the amount of shield damage taken affects the amount of shield-push and shield-stun a foe receives when shielding the attack. Attacks that deal particularly massive amounts of shield damage can be safer on shield as a result.

Edit: For an example of a high-endlag attack that's still ridiculously safe on shield due to causing high shield push, see Roy's FSmash. It's honestly a bit silly. Another reason that move is safer: the sourspot has a hitlag multiplier of less than 1x. A low hitlag multiplier is a great way to make melee attacks safer on shield in general, actually, since it doesn't much affect their performance when hitting an opponent.

Edit 2: Tocaraca2 Tocaraca2 : You could make Fireball Rapids have limited range by having them appear to "burst" on contact with an opponent, or when they reach the end of their range. That way, they don't simply vanish into nothingness in a way that can look rather tacky as many Smash 4 projectiles do (though not as tacky as it does when they actually go poof in a puff of smoke).
 
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Kirby Dragons

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As for realism, I'm personally of the opinion that Smash's approach to realism is a bit inconsistent and not always something to be followed but the fact remains some amount of non-realistic stuff, often more than the source material had, is basically required for you to port the character to Smash. You can, like realism though, take non-realism too far, flattening someone into a cartoonish pancake for example is pretty bizarre visually in Smash and shouldn't be something you can do to all the characters in it, especially when the effect is usually awful for gameplay. For a more recent example, there is Kirbydragon's Franky, which I haven't commented and I'm sorry about that because I'm about to criticize your set without much context, but its utterly nonsensical to use hair as an attack on a character who, while he has changing hair, doesn't use it as a means of fighting in series and entirely as a visual gag, so turning it into a full on attack is poorly thought out.
This is understandable. I saw hairstyle attacks as creative and innovative, though that wouldn't change the fact that it's overall a stupid idea to include.
 

JamietheAuraUser

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This is understandable. I saw hairstyle attacks as creative and innovative, though that wouldn't change the fact that it's overall a stupid idea to include.
Say, maybe you could give Franky an aim-able special move that uses his hair as a visual indicator of where he's going to aim? I know nothing about the character so it's just an idea.
 

Tocaraca2

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Made some edits to Alica Vassin. Side Smash is no longer broken (I realised I hadn't said how much end lag it had, I have now added some; quite a lot in fact). Fireball Rapids is now more rapid. Jab is better.
I added my own little touch to the 'non-fire moves restoring Fire Power' mechanic.
Read it.
 

JamietheAuraUser

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Made some edits to Alica Vassin. Side Smash is no longer broken (I realised I hadn't said how much end lag it had, I have now added some; quite a lot in fact). Fireball Rapids is now more rapid. Jab is better.
I added my own little touch to the 'non-fire moves restoring Fire Power' mechanic.
Read it.
Missed changing the timer for Up Taunt in the actual taunt description. It still says 18 seconds there.
Missed fixing the shield damage on Ash Disperse, it still says 6% instead of 3.
 

JamietheAuraUser

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Oops, thanks for the reminder. Editing it now.
Wait, for Ash Dispersal, you said that when they pile up on the ground, all the individual hits are turned into a single big hit, right? So if Alica sets 4 Ash Dispersals in one place and somehow forces a foe to shield the resulting inferno, and she hasn't hit the foe with Ash Dispersal at all in the past 10 moves, it would cause 48 x 1.05 = 50.4 shield damage, causing a full break. Perhaps she could set the trap and DTilt it from the edge of her reach while the foe is also barely within the inferno's reach? Would the delay between the touch and detonation and/or the "disjoint" on DTilt's sweetspot be enough for Alica to not get hit? (Even if it's not, the self-damage wouldn't be particularly great (8.4%) and breaking a full shield is a serious advantage.)

Speaking of that, what if setting more Ash Dispersal particles on a pile that's already on the ground refreshed the duration of the original pile as well? That way, the duration of the trap wouldn't be expiring as she's increasing its strength. If she wants to put even 3 sets in one trap, the trap only remains at full power for 3.9 seconds. 4 sets makes the full-power trap only last 3.7 seconds, and with 5 sets it only lasts 3.5 seconds before starting to deteriorate. The trap itself becomes progressively more obvious as well, as does Alica setting it, but both of those seem like completely fair disadvantages, but the trap itself really doesn't need to decrease in duration when its duration is already a bit on the low side.
 

Tocaraca2

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Wait, for Ash Dispersal, you said that when they pile up on the ground, all the individual hits are turned into a single big hit, right? So if Alica sets 4 Ash Dispersals in one place and somehow forces a foe to shield the resulting inferno, and she hasn't hit the foe with Ash Dispersal at all in the past 10 moves, it would cause 48 x 1.05 = 50.4 shield damage, causing a full break. Perhaps she could set the trap and DTilt it from the edge of her reach while the foe is also barely within the inferno's reach? Would the delay between the touch and detonation and/or the "disjoint" on DTilt's sweetspot be enough for Alica to not get hit? (Even if it's not, the self-damage wouldn't be particularly great (8.4%) and breaking a full shield is a serious advantage.)

Speaking of that, what if setting more Ash Dispersal particles on a pile that's already on the ground refreshed the duration of the original pile as well? That way, the duration of the trap wouldn't be expiring as she's increasing its strength. If she wants to put even 3 sets in one trap, the trap only remains at full power for 3.9 seconds. 4 sets makes the full-power trap only last 3.7 seconds, and with 5 sets it only lasts 3.5 seconds before starting to deteriorate. The trap itself becomes progressively more obvious as well, as does Alica setting it, but both of those seem like completely fair disadvantages, but the trap itself really doesn't need to decrease in duration when its duration is already a bit on the low side.
No, the knockback doesn't turn into a single hit, but it has an effect where the knockback from the hits stack up. A full Ash Disperse will deal 20 hits to the opponent, and 1% damage per hit, and then after the hitlag from the last hit ends, the foe will go flying. Not enough to kill them until very high percents though.
EDIT: I have also fixed the problems in the set that you mentioned.
 
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JamietheAuraUser

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No, the knockback doesn't turn into a single hit, but it has an effect where the knockback from the hits stack up. A full Ash Disperse will deal 20 hits to the opponent, and 1% damage per hit, and then after the hitlag from the last hit ends, the foe will go flying. Not enough to kill them until very high percents though.
EDIT: I have also fixed the problems in the set that you mentioned.
So 4 sets of Ash Disperse as a trap isn't an instant shield break if fresh. Oh well.
 

Tocaraca2

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While I know that double posting is an infractable offense, I must post a new comment for this to be seen otherwise nobody will be notified of a new reply to this topic. Also, the last post was 2 days ago. I think we can make an exception here.

Does anybody know what the knockback scale between a non-charged Smash Attack and a fully-charged Smash Attack is? Is it x1.4 like with damage output, or is it something else? Or is it different for each character? Because it would help for me to be able to know when a medium-charged Side Smash from Alica Vassin would KO.
 

Kirby Dragons

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While I know that double posting is an infractable offense, I must post a new comment for this to be seen otherwise nobody will be notified of a new reply to this topic. Also, the last post was 2 days ago. I think we can make an exception here.
Only spammy double posting, I've seen plenty of double posting without any problems.
 

Tocaraca2

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According to SmashWiki, it has a knockback scaling value of 103. I don't think that that is referring to charge, though. I'd recommend just testing this in-game.
I could make a YouTube video of that and get millions of views for it.
Probably not. My YouTube channel is unpopular.
Alos, the knockback scaling value of 103 doesn't mean anything to me. It's definitely not 103% or x103. LOL.

EDIT: https://www.youtube.com/watch?v=zSgXMZhLEEs
This patch makes Alica Vassin's fire moves safe on shield. YAY
 
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JamietheAuraUser

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While I know that double posting is an infractable offense, I must post a new comment for this to be seen otherwise nobody will be notified of a new reply to this topic. Also, the last post was 2 days ago. I think we can make an exception here.

Does anybody know what the knockback scale between a non-charged Smash Attack and a fully-charged Smash Attack is? Is it x1.4 like with damage output, or is it something else? Or is it different for each character? Because it would help for me to be able to know when a medium-charged Side Smash from Alica Vassin would KO.
Knockback actually doesn't scale directly with charge. What happens is that damage dealt, as well as the foe's damage percentage post-hit, are a significant factor in the knockback formula. By charging the Smash Attack, you increase both of these. Because of where damage dealt is located in the formula, Smash Attacks with higher knockback growth gain more knockback from charging than Smash Attacks with lower knockback growth do.
 
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Tocaraca2

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Knockback actually doesn't scale directly with charge. What happens is that damage dealt, as well as the foe's damage percentage post-hit, are a significant factor in the knockback formula. By charging the Smash Attack, you increase both of these. Because of where damage dealt is located in the formula, Smash Attacks with higher knockback growth gain more knockback from charging than Smash Attacks with lower knockback growth do.
Oh, so a standard Smash Attack with low damage output will also have low knockback?
 

Smady

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OH!

Excuse YOU!


Ah ha ha ha! It was just a little cologne. These other movesets had a stinky look about them.





Florent L’Belle is a character who appears in Phoenix Wright: Dual Destinies during the second case called The Monstrous Turnabout. If you consider how the first case is partially a tutorial and lacks any exploration, the second case is the first full case. A flamboyant character, he owns his own brand of beautifying products called Je suis L’Belle, roughly translated as “I Am Beautiful.” He gets wrapped up in this case because he is the aide to Mayor Tenma, who is a prime suspect, but he doesn’t appear until the last day of the investigation. This is due to his extreme busyness, as he’s always answering the mobile phones located on his shoulder pads from multiple other similar jobs he works. He’s got no time for messing around with non-beautiful lawyer types; it’s time to beautify this Make Your Move!

Size: Marth
Weight: Link
Ground Speed: Peach
Air Control: Zelda
Fall Speed: Zero Suit Samus

L’Belle’s an extraordinary person that has ordinary stats. He doesn’t specialize in anything, although he does have good jumps, an above average first jump and elegant spinning leap for his second jump that gives him a recovery nearly as good as that unrefined blue Metroid. That aside, L’Belle’stats resemble that of a regular human character with idiosyncratic animations that give across just how sophisticated he is and at no small cost, as he isn't he fastest or most intuitive character. I suppose such stats would be difficult to appreciate for a peasant.


Neutral Special: Beau Divine


L’Belle takes out his flower-shaped perfume bottle and sprays it forward in a mist of yellow. The cologne spreads out after being sprayed into the air, leaving a cloud of perfume lingering for 10 seconds. This forms a square-ish shape around as big as Bowser, but is semi-transparent and has no physical effect on the match. What it does do is damage the foe, but only passively at 1% damage a second and deals no knockback. It’s only perfume, but L’Belle has caused stratospheric damage with his sprays! This attack is a quick motion and one L’Belle will be using throughout the match. This can be repeated by pressing or holding the input. If the foe shields, they do avoid taking any of the damage.

Shields do more than just avoid the damage, shielding will push the perfume away and the longer the shield is held the further the perfume is pushed away. If a shield has less health and therefore is smaller, it will take a longer time to push away the perfume. In either case this gives the foe a way to completely air out the stage on their own. L'Belle himself can use his shield to move the perfume around too, perhaps using this as a way to approach the foe without losing any of his set up perfume, or simply to re-arrange it. Unique to L'Belle, if he power shields he can slightly influence the perfume in the opposite direction of his shield, for example pushing it down if he power shields up, or further away if he power shields in its direction.

This move at first glance seems weak, but its strength is in zoning out your opponent, as given the option anyone would naturally choose to attack without taking constant damage, even if it’s just 1% a second. It’s not going to do a lot of damage all at once, but over time L’Belle’s strong perfume will get to the foe and create a large damage deficit that can add up to a thoroughly weakened opponent. As a side note, this move used in mid-air will instead create a rectangular shape that is longer or wider depending on if L’Belle travelled up/down or left/right, allowing him to create a slightly different hitbox. The move can also be angled up or down to make a low, more rectangular hitbox that hugs the floor, or a more aerial cloud of perfume.

Down Special: Couleur Me L'Belle!


L’Belle swiftly uses both hands to wipe over his hair, creating the sound of gel being applied (it’s squishy and kind of gross). This process takes longer than his neutral special, at around 0.6 seconds. The result is a new head of hair, courtesy of L’Belle’s own creation, which can be roughly translated as “Colour Me L’Belle!” This physically changes L’Belle’s own hair colour from default blond, to blue, purple, green and finally wraps back around to blond. In teams, L’Belle will only start the match using his team’s colour but can change his hair, he doesn’t care about the rules! (And his clothing is team coloured.)

L’Belle feels refreshed by his new look, giving him a 3.5% heal when he uses the move. However, this cannot be spammed as this effect does not work if the move has been already used in the last ten seconds, making for a very weak heal. So what gives? The secret effect of this move is that L’Belle accessorizes to his new hair colour, changing his neutral special… its colour anyway. To correspond with his hair, his spray will be yellow, blue, purple or green. This matters as a new colour spray will stack with others, meaning that two perfume colours damage for 2% damage a second if an opponent stands within both affected areas, for up to 4% damage a second. If you consider lag, the more damage an area can do, the less time it can exist before the first perfume goes away, meaning you have to consider when to change colours.

This move not only allows for more powerful areas of damage, 4% damage a second not being weak at all, but allows for easier micromanagement. If you know that one area’s colour was the first you used, it’s easy to note that you need to refresh it, or simply work around that. To L’Belle this kind of micromanagement is nothing new, but is almost forced upon him in this set as despite how weak it is, 3.5% every ten seconds is still worth going for, even if this move is laggier than neutral special.

An important side effect of the move is refreshing L’Belle’s shield, but only as often as his healing, so once every ten seconds. When he does this, it also changes the colour of his shield to his new hair colour. A new shield every ten seconds isn’t actually that powerful if timed badly, but mostly acts as a way to force the foe to follow up on any shield pressure they’ve been building up to stop him activating this move. This works well into his perfume game as this allows him to refresh after wearing it out when moving around his own perfume rather than staying at a low shield health.

Up Special: Rose Thorn


Through unknown means, L’Belle has managed to procure the murder weapon! It’s an antique spear used by the alderman, the murder victim in The Monstrous Turnabout. Wasting no time with a suspicious item in hand, L’Belle, not being experienced using a spear, attempts to scoop the foe off their feet with the spear. This uppercut-like move deals 7% damage and pulls the foe up and toward L’Belle, over his head. This is weak, set knockback, always pulling the foe directly above L’Belle, the spear having just less than 1.2x the reach and lag of Marth’s neutral special, the shield breaker. If the input is pressed again, L’Belle will point the spear upwards and perform a drilling motion that deals five hits of 3% damage, ending with the foe being sent with strong vertical knockback. If the foe is hit by an earlier part of the move, they will always stay in it until the end due to hitstun and delayed knockback. The more hits they took, the more knockback they will take at the end, the move can KO from 160-135%. The first part of the move doesn’t always combo into the second part, depending on the foe’s current percentage and stats. If L’Belle hits a shielding foe, they will take barely any knockback, but almost one third of their shield health is lost.

If a foe is hit by passive damage such as from L’Belle’s own lingering perfume during the fairly long move duration, the strength of knockback climbs that much higher. If a foe is hit by the original part of the move and the other second part, the move goes on for a couple of seconds, which can be prolonged slightly by delaying the second input press. This is risky though, as the foe can DI out of the move, especially at a higher percentage, but typically is about as hard to miss as a tech. The second part can be skipped to quickly by holding the input, foregoing the first attack to immediately go into the drill, which is not as laggy as going through the full move.

In the air the move is changed to accommodate a recovery. L’Belle drills the air above him with 3 hits of 4%. This isn’t a strong KO move like the ground version but can KO reliably high in the air, without much risk to L’Belle due its great reach, slightly shorter than the ground version. The move boosts L’Belle upward by a sandbag in height, on top of any horizontal momentum he may have had. This can only be used once per air trip but doesn’t leave L’Belle in helpless like his side special, meaning he can use this move into his side special. The move can be cancelled into any other move after the first hit, an obvious combo being into the side special to get the best distance. Along with his jumps, this gives him a halfway decent recovery, but one that is easily gimped.

Side Special: Bonjour

L’Belle takes out the alderman’s spear again and curiously looks it over before darting forward, elegantly sliding across the stage with one hand grasping at the air, as the other holds the spear. If he successfully hits the foe, he grabs them and impales them with the spear. This deals 10% and low knockback, as well as flinching knockback for one second after the move landed. L'Belle admires his work for one second too, ending frame neutral with the foe being sent away at the Sakurai angle, so at low percentages this can be turned into a tech chase. The spear will stay impaled in the foe for the next five seconds before falling out; out until the foe deals 3 hits to it in the same way they would to a Pikmin. Uniquely, L’Belle can also hit the spear out of the foe using non-disjointed physical moves (no moves involving perfume), but every time he does it, the foe takes half of the used move’s own damage and knockback. The spear sticks out just a little in front of the foe, only adding slightly to their hurtbox, but essentially any attack hitting their front will do the trick.

The way the spear sticks out is particularly garish, but its effect is even uglier. If the opponent uses their shield while impaled, they will take constant shield damage, depleting its health by double the normal speed. Once the foe successfully knocks off the spear or it falls out naturally, it dissipates and takes a further five seconds to return to L’Belle. When it does, L’Belle shoulder phones ring loudly, and any moves involving them are buffed by 1%. Until the spear is retrieved, however, any moves involving them are changed.


Without the spear, L’Belle grabs the foe and shoves them downwards for 4% then quickly knees the foe into the air for 9% damage. The knockback is comparable to an up tilt, unlikely to KO until very high percentages. The end of the move has some end lag as L'Belle applies his own hand gel to remove any of the foe's lingering odours, lasting 0.3 seconds. This move is named after the perfume L'Belle uses to make a first impression, and as this move suggests, it's not one you'll soon forget. If L'Belle whiffs the move in midair he goes into an undignified helpless animation until he lands on ground or is KO'd off stage.

This is a significant move to use in areas L'Belle has beautified, or to move opponents into said areas. As a command grab, the move can go through a foe's shield they may be using to dodge his lingering perfume. In mid-air, the move is slightly changed as instead of kicking the opponent down, L'Belle kicks the foe forward and down in a spike for 12% in damage, also refreshing his jumps. The knockback on this is fairly weak, but can be enough to gimp, forcing foes off-stage to attack for survival. From a short hop, the move can lead into aerial follow-ups as the foe bounces off the stage back into the air.

If L’Belle manages to grab foe impaled with his spear, he will forcibly remove it, dealing another 10% damage and high knockback, this can KO at as low as 150%, being a strong KO move. This immediately gives L’Belle back his spear, giving the foe good reason to fight L’Belle directly even through his gas, to avoid the KO move and L’Belle getting back some of his moves with the best reach. However, L’Belle has plenty of reason to want to impale the spear regardless of some nerfed moves, due to the massive shield damage and KO follow-up on the side special.

Up Special Without Spear: Skyrocketing Profits

L’Belle enthusiastically leaps upwards, slapping away at the air as he does, dealing 6% damage and weak knockback. This has less reach and is a worse recovery in every way than the one you have with a spear, as well as lacking any of the ground options. On the positive, it is fairly lagless and still can be used before side special in the air to have a decent recovery overall. If this move was to have any comparison, it’s essentially Luigi’s up special without the powerful tiny sweetspot, only with slightly more knockback, making it only KO at a ridiculously high and unviable percentage. This is the core lost move when impaling a foe with one in side special.


Neutral Attack: Balance the Books


L’Belle takes out his book and smacks the foe with it for 3%, then quickly again for a further 3% damage, before smacking it down for a final 4% damage that deals medium knockback! This can KO at around 240%, not a realistic KO option. To land all the hits is slow but for a melee hitbox, actually provides surprisingly decent coverage for minimal start lag, as you’d expect out of a jab. The end lag is also fairly low. The first two hits deal a very small amount of knockback, enough to potentially hit a foe out of range, but this isn’t all that bad as at times it can be helpful to stall for a moment considering L’Belle’s overall playstyle. A relatively safe move to throw out in that sense, but the range is easily beaten by projectiles or long weapons. On shields, this move deals 1.5x the shield knockback, an important counter to foes trying to edge in close while avoiding the poison damage. This requires some skill to get around, or the foe to choose between going all out defensive or offensive.

Dash Attack: On Call

L’Belle shoulder barges forward, using his puffy shoulder pads to deal some real damage for once! The force of the move flips open the phone on his shoulder, and if left unattended L’Belle will talk and take out his book to make notes, which can be cancelled out of as if a taunt. The shoulder charge deals 11% damage and can KO as low as 150%, one of L’Belle’s strongest melee attacks period. The move is unsurprisingly laggy at the end, comparable to other shoulder charge dash attacks, but with one caveat. The phone opening at the end acts as a weak hitbox, similar to Luigi’s down taunt, but does deal a single frame of flinching and 1% damage if it lands. This can provide a cover if the move whiffs and not leave L’Belle as open as he would be, or simply humiliate him further if the foe dodges and counter attacks. This move is like the jab in that it deals considerable shield damage, but at the cost of greater lag (discounting the idle taunt). In that sense, it’s more of a desperation move to get out of danger, whereas the taunt can easily lead into moves with decent range, like up special.

Forward Tilt: Stratospheric Damage

L’Belle again takes out his flower-shaped perfume bottle and sprays it forward, holding his hand over his mouth in disgust at what he’s spraying toward. This has enough end lag to be punishable. The perfume comes out much faster than in the neutral special, resulting in 10% damage to foes, but with little knockback, enough to KO at 300%. The range of this move is a cone-shaped hitbox that is basically a compact projectile, travelling from L’Belle’s perfume bottle straight forward as far as Flame Breath, and increasing in size until it reaches the apex. The maximum size is similar to a smash ball, with any foe caught in this range hit by the move. The move is fast enough, however, that the move more-or-less works as a normal tilt. As long as the foe is hit by the move, which is fairly fast, they are kept in flinching until the end of the move, where they are dealt the knockback. They are also carried along with the spray of perfume until the end, in the least pushing away the foe. The nature of the move does means foes can, with great difficulty, dodge around it if they’re positioned correctly and take advantage of the slight end lag. This move has no effect on shields.

The move seems very weak at first but has an interaction that can potentially make it devastating to opponents. Inside of lingering perfume created by L’Belle’s neutral special, this move’s power and damage is buffed considerably, respective to how much there is of the lingering perfume. The move’s damage is buffed by 1.5-3% damage for one colour of perfume, depending on its strength or how long it has left before it expires. A perfume’s “strength” in this sense will only start ticking down after 5 seconds of being out on the field, giving plenty of time to use it for greatest effect, but that is assuming the foe lets you do it. All in all this can stack up to an extra 12% damage, although considering how it takes “strength” into account it’s more likely to be around 8%. This not only buffs the move’s damage to 10.5-22% damage, but can buff the knockback exponentially to around 150%, 125% if L’Belle is allowed perfect set-up, making it brutally powerful. This has no effect on the lingering perfume itself, as what was used is simply filled in by the surrounding aromas. The range is slightly buffed too, the max size of the end hitbox being 1.1-1.5x as large, with the rest of the move following the same formula.

Down Tilt: Acupuncture

For the second time, L’Belle reveals he has the antique spear of the Alderman! In this move he holds it overhead in one hand and jabs it downward, poking at anyone standing within half a platform. This deals 10% damage and can spike foes if used off stage, easy given its range, but otherwise does medium vertical knockback that can KO from 160%, The move doesn’t have a sweetspot, but naturally can prick foes in their shields given its reach, possibly hitting a foe whose shield has been depleted, giving more incentive for L’Belle to wear them down. This is all partially thanks to the fact that at the end of the spear, it almost perfectly coasts along the ground, making it an extremely low hitbox even by Smash standards, without putting its user at risk. L’Belle does suffer unsavoury end lag at the end of the move, given he finds himself handling such a gaudy weapon, but it does have enough reach to make it remotely safe to use. If used on a shield itself, which is more than possible if it hasn’t been attacked yet, the spear does a third of its maximum health, meaning the next time it’s used it likely can circumvent the shield.

Without a spear, L’Belle instead nonchalantly kicks away at the ground in front of him, not even caring enough to be disgusted. This deals 6% damage and light knockback, but is fairly spammable given its low overall lag. There is one crippling flaw though, that it is extremely easy to shield, but does a good job of goading them out if nothing else. The move does very little shield damage or pushback. A good move to throw out when the spear is almost being phoned back in, to bait a shield out of the foe, then immediately transition into it as the punish.

Up Tilt: Shoo Away the Disgusting Peasant

L’Belle has a disgusted look on his face and uses his book to swipe the air above him, dealing 5% damage and low knockback. This is like the jab, in that it has very low start and end lag, making it easy to throw out. On the down side, it has limited uses due to its low knockback, the one real use being juggling as it pops the foe back into the air, prime for another up tilt, or KO move, or simply to let them dangle in harmful lingering perfume. It’s not too punishable, but doesn’t have great range, instead going for coverage, as it hits over the top of most of L’Belle’s own body. In the case that the foe gets too close to hit with a punishing up special, or approaches from behind, or from a unique angle, this is the go-to move to prevent taking a hit, but mostly just adding on to the foe’s percentage if it does land. The foe is forced to DI away from L’Belle at the end of the move, especially at higher percentages, to not directly combo into his up special. At very low percentages this can combo into itself a few times depending on the opponent’s fall speed and weight, racking up some early damage if the foe plays too overly aggressive in the air. This move does hit foes directly in front of L’Belle, simply popping them into the air like Peach’s up tilt, as if they weren’t his real target.


Forward Smash: Rose Garden

The suspicious alderman spear is taken out again for this move, holding the spear back as if he’s about to throw it. As if the spear is a javelin, L’Belle tosses it through the air! This deals 24-32% damage and around a quarter of an average shield’s full health, dealing strong knockback that can KO at 200-150%. As long as the spear is out, it is like the side special, in that L’Belle can no longer use spear moves. If the spear hits a foe, however, or any solid ground, it immediately dissipates and returns to L’Belle six-and-a-half seconds later, again notified by his shoulder pad mobiles starting to ring. If the move is charged more, it not only gets more powerful, but the spears are thrown faster, as well as in a greater arc. Uncharged, the spear only goes a couple of battlefield platforms forward. At max charge, it will travel three platforms, while staying at a low trajectory to not avoid low standing characters. If the move falls off stage it can act as a great gimping move due to the great power that it keeps even going down to the bottom blast zone. The throw can also be slightly angled up or down, to make it more of a high rising arc or a straight throw to its end location.

Without the spear, this move changes completely. Instead L’Belle squares up his shoulder packed with fabric and charges forward a small distance. This deals 15-21% damage and can KO at 225%, not a strong KO move. Based on charge, the move does move L’Belle slightly further, up to a whole platform. The move deals considerably shield push, unlike the spear version, pushing a shielding foe as far as L’Belle would’ve moved naturally, depending on charge, and stunning the foe for the duration (though this will realistically only last a second at max charge). If L’Belle charges the move to the point that his shoulder phones ring, signalling his spear is back in play, this slightly alters the move. It now deals an extra 1-5% damage and can KO slightly faster, but the main appeal of this is a secret taunt where L’Belle flips open the shoulder phone and comments on the foe’s fashion sense. He will talk about things ranging from Diddy Kong’s bananas to the matching outfits of the Ice Climbers. This acts in the same way as any other taunt and can be cancelled out of immediately if need be, actually resulting in equivalent end lag.

Down Smash: Come Up Smelling Like Roses

L’Belle looks down with disgust, preparing to use his perfume as a makeshift bug spray for the charging animation. When he finally sprays the perfume, it hits the floor and fans out to either side, dealing constant hits of 2% damage for up to 20-28% damage as well as flinching knockback. This has punishable end lag comparable to L’Belle’s forward tilt. The way this scales for charge is more dynamic than a typical smash attack as instead of pure damage, the amount of perfume is what’s affected. Uncharged, the perfume hits the floor and either side of L’Belle but only covers up to his rather beautiful shoes. At full charge, it will come all the way up to his waist. This not only increases the reach and damage of the move, but also keeps the foe in flinching knockback for slightly longer. This is enough to cover L’Belle end lag at uncharged, but becomes just enough to get a small frame advantage over the foe at mid-full charge, forcing the foe into the defensive. Once the foe has taken all damage from the move they are sent either horizontally at lower charge, or vertically at higher charge, dependant on the way the perfume is moving at the end of the move. A foe caught in the move halfway into it may still take horizontal knockback from a fully-charged smash, but will take all the knockback of it. This can KO from 300-225%.

This move works in tandem with lingering perfume in the same way as forward tilt, building up more damage and power the more perfume it goes over. This is made even stronger by the fact it can travel over a much larger area, and both sides can potentially have different powers if they go over different amounts of perfume. For every kind of perfume gone over, a further 0.5% damage is added to the constant poison damage, potentially doubling it overall, and at the end of the move making this is a truly powerful move able to KO as low as 120%. That is only with full charge and all four types of perfumes fully utilized, but it is remotely possible if L’Belle is fighting at perfection. The more likely KO power is likely to be around 150% if 1-3 perfumes are in play and the move is fully charged. The move’s reach is buffed too, as in forward tilt, if several perfumes are combined here. An inherent weakness of the move that makes it difficult is that charge time makes it very difficult to catch lingering perfumes before they dissipate, but it does at least make for a very good pressuring tool inside of lingering perfume.

Up Smash: Blissful Ignorance


L’Belle closes his eyes and places his perfume bottle underneath his jaw, seemingly to spray perfume directly into his face, staying like this for the duration of the charge animation. L’Belle then sprays the perfume in a slightly diagonal direction, reaching a little far behind him, but still hitting overhead for a good reach. The strongly sprayed perfume deals 15-22% damage and can KO at 280-200%. This has some end lag as he puts away the perfume bottle. The perfume reaches as far as the forward tilt, having the same reach as Flame Breath, up to 1.5x as long if the move is charged. It also has the same “projectile lite” physical state where the perfume travels together as many small projectiles, but is nevertheless a functioning up smash. It gathers up perfume and this can add up to a further 10.5-22% damage, as well as buffing the KO power to at maximum, KO at 100%. This is as always assuming best possible set up which is not realistic, especially given this is directly above L’Belle. It’s likely to simply add a bit of damage and lower the percentage by around 50% if there is an overabundance of lingering perfume on the stage.

As with some other up smash, L’Belle can continuously press the standard input to continue spraying his up smash perfume on himself, switching the angle of the move to be from behind to in front again. He can do this up to two more times. Despite the fact they’re in different directions, the foe will generally be hit by these further attacks unless they were barely hit by the original move. These consecutive sprays deal only a further 5% damage when they hit the foe but keep them in the air, rather than dealing the end knockback of the move. This means that at the end of the move the foe is sent away with small knockback comparable to L’Belle’s up tilt, more of a weak juggle and not a KO move until very late percentage-wise (at which point, there are better options). This can be a boon though, especially early on knowing the move won’t KO, to keep the foe from being sent too far away from your perfume, or could even potentially combo into an up special if the foe chooses to DI in a bad direction. In the least, this option keeps the pressure squarely on the foe.


If L’Belle is hit during the charging animation of the move, he will open his eyes in surprise, as if this was a counter, spraying himself in the eyes. L’Belle will stop spraying his perfume and instead throw his arms up in pain, covering his head with his hands. This motion is itself a hitbox however, dealing 15% damage and can KO at 150%, dealing vertical-diagonal knockback away from L’Belle. This doesn’t apply on strong moves like smash attacks, but does for example work on stall-then-falls, allowing L’Belle to tank one hit then counter attack, even if it is highly predictable. In some circumstances L’Belle will want the foe to hit him to initiate the stronger counter attack, if he’s managed to get himself into an area without any perfume to use. Although this is an up smash, this move also hits foes directly in front of L’Belle, unlike the normal up smash. It may not seem that logical but L’Belle would never do something this uncivilized unless he was really forced into it. The “counter” version of the move has even worse end lag than the normal version, leaving L’Belle wide open if he doesn’t manage to hit with the attack.


Grab: At Arm's Length

L'Belle hesitates, then grabs forward with deceptively long range similar to Marth's, in a slow animation for a grab. Once held, the foe is as the move name suggests held away from L'Belle out of disgust, even in a mirror match. This does matter as the foe will suffer from the passive damage of any lingering perfume from the neutral special regardless of if they're being grabbed. This makes the added range useful for grabbing foes and forcing them back into an area they may have been trying to escape. If a foe has been impaled by a spear and is grabbed during its duration, the spear will remain until after they've been thrown or released, allowing for L'Belle to stack up yet more damage. On the other hand, this does also extend the amount of time he has to go without his spear.

Pummel: Peasant Conditioner

L'Belle removes his signature rose-shaped bottle of perfume from his jacket pocket and sprays the foe continuously for three hits of 1.5% damage. This results in more damage than any of his throws, but the animation itself is long-winded, being three separate hits and very slow for a pummel in spite of it technically being a multihit move. This can mean L'Belle will get carried away and end up accidentally releasing a foe at the end of a pummel instead of going for a throw. This is a big risk as if L'Belle is successful in stacking the amount of damage he can out of his grab, he'll want to go for a KO. If the foe is at a low percentage, it's also bad for them to be released so close to L'Belle, who doesn't great close-range options.

Forward Throw: Learn Your Place

After an elegant pose, showcasing the book in the air, L'Belle rams it into the foe's stomach causing 5% damage, then uppercuts the foe away using the book for another 5%. The foe is sent with mild knockback forwards, at low percentages leaving the foe only a platform from L'Belle. This does have great knockback growth, however this will only turn into a KO move at super high percentages. Obviously it's easy to follow up using a spear move or go on the defensive from here. The move has a long animation allowing for maximum use of lingering perfume damage compared to other throws, making it a good all-rounder.

If the foe had an impaled spear when thrown, L'Belle will instead aim for it and plunge it deeper using his book. This will refresh the amount of time the spear is impaled in the foe. This instead makes the first hit deal 12% damage and sends the foe away with high knockback, which can KO at 135%. This is perfect to use if you grabbed the foe when they were relatively high in percentage with an impaled spear, as you transition directly from the pummel into this move. Compared to a side special command grab where the KO move is more powerful, this move has greater potential due to the amount of damage you can passively deal with the pummel and the fact it doesn't remove the spear after the throw. This makes it the ultimate reward for grabbing a foe when L'Belle's spear moves are disabled.

Up Throw: Disposable

L'Belle decides the foe isn't even worth his time and flings them away, throwing them upwards with both hands for 6% damage and wiping away the grime from his gloved hands. The knockback on this move is weak, comparable to Peach's up throw, and L'Belle does have some end lag because of the animation that plays. As the foe is still in hitstun and barely thrown, the end lag prevents the move from being absolutely broken given a very obvious combo into L'Belle's up special, forcing the foe to DI carefully without their usual air dodge. The foe may want to just DI as far away as possible as L'Belle could potentially keep them in place above him using multiple up specials to juggle (when choosing not to use the second hit), with the first practically a free hit if he gets in range when they're in hitstun from the throw. If L'Belle doesn't have his spear, fast falling foes might get low enough still to be hit by even his down smash, although his up smash will suffice on floatier characters.

Down Throw: In Vogue

L'Belle hesitates for a moment, caught in pensive thought as he gives the foe a less revolted look. He pulls out his book with one hand and quickly scribbles in it, before kicking the foe in the stomach for 8% damage. This causes the foe to fall into prone, in a fairly mandatory throw for a character that naturally wants to stall for damage. If the foe was impaled by a spear at the time of the throw, they instead take 13% but the knockback plays out the same, the difference being that the spear is actually knocked out of the foe when they fall to the floor. This will never KO like the forward throw, but it's a superior option to forward throw if L'Belle is not going for a KO, giving L'Belle an easy second or two of bided time before his phones ring to indicate the spear is back in play.

The first part of the throw where L'Belle notes something about the foe has an effect on his down special. When examining the foe, he put down a certain thing about them he thought might be worth working into his Je Suis L'Belle line. The next time he uses down special, L'Belle will use an all-new colour, based on the foe. This colour is fairly random, but works in the same way as the others, giving him a fifth colour to play around with and slotting in right after the hair colour he had when he threw the opponent. This can be repeated up to two more times to add a sixth and seventh colour. If L'Belle grabs the foe again after stealing three colours, he will instead laugh at the foe's unoriginality and more fiercely kick them in the stomach three times, each dealing 4% damage, or 5.5% if they had a spear impaled, making this move a powerful throw for damage. The extra damage of these additional colours may seem at first an incredible boon, but demands an even more beautiful execution from L'Belle to use them to their full potential.

Back Throw: Pepper Spray

L'Belle elbows the opponent in the stomach and forces them to walk back, dealing 3% damage and essentially re-grabs them in the reverse position behind where he originally stood. This does not reset the amount of mashing the foe has to do to escape the grab. The throws are unchanged except for the forward and back throw, which now swap inputs, so the forward is now back and vice versa. By performing the new back throw, L'Belle will instead hit the sharp end of the spear, dealing the same damage and knockback (in the reverse direction) as in forward throw, but causing the spear to fall out immediately after the end of the throw, the opposite of normally happens. Other throws remain unchanged, but of course have opposite knockback. He is is always free to release the foe from his grab, and if he does it now it will leave the foe with their back facing L'Belle. If L'Belle uses this throw as the foe escapes his grab though, he will be left in awful lag and open to punishment by the foe.

When the forward throw input is pressed a new throw is used, where L'Belle sprays the foe in the face for three hits of 1% damage then smacks the book's spine down on the foe's head for 5% damage. They are sent off the ground and rebounding into the air, although the knockback is not particularly strong. By mashing the standard input L'Belle will instead continue to spray the perfume until the foe is moved half a platform away, when the move ends, for even more specific positioning on the foe. This deals an additional 5% damage, but this can be boosted by 1% for every different type of perfume in the area where the foe stands. L'Belle is left at a slight frame disadvantage, uniquely bad for his own throw, but it has its uses. This is true especially when a spear is impaled, as instead of aiming at the foe's head or whatever else is positioned there, he sprays perfume on the open wound where the spear was impaled, dealing 10% damage, and higher knockback at the end of the move too, capable of getting a KO as low as 155%, making it weaker than forward throw but manageable to bridge the gap with some lingering perfume or uses of the pummel.


Neutral Aerial: Perfume Catalogue

L'Belle performs a weak looking horizontal spin with his book held out in his hand as a hitbox to deal 6% damage in a typical circular motion that hits both sides. The tip of the book deals slightly more knockback, but that only makes it possible as a very situational gimp because without it, most of its hitbox is only a weak smack that is slightly angled upward. The move can go on for an extended period of time if L'Belle is within his perfume fields when he performs the move, as he closes his eyes and takes in the beautiful smells, making up to an extra 4 spins if he continues to be within a perfumed area. Every spin does an extra 3% damage and can combo into itself due to its low knockback, but most of all acts as a nice defence due to its range. If L'Belle's hair matches a perfume he's enjoying the damage for each spin is increased by 1%. L'Belle spinning in the air causes all nearby perfume to mix together into a stronger scent, combining weaker perfumes into a stronger brand wherever he covers with this move, stacking together layers of perfume for the greater damage and longevity of either perfume.

Forward Aerial: Progressing the Boundaries

L'Belle takes out his perfume bottle and sprays forward in a small cone-sized hitbox. This deals 4% damage and hitstun as the foe is pushed to the end of the hitbox, not too far. The damage can be increased up to 5-8% damage if this move is used within lingering perfume, and the range the foe is pushed is increased too. This can allow for L'Belle to do a clunky wall of pain, as L'Belle doesn't usually want to place perfume off stage and the foe has wiggle room to escape potential stun lock with the move having bad end lag for an aerial. An easy way to get the most out of this move is to spray a long rectangle of perfume off the ledge by falling down then jumping back up, then jumping back down again to use this move at a recovering foe, L'Belle's fall speed working in his favour. This will refresh recoveries so isn't a perfect gimp combo, but helps keep stall the foe or bring them closer to the bottom blastzone, making it tough on foes who focus on horizontal recoveries.

Up Aerial: Rose Vine

The spear is stabbed upward in a slow but powerful motion that deals 13% damage and high knockback that can KO as early as 200%, and a sweetspot at the tip of the spear that can KO at 120%. This move is one of L'Belle's technically strongest KO moves, but at the same time its lag and specific range telegraphed. This move acts just as well as a deterrent as a finisher, pressuring the foe not to try and attack straight down at L'Belle in the air because of the great range of his spear.

L'Belle without the spear will take out his book and swat the air in a similar motion to his up tilt, but faster and with more impact at the end of the move. This deals 6% damage and weak knockback upward, hitting in a wide hitbox above L'Belle. In stark contrast to the spear up aerial, this version is out-ranged by plenty of moves and gives enemies back some of their best options in gimping or striking from above on L'Belle in the air. As far as strengths though, it is as good a juggling move as the up tilt and easy to land.

Down Aerial: Down Payment

The alderman's spear is held in two hands by L'Belle and with a look of murderous intent in his eyes, he strikes downwards at the foe, dealing 20% damage and high downward knockback, meteor smashing the foe if hit at the start of the move! L'Belle then continues on to a stall then fall that in most respects is similar to Link's, with shorter end lag and better range. The insane damage is brought down to 15% if the foe is hit after the start of the move, during the fall part. This in all respects so far is very similar to Link's down aerial, just with much greater range. It also does much better shield damage, depleting just under half of a shield's maximum health, and L'Belle can bounce further times for an additional fifth of a shield's maximum shield health if the foe doesn't back down.

This move does have a tremendous downside. If L'Belle lands in the move's duration, his spear is stuck in the ground and L'Belle is left with bad end lag. The spear remains stuck in the ground permanently until L'Belle is KO'd, or he pulls it out himself in a laggy animation, or passively after six-and-a-half seconds have passed. This can either be done by pressing the standard input to pick the spear out of the ground like an item, taking a second to pull it out, or by performing the side special into the spear, taking half the time. Either way, this is extremely punishable and much worse than impaling the foe, offsetting the core strength of the move. When the spear is stuck in the ground it is treated as a background element by other characters.

L'Belle without the spear simply kicks downwards in a stamping motion, but too slower to be effective at close range. This deals 7% damage and weak downwards knockback, but does have slightly better safety to throw out than the book in up aerial simply because of the greater range, at the cost of coverage and horizontal range. A beautiful gimp is possible using this move on unsuspecting foes off stage, but generally would require a trade to refresh L'Belle's spear-less recovery and give him a boost upward.

Back Aerial: Backtread

L'Belle desperately kicks behind him in a weak looking spinning motion, dealing 8% damage and medium knockback for a back aerial. The move usually has average lag on both ends, but the end lag is significantly worsened if the move misses. If L'Belle lands the attack he propels himself forward in the air, holding his foot in pain. The distance is nothing great, only his own width in size, but is useful to recover without the spear or just to play keepaway in the air, where L'Belle is lacking. It has its gimp uses too of course, but as with the spear-less down aerial it requires either luck or a great read. If this move is used on a grounded foe, L'Belle is propelled away 1.5x further normally or 2x if the foe has shielded. This is a good mix up to the down aerial, as it's hard for a foe to predict what L'Belle will do with his high falling speed and is important if L'Belle doesn't even have the spear moves to whittle down the foe's shield.


Beautiful Attack: Finishing Touch

Ahead of L'Belle an obscured dark figure appears, with a hit radius comparable to Meta Knight's final smash. If any foes were in that range, the screen fades to black for a moment before coming back to reveal them all tied up on the ground! But thankfully L'Belle is here to help, taking out his mysteriously-procured alderman spear. No, it seems like he's taking advantage of this situation, and who can blame the guy? He stabs through the middle of the foe or foes, impaling them all for 50% damage and can KO from any percentage, although reduced knockback is dealt the more opponents are caught in the move, making it recoverable if on a large stage. A conspicuous detail of this final smash is that if it's used to score the deciding stock on the opponent, Phineas Finch, another character from the second case of Dual Destinies will appear alongside L'Belle on his victorious results screen, how strange.

Not So Beautiful Attack: Non-Spear Breakdown!


L'Belle receives a phone call that drives him to madness, causing him to excessively spray all around him, starting with an animation like his neutral special and getting more and more violent until he resembles a madman. He is invincible for the duration of this attack. In an area as big as Giga Bowser, L'Belle deals 5% a second for ten seconds as the perfume lingers. He'll deal 15-25% damage to enemies close to him and this can KO at 100% or earlier. This is a final smash similar to ROB's in that it's a move has a great range, but compared to that final smash, is considerably weaker. This lasts as long as ROB's final smash too. At the end of the move L'Belle's hair has lost its colour and turned white, as well as looking like a worn-down old man, an effect that continues for the rest of his stock. This cannot be undone by changing his hair colour with his hair gel special, meaning it's a considerable nerf for L'Belle and a bad move if he can't first score at least one stock out of this final smash. The more potent perfume can be used for the ten seconds it lasts after the end of the move, though, being a very useful tool.




Perfect Style: It Ain't Easy Being Beautiful

Florent L'Belle is a man who demands perfection, in his beauty products as well as his players, but there's a not-so-subtle downside on top of that. L'Belle is a very unique sort of character with an obvious downfall: he needs his spear to KO, but there's no easy way to get to the KO percent on a foe without impaling them first, and thus locking yourself out of those powerful KO moves. There are other ways to get there, but they require massive amounts of disengagement with the opponent which carries its own risks, and even with his spear, L'Belle is short of good close-range options to make for good exchanges. Due to his build and lack of close combat moves, L'Belle will want to either keep a distance for his long-ranged KO spear moves, or a long ways off as he builds damage with his perfume. Survival is the name of the game, putting off defeat long enough for passive damage from lingering perfume to build into a KO, despite the fact L'Belle is not that heavy, through some of the tricks unique to his moveset.

Generally speaking, L'Belle can keep away from the foe using his long-range perfume smashes or some of his standards if he can catch the foe off-guard with them and he does have a few KO moves to mix in there if they really get too aggressive at a high percentage. The longer he can keep them in his perfume, the better, and if that means risking a trade at the end, it is worth it if L'Belle can keep an advantage, or at least put more damage on the foe than he takes. L'Belle can afford to take some hits if it means winning in terms of pressure, and sometimes can use himself as bait to bring an opponent to an area he wants to be. Setting up perfume can work towards this, both as a legitimate threat and bait to move the foe around, as L'Belle options change dramatically once he gets his spear back. Working around this dichotomy is an important part of L'Belle's playstyle in its own right, easily goading the foe into being overly-aggressive before L'Belle makes his decisive comeback. The healing from his down special also allows for L'Belle to ever so slightly prolong and manipulate the flow of the match.

In terms of specific moves, L'Belle can move himself around with his back aerial, and his recovery special moves are surprisingly potent, as well as his jumps. By themselves these aren't great, and together they aren't too amazing either, but used in the right situations they can work just as fine as any other recovery in the game. L'Belle is not as gimped as a foe might believe without his spear in terms of range, the book having shockingly decent coverage and range, even if the moves themselves are nothing powerful. There's enough knockback in these moves to simply put off a direct confrontation, or make it into a trade, which favours L'Belle in a general sense if he has some perfume up or a spear impaled in a foe. If a spear is impaled, it should drive the foe to be aggressive to make sure L'Belle can't chase them down and perform his deadly follow-up side special to remove the spear, one of L'Belle's most devastating KO moves. It's at this point L'Belle should try and play keep-away to extend the damage, looking out for when the foe lets down their guard.

L'Belle's arsenal includes some moves to take full advantage of a stalemate situation where he's dealing the damage and doesn't want it to end, with some stalling moves that aren't quite broken, but annoying enough. For example, his up special, if he can land it correctly at the right timing and percentage can stun a foe in place momentarily, as well as his perfume moves (which benefit from more hits too) and his throws especially. The grab game for L'Belle's playstyle is especially important as it not only has an element of stalling with long throw animations, but can lead into an easy stock as the foe takes outside, passive damage from the poison, on top of potentially more damage through the pummel. This has its own risks highlighted in that move though, and it can be frustrating but less risky to simply throw a foe away before they destroy L'Belle at close range.

Against an enemy who has a similar playstyle. such as a mirror match, L'Belle's playstyle will come to focus more around trying to lanf choice shots while not camping as hard if against a character who focuses on harder set up.. When it comes to set up, L'Belle has an easy time, and the side special is especially important because it essentially cuts down on his amount of needed set up. The neutral special has to be less spammed when the opponent is impaled with the spear for guaranteed damage over time, and frees up L'Belle from having to pressure the opponent into his perfumed areas. In fact, this puts the pressure on the foe instead, which is essential in winning against an enemy who has better, more intensive set up. If not for simple damage racking, keep away is important too, in waiting for the spear to come back to L'Belle. The great many anti-shield moves give L'Belle another great pressuring tool to force the foe on offensive.

When it comes time to LBelle's KO moves, the options really put the pressure back on the foe, because of how easy it is to transition into them out, especially using the spear. The lag of the smashes, moves like the down tilt and some aerials can be used to KO at a risk, but using the spear gives L'Belle genuinely great range, but as always it's going to take some work to get there. He has to catch the foe at a certain distance or line them up with his spear, which is not the fastest to bring out in most attacks. If he can land the move though, it's very likely at a high percentage he'll get a kill, but the real fight is beautifying the foe's percentage up enough for L'Belle to be satisfied it's time to send them on their way. Keep whittling them down and wait for the right moment to make a killing move.



Entrance
L'Belle appears out of a cloud of perfume on his phone, hanging up just as the perfume dissipates.

Taunts
1. L'Belle laughs flamboyantly at his foolish opponents!
2. L'Belle chuckles smugly to himself.
3. L'Belle takes out his book, possibly to look through potential hair colours.

Win/Loss Poses
Win Pose 1. L'Belle poses for the camera as he's surrounded by sparkle effects to represent his beauty.
Win Pose 2. L'Belle sprays the camera as seen in his neutral special, finding the audience to smell revolting.
Win Pose 3. L'Belle is seen cleaning the end of his spear for a moment, before quickly putting it away and spraying himself with perfume.
Loss Pose. L'Belle wipes away very genuine tears at his loss.

Kirby Hat
Kirby gains L'Belle signature hair and perfume bottle to spread lingering perfume around the stage, perhaps trying to remove the scent of Sakurai's newer releases.

Colours/Alts
L'Belle's suits come in the normal colours of red, green and blue beyond his regular purple. He has two alts, one where he has black hair and a blue suit/red tie, another where he has white hair and a dark blue suit and lastly a orange tie with grey hair, to represent Phoenix Wright, Manfred Von Karma and Damon Gant, respectively. With the latter three, the default hair colour simply replaces his blond hair in the cycle.

Match-Ups

Vs Blocks



The first thing about Blocks versus L’Belle is that the perfume damage that comes passively can be a great hindrance due to the ways blocks work. Blocks will naturally be shedding his blocks over time making it doubly easy for him to passively lose, making it more important than usual to be the aggressor in this match up to stop L’Belle getting out his perfume. He has plenty of ways of going about this, however, because of his projectiles including his ball of lego, and several ways of approaching L’Belle where he can’t respond well in the bulldozer, dash attack and Blocks’ up special. The only long-range attack L’Belle has is his forward smash that puts him at a disadvantage if he misses, and Blocks can take plenty of abuse before the damage gets to be too big a problem. In simple terms, this match up comes down to L’Belle’s spear having greater range and his passive damage being more effective, versus Blocks just generally having much better approaching or movement options to catch him out.

An essential strategy to L’Belle’s strategy should be to use his side special to rack damage on Blocks after putting out perfume. This will lead to insane damage and force Blocks on the offensive instead of shedding blocks himself, which is a more passive but time consuming set up than L’Belle’s, essentially turning it into a race to see who can set up the hardest first before committing to their attack. If L’Belle can manage to peg Blocks with his side special, the amount of damage racked up, especially if Blocks becomes larger and starts taking up large parts of the stage, will easily put him at a percentage advantage. However, as Blocks gets smaller he naturally starts to not only avoid the perfume but become faster so he can rush through perfume to get to L’Belle. He has a stronger recovery than L’Belle as well, meaning it might take some time for L’Belle to be able to KO Blocks from the stage. Blocks like L’Belle doesn’t find it too easy to KO in the air, so there will be a fight for dominance on the stage. This isn’t a typical fight over resources though and should be fluid, as neither character’s set up needs much of any physical space beyond what their current move needs.

An interesting element of this match up is what happens when Blocks tries to copy L’Belle. There are plenty of bad moves L’Belle will want to give Blocks when he uses his down smash, encouraging usage of his forward smash, down aerial and side special, as even if the first two miss it might be a better outcome than giving them to Blocks. L’Belle will also want to time getting rid of his spear for the moment his clone is created, if Blocks is able to get that far, to give it the gimped version of his set without the spear. In either case, even if it gets the full set, there are plenty of ways for it to screw itself over with a level 5 AI due to how many penalties there are in the set. This is where L’Belle’s knowledge of the mirror match should come in handy as he tries to bait the AI into using the forward smash from long range, the down aerial from below and the side special at a short distance.

Judge’s Verdict: A children’s toy cannot be guilty!

Vs Syrma



These two characters have a similar mechanic, in that L’Belle’s spear and Syrma’s coffin are both crucial to the way their sets work. The difference is that Mr. Coffin not being around is far more of an inconvenience to Syrma because she loses access to her neutral, side and down special. Not having the spear doesn’t actually leave L’Belle with outright fewer moves and even if Syrma can steal his moves, they’re obviously not going to work nearly as well without any way to take advantage of them. Although having the down special to refresh her shield is a great boon playing against L’Belle. As in Blocks, knowing the mirror match at that point is very crucial, and trying to have Syrma absorb L’Belle without the spear to not get his spear side special and instead his more generic one that isn’t nearly as powerful. It may not even be a bad idea to sacrifice L’Belle’s spear as a way to eliminate Mr. Coffin as Syrma without him is much weaker and the spear eventually comes back. Saying it is much easier than doing it, however, as Syrma has a stock of powerful projectiles for L’Belle to contend with and Mr. Coffin if used correctly can invalidate some of L’Belle’s best approaches.

On the good side of things, and what gives L’Belle a real edge, is that he doesn’t give anything for Mr. Coffin to manipulate. He doesn’t have any projectiles to absorb, and his spear isn’t an item the foe can use, meaning Syrma has to resort to manipulating her own projectiles. This is a very limited number, and forces Syrma to instead rely on other options. For Syrma the match will likely come down to just bum rushing L’Belle who is not the most agile character and locking him down before he can set up his perfume, brute forcing him with moves like her up smash, zair, forward tilt that are three examples of moves with good enough range and coverage to outdo L’Belle’s best spear attacks without much of a setback. More than likely this match will be in Syrma’s favour the shorter it is, as there’s really nothing for her to gain from the match going on longer, whereas L’Belle wants to drag it out and KO Mr. Coffin, get his spear back then get a much easier kill on a solo Syrma.

Judge’s Verdict: Mr. Coffin is innocent but Syrma is guilty!

Vs Sealsdramon



Invisibility as Sealsdramon uses it has a significant disadvantage against the passive damage from L’Belle’s perfume, as it gives away his location when he takes damage. This is made worse by the fact that even shielding in or around the perfume is another giveaway and L’Belle’s ability to move around his perfume with his own shield gives him a way to actively detect where Sealsdramon is hiding on the stage. This all more-or-less forces Sealsdramon to play especially rushdown heavy to stop any sort of set up by L’Belle, as he can’t even camp out the perfume as that would give L’Belle yet more time to set it up. Normally projectiles are the bane of L’Belle but Sealsdramon’s are so specific with his up tilt grenade, forward tilt and up throw that it’s not that big of an advantage. The forward tilt is Sealsdramon’s best option to try and out camp L’Belle due to its infinite range, but its slow speed make it easy to shield, especially when said shield can be easily recharged.

The effect of the perfume on Sealsdramon is likely to be he just ignores all effects of the perfume and tries to still get up close to L’Belle to play the match through as normal, but this is an uphill struggle as Sealsdramon is significantly weaker without his invisibility to create a surprise. L’Belle’s own shield is enough of an element that Sealsdramon’s lack of real anti-shield options is a huge detriment, as if L’Belle can even for example get up perfume directly in front of himself, it’s not hard to predict when the rushdown attempt is going to happen. Even worse, the spear outranges many of these options so unless Sealsdramon tries to attack with his aerials he won’t have much success. However, the absence of perfume as he goes from ground to air will be a giveaway at that point that tells L’Belle what is happening here, making it hard for Sealsdramon to do much of anything.

L’Belle doesn’t need much room for all the perfume he needs, just a stretch of it that acts as testing ground to see if the invisible Sealsdramon is around. The forward smash throwing spear has the kind of coverage to also confirm where Sealsdramon is or isn’t hiding, as it goes over a long horizontal space, possibly covering the tops of platforms or the stage below. Sealsdramon’s incredibly powerful aerials are the most worrying prospect for L’Belle and probably the best way to pressure him by forcing him to set up his perfume in the air rather than on the stage. A sweetspotted forward aerial out of nowhere can still turn around the match due to how powerful it is but it’s likely to just find a shielding L’Belle and be precisely punished.

Judge’s Verdict: Seal…sealdemon… the rat is guilty!

Vs Karthus



This is a prime example of the kind of projectile heavy set L’Belle hates. On top of an enormous amount of projectiles, Karthus can slow L’Belle with the wall, when L’Belle already has movement problems. Karthus’ floaty nature doesn’t help either for combos and he is a character who can easily outcamp L’Belle and not really care as much about the perfume because of his superior range. Not least when he has the Requiem to force L’Belle to approach whenever he wants, which is an outright superior way of pressuring comparable to L’Belle perfume. In a nutshell, this is not a fun match for L’Belle.

One of the saving graces is simply that Karthus is lightweight enough that it won’t take long to build him up to a KO percentage. L’Belle will likely forego trying anything risky and just try rushdown on Karthus with his dash attack, forward tilt and forward aerial for moves with some range, or try to juggle him up in damage with up smash, up tilt or up throw. He’ll be setting up perfume less often and as a result his perfume moves will be weaker, making them not as useful. The one time L’Belle won’t mind losing his spear and the important range it gives for this match-up is if he can land a side special, due to the sheer power of the follow-up side special or throws when Karthus is shielded. If L’Belle can grab Karthus in the middle of some perfume for extra damage this is a good way of catching the ghoul and forcing a KO at a lower percentage than normal. This is, of course, not going to be easy in practice.

Judge’s Verdict: Karthus is innocent but he needs a nerf!

 
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Tocaraca2

Smash Ace
Joined
Feb 22, 2015
Messages
557
Location
Wokingham
Base knockback is essentially how much knockback a move deals at 0%, barring rage, weight, et cetera. Knockback scaling is how much the knockback grows at higher damage levels.
So the formula for how much more powerful a smash attack gets after being charged takes into account every one of these factors as well as the damage output?
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
So the formula for how much more powerful a smash attack gets after being charged takes into account every one of these factors as well as the damage output?
There is no real formula for smash attacks; they simply use the same formula as other attacks. Here's a detailed guide to the formula for knockback, if you're interested.
 

JamietheAuraUser

Smash Lord
Joined
Jan 11, 2010
Messages
1,196
Location
somewhere west of Unova
A non-charged Side Smash is technically a different attack to a fully-charged Side Smash.
No. They both count as the same input in the Stale Moves queue.

What charging a Smash Attack does is it increases the damage the move deals. Let's use Mario's Forward Smash as an example.

Uncharged, it does 17% damage with the sweetspot. It has a base knockback of 25 and a knockback growth of 99. Say the opponent, a default-size Mii Fighter for the sake of example, has taken 100% damage prior to being hit by Forward Smash. To make this easier on ourselves, we'll say Mario has not taken any damage.
Code:
(((((117 / 10 + 117 x 17 / 20) x 200 / (100 + 100) x 1.4) + 18) x 0.99) + 25) x 1
(((((11.7 + 99.45) x 1.4) + 18) x 0.99) + 25) x 1
((((111.15) x 1.4) + 18) x 0.99) + 25
(((155.61) + 18) x 0.99) + 25
((173.61) x 0.99) + 25
(171.8739) + 25
196.8739 units of knockback.
Now we'll do the same thing, but with Mario's Forward Smash being fully charged, meaning it does 23.8% damage instead of 17%.
Code:
(((((123.8 / 10 + 123.8 x 23.8 / 20) x 200 / (100 + 100) x 1.4) + 18) x 0.99) + 25) x 1
(((((12.38 + 147.322) x 1.4) + 18) x 0.99) + 25) x 1
((((159.702) x 1.4) + 18) x 0.99) + 25
(((223.5828) + 18) x 0.99) + 25
((241.5828) x 0.99) + 25
(239.166972) + 25
264.166972 units of knockback.
See how much of a difference that made in the knockback? And all that happened was that the damage dealt increased!
 
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ϟPlazzapϟ

Smash Apprentice
Joined
Nov 30, 2014
Messages
95
I gotta say Jamie your knowledge of smash physics is truly admairable

Anyways lately it seems i've been on a huge moveset haitus but I actually have a halloween set in development, possibly two if I have leftover time after the mian one.
 
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